Feb 07

Of Parrots And People

Full title: Of Parrots and People: The Sometimes Funny, Always Fascinating, and Often Catastrophic Collision of Two Intelligent Species

This is an important book. It’s not an easy book to read, by any means, but if you’ve ever considered getting any kind of parrot as a pet, you need to read this book. (Yes, the author’s real name is “Tweti”, and yes, it’s pronounced “tweety”.)

There are estimated to be 50-60 million pet parrots in the USA. They range from the tiny budgerigars, to the large macaws that most people think of when they hear the word “parrot”. The book starts out by examining the situation of these pet birds.

It used to be believed that parrots were just brightly colored birds with a talent for mimicry. Thanks to the groundbreaking work of Irene Pepperberg and other researchers, we now know that parrots are as smart as human children. They also have long lifespans. While a parakeet may only be as smart as an 18 month old baby and live for just 10-15 years, an African Gray can be as smart as a 6 year old and live for over 50 years. Parrots are also noisy and messy, something which people often don’t understand before it’s too late. Like many small children, they will screech when they are angry, sad, or just overexcited.

Take budgies, for example. Their normal morning routine is to fly around for a couple of hours tweeting and squawking to each other to keep in touch, and forage for food on the ground. If you don’t spread the food on the ground, they’ll do it for you. They’re quiet compared to any larger parrot, but their noise can be heard anywhere in the house–or even at the far end of the back yard, with all the doors and windows shut.

Take a look at online pet forums and you’ll find people begging for ways to get their pet birds to quieten down. It’s not surprising, then, that there are thousands of unwanted parrots. The lucky ones end up in parrot sanctuaries; the unlucky ones are euthanized. The really unlucky ones live for years in solitary confinement, trapped in a cage, neglected, fed on cheap unhealthy bird food until they die young.

At the same time, breeders are still adding to the problem. The book continues by examining the legal parrot trade in the USA. The life of a lonely captive pet parrot may be bad, but the conditions in the industry are often like a concentration camp for birds.

Apparently many big breeders know little about the birds they raise; they’re only in it for the money, after all. Many believe that birds will breed more if they are kept in the dark; ironically, the exact opposite is true, as birds are triggered to breed by lengthening daylight hours. Nevertheless, thousands of parrots are kept confined in cramped, dark boxes, fed a poor diet. As soon as they raise young, the babies are taken from them. They will scream and grieve for days, but eventually they will try again.

As I said, this is not an easy book to read–and the first half of the book, about the legal parrot trade, is light relief compared to the second half, which considers the illegal parrot trade.

The 1992 Wild Bird Conservation Act in the US made it illegal to import any wild bird, unless it could be demonstrated that the capture of that species did not damage exotic bird populations in the wild. Before the law changed, the US was responsible for 40% of the captured wild bird trade; since the law, that has dropped to almost nothing. But of course, some trade continues in the underground economy, and conditions there are horrific.

Texas is the destination for a lot of parrot smugglers. Head into Mexico for 20 minutes and you can find all kinds of illegally caught wild parrots openly on sale–and being kept in deplorable conditions. Street vendors will help you stash the birds in paper bags or cardboard tubes, and secrete them about your person–or even inject the birds with ketamine or other illegal drugs, to knock them out for a few hours while you cross the border. If they live, you save hundreds of dollars over the cost of a legally bred pet bird. This potential markup makes parrot smuggling more lucrative than cocaine–and yet, the chances of being caught are lower, and even if you are caught red handed, you can often escape jail.

The birds, of course, aren’t so lucky. They end up in solitary confinement for years until they can be used as evidence in a trial; after that, the government often sells them at auction, typically to the very people who pay the smugglers. Many birds are just euthanized.

Then there are the practices of some of the people who keep parrots as pets in Mexico. I’m not going to describe them here; I feel lucky that I haven’t had nightmares about it. By the time I was two thirds of the way through the book, I wasn’t sure I was going to make it any further.

I did, though, and got to the final section, which talks about parrot conservation in Latin America. In many communities where the birds were once viewed as a cash crop, they are now seen as a precious resource thanks to the development of ecotourism. Rich gringos can now travel to research stations where they take part in long term studies of parrot populations. Instead of being sold for $25 each to smugglers, the parrots are now attracting tens of thousands of dollars a year in ecotourist trade.

