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Best Entries
Every once in a while I'll have a series of posts which I think are very high quality and am really proud of. But then some time passes, and I write some more, and the good stuff eventually gets pushed off the main page to languish in the obscurity of the archives. Taking my cue from some other bloggers, I've decided to collect some of my better posts here on this page in the hopes that they'll get some more exposure.
Sunday, January 27, 2008

Best Films of 2007
I saw somewhere on the order of 60 movies that were released in 2007. This is somewhat lower than most critics, but higher than your average moviegoer. Also unlike most critics, I don't consider this to be a spectacular year for film. For instance, I left several films off my 2006 list that would have been shoe-ins this year. If I were to take a more objective stance, limiting my picks to the movies with the best technical qualities, the list would be somewhat easier. But that's a boring way to assemble a list and absolute objectivitiy is not possible in any case. Movies that really caught my attention and interested me were somewhat fewer this year. Don't get me wrong, I love movies and there were a lot of good ones this year, but there were few movies that really clicked with me. As such, a lot of the top 10 could easily be exchanged with a movie from the Honorable Mention section. So without further ado:

Top 10 Movies of 2007
* In roughly reverse order
  • Zodiac: This one barely makes it on this list. It's one of the few early year releases that has made it on the list, and as such, it's something I actually want to revisit. But of all the early year films I saw, I remember this being the most interesting and best made. If you know about the Zodiac killer, you know the ending won't provide any real explanations (nor should it) as the killer was never caught in real life. As such, this does diminish some of the tension from the film. Still, director David Fincher has made an impeccable film. It's not as showy or spectacular as his previous efforts. Stylistically, it's rather straightforward, and yet, it's a gorgeous film to look at, and Fincher does manage to imbue some tension throughout the film, which focuses more on the obsession of those trying to find the Zodiac than the Zodiac himself.
    More Info: [IMDB] [Amazon]
  • Gone Baby Gone: It basically starts out as a straightforward crime thriller and mystery and those elements are very well done. But the ending introduces a moral dilemma that has no good answers. You can't help but put yourself into the movie and think about what you would do in such a case, and to be honest, I don't know what I'd do. I suppose I should mention that this is Ben Affleck's directing debut, and he proves shockingly adept at doing so.
    More Info: [IMDB] [Amazon]
  • The Bourne Ultimatum: A fantastic action film, and one of the few sequels worth it's salt in a year of particularly bad sequels. Paul Greengrass' infamous shaky camera is actually put to good use here, and the film also features good performances and great stuntwork. Some may be put off by the camera work, but when you look at a film like this, and then you look at a film like Transformers, you can see a huge difference in style and talent.
    More Info: [IMDB] [Amazon]
  • Superbad: Hands down, the funniest movie of the year. I'm a sucker for raunchy humor with a heart, and this movie has that in spades. Great performances by Jonah Hill and the deadpan Michael Cera, as well as just about everyone else. Of all the movies on this list, this one probably has the most replay value, and is also probably the most quotable.
    More Info: [IMDB] [Amazon]
  • Stardust: This might the most thoroughly enjoyable movie of the year. A great adventure film that evokes The Princess Bride (perhaps unfairly leading to comparisons) while asserting an identity of its own. In a year filled with dark, heavy-hitting dramas, it was nice to sit down to a well done fantasy film. Well directed with good performances (including an unusual turn by Robert DeNiro as a flamboyant pirate) and nice visuals, the real strength of this film is the story, which retains the fun feeling of a fantasy while skirting darker, edgier material.
    More Info: [IMDB] [Amazon]
  • The King of Kong: A Fistful of Quarters: Documentary films don't generally find much of an audience in theaters, but The King of Kong should be in every video game enthusiast's Netflix queue. It delves into the rough and tumble world of competitive video gaming for classic games, particularly Donkey Kong, but it does so kinda like an inspirational sports film. You've got your lovable underdog who has never won anything in his life, and of course the villainous champion who looks down on the underdog and seeks to steal his thunder. It's a great movie and highly recommended for video game fans.
    More Info: [IMDB] [Amazon]
  • The Orphanage: Certainly the creepiest movie of the year. Though perhaps not exactly a horror film, it establishes a high level of tension all throughout the film, and the story, while a little odd, works pretty well too. A spanish language film that gets unfairly compaired to Pan's Labyrinth, it is nonetheless worth watching for any fan of ghost stories.
    More Info: [IMDB] [Amazon]
  • The Lives of Others: This film actually won the Oscar for best foreign-language film last year (beating out Pan's Labyrinth - a surprise to me), so I might be cheating a bit, but it didn't really have a theatrical release in the U.S. until 2007, so I'm putting it on this list. Set in East Germany during the Cold War, this film follows a Stasi agent who begins to feel for the subjects he's surveiling. It doesn't sound like much, and it's not exactly action-packed, but it is quite compelling and one of the most powerful films of the year. All of the technical aspects of the film are brilliant, especially the script and the nuanced acting by Ulrich Mühe. This film would be amongst the top of any year's list
    More Info: [IMDB] [Amazon]
  • Grindhouse: I'm referring, of course, to the theatrical release of this film. I say this because a lot of critics like to separate the two features and heap praise on Tarantino's Death Proof (which I'll grant, is probably the better of the two, if I were forced to chose), but to me, nothing beats the full experience of the theatrical version. It starts out with a hilarious "fake" trailer, then moves into Robert Rodriguez's Planet Terror, an over=the-top zombie action film done in true grindhouse stile (missing reels and all). Following that we get three more absolutely brilliant fake trailers and Tarantino's wonderful Death Proof. The films are dark, they're edgy, and they're probably not for everyone. In attempting to emulate 70s grindhouse cinema, the filmmakers have lovingly reproduced the tropes, some of which may bother audiences (particularly the awkward pacing of both features, which is actuall brilliance in disguise). It's a crime that the theatrical version is not available on DVD. The double-billing was poorly advertised, so it looks like the studio opted to split the films up and give longer cuts of each their own DVD. Supposedly, a 6 disc boxed set containing everything is in the works.
    More Info: [IMDB] [Planet Terror | Death Proof] [Winner of 3 Kaedrin Movie Awards]
  • No Country for Old Men: The Coen brothers have outdone themselves. This is perhaps a boring pick, as this film is at or near the top of most top 10 lists, but that happened for a reason. It's a great damn film. Gorgeous photography, tension-filled action, and that rare brand of dark humor that the Coens are so good at. It also features the most memorable and terrifying villain in years. The ending is uncompromising and ambiguous (which may turn some viewers off), but I found it quite appropriate. Of all the films this year, this one is best made and most entertaining (if a little dark), a combo that's certainly difficult to pull off.
    More Info: [IMDB] [Amazon] [Winner of 3 Kaedrin Movie Awards]
Honorable Mention
As I mentioned above, a lot of these honorable mentions would probably do fine for the bottom half of the top 10 (the top half is pretty strong, actually). In some cases, I really struggled with a lot of the below picks. If my mood were different, I bet some things would change. These are all good movies and worth watching too.
  • Juno: This film could easily have made my top 10 list, and it's the dark horse pick for the best picture oscar. Funny comedies that are also smart and clever are rare, and this is a wonderful example. Juno's too-cool-for-school hipster dialogue was definitely a turn off for portions of the film (particularly the beginning), but it sorta grows on you too, and by the end, you're so involved in the story that it's not noticeable. Of particular note here is Ellen Page's brilliant performance as the title character and her parents, played ably by J.K. Simmons and Allison Janney. Michael Cera puts in another subdued performance, but hey, he's great at that and it fits well.
    More Info: [IMDB]
  • Waitress: Yet another unexpected pregnancy movie (there were three this year, the others being Juno and Knocked Up). It's a "chick flick" but I found that I really enjoyed it. Aside from the fact that nearly everyone in the movie is cheating on their partner, it's really quite an endearing movie, and it's very sad indeed that writer/director Adrienne Shelly will not be making any more films (she died shortly after production). Great performances by Keri Russel and Nathan Fillion (of Firefly/Serenity fame) and a nice turn by Andy Griffith as the crotchety-old-man-with-a-heart-of-gold.
    More Info: [IMDB] [Amazon]
  • Rescue Dawn: Werner Herzog's great film depicting a vietnam POW's struggle for survival in the jungles of Vietnam could easily have made the top 10 (a lot of the films in the honorable mention could have). I'm not that familiar with Herzog, but after seeing this film, I'd definitely like to check out some of his older classics. Good performances by Christian Bale (one of the best of his generation) and Steve Zahn (who is normally relegated to comic relief, but doe a nice job in this dramatic role).
    More Info: [IMDB] [Amazon]
  • Sunshine: Solid space-based science fiction is somewhat of a rarity these days (actually, SF in general seems to be), and this film manages to pull it off. It's a little cliche-ridden (some good, some bad), but I really enjoyed tihs film, even the ending which seems to strike a lot of people the wrong way (I loved it). Good ensemble cast, wonderful high-contrast lighting and a decent story. Perhaps hot the greatest film, but there's something to be said for a well executed genre film
    More Info: [IMDB] [Amazon]
  • Ratatouille: Brad Bird is perhaps my favorite American animator working today, and this film really is a delight. It is, perhaps, not as seamless as his previous efforts (I was particularly taken with his last film, The Incredibles), but it's still quite a good film. The story follows a rat who seems to have developed a talent for cooking. This rat eventually teams up with a young human guy so that they can elevate the cuisine at a famous French restaurant. It sounds silly, and well, it is I guess, but who cares? It's fun. The one ironic bit is that the character of the rat is much more compelling than any of the human characters. There are a lot of nice touches in the movie, and I'm quite looking forward to Bird's next project (whatever that might be).
    More Info: [IMDB] [Amazon]
  • Michael Clayton: This slow-burning legal thriller was actually quite good. Helmed by Bourne collaborator Tony Gilroy, this film goes perhaps a little too far at times, but is otherwise a keenly constructed thriller. At times, it doesn't seem like there's really that much going on in the film, but Gilroy somehow manages to keep the pace high (a neat trick, that) and I did genuinely find myself surprised by the ending.
    More Info: [IMDB] [Amazon]
  • There Will Be Blood: Amazing character study from director Paul Thomas Anderson. The first 20 minutes of the film are an outstanding exercise in breaking from tradition (there's almost no dialogue, but it's also compelling material and necessary for the story). The over-the-top ending is a little strange and leaves you wondering "Why?" but it's also oddly appropriate. It's one of those movies that has grown on me the more I think about it. Daniel Day Lewis gives an amazing performance (yeah, I'll even give it to him considering the last 20 minutes of the movie) and director Anderson is at the top of his game. Oh, and I DRINK YOUR MILKSHAKE!!!! I DRINK IT UP!!!!!!
    More Info: [IMDB]
  • Eastern Promises: Well, the premise of this film isn't all that exciting, but I found Viggo Mortensen's performance riveting and his character provided most of the film's interesting twists and turns. It's worth watching because of him and his character, but it's also a flawed film (especially in comparison to the other recent Cronenberg/Mortensen collaboration, A History of Violence).
    More Info: [IMDB] [Amazon]
  • Hot Fuzz: Among the better comedies this year, Hot Fuzz is an effective action movie parody. While much of that is overt, there are some great subtle touches as well (particularly with respect to Simon Pegg's peformance, as he evokes shades of Schwartzenegger in Predator or the T-1000 in T2). Ultimately, the story devolves into something rather stupid, which puts this a peg below Shaun of the Dead (which was made by the same filmmaking team), but it's still quite entertaining.
    More Info: [IMDB] [Amazon]
  • Black Book: Despite the involvement of Paul Verhoeven (whome I generally dislike except in rare exceptions), this turns out to be one of the more involving historical thrillers that I've seen in recent years. It's not a profound journey, but it's got some wonderful pot-boileresque elements and it managed to pull me in to the story, which was complex and well done.
    More Info: [IMDB] [Amazon]
Should have seen: Well there you have it. A little late, but I made it. That just about wraps up the Kaedrin movie awards, hope you enjoyed them. I don't know if I'll do another Top 10 Box Office Performance analysis, but if I do, it probably won't be for a little while (that actually might make it a little more accurate too)
Posted by Mark on January 27, 2008 at 08:18 PM .: Comments (3) | link | TrackBacks (0) :.


