It's the last day of The 12 Days of Christmas 2018! Today I am sharing how to make quick and easy table favours – perfect if you have left it to the last minute!
When you need to keep it simple when making a mini album, paper bags are the perfect answer!
Creating a unique Christmas card doesn't always have to be difficult. Today, I show you how to easily use your stamps and matching dies to create shaped cards.
I've done a tiny bit of craft shopping this month and here is what I've bought….
I love creating coordinating gift packaging and matching cards at Christmas – it gives it a 'put together' look. Plus, it's really easy with a printable digital paper collection.
This box is so easy to make as it uses a die to cut and score the whole lot!
I really enjoyed making all these stars…especially the large one!
I love a good sale, but I especially love a Christmas craft sale! With Christmas around the corner, it's time to get your skates on!
Today's project is a mini album with a fun feature inside – the pages are split with envelope pocket pages. If that's hard to imagine, then I show you how recreate the album step by step.
This box die is my favourite! It sold out within a day or two of being released and I'm not surprised it went so fast! Today, I show how to easy it is to put together.
I'm so excited that the 1st day of my Christmas series is here! There will be 12 episodes throughout November, so there will be something for everyone.
I've been at my craft desk today making Christmas cards and I was surprised at how fast I was completing them!
Today's tutorial is all about how to use the new Pinwheel Card die from Simply Made Crafts – it's so easy to make and looks like hours were spent making it!
We're coming up to the gifting season and as the cold weather sets in, we are baking more in the kitchen. Why not present your baking in an easy and quick to make loaf tin/tray?


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7 of the Best Used Cars to Buy for Your First Time on a Race Track
by Joe Santos twitter linkedin instagram on August 2, 2021
Have you ever wanted to drive on a race track? If so, then you might be wondering what kind of car to use. Technically, you can use just about any car that can pass a tech inspection, however, that Chrysler Sebring you got as a hand-me-down might not be very fun. In case you have some extra funds lying around for an older car to buy as a track car – or you want something that you can use as a daily driver and a track car – here are seven of the best-used cars to buy.
A Mazda Miata can provide some entry-level, rear-drive fun
Mazda Miata | Mazda
You may have already heard this one before, but "Miata is always the answer." While that might not be true when it comes to practicality, it's definitely true if you're looking for a cheap car to throw around on a race track. Road and Track said it best by describing the Miata as "cheap to buy, reliable, imminently tunable, and a blast to drive." Considering you can still find older Miatas for under $10,000 on eBay and other classifieds, we would say that truer words have never been written.
An Acura Integra is cheap and reliable
An older model Acura Integra is seen in a parking lot. | (Photo by Tim Boyle/Getty Images)
It's getting harder to find an Acura Integra for sale in decent condition, but they do pop up from time to time. But if you can find one, then we suggest buying it because the Integra might be old, but it's still reliable. Couple that reliability with its lightweight and rev-happy nature and you'll have an affordable track car that easily do double duty as a daily driver as well.
The Subaru WRX can do it all
2021 Subaru WRX | Subaru
If you're looking for a safe car to take on the track that won't get you into too much trouble in the corners, then the Subaru WRX is a great choice. The WRX has historically been offered as a four-door sedan or five-door hatchback, both of which provide a lot of practicality for everyday driving. But the WRX's main highlights have always been its all-wheel drive layout and turbocharged BOXER engine. All things considered, the Subaru WRX is a great platform that can do it all, whether it's on the street or on a race track.
The Ford Mustang is a well-rounded track car
2019 Ford Mustang 5.0 is on display at the 111th Annual Chicago Auto Show. | (Photo By Raymond Boyd/Getty Images)
The Ford Mustang provides a great balance of track-readiness and street worthiness. Opting for a newer Mustang will give you the flexibility of choosing between a turbocharged four-cylinder engine, a V6, and a larger V8. If you're just getting started on the track, we would recommend getting the four-cylinder model as it still produces a large amount of power and it shouldn't get you into too much trouble, despite its rear-drive layout.
The Chevy Cobalt SS is an underrated track-friendly compact
2010 Chevrolet Cobalt SS | Wikimedia Commons
With 260 hp and 260 lb-ft of torque getting sent to the front wheels via a 2.0-liter turbocharged engine, the Chevy Cobalt SS is an underrated monster. According to Road and Track, this sporty compact can handle well as it pulled .92g on the skidpad. What's even better is that you can currently find clean examples of the Cobalt SS selling for around $7,000 nationwide.
A Honda Civic can teach you a lot on the track
2014 Honda Civic Si, at the 106th Annual Chicago Auto Show. | (Photo By Raymond Boyd/Getty Images)
Just like the Mazda Miata, the Honda Civic is a staple in the automotive enthusiast world. Its front-drive layout and easy-to-use clutch make it easy to drive on the track and the street. You can also typically find a model year Civic to fit your needs and your budget. Just make sure to get a stick shift model for the most fun or, better yet, find a high-revving Civic SI model to make the most of your track experience.
The Fiat 500 Abarth is an affordably solid choice
If you want something that's like a cross between a Civic and a Miata, then we recommend searching for a Fiat 500 Abarth. This high-strung Fiat housed a 160-hp, turbocharged 1.4-liter engine matched to a five-speed manual transmission. Pair those stats with a lightweight hatchback chassis and you'll have a combination that's as much fun on the track as it is on the street.
Quick, cheap, and reliable track-driving fun
If you're looking for a good used car to take to the track for your first time, any of these models should do the trick. Not only can you find them for cheap in the classifieds, but you can rest assured that they will all be reliable and forgiving enough for you to learn track driving in a safe manner. Also, they're much better than a Chrysler Sebring.
RELATED: Mercedes Driver Accidentally Enters Racetrack During Live Event
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Twitter Policing Matters
Colour Profiling
Draw Bridge Equation
One 2 One Coaching
The Policing Leadership debate: Understanding the Narrative
Published by Policing Matters on November 30, 2018
An Opinion Piece
The debate surrounding policing and academic awards is complex, opinionated, emotionally heavy and at times, factually light. It sits within the core values of what it means to be a police officer, staff or member of the extended policing family. It vies for position within the sometimes carefully forgotten debate between whether policing is a vocation or merely a job. More recently, it has had the potential to exacerbate the tension between the relatively new College of Policing, the policing executives, and those who regularly deliver policing services to legitimate competing communities whose increasing expectations unintentionally pressurise the more for less government ideology. So, in summary: policing has to get this approach to learning and development right.
The Lost Narrative
This debate is also an opportunity to strategically learn how not to instigate change; or perhaps to be kinder, how to better control from the outset the intended narrative when implementing significant cultural transformation. From inception, this narrative around the provision of new learning opportunities was lost by the then heads of the College of Policing: for 'degree gate' as it was often referred to was seen – not as an opportunity to have good work recognised; not as an occasion to reward the extensive skills and abilities of police officers and staff working within increasingly complex virtual and real environments; nor even as an opportunity for policing operatives to have a greater say in understanding and influencing the future policing mandate. Rather, it became a dispute about the apparent imposition by the College of Policing of the 'requirement for a degree' in order to be a 'professional' police officer. When there is a lack of clarity at the centre, the space is quickly filled.
At governmental level there has always been an interest in how police and policing leaders develop their skills, knowledge and understanding in an increasingly complex operating environment. As early as 1948, Ryton and later Bramshill were established to help officers develop their leadership qualities and whilst senior leadership had a rightly significant investment, their more operational focused colleagues lacked the same level of investment. Fast forward, and we find a relatively current scenario where an officer or member of staff can spend thirty years within policing and never have any formal external recognition for the work that they have dedicated their lives to – often at high personal cost. Now it is more complex than this simple binary outline, but in many ways this lack of recognition could be perceived as tantamount to organisational neglect.
Recognising Value
There are some who still hold to the mantra that policing is so unique that it is almost impossible to comprehend the environment. So what does a front line operative do that might be recognised by external organisations?
Well, we know that they need to be practically focused and have a range of knowledge sources to deal with simple and frequently technical problems; they need a comprehensive understanding of their working environment (their field); they need to analyse competing and conflicting sources of information and quickly come to a decision; they have to be political, to ensure that they are conscious of their wider context and the numerous agendas that exist within disputes; they need to be aware of the constantly shifting sands of policing, because it would appear to them that everyone 'knows' their business better than the actual practitioners; and after analysing this data, they also frequently design and deliver complex approaches to taking down criminals and terrorists who damage people and communities.
They also, as William Ker Muir would say, need to have knowledge of tragedy for they likewise have to deal with the most vulnerable within society and find compassion for their context; they have to be committed to helping victims of domestic abuse; they need to be loyal to the concept of making a difference; they need to honestly balance out conflicting needs of disputants; they need to stop pub fights and disarm the dangerous and dysfunctional; treat the mentally vulnerable with tenderness and understanding; have courage in standing alone against sometimes ill-informed public opinion; have respect for difference even when the trust equation has been broken.
Policing often uses the term 'job like no other' and in some respects this is absolutely appropriate; but it should not equate to a form of policing isolationism that excludes others' views.
Recognising Worth
Appropriate policing adds great value to the worth of society; and as all police officers and staff are aware, inappropriate policing can damage relationships for generations. A harsh current fiscal environment and a government approach that is passively aggressive also means that policing, like never before, needs to be clear about its mandate and re-establish its role. This cannot and should not be done by strategic leaders operating in what they perceive to be the best interests of their operatives. It needs to be achieved through a closer connection with the front end of the business and with a coaching approach that both hears and listens. This means that formal and informal leaders should be in constant dialogue.
Recognising Contributions
In the portrayal of the role of policing as outlined above, there is an absolute connection between what officers and staff do and the descriptors outlining the qualities required for a level 6 qualification. In other words, what policing operatives are doing already fits with formal academic recognition. This should not be about academics telling officers and staff how to do their business but about educational institutions acknowledging the professional leadership qualities that individuals demonstrate almost on a daily basis.
Academics have a significant role to play in this equation for there has been a history in some fields of almost disassociating from practitioners. It is as if knowledge of the tragic is somehow contaminated from a purist perspective; that those doing the job are somehow below those who are theorising about it. Fortunately, now many academic institutions, whilst rightly keeping a critical distance in order to provide crucial insight into policing cultures, also acknowledge the valuable contributions that officers and staff bring to understanding policing at a deeper and more comprehensive level. There is no doubt that there is intense suspicion on both sides of the operational / theoretical divide but at least and at last informed people are talking to each other. Remembering always, that both sides of this theoretical / operational debate have 'a' truth to offer, not 'the' truth.
Of course, there is still some significant mischief around this relationship – particularly through social media where there are some significant personal agendas running. Hopefully this noise will quieten. For it is really important that as policing increases its specialisms and partnership working with other agencies, that officers and staff in attendance are not the only people present without a professional qualification.
There is a significant difference between being a part of policing; and being apart from policing. The College needs to be the former and jettison any former ideological approach that emphasises the latter. It needs to continually seek new ways of defining the narrative around the development of officers and staff. This is not about everyone needing to be a graduate in order to be a successful police officer or staff (and the detractors know this, but it is an easy soundbite); but it is about policing creating an approach whereby the worth and value that officers and staff bring to their working environment is appropriately recognised. The extensive engagement with police officers and staff that the current College regime is engaged in, should ease some of the earlier tensions.
'In times of change learners inherit the earth whilst the learned find themselves beautifully equipped to deal with a world that no longer exists' (Hoffer). Policing has to be a constant learning organisation it simply cannot stop for breath for that is not the nature of a persistently changing environment. 'The old ways are the best ways' has some validity, but when I trained to be a police officer I spent more time learning to march than I did on my first aid skills; more time learning the definitions of the law and less time applying it in a community context; more time learning to enforce the law than understanding the real power of discretion; more time looking at policing powers and less on the role of authority; more time arguing about the role of police and less time debating its value and contributions to a just society.
We can't go back to a golden age of policing because it never existed. For the first time in my professional lifetime there is an opportunity to fully appreciate police officers and staff for the intense and complex work within which they operate on a daily basis. The narrative around this needs to be about the constant requirement to recognise and value the worth of officers and staff and not about 'everyone needs a bloody degree'.
Will this require police officers and staff to learn differently than they have in the past – yes. Will it require their operational work to be evaluated by others outside of policing – yes. Will it require them to articulate their understanding in writing – yes. Will this expose them to critical views of policing on a more regular basis – yes. Will it provide them with an opportunity to debate policing rather than argue their point – yes. Will it give them research and analysis skills beyond what they use at the moment – yes. Will it mean that the style of policing leadership will need to constantly change – yes. Will this be provided by people who are informed but not police officers – yes (that's the point). Will it replace the value of on-the-job experience – NO.
The narrative needs to be about the value and worth that external formal recognition can add onto the complex work that police officers and staff do on a daily basis. It is about the College of Policing increasingly positioning itself as an enabler and a core part of policing; it is about policing operatives recognising alternative views to policing and being able to articulate a persuasive answer to their detractors; its about policing professionals having a greater say in shaping their own policing context.
Categories:	Policing Matters
Policing Matters
Burning out our talent: Capturing uncomfortable voices
The old models of formal leadership are tired and irrelevant; organisations are experiencing fatigue at frequently overwhelming levels; and leadership knowledge is habitually being passed down on a one-way trajectory. However, there is a vital Read more…
MSc in Policing
Policing: Learning to Lead
We explore how policing leaders learn and also how some of the context within which policing education currently takes place...
MSc in Policing and Law Enforcement Places Still Available in March
Here at the Policing Matters HQ we are gearing up for the start of the MSc in Policing and Law Enforcement that starts at the end of this month. The MSc in Policing and Law Enforcement Read more…
Established in 2010 by Dr Mark Kilgallon, with the purpose of creating an applied learning environment within which ethical leaders can flourish.
With a team of outstanding leaders in their fields we've established a values based association with a strong commitment to compassion, understanding, forgiveness, community and delivery.
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redpajama_set_name: RedPajamaGithub


