DITCHWALK

A Road Less Traveled

Topics / Books / Docs

About / Archive / Contact

Copyright © 2002-2026 Mark Barrett 

Home > Archives for ~ Tangents

DIY Cover Design: GIMP vs. Inkscape

April 6, 2015 By Mark 1 Comment

The first (and so far, only) two book covers I designed were done with GIMP. I got great help from Joleene Naylor on the first cover, and managed to flounder my way to solo completion with the second, but along the way I noticed some recurrent problems, particularly with regard to text, curves and anti-aliasing.

What I have learned over the past year or so is that all graphics software breaks down along two main lines: vector graphics and raster graphics. GIMP is commonly and accurately categorized as photo-editing software, but also belongs on the raster side of the graphics software divide. While photo-editing software can be incredibly powerful in its own right, because raster graphics are based on pixels, resizing raster graphics can also get you into serious trouble.

That’s not true for vector graphics, which are defined by mathematical relationships. Put together a snazzy logo in a vector program and you can scale that logo down to a business card or up to a billboard with no loss of detail. Yes, it is a miracle.

I have a few covers to design in the coming months — or years, at my current pace — and I plan on doing so, at least in part, using a vector graphics program called Inkscape. Like GIMP, Inkscape is open-source freeware and incredibly powerful. Also like GIMP, Inkscape is incredibly obtuse and difficult to learn, even if you’re otherwise comfortable with all things computer.

For example, suppose you want to combine two simple shapes as follows, using Inkscape:

After reading up on the program, following tutorials and learning about the power of nodes and paths, and playing with snazzy features like combine and union, to say nothing of delete segment, you might think the proper solution would be to overlap the two shapes, join them at nodes, then remove the line across the middle of the circle:

And you would be one hundred percent wrong.  [ Read more ]

Filed Under: ~ Tangents, Publishing Tagged With: cover design, tools

Valuing Yourself and Your Work

March 30, 2015 By Mark Leave a Comment

On the heels of the previous post about money junkies it’s worth taking a moment to think about self-worth. The reason it’s an important topic is that if you’re not willing to set the floor on your own value, you can assume everyone else will set it at zero. In fact, only a few years ago there was a theory being floated that the smart play in the internet age was to give yourself away in every respect, including work you created.

Called the freemium pricing strategy, the idea — much like the overriding ethos of web development in general — was that eyeballs, marketing and branding are more important than anything else. Gather enough attention and you can cash in by monetizing your online celebrity. Now, if your product is celebrity that might be true, just as it’s probably true if you’re a money junkie and have lots of cash and employees to burn through. Likewise, if you have no compunction about abusing your own customer base, and in particular children and young adults, making free-to-play games can be profitable. Like street-savvy drug dealers, the makers of free-to-play games give their products away until users are hooked, then stick them with carefully engineered pricing strategies and deceptive promises that all but compel players to pony up real cash if they want to stay competitive.

Unfortunately, if you are an unknown, do not have a round of funding you can torch in order to attract your next round of funding, or you have a conscience, giving yourself and your work away will always yield exactly no money, which is problematic if you also like to eat and don’t want to live under a bridge. If you aspire to make a living doing something you love, or even doing something you hate, you’re going to have to give some consideration to your worth as a worker and as a human being. Depending on the state of the economy it’s entirely possible that the world will laugh in your face, particularly if the money junkies on Wall St. have blown the earning power of the average consumer to to smithereens and unemployment is through the roof, but still — at some point you have to draw a line in the sand.

Speaking of which, when you’re just starting out in your chosen field — or playing around until you figure out what you want to be when you grow up — it’s probably a good thing to be humble. Nobody likes a know-it-all or someone who is overly confident. If you’ve written a book and you’re sure it’s going to sell a million copies at $100 a piece — well, you get points for valuing yourself, but many more points off for being an idiot. By the same token, however, if you have zero confidence, even if only in your ability to bounce back from what will almost certainly be setbacks, you’re probably going to fail.  [ Read more ]

Filed Under: ~ Tangents, Publishing Tagged With: content, monetize, price, value

Money Junkies

March 22, 2015 By Mark 2 Comments

I’ve been reading a lot of posts and articles lately about people trying to get into this business or that, and about people being marginalized while trying to get into this business or that, and it struck me that while discrimination is never acceptable, the premise of having a boss also needs to be considered. Where it used to be the case that jobs were offered by companies that had been in business a while, in industries where get-rick-quick schemes were not common, let alone the main product, when it comes to working in tech the opposite is often true. In fact, if you take a job in tech, including interactive entertainment, it’s quite possible that the human beings cutting your checks will be money junkies posing as entrepreneurs.