End of This Day's Posts

Sunday, November 18, 2007

The Paradise of Choice?
A while ago, I wrote a post about the Paradox of Choice based on a talk by Barry Schwartz, the author of a book by the same name. The basic argument Schwartz makes is that choice is a double-edged sword. Choice is a good thing, but too much choice can have negative consequences, usually in the form of some kind of paralysis (where there are so many choices that you simply avoid the decision) and consumer remorse (elevated expectations, anticipated regret, etc...). The observations made by Schwartz struck me as being quite astute, and I've been keenly aware of situations where I find myself confronted with a paradox of choice ever since. Indeed, just knowing and recognizing these situations seems to help deal with the negative aspects of having too many choices available.

This past summer, I read Chris Anderson's book, The Long Tail, and I was a little pleasantly surprised to see a chapter in his book titled "The Paradise of Choice." In that chapter, Anderson explicitely addresses Schwartz's book. However, while I liked Anderson's book and generally agreed with his basic points, I think his dismissal of the Paradox of Choice is off target. Part of the problem, I think, is that Anderson is much more concerned with the choices rather than the consequences of those choices (which is what Schwartz focuses on). It's a little difficult to tell though, as Anderson only dedicates 7 pages or so to the topic. As such, his arguments don't really eviscerate Schwartz's work. There are some good points though, so let's take a closer look.

Anderson starts with a summary of Schwartz's main concepts, and points to some of Schwartz's conclusions (from page 171 in my edition):
As the number of choices keeps growing, negative aspects of having a multitude of options begin to appear. As the number of choices grows further, the negatives escalate until we become overloaded. At this point, choice no longer liberates, but debilitates. It might even be said to tyrannize.
Now, the way Anderson presents this is a bit out of context, but we'll get to that in a moment. Anderson continues and then responds to some of these points (again, page 171):
As an antidote to this poison of our modern age, Schwartz recommends that consumers "satisfice," in the jargon of social science, not "maximize". In other words, they'd be happier if they just settled for what was in front of them rather than obsessing over whether something else might be even better. ...

I'm skeptical. The alternative to letting people choose is choosing for them. The lessons of a century of retail science (along with the history of Soviet department stores) are that this is not what most consumers want.
Anderson has completely missed the point here. Later in the chapter, he spends a lot of time establishing that people do, in fact, like choice. And he's right. My problem is twofold: First, Schwartz never denies that choice is a good thing, and second, he never advocates removing choice in the first place. Yes, people love choice, the more the better. However, Schwartz found that even though people preferred more options, they weren't necessarily happier because of it. That's why it's called the paradox of choice - people obviously prefer something that ends up having negative consequences. Schwartz's book isn't some sort of crusade against choice. Indeed, it's more of a guide for how to cope with being given too many choices. Take "satisficing." As Tom Slee notes in a critique of this chapter, Anderson misstates Schwartz's definition of the term. He makes it seem like satisficing is settling for something you might not want, but Schwartz's definition is much different:
To satisfice is to settle for something that is good enough and not worry about the possibility that there might be something better. A satisficer has criteria and standards. She searches until she finds an item that meets those standards, and at that point, she stops.
Settling for something that is good enough to meet your needs is quite different than just settling for what's in front of you. Again, I'm not sure Anderson is really arguing against Schwartz. Indeed, Anderson even acknowledges part of the problem, though he again misstate's Schwartz's arguments:
Vast choice is not always an unalloyed good, of course. It too often forces us to ask, "Well, what do I want?" and introspection doesn't come naturally to all. But the solution is not to limit choice, but to order it so it isn't oppressive.
Personally, I don't think the problem is that introspection doesn't come naturally to some people (though that could be part of it), it's more that some people just don't give a crap about certain things and don't want to spend time figuring it out. In Schwartz's talk, he gave an example about going to the Gap to buy a pair of jeans. Of course, the Gap offers a wide variety of jeans (as of right now: Standard Fit, Loose Fit, Boot Fit, Easy Fit, Morrison Slim Fit, Low Rise Fit, Toland Fit, Hayes Fit, Relaxed Fit, Baggy Fit, Carpenter Fit). The clerk asked him what he wanted, and he said "I just want a pair of jeans!"

The second part of Anderson's statement is interesting though. Aside from again misstating Schwartz's argument (he does not advocate limiting choice!), the observation that the way a choice is presented is important is interesting. Yes, the Gap has a wide variety of jean styles, but look at their website again. At the top of the page is a little guide to what each of the styles means. For the most part, it's helpful, and I think that's what Anderson is getting at. Too much choice can be oppressive, but if you have the right guide, you can get the best of both worlds. The only problem is that finding the right guide is not as easy as it sounds. The jean style guide at Gap is neat and helpful, but you do have to click through a bunch of stuff and read it. This is easier than going to a store and trying all the varieties on, but it's still a pain for someone who just wants a pair of jeans dammit.

Anderson spends some time fleshing out these guides to making choices, noting the differences between offline and online retailers:
In a bricks-and-mortar store, products sit on the shelf where they have been placed. If a consumer doesn't know what he or she wants, the only guide is whatever marketing material may be printed on the package, and the rough assumption that the product offered in the greatest volume is probably the most popular.

Online, however, the consumer has a lot more help. There are a nearly infinite number of techniques to tap the latent information in a marketplace and make that selection process easier. You can sort by price, by ratings, by date, and by genre. You can read customer reviews. You can compare prices across products and, if you want, head off to Google to find out as much about the product as you can imagine. Recommendations suggest products that 'people like you' have been buying, and surprisingly enough, they're often on-target. Even if you know nothing about the category, ranking best-sellers will reveal the most popular choice, which both makes selection easier and also tends to minimize post-sale regret. ...

... The paradox of choice is simply and artifact of the limitations of the physical world, where the information necessary to make an informed choice is lost.
I think it's a very good point he's making, though I think he's a bit too optimistic about how effective these guides to buying really are. For one thing, there are times when a choice isn't clear, even if you do have a guide. Also, while I think retailers that offer Recommendations based on what other customer purchases are important and helpful, who among us hasn't seen absurd recommendations? From my personal experience, a lot of people don't like the connotations of recommendations either (how do they know so much about me? etc...). Personally, I really like recommendations, but I'm a geek and I like to figure out why they're offering me what they are (Amazon actually tells you why something is recommended, which is really neat). In any case, from my own personal anecdotal observations, no one puts much faith in probablistic systems like recommendations or ratings (for a number of reasons, such as cheating or distrust). There's nothing wrong with that, and that's part of why such systems are effective. Ironically, acknowledging their imperfections allow users to better utilize the systems. Anderson knows this, but I think he's still a bit too optimistic about our tools for traversing the long tail. Personally, I think they need a lot of work.

When I was younger, one of the big problems in computing was storage. Computers are the perfect data gatering tool, but you need somewhere to store all that data. In the 1980s and early 1990s, computers and networks were significantly limited by hardware, particularly storage. By the late 1990s, Moore's law had eroded this deficiency significantly, and today, the problem of storage is largely solved. You can buy a terrabyte of storage for just a couple hundred dollars. However, as I'm fond of saying, we don't so much solve problems as trade one set of problems for another. Now that we have the ability to store all this information, how do we get at it in a meaninful way? When hardware was limited, analysis was easy enough. Now, though, you have so much data available that the simple analyses of the past don't cut it anymore. We're capturing all this new information, but are we really using it to its full potential?

