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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 2006

* 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: [IMDB] [Amazon]

  • Casino Royale: I’ve never been all that enamored with James Bond, but this reboot of the franchise was a revelation – quite possibly the most enjoyable movie going experience and pleasant surprise of the year for me. The film has its flaws, but it overcomes them with its action-packed charm.

    More Info: [IMDB] [Amazon] [Winner of 3 Kaedrin Movie Awards]

  • Inside Man: I’m not normally a fan of Spike Lee “Joints,” but this film had me on the edge of my seat. It’s a heist film, though it does make use of a historical implausibility and some macguffins. There are hints of Lee’s more typical material, but it’s done with a surprisingly deft touch (none of the heavy-handedness that I expected from him). Not the best heist film of all time, but a solid and surprisingly entertaining film.

    More Info: [IMDB] [Amazon]

  • Lady Vengeance: The third and final film in Chan-wook Park’s “Vengeance Trilogy,” this film has a reputation for being the worst of the three films. I, on the other hand, think it might be my favorite, for two reasons. First, it’s story is far more believable than the other two, and second, this film actually ends with a touch of hope. The film is perhaps not as twisted as it’s sister films, but it’s still pretty messed up. The vengeance isn’t as layered as the other films, but that only serves to differentiate the films. I enjoyed it a lot.

    More Info: [IMDB] [Amazon]

  • Hard Candy: It is perhaps an uncomfortable film to watch (especially for the guys), but it is also quite a good film. It deals with pedophilia and features only two characters and one major setting. Given these traits, it’s amazing that the film manages to retain a lot of tension and challenge viewers with its shifting sympathies. Excellent performances by both leads, though Ellen Page’s performance is particularly noteworthy.

    More Info: [IMDB] [Amazon] [Capsule Review]

  • Brick: Sam Spade goes to high school in this remarkable high-concept mixture of genres. Writer/director Rian Johnson nails the tone of the film, creating a stylized world filed with mixtures of the old and new. Perhaps not for everyone, I thoroughly enjoyed this.

    More Info: [IMDB] [Amazon] [Capsule Review]

  • The Departed: Scorcese returns to form with this violent, stylized remake of Infernal Affairs. Excellent directing, acting, music, and an engaging story that retains the original’s feel, while adding some flourishes of it’s own.

    More Info: [IMDB] [Amazon]

  • United 93: A movie about 9/11 could have come off as horribly exploitive, but director Paul Greengrass managed to create an amazingly emotional experience without being manipulative. Unquestionably the most emotional experience I had at the movies this year (if not ever), for what I assume are obvious reasons.

    More Info: [IMDB] [Amazon]

Honorable Mention

As I’ve already mentioned above, the first two of the Honorable Mentions listed below could probably be interchangeable with the number 9 or 10 in the top 10. Part of why it was so hard to select was that these four films are just so different from one another. Indeed, the last two has changed back and forth several times (I started this list a while ago).

  • Pan’s Labyrinth: This could easily have been 9 or 10 on my list. Guillermo del Toro’s visually stunning tale of a young girl who seeks to escape her unpleasant reality with a fantasy world which ends up being… not much of an escape. It’s a great film, if a little bit of a downer. It actually ends on a note that is simultaneously tragic and triumphant, which is strange but impressive. Ultimately, I decided against it because it just didn’t surprise and excite me the way the other films on the list did.

    More Info: [IMDB] [Amazon]

  • The Matador: Pierce Brosnan plays against character (the anti-Bond) in this quirky film about a hit man (Brosnan) and his unlikely friendship with everyman/businessman Greg Kinnear. Dark humor, a sharp script and a progression that seems strange at first, but makes more sense as the film goes on. Again, this is interchangeable with the 9 or 10 picks above, and it’s probably more of a crowd-pleaser than you’d expect.

    More Info: [IMDB] [Amazon]

  • The Proposition: An Australian take on the western, this is a brutal film that is quite original, but also lacking something. Showcasing the grimy desolation of the untamed outback, this film also features one of the best opening scenes of the year (a disorienting gunfight that thrusts you into the story). Ultimately, it doesn’t work as well as it might seem, but it’s an interesting film.

    More Info: [IMDB] [Amazon]

  • Apocalypto: Mel Gibson’s offscreen shenanigans aside, this is actually a decent action/suspense film with one of the better chase sequences of the year. I didn’t think I’d be all that enthralled with the setting of the film, but Gibson managed to keep things interesting enough. A well made film that was nowhere near the disaster I thought it would be (seriously, who watched that trailer and thought it would be good?)

    More Info: [IMDB] [Amazon]

  • The Fountain: Darren Aronofsky’s trippy exploration of love and mortality is best described by the phrase “Interesting Failure.” It is undoubtedly the most gorgeous movie of the year, and all of the technical aspects of the film (direction, acting, cinematography, etc…) are outstanding. Unfortunately, it doesn’t add up to a whole lot, though there are deeper themes at work in the story that I admit I haven’t taken the time to parse (repeated viewings may fix that).

    More Info: [IMDB] [Amazon] [Full Review]

  • Mission Impossible III: Tom Cruise’s offscreen shenanigans aside (do we see a trend here?), MI III was actually one of the more enjoyable popcorn flicks of last summer. I think a large portion of the credit goes to Philip Seymour Hoffman’s small role as the villain. It’s probably the most enjoyable in the series, though I still don’t mind the first film.

    More Info: [IMDB] [Amazon]

  • The Illusionist: One of two good turn-of-the-century magician films, this movie was enjoyable. Writer/director Neil Burger makes some interesting stylistic choices and manages to coax a good performance out of Jessica Biel of all people. Ed Norton and Paul Giamatti are also excellent, of course.

    More Info: [IMDB] [Amazon]

  • The Prestige: The other (and seemingly more popular) turn-of-the-century magician film features an excellent cast and an intriguing story (even though I think they cheated a bit). Director Christopher Nolan is not as stylish as Burger, but he has crafted a good film.

    More Info: [IMDB] [Amazon]

  • Slither: Underrated and fun film in the cheesy horror/sci-fi/comedy tradition of Tremors. It’s not the best of its kind, but it was quite enjoyable and well done.

    More Info: [IMDB] [Amazon]

Worth Commenting

These are all decent films, but for some reason, I don’t find them as engaging as everyone else.

  • Children of Men: If there is a film that has less faith in humanity, I can’t think of one. This is one of the most depressing films of the year, and a few minutes of what I thought was “pretend hope” towards the end of the movie wasn’t enough to redeem it in my eyes. It’s well made, and there are some harrowing action sequences and long shots that are quite impressive, but it’s fundamentally pessimistic – a trait I just can’t stand in a movie.

    More Info: [IMDB] [Amazon]

  • Little Miss Sunshine: A fine film, but I must admit being a little baffled by the popular response to this movie. It’s not your typical Hollywood fare, which might be part of it, but it is emphatically your typical independent movie fare. I liked it, but didn’t love it.

