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Why Labour is so desperate to deal

11/05/2010 1 comment

Electoral reform, improbably enough, is now at the heart of everything. This is the long-discussed ‘dream scenario’ for the Liberal Democrats, and of course they’re terrified by it, even as Nick Clegg, Chris Huhne, David Laws & co. expertly manoeuvre us into the ideal equidistant central position for the last day or so of negotiations. The excellence of David Laws’ “Seven Rules” for coalition-bargaining cannot be underestimated here.

All eyes on Nick

Yesterday, Gordon Brown launched his dramatic final gambit – he sacrificed his own political career so as to increase the likelihood of a fourth parliamentary term dominated by Labour politicians. Regardless of whether this actually works, I rather suspect that Brown has secured a spot in the history books (as well as a total tenure as PM which longer than that of James Callaghan) thanks to the gentle levering from power which Nick Clegg has done so carefully over the last few weeks. We all knew Brown was going – and he used his career as a weapon.

The Tories’ response revealed for the first time the deeper outline of the deal that is taking shape between themselves and the Liberal Democrats. They have taken their common ground on environment, education and civil liberties. The Lib Dems appear to have made the large-scale concession that cuts to the deficit must begin this year, rather than next year. I can only presume that a similar concession has been worked out on immigration, as David Cameron will surely face internal revolt if he doesn’t manage to cap non-EU immigration. Issues pertaining to the EU and Trident renewal must, quite rightly, have been put on the back-burner for now.

In return for these concessions, the Liberal Democrats seem to have got their tax proposals accepted, which is a significant victory, and have also picked up, after yesterday’s Corbomite Manoeuvre, assurance of a free vote on a referendum on electoral reform to the Alternative Vote System, along with the introduction of fixed-term parliaments.

However, there is a third plank to the Conservatives’ interest in electoral reform, and it is this third plank which has spooked Labour out of wanting what must otherwise seem like an appealing term as a strong opposition party with the prospect of powerful renewal under a new leader. The Conservatives will almost certainly make radical constituency boundary changes before the next general election. By equalising the size (in terms of population) of every constituency, they will effectively destroy the source of Labour’s strength. In 2005, their handsome majority of Commons seats only existed in Scotland and Wales. This year, they kept a better grip on their core seats than many expected, but were still wholly defeated by the Conservatives in England alone. The Scottish and Welsh constituencies tend to be less populous. The great worry in the high command is that, if these changes come in, Labour would have to win the next election in England as well: no mean feat.

Scratching out a (probably) unstable alliance with the Lib Dems is therefore perceived to be Labour’s last hope before a generation in the wilderness. This may be completely wrong – the next government is sure to be pretty unpopular as it deals with the deficit and Labour could revel in chastising the Conservatives and Lib Dems together. But the electoral mathematics gets very sticky indeed with the regulation of constituency size. The tories have clearly decided that they can afford AV as a trade-off with this advantage over Labour.

Exam Break

Clearly, this site is on a hiatus until I’ve finished/recovered from the LSE’s absurd assessment process (I’m referring to the way they pack 75% of all assessment into the space of two weeks). 

Until normal service resumes, here are some of the links I’ve been finding, enjoying and sometimes plastering on facebook. 

 

Okay. Now wish me luck, everyone. Will update properly when I am free (and not writing essays about freedom).

Categories: Random bleatings

Big Fat Redesign

26/04/2009 3 comments

Tell me what you think about it. Much cleaner and brighter, I hope, and much easier to read without eye-strain.

No more cycling-gif header though. Did anyone ever notice it in the first place?

Let me know if you preferred the old format, and I’ll switch it back.

Categories: Random bleatings

Scary / Awesome Science

(Click headings for links)

The sun is getting colder.

Only a bit colder. This sort of news tends to get the climate-change deniers very excited indeed. This is because they are idiots (a worrying trend, which I want to write about some other time, is how stupid science-denying and edgy-internet-libertarianism seem to go hand-in-hand a lot of the time. Just what kind of a super-culture are we breeding here?).