I recently caught up with Malcolm Gladwell's article on the Enron collapse. The really crazy thing about Enron was that they didn't really hide what they were doing. They fully acknowledged and disclosed what they were doing... there was just so much complexity to their operations that no one really recognized the issues. They were "caught" because someone had the persistence to dig through all the public documentation that Enron had provided. Gladwell goes into a lot of detail, but here are a few excerpts:
Enron's downfall has been documented so extensively that it is easy to overlook how peculiar it was. Compare Enron, for instance, with Watergate, the prototypical scandal of the nineteen-seventies. To expose the White House coverup, Bob Woodward and Carl Bernstein used a source-Deep Throat-who had access to many secrets, and whose identity had to be concealed. He warned Woodward and Bernstein that their phones might be tapped. When Woodward wanted to meet with Deep Throat, he would move a flower pot with a red flag in it to the back of his apartment balcony. That evening, he would leave by the back stairs, take multiple taxis to make sure he wasn't being followed, and meet his source in an underground parking garage at 2 A.M. ...

Did Jonathan Weil have a Deep Throat? Not really. He had a friend in the investment-management business with some suspicions about energy-trading companies like Enron, but the friend wasn't an insider. Nor did Weil's source direct him to files detailing the clandestine activities of the company. He just told Weil to read a series of public documents that had been prepared and distributed by Enron itself. Woodward met with his secret source in an underground parking garage in the hours before dawn. Weil called up an accounting expert at Michigan State.

When Weil had finished his reporting, he called Enron for comment. "They had their chief accounting officer and six or seven people fly up to Dallas," Weil says. They met in a conference room at the Journal's offices. The Enron officials acknowledged that the money they said they earned was virtually all money that they hoped to earn. Weil and the Enron officials then had a long conversation about how certain Enron was about its estimates of future earnings. ...

Of all the moments in the Enron unravelling, this meeting is surely the strangest. The prosecutor in the Enron case told the jury to send Jeffrey Skilling to prison because Enron had hidden the truth: You're "entitled to be told what the financial condition of the company is," the prosecutor had said. But what truth was Enron hiding here? Everything Weil learned for his Enron expose came from Enron, and when he wanted to confirm his numbers the company's executives got on a plane and sat down with him in a conference room in Dallas.
Again, there's a lot more detail in Gladwell's article. Just how complicated was the public documentation that Enron had released? Gladwell gives some examples, including this one:
Enron's S.P.E.s were, by any measure, evidence of extraordinary recklessness and incompetence. But you can't blame Enron for covering up the existence of its side deals. It didn't; it disclosed them. The argument against the company, then, is more accurately that it didn't tell its investors enough about its S.P.E.s. But what is enough? Enron had some three thousand S.P.E.s, and the paperwork for each one probably ran in excess of a thousand pages. It scarcely would have helped investors if Enron had made all three million pages public. What about an edited version of each deal? Steven Schwarcz, a professor at Duke Law School, recently examined a random sample of twenty S.P.E. disclosure statements from various corporations-that is, summaries of the deals put together for interested parties-and found that on average they ran to forty single-spaced pages. So a summary of Enron's S.P.E.s would have come to a hundred and twenty thousand single-spaced pages. What about a summary of all those summaries? That's what the bankruptcy examiner in the Enron case put together, and it took up a thousand pages. Well, then, what about a summary of the summary of the summaries? That's what the Powers Committee put together. The committee looked only at the "substance of the most significant transactions," and its accounting still ran to two hundred numbingly complicated pages and, as Schwarcz points out, that was "with the benefit of hindsight and with the assistance of some of the finest legal talent in the nation."
Again, Gladwell's article has a lot of other details and is a fascinating read. What interested me the most, though, was the problem created by so much data. That much information is useless if you can't sift through it quickly or effectively enough. Bringing this back to the paradise of choice, the current systems we have for making such decisions are better than ever, but still require a lot of improvement. Anderson is mostly talking about simple consumer products, so none are really as complicated as the Enron case, but even then, there are still a lot of problems. If we're really going to overcome the paradox of choice, we need better information analysis tools to help guide us. That said, Anderson's general point still holds:
More choice really is better. But now we know that variety alone is not enough; we also need information about that variety and what other consumers before us have done with the same choices. ... The paradox of choice turned out to be more about the poverty of help in making that choice than a rejection of plenty. Order it wrong and choice is oppressive; order it right and it's liberating.
Personally, while the help in making choices has improved, there's still a long way to go before we can really tackle the paradox of choice (though, again, just knowing about the paradox of choice seems to do wonders in coping with it).

As a side note, I wonder if the video game playing generations are better at dealing with too much choice - video games are all about decisions, so I wonder if folks who grew up working on their decision making apparatus are more comfortable with being deluged by choice.
Posted by Mark on November 18, 2007 at 09:47 PM .: Comments (2) | link | TrackBacks (0) :.


End of This Day's Posts

Sunday, August 05, 2007

Manuals, or the lack thereof...
When I first started playing video games and using computer applications, I remember having to read the instruction manuals to figure out what was happening on screen. I don't know if this was because I was young and couldn't figure this stuff out, or because some of the controls were obtuse and difficult. It was perhaps a combination of both, but I think the latter was more prevalent, especially when applications and games became more complex and powerful. I remember sitting down at a computer running DOS and loading up Wordperfect. The interface that appears is rather simplistic, and the developers apparently wanted to avoid the "clutter" of on-screen menus, so they used keyboard combinations. According to Wikipedia, Wordperfect used "almost every possible combination of function keys with Ctrl, Alt, and Shift modifiers." I vaguely remember needing to use those stupid keyboard templates (little pieces of laminated paper that fit snugly around the keyboard keys, helping you remember what key or combo does what.)

Video Games used to have great manuals too. I distinctly remember several great manuals from the Atari 2600 era. For example, the manual for Pitfall II was a wonderful document done in the style of Pitfall Harry's diary. The game itself had little in the way of exposition, so you had to read the manual to figure out that you were trying to rescue your niece Rhonda and her cat, Quickclaw, who became trapped in a catacomb while searching for the fabled Raj diamond. Another example for the Commodore 64 was Temple of Apshai. The game had awful graphics, but each room you entered had a number, and you had to consult your manual to get a description of the room.

By the time of the NES, the importance of manuals had waned from Apshai levels, but they were still somewhat necessary at times, and gaming companies still went to a lot of trouble to produce helpful documents. The one that stands out in my mind was the manual for Dragon Warrior III, which was huge (at least 50 pages) and also contained a nice fold-out chart of most of the monsters and wapons in the game (with really great artwork). PC games were also getting more complex, and as Roy noted recently, companies like Sierra put together really nice instruction manuals for complex games like the King's Quest series.

In the early 1990s, my family got its first Windows PC, and several things changed. With the Word for Windows software, you didn't need any of those silly keyboard templates. Everything you needed to do was in a menu somewhere, and you could just point and click instead of having to memorize strange keyboard combos. Naturally, computer purists love the keyboard, and with good reason. If you really want to be efficient, the keyboard is the way to go, which is why Linux users are so fond of the command line and simple looking but powerful applications like Emacs. But for your average user, the GUI was very important, and made things a lot easier to figure out. Word had a user manual, and it was several hundred pages long, but I don't think I ever cracked it open, except maybe in curiosity (not because I needed to).

The trends of improving interfaces and less useful manuals proceeded throughout the next decade and today, well, I can't think of the last time I had to consult a physical manual for anything. Steven Den Beste has been playing around with flash for a while, but he says he never looks at the manual. "Manuals are for wimps." In his post, Roy wonders where all the manuals have gone. He speculates that manufacturing costs are a primary culprit, and I have no doubt that they are, but there are probably a couple of other reasons as well. For one, interfaces have become much more intuitive and easy to use. This is in part due to familiarity with computers and the emergence of consistent standards for things like dialog boxes (of course, when you eschew those standards, you get what Jacob Nielson describes as a catastrophic failure). If you can easily figure it out through the interface, what use are the manuals? With respect to gaming, the in-game tutorials have largely taken the place of instruction manuals. Another thing that has perhaps affected official instruction manuals are the unofficial walkthroughs and game guides. Visit a local bookstore and you'll find entire bookcases devoted to vide game guides and walkthrough. As nice as the manual for Pitfall II was, you really didn't need much more than 10 pages to explain how to play that game, but several hundred pages barely does justice to some of the more complex video games in today's market. Perhaps the reason gaming companies don't give you instruction manuals with the game is not just that printing the manual is costly, but that they can sell you a more detailed and useful one.

Steven Johnson's book Everything Bad is Good for You has a chapter on Video Games that is very illuminating (in fact, the whole book is highly recommended - even if you don't totally agree with his premise, he still makes a compelling argument). He talks about the official guides and why they're so popular:
The dirty little secret of gaming is how much time you spend not having fun. You may be frustrated; you may be confused or disoriented; you may be stuck. When you put the game down and move back into the real world, you may find yourself mentally working through the problem you've been wrestling with, as though you were worrying a loose tooth. If this is mindless escapism, it's a strangely masochistic version.
He gives an example of a man who spends six months working as a smith (mindless work) in Ultima online so that he can attain a certain ability, and he also talks about how people spend tons of money on guides for getting past various roadblocks. Why would someone do this? Johnson spends a fair amount of time going into the neurological underpinnings of this, most notably what he calls the "reward circuitry of the brain." In games, rewards are everywhere. More life, more magic spells, new equipment, etc... And how do we get these rewards? Johnson thinks there are two main modes of intellectual labor that go into video gaming, and he calls them probing and telescoping.