What is a money junkie? Well, as the name suggests, a money junkie is someone who will do anything they can to make money. Unlike a normal businessperson who wants to do business, and more importantly keep doing business, a money junkie is determined to burn through as many resources as possible in pursuit of money, including those human resources called employees.

If you’re a money junkie yourself there might be some benefit in working for a money junkie, because they really do know how to squeeze the last drop of productivity from a human being before casting the desiccated corpse aside. If you’re not, however — and particularly if other human beings rely on your paycheck — the last thing you want to do is sign on to work for a money junkie. Yet that’s probably not what you’ve been told.

What you’ve been told is that by allying yourself with a money junkie you can make heaping piles of money, and in some extremely rare instances that does happen. Not surprisingly, the people pushing that million-to-one-shot message are the money junkies, because they need all the eager, bushy-tailed employees they can get. It’s like that when you’re a money junkie, because the employees who were bushy-tailed six months ago will soon fail to demonstrate loyalty, initiative and drive by impertinently cracking apart at the seams.

You may be thinking you’re too smart to be exploited by a money junkie. You may be thinking you’ve got the right stuff to succeed no matter who you work for. You may believe you’ve got to take any job to get your foot in the door. No, no and no.

Your job, before you take a job, is to avoid working for people who are going to grind you down and have an unpaid intern sweep your shavings into the trash. Fortunately, particularly in the tech world, there’s a way to test the waters without naively exposing yourself to money junkie abuse.  [ Read more ]

Filed Under: ~ Tangents, Interactive Tagged With: greed, money

The Ditchwalk Indignation Scale

March 19, 2015 By Mark 3 Comments

Following up on the previous post, about how 90% of the internet is righteous indignation and ridicule, I thought it might be useful to provide some context. While ridicule is of course childish in all instances, there are times when righteous indignation is warranted. Unfortunately, those times are few and far between when compared with the perpetual tide of indignation surging across the internet.

Not everything is worthy of true indignation, though it is admittedly easy to get lost in an argument and forget that what you’re talking about is meaningless. So next time you think you may have lost your bearings, or you’re not sure if flaming someone for their opinion about an espresso machine is appropriate, take a deep breath and consult the Ditchwalk Indignation Scale:

Practically speaking, the benefit of the Ditchwalk Indignation Scale is to remind us all that when we’re arguing about a 1 — which is pretty much all we ever argue about — we’re arguing about a 1. In fact, you can even use that point to express your righteous indignation. For example: “I’m sorry, but I have more important things to do with my time than argue about a 1.” At which point the other person may slug, you, allowing you to continue your discussion on a more substantive basis.

— Mark Barrett

Filed Under: Ditchwalk.com, Non Sequiturs Tagged With: scale, social networks

Social Networking as Entertainment

March 15, 2015 By Mark 3 Comments

Sturgeon’s Law states that ninety percent of everything is crap. Ninety percent of music is crap, ninety percent of food is crap (unless you’re starving, in which case it’s life-sustaining crap), ninety percent of television is crap, ninety percent of literature is crap, and so on.

Sturgeon’s Law is correct. Ninety percent of everything is crap, which means ninety percent of the social networking being done in the name of democratization and personal empowerment is also crap.

What’s interesting about social networking crap is that it breaks down into two symbiotic categories which are opposite sides of the same entertainment coin. On one side we have ridicule, which makes us laugh, and on the other side we have righteous indignation, which makes us cry.

Comedy. Drama.

It’s as if social networking is actually a medium of entertainment, and only incidentally concerned with socializing or networking.

Adding to the appeal of social networking as entertainment is the fact that ridicule tends to generate righteous indignation and righteous indignation tends to beget ridicule, meaning there’s no stopping them once they get started.

Looking for laughs? Log onto any social networking site and you’ll find someone making fun of someone, which you can then like or retweet or comment on. If anyone has the temerity to accuse you of ridicule you can respond with righteous indignation.

Looking for justice? Log onto any social networking site and you’ll find someone standing up to someone, which you can then like or retweet or comment on. If anyone has the effrontery to accuse you of righteous indignation you can respond with ridicule.