The sun has cooled from its modern-day heat peak of 1985. UK scientists suggest the sun is on an 11-year cycle; others that the sun follows a centuries-long pattern. Either way it’s unnerving that there is now no sun-spot or flare activity. One is put in mind of the excellent Sunshine. Or of Alastair Reynolds, who points out in his Revelation Space trilogy that messing with a star would be the best way for an advanced intelligence to totally obliterate planet-bound species. The sooner we’re operating in more than one solar system, the better. Also, someone should write about human civilization trying to cling on post-mysterious-sun-extinction.

The sun without its spots.

The sun without its spots.

Alternatively, what if the intelligence is within the sun? Better yet,what if the intelligence is the sun? Watching us roast or throwing us a helping hand?
 

Scientists are reverse-engineering the mammalian brain.

This follows news a while back that half a rat’s brain was successfully reconstructed within a computer model and run for 60 seconds, non-real-time (the rat brain’s subjective time was operating at a fraction of real time for processing reasons). In just those moments of subjective time, the brain generated patterns recognisable from brain-scans of living rats. Now the Blue-Brain people have rebuilt a part of the human brain, with similar results. THE SINGULARITY APPROACHES. 

“It starts to learn things and starts to remember things. We can actually see when it retrieves a memory, and where they retrieved it from because we can trace back every activity of every molecule, every cell, every connection and see how the memory was formed.”  – BBC News reporting on the ‘Science Beyond Fiction’ conference
 

The cow has now joined the ranks of the fully gene-mapped.

A Hereford cow named Dominette is deemed the archetypical bovine for the purposes of mapping their genetic profile. Perhaps we can take away their pain receptors for guilt-free meat-eating. That is all.
 

A vast ‘Lyman-Alpha’ blob – a bundle of gas and energy several times the size of a galaxy – has been spotted by powerful telescopes a long, long time before it should have had time to form in the early universe.

What exactly are we seeing here? Lyman-Alphas (not a term for the CoS of a fictional White House) are essentially structures that give birth to millions of stars. Clouds of interstellar material are ballooned by the energy output of their contents.  We’re starting to look so far back in time that pretty soon we’ll have to see some of the oldest emitted light in the universe. If this thing existed before it was supposed to, then what was it? A remaining cloud from whatever existed before the big bang?
 

Pig flu is more dangerous and more likely to go pandemic than bird flu.

Oh god, the Jews and Muslims were right.

Seriously, though, I’m starting to seriously think that pig-meat should be off-limits. We’re talking about the fourth-smartest animals on the planet here. The fact that their evil diseases could kill us all is just gravy for the potatoes.

 

And finally, we could send emails through the planet.

I had to include this, as it’s a Queen Mary scientist making noises about it. Perhaps a more intriguing use for this technology would be the ability to transmit signals through other planets – say, to our base on the far side of the moon without an intermediary satellite?

Reboot!

24/04/2009 1 comment

Time to get this blog up and running again. A few things:

1. NAME CHANGE (i.e. what the hell was I thinking before?)
2. NEW DOMAIN (simonTkaye.com, after my late-renewing last domain (mere, pathetic and t-less ‘simonkaye.com’) was hijacked by the fight against herpes – look it up if you don’t believe me)
3. TWITTER FEED – because you can’t stop the signal
4. UPDATED ‘ABOUT THE AUTHOR’ – because I’m a new man (with a new main email address)

So this place is going to have a slightly different purpose, with a new emphasis on politics and sharing awesome links that I find elsewhere on the web.

Look out for new content coming up.

*update* I have also added some of my friends’ wonderful blogs to my links collection, which you’ll find somewhere to the right.

Categories: Random bleatings Tags: ,

Belatedly Bioshocked

21/09/2007 7 comments

Okay, I know I’m a little behind the curve here. Everyone and their uncle have already completed Bioshock three times, one for each different ending (well… two-and-a-half endings, I suppose), and once on Hard so that they can get their final, shiny XBox 360 ‘achievement’. And a great deal of these people have taken the time to write about it.