Probing is essentially exploration of the game and its possibilities. Much of this is simply the unconscious exploration of the controls and the interface, figuring out how the game works and how you're supposed to interact with it. However, probing also takes the more conscious form of figuring out the limitations of the game. For instance, in a racing game, it's usually interesting to see if you can turn your car around backwards, pick up a lot of speed, then crash head-on into a car going the "correct" way. Or, in Rollercoaster Tycoon, you can creatively place balloon stands next to a roller coaster to see what happens (the result is hilarious). Probing the limits of game physics and finding ways to exploit them are half the fun (or challenge) of video games these days, which is perhaps another reason why manuals are becoming less frequent.

Telescoping has more to do with the games objectives. Once you've figured out how to play the game through probing, you seek to exploit your knowledge to achieve the game's objectives, which are often nested in a hierarchical fashion. For instance, to save the princess, you must first enter the castle, but you need a key to get into the castle and the key is guarded by a dragon, etc... Indeed, the structure is sometimes even more complicated, and you essentially build this hierarchy of goals in your head as the game progresses. This is called telescoping.

So why is this important? Johnson has the answer (page 41 in my edition):
... far more than books or movies or music, games force you to make decisions. Novels may activate our imagination, and music may conjure up powerful emotions, but games force you to decide, to choose, to prioritize. All the intellectual benefits of gaming derive from this fundamental virtue, because learning how to think is ultimately about learning to make the right decisions: weighing evidence, analyzing situations, consulting your long term goals, and then deciding. No other pop culture form directly engages the brain's decision-making apparatus in the same way. From the outside, the primary activity of a gamer looks like a fury of clicking and shooting, which is why much of the conventional wisdom about games focuses on hand-eye coordination. But if you peer inside the gamer's mind, the primary activity turns out to be another creature altogether: making decisions, some of them snap judgements, some long-term strategies.
Probing and telescoping are essential to learning in any sense, and the way Johnson describes them in the book reminds me of a number of critical thinking methods. Probing, developing a hypothesis, reprobing, and then rethinking the hypothesis is essentially the same thing as the scientific method or the hermenutic circle. As such, it should be interesting to see if video games ever really catch on as learning tools. There have been a lot of attempts at this sort of thing, but they're often stifled by the reputation of video games being a "colossal waste of time" (in recent years, the benefits of gaming are being acknowledged more and more, though not usually as dramatically as Johnson does in his book).

Another interesting use for video games might be evaluation. A while ago, Bill Simmons made an offhand reference to EA Sports' Madden games in the context of hiring football coaches (this shows up at #29 on his list):
The Maurice Carthon fiasco raises the annual question, "When teams are hiring offensive and defensive coordinators, why wouldn't they have them call plays in video games to get a feel for their play calling?" Seriously, what would be more valuable, hearing them B.S. about the philosophies for an hour, or seeing them call plays in a simulated game at the all-Madden level? Same goes for head coaches: How could you get a feel for a coach until you've played poker and blackjack with him?
When I think about how such a thing would actually go down, I'm not so sure, because the football world created by Madden, as complex and comprehensive as it is, still isn't exactly the same as the real football world. However, I think the concept is still sound. Theoretically, you could see how a prospective coach would actually react to a new, and yet similar, football paradigm and how they'd find weaknesses and exploit them. The actual plays they call aren't that important; what you'd be trying to figure out is whether or not the coach was making intelligent decisions or not.

So where are manuals headed? I suspect that they'll become less and less prevalent as time goes on and interfaces become more and more intuitive (though there is still a long ways to go before I'd say that computer interfaces are truly intuitive, I think they're much more intuitive now than they were ten years ago). We'll see more interactive demos and in-game tutorials, and perhaps even games used as teaching tools. I could probably write a whole separate post about how this applies to Linux, which actually does require you to look at manuals sometimes (though at least they have a relatively consistent way of treating manuals; even when the documentation is bad, you can usually find it). Manuals and passive teaching devices will become less important. And to be honest, I don't think we'll miss them. They're annoying.
Posted by Mark on August 05, 2007 at 10:58 AM .: Comments (2) | link | TrackBacks (0) :.


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Sunday, June 10, 2007

Referential
A few weeks ago, I wrote about how context matters when consuming art. As sometimes happens when writing an entry, that one got away from me and I never got around to the point I originally started with (that entry was originally entitled "Referential" but I changed it when I realized that I wasn't going to write anything about references), which was how much of our entertainment these days references its predecessors. This takes many forms, some overt (homages, parody), some a little more subtle.

I originally started thinking about this while watching an episode of Family Guy. The show is infamous for its random cutaway gags - little vignettes that have no connection to the story, but which often make some obscure reference to pop culture. For some reason, I started thinking about what it would be like to watch an episode of Family Guy with someone from, let's say, the 17th century. Let's further speculate that this person isn't a blithering idiot, but perhaps a member of the Royal Society or something (i.e. a bright fellow).

This would naturally be something of a challenge. There are some technical explanations that would be necessary. For example, we'd have to explain electricty, cable networks, signal processing and how the television works (which at least involves discussions on light and color). The concept of an animated show, at least, would probably be easy to explain (but it would involve a discussion of how the human eye works, to a degree).

There's more to it, of course, but moving past all that, once we start watching the show, we're going to have to explain why we're laughing at pretty much all of the jokes. Again, most of the jokes are simply references and parodies of other pieces of pop culture. Watching an episode of Family Guy with Isaac Newton (to pick a prominent Royal Society member) would necessitate a pause just about every minute to explain what each reference was from and why Family Guy's take on it made me laugh. Then there's the fact that Family Guy rarely has any sort of redeemable lesson and often deliberately skews towards actively encouraging evil (something along the lines of "I think the important thing to remember is that it's ok to lie, so long as you don't get caught." I don't think that exact line is in an episode, but it could be.) This works fine for us, as we're so steeped in popular culture that we get the fact that Family Guy is just lampooning of the notion that we could learn important life lessions via a half-hour sitcom. But I'm sure Isaac Newton would be appalled.

For some reason, I find this fascinating, and try to imagine how I would explain various jokes. For instance, the episode I was watching featured a joke concerning "cool side of the pillow." They cut to a scene in bed where Peter flips over the pillow and sees Billy Dee Williams' face, which proceeds to give a speech about how cool this side of the pillow is, ending with "Works every time." This joke alone would require a whole digression into Star Wars and how most of the stars of that series struggled to overcome their typecasting and couldn't find a lot of good work, so people like Billy Dee Williams ended up doing commercials for a malt liquor named Colt 45, which had these really cheesy commercials where Billy Dee talked like that. And so on. It could probably take an hour before my guest would even come close to understanding the context of the joke (I'm not even touching the tip of the iceberg with this post).

And the irony of this whole thing is that jokes that are explained simply aren't funny. To be honest, I'm not even sure why I find these simple gags funny (that, of course, is the joy of humor - you don't usually have to understand it or think about it, you just laugh). Seriously, why is it funny when Family Guy blatantly references some classic movie or show? Again, I'm not sure, but that sort of humor has been steadily growing over the past 30 years or so.

Not all comedies are that blatant about their referential humor though (indeed, Family Guy itself doesn't solely rely upon such references). A recent example of a good referential film is Shaun of the Dead, which somewhow manages to be both a parody and an example of a good zombie movie. It pays homage to all the classic zombie films and it also makes fun of other genres (notably the romantic comedy), but in doing so, the filmmakers have also made a good zombie movie in itself. The filmmakers have recently released a new film called Hot Fuzz, which attempts the same trick for action movies and buddy comedies. It is, perhaps, not as successful as Shaun, but the sheer number of references in the film is astounding. There are the obvious and explicit ones like Point Break and Bad Boys II, but there are also tons of subtle homages that I'd wager most people wouldn't get. For instance, when Simon Pegg yells in the movie, he's doing a pitch perfect impersonation of Arnold Schwarzenegger in Predator. And when he chases after a criminal, he imitates the way Robert Patrick's T-1000 runs from Terminator 2.

References don't need to be part of a comedy either (though comedies seem to make the easiest examples). Hop on IMDB and go to just about any recent movie, and click on the "Movie Connections" link in the left navigation. For instance, did you know that the aformentioned T2 references The Wizard of Oz and The Killing, amongst dozens of other references? Most of the time, these references are really difficult to pick out, especially when you're viewing a foreign film or show that's pulling from a different cultural background. References don't have to be story or character based - they can be the way a scene is composed or the way the lighting is set (i.e. the Venetian blinds in Noir films).

Now, this doesn't just apply to art either. A lot of common knowledge in today's world is referential. Most formal writing includes references and bibliographies, for instance, and a non-fiction book will often assume basic familiarity with a subject. When I was in school, I was always annoyed at the amount of rote memorization they made us do. Why memorize it if I could just look it up? Shouldn't you be focusing on my critical thinking skills instead of making me memorize arbitrary lists of facts? Sometimes this complaining was probably warranted, but most of it wasn't. So much of what we do in today's world requires a well-rounded familiarity with a large number of subjects (including history, science, culture, amongst many other things). There simply isn't any substitute for actual knowledge. Though it was a pain at the time, I'm glad emphasis was put on memorization during my education. A while back, David Foster noted that schools are actually moving away from this, and makes several important distinctions. He takes an example of a song:
Jakob Dylan has a song that includes the following lines:

Cupid, don't draw back your bow
Sam Cooke didn't know what I know


Think of how much you need to know in order to understand these two simple lines:

1)You need to know that, in mythology, Cupid symbolizes love
2)And that Cupid's chosen instrument is the bow and arrow
3)Also that there was a singer/songwriter named Sam Cooke
4)And that he had a song called which included the lines "Cupid, draw back your bow."