(If you were in third grade you might be accused of bullying or playing victim, but because you’re an adult using expensive information-age technology you don’t have to worry about that.)

Like every other medium of entertainment, the ninety percent of social networking that is crap would be harmless fun if it wasn’t also inherently dehumanizing. Unlike every other medium of entertainment, participating in the generation of all that crap diminishes our ability to appreciate the remaining ten percent.

— Mark Barrett

Filed Under: ~ Tangents Tagged With: entertainment, internet, medium, social networks

Little Scream — Black Cloud

March 3, 2015 By Mark 1 Comment

In late November of 2013, for the second year in a row, I found myself staggering to the end of a six-month battle with the same massive document. As had long become habit, largely to preserve some tenuous connection with life outside the confines of the virtual pages that were my waking reality, I spent much of my writing time listening to several custom stations on Pandora. While I enjoyed the great majority of the songs that played, most of them came and went without intruding on consciousness.

From time to time, however, a particular song would grate on me until I silenced it, and on even rarer occasions a song would seize and hold my attention. Among that small number of mesmerizing songs, before and since, none stands apart like Black Cloud by Laurel Sprengelmeyer, who goes by the stage name Little Scream. In the moment, sixteen months ago, it was arresting in its beauty and ability to transport, and I still feel that way today.

While looking up information on the artist back then I searched for a video but could only find uploads by others, and I didn’t want to link to something that wasn’t officially released. I did find additional songs and performances by Little Scream, but Black Cloud was not among them. Recently, however, I found this:

I listen to a lot of music and I know what I like. Give me the choice between a beat and a groove and I go groove every time. But there’s another thing music can do, and that’s take you on a trip, and that’s what happens each time I listen to Black Cloud. I’m not sure what the musical word for that would be, but my word would be storytelling.

If Black Cloud takes you somewhere, and you like the trip, tell someone when you get back. Musicians in particular have always had a tough time making a living doing what they love, and I don’t think anyone will ever solve that problem. One problem the internet can solve, however, is making sure musicians and other artists who touch us know that their voices matter and are being heard.

Lyrics here. Site here. Album here. Videos here. Another favorite here.

— Mark Barrett

Filed Under: ~ Tangents Tagged With: music

Storytelling and Real-World Violence

February 16, 2015 By Mark 2 Comments

This is the final post in a series exploring the idea that storytelling, gameplay or entertainment of any kind may precipitate acts of violence in the real world. First post here.

In setting out to prevent mass murder as much as humanly possible you have learned a great deal. Most of what you learned will do nothing to keep anyone from being killed, at least for a long while, but you no longer feel confused. It is understandable that people attribute motive to all kinds of things, including mediums of entertainment, and particularly to mediums that feature violence. It is also true that violent entertainment — along with every other aspect of life — may, in some instances, be a contributing factor in murderous mayhem, but it’s equally clear that there will never be any methodology by which such eventualities can be predicted. Even banning the most violent mediums would do nothing to prevent acts of violence from happening because acts of violence have been a part of human history since long before the invention of entertainment technology.

One thing you are convinced of, which you did not believe before, is that stories do play a big part in violence — but not the fictional kind that people usually blame. Narratives are always hard at work in life, including when people go berserk and start killing, but the most dangerous stories do not come from mediums of entertainment, they come from the omnipresent tension between society and the individual mind. They are persistent fictions that people believe in all the time, not just when the telly is on for a couple of hours or a game is played or a movie is streamed. They are beliefs that may even have no basis in reality, yet people are nonetheless convinced those beliefs not only explain how the world works, they unfailingly reveal how the world should be.

One of the most corrosive of these cultural narratives, by far, is the false belief — the protective fiction, endlessly reinforced by the profit-driven press — that we can ever truly know the motive behind any act of madness. Not only does this widely held mistaken belief lead to waste as everyone tries to assign and avoid blame after an act of madness, it perpetuates the false hope that understanding motive in one instance will enable us to predict and prevent acts of violence in the future. Worse, by pretending that the divination of motive can save lives, the real-world benefits of limiting access to the means of violence go largely unreported, and those who might otherwise consider such options remain perpetually misled about the viability of the choices before them.  [ Read more ]

Filed Under: ~ Tangents Tagged With: journalism, storytelling, violence

Real-World Violence and Means

February 1, 2015 By Mark 1 Comment

This post is part of a series exploring the idea that storytelling, gameplay or entertainment of any kind may precipitate acts of violence in the real world. First post here.