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Great alarm for antibiotics resistance
Are you a Clinical Pharmacist? Join Clinical Pharmacist Forum to discuss various clinical pharmacy services, clinical pharmacist jobs, and your experiences.
Great alarm for antibiotics resistance#1319
By AhmedHamid - 04 Jun 2016, 02:20
- 04 Jun 2016, 02:20 #1319
*First US Case of E coli Resistant to Last-Resort Antibiotic*
Robert Lowes | Disclosures May 26, 2016
Researchers have spotted the first known instance of bacteria impervious to the last-resort antibiotic colistin in the United States, exacerbating fears of superbugs that can turn an ordinary infection deadly. The case involves a 49-year-old woman treated at a clinic in April for a urinary tract infection. A urine culture revealed a strain of Escherichia coli that was later found to be resistant to colistin. The findings were published online today in Antimicrobial Agents and Chemotherapy. In a speech at the National Press Club today, the head of the Centers for Disease Control and Prevention (CDC) said the study is a call to develop new antibiotics and use them wisely. "The medicine cabinet is empty for some patients," said CDC Director Thomas Frieden, MD, MPH. "It is the end of the road for antibiotics unless we act urgently." What is even more alarming about the case of the Pennsylvania woman is that the E coli became resistant to colistin not through mutation, but by acquiring a snippet of DNA called a plasmid that carries the resistance-conferring gene. Such plasmids easily spread from bacterium to bacterium. "The recent discovery of a plasmid-borne colistin-resistance gene, mcr-1, heralds the emergence of truly pan-drug resistant bacteria," write the authors, all associated with Walter Reed National Military Medical Center in Maryland.
Although the authors say this is the first report of mcr-1 in the United States, the colistin-resistance gene has surfaced in bacteria in other countries, notably China. The Pennsylvania woman had not reported any travel during the previous 5 months. The study does not describe her current condition. "Continued surveillance to determine the true frequency for this gene in the USA is critical," the authors write. In his speech today, Dr Frieden described colistin as the only antibiotic left "for what I call the nightmare bacteria, carbapenem-resistant enterobacteriaceae (CRE)." It turns out that the Pennsylvania woman''s infection was not resistant to carbapenem antibiotics, another CDC official told Medscape Medical News. However, Christopher Braden, MD, deputy director of the agency's National Center for Emerging and Zoonotic Infectious Diseases, warned that the plasmid-borne colistin-resistance gene could transfer to CRE or any other superbug, making them deadlier. The CDC and the US Department of Defense are working with the Pennsylvania Department of Health (DPH) to investigate the case of colistin-resistant E coli, according to a DPH news release. The DPH said that state law prevents it from disclosing specific details about the inquiry or the patient.
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Ерік Даніель П'єр Кантона (; народився 24 травня 1966 року в Марселі, Франція) — французький футболіст, нападник. Найвідоміший виступами за збірну Франції і англійський клуб «Манчестер Юнайтед», з яким виграв чотири чемпіонські титули Прем'єр-ліги. Досі є легендою серед уболівальників «Юнайтед», які дали йому прізвисько «Король Ерік» (King Eric). Завершив кар'єру гравця в 1997 році, після чого знімався в кіно. Однією з робіт Еріка Кантона як актора стала роль Монсеньйора де Фуа в історичній драмі «Єлизавета». Нині працює головним тренером збірної Франції з пляжного футболу. Йому присвятив фільм «У пошуках Еріка» британський кінорежисер Кен Лоуч.

Кар'єра у Франції
Кантона почав футбольну кар'єру у французькому «Осері». Провівши два роки в молодіжному складі, 1983 року дебютував за основну команду.

У 1984 році Кантона був призваний на військову службу. Через рік він був демобілізований і відданий в оренду в «Мартіг», клуб другого дивізіону французького чемпіонату. У 1986 році Ерік повернувся в «Осер» і підписав з клубом контракт. Молодого нападника зауважив головний тренер збірної Франції Анрі Мішель, і в 1987 році Кантона викликали до національної збірної. У тому ж році вперше проявилися дисциплінарні проблеми: Ерік вдарив в обличчя свого одноклубника Бруно Мартіні, за що був оштрафований на велику суму.

У наступному році Кантона отримав 3 місяці дискваліфікації за небезпечний підкат проти захисника «Нанта» Мішеля Дер Закаріана. На рівні збірної Ерік домігся успіху, вигравши зі збірної Франції (до 21 року) молодіжний чемпіонат Європи, після завершення якого перейшов у «Марсель» (клуб, за який він вболівав з дитинства) за рекордну для Франції суму в 2 мільйони фунтів. Дисциплінарні порушення тривали: Кантона в телевізійному інтерв'ю публічно назвав тренера збірної Франції Анрі Мішеля «мішком лайна», за що був відсторонений від ігор за національну збірну на рік. У січні 1989 року під час товариського матчу «Марселя» проти московського «Торпедо» Кантона, незадоволений своєю заміною, вибив м'яч на трибуни, порвав на собі футболку і кинув її в арбітра. Клуб відсторонив його від ігор на місяць.

У 1989 році Кантона перейшов у «Бордо» на правах оренди, а через 6 місяців був орендований на рік клубом «Монпельє». В «Монпельє» Кантона під час сварки з одноклубником Жан-Клодом Лемультом кинув бутси йому в обличчя. Після цього інциденту шість одноклубників зажадали, щоб Кантона пішов з команди, однак за нього заступилися Лоран Блан і Карлос Вальдеррама, і Ерік відбувся десятиденною дискваліфікацією. Кантона допоміг «Монпельє» виграти Кубок Франції, забивши в цьому турнірі 6 голів у 4 зустрічах, у тому числі переможний гол у півфіналі турніру. Керівництво «Марселя» вирішило повернути набравшого відмінну форму Еріка в команду. Кантона пристойно заграв в «Марселі», який тепер очолював Франц Беккенбауер, але президент клубу Бернар Тапі був незадоволений результатами, які показувала команда, і звільнив Беккенбауера. Новим тренером «Марселя» був призначений Раймон Гуталс, з яким у Кантона відразу не склалися відносини, так само як і з президентом клубу. Після перемоги «Марселя» в чемпіонаті Франції в 1991 році Кантона перейшов у «Нім Олімпік».