... "Progressive" educators, loudly and in large numbers, insist that students should be taught "thinking skills" as opposed to memorization. But consider: If it's not possible to understand a couple of lines from a popular song without knowing by heart the references to which it alludes--without memorizing them--what chance is there for understanding medieval history, or modern physics, without having a ready grasp of the topics which these disciplines reference?

And also consider: in the Dylan case, it's not just what you need to know to appreciate the song. It's what Dylan needed to know to create it in the first place. Had he not already had the reference points--Cupid, the bow and arrow, the Sam Cooke song--in his head, there's no way he would have been able to create his own lines. The idea that he could have just "looked them up," which educators often suggest is the way to deal with factual knowledge, would be ludicrous in this context. And it would also be ludicrous in the context of creating new ideas about history or physics.
As Foster notes, this doesn't mean that "thinking skills" are unimportant, just that knowledge is important too. You need to have a quality data set in order to use those "thinking skills" effectively.

Human beings tend to leverage knowledge to create new knowledge. This has a lot of implications, one of which is intellectual property law. Giving limited copyright to intellectual property is important, because the data in that property eventually becomes available for all to built upon. It's ironic that educators are considering less of a focus on memorization, as this requirement of referential knowledge has been increasing for some time. Students need a base of knowledge to both understand and compose new works. References help you avoid reinventing the wheel everytime you need to create something, which leads to my next point.

I think part of the reason references are becoming more and more common these days is that it makes entertainment a little less passive. Watching TV or a movie is, of course, a passive activity, but if you make lots of references and homages, the viewer is required to think through those references. If the viewer has the appropriate knowledge, such a TV show or movie becomes a little more cognitively engaging. It makes you think, it calls to mind previous work, and it forces you to contextualize what you're watching based on what you know about other works. References are part of the complexity of modern Television and film, and Steven Johnson spends a significant amout of time talking about this subject in his book Everything Bad is Good for You (from page 85 of my edition):
Nearly every extended sequence in Seinfeld or The Simpsons, however, will contain a joke that makes sense only if the viewer fills in the proper supplementary information -- information that is deliberately withheld from the viewer. If you haven't seen the "Mulva" episode, or if the name "Art Vandelay" means nothing to you, then the subsequent references -- many of them arriving years after their original appearance -- will pass on by unappreciated.

At first glance, this looks like the soap opera tradition of plotlines extending past the frame of individual episodes, but in practice the device has a different effect. Knowing that George uses the alias Art Vandelay in awkward social situations doesn't help you understand the plot of the current episode; you don't draw on past narratives to understand the events in the present one. In the 180 Seinfeld episodes that aired, seven contain references to Art Vandelay: in George's actually referring to himself with that alias or invoking the name as part of some elaborate lie. He tells a potential employer at a publishing house that he likes to read the fiction of Art Vandelay, author of Venetian Blinds; in another, he tells an unemployment insurance caseworker that he's applied for a latex salesman job at Vandelay Industries. For storytelling purposes, the only thing that you need to know here is that George is lying in a formal interview; any fictitious author or latex manufacturer would suffice. But the joke arrives through the echo of all those earlier Vandelay references; it's funny because it's making a subtle nod to past events held offscreen. It's what we'd call in a real-world context an "in-joke" -- a joke that's funny only to people who get the reference.
I know some people who hate Family Guy and Seinfeld, but I realized a while ago that they don't hate those shows because of the contents of the shows or because they were offended (though some people certainly are), but rather becaues they simply don't get the references. They didn't grow up watching TV in the 80s and 90s, so many of the references are simply lost on them. Family Guy would be particularly vexing if you didn't have the pop culture knowledge of the writers of that show. These reference heavy shows are also a lot easier to watch and rewatch, over and over again. Why? Because each episode is not self-contained, you often find yourself noticing something new every time you watch. This also sometimes works in reverse. I remember the first time I saw Bill Shatner's campy rendition of Rocket Man, I suddenly understoood a bit on Family Guy which I thought was just a bit based on being random (but was really a reference).

Again, I seem to be focusing on comedy, but it's not necessarily limited to that genre. Eric S. Raymond has written a lot about how science fiction jargon has evolved into a sophisticated code that implicitely references various ideas, conventions and tropes of the genre:
In looking at an SF-jargon term like, say, "groundcar", or "warp drive" there is a spectrum of increasingly sophisticated possible decodings. The most naive is to see a meaningless, uninterpretable wordlike noise and stop there.

The next level up is to recognize that uttering the word "groundcar" or "warp drive" actually signifies something that's important for the story, but to lack the experience to know what that is. The motivated beginning reader of SF is in this position; he must, accordingly, consciously puzzle out the meaning of the term from the context provided by the individual work in which it appears.

The third level is to recognize that "ground car" and "warp drive" are signifiers shared, with a consistent and known meaning, by many works of SF -- but to treat them as isolated stereotypical signs, devoid of meaning save inasmuch as they permit the writer to ratchet forward the plot without requiring imaginative effort from the reader.

Viewed this way, these signs emphasize those respects in which the work in which they appear is merely derivative from previous works in the genre. Many critics (whether through laziness or malice) stop here. As a result they write off all SF, for all its pretensions to imaginative vigor, as a tired jumble of shopworn cliches.

The fourth level, typical of a moderately experienced SF reader, is to recognize that these signifiers function by permitting the writer to quickly establish shared imaginative territory with the reader, so that both parties can concentrate on what is unique about their communication without having to generate or process huge expository lumps. Thus these "stereotypes" actually operate in an anti-stereotypical way -- they permit both writer and reader to focus on novelty.

At this level the reader begins to develop quite analytical habits of reading; to become accustomed to searching the writer's terminology for what is implied (by reference to previous works using the same signifiers) and what kinds of exceptions and novelties convey information about the world and the likely plot twists.

It is at this level, for example, that the reader learns to rely on "groundcar" as a tip-off that the normal transport mode in the writer's world is by personal flyer. At this level, also, the reader begins to analytically compare the author's description of his world with other SFnal worlds featuring personal flyers, and to recognize that different kinds of flyers have very different implications for the rest of the world.

For example, the moderately experienced reader will know that worlds in which the personal fliers use wings or helicopter-like rotors are probably slightly less advanced in other technological ways than worlds in which they use ducted fans -- and way behind any world in which the flyers use antigravity! Once he sees "groundcar" he will be watching for these clues.

The very experienced SF reader, at the fifth level, can see entire worlds in a grain of jargon. When he sees "groundcar" he associates to not only technical questions about flyer propulsion but socio-symbolic ones but about why the culture still uses groundcars at all (and he has a reportoire of possible answers ready to check against the author's reporting). He is automatically aware of a huge range of consequences in areas as apparently far afield as (to name two at random) the architectural style of private buildings, and the ecological consequences of accelerated exploitation of wilderness areas not readily accessible by ground transport.
While comedy makes for convenient examples, I think this better illustrates the cognitive demands of referential art. References require you to be grounded in various subjects, and they'll often require you to think through the implications of those subjects in a new context. References allow writers to pack incredible amounts of information into even the smallest space. This, of course, requires the consumer to decode that information (using available knowledge and critical thinking skills), making the experience less passive and more engaging. Use references will continue to flourish and accellerate in both art and scholarship, and new forms will emerge. One could even argue that aggregation in various weblogs are simply exercises in referential work. Just look at this post, in which I reference several books and movies, in many cases assuming familiarity. Indeed, the whole structure of the internet is based on the concept of links -- essentialy a way to reference other documents. Perhaps this is part of the cause of the rising complexity and information density of modern entertainment. We can cope with it now, because we have such systems to help us out.
Posted by Mark on June 10, 2007 at 03:08 PM .: Comments (8) | link | TrackBacks (1) :.


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Sunday, February 18, 2007

World Domination Via Dice
One of my favorite board games is Risk. I have lots of fond memories of getting annihilated by my family members (I don't think I've ever played the game without being the youngest person at the table) and have long since mastered the fundamentals. I also hold it responsible for my early knowledge of world geography and geopolitics (and thus my early thoughts were warped, but at least I knew where the Middle East was, even if the map is a little broad).

The key to Risk is Australia

The key to Risk is Australia. The Greeks knew it; the Carthaginians knew it; now you know it. Australia only has four territories to conquer and more importantly, it only has one entrance point, and thus only one territory to defend. Conquering Australia early in the game guarantees an extra two armies a turn, which is huge at that point in the game. Later in the game, that advantage lessens, but after securing Australia, you should be off to a very good start. If you're not in a position to take over Australia, South America will do. It also only has four territories, but it has two entrances and thus two territories to defend. On the bright side, it's also adjacent to Africa and North America, which are good continents to expand to (though they're both considerably more difficult to hold than Australia). This being the internet, there are, of course, some people who have thought about the subject a lot more than I and developed many detailed strategies.