Unable to prevent mass murder by focusing on opportunity or motive, you are now reduced to considering how to limit the means of such monstrous acts. From the outset you know this is not a particularly promising approach to protecting innocent lives because almost any object, including the human body itself, can be used to kill. Other than wrapping everyone in a straight jacket it will be impossible to prevent human beings from injuring each other, but with judicious limits it might be possible to decrease the total amount of carnage that berserkers commit in a given calendar year. You won’t ever know who you saved, and you won’t ever be able to keep people from going berserk, and some people will still die, but you might be able to limit some of the fatalities that would otherwise take place when individuals do become homicidal.

Although you rightly abandoned your plan to incarcerate people by the millions based merely on broad suspicion about their potential motives for going berserk, because doing so would still fail to prevent mass murders among the remaining free citizens, your realize that the same was not true for those individuals who were incarcerated. Even allowing for the fact that they might be more likely to go berserk compared with their free counterparts, perhaps as a result of being unjustly imprisoned, by virtue of being locked up the potential for any individual to commit mass murder would plummet. While supervision and isolation would certainly prevent some violent acts from taking place, even in the general population where the opportunity exists to murder people en mass, the means of doing so would simply not exist. Even if prisoners went berserk with regularity, the total amount of damage they could do would be limited — at most — to whatever carnage they could cause with a shank or other weapon before others intervened en mass.

Leaving aside full-blown riots, the likelihood of a single individual going berserk and taking out twenty or ten or even three people in a prison yard is severely limited by the fact that they will rapidly find themselves outnumbered. If they had the right weapons the plan would have a better chance of success, but among all the institutions known to man prisons in particular are notoriously loathe to permit the possession of exactly those weapons that make killing human beings easier. For example, while many prisons allow prisoners to express themselves with paints or drawing materials, including tools that could be repurposed to violence, few prisons allow personal expression through use of chemical agents or explosive devices. Even if you are the baddest of the bad in Cell Block C, the fact that you can’t get your hands on the tools that would allow you to kill many people quickly means you’re limited in the damage you can do.

Unfortunately, when trying to limit carnage outside prison walls such prohibitions do not apply. Not only are people allowed to own a wide variety of products that can be used to kill many people in a short amount of time, as long as those products are legal they can stockpile them for that exact purpose and nobody can tell them you’re not allowed to do so. Only after they’ve gone berserk and killed a bunch of human beings — thus proving that they are criminals if not also mentally ill — can citizens, by law, be deprived of many of the means of mass murder.  [ Read more ]

Filed Under: ~ Tangents Tagged With: entertainment, violence

Narrative Context and Motive

December 19, 2014 By Mark 1 Comment

This post is part of a series exploring the idea that storytelling, gameplay or entertainment of any kind may precipitate acts of violence in the real world. First post here.

In considering the degree to which interactive entertainment may trigger individuals to commit mass murder we have unwittingly fallen into a logical abyss from which we cannot escape. Hand in hand with any brain training that occurs while playing computer games is the narrative context in which interactivity takes place. Because it’s assumed, with some plausible justification, that brain training makes interactive works potentially more dangerous, the narrative aspects of interactive titles tend to be viewed differently when compared with similar narrative elements in passive mediums such as film or television. For example, a movie which depicts the slaughter of tens or hundreds or thousands is presumed to be less potentially harmful than an interactive work which requires the slaughter of tens or hundreds or thousands.

As you’ve come to realize, however, from the point of view of motive this distinction produces no practical or actionable difference. Were we to exclude all interactive works from the marketplace by dialing the clock back thirty years to see if doing so prevented acts of violence from taking place, the answer would clearly be no. Prior to the invention of computer games only a few decades ago there was no shortage of mass murder, serial murder, massacres, atrocities, crimes against humanity and attempts at genocide — meaning whatever it is that motivates such acts on an individual or group basis, the impetus seems to be inherent in human beings, not inherent in mediums of entertainment.