If you’re looking for a happy ending, though, the book will leave you disappointed. Even if we save the parrots from poaching, we’re only postponing what currently seems inevitable. Before long, their forests and jungles will be clearcut to grow soybeans and make toilet paper and books, and the parrots will die off quietly as their habitat disappears. The book ends with a plea for readers to consider going to Eco-Libris to pay for a tree to be planted to offset the destruction caused by reading the book itself. I wish I could believe that that would be enough to make a difference.

Jan 31

2007: Apple introduces OS X 10.5, with its new quarantine feature. Applications which are downloaded from the Internet now show a warning dialog if you try to run them. At the same time, support is added for code signing, and notes that the user is likely to be bothered with additional dialog boxes and prompts for unsigned code that they don’t see with signed code. Developers are advised that they should sign all code.

2008: Apple introduces the iPhone SDK, and explains that for security reasons, the iPhone will only run code signed with a public key and co-signed by Apple.

2010: At WWDC, Apple introduces new security features for OS X 10.7. Developers are told that unsigned code will produce a new more strongly worded warning dialog every time it is run. A bundle of SDK, code signing key/cert and some new tools is announced for $99. Fanboys point out that you can turn the dialog off, so what’s the problem?

2011: Mac OS X 10.7 is launched with the new Mac App Store as an icon in the dock that cannot be removed. Anyone can sell signed applications via the App Store, with Apple taking a 30% cut of the profits and handling fulfilment. A developer feeding frenzy ensues. Soon, the Mac App Store is the main way to sell Macintosh applications. The old free OS X SDK is quietly discontinued. Fanboys point out that there are still the GNU tools and scripting languages, so what’s the problem?

2012: Mac OS X 10.8 is announced. OS X Server is rebranded as OS X Professional, aimed at developers, and shipped with Pro grade machines (MacBook Pro and Mac Pro) and servers. The regular OS X 10.8 is shipped on MacBook and Mac Mini systems. Development is still possible on the basic OS X, if you pay $99 for the SDK and a code signing key. Fanboys point out that you can easily jailbreak OS X 10.8, so what’s the problem?

2013: Mac OS X 10.9 no longer runs unsigned code. For that, you need to buy Mac OS X Professional, or the developer SDK and a signing key. The Mac is now locked up the same way as the iPhone or iPad. Fanboys explain that this was necessary for security reasons. Besides, what are you going to do, switch to Linux?

Jan 31

LittleBigPlanet

(PS3 only)

If you’re looking for a kid-friendly game for the PS3, this should be top of your list. Rated E, it provides classic 2D platform game action rendered with state-of-the-art 3D graphics. The ragdoll physics and ability to grab objects are interesting game tweaks, though the automatic switching between layers on the Z axis can be a little frustrating at times. Mostly it’s not a problem with the story levels, because of careful level design.

The plot is like a fairy tale, and unfolds gradually. You catch glimpses of what’s going on while playing the levels, and then when it’s revealed that someone is abducting characters and imprisoning them, it’s up to you to free them. Even the bad guy turns out just to have been lonely and desperate for friends.

One great thing about LittleBigPlanet is that it has a full level editor, capable of building levels as good as the ones in the game. The artwork is fabulous, a real visual feast with levels inspired by (amongst other things) Day of the Dead, Indian art, and African crafts. Levels can be shared online with friends, or publically; there are over 1,000,000 user-created levels out there. Sony and MediaMolecule seem to be doing a pretty good job of making sure they’re kid-safe.

Burnout Paradise

(PS3, Xbox 360, Windows)

My experience is that all young boys love cars. The only thing better than playing at racing cars, is playing at crashing cars. The Burnout games understand this–unlike serious racing simulations like Gran Turismo, Burnout rewards you for dangerous driving, and rewards you with detailed action replays of your crashes. Glass smashes, sparks fly, bodywork crumples.

The open world design lets you drive around and explore the city; each intersection of streets has some kind of challenge you can choose to start by pulling up and hitting a button. There are straight races, stunt jump challenges, stock car style survival modes, and contests where you have to cause as much vehicular carnage as possible in the time limit.