У грудні 1991 року, граючи за «Нім», Кантона, незгідний з рішенням арбітра, кинув у нього м'яч. Після цього Еріка викликали в дисциплінарний комітет Федерації футболу Франції і дискваліфікували на один місяць. Почувши рішення комітету, Кантона підійшов до кожного з його членів, назвавши їх «ідіотами». Дискваліфікацію продовжили до трьох місяців. Це було остаточним ударом для Кантона, який оголосив про завершення футбольної кар'єри в грудні 1991 року.

Тренер національної збірної Мішель Платіні, пристрасний шанувальник Кантона, переконав його продовжити кар'єру гравця. За порадою Жерара Ульє Ерік вирішив змінити чемпіонат і переїхати в Англію.

Кар'єра в Англії

Лідс Юнайтед

6 листопада 1991 року, після перемоги «Ліверпуля» над «Осером» з рахунком 3:0 у матчі-відповіді другого кола Кубка УЄФА на «Енфілді», тренер «Ліверпуля» Грем Сунесс зустрівся з Мішелем Платіні. Платіні сказав, що знає гравця, який хотів би грати за «Ліверпуль», та ім'я цього гравця — Ерік Кантона. Сунесс подякував Платіні за пропозицію, але вважав за найкраще відмовитися, не бажаючи зв'язуватися з «проблемним» гравцем. У січні 1992 року Кантона перейшов у «Шеффілд Венсдей» на умовах випробувального контракту. Через деякий час йому запропонували продовжити випробувальний термін на тиждень, але Кантона відмовився і перейшов у «Лідс Юнайтед» за 900 тисяч фунтів. У цьому ж році «Лідс» виграв останній чемпіонат Англії «старого зразка» (Перший дивізіон) — у наступному році була утворена Англійська Прем'єр-ліга. Кантона допоміг клубу виграти Суперкубок Англії 1992 року в матчі проти «Ліверпуля». «Лідс» переміг з рахунком 4:3, а Кантона в цьому матчі зробив «хет-трик».

У листопаді 1992 року Кантона перейшов у «Манчестер Юнайтед» за 1,2 млн фунтів. Говард Вілкінсон, головний тренер «Лідса», хотів позбутися Кантона, тоді як прихильники клубу сприйняли цю новину негативно. Після відходу Кантона «Лідс» провів невдалий сезон в Англійській Прем'єр-лізі сезону 1992/93, зайнявши 17 місце з 22-х.

Манчестер Юнайтед
Кантона дебютував за «Манчестер Юнайтед» на Ештадіу да Луж в Лісабоні в товариському матчі проти «Бенфіки», який проводився на честь 50-річчя Еусебіу. Першу гру за «Манчестер Юнайтед» у чемпіонаті Кантона провів 6 грудня 1992 року, вийшовши на заміну у другому таймі манкуніанського дербі проти «Манчестер Сіті» на «Олд Траффорд». «Юнайтед» виграв цю зустріч з рахунком 2:1.

До підписання Еріка Кантона сезон 1992/93 починався не найкращим чином для «Манчестер Юнайтед». У команди виникла проблема із забиванням голів: Брайан Макклер і Марк Г'юз явно не набрали форму, а набутий влітку Діон Дублін зламав ногу на самому початку сезону. Кантона допоміг «Манчестеру» подолати ігрову кризу, швидко вписавшись у гру команди. Він не тільки забивав голи, але і створював гольові моменти для інших гравців. Перший гол за «Юнайтед» Ерік забив у матчі проти «Челсі» на «Стемфорд Брідж» 19 грудня 1992 року (зустріч завершилася внічию — 1:1) . 9 січня 1993 року в зустрічі з «Тоттенхем Хотспур» Кантона забив один м'яч і взяв участь в інших голах своєї команди, матч завершився перемогою «Юнайтед» з рахунком 4:1. Однак талант Еріка був порівнянний з його важким характером: у матчі з «Лідс Юнайтед» на «Елланд Роуд» Кантона плюнув в одного з уболівальників «Лідса», за що був оштрафований керівництвом Прем'єр-ліги на 1 тис. фунтів.

Протягом наступних двох років «Манчестер Юнайтед» демонстрував чудову форму, вигравши перший в історії розіграш Англійської Прем'єр-ліги в сезоні 1992/93 (Кантона став єдиним гравцем, який виграв два чемпіонські титули поспіль з різними клубами). У наступному сезоні «Юнайтед» зробив «дубль», додавши до чемпіонського титулу Кубок Англії, здолавши у фінальному матчі лондонський «Челсі» з рахунком 4:0 (Кантона забив два голи з пенальті). Французького нападника визнали найкращим гравцем сезону 1993/94 за версією Професійної футбольної асоціації Англії. Дисциплінарні проблеми продовжували переслідувати Еріка — за сезон він отримав рекордні 4 червоні картки у Прем'єр-лізі.

Наступний сезон був затьмарений інцидентом, що стався 25 січня 1995 року в гостьовому матчі проти «Крістал Пелас». Під час матчу захисник господарів Річард Шоу прихопив Еріка за футболку, на що запальний француз відповів, вдаривши кривдника ногою. Суддя негайно пред'явив французові червону картку. Залишаючи поле, Кантона піддався на провокацію вболівальника «Кристал Пелас» Меттью Сіммонса, встрибнувши на трибуни і вдаривши останнього ногою в стилі «кун-фу», після чого завдав серію ударів кулаками.

Пізніше Сіммонсу були пред'явлені звинувачення в загрозливих заявах і поведінці, а після оголошення вердикту «винен» хуліган накинувся на державного обвинувача прямо в залі засідання, перестрибнувши лаву і завдавши служителю закону такий же удар в стрибку, який раніше завдав йому Кантона. Сіммонса засудили до 7 днів тюремного ув'язнення, але фактично він провів за ґратами лише 24 години, після чого був відпущений. На прес-конференції, яка відбулася пізніше, Кантона вимовив одну зі своїх найвідоміших фраз. Відповідаючи на заяву, що журналісти будуть постійно стежити за його поведінкою, Кантона сказав: «Якщо чайки летять за трейлером, то це тільки тому, що вони чекають, коли сардини викинуть у море.» Після цієї фрази Ерік піднявся зі свого місця і залишив зал, залишивши в подиві присутніх репортерів. Його засудили до 120 годин виправних робіт за напад на вболівальника, дискваліфікували від всіх ігор до жовтня наступного року і виписали штраф у розмірі 10 тисяч фунтів.

Виконавчий директор ФА Грем Келлі назвав цей інцидент «ганебною плямою» на репутації футболу. «Манчестер Юнайтед» додатково оштрафував Кантона в розмірі його двох тижневих зарплат. Крім того, Еріка позбавили капітанської пов'язки в збірній Франції. «Юнайтед» в тому сезоні поступився чемпіонським титулом «Блекберну».

Після цього інциденту багато говорили про те, що Кантона виїде з Англії, коли завершиться його дискваліфікація, але сер Алекс Фергюсон переконав його залишитися в команді. На початку нового сезону «Юнайтед» продав ряд ключових гравців, замінивши їх футболістами з молодіжної команди, тому мало хто бачив у «МЮ» реальних претендентів на чемпіонство. Величезна увага була прикута до першої гри Кантона після відбуття дискваліфікації проти «Ліверпуля» 1 жовтня 1995 року. Протягом 2 хвилин після початку зустрічі Кантона зробив гольову передачу на Нікі Батта, а потім забив гол з пенальті, призначеного за знос Райана Гіггза. Вісім місяців без ігрової практики позначалися на кондиціях Еріка, і він набрав гарну форму тільки до Різдва. Його голи допомогли «Манчестеру» повернутися в чемпіонську гонку, хоча в січні 1995 року «Юнайтед» відставав від лідируючого «Ньюкасла» на 12 очок. Пішла серія переможних матчів з мінімальним рахунком 1:0, в яких забивав Кантона, і вирішальна перемога з рахунком 3:0 над «Мідлсбро» на «Ріверсайд Стедіум», яка стала визначальною у боротьбі за чемпіонський титул (перший гол у цій грі забив Кантона). У фіналі Кубка Англії проти «Ліверпуля» Ерік забив гол, який виявився переможним. За 5 хвилин до завершення матчу після подачі кутового зліва голкіпер «Ліверпуля» Девід Джеймс зіграв на виході, вибивши м'яч кулаками в поле. М'яч відлетів до лінії штрафної, де на нього чекав Кантона, який відправив шкіряну сферу відмінним ударом правої ноги «парашутом» у сітку воріт. «Юнайтед» переміг, а французький нападник став першим іноземним футболістом, який підняв Кубок Англії в ранзі капітана. Кантона спокутував свою провину за торішній скандал своєю чудовою грою, а на прес-конференції після закінчення матчу заявив: «Знаєте, таке життя. У ньому бувають злети і падіння.» «Манчестер Юнайтед» став першим англійським клубом, що здобув «дубль»(чемпіонат і Кубок Англії) два рази.