Like many of the classic games, the original has become dwarfed by variants - games set in another universe (LotR Risk) or in a futaristic setting (Risk: 2042) - but I've never played those. However, I recent ran across a little internet game called Dice Wars. It's got the general Risk-like gameplay and concept of world domination via dice, but there are many key differences:
  • The Map and Extra Armies: A different map is generated for each game. One of the other differences is that the number of extra armies (or Dice, in this game) you get per turn is based solely on the number of territories you control (and there's no equivalent to turning in Risk cards for more armies). This nullifies the Australia strategy of conquering an easily-defensible continent, but the general strategy remains: you need to maneuver your forces so as to minimize the number of exposed territories, slowly and carefully expanding your empire.
  • Army Placement and Size: Unlike Risk, you can't choose where to place your armies (nor can you do "free moves" at the end of your turn, which are normally used to consolidate defenses or prepare a forward thrust). If you mount a successful attack, you must move all of your armies except one that you leave behind. This makes extended thrusts difficult, as you'll leave a trail of easily conquered territories behind you. This is one of the more annoying differences. Another difference is that any one territory can only have a certain number of armies (i.e. there is a maximum). This changes the dynamic, adding another element of entropy. Again, it's somewhat annoying, but it's easy enough to work around.
  • Attacking and Defending: In Risk, the attacker has a maximum of 3 dice, while the defender has a maximum of 2 dice. Ties go to the defender, but attackers still have the statistical advantage, no matter how many armies are facing off. If both territories have an equal amount of armies, the attacker has the statistical advantage. In Dice Wars, the number of dice used are equal to the number of armies, and instead of matching up single dice against each other, they just total up the dice. If the attacker's total is greater than the defender's, they win. Again, ties go to the defender. So in this case, if two territories have the same number of armies, the statistical advantage goes to the defender. Of course, you generally try to avoid such a situation in both games, but again, the dynamic is quite different here.
The game's familiar mechanics make it easy to pick up, but the differences above make it a little more difficult to master. Here's an example game:

dice wars

Of course, I'd already played a bit to get to this point, and you can probably spot my strategy here. I started with a concentration of territories towards the middle of the map, and thus focused on consolidating my forces in that area. By the time I got to the screenshot above, I'd narrowed down my exposure to four territories. I began expanding a to the right, and eventually conquered all of the green territories, thus limiting my exposure to only two territories. From there it was just a matter of slowly expanding that wall of two (at one point I needed to expand back to an exposure of three) until I won. Another nice feature of this game is the "History" button that appears at the end. Click it, and you watch the game progress really quickly through every battle, showing you the entire war in a matter of seconds. Neat. It's a fun game, but in the end, I think I still prefer Risk. [hat tip to Hypercubed for the game]
Posted by Mark on February 18, 2007 at 08:33 PM .: Comments (5) | link | TrackBacks (0) :.


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Wednesday, February 14, 2007

Intellectual Property, Copyright and DRM
Roy over at 79Soul has started a series of posts dealing with Intellectual Property. His first post sets the stage with an overview of the situation, and he begins to explore some of the issues, starting with the definition of theft. I'm going to cover some of the same ground in this post, and then some other things which I assume Roy will cover in his later posts.

I think most people have an intuitive understanding of what intellectual property is, but it might be useful to start with a brief definition. Perhaps a good place to start would be Article 1, Section 8 of the U.S. Constitution:
To promote the Progress of Science and useful Arts, by securing for limited Times to Authors and Inventors the exclusive Right to their respective Writings and Discoveries;
I started with this for a number of reasons. First, because I live in the U.S. and most of what follows deals with U.S. IP law. Second, because it's actually a somewhat controversial stance. The fact that IP is only secured for "limited times" is the key. In England, for example, an author does not merely hold a copyright on their work, they have a Moral Right.
The moral right of the author is considered to be -- according to the Berne convention -- an inalienable human right. This is the same serious meaning of "inalienable" the Declaration of Independence uses: not only can't these rights be forcibly stripped from you, you can't even give them away. You can't sell yourself into slavery; and neither can you (in Britain) give the right to be called the author of your writings to someone else.
The U.S. is different. It doesn't grant an inalienable moral right of ownership; instead, it allows copyright. In other words, in the U.S., such works are considered property (i.e. it can be sold, traded, bartered, or given away). This represents a fundamental distinction that needs to be made: some systems emphasize individual rights and rewards, and other systems are more limited. When put that way, the U.S. system sounds pretty awful, except that it was designed for something different: our system was built to advance science and the "useful arts." The U.S. system still rewards creators, but only as a means to an end. Copyright is granted so that there is an incentive to create. However, such protections are only granted for "limited Times." This is because when a copyright is eternal, the system stagnates as protected peoples stifle competition (this need not be malicious). Copyright is thus limited so that when a work is no longer protected, it becomes freely available for everyone to use and to build upon. This is known as the public domain.

The end goal here is the advancement of society, and both protection and expiration are necessary parts of the mix. The balance between the two is important, and as Roy notes, one of the things that appears to have upset the balance is technology. This, of course, extends as far back as the printing press, records, cassettes, VHS, and other similar technologies, but more recently, a convergence between new compression techniques and increasing bandwidth of the internet created an issue. Most new recording technologies were greeted with concern, but physical limitations and costs generally put a cap on the amount of damage that could be done. With computers and large networks like the internet, such limitations became almost negligible. Digital copies of protected works became easy to copy and distribute on a very large scale.

The first major issue came up as a result of Napster, a peer-to-peer music sharing service that essentially promoted widespread copyright infringement. Lawsuits followed, and the original Napster service was shut down, only to be replaced by numerous decentralized peer-to-peer systems and darknets. This meant that no single entity could be sued for the copyright infringement that occurred on the network, but it resulted in a number of (probably ill-advised) lawsuits against regular folks (the anonymity of internet technology and state of recordkeeping being what it is, this sometimes leads to hilarious cases like when the RIAA sued a 79 year old guy who doesn't even own a computer or know how to operate one).

Roy discusses the various arguments for or against this sort of file sharing, noting that the essential difference of opinion is the definition of the word "theft." For my part, I think it's pretty obvious that downloading something for free that you'd normally have to pay for is morally wrong. However, I can see some grey area. A few months ago, I pre-ordered Tool's most recent album, 10,000 Days from Amazon. A friend who already had the album sent me a copy over the internet before I had actually recieved my copy of the CD. Does this count as theft? I would say no.

The concept of borrowing a Book, CD or DVD also seems pretty harmless to me, and I don't have a moral problem with borrowing an electronic copy, then deleting it afterwords (or purchasing it, if I liked it enough), though I can see how such a practice represents a bit of a slippery slope and wouldn't hold up in an honest debate (nor should it). It's too easy to abuse such an argument, or to apply it in retrospect. I suppose there are arguments to be made with respect to making distinctions between benefits and harms, but I generally find those arguments unpersuasive (though perhaps interesting to consider).

There are some other issues that need to be discussed as well. The concept of Fair Use allows limited use of copyrighted material without requiring permission from the rights holders. For example, including a screenshot of a film in a movie review. You're also allowed to parody copyrighted works, and in some instances make complete copies of a copyrighted work. There are rules pertaining to how much of the copyrighted work can be used and in what circumstances, but this is not the venue for such details. The point is that copyright is not absolute and consumers have rights as well.

Another topic that must be addressed is Digital Rights Management (DRM). This refers to a range of technologies used to combat digital copying of protected material. The goal of DRM is to use technology to automatically limit the abilities of a consumer who has purchased digital media. In some cases, this means that you won't be able to play an optical disc on a certain device, in others it means you can only use the media a certain number of times (among other restrictions).

To be blunt, DRM sucks. For the most part, it benefits no one. It's confusing, it basically amounts to treating legitimate customers like criminals while only barely (if that much) slowing down the piracy it purports to be thwarting, and it's lead to numerous disasters and unintended consequences. Essential reading on this subject is this talk given to Microsoft by Cory Doctorow. It's a long but well written and straightforward read that I can't summarize briefly (please read the whole thing). Some details of his argument may be debateable, but as a whole, I find it quite compelling. Put simply, DRM doesn't work and it's bad for artists, businesses, and society as a whole.

Now, the IP industries that are pushing DRM are not that stupid. They know DRM is a fundamentally absurd proposition: the whole point of selling IP media is so that people can consume it. You can't make a system that will prevent people from doing so, as the whole point of having the media in the first place is so that people can use it. The only way to perfectly secure a piece of digital media is to make it unusable (i.e. the only perfectly secure system is a perfectly useless one). That's why DRM systems are broken so quickly. It's not that the programmers are necessarily bad, it's that the entire concept is fundamentally flawed. Again, the IP industries know this, which is why they pushed the Digital Millennium Copyright Act (DMCA). As with most laws, the DMCA is a complex beast, but what it boils down to is that no one is allowed to circumvent measures taken to protect copyright. Thus, even though the copy protection on DVDs is obscenely easy to bypass, it is illegal to do so. In theory, this might be fine. In practice, this law has extended far beyond what I'd consider reasonable and has also been heavily abused. For instance, some software companies have attempted to use the DMCA to prevent security researchers from exposing bugs in their software. The law is sometimes used to silence critics by threatening them with a lawsuit, even though no copright infringement was committed. The Chilling Effects project seems to be a good source for information regarding the DMCA and it's various effects.

DRM combined with the DMCA can be stifling. A good example of how awful DRM is, and how DMCA can affect the situation is the Sony Rootkit Debacle. Boing Boing has a ridiculously comprehensive timeline of the entire fiasco. In short, Sony put DRM on certain CDs. The general idea was to prevent people from putting the CDs in their computer and ripping them to MP3s. To accomplish this, Sony surreptitiously installed software on customer's computers (without their knowledge). A security researcher happened to notice this, and in researching the matter found that the Sony DRM had installed a rootkit that made the computer vulnerable to various attacks. Rootkits are black-hat cracker tools used to disguise the workings of their malicious software. Attempting to remove the rootkit broke the windows installation. Sony reacted slowly and poorly, releasing a service pack that supposedly removed the rootkit, but which actually opened up new security vulnerabilities. And it didn't end there. Reading through the timeline is astounding (as a result, I tend to shy away from Sony these days). Though I don't believe he was called on it, the security researcher who discovered these vulnerabilities was technically breaking the law, because the rootkit was intended to protect copyright.