The online mode allows for contests between players, but also has social modes where you join up with friends to compete challenges together, or just hang out driving around and chatting and doing whatever you want.

Rated E, as there’s no blood–it’s all A-Team crashes. Obviously, online modes may expose your offspring to rude words spoken by other players, if you allow play with unknown strangers.

It’s also available as a downloadable from PlayStation Network.

Katamari Forever

(PS3 only, but earlier Katamari games are available for Xbox 360 and PS2)

When the original Katamari Damacy was launched on the PS2, the game mechanic was something completely new to video games–roll a ball of stuff (the “katamari”) using tank-like controls, making it larger and larger as more and more stuff sticks to it. As the katamari grows, it can roll over larger objects–but it also has more momentum, and becomes harder to maneuver.

The game consists of variations on that basic theme. The King of the Cosmos tasks you with making a nice big katamari, sets you a time limit before he’ll lose patience, places you somewhere on earth, and off you go. Sometimes the challenge is a little different–for example, maybe the katamari is on fire, and you need to roll up hot and burning stuff, and avoid cold or wet things.

It’s all very cute. If your katamari is big enough, you can roll over people–but although they scream, they just stick into the katamari, they’re not killed. The game therefore gets an E rating.

Katamari Forever basically gives you all the levels from all the previous Katamari games. Graphically, it’s not a whole lot better than the PS2 versions, but it’s such a charming game that the graphics don’t really matter. However, the lack of anything really new meant that it suffered in review scores.

Ratchet and Clank Future: Tools of Destruction

(PS3 only)

If you don’t mind guns and epic battles of cartoon violence, the Ratchet and Clank series offers E10-rated action adventure platformers that I personally think are the best around. In Tools of Destruction, it’s insectoid monsters who are on the receiving end of the violence this time: they’re an invading army ruled by a crazy emperor who has ordered them to lay seige to the galaxy. It might not be the most socially conscious message, but at least it’s anti-imperialist, right?

The genius of the Ratchet and Clank games is that their difficulty level is self-adjusting. Smashing enemies and scenery releases metal in the form of bolts, which are apparently the currency of engineers. You can spend the bolts to get ever more powerful (and ridiculous and fun) weapon upgrades. Hence, if a particular part of the game keeps defeating you, each time you try you gain more bolts. Before long you can afford a better weapon that’ll give you the edge against the enemy and let you succeed.

The weapons are varied, and allow for different styles of game play. You can stand back and pick off roachlike enemies from a safe distance, or you can (say) launch the Groovitron to make them all break out in disco dancing, and then whack them with a wrench while they’re occupied.

This long-running game series had numerous outings on the PS2 as well. My personal favorite was Ratchet & Clank Going Commando.

Jan 30

A friend recently commented on the imperialist narrative of most video games: travel to exotic places, meet interesting people, kill them, and exploit their resources.

Well, yes, there are a lot of video games like that, ranging from the hundreds of first-person shooters that only an enthusiast could tell apart, to the cerebrally imperialist Civilization series. However, there are also video games which manage to have a more progressive message. I thought I’d write about a few of them.

(Note that there are a few mild spoilers below; this is a guide for parents, rather than necessarily for players. If you’re a video game enthusiast you should have played these all by now…)

Beyond Good and Evil

(PS2, Xbox, Gamecube (or Wii), Windows)

This game is something of a cult classic, though it sold badly on initial release. Designed by French software house Ubisoft, it’s a 3D third-person action-adventure in a mostly open world, with some puzzle solving. The protagonist, Jade, is a female journalist investigating the activities of a military dictatorship which has emerged to defend the planet Hillys from an apparent alien invasion. Jade mostly relies on sneaking around and collecting photographic evidence, though she does resort to martial arts when necessary.

I have the PS2 version, and I strongly recommend the game, even though the PS2 version was the most criticized. For what it’s worth, I didn’t have any problems with the frame rate or other alleged shortcomings. Metacritic scores are 83% or higher for all platforms.

Like most cult games, BG&E commands a hefty price for a new copy, but used copies in good condition can be tracked down. You can also rent the Windows version on Steam or GameTap. Rated T for Teen.