With regard to computer games, however, the question of interactivity and brain-training cuts both ways. If what you’re practicing in a virtual setting is violent, it may also increase your chance of survival if the world actually is overrun by alien invaders, Nazis, terrorists or zombies — all of which currently serve, at least in the United States, as acceptable narrative foils for entertaining and ruthless acts of patriotic or godly barbarism across all mediums. Swap out such socially acceptable antagonists for farm animals, school children or the handicapped and almost anyone would be revolted by the ensuing carnage, let alone by actively participating in such fictional crimes, yet at root the brain-training play mechanics would remain exactly the same. Meaning it’s not the interactivity per se that’s the potential problem, but the context in which that interactivity takes place.

If you’re mowing down horde after horde of evil incarnate — or whatever social, ethnic, political or extraterrestrial group you see as evil — by definition that cannot be bad, at least in a narrative context. On the other hand, mowing down innocents, even using the exact same mechanics, would be not only reprehensible, but dangerous in terms of a specific kind of brain-training we call desensitization — which in itself is also not inherently negative. For example, if you’re afraid of spiders a prescribed round of clinical desensitization may cure you of that problem. On the other hand, if you normally empathize and sympathize with your fellow man, but find that spending a few days or months or years fiddling with a murder simulator erodes your reluctance to go on a real-world killing spree, that would obviously not be a good thing.  [ Read more ]

Filed Under: ~ Tangents, Fiction Tagged With: entertainment, motive, violence

Interactive Entertainment and Motive

November 17, 2014 By Mark 1 Comment

This post is part of a series exploring the idea that storytelling, gameplay or entertainment of any kind may precipitate acts of violence in the real world. First post here.

While children aren’t more hostile or violent than adults, and on the whole seem to do a lot less damage, on average they do seem a bit more cognitively pliable. This is partly explained by the fact that their brains have not fully developed, and partly because they haven’t had time to learn what’s right and wrong in many cultural contexts. If a child is angry it may seem, from the point of view of the child, like a perfectly reasonable response to pick up a toy and start bashing someone. If the child is fortunate, that decision then leads to a reasoned teaching moment about social norms from a nearby adult. Precisely because children need to learn what society expects and how to control their emotions, however, it does seem prudent to watch out for influences that could teach behaviors which are the opposite of what society desires.

In that context the first thing we can say about attempts to blame any medium of entertainment for acts of real-world violence committed by anyone of any age is that we are justified in making a distinction between groups that are and are not likely to be influenced. Our concern, as it was with the mentally ill, is that children may have a harder time distinguishing fantasy from reality, meaning the more a given medium replicates reality the more likely it might be that children could possibly become confused or led astray. For example, while we don’t believe that watching a violent movie over and over will make the average adult more likely to commit acts of violence, we do think — again, with some plausible justification — that doing so might affect a child, or perhaps even a group of young people if such experiences are communal. In response to such concerns, movies have long been given content ratings so busy adults do not have to preview each title in order to know if it’s appropriate for younger viewers.

As to which mediums of entertainment we should be most concerned about, that’s a more complicated question because blaming mediums of entertainment for acts of violence is not a rational pursuit. Not only can any medium of entertainment be used to demonstrate, depict or dramatize acts of violence, violence is routinely used in all mediums for the express purpose of entertaining an audience. When it comes to scapegoating or assigning blame to mediums for acts of carnage, however, there is almost always a perceptible bias toward some mediums and away from others. While usually self-serving, such scapegoating has appeal because it provides an apparently plausible rationale for tragic events that would otherwise remain uncertain as to cause. Even better, having done our civic duty and singled out one medium for blame, we can then go back to lustily enjoying bloodbaths and unspeakable acts of cruelty in the presumably innocent mediums of entertainment we prefer.

The idea that any medium of entertainment is incapable of triggering or contributing to a berserk act is of course nonsense, if only because — as we’ve maddeningly discovered — we can never know for certain what motivates such behavior. If a medium of entertainment can be experienced by human beings, and if we can never predict what will trigger someone to go berserk, then either all mediums of entertainment have the capacity to trigger berserk behavior or none of them do. Since we generally seem to agree — at least for children and the mentally ill, if not sane adults — that mediums of entertainment can influence behavior, then we have to allow for such influence across all mediums.  [ Read more ]

Filed Under: ~ Tangents, Interactive Tagged With: entertainment, motive, violence

  • « Previous Page
  • 1
  • …
  • 10
  • 11
  • 12
  • 13
  • 14
  • …
  • 23
  • Next Page »