    More Info: [IMDB] [Amazon]

  • V for Vendetta: A decent film that I found to be very sloppy and not all that engaging. The story seemed muddled and unecessarily repetitive and manipulative, and the action sequences were edited to death. It wasn’t a bad movie, but it wasn’t that great either.

    More Info: [IMDB] [Amazon]

Should have seen:

Allrighty then! That about wraps it up for the 2006 movie awards, and it’s about time. That said, I do have another idea for a post related to my top 10. Don’t worry, it’s not all about the movies (it’s more of a meta-top-10 type post, whatever that means).

In any case, comments are welcome. Feel free to express your outrage or approval in the comments.

Aliens Board Game

A little while ago, I became reaquanted with a game that I used to play often – the Aliens board game. I haven’t played the game in about ten years or so, and I found it interesting for a number of reasons. Gameplay is a bit of a mixture of other gaming styles, combining the arbitrary nature and futility of board games with the wonky dice and damage-table style of RPGs (Ok, you shot the alien with your pulse rifle. Roll for acid!) I noticed a few things about the game that I never did before, some good, some bad.

Before I get into those observations, I’ll have to explain the mechanics of the game a bit. The game comes with a few maps and there are a couple of scenarios that you can play, each of which is basically re-enacting a memorable scene where the colonial marines get their asses handed to them from the movie (i.e. the initial encounter with the aliens under the reactor, the later encounter and retreat through the air ducts, and a single player scenario where Ripley rescues Newt and fights the alien queen). There was also an expansion pack which featured an additional scenario. Since we’d all played the game countless times in our youth, we decided to mix things up a little and combine the regular map with the expansion map. Basically, we start at one end of the map and have to make ourselfs to the other end. This is easier said than done.

We hand out all the player cards randomly. Most of the characters are colonial marines, but there is a surprising amount of variability between characters and their abilities. Most characters are given two moves per turn, though Ripley, Apone, and Bishop have three. In terms of weaponry, some of the characters are significantly better than others. Hicks, Ripley and Apone have quality weapons to choose from. Drake and Vasquez have those awesome smart guns. On the opposite end of the spectrum, there’s the Burke character, who has no weapons (he’s essentially used as alien bait, as he should). Since there were only a few of us, we each got multiple characters to play with (which is a good thing, for reasons I’ll get into in a moment). I ended up with three relatively lame characters: Corporal Dietrich (who was armed with only a pistol), Lieutenant Gorman (whose Pulse Rifle was the most powerful weapon in my group), and Private Wierzbowski (who was armed with an incinerator). Gorman’s an ok character to play, except he’s a tool in the movie. Dietrich isn’t quite as useless as Burke, but damn near so. Wierzbowski isn’t the greatest character to play, but he’s awesome in the movie (The Wierzbowski Hunters are one of those wonderful phenomenons that could only be possible on the internet).

Players on the map (click for larger)

That’s it man, game over man, game over! *

As already mentioned, our goal is to make our way from one side of the map to the other. Every turn, four aliens are added to the board in semi-random places (as the game proceeds, more aliens are added per turn). While most of the players only have two moves per turn, the aliens have four moves. If an alien enters on or next to your position, you have to roll a ten sided die. Most of the time, the result is that you are “grabbed” by the alien. Essentially, you need to be rescued by one of the other players, illustrating the cooperative nature of the game.

So the game begins, and the initial four aliens are inserted onto the board. The way the game goes for a while is that we take out all of the aliens, and move forward if possible. Eventually my characters are leading the pack and make it to the next map (half way there!), and the DM equivalent decides that we need to start adding more aliens per turn. At this point, we’re fending off aliens from all directions, and we start to take on more and more casualties. Some aspects of the game were becoming clearer to me:

  • Weapons & Range: As I previously noted, my three characters were armed with a pistol, a pulse rifle, and an incinerator. The pistol is next to useless (if you ever play the game, don’t choose the pistol – use the incinerator) as it’s range is absurdly low and even then, you have to make a tough role to hit your target. The pulse rifle is actually a decent weapon with a good, long range. The incinerator is another short range weapon, and I cannot use it to rescue any of my teammates (I could kill the alien, but I’d also be burning my teammate).
  • Turns: As it turns out, I’m the last person to go each turn, so in addition to my mostly short range, there usually aren’t any aliens left for me to shoot at. So every turn, I end up moving forward, while everyone else is stuck rescuing their teammates (sometimes me, even though I can’t return the favor).
  • The Aliens: Even if you don’t start adding more and more aliens per turn, the game becomes more challenging because as you progress throughout the map, the aliens begin to surround you and they’re more difficult to attack when they’re coming from multiple directions (if you can get two aliens lined up in a row, a single shot can kill both aliens…)

As a result of my turn placement and my characters’ lame short-range weapons, I ended up leading the pack. Lieutenant Gorman, my only decent combat soldier, got attacked by an alien relatively early on, and when a teammate shot the alien, Gorman got sprayed by acid and died. This left me with Dietrich (pistol) and Wierzbowski (incinerator).

We had come to a standoff. The second map had more walls and obstructed views, so it took the aliens longer to reach us, but we also couldn’t pick them off from afar. Wierzbowski finally proved useful, as you can use the incinerator to set up a “fire wall” that the aliens can’t cross for a turn (This ability is particularly useful on the second map because of all the choke points). Still, our ranks were being worn down. I was able to block the forward onslaught, but the aliens came in on the flank and mounted a devestating attack. More than 50% of the original team had perished, and some of us were wounded (which makes it harder to hit targets). Dietrich had become completely disabled, so I had Wierzbowski pick her up in the hopes of feeding her to an alien if I got into trouble.

The game was running a little long at this point, so the DM decided to insert the alien queen (this isn’t really supposed to happen, but we like a challenge). The queen is significantly more difficult to deal with, and she managed to kill the remainder of our team… except Wierzbowski who had made his way into a room with a single block choke point. Using the firewall ability, I was able to make it to the final hallway before being attacked. I managed to take out a couple of aliens with my incinerator, but I had to sacrifice Dietrich in order to get away. Alas, the queen had made her way around, and the valiant Wierzbowski finally succumbed to her deadly advance.

Our variations on the rules aside, it’s actually a pretty well balanced game. The aliens are appropriately formidable, and they only become moreso as the game progresses. As in the movie, you can’t really complete a scenario without taking significant casualties, and even though our team did pretty well, there’s no guarantee that we’d have made it (even if we didn’t add the queen). The game was made in 1989, and is no longer available. You can find it on eBay, but it commands a relatively high price tag… It’s an interesting game, but it’s not really worth the high price these days. In the 90s, the game was a lot of fun. These days, other games have far surpassed it (especially video games). Still, it’s nice to play an old favorite every now and again.

* I should note that the game does not come with those nice figurines in the picture above. The game has these chinsy cardboard pieces with pictures of the characters and aliens. Functional, but not as nice as the figurines. Also, yes, I’m a huge nerd and can name all the colonial marines without having to look them up.