Psychonauts

(PS2, Xbox, Windows)

Another cult game, this time from Tim Schaffer. Also another 3D third-person action adventure with puzzle solving. The protagonist this time is a psychically gifted kid named Raz, who runs away from the circus to sneak into a summer camp and try to become a Psychonaut. Before long, he must psychically journey into the minds of various disturbed individuals in order to heal their minds. Each person’s insanity manifests as a different surreal world with its own logic and graphical style.

Again, I played the PS2 version. I found it worthy of the praise it has been given (Metacritic scores in the high 80s on all platforms), though the final circus/tightrope world was infuriatingly difficult and spoiled an otherwise delightful experience. Unlike BG&E, I didn’t keep my copy.

Commands an even higher price than BG&E, and you’ll pay like-new prices for a good used copy. Rated T for Teen.

Ico

(PS2 only)

Third person action-adventure, again, but with a more distant look that often resembles classic isometric games. The most graphically beautiful game on the PS2, in my view, and one of the most sadly overlooked when it was new. Now commands premium pricing even for a used copy. (No, I’m not selling mine.)

The young boy Ico, apparently born with horns, wakes up in a mysterious ancient fortress. He is forced to go on a perilous quest to save himself and a young girl who is apparently some sort of princess. On the way, he learns about the mystery of what the fortress is for, and why he was placed there.

The game is mostly environmental puzzles. Monsters are the spirits of the dead manifesting as black smoke, and they are driven away with a simple wooden stick or torch. Rated T for Teen, because although it’s less violent than the above games, it’s creepier.

Okami

(PS2, Wii)

Another video game which was unfairly overlooked by players on initial release, in spite of winning numerous awards, this one has the advantage that you can buy it new for a reasonable price. A 3D third-person action-adventure steeped heavily in Japanese mythology.

The graphics are unlike any other game, with cel-shaded animation and textures inspired by Japanese ink and wash painting. The protagonist is Amaterasu, the Shinto sun goddess, who manifests as a wolf and attempts to lift a curse that has fallen on her native land. Combat is carried out, and puzzles solved, by painting mystical brush strokes on canvas using the celestial brush. This game mechanic makes the game a natural for the Wii’s remote, and I kinda wish I hadn’t played the PS2 version so I could play the Wii one fresh.

Rated T for Teen. There were a couple of instances of smutty innuendo that made me raise an eyebrow, but I suspect a kid would have missed them. There’s also some cleavage and a little partial nudity. Not a game for Christian conservatives, but then again they probably wouldn’t like all the Japanese gods either. Somewhat slow to start, and probably not a good game for anyone who lacks patience.

Jan 30

According to Huffington Post, after the iPad launch Walter Mossberg cornered Steve Jobs to ask a pertinent question:

Mossberg asks why users would want to shell out $14.99 for an ebook on the iPad, when they can buy ebooks for Amazon’s Kindle for $9.99.

Steve Jobs’ retort: ‘Well, that won’t be the case.’ Mossberg presses him on whether that means Apple’s prices will go down, or Amazon’s will go up, to which Jobs offers a cryptic, non-committal, ‘The prices will be the same.’

On Friday, this exchange was explained. Macmillan demanded that Amazon jack up the prices of e-books to $14.99. In response, Amazon stopped selling Macmillan books. That includes all books from Tor and Forge, the science fiction and fantasy publishers.

As it happens, next month’s book at the book club I go to is published by Tor. I went to buy a copy on Friday, not knowing about the dispute. I had seen it available for Kindle before, and wondered why it was no longer available.

Then I shrugged, and bought a dirt-cheap used paperback copy instead. If Amazon had given in and upped the price to over $10, rather than refusing to sell it, I’d have done the same.

The thing is, a book is something I rarely read more than once. There are so many good books out there, I feel like it would be crazy to re-read when I could read something new to me. Hence $15 for a book is expensive entertainment, compared to $15 for a CD I’ll listen to many times, or $3 for a movie rental.

I suspect that I’m not unusual in this respect, and that Amazon have done the market research, and concluded that DRM-crippled e-books are never going to sell for more than $10–particularly not when you can pick up a paperback for $5 including shipping. Rather than devalue the Kindle and allow other publishers leverage to introduce their own disastrous price increases, Amazon is playing hardball and opting not to sell Macmillan books–which is their right in a free market, isn’t it?