It’s one of those games, where the disparate, hazy community of hobbyists seems to surge into debate as one. Where you don’t feel like you’re done with it until you’ve talked about it. Head over to RockPaperShotgun for a collection of excellent critiques and links to reviews, interviews etc.- including an encounter with Bioshock‘s creator, Ken Levine, that’s really a must-read.

You’ll never get bored of these guys.

All of this- and much of what shall follow here, to be sure- is riddled with spoilers. If you live on the moon or have no real interest in the medium, then you might be unaware of the fact that Bioshock includes one of the all-time-greatest-ever twists of anything ever, somewhere just after the middle of the game. If there’s ever any chance that you’ll pick it up to play for more than a few hours together, you DO NOT WANT TO HAVE THIS TWIST SPOILED FOR YOU. So stop reading, please. And stop reading comment threads, articles, reviews, walkthroughs or editorials from the gaming community until you’re done with Bioshock. Look, just play it, alright?

It’s unlikely that I’m going to have anything to say here that hasn’t already been mentioned by others already. All the same, and perhaps with an eye to my rant of a few weeks ago, here are some thoughts.

Firstly, I’m glad I took my time over the game. I got it the day after it was released, and have played it slowly ever since. This morning I finished, which is perfect because as of next week I’ll actually be a busy human being again. Now, the forums are stuffed with people bragging about how they completed the game in one or two sittings, with only ten or less hours of play. And there’s some strength to the argument that games, in general, are far shorter than they used to be, and whether or not this is a Good Thing. But I am very thankful that I had stuff to do, and so couldn’t follow my impulse to storm through the game in a couple of all-nighters. The richness of the environment, of the atmosphere- decaying, retrograde 1950s art-deco opulance- absolutely demands reflection.

And it’s this that leads to my first real criticism of the game. It’s too busy. I recognize that the tight, enclosed space of the game helps lend it much of its horror, and makes possible the kind of closed-circuit mechanic (gatherer/hunter/guardian) that makes the whole thing special. But it’s stuffed with action, and noise, and light, and movement (voluntary or otherwise). Momentum is one thing, yes- but there isn’t a spot in the game where you can simply observe your world without the loud buzz of a nearby camera, the maniacal shrieks of some splicer in the distance (boy do voices carry underwater), the thump, groan and miniature earthquakes of a Big Daddy that you haven’t got around to dealing with yet. There isn’t enough space to make the whole thing feel like a city, which is what it’s supposed to feel like. Horror and action work best where the breaks feel like breaks, where you can contrast the action and the fear with, erm, absence of action and fear. The game, on occasion, was simply too loud. The Thief series arguably does it far better-and freedom, too. But more of that later.

If I had created a soundtrack and effects as sumptuous as these, I’d probably play them loud as well. The voice-acting is simply the best I have ever encountered in a video game, as is the script. The game’s plot and twists are very script- and delivery- dependent, and a lesser game might have let you down on this.

It’s also these twists that make Bioshock, I suspect, the first game to contain a truly effective critique of the medium. After having my own poodleish antics thrown in my face as they were here, it’s actually going to be hard picking up another shooter anytime soon without seeing the lines, the joins, the places where all the bloody orders just stop making sense. In this sense, Bioshock is not just a great story- it’s a story that could only have been told as a computer game. This alone sets it on a plinth, in the company of very few others. That it also takes the time to say something we didn’t know we were all already thinking, to be truly reflexive, almost Brechtian in tearing down the third wall, showing us a mechanic for what it is… that’s just phenomenal.

Part of the strength here is in subverting a fundamental weakness. Compared to Deus Ex, Bioshock is practically a half-life-esque linear shooter. Slightly disappointingly, this doesn’t really alter after we have the essential nature of our hobby used as a major plot point. My initial excitement at realising I had to collect some elixir but that there were two batches of it in different parts of the game world was quickly quashed. I needed both, of course. What looked like a big decision turned into a minor one- not ‘what would you like to do?’ but ‘what order would you like to do it in?’.

This holds true throughout. Real divergences and areas not required by the main plot are few and far between. This is a retrospective qualm, however, as I felt constantly driven by the game’s plot- even in the final third. There was enough emotional investment to make me seriously want to push through to the end. Most games don’t offer you such a compulsive experience. If they do, you can be damn sure they won’t give you much of an option to ignore it. Bioshock does, in places, and that’s nearly a miracle.