Animation Marathon: Grave of the Fireflies

Of the six films chosen for the Animation Marathon, Grave of the Fireflies was the only one that I hadn’t heard much about. The only thing I knew about it was that it was sad. Infamously sad. After watching the movie, I can say that it certainly does live up to those expecations. It’s a heartbreaking movie, all the moreso because it’s animated. Spoilers ahead…

The film begins by showing us a 14 year old boy lying dead on a subway platform, so you can’t really say that the filmmakers were trying to hide the tragedy in this film. The boy’s name is Seita, and through flashbacks, we learn how he came to meet his end. Set during the last days of World War II, the story is kicked off by the American firebombing of Seita’s city. Seita’s father is in the Japanese Navy and Seita’s mother is horribly wounded by bombing, eventually succumbing to her wounds. The entire city is destroyed, leaving Seita and his little 4 year old sister Setsuko homeless. For a time, they take refuge with an Aunt, who seems nice at first, but gets grumpier as she realizes that Seita isn’t willing to contribute to the war effort, or to help around the house. Eventually, Seita finds an unused bomb shelter where he can live with his sister without being a burden on their Aunt. It being wartime, food is scarce, and Seita struggles and ultimately fails to support his sister.

This isn’t quite like any other animated movie I’ve ever seen. It’s a powerful and evocative film. It has moments of great beauty, even though it’s also quite sad. It displays a patience that’s not common in animated movies. There are contemplative pauses. Characters and their actions are allowed time to breath. The animations are often visually striking, even when they’re used in service of less-than-pleasant events (such as the landscape shot of the city as it burns).

After I finished the film, I was infurated. Obviously no one really enjoys watching two kids starve, suffer, and die after losing their family and home to a war, but it’s not just sad. As I said before, it’s infuriating. I was so pissed off at Seita because he made a lot of boneheaded, prideful decisions that were ultimately responsible for the death of his sister (and eventually, himself). At one point in the film, as Seita begs a farmer for food, the farmer tells him to swallow his pride and go back to his aunt. Seita refuses, and hence the tragedy. But at least he’s young and thus reckless, which is understandable. While I was upset at Seita’s actions, I really couldn’t blame only him and the film did prompt some empathy for that character. I can’t say the same of the Aunt. Who lets two young kids go off to live by themselves in wartime? Yeah, Seita wasn’t pulling his weight, but hell, your job as an adult is to teach children about responsibilities… It was wartime for crying out loud. There had to be plenty to do. Yeah, it’s sad. Especially when it comes to Setsuko, who was only 4 years old. But other than that, it was infuriating, and I wasn’t sure how I was going to rate the movie. Then I read about some context in the Onion A.V. Club review of the movie (emphasis mine):

Adapting a semi-autobiographical book by Akiyuki Nosaka, Takahata scripted and directed Fireflies while his Studio Ghibli partner, Hayao Miyazaki, was scripting and directing his own classic, My Neighbor Totoro. The two films were produced and screened as a package, because Totoro was considered a difficult sell, while Fireflies, as an “educational” adaptation of a well-known historical book, had a guaranteed audience. But while both films won high praise at home and abroad, it’s hard to imagine the initial impact of watching them back to back. Totoro is a bubbly, joyous film about the wonders of childhood, while Fireflies follows two children as they starve, suffer, and die after American planes firebomb their town.

…Nosaka, who lost his own young sister under similar circumstances, apparently intended his book in part to chronicle his shameful pride, while Takahata explains … that he wanted viewers to learn a moral lesson from Seita’s hubris. Instead, he reports, they mostly sympathized with the boy, which is easy to do.

It turns out that my feelings about the film were exactly what the filmmakers were going for, which kinda turned me around and made me realize that the film really is brilliant (in other words, my expecation of the film as having to be “Sad” made me feel strange because, while it was certainly sad, it was also infuriating. Now that I know the infurating part was intentional, it makes a lot more sense.) As the Onion article brilliantly summarizes, “not so much an anti-war statement as it is a protest against basic human selfishness, and the way it only worsens during trying times.” And that’s sad, but it’s also quite annoying.

The animation is very well done, and while some might think that something this serious would not be appropriate in animation, I’m not sure it would work any other way. One of the most beautiful scenes in the film shows the two children using fireflies to light their abandoned bomb shelter. It’s a scene I think would look cheesy and fake in a live action film, but which works wonderfully in an animated film. Roger Ebert describes it well:

It isn’t the typical material of animation. But for “Grave of the Fireflies,” I think animation was the right choice. Live action would have been burdened by the weight of special effects, violence and action. Animation allows Takahata to concentrate on the essence of the story, and the lack of visual realism in his animated characters allows our imagination more play; freed from the literal fact of real actors, we can more easily merge the characters with our own associations.

In the end, while this is definitely an excellent film, I find it difficult to actually recommend it (for what I hope are obvious reasons). This type of movie is not for everyone, and while I do think it is brilliantly executed, I don’t especially want to watch it again. Ever. In an odd sort of way, that’s a testament to how well the film does what it does. (***1/2)

Filmspotting‘s review is not up yet, but should be up tomorrow. Check it out, as they are also reviewing The Fountain (which I reviewed on Monday).

(In a strange stroke of coincidence, I had actually watched Miyazaki’s My Neighbor Totoro just a few days before Fireflies, not quite mimicking the back to back screenings mentioned in the Onion article, but close enough to know that it was an odd combo indeed (and I can’t imagine the playful and fun Totoro being a “harder sell” than the gut-punch of Fireflies.))

Adventures in Linux, Paradox of Choice Edition

Last week, I wrote about the paradox of choice: having too many options often leads to something akin to buyer’s remorse (paralysis, regret, dissatisfaction, etc…), even if their choice was ultimately a good one. I had attended a talk given by Barry Schwartz on the subject (which he’s written a book about) and I found his focus on the psychological impact of making decisions fascinating. In the course of my ramblings, I made an offhand comment about computers and software:

… the amount of choices in assembling your own computer can be stifling. This is why computer and software companies like Microsoft, Dell, and Apple (yes, even Apple) insist on mediating the user’s experience with their hardware & software by limiting access (i.e. by limiting choice). This turns out to be not so bad, because the number of things to consider really is staggering.

The foolproofing that these companies do can sometimes be frustrating, but for the most part, it works out well. Linux, on the other hand, is the poster child for freedom and choice, and that’s part of why it can be a little frustrating to use, even if it is technically a better, more stable operating system (I’m sure some OSX folks will get a bit riled with me here, but bear with me). You see this all the time with open source software, especially when switching from regular commercial software to open source.

