Thinking in Abstractions

I’m continuing to work on teaching myself Japanese, which has been a fascinating process. It’s been described to me as an extremely difficult language to learn, and as I familiarize myself with it, I’m starting to understand why.

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Japanese is, in a lot of ways, a very straightforward, regular language, with very few exceptions to its rules and a surprisingly comprehensible set of grammatical rules. It’s difficult because almost none of these things map to English. I used to wonder how older (and some recent) translations of games and shows could be so incredibly bad, and I’m discovering that it’s because there’s really no direct translation. As I start to parse sentences, it feels a bit like one of the old Magic Eye pictures, where you have to look at it indirectly to allow your brain to see the hidden picture, and if you try to focus on it too much you lose it.

I can’t translate what I want to say in English directly to Japanese; I have to turn the sentence into an abstract thought, and communicate that. It’s made me a lot more aware of how I construct sentences in English, and I’ve started trying to think of English sentences as abstract thoughts to get a better handle on how to better express myself. In English, it’s easy for me to construct elaborate walls of words, adding complexity and waxing poetic to make a very simple thought seem like something a lot more ornate than it actually is. It’s a tendency that’s made it very difficult for me to learn languages in the past. I’ve made attempts at Spanish, and while I can understand it very well, I don’t have the breadth of vocabulary or understanding of complex forms to translate what I want to say from English into Spanish. Faced with Japanese, a language where I can’t make that translation, I’m finding that relying on my intuition to pick up meaning from sentences is really effective.

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It makes me think a lot about games and the comfort zones we play in. I had a discussion with a guildmate recently who was intensely frustrated by Summoner, because (as he put it) “you’re always guessing at what you should do next so it’s a constant panic”. He loves rotation-based classes, where he can plan his next moves multiple steps ahead, and couldn’t understand why I, someone who has the same love for planning, liked the class so much. For me it’s because the Summoner playstyle is an abstraction of what a rotation is trying to accomplish– having all of the right things happening at the right times. I’m never guessing at what I need to do next on my Summoner, because I’ve developed a feel for how things should go. I’m not thinking in terms of “this ability, then this one, then this one”, it’s more like “right now feels like the right time to use this”.

Similarly, I watched someone pick up a controller for the first time this past week. He’d been playing games on the PC for twenty years, but had never owned a console. I could see the frustration as he played a game he knew well (FFXIV) via a control scheme he wasn’t familiar with. He knew what he wanted to do, but couldn’t make the buttons respond quite the right way. His intuition about how to control the game was thrown completely off.

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Both things map to language learning for me. Speaking a new language is like trying to play a game through an unfamiliar control scheme, and understanding it is like making sense of a game by feel. I could, if I wanted, break down when to use every Summoner ability with a clock during a fight, so that you could work out a ‘rotation’ that mapped to when everything needed to be used. It would be like trying to translate through English for every sentence in Japanese– doable, but you lose a lot and you’ll never be as quick as if you can internalize the abstraction and just maneuver by feel.

Different people find different things difficult. I have two friends nearby, both from China. One of them speaks English with almost no accent, but sticks to relatively simply constructed sentences and misses a lot of nuance in other people’s speech. The other has a very heavy accent, but a much broader use of vocabulary and sentence construction, but struggles with making her actual words understandable. I’ve had the opportunity to speak with both of them via text over the internet, and their speech patterns are starkly different– both are very eloquent and have a firm grasp of the language. They’re both playing a game with a control scheme they aren’t yet used to, but taking different approaches.

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In the meantime, I’ve reached the point in about two weeks of study where I can almost read hiragana and I can hear the shape of sentences– I can’t understand them, but I know enough to pick up pieces and figure out what the subject, topic, verb, etc all are even if I don’t know what they mean. It’s going to be a long time, if ever, before I can hold myself to the same standard in Japanese as I do in English, but the process is giving me a lot of insight into how I speak in English, and how I can improve.