Кантона вів «Манчестер Юнайтед» до все нових перемог і надихав своїм прикладом молодих футболістів — Райана Гіггза, Девіда Бекхема, Пола Скоулза і Гарі Невілла. «Юнайтед» захистив чемпіонський титул у сезоні 1996/97, а Кантона став чемпіоном у четвертий раз за п'ять років свого перебування в «Юнайтед» (або в шостий раз за сім років, якщо враховувати титули, виграні з «Марселем» і «Лідсом») — виключенням став лише 1995 рік, більшу частину якого Ерік пропустив через дискваліфікацію. В кінці сезону 1996/97, після поразки «Манчестера» від дортмундської «Боруссії» у півфіналі Ліги чемпіонів, 30-річний Кантона оголосив, що він завершує футбольну кар'єру. Ця новина шокувала вболівальників «Юнайтед», для яких Ерік став живою легендою. Останнім офіційним матчем француза за «Манчестер Юнайтед» стала зустріч проти «Вест Хема» 11 травня 1997 року. Через п'ять днів, 16 травня, Кантона зіграв свій прощальний матч, товариську зустріч проти «Ковентрі Сіті», що проводилася в данину пам'яті про Девіда Бусста на «Хайфілд Роуд». Гра закінчилася з рахунком 2:2, Ерік забив обидва м'ячі за «Юнайтед». Всього за свою кар'єру в клубі Кантона забив 65 голів в Англійській Прем'єр-лізі, 11 голів в Кубку Англії і 5 голів у Лізі чемпіонів.

У 2004 році Кантона заявив: «Я такий гордий, що вболівальники все ще співають моє ім'я, але боюся, що завтра вони перестануть. Боюся, тому що я люблю це. А все, що ми любимо, ми боїмося втратити.»

У 2006 році в газеті «The Sun» було опубліковано заяву Еріка про те, що «Манчестер Юнайтед» «втратив свою душу», а нинішній склад команди — «стадо баранів». Легенда «Олд Траффорд» згадував часи яскравих особистостей, шоу-менів, начебто себе і Джорджа Беста, скаржився, що ці часи пройшли, звинуватив «червоних дияволів» у зраді свого ігрового стилю на догоду нудного футболу, націленому на результат. У серпні того ж року в сьомому номері журналу «United Magazine» вийшла стаття, де Кантона заявив, що він повернеться у «Манчестер Юнайтед» лише як «перший номер» (тобто лише як головний тренер, а не асистент) і в цьому випадку створить команду «несхожу на жодну іншу», яка буде грати так, як особисто він, Ерік Кантона, вважає, потрібно грати у футбол.

Кантона виступив проти придбання клубу Глейзера і заявив, що він не повернеться в «Манчестер Юнайтед», навіть як головний тренер, поки сім'я Глейзерів володіє клубом. Ця заява розчарувала багатьох уболівальників «Манчестер Юнайтед»: за результатами опитування, проведеного влітку 2000 року більшість уболівальників клубу проголосувала за кандидатуру Кантона як майбутнього головного тренера команди після відходу сера Алекса Фергюсона.

Кар'єра в збірній

Ерік Кантона дебютував за збірну, очолювану тоді Анрі Мішелем, в матчі проти команди ФРН в серпні 1987 року. У вересні 1988 року Кантона, засмучений тим, що його не включили до складу збірної, образив Мішеля в ході телевізійного інтерв'ю, за що був дискваліфікований головним тренером французів від участі у всіх міжнародних матчах на невизначений час. Однак Мішеля незабаром звільнили за непотрапляння Франції на чемпіонат світу 1990 року.

Новим тренером збірної Франції був призначений Мішель Платіні. Він відразу повернув до збірної Еріка Кантона, який був одним з його фаворитів. Платіні заявив, що Кантона буде викликатися до збірної, поки він грає у футбол на високому рівні. Він був ініціатором переїзду Еріка в Англію після періоду невдач у французькому чемпіонаті. Франція пробилася на чемпіонат Європи 1992, що проходив у Швеції, але не змогла виграти жодного матчу, незважаючи на багатообіцяючу партнерство нападників Еріка Кантона і Жана-П'єра Папена. Після завершення чемпіонату Європи Платіні пішов у відставку, поступившись місцем головного тренера національної команди Жерару Ульє.

Франція під керівництвом Ульє не змогла пробитися на чемпіонат світу 1994 року в США, програвши у вирішальному кваліфікаційному матчі збірній Болгарії з рахунком 1:2. Помилка півзахисника французів Давида Жінола призвела до голу болгарського форварда Еміла Костадінова, що став переможним для Болгарії. Після матчу Кантона звинуватив у поразці Жінола. Ульє був звільнений, а новим тренером збірної став Еме Жаке.

Жаке почав перебудовувати гру національної збірної під час підготовки до чемпіонату Європи 1996 року і призначив Кантона капітаном. Проте вже в січні 1995 року стався інцидент у «Селхерст Парк», після чого Кантона отримав тривалу дискваліфікацію. До моменту завершення дискваліфікації Кантона втратив свою роль плеймейкера французької збірної через появу нової зірки в особі молодого Зінедіна Зідана. Жаке оновив склад збірної, запросивши ряд молодих футболістів, і почав будувати гру навколо Зідана. Кантона, Папен і Жінола більше не викликалися до збірної, пропустивши Євро-1996. Багато хто критикував Жаке за те, що він відмовився від запрошення в збірну Еріка Кантона, який набрав чудову форму в Англійській Прем'єр-лізі, але головний тренер французів заявив, що збірна добре грає і без Кантона і він вірить в молодих гравців.

Кантона досі зберігає образу на керівництво національної збірної Франції, одночасно захоплюючись своєю «надбаною батьківщиною»: під час Євро-2004 і чемпіонату світу 2006 Кантона вболівав за збірну Англії, а не за Францію.

Матчі і голи Кантона за збірну Франції
{| class="wikitable collapsible collapsed" style="font-size: 95%" width=655
|-
! style="color: white; background-color: #0000b3;" colspan=6| Матчі і голи Кантона за збірну Франції
-
 align=center width=50№
 align=center width=125Дата
 align=center width=130Суперник
 align=center width=80Рахунок
 align=center width=80Голи Кантона
 align=center width=190Змагання
-
align=center1
12 серпня 1987
 ФРН
align=center1 : 2
align=center1
Товариський матч
-
align=center2
14 жовтня 1987

align=center1 : 1
align=center-
Відбіркові матчі ЧЄ-1988
-
align=center3
18 листопада 1987
 НДР
align=center0 : 1
align=center-
Відбіркові матчі ЧЄ-1988
-
align=center4
27 січня 1988

align=center1 : 1
align=center-
Товариський матч
-
align=center5
23 березня 1988

align=center2 : 1
align=center-
Товариський матч
-
align=center6
16 серпня 1989

align=center4 : 2
align=center2
Товариський матч
-
align=center7
5 вересня 1989

align=center1 : 1
align=center-
Відбіркові матчі ЧС-1990
-
align=center8
11 жовтня 1989

align=center3 : 0
align=center1
Відбіркові матчі ЧС-1990
-
align=center9
18 листопада 1989

align=center2 : 0
align=center-
Відбіркові матчі ЧС-1990
-
align=center10
21 січня 1990

align=center1 : 0
align=center-
Товариський матч
-
align=center11
24 січня 1990
 НДР
align=center3 : 0
align=center2
Товариський матч
-
align=center12
28 лютого 1990
 ФРН
align=center2 : 1
align=center1
Товариський матч
-
align=center13
28 березня 1990

align=center3 : 1
align=center2
Товариський матч
-
align=center14
15 серпня 1990

align=center0 : 0
align=center-
Товариський матч
-
align=center15
5 вересня 1990

align=center2 : 1
align=center1
Відбіркові матчі ЧЄ-1992
-
align=center16
13 жовтня 1990

align=center2 : 1
align=center-
Відбіркові матчі ЧЄ-1992
-
align=center17
20 лютого 1991

align=center3 : 1
align=center-
Відбіркові матчі ЧЄ-1992
-
align=center18
30 березня 1991

align=center5 : 0
align=center-
Відбіркові матчі ЧЄ-1992
-
align=center19
12 жовтня 1991

align=center2 : 1
align=center-
Відбіркові матчі ЧЄ-1992
-
align=center20
20 листопада 1991

align=center3 : 1
align=center2
Відбіркові матчі ЧЄ-1992
-
align=center21
19 лютого 1992

align=center0 : 2
align=center-
Товариський матч
-
align=center22
25 березня 1992

align=center3 : 3
align=center-
Товариський матч
-
align=center23
27 травня 1992

align=center1 : 2
align=center-
Товариський матч
-
align=center24
5 червня 1992

align=center1 : 1
align=center-
Товариський матч
-
align=center25
10 червня 1992

align=center1 : 1
align=center-
Фінальні матчі ЧЄ-1992
-
align=center26
14 червня 1992

align=center0 : 0
align=center-
Фінальні матчі ЧЄ-1992
-
align=center27
17 червня 1992

align=center1 : 2
align=center-
Фінальні матчі ЧЄ-1992
-
align=center28
14 жовтня 1992

align=center2 : 0
align=center1
Відбіркові матчі ЧС-1994
-
align=center29
14 листопада 1992

align=center2 : 1
align=center1
Відбіркові матчі ЧС-1994
-
align=center30
17 лютого 1993

align=center4 : 0
align=center1
Відбіркові матчі ЧС-1994
-
align=center31
28 квітня 1993

align=center2 : 1
align=center2
Відбіркові матчі ЧС-1994
-
align=center32
28 липня 1993

align=center3 : 1
align=center1
Товариський матч
-
align=center33
28 серпня 1993

align=center1 : 1
align=center-
Відбіркові матчі ЧС-1994
-
align=center34
8 вересня 1993

align=center2 : 0
align=center-
Відбіркові матчі ЧС-1994
-
align=center35
13 жовтня 1993

align=center2 : 3
align=center-
Відбіркові матчі ЧС-1994
-
align=center36
17 листопада 1993

align=center1 : 2
align=center1
Відбіркові матчі ЧС-1994
-
align=center37
16 лютого 1994

align=center1 : 0
align=center-
Товариський матч
-
align=center38
25 травня 1994

align=center1 : 0
align=center1
Кубок Кирин
-
align=center39
29 травня 1994

align=center4 : 1
align=center-
Кубок Кирин
-
align=center40
17 серпня 1994

align=center2 : 2
align=center-
Товариський матч
-
align=center41
7 вересня 1994

align=center0 : 0
align=center-
Відбіркові матчі ЧЄ-1996
-
align=center42
8 жовтня 1994

align=center0 : 0
align=center-
Відбіркові матчі ЧЄ-1996
-
align=center43
16 листопада 1994

align=center0 : 0
align=center-
Відбіркові матчі ЧЄ-1996
-
align=center44
13 грудня 1994

align=center2 : 0
align=center-
Відбіркові матчі ЧЄ-1996
-
align=center45
18 січня 1995

align=center1 : 0
align=center-
Товариський матч

Всього: 45 матчів / 20 голів; 25 перемог, 13 ничиїх, 7 поразок.