One of the admirable things about Linux is that it is very well thought out and every design decision is usually done for a specific reason. The problem, of course, is that those reasons tend to have something to do with making programmers’ lives easier… and most regular users aren’t programmers. I dabble a bit here and there, but not enough to really benefit from these efficiencies. I learned most of what I know working with Windows and Mac OS, so when some enterprising open source developer decides that he doesn’t like the way a certain Windows application works, you end up seeing some radical new design or paradigm which needs to be learned in order to use it. In recent years a lot of work has gone into making Linux friendlier for the regular user, and usability (especially during the installation process) has certainly improved. Still, a lot of room for improvement remains, and I think part of that has to do with the number of choices people have to make.

Let’s start at the beginning and take an old Dell computer that we want to install Linux on (this is basically the computer I’m running right now). First question: which distrubution of Linux do we want to use? Well, to be sure, we could start from scratch and just install the Linux Kernel and build upwards from there (which would make the process I’m about to describe even more difficult). However, even Linux has it’s limits, so there are lots of distrubutions of linux which package the OS, desktop environments, and a whole bunch of software together. This makes things a whole lot easier, but at the same time, there are a ton of distrutions to choose from. The distributions differ in a lot of ways for various reasons, including technical (issues like hardware support), philosophical (some distros poo poo commercial involvement) and organizational (things like support and updates). These are all good reasons, but when it’s time to make a decision, what distro do you go with? Fedora? Suse? Mandriva? Debian? Gentoo? Ubuntu? A quick look at Wikipedia reveals a comparison of Linux distros, but there are a whopping 67 distros listed and compared in several different categories. Part of the reason there are so many distros is that there are a lot of specialized distros built off of a base distro. For example, Ubuntu has several distributions, including Kubuntu (which defaults to the KDE desktop environment), Edubuntu (for use in schools), Xubuntu (which uses yet another desktop environment called Xfce), and, of course, Ubuntu: Christian Edition (linux for Christians!).

So here’s our first choice. I’m going to pick Ubuntu, primarily because their tagline is “Linux for Human Beings” and hey, I’m human, so I figure this might work for me. Ok, and it has a pretty good reputation for being an easy to use distro focused more on users than things like “enterprises.”

Alright, the next step is to choose a desktop environment. Lucky for us, this choice is a little easier, but only because Ubuntu splits desktop environments into different distributions (unlike many others which give you the choice during installation). For those who don’t know what I’m talking about here, I should point out that a desktop environment is basically an operating system’s GUI – it uses the desktop metaphor and includes things like windows, icons, folders, and abilities like drag-and-drop. Microsoft Windows and Mac OSX are desktop environments, but they’re relatively locked down (to ensure consistency and ease of use (in theory, at least)). For complicated reasons I won’t go into, Linux has a modular system that allows for several different desktop environments. As with linux distributions, there are many desktop environments. However, there are really only two major players: KDE and Gnome. Which is better appears to be a perennial debate amongst linux geeks, but they’re both pretty capable (there are a couple of other semi-popular ones like Xfce and Enlightenment, and then there’s the old standby, twm (Tom’s Window Manager)). We’ll just go with the default Gnome installation.

Note that we haven’t even started the installation process and if we’re a regular user, we’ve already made two major choices, each of which will make you wonder things like: Would I have this problem if I installed Suse instead of Ubuntu? Is KDE better than Gnome?

But now we’re ready for installation. This, at least, isn’t all that bad, depending on the computer you’re starting with. Since we’re using an older Dell model, I’m assuming that the hardware is fairly standard stuff and that it will all be supported by my distro (if I were using a more bleeding edge type box, I’d probably want to check out some compatibility charts before installing). As it turns out, Ubuntu and it’s focus on creating a distribution that human beings can understand has a pretty painless installation. It was actually a little easier than Windows, and when I was finished, I didn’t have to remove the mess of icons and trial software offers (purchasing a Windows PC through somone like HP is apparently even worse). When you’re finished installing Ubuntu, you’re greeted with a desktop that looks like this (click the pic for a larger version):

Default Ubuntu Desktop (click for larger)

No desktop clutter, no icons, no crappy trial software. It’s beautiful! It’s a little different from what we’re used to, but not horribly so. Windows users will note that there are two bars, one on the top and one on the bottom, but everything is pretty self explanatory and this desktop actually improves on several things that are really strange about Windows (i.e. to turn off you’re computer, first click on “Start!”). Personally, I think having two toolbars is a bit much so I get rid of one of them, and customize the other so that it has everything I need (I also put it at the bottom of the screen for several reasons I won’t go into here as this entry is long enough as it is).

Alright, we’re almost homefree, and the installation was a breeze. Plus, lots of free software has been installed, including Firefox, Open Office, and a bunch of other good stuff. We’re feeling pretty good here. I’ve got most of my needs covered by the default software, but let’s just say we want to install Amarok, so that we can update our iPod. Now we’re faced with another decision: How do we install this application? Since Ubuntu has so thoughtfully optimized their desktop for human use, one of the things we immediately notice in the “Applications” menu is an option which says “Add/Remove…” and when you click on it, a list of software comes up and it appears that all you need to do is select what you want and it will install it for you. Sweet! However, the list of software there doesn’t include every program, so sometimes you need to use the Synaptic package manager, which is also a GUI application installation program (though it appears to break each piece of software into smaller bits). Also, in looking around the web, you see that someone has explained that you should download and install software by typing this in the command line: apt-get install amarok. But wait! We really should be using the aptitude command instead of apt-get to install applications.

If you’re keeping track, that’s four different ways to install a program, and I haven’t even gotten into repositories (main, restricted, universe, multiverse, oh my!), downloadable package files (these operate more or less the way a Windows user would download a .exe installation file, though not exactly), let alone downloading the source code and compiling (sounds fun, doesn’t it?). To be sure, they all work, and they’re all pretty easy to figure out, but there’s little consistency, especially when it comes to support (most of the time, you’ll get a command line in response to a question, which is completely at odds with the expectations of someone switching from Windows). Also, in the case of Amarok, I didn’t fare so well (for reasons belabored in that post).

Once installed, most software works pretty much the way you’d expect. As previously mentioned, open source developers sometimes get carried away with their efficiencies, which can sometimes be confusing to a newbie, but for the most part, it works just fine. There are some exceptions, like the absurd Blender, but that’s not necessarily a hugely popular application that everyone needs.

Believe it or not, I’m simplifying here. There are that many choices in Linux. Ubuntu tries its best to make things as simple as possible (with considerable success), but when using Linux, it’s inevitable that you’ll run into something that requires you to break down the metaphorical walls of the GUI and muck around in the complicated swarm of text files and command lines. Again, it’s not that difficult to figure this stuff out, but all these choices contribute to the same decision fatigue I discussed in my last post: anticipated regret (there are so many distros – I know I’m going to choose the wrong one), actual regret (should I have installed Suse?), dissatisfaction, excalation of expectations (I’ve spent so much time figuring out what distro to use that it’s going to perfectly suit my every need!), and leakage (i.e. a bad installation process will affect what you think of a program, even after installing it – your feelings before installing leak into the usage of the application).

