genre: nonfiction, gaming, life improvement
age: all!, adult
rating: 7/8 tentacles
I spent a large portion of my childhood glued to either the television
screen or computer monitor playing all sorts of games with the ferocity
of a baby drug addict. Reading Blaster, Kings Quest VII: The Princeless
Bride, Super Mario Bros, Super Smash Bros, Mario Kart, Mario Party,
Paper Mario, and (especially) Final Fantasy VIII are some of my
favorites. I understand the joy that comes from abandoning one's self
to the rules and world of a game, from working hard under the constricts
of those rules to achieve an arbitrary goal, the path to which is
strewn with obstacle after obstacle. I understand the determination,
the absorption, and the focus it takes to achieve those goals as well as
the pleasure of these comparatively small successes, the pleasure of
simply escaping.
McGonical, herself a game designer, wonders
why so many gamers choose to spend their time working toward virtual
successes that have little value in the "real world" when they could
dedicate themselves to equal but more practical productivity in their
lives. In her exploration of the human love--need, even--for games,
McGonical references a wide variety examples ranging from Jacks to
Tetris to Words with Friends to World of Warcraft to sports. She then
suggests applying the structure of game-play (a clear goal, clear
instructions, and direct feedback) to real life projects and work. I
think this is a fantastic way to give ourselves the sense of purpose
often found in games.
A lot of what McGonical says here can be
applied to books. A good book allows us to live vicariously through its
characters, who often accomplish great things that might feel more
important or more consequential than the trivialities of our everyday
lives. Books, in addition to games, offer an alternate reality that is
in many ways more satisfying than real life. I find this both sad and
wonderful. Reality is Broken is ultimately a dissection of the
reasons we seek escapist ventures, why we choose the methods of escape
that we do, and how we can mold our worlds into places that mimic the
games that fulfill us and provide us with such satisfaction.
McGonigal's
prose is deliciously clear. She writes with entrancing and efficient
simplicity. Her book was a joy to read and provided some fascinating
insights into the psychology of gaming, the awareness of which will now
influence the way I organize my work projects and my life.
Showing posts with label books. Show all posts
Showing posts with label books. Show all posts
Wednesday, June 6, 2012
Review: City of Lost Souls by Cassandra Clare
genre: paranormal
age: YA
rating: 4/8 tentacles
I have mixed feelings about City of Lost Souls, mainly because it didn't meet the expectations built up by the previous four books in The Mortal Instruments series. This fifth installment reads more like fan-fiction than professional writing. Clare spends way too much time on cliched descriptions of make-out sessions and telling us what her characters are wearing. Really, there is no need to provide detailed descriptions of a character's ensemble every single time he or she enters a scene. Maybe a few times is okay, if the outfit is relevant or contributes to characterization, but lines like this are too much:
"As she came in, Alec looked up and saw her, and sprang to his feet, hurrying barefoot across the room--he was wearing black sweatpants and a white t-shirt with a torn collar--to put his arms around her."
I don't think the color of Alec's sweatpants is important enough to warrant interrupting the action to tell us. Shoving that in there ruins the sentence.
It's one example of the many ways that this novel lacks focus. I often found myself thinking, "What, this again? Get to the good part!" Mostly during the scenes between Maia and Jordan. I felt like there was an inordinate amount of time spent on the trivial exploits of secondary characters. Maia and Jordan's scenes were all pretty much gooey teen romance, which I can't stomach, especially when they're written without any originality. My public library put a sticker on the book's spine with a spooky ghost and the word "Horror." A more accurate sticker might have shown the torso of a man whose muscles rippled under his tightly fitted shirt. There's a couple of those floating around CLS.
The plot--Clary and friends' attempts to find Jace and Sebastian and then stop Sebastian's nefarious scheme--often got bogged down with the aforementioned makeout sessions and fashion commentary, but when it wasn't, when we were right in the thick of things--the book was pretty good. There was a lot of interesting development with Sebastian's character and his relationship with Clary. My favorite scenes were with Sebastian. He's a fantastic--I don't want to say villain, because Clare makes things nice and grey for us. A very dark grey, but grey nonetheless.
To sum up: entertaining plot, surprisingly amateurish writing. Could have used some more editing to really reach its potential, I think.
I'm being a little generous with my tentacles. According to my chart, poor quality of writing, even with a decent story, deserves a 3 out of 8 but because I'm a fan of the series and it did get a little better towards the end, I'll throw in one more, out of the goodness of my heart.
age: YA
rating: 4/8 tentacles
*OH, RIGHT. THIS IS THE FIFTH BOOK IN A SERIES. THERE MAY OR MAY NOT BE SPOILERS FOR PREVIOUS BOOKS. PROBABLY NOT BUT YOU HAVE BEEN WARNED.*
I have mixed feelings about City of Lost Souls, mainly because it didn't meet the expectations built up by the previous four books in The Mortal Instruments series. This fifth installment reads more like fan-fiction than professional writing. Clare spends way too much time on cliched descriptions of make-out sessions and telling us what her characters are wearing. Really, there is no need to provide detailed descriptions of a character's ensemble every single time he or she enters a scene. Maybe a few times is okay, if the outfit is relevant or contributes to characterization, but lines like this are too much:
"As she came in, Alec looked up and saw her, and sprang to his feet, hurrying barefoot across the room--he was wearing black sweatpants and a white t-shirt with a torn collar--to put his arms around her."
I don't think the color of Alec's sweatpants is important enough to warrant interrupting the action to tell us. Shoving that in there ruins the sentence.
It's one example of the many ways that this novel lacks focus. I often found myself thinking, "What, this again? Get to the good part!" Mostly during the scenes between Maia and Jordan. I felt like there was an inordinate amount of time spent on the trivial exploits of secondary characters. Maia and Jordan's scenes were all pretty much gooey teen romance, which I can't stomach, especially when they're written without any originality. My public library put a sticker on the book's spine with a spooky ghost and the word "Horror." A more accurate sticker might have shown the torso of a man whose muscles rippled under his tightly fitted shirt. There's a couple of those floating around CLS.
The plot--Clary and friends' attempts to find Jace and Sebastian and then stop Sebastian's nefarious scheme--often got bogged down with the aforementioned makeout sessions and fashion commentary, but when it wasn't, when we were right in the thick of things--the book was pretty good. There was a lot of interesting development with Sebastian's character and his relationship with Clary. My favorite scenes were with Sebastian. He's a fantastic--I don't want to say villain, because Clare makes things nice and grey for us. A very dark grey, but grey nonetheless.
To sum up: entertaining plot, surprisingly amateurish writing. Could have used some more editing to really reach its potential, I think.
I'm being a little generous with my tentacles. According to my chart, poor quality of writing, even with a decent story, deserves a 3 out of 8 but because I'm a fan of the series and it did get a little better towards the end, I'll throw in one more, out of the goodness of my heart.
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