Командні досягнення
 Марсель
 Чемпіон Франції: 1990/91
 Володар Кубка Франції: 1988/89

 Монпельє
 Володар Кубка Франції: 1989/90

 Лідс Юнайтед
 Чемпіон Першого дивізіону: 1991/92
 Володар Суперкубка Англії: 1992

 Манчестер Юнайтед
 Чемпіон Прем'єр-ліги (4): 1992/93, 1993/94, 1995/96, 1996/97
 Володар Кубка Англії (2): 1993/94, 1995/96
 Володар Суперкубка Англії (3): 1993, 1994, 1996

 Франція
 Чемпіон Європи (U-21): 1988

Особисті досягнення
 Володар «Бронзового м'яча» третього футболіста Європи (за версією журналу «France Football»): 1993
 Найкращий футболіст Європи (за версією журналу «Onze Mondial»): 1996
 Футболіст року за версією Асоціації футбольних журналістів: 1996
 Гравець року за версією футболістів ПФА: 1994
 Входить до списку «ФІФА 100»
 Включений в Зал слави англійського футболу: 2002

Статистика виступів

Примітки

Посилання
 Профіль на офіційному сайті «Манчестер Юнайтед»

 Кантона — залог успеха. Лидс в Чемпионате Англии-1992

Французькі футболісти
Гравці збірної Франції з футболу
Футболісти «Осера»
Футболісти «Мартіга»
Футболісти «Олімпіка» (Марсель)
Футболісти «Бордо»
Футболісти «Монпельє»
Футболісти «Нім-Олімпіка»
Футболісти «Лідс Юнайтед»
Футболісти «Манчестер Юнайтед»
Уродженці Марселя
Французькі емігранти до Англії

redpajama_set_name: RedPajamaWikipedia


text:
import React from 'react'
import styled, { keyframes } from 'styled-components'
import { ThemeContext } from '../ThemeContext'
import MoonIcon from './icons/moon.svg'
import SunIcon from './icons/sun.svg'

const rotate = keyframes`
  from {
    transform: rotate(0deg);
  }

  to {
    transform: rotate(180deg);
  }
`

const moonEffect = keyframes`
  from {
    transform: rotate(-30deg) translateY(-100%);
    opacity: 0.2;
  }
  to {
    transform: rotate(0deg) translateY(0%);
    opacity: 1;
  }
`

const DarkModeButton = styled.button`
  background: transparent;
  cursor: pointer;
  border: none;
  padding: 8px 10px;
  color: #ffffff;
  font-weight: 700;
  margin: 10px 0;

  &:hover {
    filter: invert(0.7) sepia(1.3) saturate(1.6) brightness(2.4);
  }
  & .moon {
    animation: ${moonEffect} 1s linear;
  }
  & .sun {
    animation: ${rotate} 1s linear;
  }
`

const DarkToggle = ({ isExpanded = false }) => {
  const { colorMode, setColorMode } = React.useContext(ThemeContext)

  if (!colorMode) {
    return null
  }

  const toggleMode = () =>
    colorMode === 'light' ? setColorMode('dark') : setColorMode('light')
  const oppositeColor = colorMode === 'light' ? 'dark' : 'light'

  return (
    <DarkModeButton
      onClick={toggleMode}
      aria-label={`Activate ${oppositeColor} mode`}
    >
      {colorMode === 'dark' ? (
        <img
          src={SunIcon}
          alt="sun logo"
          width="24"
          height="24"
          className="sun"
        />
      ) : (
        <img
          src={MoonIcon}
          alt="moon Logo"
          width="24"
          height="24"
          className="moon"
        />
      )}
      {isExpanded && `Toggle ${oppositeColor} mode`}
    </DarkModeButton>
  )
}

export default DarkToggle


text:
Q: What is the difference between DEBUG on in Release Mode(while Optimize is on) and Debugging in Debug Mode? I was unable to watch variables while debugging in release mode my C# project. However on enabling the DEBUG in the project settings, I was able to watch local variable values. I know symbol definitions are generated, but how would debugging and compile time and JIT optimization play together when debugging in release mode?

A: Optimization is process what will change your code harmless. It is very hard to identify when your variable will be seen in release or not. Optimization can be performed, or not. For example, this code here:
int GetInt()
{
    var a = 1;
    var b = a;
    var c = b;
    return b;
}

Will probably dissapear in JIT, will be inlined or will be compiled to:
int GetInt() {return 1;}

As you see there is no variables you defined. In some cases it's possible to generate symbols for actual source, in some cases it is impossible, and you will never know until you decompile it and see IL.

redpajama_set_name: RedPajamaStackExchange


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text:
Q: Can I use Sphinx to programmatically access parsed documentation? I can use docutils to parse reStructuredText formatted docstrings, but it doesn't parse the directives themselves that belong to the Python domain. For example, :type path: unicode gets parsed as:
<field>
        <field_name>type path</field_name>
        <field_body>
                <paragraph>unicode</paragraph>
        </field_body>
</field>

Can I use Sphinx to programmatically get more meaning out of it? I.e. parameter names, etc?


Inspired by Roja Parfums Oligarch.
The Russian market is one that unabashedly indulges in the extravagance of perfume. A keen awareness of one's outward persona typically results in a desire to look and smell the best. Roja Parfums is a sans pareil brand that has been helping the most fashionable achieve this result for well over a decade. From the unparalleled Creation-E to the exclusive L'Oscar, Roja Parfums is deserving of its reputation and success within the industry. A gem within the collection also deserving of praise is Oligarch. Created for the world's largest nation, Oligarch is an expression of the finest raw materials a perfume could possibly contain. We happened upon this realization as we set out to compose our own iteration of this modern masterpiece. Our inspired expression is boldly named The Monarch. Like the head of a dynasty that reigns supreme over a nation, The Monarch is a scent to end all scents. As versatile as they come, this intricate blend will have you coming back for more. This modern chypré bears a lavish citrus opening that parades around woodsy accents of cedar and juniper. Surrounding the heart are exotic florals like champaca and jasmine that beguile the wearer with their innocent demeanor. Their complexity and potential is fulfilled when herbs and spices complete a widely drawn arc of notes that extends to include oakmoss, vanilla, birch, leather, and ambergris in the base. In the words of Gianni Versace, "In the past, people were born royal. Nowadays, royalty comes from what you do." The Monarch is a fragrance whose scent speaks louder than words.
NOTES: Lime, Lemon, Bergamot, Jasmin From Grasse, Lily, Champaca, Lavender, Thyme, Orange Blossom, Apple, Cassis, Coconut, Galbanum Resin, Pink Peppercorn, Anise Seed, Patchouli, Freshly Cut Grass, Maté, Oakmoss, Cedar, Juniper, Vanilla, Tonka Bean, Birch Tar, Leather Accord, Ambergris, Musk, Amber, and Orris Butter.


Home San Francisco Review: United Global First Lounge SFO – Thankfully Being Replaced Soon.
This visit was right before Christmas so the lounge was decked out in holiday cheer. Just like every one of my recent visits to the lounge, it was absolutely packed.
You take an elevator a level down to the actual lounge after checking in. I have no clue why they've always had those two chairs at the end of the hallway.
There is an unprotected luggage storage area in the lounge. I still have no clue why anyone would use these given the lack of security. Hopefully some airline will figure out that there are better ways to use space like this or perhaps even provide a way to lock the area.
There is not much to say about this lounge other than it appeared to be incredibly crowded and had a pretty good salad station. Drinks available are step above what's on offer at a United Club as far as I could tell. I can't remember the last time I've seen Imperial Champagne (~$50/bottle) available in a United Club, but I could be wrong. We arrived a bit early so I was able to get these pictures, but just right after that the lounge was brimming with people. There were even people on the floor of the lounge. If I were them, I would've just found myself a spot in the Terminal. After all, SFO's intl terminal is actually rather good.
Do note: If you are a United Global Services Member, you have a reserved area for yourself. This was probably the only area of the lounge that had any space and was completely cordoned off.
The Lounge does have a few showers available, though they are nothing worth mentioning. It was also absolutely impossible to get one later on so maybe I should've requested it as soon as I arrived.
Anyway the Global First Lounge or "temporary intl lounge" as United calls it, is hardly a lounge worth talking about. The only redeeming factor might have been that the Wi-Fi was actually fairly fast. Arriving before 8 pm allowed us to find a spot, but after that it was absolutely packed. Power ports weren't exactly easy to find either by the seating so you might want to grab those seats at the high table near the entrance. Staff were helpful as far as I could tell.