None of this is to say that Linux is bad. It is free, in every sense of the word, and I believe that’s a good thing. But if they ever want to create a desktop that will rival Windows or OSX, someone needs to create a distro that clamps down on some of these choices. Or maybe not. It’s hard to advocate something like this when you’re talking about software that is so deeply predicated on openess and freedom. However, as I concluded in my last post:

Without choices, life is miserable. When options are added, welfare is increased. Choice is a good thing. But too much choice causes the curve to level out and eventually start moving in the other direction. It becomes a matter of tradeoffs. Regular readers of this blog know what’s coming: We don’t so much solve problems as we trade one set of problems for another, in the hopes that the new set of problems is more favorable than the old.

Choice is a double edged sword, and by embracing that freedom, Linux has to deal with the bad as well as the good (just as Microsoft and Apple have to deal with the bad aspects of suppressing freedom and choice). Is it possible to create a Linux distro that is as easy to use as Windows or OSX while retaining the openness and freedom that makes it so wonderful? I don’t know, but it would certainly be interesting.

The Paradox of Choice

At the UI11 Conference I attended last week, one of the keynote presentations was made by Barry Schwartz, author of The Paradox of Choice: Why More Is Less. Though he believes choice to be a good thing, his presentation focused more on the negative aspects of offering too many choices. He walks through a number of examples that illustrate the problems with our “official syllogism” which is:

  • More freedom means more welfare
  • More choice means more freedom
  • Therefore, more choice means more welfare

In the United States, we have operated as if this syllogism is unambigiously true, and as a result, we’re deluged with choices. Just take a look at a relatively small supermarket: there are 285 cookies, 75 iced teas, 275 cereals, 40 toothpastes, 230 soups, and 175 salad dressings (not including 12 extra virgin olive oils and 18 vinegars which could be combined to make hundreds of vinaigrettes) to choose from (and this was supposedly a smaller supermarket). At your typical Circuit City, the sheer breadth of stereo components allows you to create any one of 6.5 million possible stereo systems. And this applies all throughout our lives, extending even to working, marriage, and whether or not to have children. In the past, these things weren’t much of a question. Today, everything is a choice. [thanks to Jesper R�nn-Jensen for his notes on Schwartz’s talk – it’s even got pictures!]

So how do we react to all these choices? Luke Wroblewski provides an excellent summary, which I will partly steal (because, hey, he’s stealing from Schwartz after all):

  • Paralysis: When faced with so many choices, people are often overwhelmed and put off the decision. I often find myself in such a situation: Oh, I don’t have time to evaluate all of these options, I’ll just do it tomorrow. But, of course, tomorrow is usually not so different than today, so you see a lot of procrastination.
  • Decision Quality: Of course, you can’t procrastinate forever, so when forced to make a decision, people will often use simple heuristics to evaluate the field of options. In retail, this often boils down to evaluation based mostly on Brand and Price. I also read a recent paper on feature fatigue (full article not available, but the abstract is there) that fits nicely here.

    In fields where there are many competing products, you see a lot of feature bloat. Loading a product with all sorts of bells and whistles will differentiate that product and often increase initial sales. However, all of these additional capabilities come at the expense of usability. What’s more, even when people know this, they still choose high-feature models. The only thing that really helps is when someone actually uses a product for a certain amount of time, at which point they realize that they either don’t use the extra features or that the tradeoffs in terms of usability make the additional capabilities considerably less attractive. Part of the problem is perhaps that usability is an intangible and somewhat subjective attribute of a product. Intellectually, everyone knows that it is important, but when it comes down to decision-time, most people base their decisions on something that is more easily measured, like number of features, brand, or price. This is also part of why focus groups are so bad at measuring usability. I’ve been to a number of focus groups that start with a series of exercises in front of a computer, then end with a roundtable discussion about their experiences. Usually, the discussion was completely at odds with what the people actually did when in front of the computer. Watch what they do, not what they say…

  • Decision Satisfaction: When presented with a lot of choices, people may actually do better for themselves, yet they often feel worse due to regret or anticipated regret. Because people resort to simplifying their decision making process, and because they know they’re simplifying, they might also wonder if one or more of the options they cut was actually better than what they chose. A little while ago, I bought a new cell phone. I actually did a fair amount of work evaluating the options, and I ended up going with a low-end no-frills phone… and instantly regretted it. Of course, the phone itself wasn’t that bad (and for all I know, it was better than the other phones I passesd over), but I regret dismissing some of the other options, such as the camera (how many times over the past two years have I wanted to take a picture and thought Hey, if I had a camera on my phone I could have taken that picture!)
  • Escalation of expectations: When we have so many choices and we do so much work evaluating all the options, we begin to expect more. When things were worse (i.e. when there were less choices), it was much easier to exceed expectations. In the cell phone example above, part of the regret was no doubt fueled by the fact that I spent a lot of time figuring out which phone to get.
  • Maximizer Impact: There are some people who always want to have the best, and the problems inherent in too many choices hit these people the hardest.
  • Leakage: The conditions present when you’re making a decision exert influence long after the decision has actually been made, contributing to the dissatisfaction (i.e. regret, anticipated regret) and escalation of expectations outlined above.

As I was watching this presentation, I couldn’t help but think of various examples in my own life that illustrated some of the issues. There was the cell phone choice which turned out badly, but I also thought about things I had chosen that had come out well. For example, about a year ago, I bought an iPod, and I’ve been extremely happy with it (even though it’s not perfect), despite the fact that there were many options which I considered. Why didn’t the process of evaluating all the options evoke a feeling of regret? Because my initial impulse was to purchase the iPod, and I looked at the other options simply out of curiosity. I also had the opportunity to try out some of the players, and that experience helped enormously. And finally, the one feature that had given me pause was video (which wasn’t available on the iPod when I started looking around). The Cowon iAudio X5 was giving me pause because it had video capabilities and the iPod at the time didn’t. As it turned out, about a week later the Video iPod was released and made my decision very easy. I got that and haven’t looked back since. The funny thing is that since I’ve gotten that iPod, I haven’t used the video feature for anything useful. Not even once.

Another example is my old PC which has recently kicked the bucket. I actually assembled that PC from a bunch of parts, rather than going through a mainstream company like Dell, and the number of components available would probably make the Circuit City stereo example I gave earlier look tiny by comparison. Interestingly, this diversity of choices for PCs is often credited as part of the reason PCs overtook Macs:

Back in the early days of Macintoshes, Apple engineers would reportedly get into arguments with Steve Jobs about creating ports to allow people to add RAM to their Macs. The engineers thought it would be a good idea; Jobs said no, because he didn’t want anyone opening up a Mac. He’d rather they just throw out their Mac when they needed new RAM, and buy a new one.

Of course, we know who won this battle. The “Wintel” PC won: The computer that let anyone throw in a new component, new RAM, or a new peripheral when they wanted their computer to do something new. Okay, Mac fans, I know, I know: PCs also “won” unfairly because Bill Gates abused his monopoly with Windows. Fair enough.