A few months ago, my windows computer died and I decided to give linux a try. I wanted to see if I could get linux to do everything I needed it to do. As it turns out, I could, but not legally. Watching DVDs on linux is technically illegal, because I'm circumventing the copy protection on DVDs. Similar issues exist for other media formats. The details are complex, but in the end, it turns out that I'm not legally able to watch my legitimately purchased DVDs on my computer (I have since purchased a new computer that has an approved player installed). Similarly, if I were to purchase a song from the iTunes Music Store, it comes in a DRMed format. If I want to use that format on a portable device (let's say my phone, which doesn't support Apple's DRM format), I'd have to convert it to a format that my portable device could understand, which would be illegal.

Which brings me to my next point, which is that DRM isn't really about protecting copyright. I've already established that it doesn't really accomplish that goal (and indeed, even works against many of the reasons copyright was put into place), so why is it still being pushed? One can only really speculate, but I'll bet that part of the issue has to do with IP owners wanting to "undercut fair use and then create new revenue streams where there were previously none." To continue an earlier example, if I buy a song from the iTunes music store and I want to put it on my non-Apple phone (not that I don't want one of those), the music industry would just love it if I were forced to buy the song again, in a format that is readable by my phone. Of course, that format would be incompatible with other devices, so I'd have to purchase the song again if I wanted to listen to it on those devices. When put in those terms, it's pretty easy to see why IP owners like DRM, and given the general person's reaction to such a scheme, it's also easy to see why IP owners are always careful to couch the debate in terms of piracy. This won't last forever, but it could be a bumpy ride.

Interestingly enough, distributers of digital media like Apple and Yahoo have recently come out against DRM. For the most part, these are just symbolic gestures. Cynics will look at Steve Jobs' Thoughts on Music and say that he's just passing the buck. He knows customers don't like or understand DRM, so he's just making a calculated PR move by blaming it on the music industry. Personally, I can see that, but I also think it's a very good thing. I find it encouraging that other distributers are following suit, and I also hope and believe this will lead to better things. Apple has proven that there is a large market for legally purchased music files on the internet, and other companies have even shown that selling DRM-free files yields higher sales. Indeed, the emusic service sells high quality, variable bit rate MP3 files without DRM, and it has established emusic as the #2 retailer of downloadable music behind the iTunes Music Store. Incidentally, this was not done for pure ideological reasons - it just made busines sense. As yet, these pronouncements are only symbolic, but now that online media distributers have established themselves as legitimate businesses, they have ammunition with which to challenge the IP holders. This won't happen overnight, but I think the process has begun.

Last year, I purchased a computer game called Galactic Civilizations II (and posted about it several times). This game was notable to me (in addition to the fact that it's a great game) in that it was the only game I'd purchased in years that featured no CD copy protection (i.e. DRM). As a result, when I bought a new computer, I experienced none of the usual fumbling for 16 digit CD Keys that I normally experience when trying to reinstall a game. Brad Wardell, the owner of the company that made the game, explained his thoughts on copy protection on his blog a while back:
I don't want to make it out that I'm some sort of kumbaya guy. Piracy is a problem and it does cost sales. I just don't think it's as big of a problem as the game industry thinks it is. I also don't think inconveniencing customers is the solution.
For him, it's not that piracy isn't an issue, it's that it's not worth imposing draconian copy protection measures that infuriate customers. The game sold much better than expected. I doubt this was because they didn't use DRM, but I can guarantee one thing: People don't buy games because they want DRM. However, this shows that you don't need DRM to make a successful game.

The future isn't all bright, though. Peter Gutmann's excellent Cost Analysis of Windows Vista Content Protection provides a good example of how things could get considerably worse:
Windows Vista includes an extensive reworking of core OS elements in order to provide content protection for so-called "premium content", typically HD data from Blu-Ray and HD-DVD sources. Providing this protection incurs considerable costs in terms of system performance, system stability, technical support overhead, and hardware and software cost. These issues affect not only users of Vista but the entire PC industry, since the effects of the protection measures extend to cover all hardware and software that will ever come into contact with Vista, even if it's not used directly with Vista (for example hardware in a Macintosh computer or on a Linux server).
This is infuriating. In case you can't tell, I've never liked DRM, but at least it could be avoided. I generally take articles like the one I'm referencing with a grain of salt, but if true, it means that the DRM in Vista is so oppressive that it will raise the price of hardware… And since Microsoft commands such a huge share of the market, hardware manufacturers have to comply, even though a some people (linux users, Mac users) don't need the draconian hardware requirements. This is absurd. Microsoft should have enough clout to stand up to the media giants, there's no reason the DRM in Vista has to be so invasive (or even exist at all). As Gutmann speculates in his cost analysis, some of the potential effects of this are particularly egregious, to the point where I can't see consumers standing for it.

My previous post dealt with Web 2.0, and I posted a YouTube video that summarized how changing technology is going to force us to rethink a few things: copyright, authorship, identity, ethics, aesthetics, rhetorics, governance, privacy, commerce, love, family, ourselves. All of these are true. Earlier, I wrote that the purpose of copyright was to benefit society, and that protection and expiration were both essential. The balance between protection and expiration has been upset by technology. We need to rethink that balance. Indeed, many people smarter than I already have. The internet is replete with examples of people who have profited off of giving things away for free. Creative Commons allows you to share your content so that others can reuse and remix your content, but I don't think it has been adopted to the extent that it should be.

To some people, reusing or remixing music, for example, is not a good thing. This is certainly worthy of a debate, and it is a discussion that needs to happen. Personally, I don't mind it. For an example of why, watch this video detailing the history of the Amen Break. There are amazing things that can happen as a result of sharing, reusing and remixing, and that's only a single example. The current copyright environment seems to stifle such creativity, not the least of which because copyright lasts so long (currently the life of the author plus 70 years). In a world where technology has enabled an entire generation to accellerate the creation and consumption of media, it seems foolish to lock up so much material for what could easily be over a century. Despite all that I've written, I have to admit that I don't have a definitive answer. I'm sure I can come up with something that would work for me, but this is larger than me. We all need to rethink this, and many other things. Maybe that Web 2.0 thing can help.

Update: This post has mutated into a monster. Not only is it extremely long, but I reference several other long, detailed documents and even somewhere around 20-25 minutes of video. It's a large subject, and I'm certainly no expert. Also, I generally like to take a little more time when posting something this large, but I figured getting a draft out there would be better than nothing. Updates may be made...

Update 2.15.07: Made some minor copy edits, and added a link to an Ars Technica article that I forgot to add yesterday.
Posted by Mark on February 14, 2007 at 11:44 PM .: Comments (5) | link | TrackBacks (0) :.


End of This Day's Posts

Wednesday, January 24, 2007

Top 10 Box Office Performance
So after looking at a bunch of top 10 films of 2006 lists, and compiling my own, I began to wonder just how popular these movies really were. Film critics are notorious for picking films that the average viewer thinks are boring or pretentious. Indeed, my list features a few such picks, and when I think about it, there are very few movies on the list that I'd give an unqualified recommendation. For instance, some of the movies on my list are very violent or otherwise graphic, and some people just don't like that sort of thing (understandably, of course). United 93 is a superb film, but not everyone wants to relive 9/11. And so on. As I mentioned before, top 10 lists are extremely personal and usually end up saying more about the person compiling the list than anything else, but I thought it would be interesting to see just how mainstream these lists really are. After all, there is a wealth of box office information available for every movie, and if you want to know how popular something is, economic data seems to be quite useful (though, as we'll see, perhaps not useful enough).

So I took nine top 10 lists (including my own) and compiled box office data from Box Office Mojo (since they don't always have budget information, I sometimes referenced IMDB or Wikipedia) and did some crunching (not much, I'm no statistician). I chose the lists of some of my favorite critics (like the Filmspotting guys and the local guy), and then threw in a few others for good measure (I wanted a New York critic, for instance).

The data collected includes domestic gross, budget and the number of theaters (widest release). From that data, I calculated the net gross and dollars per theater (DPT). You'd think this would be pretty conclusive data, but the more I thought about it, the more I realized just how incomplete a picture this paints. Remember, we're using this data to evaluate various top 10 lists, so when I chose domestic gross, I inadvertantly skewed the evaluation against lists that featured foreign films (however, I am trying to figure out whose list works best in the U.S. so I think it is a fair metric). So the gross only gives us part of the picture. The budget is an interesting metric, as it provides information about how much money a film's backers thought it would make and it provides a handy benchmark with which to evaluate (unfortunately, I was not able to find budget figures for a number of the smaller films, further skewing the totals you'll see). Net Gross is a great metric because it incorporates a couple of different things: it's not just a measure of how popular a movie is, it's a measure of how popular a movie is versus how much it cost to make (i.e. how much a film's producers believed in the film). In the context of a top 10 list, it's almost like pretending that the list creator was the head of a studio who chose what films to greenlight. It's not a perfect metric, but it's pretty good. The number of theaters the film showed in is an interesting metric because it shows how much faith theater chains had in the movie (and in looking at the numbers, it seems that the highest grossing films also had the most theaters). However, this could again be misleading because it's only the widest release. I doubt there are many films where the number of theaters doesn't drop considerably after opening weekend. Dollars per theater is perhaps the least interesting metric, but I thought it interesting enough to include.

One other thing to note is that I gathered all of this data earlier this week (Sunday and Monday), and some of the films just recently hit wide distribution (notably Pan's Labyrinth and Children of Men, neither of which have recouped costs yet) and will make more money. Some films will be re-released around Oscar season, as the studios seek to cash in on their award winning films.

I've posted all of my data on a public Google Spreadsheet (each list is on a separate tab), and I've linked each list below to their respective tab with all the data broken out. This table features the totals for the metrics I went over above: Domestic Gross, Budget, Net Gross, Theaters, and Dollars Per Theater (DPT).