Source: Digital Initiative
Thinking in Abstractions

Introducing: Shiphand Buddy!

Blaugust 2015, Day 3

Join me for some great space adventures!

Join me for some great space adventures!

Welcome to my new feature this month, Shiphand Buddy! I, Gracie, will be your personal Shiphand Buddy over the coming weeks. Together we’ll go on a whirlwind tour of the 7 shiphands currently available in WildStar. This series will be a general guide, and hopefully helpful enough to ease you into this content and point out some of the tips and tricks I’ve learned along the way. The resource that I used the most while learning these missions is the series of guides at http://gaming.elijaa.org.

Shiphands are one of my favorite features in WildStar. They are short (generally 30 min or less) instanced missions that can be completed solo or in a group. Each one has both a normal and a veteran mode, and they become available as early as level 6! Shiphands are worth running at least once while leveling, since they give decent xp and usually reward a nice piece of gear for your class. I usually run at least one vet shiphand per day for the daily quest since they are an excellent source of money and renown. In the veteran versions, getting a gold medal can lead to fun cosmetic rewards like pets, dyes, mounts, and housing decor, as well as useful things like imbuement items and runes.

Hit

Hit “N” to begin your journey!

While you are leveling, you can find quest givers that point you to these missions and give you an extra incentive to try them. Once you’ve unlocked a shiphand, you can queue for it from the party finder interface (default keybind “N”). Just check the box to tell it if you want to queue solo or wait to find a group. Doing a random veteran shiphand will reward you with a little bit of extra gold and renown, but usually you will want to select a specific one. The veteran and normal versions are listed separately so be sure you choose the right one!

The guides here will go over the veteran versions, with a comment at the end to note what is different from normal mode. I’m going to try to run each one at least 3 times on normal and veteran, attempting gold level completion to get my fastest run time. I have decent gear and am familiar with these instances, so your mileage may vary. Leave a comment to let me know if you beat my time!

I’ll be posting these on Tuesday and Thursday, in the order of the level they unlock. So prepare yourself, because tomorrow we blast off for adventure with the first shiphand: Fragment Zero!


Source: Moonshine Mansion

Blaugust Day 3: Master of Magnetism!

Marvel Heroes is another game whose developers seem to be very good at learning from their mistakes. Most recently they did away with multiple story mode difficulties. Where previously you had to run through the entire story 3 times to get all the available rewards on a particular character (most importantly power points) a single run through the story now takes you from level 1 to 60. Previously you would expect to be around level 25 the first time you fight Doctor Doom. Now you'll be nearly at the level cap when you reach Doom.

I decided to test this out by pulling out one of the characters I have unlocked but a level 1 and seeing how the leveling felt in this new system. I considered a couple of options, but ultimately decided on Magneto.

Those are some impressive guns for a 90 year old.

I played through the first 4 chapters of 9, and had hit level 33 by the time I defeated the Kingpin. Based on a little time spent in Midtown Manhattan, that seems to still be a quicker way to level, but Story mode is definitely a more viable leveling option than before.

I did notice that villains in events had a lot less health than before, resulting in super-villains often being defeated almost instantly when they appeared. On one hand, it's nice that I can complete those events by myself without it being a multi-minute slog now. I think maybe they need to be adjusted back up a little though, as it's pretty much not worth trying to get to one unless you were near it when it spawned.

As far as Magneto's gameplay, I had a lot of fun floating around hurling metal shards at people and listening to Magneto's haughty comments whenever other heroes ran by. Magneto uses 'debris' as a secondary resource for his attacks which recovers slowly over time or faster through wrecking up the place. I tend to destroy anything around in any case just for fun, so that works out well for me. I also really like the white costume they chose as his default, though if his costume from his time as Headmaster of the Xavier School ever gets added to the game, I'll be picking that up immediately.

Blaugust Day 3: Master of Magnetism!