But the fact is, as Hill notes, PCs never aimed at being perfect, pristine boxes like Macintoshes. They settled for being “good enough” — under the assumption that it was up to the users to tweak or adjust the PC if they needed it to do something else.

But as Schwartz would note, the amount of choices in assembling your own computer can be stifling. This is why computer and software companies like Microsoft, Dell, and Apple (yes, even Apple) insist on mediating the user’s experience with their hardware by limiting access (i.e. by limiting choice). This turns out to be not so bad, because the number of things to consider really is staggering. So why was I so happy with my computer? Because I really didn’t make many of the decisions – I simply went over to Ars Technica’s System Guide and used their recommendations. When it comes time to build my next computer, what do you think I’m going to do? Indeed, Ars is currently compiling recommendations for their October system guide, due out sometime this week. My new computer will most likely be based off of their “Hot Rod” box. (Linux presents some interesting issues in this context as well, though I think I’ll save that for another post.)

So what are the lessons here? One of the big ones is to separate the analysis from the choice by getting recommendations from someone else (see the Ars Technica example above). In the market for a digital camera? Call a friend (preferably one who is into photography) and ask them what to get. Another thing that strikes me is that just knowing about this can help you overcome it to a degree. Try to keep your expectations in check, and you might open up some room for pleasant surprises (doing this is suprisingly effective with movies). If possible, try using the product first (borrow a friend’s, use a rental, etc…). Don’t try to maximize the results so much; settle for things that are good enough (this is what Schwartz calls satisficing).

Without choices, life is miserable. When options are added, welfare is increased. Choice is a good thing. But too much choice causes the curve to level out and eventually start moving in the other direction. It becomes a matter of tradeoffs. Regular readers of this blog know what’s coming: We don’t so much solve problems as we trade one set of problems for another, in the hopes that the new set of problems is more favorable than the old. So where is the sweet spot? That’s probably a topic for another post, but my initial thoughts are that it would depend heavily on what you’re doing and the context in which you’re doing it. Also, if you were to take a wider view of things, there’s something to be said for maximizing options and then narrowing the field (a la the free market). Still, the concept of choice as a double edged sword should not be all that surprising… after all, freedom isn’t easy. Just ask Spider Man.

Novelty

David Wong’s article on the coming video game crash seems to have inspired Steven Den Beste, who agrees with Wong that there will be a gaming crash and also thinks that the same problems affect other forms of entertainment. The crux of the problem appears to be novelty. Part of the problem appears to be evolutionary as well. As humans, we are conditioned for certain things, and it seems that two of our insticts are conflicting.

The first instinct is the human tendency to rely on induction. Correlation does not imply causation, but most of the time, we act like it does. We develop a complex set of heuristics and guidelines that we have extrapolated from past experiences. We do so because circumstances require us to make all sorts of decisions without posessing the knowledge or understanding necessary to provide a correct answer. Induction allows us to to operate in situations which we do not uderstand. Psychologist B. F. Skinner famously explored and exploited this trait in his experiments. Den Beste notes this in his post:

What you do is to reward the animal (usually by giving it a small amount of food) for progressively behaving in ways which is closer to what you want. The reason Skinner studied it was because he (correctly) thought he was empirically studying the way that higher thought in animals worked. Basically, they’re wired to believe that “correlation often implies causation”. Which is true, by the way. So when an animal does something and gets a reward it likes (e.g. food) it will try it again, and maybe try it a little bit differently just to see if that might increase the chance or quantity of the reward.

So we’re hard wired to create these heuristics. This has many implications, from Cargo Cults to Superstition and Security Beliefs.

The second instinct is the human drive to seek novelty, also noted by Den Beste:

The problem is that humans are wired to seek novelty. I think it’s a result of our dietary needs. Lions can eat zebra meat exclusively their entire lives without trouble; zebras can eat grass exclusively their entire lives. They don’t need novelty, but we do. Primates require a quite varied diet in order to stay healthy, and if we eat the same thing meal after meal we’ll get sick. Individuals who became restless and bored with such a diet, and who sought out other things to eat, were more likely to survive. And when you found something new, you were probably deficient in something that it provided nutritionally, so it made sense to like it for a while — until boredom set in, and you again sought out something new.

The drive for diversity affects more than just our diet. Genetic diversity has been shown to impart broader immunity to disease. Children from diverse parentage tend to develop a blend of each parent’s defenses (this has other implications, particularly for the tendency for human beings to work together in groups). The biological benefits of diversity are not limited to humans either. Hybrid strains of many crops have been developed over the years because by selectively mixing the best crops to replant the next year, farmers were promoting the best qualities in the species. The simple act of crossing different strains resulted in higher yields and stronger plants.

The problem here is that evolution has made the biological need for diversity and novelty dependent on our inductive reasoning instincts. As such, what we find is that those we rely upon for new entertainment, like Hollywood or the video game industry, are constantly trying to find a simple formula for a big hit.

It’s hard to come up with something completely new. It’s scary to even make the attempt. If you get it wrong you can flush amazingly large amounts of money down the drain. It’s a long-shot gamble. Every once in a while something new comes along, when someone takes that risk, and the audience gets interested…

Indeed, the majority of big films made today appear to be remakes, sequels or adaptations. One interesting thing I’ve noticed is that something new and exciting often fails at the box office. Such films usually gain a following on video or television though. Sometimes this is difficult to believe. For instance, The Shawshank Redemption is a very popular film. In fact, it occupies the #2 spot (just behind The Godfather) on IMDB’s top rated films. And yet, the film only made $28 million dollars (ranked 52 in 1994) in theaters. To be sure, that’s not a modest chunk of change, but given the universal love for this film, you’d expect that number to be much higher. I think part of the reason this movie failed at the box office was that marketers are just as susceptible to these novelty problems as everyone else. I mean, how do you market a period prison drama that has an awkward title an no big stars? It doesn’t sound like a movie that would be popular, even though everyone seems to love it.

Which brings up another point. Not only is it difficult to create novelty, it can also be difficult to find novelty. This is the crux of the problem: we require novelty, but we’re programmed to seek out new things via correllation. There is no place to go for perfect recommendations and novelty for the sake of novelty isn’t necessarily enjoyable. I can seek out some bizarre musical style and listen to it, but the simple fact that it is novel does not guarantee that it will be enjoyable. I can’t rely upon how a film is marketed because that is often misleading or, at least, not really representative of the movie (or whatever). Once we do find something we like, our instinct is often to exhaust that author or director or artist’s catalog. Usually, by the end of that process, the artist’s work begins to seem a little stale, for obvious reasons.

Seeking out something that is both novel and enjoyable is more difficult than it sounds. It can even be a little scary. Many times, things we think will be new actually turn out to be retreads. Other times, something may actually be novel, but unenjoyable. This leads to another phenomenon that Den Beste mentions: the “Unwatched pile.” Den Beste is talking about Anime, and at this point, he’s begun to accumulate a bunch of anime DVDs which he’s bought but never watched. I’ve had similar things happen with books and movies. In fact, I have several books on my shelf, just waiting to be read, but for some of them, I’m not sure I’m willing to put in the time and effort to read them. Why? Because, for whatever reason, I’ve begun to experience some set of diminishing returns when it comes to certain types of books. These are similar to other books I’ve read, and thus I probably won’t enjoy these as much (even if they are good books).