Apple did the same thing with the music industry, pushing them to keep prices at 99¢ per track. Later, the big music companies were allowed to increase prices in return for dropping DRM. Everyone loved it when Apple forced prices down, but this time there are some angry voices.

John Scalzi is one of them. He’s pretty angry at Amazon. Reading between the lines, I think he’s pretty angry at his publisher too, for trying to sell his books at a price he doesn’t think most people will buy at. Meanwhile, Cory Doctorow proposes the iTunes Music Store solution: allow publishers the freedom to set prices however they like, if they drop DRM and abusive EULAs. (Sounds good to me, as it makes the problem somewhat self-correcting–if publishers jack up the prices too high for the market, copyright violation ensues.)

I can understand why Macmillan’s authors are upset by what Amazon have done, but fundamentally, I think this is a very simple problem: Macmillan has decided to set its prices higher than Amazon thinks it can sell books at, so Amazon is choosing not to sell Macmillan books. If you’re an author published by Macmillan, I think the people you really need to be directing your ire at are at your publishing company, for attempting to raise prices in the middle of a terrible recession. In the mean time, well, I guess I’ll buy your books used.

Jan 28
  1. The world has been crying out for a $500 e-book reader and the chance to read books on an LCD.
  2. Nobody reads books outdoors, so a screen I can’t read outdoors is perfect.
  3. Nobody listens to music or has IM running while browsing the web, or edits documents with a web browser open.
  4. The lack of multi-tasking brings back the joys of the authentic 1984 Macintosh experience.
  5. Look, if I really want to listen to music while I’m working, I’ll use my iPod.
  6. No, it doesn’t have a camera. I can use my digital camera for that, and then import the pictures using a USB cable and the USB cable dongle. Nobody uses video chat.
  7. You don’t understand it, it’s all about convergence.
  8. It’s not a computer, so it doesn’t matter that it can only run software Apple approves of.
  9. It’s a computer, so I don’t need to carry my laptop or netbook around.
  10. I love having a single vendor dictate what I can and can’t do with the hardware I buy.
  11. Nobody uses Flash. That’s why nobody plays those stupid Facebook games or watches Hulu or uses Flickr.
  12. Needing dongles for USB, storage and recharging the battery helps keep the initial cost down, as well as giving me more excuses to visit the Apple store each time I lose one.
  13. Word processing on a glass touch keyboard will be great. Anyway, you can buy the keyboard dock add-on, at which point the iPad will be as good for writing as a $200 netbook with no multi-tasking that you can’t use on your lap.
  14. Look, nobody wanted an OS X tablet.

© 2010 all Apple fanboys.

Mostly for Gareth.

Jan 21

On December 23rd, my MacBook Pro died. The screen started flickering, and the entire graphical layer died. The underlying Unix system was still responsive, and I could SSH in, but that was it. Rebooting the machine, it would run for a while, then die with the same fault.

I used rsync to create a full backup–I already had a Time Machine backup, but better safe than sorry. After a couple more reboot cycles it stopped booting entirely.

I took the machine to the Apple Store. Based on the problem description and my apparent cluefulness, they said they’d need to get a replacement motherboard. Unfortunately, motherboards for my particular model of MacBook Pro are apparently in short supply, so I’d have to wait.

I took the machine home. Christmas came and went. In the new year, I got a call from the Apple Store. The replacement motherboard was in. They warned that they could only reserve it for me for 6 days. I said that wasn’t a problem, and was at the store half an hour later to drop off the machine.

The next day I got a call. Swapping the motherboard hadn’t fixed the problem. The machine needed to be sent to the main Apple service center. Make it so, I said, confirming that I had a full backup.

The service center received the machine…and put the repair on hold, because they needed another part that was in short supply. And so I waited, without a Mac, using Linux for all my computing needs.

Yesterday the service center flipped the status on my Mac to repaired, pending return shipment. Just now, it arrived back in my hands by overnight shipment.

The accompanying paperwork says that they replaced the motherboard, the display, the cooling fan, the DVD-RW drive, and some internal cabling. Basically, I have the original casing, hard drive and keyboard, and the rest is new. So once again, the extra cost of 3 years of AppleCare has proven to be an excellent move, this time saving me from having to drop $1500+ on a new machine.