How do you carve an elephant? Get a block of marble and carve away everything that isn't an elephant.
*Flash* Brilliant game mechanic, looks like fun. This will be huge. It's perfect.
How should the turns play out? Could be one at a time or simultaneous. I'll decide later. Should I add a board or just use cards/dice? A board's superfluous. Then again, it's more substantial than a card game.
How should the game end? A set number of round. No, until someone reaches a certain number of points. No, when the deck runs out. No, ... So many options! OK, I'll decide later.
How should the scoring go? 1 point per card. No, per set. No, more points are earned in later rounds. No, collect point tokens. No, print the points on the cards. No, ... ok, I'll decide later.
What was the mechanic again? Yeah, that, but it favors the first player. No, it allows a kingmaker. No, it makes for no way to catch up. No, your decisions don't matter enough. No, there's no way to stop people from ganging up. No, there's not enough interaction.
There's too much luck. I can eliminate the cards/dice in favor of selecting or an auction. No, then it's too dry and mechanical.
Why did I think this was fun again? I think I'll shelve it and get back to it.
Lack of ideas isn't the problem.
Knizia is a successful game designer not because his ideas are better than anyone else's. He just knows how to avoid all this nonsense.
Replaced the stolen laptop, and downloaded the only two computer games I play: Nethack and Igowin. Well, I also play Bridge online at BridgeBase, but I don't know if their Java client counts as a download. Oops: I also play Lexulous.
Rachel and I played Scrabble: 460 to 371. Each of us had two bingoes. Rachel did really well, but unfortunately for her I did even better.
There may be a Poker tournament starting tomorrow in Israel, but no one has any idea if it is legal as of yet.
The latest Jerusalem Strategy Gaming Club session report is up. Games played: Magic: the Gathering, Stone Age, Amyitis, Pentago x 7 or 8, Dominion, Bridge.
A Pentago-fanatic arrives and we play the game and analyze it. We also try Amytis for the first time and rather like it.
Early Friday morning a burglar crept up the side of our building into our balcony and into our apartment. Stole mine and Rachel's laptops, a digital camera, and took her purse (found dumped outside with only the cash missing).
I had backed up our work on Wed evening, so we only lost Thursday's work, but we also lost the hardware and software and a whole lot of bother. I still haven't gotten any work done, in between trying to get a new system or configure my son's underpowered desktop.
Friday and Saturday I was a bit of an emotional mess. That's not the reason that I lost a game of Puerto Rico to Rachel (I beat Nadine) on Saturday afternoon, but I'll go with that.
I figured the worst that was going to happen on Sunday was more time trying to get insurance to fix things, find a laptop, and get my son's desktop working well enough to use (I didn't; I can surf on it, but I can't really work with my old copy of Office 2000). Or that the person I'm playing against on Lexulous would take the spot I needed to place my 116 point word (UNIONIZE across two double word spaces; she ended up taking my spot).
This morning I found out that my 18 year old nephew Tuli suddenly died in the hospital. He had Familial Dysautonomia. That link won't do it justice. Suffice to say that for 18 years he's been in and out of the hospital; actually, he hadn't been in the hospital for the last 6 months, but that was a rare period. He drank liquids through a tube in his stomach, and always needed to have his lungs suctioned. His mental abilities were somewhat affected due to numerous bouts of loss of oxygen. And he was in a wheelchair, always followed by tanks of oxygen and a suction machine.
Yet he was also so often happy, smiling, and laughing. He loved cartoons and games. He would cheer up the people who came to see him in the hospital. He loved to see me, and he would always grab me with a strong moist hand and hold tight, laughing, like he would never let go. That's what I remember most about his: his hand that wouldn't let go.
I sometimes spent nights with him in the hospital, perhaps not as many as I should have. My brother and sister-in-law, and their other kids, and various friends, family, and national service girls, devoted an awesome amount of time and energy to raise Tuli and keep him as healthy and happy as possible.
Drawn 7 Scrabble tiles and make a 7 letter word. You can swap any 1 tile, and can swap up to 3 times. Score = (values on all tiles - 7) x (4 - the number of swaps you made).
Yesterday evening I ran out the door to catch a bus arranged to take members of our community to a wedding in Afula. I had to grab a game but didn't have time to think what to grab. Should have taken a deck of cards, I guess. I grabbed my bag of Scrabble tiles. I guess I thought we could play Anagrams on the bus, but it wasn't the kind of bus with any flat surfaces. So I invented this and played by myself until twilight fell.
At the hall I Youtubed videos of early Bob, Joni, and Judy, as well as some Flight of the Conchords, to watch on the way back.
Can the Story Substitute For the Win Condition?
The mother ship is in danger and needs a certain item collection to make repairs. The players - ship officers - are sent to collect the items.
If no one brings back a collection within X rounds, the ship experiences catastrophic failure. Anyone who brings back at least a workable collection receives a service award. The person or team who brings back the best collection will also receive bonus vacation privileges.
What would happen if I left the rules like that?
My feeling is that most anyone who sees the rules like this is expecting a final sentence or two: And the winner is the person who brings back the biggest collection. Or: the game is a cooperative game where you score for the number of players that win. Or: play with teams. Or: each player gets a goal card: the player wins if every player gets a complete collection, or if only he has the best collection, or he is a traitor, and so on.
If played entirely cooperatively, bringing back a collection to save the ship will be challenging. If played entirely competitively, one person might be able to bring back the collection and prevent everyone else from doing so, but this vastly increases the risk of catastrophic failure. You may find yourself unable to win, but able to prevent anyone else from winning. It could be played as teams. Or once one person has a collection, they could help everyone else get their collection.
Do I have to add anything about winning? Can I let the players decide for themselves if they want to play cooperatively or competitively or half and half or with teams? After all, in the real world situation this is simulating, the actors get to decide this for themselves. Is the story of the game sufficient motivation for the players; or does there have to be a defined concept of winning and/or losing?
* Some duplicates removed, so a tad less than 100, actually.
I always remove Small Market and Construction Hut from our three player Puerto Rico games. Small Market is always bought first and gives too great an advantage at the early game for its cost. Construction Hut is never bought at all; who really needs a bunch of quarries at the expense of developing production? Especially since, in a three player game, you have ample opportunity to grab a quarry on your turn, if you really want to.
I usually replace them with two other buildings, but this time I thought to include them with switched prices to see what would happen.
Small Market was the second, not the first, building bought by two of the players (Rachel and Nadine), since the loss of an extra early coin meant that getting either indigo or sugar up quickly would be that much harder. It was agonized over and bought anyway, just a little bit later than usual. And it helped them, but didn't dominate the game.
Construction Huts were bought early, since the one cost buildings are always bought, if, for nothing else, by someone who has a quarry and doesn't really want to buy anything else. I took it on my first buy in second position, because it didn't cost me any cash at all. Nadine eventually got the other. Again they helped, but didn't dominate the game. I'm not sure if I would buy it early again in another game.
I had first coffee while Nadine to my right started working on tobacco; I expected Rachel on my left to take tobacco ahead of Nadine, but she took coffee. She traded it once when she needed to. She also bought an early Commodity Exporters (5/2 like a Harbor, but only for indigo and sugar) and gained a few VPs from that, but the boats quickly got blocked to slow that down (and I also got a CE a few rounds later).
Nadine had Factory, but ended with only one big building to our two each, partly because she shipped her tobacco to slow down the boats. I think. I don't really know why. She rightfully should have ended with two big buildings, but I scraped enough together to buy it in front of her by sacrificing sente for shipping to Rachel twice.
As a result of that, Rachel ended with a few more shipping points than me and we had about even boards. Nadine had about the same shipping points and slightly less on the board.
It was a close game. Rachel won 61 to my 58 to Nadine's 52 (or 54).
Friday night I played Scrabble with Rachel and beat her by a scant five points 306 to 301. I hate having seven letter words and nowhere to put them (two turns in a row at the very end of the game).
My step-daughter played Jungle Speed On Saturday afternoon with her friends (loudly).
The latest Jerusalem Strategy Gaming Club session report is up. Games played: Mr Jack, Dominion, Boggle, Tichu, Agricola, Cosmic Encounter, Traders of Carthage.
I handily win Agricola, but it still came down to the last few turns.
Why Don't Video Games Tell You the Rules?
An interesting thing about video games: many don't tell you all the rules.
I noticed this curiosity when a web game developer asked me to preview his online "board game". The game is played on a limited grid. The player gets five actions each turn to play, heal, or attack with his pieces. Between player turns, the enemy grows, does various things, and attacks back. The object is total annihilation: you or the enemy.
I've already told you more than I knew when starting the game.
There is a introduction screen with a start button and some theme, the usual fantasy elements, magic, etc. There is an options menu you can access from within the game that lists the controls and very simple ideas of what you can do: click to place this object. Click to attack with this object any enemy target within range. Click to heal your objects.
Anyone steeped in video game culture probably finds nothing wrong with this. OK, you say, I'll figure it out as I play. Let's just blast things already.
I had a different reaction. How many rounds in a typical game? How much damage does each item do, exactly? If it's random, what is the random factor? What's the range of each item? What rules govern how the enemy will play!?
In other words: I wanted to play a strategy board game. It looked like a strategy board game. But it played like a video game.
Video games think nothing of throwing you into the thick of the game. Just look at The Path which I played last week. The entire point of the game is to discover not just the items, not just the nature of how things work, but the very goals of the game. You don't know how fast you walk, you don't know what it means if it gets dark or if you run, or if you pick something up. Even after something happens, you don't know for sure that it will happen again. In essence, the point of the game is to discover the rules.
And once you discover the rules, there is little point left in playing the game.
I asked the web game developer why so little of the rules is given before starting the game. He said that video game players expect to just start the game and figure it out. No one wants to read a page of rules before playing a game.