List Gross Budget Net Gross Theaters DPT
Kaedrin
(Mark Ciocco)
$484,154,522 $319,850,000 $164,092,855 16,675 $29,034.75
Reelviews
(James Berardinelli)
$586,767,062 $607,000,000 -$20,674,428 16,217 $36,182.22
Filmspotting
(Adam Kempenaar)
$210,592,457 $234,850,000 -$27,159,180 8,589 $24,518.86
Filmspotting
(Sam Van Hallgren)
$79,756,419 $152,204,055 -$73,445,839 4,467 $17,854.58
Philadelphia Inquirer
(Steven Rea)
$236,690,299 $239,000,000 -$40,474,006 10,239 $23,116.54
The New York Times
(A.O. Scott)
$104,484,584 $92,358,000 $11,238,032 3,641 $28,696.67
Rolling Stone
(Peter Travers)
$419,088,036 $264,400,000 $119,130,515 14,784 $28,347.41
Washington Post
(Stephen Hunter)
$540,183,488 $362,900,000 $169,683,807 15,394 $35,090.52
The Onion AV Club
(Scott Tobias)
$195,779,774 $191,580,000 $1,308,777 6,844 $28,606.05


This was quite an interesting exercise, and it would appear from the numbers, that perhaps not all film critics are as out of touch as originally thought. Or are they? Let's take a closer look.
  • Kaedrin (Mark Ciocco): The most surprising thing about my list is that every single film in my top 10 made a profit. In addition, my high net gross figure (around $164 million, which ended up being second out of the nine lists) isn't overly dependent on any single film (the biggest profit vehicle on my list was Inside Man, with about $43 millon, or about 1/4 my net gross). The only real wild card here is Lady Vengeance, which only made about $212 thousand. Its budget figure wasn't available and it was a foreign film that was only released in 15 theaters (I saw it on DVD). Given this data, I think my list is the most well rounded of all the surveyed lists. Not to pat myself on the back here, but my list is among the top 3 lists for all of the metrics (and #1 in theaters). Plus, as you'll read below, the lists that appear ahead of me have certain outliers that skew the data a bit. However, even with all of that, I might not have the most mainstream list.
  • Reelviews (James Berardinelli): James is probably the world's greatest amateur critic, and his list is quite good (it shares 4 films with my own list). Indeed, his list leads the Domestic Gross and Budget Categories, as well as Dollars Per Theater. But look at that Net Gross metric! Almost -$21 million dollars. Ouch. What happened? Superman Returns happened. It made a little more than $200 million dollars at the box office, but it cost $270 million to make it. This skews James' numbers considerably, and he would have been around $50 million in the green if it weren't for Superman. He also has two films that were released in less than 25 theaters, which skews the numbers a bit as well.
  • Filmspotting (Adam Kempenaar): Of the two critics on the Filmspotting podcast, Adam is by far the one I agree with more often, but his list is among the more unprofitable ones. This is due in great part to his inclusion of Children of Men, which has only recently come out in wide release, and which still has to make almost $50 million before it recoups its cost (I think it will make more money, but not enough to break even). To a lesser extent, his inclusion of two foreign films (Pan's Labyrinth and Volver) has also skewed the results a bit (both films did well at the foreign box office). Given those disclaimers, Adam's list isn't as bad as it seems, but it still not too hot. It is, however, better than his co-host:
  • Filmspotting (Sam Van Hallgren): I think it's safe to say that Sam takes the award for least mainstream critic. He's got the worst Domestic Gross and Net Gross of the group, by a significant margin. Like his co-host Adam, this can partly be explained by his inclusion of Children of Men and other small, independent, or foreign films. But it's a pretty toxic list. Only two films on his list turned a profit, which is a pretty miserable showing. Interestingly enough, I still think Sam is a pretty good critic. You don't have to agree with a critic to get something useful out of them, and I know what I'm getting with Sam. Plus, it helps that he's got a good foil in his co-host Adam.
  • Philadelphia Inquirer(Steven Rea): I kinda like my local critic's list, and it's definitely worth noting that his pick of the Chinese martial arts epic Curse of the Golden Flower has impacted his list considerably (as a high budget foreign film that did well internationally, but which understandably didn't do that great domestically). That choice alone (-$40 million) put him in the red. He's also got Pan's Labyrinth on his list, which will go on to make more money. Plus, he suffers from a data problem in that I couldn't find budget figures for The Queen, which has made around $35 million and almost certainly turned a profit. Even with those caveats, he's still only treading water.
  • The New York Times (A.O. Scott): I wanted to choose a critic from both New York and LA (due to the fact that most LA critics seemed to have a lot of ties, I decided not to include their lists), and A.O. Scott's list provides a decent example of why. Three of his picks were only shown in 6 theaters or less. This is more or less what you'd expect from a New York critic. They are one of the two cities that gets these small movies, so you'd expect their critics to show their superiority by including these films in their list (I'm sure they're good films too, but I think this is an interesting dynamic). In any case, it's worth noting that Mr Scott (heh) actually turned a profit. How could this be? Well, he included Little Miss Sunshine on his list. That movie has a net gross of around $50 million dollars, which gave Mr Scott significant breathing room for his other picks.
  • Rolling Stone (Peter Travers): I've always thought of this guy as your typical critic that doesn't like anything popular, but his list is pretty decent, and he turns out to be among the tops in terms of net gross with $119 million. One caveat here is that he does feature a tie in his list (so he has 11 films), but the tie consists of the two Clint Eastwood war flicks, both of which have lost considerable amounts of money (in other words, this list is actually a little undervalued by my metrics). So how did his list get so high? He also had Little Miss Sunshine on his list, which, as already mentioned, was quite the moneymaker. But even bigger than that, he included Borat in his list. Borat is a low budget movie that made huge amounts of cash, and it's net gross comes in at almost $110 million! So those two films account for the grand majority of his net gross. However, of all the lists, I think his is probably the most mainstream (while still retaining a critics edge) and gives my list a run for its money.
  • Washington Post (Stephen Hunter): I wanted to choose a critic from WaPo because it's one of the other "papers of record," and much to my amazement, his turns out to have the highest net gross! He seems to feature the most obscure picks, with 4 films that I couldn't even find budget data for (but which seem pretty small anyway). He's got both Little Miss Sunshine and Borat, which proves to be quite a profitable duo, and he's also got big moneymakers like The Departed and Casino Royale. It's an interesting list.
  • The Onion AV Club (Scott Tobias): He scrapes by with around $1 million net gross, though it should be noted that his list features Children of Men (a big loss film) and a couple of movies that I couldn't find budgets for. It's an interesting list, but it comes in somewhere around the upper middle of the pack.
Whew! That took longer than I thought. Which critic is the most mainstream? I think a case could be made for my list, Peter Travers' list, or Stephen Hunter's list. I think I'd give it to Peter Travers, with myself in a close second place and Stephen Hunter nipping at our heels.

Statistically, the biggest positive outliers appeared to be Little Miss Sunshine and Borat, and the biggest negative outliers appeared to be Flags of our Fathers and Children of Men (both of which will make more money, as they are currently in theaters).

Obviously, this list is not authoritative, and I've already spent too much time harping on the qualitative issues with my metrics, but I found it to be an interesting exercise (if I ever do something similar again, I'm going to need to find a way to automate some of the data gathering, though). Well, this pretty much shuts the door on the 2006 Kaedrin Awards season. I hope you enjoyed it.
Posted by Mark on January 24, 2007 at 11:40 PM .: link | TrackBacks (0) :.


End of This Day's Posts

Sunday, January 21, 2007

Best Films of 2006
Top 10 lists are intensely personal affairs. When it comes to movies (or art in general), you have to walk the narrow line between subjective and objective evaluations, and I inevitably end up with a list that says more about me than the movies I selected. James Berardinelli says it well:
I would be surprised if anyone else (critic or otherwise) has an identical Top 10 list to mine. But therein lies the enjoyment of examining individual Top 10 lists: they provide insight into the mindset of the one who has assembled them. It doesn't matter whether one agrees with their choices or not; that's irrelevant. It's about learning something about a person through the movies they like. I don't like "group" lists. To me, they are valueless - a generic popularity contest that reveals nothing.
I actually kinda like "group" lists, but I digress. The point is that these are generally movies that I like or otherwise moved me. Context matters. Some films are on the list because I had low expectations that were exceeded beyond imagination, and some are there because I had a great theater-going experience (apparently a rarity in this day and age). As I've done in years past, my top 10 is listed in a roughly reverse order, with the best last.

Top 10 Movies of 2000
* In roughly reverse order
  • Thank You for Smoking: The bottom two slots in the top 10 were very hard to fill, as there were essentially 4 films (with 4 very different styles) I wanted to include. I went into this film expecting a bland, heavy-handed activism and found myself astounded. This film somehow manages to make a tobacco lobbyist a sympathetic character without excusing the tobacco industry. That said, big tobacco really isn't the target of the film - it's more about media spin and the power of argument than anything else. Aaron Eckhart turns in a great performance as said lobbyist, and I'm not sure anyone else could have pulled this off. It's a humorous film that displays an almost libertarian attitude towards the power of debate. It has its flaws, but it won me over.
    More Info: [IMDB] [Amazon]
  • The Descent: This was the best horror film of the year, and one of the most enjoyable moviegoing experiences as well. Solid direction and acting, brilliant cinematography, and well executed scare sequences contribute to a tension filled film.
    More Info: [IMDB] [Amazon] [Full Review]
  • Clerks II: What can I say, I'm just a sucker for Kevin Smith's brand of raunchy pop-culture laden humor. As usual, he mixes the comedy into a more conventional dramatic story, and in this case, he's more than successful. Borat was funny, but Clerks II was both funny and moving.
    More Info: [