I’ve had similar experiences with IBM (and Lenovo) laptop hardware. Always buy the extended warranty for a laptop. Consumer Reports agrees. It’s not like I’m rough on my hardware–I travel infrequently, I’ve never dropped a laptop, and I’ve never spilt coffee in one either. It’s just that laptop hardware is inherently less reliable than desktop hardware–you have smaller components, and more heat-producing hardware in a tighter space. My Mac probably died when it did because I’d just been encoding and burning four different DVD projects.

So, what was it like using only Linux instead of Mac and Linux for almost an entire month?

On the whole, not bad. Linux does the job for most day-to-day tasks. The two places where it still falls down are sound and video.

Ubuntu 9.10 has seen major regressions in sound functionality–any kind of Flash audio frequently results in fragmented looping, like a CD skipping. Applications also tend to grab the sound interface and not let go, preventing anything else from playing sound until you quit them. The user interface for volume control is a total disaster too, and Bluetooth headsets don’t work.

In video land, there just isn’t anything to compare with iMovie HD plus iDVD. OpenShot looks promising for the editing piece, but it’s still very young.

There are quite a few other Mac apps I missed. iTunes doesn’t really have a good equivalent, functionality-wise. Organizer software on Linux isn’t as advanced. But if you don’t use sound for anything more than soundtracks to video, and don’t do much video editing, then Linux is probably good enough. It’ll certainly cope with web browsing and office documents.

Would I switch? Well, if you ever need to jailbreak a Mac, that’s the day I switch. Failing that, I suspect Apple can keep far enough ahead of Linux that switching won’t be a temptation.

Jan 07

I just watched a BBC documentary, Horizon: The Secret You, about recent results in the scientific study of consciousness. There were three experiments discussed in the program which seemed to me to be particularly key.

The first experiment was carried out at the Karolinska Institute in Sweden. It involves having the subject wear a stereoscopic VR helmet attached to two video cameras. Using this simple apparatus, the subject can be given an out-of-body experience, without drugs or meditation. In fact, the subject’s sense of self can be relocated into another person’s body, by having them wear the cameras on a helmet.

This experiment shows that the brain tries to work out where “I” am based on sensory data; if the data are confused, it guesses wrong, and locates my consciousness outside my body. So the feeling that “I” exist in my body (or my mind) is really no more than a feeling.

The second experiment involves measuring brain activity resulting from transcranial magnetic stimulation. Basically, an electromagnetic pulse is delivered to a specific part of the brain, and the resulting firing of neurons is mapped. The process is then repeated when the subject is asleep–that is, no longer conscious.

The result is interesting. The first part of the brain fires the same way in both cases. In the conscious mind, the pattern of activity then rapidly spreads out to multiple areas of the brain. In the unconscious mind, the activity remains localized. This seems to indicate that the difference between an unconscious and a conscious mind is interconnectedness. This fits nicely with my pet theory that consciousness is an emergent property of certain classes of sufficiently complex network systems.

The third experiment is the most disturbing. The subject is placed in an MRI scanner, and asked to periodically choose whether to click the button in his left hand, or the one in his right hand, and then immediately click the appropriate button. That’s all.

Based on the patterns scanned, the scientists at the Bernstein Centre for Computational Neuroscience in Berlin can predict which button the subject will push, six seconds before the subject makes the conscious decision.

In other words, the sense that you might be consciously choosing brand ‘A’ over brand ‘B’ at the supermarket may be utterly illusory. Even if you stand there and deliberate, what’s actually happening is that your brain is making a choice at a very low level, and the networked subsystems of the brain are then elaborating on that information to provide the sensation of having decided, several seconds after the decision was actually made.

It seems to me that science is rapidly converging on Zen Buddhism, and telling us that there is no “I” or “self”; it’s all an illusion generated by the brain as a side effect of trying to work out where we are and what’s going on. The illusory self then inserts itself into our thought processes and makes us think that it is important in decision making.

Or as Emo Philips put it: “I used to think that the brain was the most wonderful organ in my body. Then I realized who was telling me this.”

The show is available on YouTube, though who knows how long that will last.

Jan 05

Dear Apple,

I’ve been a Mac user since 1986 or so, and a Mac owner since 1990. I stuck with you through the bad years of the late 90s, when everyone thought you were doomed. I live in a multi-Mac multi-iPod household. I even have an AppleTV. Yet I don’t have an iPhone.