I've heard that about board games. Publishers try to minimize the rules to make getting into the game as easy as possible. But even five minutes of rules explanation (enough to play Checkers, for instance) seems to be too much for today's video game player.
A lack of information doesn't leave room for deep strategy, only for educated guesswork.
After playing the game, I still didn't know exactly how many spaces I could shoot, nor how much damage I would do; I only knew that "this" item allowed me to to shoot "more", and "this other" item did "better" damage against "that" thing than against "the other" thing.
In board games, players do all the management. I don't know for sure what card will be flipped up for the diseases in Pandemic, but I know how many cards there are, what the possibilities are, and exactly what happens when they do. Video games want to protect you from this information, so it seems.
On the one hand, that makes some military sense: you don't always know what your opponent is capable of in the middle of a war. Fog of war and all that. On the other hand, that's the only type of game it makes sense for: war games. If I can't evaluate what resources I get, how much the settlements cost, or what the victory conditions are, my game of Settlers of Catan may as well be a crap shoot. Forget any long term strategic planning or counting out exactly how many resources you need to build that city.
I also think: many video game players don't care what the rules are, not really. They want to blast things.
There is no point in playing out a board game where the ending is a foregone conclusion. Any polite player will resign if the situation is hopeless. In well-designed games, the situation is never exactly hopeless until the game ends - at a set number of rounds or a set number of points.
I don't have too much experience with video game players, but the ones I know don't end the game when they've established that the game is a foregone conclusion. They keep blasting and cheering to the very end. The ones I know - admittedly teenage boys - purposely make themselves invincible with cheat codes so that the necessity of strategy and survival doesn't distract from the ultimate point of destruction.
Victory in this online board game was pretty much a foregone conclusion at mid-game. There was rally no need to mop up the remaining forces; nor mop up mine if I was losing, as I surely would have been on a more difficult setting. I get the fact that you can't easily program a video game to concede. But it didn't even occur to the designer to leave that part of the game out. Better and more thoughtful play isn't the point: total victory is.
Are there thoughtful video games, with explicit rules and goals, where the game is played, round by round, to calculated victory?
What's New in Board Game Blogs?
The board game blog world has been relatively stable. Most everyone who was blogging four months ago was blogging twelve months ago and is still blogging today. There are a few exceptions, and some blogs fell off of my radar. See my left sidebar for a complete list of board game blogs that I track.
Beyond Candy Land - Eric Paradis, Stamford, CT. Board games for kids, with a Eurogame slant. Hasn't updated since April.
Board Game Doc - Lorien Green, NH. Making a board game documentary.
Board Game Master - Darren Nattinger, Austin, TX. Eurogame strategies and sessions.
Boston Board Game Examiner - Rebecca Merrill. Following Skip Maloney's Examiner site (generally called "Boar Game Examiner") come a number of city specific Examiner sites. Chris Ferejohn does the SF Board Game Examiner site, Robert Moyer the Pittsburgh Board Game Examiner site, and Joe O'Connor the Atlanta Board Game Examiner site.
Cumbersome - Seth Jaffee, Tucson, AZ, of Tasty Minstrel Games. Blog may be moving to his web site soon.
Ex-Teenage Rebel - Chris Pramas and Nicole (NikChik). Chris is president of Green Ronin Publishing.
Game Cryer - Allan Sugarbaker, with contributions from others. Game reviews.
GamePrinter - Ben Clark, Kalamazoo, IN. Blog for Imagigrafx, a printer (now also a board game printer). On printing and other aspects of the game industry.
Halesowen Boardgamers - Game group blog from Halesowen, UK. Session reports.
Inside Strategic Space - Mark Salzwedel, NY, NY. From the small publisher Strategic Space.
Material Poetics - Itai Raccah, Israel. Only two posts, so far.
Pinebars: Applying Board Game Mechanics - Denni Hoyle, MS. About game mechanics.
Seize the Play - Tim Walsh, FL. Game designer of Blurt and Tribond, author, and has a website The Playmakers. On his exploits and game thoughts.
Tabletop - Ian Henry, TX. Writes about classic abstracts.
The Messy Game Room - Mike and Marshall, a board game podcast.
The Play Forum - A group blog from TimetoPlay Magazine, more about toys than games.
Toms Board Games Blog - Tom Wakeford, Edinburgh, UK.
Recently some kind Purple Pawn reader bought a 46" plasma HDTV through our affiliate code: clicked on a link through to Amazon.com from our site, navigated to the TV, and bought it. That extremely high-priced purchase netted us a tidy affiliate bonus. Thank you weirdo luxury fanatic, whomever you are.
Be sure to click through this site if any strike your fancy.
Nothing but the best for these sables, who were given several hours of scheduled play-time with youngsters specially screened for gentleness. The animals were frequently reassured that they were "cute" or "adorable." The "harvest" was accomplished in the most humane way possible, as the animals were gradually bored to death by recordings of old Soviet agricultural 5-year plan discussions. As each animal expired, a blessing was chanted by a clergyman of the Church of the Sub-Genius.
Ridiculous scale: 3. Hand-made furs from rare animals have always commanded exorbitant prices.
Yeah, I don't actually know what this is.
Ridiculous scale: I couldn't guess, but I'm going to have to say 9, given that this costs more than a new car. Several new cars.
I don't know if it comes with the plush carrot.
There's actually a tie in this category. Other products for $10,000 include this wooden Angel Line Glider Rocker, Big Rigs - Full Dust (a bed cover), a Dutailier Maple Ottoman, and LC Creations Save The Children Stay on Track Shelf with Pegs (a painted wooden coat hook).
Ridiculous factor: The ottoman I can see; I'll give that a 2. The rocking/slider is a bit pricey: 4. A $10,000 shelf or bunny suit? 10.
A non-error product is La Mer Creme de La Mer. 500 ml for $1,700.00.
Yes, that's right. And 24 cents.
This may not count, since it's only sold used by a reseller. Spon's Architects' and Builders' Price Book 2009: Multi-user licence ships from Amazon for the paltry price of only $1,754,383.00.
Ridiculous scale: I guess that rare books can cost a lot of money, but the most expensive book ever sold was a first edition Shakespeare folio for $5 million. I'll give the first a 9, and the second a 10.
Cameras is a sub-class of Electronics. Still worth a mention.
Once again, I have no idea what this is. They don't even provide a picture or description. I can tell you for sure that it's overpriced. Second place is a tie at $1,155,000 for either TSUNAMI MP.16 3500I SUBS INT 18DBI ANT 3.4-3.6 (a wireless antenna) and the ACE 12" Passive 2Way 800 Watt Speaker. A helpful comment: "When pointed at my neighbors and with the volume control set to '11', my neighbors house was reduced to dust. FCC license required."
An original Rembrandt c. 1649.
Better be free overnight shipping, as the stuff is perishable. As I keep kosher, I haven't a clue as to how much caviar should go for, but I still guess there's a limit to how much bang you can get for your buck at a price like this.
Yet another item about which I have no clue. I don't even know what it's doing in the grocery section. The next most expensive item is a $3,000 Stainless Steel Tandoor Oven 36.
Ridiculous scale: probably 10, but who can tell? The oven might be somewhat reasonable if you're into that sort of thing.
I'll go out on a limb and call this overpriced. What's it doing in the Health and Personal Care section? The next best item is this $100,000 F811-0297 Collecting Cell.
You don't even get the whole hoe. Just the handle.
Runner up at $360,000.00: Meyda Tiffany 35'w Chandelier 72090.
Ridiculous scale: 10. Chandelier is high, but not unbelievable: 6.
Once again I'm caught short. I hope it's not just the drawing. It weighs 33 pounds.
Runner up is an impressive looking TBS ATP1 Automated Tissue Processor; Floor model for $54,283.65.
Ridiculous scale: ??? but probably 7 or 8. Tissue processor is 1 or 2.
I admit it's pretty and it's got 100 cts of sapphires and 300 cts of diamonds.
Ridiculous scale: 3 for what it's worth, but spending money on rocks that cost this much is well past ridiculous.
This is a download. A download, people. And a DRM's download, at that. I love that it's part four, so you can't even make use of it unless you got the first three parts.
In the Video on Demand section, you have some videos at $600.
No picture provides. I checked around and this is what the CRU group charges for their magazines. Seems a bit pricey to me, but I guess they only have to sell a few copies. On the other hand, they also sell services, which I'm guessing must be not much more expensive.
It's not that I can't imagine a set of DVDs costing $3,000. It's just that the run time for this one is ... wait for it ... 3 minutes.
In VHS, you have Milady's Standard Comprehensive Training for Estheticians [VHS] for $2,809.10.
Golden Islands Far From West DVD and Chato's Kitchen [VHS] arefor sale by external retailers for $100,000.
Contains 178 essential CDs from music history, including rock, folk, opera, blues, and so on. Which is slightly over 20 bucks a disk. I can only assume that the roughly $2,000 too much that you're paying for this includes some kind of a neat booklet.
And you "Get $1 worth of MP3 downloads from Amazon MP3 after you order your item."
Something called Very Very Strong Wind is for sale by an external retailer for $100,000.
It's a moving light that changes color. I'll guess that you can get pretty good versions of this for a wee bit cheaper.
Runner up is this $25,000 Gibson Custom Jeff Beck 1954 Les Paul Oxblood Aged Signed Electric Guitar personally hand-signed and played by Jeff Beck. One of fifty.
Ridiculous scale: 9.5 for the light, 2 for the guitar if you're into Beck.
Another slip of the decimal point, this should really be $797.99 . Another one is this Whittling Craft Knife Blade (680-11-111A) Category: Utility Knives; it only costs $160, but that's on sale from $102,400.00 .
Here's a $79,000.00 Curtis Australia Wildlife Warriors Endangered Species LTD Gem Set (6pcs) Fountain Pen.
Ridiculous scale: 10, including the pen.
Pet supplies is a sub-category of home and garden.
I'm guessing there's another misplaced decimal point here. Instead, here's an $8,324.39 Deltec External Protein Skimmer AP1006.
Ridiculous scale: 10 for the shampoo. Probably a reasonable price for a protein skimmer, whatever that is.
I don't really get the fancy handbag obsession. And this one is made in China, so even more so. Doesn't even look that nice. What's this doing in shoes, anyway?
Here. For $5,926.95 you can get some Esquivel Men's W.K. Dress Shoe.
A million dollar fax server. They also have over $100,000 technical support deals.
And this lovely science information disk, Cells (works on Win 98 and Mac) is available from an external seller for $8,496,425.80 .
I don't know what that pricing means. I'm pretty sure it's only $49.90.
Instead, here's 1930's Hall of Fame Autographed Baseball PSA/DNA: six baseballs autographed by nearly every famous early ball player. $44,805.00 .
Ridiculous scale: boots probably don't count. Baseballs: 1.
No idea. Maybe it's a couch. Probably not a toy or a game.
which doesn't show up on the regular search.
Here's a $24,000 La Petite Maison Cottage Playhouse.
Ridiculous scale: house is 5, but rich kids need their playthings, I guess.