The problem is that we know something novel is out there, it’s just a matter of finding it. At this point, I’ve gotten sick of most of the mass consumption entertainment, and have moved on to more niche forms of entertainment. This is really a signal versus noise, traversal of the long tail problem. An analysis problem. What’s more, with globalization and the internet, the world is getting smaller… access to new forms of entertainment are popping up (for example, here in the US, anime was around 20 years ago, but it was nowhere near as common as it is today). This is essentially a subset of a larger information aggregation and analysis problem that we’re facing. We’re adrift in a sea of information, and must find better ways to navigate.

Pitfall II: Lost Caverns

Perhaps I’ve gone too far. I’m in an underground cavern beneath Peru. It seems to be a complex maze, perhaps eight chambers wide and over three times as deep. Niece Rhonda has disappeared, along with Quickclaw, our cowardly cat. I am beset by all manner of subterranean creatures in this vast, ancient labrynth. And all because of a rock–the Raj diamond. It was stolen a century ago, and hidden here.

An excerpt from Pitfall Harry’s diary

Pitfall II: Lost Caverns - Cover Art; click for a larger version
Cover Art

Without a doubt, the greatest game ever made for the Atari 2600 was Pitfall II: Lost Caverns. The original Pitfall! set the standard for Atari adventure games as it sent our intrepid hero, an Indiana Jones clone named Pitfall Harry, to a junge where he must avoid the likes of scorpions, crocodiles quicksand and tar pits (amongst other things). The goal of the first game was simply to collect 32 bars of gold in 20 minutes without dying 3 times, a typical Atari-era video game goal. The sequel improves upon nearly every aspect of the original game and far surpasses the competition.

To start, the game actually has a legitimate goal, not some arbitrary point score. Your goal is to collect the Raj diamond, rescue your niece Rhonda and also your cowardly cat Quickclaw (with an added bonus for collecting a rare rat and the usual gold bars). What’s more, you are given an infinite amount of lives and time with which to accomplish these goals (there are scattered checkpoints and when you die, you are transported back to the last one you reached, deducting points as you go). You’re given a few new abilities (like the ability to swim) and you face a new series of hazards, including poisonous frogs, bats, condors and electric eels.

From a technological standpoint, Pitfall II pushed the envelope both visually and musically. It was one of the largest games ever created for the 2600 (a whopping 10k), and it included features like smooth scrolling, an expansive map, relatively high-resolution graphics, varying scenery, detailed animations and a first-rate musical score that was detailed and varied (quite an accomplishment considering that most 2600 games did not feature music at all). Obviously, all of these things are trivial by current standards, but at the time, this was an astounding feat. Indeed, it was only made possible because of custom hardware built inside the game cartridge that enhanced the 2600’s video and audio capabilities.

You start the game in the jungle. In a perverse maneuver, the game’s designers made sure that you could see Quickclaw (one of your primary objectives) immediately beneath your starting point, but to actually reach him you must traverse the entire map!

So close, yet so far away...
So close, yet so far away…

Again, the sequel imbues Pitfall Harry with a few extra abilities, including the ability to swim. Naturally, this benefit does not come without danger, as shown by the electric eel swimming along side our hero (you can’t see it in the screenshot, but the eel alternates between a white squiggly line and a black squiggly line, thus conveying it’s electric nature). Also of note is the rather nice graphical element of the waterfall.

Swimming with an electric eel
Swimming with an electric eel

As you explore the caverns, you run across various checkpoints marked with a cross. When you touch a cross, it becomes your new starting point whenever you die.

I think that green thing is supposed to be a poison frog.
I think that green thing is supposed to be a poison frog.

At various points in the game you are faced with a huge, vertical open space. Sometimes you just have to jump. One of the great things about this game, though, is that there is a surprising amount of freedom of movement. You could, if you wanted, just take the ladder down to the bottom of the cavern instead of jumping (though at one point, if you want to get the Raj ring, you’ll need to face the abyss). Plus, there are all sorts of gold bars hidden around the caves in places that you don’t have to go. Obviously, there are a limited number of specific paths you can take – it’s no GTA III – but given the constraints at the time, this was a neat aspect of the game.

Stepping into the abyss
Stepping into the abyss

Another innovation in Pitfall II is Harry’s ability to grab onto a rising balloon and ride it to the top of the cavern (a necessary step at one point), dodging bats along the way. A pretty unique and exciting sequence for its time.

That's some powerful helium in that balloon
That’s some powerful helium in that balloon

The valiant Pitfall Harry, about to rescue his neice Rhonda.

Rhonda!
Rhonda!

The designers’ cruel sense of placement strikes again. I can see the Raj diamond, but how do you get there? Luckily, the game’s freedom of movement allows you to backtrack if you want (and when you want).

Curse you, game designers!
Curse you, game designers!

The final portion of the map is still, to this day, challenging. Up until this point in the game, you’ve only had to dogde a bat here, a condor there. This section requires you to really get your timing and reflexes in order, as you must complete a long sequence of evasions before you get to the top. Nevertheless, success was imminent.

Victory is mine!
Victory is mine!

Naturally, the game does not hold water compared to the games of today in terms of technology or gameplay, but what is remarkable about this game is how close it got. And that it did so at a time when many of these concepts were unheard-of. Sure, there are still some elements taken from the “Do it again, stupid” school of game design, but given the constraints of the 6 year old hardware and the fact that nearly every other game ever released for the console was much worse in this respect, I think it’s worth cutting the game some slack (plus, as Shamus notes in the referenced post, these sorts of things are still common today!)

Everything about this game, from the packaging and manual (which is actually an excellent document done in the style of Pitfall Harry’s aformentioned diary) to the graphics and music to the innovative gameplay and freedom of movement, is exceptional. Without a doubt, my favorite game for the 2600. Stay tuned for the honorable mentions!

GalCiv II: Rise of the Kaedrinians!

Galactic Civilizations II continues to occupy the majority of my free time, and I wanted to try showing a game example (similar to this one by one of the game’s creators, though my example won’t be as thorough). I’ll be showing how I was able to secure good long term prospects at the beginning of my second game.

I played my first game as the Terran Alliance (humans), and one of the most enjoyable things I’ve noticed about the game is the ability to customize various aspects, such as planet names and ship designs. So this time, I decided to create a new race, the Kaedrinians (long time readers should get a kick out of that), and installed tallman as their emperor.