I like the design of the iPhone. You’ve fixed all the major functionality shortfalls, like lack of MMS and instant messaging. But your insistence on controlling what people are allowed to run on the device is slowly stifling it.

I write software for myself, and sometimes for other people. I would like to write software for whatever my next phone is. I also have a small Internet tablet I’d like to replace, a Nokia N800. The iPhone could be a contender, if you’d let it run whatever I want. (No, jailbreaking is not a solution. I don’t want to get into an adversarial relationship with you.)

You’ve got a big event coming up on January 27th. It’s probably going to be the launch of the iSlate tablet. It’s more than likely going to run iPhone OS 4. It’ll be your last chance to win me over.

Like many other people, I currently rate Google Android as the OS I’d most like to run on my next smart phone and my next Internet tablet.

See how the preference for the iPhone has dropped dramatically on that graph? See how the preference for Android has almost quadrupled? Sure, some of that is because of AT&T’s network, but a big chunk of it is the direct result of your user-hostile policies.
Even AT&T can see the writing on the wall.

Your iron grip on the iPhone is strangling the device. It’s time to free the iPhone, before Android takes over. You’ve still got the best UI, and you’ve got almost all the functionality–but that isn’t enough. You’re facing a multi-vendor OS anyone can develop for; you won’t beat that with a locked-down single-vendor appliance only you can approve software for.

By all means keep the iPhone lockable to a particular wireless provider. Keep the app store. Maybe even make people turn on “developer mode” or click through a warning to run unsigned software. But don’t keep trying to stop people from running the software they want to run on their iPhones. You’re driving away developers and driving away users.

If you won’t free the iPhone, at least free the tablet. I’ve wanted a Mac tablet for years–but that’s the point: I want a Mac-like tablet. A real computer that will run whatever software I want, not some locked-down piece of hardware that you control. If a giant iPod Touch is all you have to offer on the 27th, I’ll go with an Android tablet and Android phone, no matter how amazing your new UI is.

Jan 03

Naughty Dog have quite a history on the PlayStation family of consoles. They started out as developers of the first three Crash Bandicoot 3D platform games on the original PlayStation, as well as a Crash-themed cart racer.

With the introduction of the PS2, Naughty Dog showed that their developers could implement the best game engines in the business. Jak and Daxter: The Precursor Legacy was built using a variant of Lisp, and featured dynamic multithreaded loading of game data and textures. This made it almost unique among PS2 games in having no loading screens–the entire world appeared seamless. By the time of Jak 3, the engine supported progressive scan and widescreen. It had multithreaded rendering as well, which kept the frame rate consistent at the expense of some tearing.

Unfortunately, the best technology doesn’t always mean the best games. Naughty Dog’s technology found its way into Insomniac’s Ratchet and Clank games and Sucker Punch’s Sly Cooper games, and I’d rate both series as generally superior to Jak and Daxter. In particular, Jak II was a low point for Naughty Dog: they tried to take the series in a more gritty and urban direction, and it didn’t really work. The infinitely respawning enemies were annoying and broke my suspended disbelief. Worse, someone on the design team decided that it would be fun to make players avoid randomly generated traffic while trying to travel around completing missions within tight arbitrary time limits. Sorry, but traffic jams are not a fun gameplay mechanic.

Naughty Dog’s first PS3 game was Uncharted: Drake’s Fortune. They stuck to their 3D platformer roots, expanding out in the direction of third person shooters, and the result was another technical tour de force. Once again, the game engine used background threads to suck in data on the fly and provide the illusion of a seamless world with no loading screens; and for the first time, a Naughty Dog game featured realistic human characters.

Uncharted was like a Hollywood action adventure. It featured a lot of running around, ducking and diving for cover, grabbing guns and shooting on the move. The combat was interspersed with climbing and jumping, and some light puzzles. The game was well reviewed, though many felt it was somewhat short. It was also disappointingly linear, and only really supported a single play style–leap in, grab the guns conveniently scattered around, and run around causing mayhem.