A paltry price for a system this lovely. Actually, the most expensive item here is a ATA-300A 300cc Air Cooled ATV for $2,359.00, but this really belongs in Toys.
I would expect watches to be lumped in with jewelery, actually. This watch may seem expensive, but it's 46% off its retail price of $707,500.00.
Ridiculous scale: 7. Expensive watches are a given, but really.
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The latest Jerusalem Strategy Gaming Club session report is up. Games played: Dominion, Magic: the Gathering, Antike, Power Grid, It's Alive, Path, Atlantic Star.
I decisively win a game of Antike through military might. I still love It's Alive. I dust off Atlantic Star to see if people want to keep it.
My eldest daughter stopped playing games with us after The Settlers of Catan turned into The Cities & Knights of Catan (and then all the rest of the Eurogames). The one exception is Apples to Apples, which she loved to play with her friends, even though many were native Israeli and A2A features English and American culture.
So it was surprising to hear that she found a new game to play with her friends that she liked so much, she actually went and bought a copy of it. It's Jungle Speed.
Jungle Speed is a deck of cards and a wooden "totem" or stick that stands up on its end. It comes in a drawstring bag. It's a pattern recognition / speed reaction game, not the only one of its kind (there's an Israeli-invented game called Halli Galli which is pretty similar and has a bell instead of a totem).
Going around in a circle, each play reveals a card from his or her personal deck. Whenever two people have cards with the same pattern revealed (color doesn't matter), whichever one of them grabs the totem first gives all of his or her cards to the loser. First player to have no cards left wins.
Additional cards add some twists: one causes it to be color, and not patterns. One causes all players to simultaneously reveal a new card. One requires all players to grab the totem (first to do so places their cards under the totem, which are given to the next player who loses a grab). Some of the patterns are quite close and so designed to cause confusion. Grabbing the totem when you're not supposed to gains you all cards in play.
I admit, it's a great game for the right age group - I think I'm just past that age group now, unfortunately. More to the point, the game concept is a great idea, and probably any number of similar games would be just as enjoyable. You could probably play with with a standard deck of playing cards and some odd rules (such as jacks and sevens are matches) to make the game confusing and interesting.
Anyhoo, I played it for the first time against three teenagers and lost thoroughly. Of course, they were all experienced with the different patterns, and so had an easier time distinguishing when they matched and didn't.
Pictures of my first encounter with the game here.
Some other games: I played Scrabble with Rachel and lost by about 70 points, even after I played LAV onto ROOMED to make VROOMED. I played bridge online at BrigeBase.com for a few hours. Probably a few others which I can't recall right now.
And I have 12 spanking new copies of It's Alive to sell (Israel only; I don't want to undercut my publisher) or give away. I'm going to give at least one away in my 2,000th post here (I passed 2,000 on Purple Pawn a while ago).
Last week I discovered The Path, an interactive piece of software developed by Tale of Tales. You navigate one of six young girls away from the short and easy path to her grandmother's house and into the woods to discover things and people, and her "personal wolf". Much of the onscreen activity comes from the software, rather than from any sort of direct control.
First things first: notice that I didn't say "game" in the above paragraph. Why not?
to create elegant and emotionally rich interactive entertainment. We explicitly want to cater to people who are not enchanted by most contemporary computer games, or who wouldn't mind more variety in their gameplay experiences. For this purpose, all of our products feature innovative forms of interaction, engaging poetic narratives and simple controls.
Games are one type of interactive entertainment, but not the only type. The above paragraph is nearly devoid of the word "game", except insofar as their aim is to target people who play games with something different. Instead, they call their work "interactive entertainment", or "products" with "interaction", "narratives", and "controls".
We make interactive projects that often take place in virtual spaces. Our motivation is mostly artistic. We want to discover and exploit the enormous expressive potential of realtime technology.
So what is The Path? Is it a game? Is it even entertainment? Is it an interactive experience?
The problem with calling The Path a "game" is that people then evaluate it as a game.
As a game, it is perforce classified as entertainment and recreation. As a game, it is contrasted to other games with regards to fun, replayability, accessibility, decision-making, flow, strategy, excitement. These are yardsticks for evaluating games.
But it is evident that The Path is not meant to be most of these things. It is deliberately trying to tap other emotions other than fun, isn't concerned with replayability, provides more story than decisions, has no defined goal on which to hang strategy, and is meant to produce a very different type of excitement.
A great number of critics of The Path, lulled by the word "game" and the criteria as to which all games must perforce satisfy, see fit to criticize The Path as falling short in one or more of these criteria.
Other critics take issue with all designers of products such as these, claiming that people who design non-fun, non-replayable "games" should stop sullying the name of games, and stop looking to games to make artistic points. In their eyes, games can't make these points, because that's not what games do.
Maybe they are right. If you DEFINE quality in a game as fun, replayable, goal-oriented, flow, and so on, then these are not quality games. And one can never make a quality artistic game, because by definition, cognizance of art is and can never be more than an interruption in the flow of the drive to win. Beautiful graphics and lovely game play are by necessity lost within flow, strategy, and goal-orientation. Winning, as a goal, is antithetical to the concept of art, at a very core level. And so if a game requires you to win, any message irrelevant to winning can only detract from the game.
I have no issue with this. I don't like to argue about what "should" be the definition of "game". If that's your definition, then we just have to come up with another word for what projects like The Path are. Just be aware that others will argue that game could consist of interactive activities that are not necessarily goal-oriented or fun.
The confusion arises because this software is designed by a "game company" for a "game platform" and called a "game". But can only games can be created by game publishers or experienced on game platforms? You can watch movies on most game platforms, can't you?
Rather than be held up to the standards of a game, what if we consider The Path a movie?
If you go into a movie expecting a game, you're bound to be disappointed. No controls! No goals! Movies, or more broadly theater, television, film, and other performance arts, have their own criteria for quality: visuals, sound, composition, acting, plot, theme, and so on.
How does The Path rate as a movie? Anyone?
You can fail to finish a movie, like you can fail to finish a game. A movie might present difficult to understand metaphors that are a challenge to understand. A game gives you challenges that you must overcome; however, these are typically overcome by discovering some spot on the board or control sequence, not through epiphany.
We expect movies to be non-interactive, and for good reason. Part of the art of movie making is pacing, narrative juxtapositions, specific shot angles, story arc, and so on. You could create an interactive movie that is simply a "choose your own adventure", where all of these are guaranteed regardless of what choices are made. But that's a very low level of interactivity.
Most games allow you to move forward and backward, in endless loops, angle screens from various directions, and fail to complete part of the narrative. Can that ever really produce a cogent work of art?
What do we do with interactive entertainment that is not a "game" and not a "movie"? They appear to be more movie than game, if we burden game with all sorts of requirements that non-goal oriented activities, or even goal-oriented but non-win oriented activities don't have. We could simply call them interactive movies.
Interactive entertainment borrows from both games and movies. It's somewhat interesting that game developers, and not movie producers/directors, have been primarily the ones interested in making them, since conventional wisdom seems to think that they're more like movies than like games.
The reason for this is that even those dipping their toes into these waters so often labor under the illusion that they must include game trappings. There is still a feeling of having to throw in entertaining game play or the possibility of winning, or goals, or quests. None of this is truly necessary. But when they are not, what is there in its place? You have to fill the void with something gripping.
Reviews: fidgit, Slate, Brainy Gamer, Videogamer, IGN, neoSeeker, Eurogamer, Bit-Tech, Horror Style, Die Hard Gamer Fan (truly hates the game, and gives spoilers), Joystiq, Escapist, Pop Matters, GameZone, Indie Gamer, and many more.
I am not a video gamer. This is the first video game I've bought since Myst, a game I also didn't understand or complete. The only other video games I've played (since around 1990) are online board game implementations and Minesweeper.
That makes me a complete newbie with regards to video games. As a newbie, I am unused to devoting more than ten minutes to a single-player game - I devote an entire day to tabletop games, but usually a dozen different ones throughout the day, and interspersed with social and strategic interaction. The Path is puzzle.
I'm not into puzzles. I don't enjoy wandering around trying to find deliberately obscure clues and items; I enjoy trying to work out metaphors in movies, but only because there is no single right solution. In a puzzle game, there is usually only one right solution and no clues that you're even getting closer. And the solution is usually pressing the right key or crossing the right square, which is hardly deep; it's methodical.
I spent two hours wandering around in the game, discovering things, interacting with things, and collecting things. I admired the personalities of two of the girls, and suspect that there is a whole lot more to discover, but I couldn't be bothered to continue. Nearly all of the things I see in the above reviews are not things that I discovered myself; I wouldn't know they exist unless those who actually know video games and had the determination and hours of time to complete them neatly wrapped them up in an article for me to read in a few minutes.. Maybe I'll give it another go some other time.
That's where I have a problem: as a game, of course it's slow, ponderous, and not really rewarding. As a movie, it's slow, ponderous, and not really insightful over the first few hours. If the entire thing could be played in 2 hours AND I would be guaranteed to discover everything within that time, I would probably think that it was an amazing game. But The Path is obviously aimed at experienced video gamers who know what to expect. Not movie goers and what they expect.
For someone like me, whose never played a long game, I can't possibly devote 12 hours to it to get this experience. Give me a boiled down version of the game and I'll love it. Make it into a movie. If interactive games are going to be this long, they're not going to reach the public any time soon.
Further reading: see my articles on games and art, and games and winning.