Update: Moved screenshots and commentary to the extended entry. Click below to see full entry…

Silent Hitchcock

Browsing the discount DVD rack while doing a little last-minute shopping, I came across this collection of 9 Hitchcock films for a measly $8. I love Hitchcock, yet I haven’t seen many of his films (and he was an extremely prolific director), so I picked it up. It turns out that all of the films on the DVDs are from Hitchcock’s pre-Hollywood period, dating from the mid 1920s to the late 1930s. It even includes a 1927 silent film, among Hitchcock’s first efforts, called The Lodger.

By today’s standards (or even the standards set by Hitchcock’s later work), it’s not especially impressive, but I haven’t seen much in the way of silent films, so this particular movie intrigued me. The conventions of silent films are different enough from what we’re all familiar with that it almost seems like a different medium. The film moves at a very deliberate pace, revealing information slowly in many varied ways (though, it seems, rarely through dialogue). In fact, I even played around with watching the film at 2X speed and didn’t have any problem keeping up with what was happening on screen. Not having any real experience with silent films, I don’t know if this (or any other aspect of the movie) was unusual or not, but it seemed to work well enough.

Details, screenshots, sarcasm and more below the fold.

Also Spoilers, but if you’re up for it, you can watch the movie at World Cinema Online

Operation Solar Eagle

One of the major challenges faced in Iraq is electricity generation. Even before the war, neglect of an aging infrastructure forced scheduled blackouts. To compensate for the outages, Saddam distributed power to desired areas, while denying power to other areas. The war naturally worsened the situation (especially in the immediate aftermath, as there was no security at all), and the coalition and fledgling Iraqi government have been struggling to restore and upgrade power generation facilities since the end of major combat. Many improvements have been made, but attacks on the infrastructure have kept generation at or around pre-war levels for most areas (even if overall generation has increased, the equitable distribution of power means that some people are getting more than they used to, while others are not – ironic, isn’t it?).

Attacks on the infrastructure have presented a significant problem, especially because some members of the insurgency seem to be familiar enough with Iraq’s power network to attack key nodes, thus increasing the effects of their attacks. Consequently, security costs have gone through the roof. The ongoing disruption and inconsistency of power generation puts the new government under a lot of pressure. The inability to provide basic services like electricity delegitimizes the government and makes it more difficult to prevent future attacks and restore services.

When presented with this problem, my first thought was that solar power may actually help. There are many non-trivial problems with a solar power generation network, but Iraq’s security situation combined with lowered expectations and an already insufficient infrastructure does much to mitigate the shortcomings of solar power.

In America, solar power is usually passed over as a large scale power generation system, but things that are problems in America may not be so problematic in Iraq. What are the considerations?

  • Demand: One of the biggest problems with solar power is that it’s difficult to schedule power generation to meet demand (demand doesn’t go down when the sun does, nor does demand necessarily coincide with peak generation), and a lot of energy is wasted because there isn’t a reliable way to store energy (battery systems help, but they’re not perfect and they also drive up the costs). The irregularity in generation isn’t as bad as wind, but it is still somewhat irregular. In America, this is a deal breaker because we need power generation to match demand, so if we were to rely on solar power on a large scale, we’d have to make sure we have enough backup capacity running to make up for any shortfall (there’s much more to it than that, but that’s the high-level view). In Iraq, this isn’t as big of a deal. The irregularity of conventional generation due to attacks on infrastructure is at least comparable if not worse than solar irregularity. It’s also worth noting that it’s difficult to scale solar power to a point where it would make a difference in America, as we use truly mammoth amounts of energy. Iraq’s demands aren’t as high (both in terms of absolute power and geographic distribution), and thus solar doesn’t need to scale as much in Iraq.
  • Economics: Solar power requires a high initial capital investment, and also requires regular maintenance (which can be costly as well). In America, this is another dealbreaker, especially when coupled with the fact that its irregular nature requires backup capacity (which is wasteful and expensive as well). However, in Iraq, the cost of securing conventional power generation and transmission is also exceedingly high, and the prevalence of outages has cost billions in repairs and lost productivity. The decentralized nature of solar power thus becomes a major asset in Iraq, as solar power (if using batteries and if connected to the overall grid) can provide a seamless interruptible supply of electricity. Attacks on conventional systems won’t have quite the impact they once did, and attacks on the solar network won’t be anywhere near as effective (more on this below). Given the increased cost of conventional production (and securing that production) in Iraq, and given the resilience of such a decentralized system, solar power becomes much more viable despite its high initial expense. This is probably the most significant challenge to overcome in Iraq.
  • Security: There are potential gains, as well as new potential problems to be considered here. First, as mentioned in the economics section, a robust solar power system would help lessen the impact of attacks on conventional infrastructure, thus preventing expensive losses in productivity. Another hope here is that we will see a corresponding decrease in attacks (less effective attacks should become less desirable). Also, the decentralized nature of solar power means that attacks on the solar infrastructure are much more difficult. However, this does not mean that there is no danger. First, even if attacks on conventional infrastructure decrease, they probably won’t cease altogether (though, again, the solar network could help mitigate the effects of such attacks). And there is also a new problem that is introduced: theft. In Iraq’s struggling economy, theft of solar equipment is a major potential problem. Then again, once an area has solar power installed, individual homeowners and businesses won’t be likely to neglect their most reliable power supply. Any attacks on the system would actually be attacks on specific individuals or businesses, which would further alienate the population and decrease the attacker’s. However, this assumes that the network is already installed. Those who set up the network (most likely outsiders) will be particularly vulnerable during that time. Once installed, solar power is robust, but if terrorists attempt to prevent the installation (which seems likely, given that the terrorists seem to target many external companies operating in Iraq with the intention of forcing them to leave), that would certainly be a problem (at the very least, it would increase costs).
  • Other Benefits: If an installed solar power network helps deter attacks on power generation infrastructure, the success will cascade across several other vectors. A stable and resilient power network that draws from diverse energy sources will certainly help improve Iraq’s economic prospects. Greater energy independence and an improved national energy infrastructure will also lend legitimacy to the new Iraqi government, making it stronger and better able to respond to the challenges of rebuilding their country. If successful and widespread, it could become one of the largest solar power systems in the world, and much would be learned along the way. This knowledge would be useful for everyone, not just Iraqis. Obviously, there are also environmental benefits to such a system (and probably a lack of bureaucratic red-tape like environmental impact statements as well. Indeed, while NIMBY might be a problem in America, I doubt it would be a problem in Iraq, due to their current conditions).

In researching this issue, I came across a recent study prepared at the Naval Postgraduate School called Operation Solar Eagle. The report is excellent, and it considers most of the above, and much more (in far greater detail as well). Many of my claims above are essentially assumptions, but this report provides more concrete evidence. One suggestion they make with regard to the problem of theft is to use an RFID system to keep track of solar power equipment. Lots of other interesting stuff in there as well.

As shown above, there are obviously many challenges to completing such a project, most specifically with respect to economic feasibility, but it seems to me to be an interesting idea. I’m glad that there are others thinking about it as well, though at this point it would be really nice to see something a little more concrete (or at least an explanation as to why this wouldn’t work).