Remember her?

And the key mechanic for the game’s compulsion is where Bioshock‘s ‘spiritual successor’ status comes in. Both of your key enemies in the game are essentially godlike, and this is a direct echo of System Shocks 1 and 2. Atlas/Fontaine (note the references to Rand’s books here in the monikers of our key nemesis) and Andrew Ryan all, inevitably, remind us of Shodan. And the best thing I can advise you to do here is read and enjoy Kieron Gillen’s essay on the queen of all game villains, here. Come back when you’re done.

Shodan, of course, was the real Deus Ex Machina – or Deus Est Machina. As a gameplay mechanic, she was a stroke of genius. We fear specific things- death, the unknown. More than these we fear a malevolent god. And Ryan, in the first part of the game, fulfils these same roles. As you progress, he mocks you, taunts you. He sets traps for you, punishes you for resisting him. When one god is felled- not because you defeated him but because the bastard ordered you to, to prove a point- our new, worse deity takes over. This one really is the devil, because he’s a trickster. Like any trickster, he gave you all the clues you needed- visual suggestions- the tattoos on your arms, the momentary flashbacks, the repetitions of that phrase.

This is why I don’t think the game’s finale- the much admonished Boss Fight- was a bad idea. In fact, I enjoyed it. I’m not a truly skilful gamer, and so found that the difficulty was pitched just right- frustration vs. excitement. The plasmid/tonic technologies even give a decent in-game excuse for such a titanic figure to struggle against, which is more than I can say for most games. Like every other part of Bioshock, this last section was self-aware. It was The Way Games End. It was a Boss. The removal of your regeneration system was important here. too. You fought, you died, you fought harder. Eventually you won, and you felt that familiar flush of victory- and then you hated yourself for it, because the game’s just told you that you’re playing a game. But critically, in an experience where you can’t die, not ever, where all your fear and anger stems from a sequence of gods- you are given the power and the opportunity to destroy one. Not because you were told to- but because you wanted to. That’s satisfaction.

No gods (well, one). No Kings (again, just the one). Only man.

Andrew Ryan’s ‘utopia’ of Rapture is an explicit and repeated homage to the works and philosophies of Ayn Rand. To what extent is it a critique of them? As the man himself intones: “It wasn’t impossible to build a Rapture at the bottom of the ocean. It was impossible to build it anywhere else.”

Levine has said that he is attacking absolutism- in that any absolute ideology is dangerous. But I believe that Ryan represents the impossible predicament of a totally anarchistic society. He betrays his own ideals in order to attempt to do away with Fontaine, nationalising assets, forming armies, even introducing state-led capital punishment. Bit of a departure for the ultimate libertarian. The destabilising element is, of course, a twisted side of human nature. Fontaine is a crook with ambitions. Within a super-capitalist society such as Rapture, he is free to become the biggest fish in the pond. The ultimate flaw with Objectivist ideology, as with any, is that there will always be someone willing to subvert it to their own ends (in this case, a nihilistic con-man).

There’s so much to be said about this great work. It neatly summarises everything a piece of interactive art should be. Embrace it, love it like a brother. Lose yourself to Rapture. I really feel that there’s no coming back. The only first-person games that appear remotely palatable after this are Half Life, Thief, the first Deus Ex and maybe sandbox games like Oblivion or GTA.

Rapture really has changed the world.

Haiku Schmaiku

Mr. Jonathan Rosenberg himself – the creator and keeper-upper of the fabulous Goats webcomic – deigned me worthy to receive a special customised Haiku!

I opted for a Farmhand Brock poem. Who wouldn’t? For those who haven’t delved in yet, Brock is an aspiring artist from another dimension with anger issues and a keen tactical mind. He’s also a stick of Broccoli with legs.

Oh, go on, go and educate yourselves.

Here’s the Haiku, in all its glory:

Broccoli farmhand

Draws the turtles and pirates

From the home art test

goats031212.gif

Categories: Random bleatings
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