And so to the inevitable sequel. Uncharted 2: Among Thieves keeps what was good about the first game, fixes what was wrong, and outdoes every other similar game in numerous areas. It fully deserves all the awards and rave reviews it has been receiving.

Like the first Uncharted, Uncharted 2 has no load screens; but this time, some of the environments are huge in scope, occasionally jaw-droppingly so. The draw distance is so large you’re never aware that it isn’t infinite, and only twice did I see any sign of popup or texture loading. (And one of those occasions was during multiplayer when switching cameras, so I’d argue that it doesn’t count.) Even though the plot is basically linear, the game feels open because of the excellent design; the only time I felt boxed in was when I had a traversal puzzle I couldn’t solve.

The graphics are amazing. There are no photographic textures; everything was drawn by artists, but in photorealistic style. Dynamic lighting is used so that game objects can cast shadows. Plants are apparently modeled using a physics engine which allows them to be blown about by ambient weather or passing helicopters.

By offloading most of the graphics pipeline onto the Cell processor SPEs, Naughty Dog freed up the graphics chip to handle dynamic depth of field, generally focused around either key action events (during cut scenes) or whatever your reticule is aimed at (during combat). Depth of field helps to focus your attention on what’s important, getting around the problem of visual clutter that plagues games like Killzone 2. (For an alternate approach, see Team Fortress 2 (part of The Orange Box), where the entire art style is focused on reducing visual clutter.)

The rendering pipeline uses HDR. The game simulates dark adaptation of the human eye–when you walk from a light area into a dark one, it takes a while before your vision adjusts. Fire and water are modeled well, and there is judicious use of motion blur and bloom. The end result of all these technical details is particularly impressive during a sequence that takes place on a moving train–I won’t say any more, in order to avoid spoilers.

The set pieces in Uncharted 2 are integrated into the plot much more cohesively than in the previous game. This is possible because the game engine uses Havok physics for both characters and destructible cover. You can literally aim and fire at enemies while sliding down the sloping floor of a building that’s collapsing into rubble, ducking behind tables for cover and grabbing pieces of wall to slow your fall. While Nathan Drake has many combat moves, the controls are kept simple enough that there’s no frustrating button-sequence-mashing.

While there are a few cut scenes (rendered with the same engine, of course), most of the combat sequences that would be handled as cut scenes in something like Metal Gear Solid 4: Guns of the Patriots are instead scripted battles you control. The end result is like a good Indiana Jones movie–except you’re controlling the protagonist. I didn’t want to stop playing.

Another welcome improvement is that the game allows for multiple strategies. You can run in with guns blazing and hope you can dodge, like the first game; but you can also hang back and be cautious and try to pick enemies off from a distance, or sneak up to them and dispatch them quietly as Solid Snake might. I frequently started out by trying to be stealthy, then switched to diving for cover and shooting once I slipped up. Often things would escalate smoothly into one of the aforementioned set pieces, gradually ramping up the adrenaline rush.

Voice acting is uniformly excellent. Naughty Dog record the voice tracks from the actors while they are taking part in the motion capture process, so the speech fits the action in a way it often doesn’t in other games. The story is less of a cliché than the first game, too, which helped to draw me in.

Overall, I’d say that this is the best action game I’ve ever seen. I hereby forgive Naughty Dog for the controller-throwing frustration of Jak II. Uncharted 2 is a game that ought to sell more than a few PS3s.

Of course, no game is perfect. There were three things that bothered me. The first was the Elena character; she was far too much of a Lara Croft caricature, complete with tiny waist, big breasts and tight clothing. Perhaps it was intended as satire, but it felt like pandering.

The second issue is the believability of Drake’s death-defying antics. In the first game, he actually felt like an everyman, but in the sequel it gets a bit unbelievable at times. I can overlook the magical regeneration of bullet wounds as a necessary game mechanic, but there were at least a couple of moments where he took a scripted fall that would leave any human with a shattered ribcage.

The third issue was specific to Chapter 20 of the story. [Minor spoiler, skip to next paragraph to avoid.] At one point I was trapped in an alleyway by the tank, and from the only places where I could get cover, I couldn’t see the alleyway that I was supposed to run to in order to continue the story. I ended up spending a lot of time looking for ways to climb around or over, getting frustrated. I suspect that adjusting the angle of the alleyways slightly would have avoided the problem.