Premise
A simple idea : a website designed to connect people who have complaints about a company, service, or any other institution, and collaborate on a course of action to address their issues.
Database
The complaintee simply records their complaint, including a description of the complaint, the company, service, etc. which prompted the complaint, and then adds tags making it easier for the site's search function to find the complaint.
Accessibility
Eventually, when enough complaints have been recorded, an organized file-style system can be created, whereby companies and other institutions with large number of complaints will be assigned their own files, where people can find easy access to the entire array of company-specific complaints and proposed courses of action.
Goal
To centralize people's efforts to change companies and institutions whose practices have demonstrably been unhelpful to the citizen and consumer.
Wednesday, April 17, 2013
Tuesday, March 12, 2013
www.boycottit.com
The Idea
boycottit.com would be a site that anyone can go to, to see a list of companies and check on the company's business practices.
This is a simple tool anyone can use to check on the companies and services they purchase from and determine if their track record makes them want to be a company they continue to support.
A Database
Clicking on a company would focus primarily on bringing up information about the company as presented from the news.
Site's Slogan
"When You Buy From A Company, You Are Effectively Saying That You Endorse Their Business Practices : the way they treat their employees, the way they treat the environment, they way they treat their community. Choose who you shop from wisely. Your dollars shape the world."
Example : Wal-Mart and Shell
http://www.thenation.com/blog/171628/documents-undermine-walmart-account-deadly-bangladesh-fire#
http://www.bloomberg.com/news/2013-01-03/rig-grounding-revives-debate-over-shell-s-arctic-drilling.html
boycottit.com would be a site that anyone can go to, to see a list of companies and check on the company's business practices.
This is a simple tool anyone can use to check on the companies and services they purchase from and determine if their track record makes them want to be a company they continue to support.
A Database
Clicking on a company would focus primarily on bringing up information about the company as presented from the news.
Site's Slogan
"When You Buy From A Company, You Are Effectively Saying That You Endorse Their Business Practices : the way they treat their employees, the way they treat the environment, they way they treat their community. Choose who you shop from wisely. Your dollars shape the world."
Example : Wal-Mart and Shell
Documents Undermine Walmart Account on Deadly Bangladesh Fire
http://www.thenation.com/blog/171628/documents-undermine-walmart-account-deadly-bangladesh-fire#
Rig Grounding Revives Debate Over Shell’s Arctic Drilling
http://www.bloomberg.com/news/2013-01-03/rig-grounding-revives-debate-over-shell-s-arctic-drilling.html
Sunday, June 10, 2012
Video Game Critics Idea - Developer's Advocate
Fable : The Journey (for Kinect)
The game, Peter Molyneux, and Lionhead Studios is being lambasted by fans for not staying true to the Fable formula.
It would be nice, if when critics have a round table discussing a game, like Fable : Journey, someone among the critics played Developer's Advocate, and tried to assume the perspective of the developers and argue their possible reasoning for their choices (thinking outside the box, hardware constraints, maybe even developer woes, like Peter Molyneux leaving Lionhead, or budget constraints, etc.)
Gamers seem to think that Developers are demi-gods who create games on a whim,and make good games or bad games purely out of pique.
It would be nice if some critics, sometimes argued on the developer's behalf, to round out the whole picture.
The game, Peter Molyneux, and Lionhead Studios is being lambasted by fans for not staying true to the Fable formula.
It would be nice, if when critics have a round table discussing a game, like Fable : Journey, someone among the critics played Developer's Advocate, and tried to assume the perspective of the developers and argue their possible reasoning for their choices (thinking outside the box, hardware constraints, maybe even developer woes, like Peter Molyneux leaving Lionhead, or budget constraints, etc.)
Gamers seem to think that Developers are demi-gods who create games on a whim,and make good games or bad games purely out of pique.
It would be nice if some critics, sometimes argued on the developer's behalf, to round out the whole picture.
Sunday, April 29, 2012
New Video Game Feature : Content Quizzes
Assassin's Creed
I just finished playing Assassin's Creed.
It was an incredible game and I enjoyed it thoroughly.
The game had a wealth of historical information.
Sadly, I am unable to recall most of it.
I feel this is a missed opportunity.
I spent so much time with the game, exploring the incredibly rich setting of the Crusades, and I was exposed to so much information, but find it difficult to recall much of it.
I must admit that I do not have a very disciplined mind, but the sheer volume of names and historical information was quite daunting.
I think it would have been nice to have a Quiz at the end of the game with a large array of questions to give the player the opportunity to revisit the interesting information presented over the course of the gaming experience.
Not Just For Historically Sourced Games...
In fact, any game could use this feature to give the players yet another way to participate in the gaming world.
All Kinds Of Quizzes
Developers could include Quizzes on the historical background of the game for games like Assassin's Creed, but there are numerous other subjects a single game could have quizzes on.
The Quizzes would be an Unlockable Feature (like new character skins, or artwork) which would unlock upon completion of the game.
The player has spent a lot of time in the world, seen a lot of what it has to offer.
A nice quiz is an opportunity to do some reflection of the game.
Gameification
Humanity is a fun loving species.
Human beings learn best when they are having fun.
Quizzing players after they finish a game is another way for them to recall the experience.
In the case of historical games, it's a chance to revisit the historical details that were so creatively presented in the gaming format.
In the case of any game, it's a chance for the players to recement information they were exposed to during the game, and another chance to interact with an experience they enjoyed and invested so much time in.
And, it's a chance for developers to get players to know more about them and their studios (with the Developer's Quiz).
I just finished playing Assassin's Creed.
It was an incredible game and I enjoyed it thoroughly.
The game had a wealth of historical information.
Sadly, I am unable to recall most of it.
I feel this is a missed opportunity.
I spent so much time with the game, exploring the incredibly rich setting of the Crusades, and I was exposed to so much information, but find it difficult to recall much of it.
I must admit that I do not have a very disciplined mind, but the sheer volume of names and historical information was quite daunting.
I think it would have been nice to have a Quiz at the end of the game with a large array of questions to give the player the opportunity to revisit the interesting information presented over the course of the gaming experience.
Not Just For Historically Sourced Games...
In fact, any game could use this feature to give the players yet another way to participate in the gaming world.
All Kinds Of Quizzes
Developers could include Quizzes on the historical background of the game for games like Assassin's Creed, but there are numerous other subjects a single game could have quizzes on.
- Know Your Developers Quiz : Quizzes for fans to test themselves and their friends on their knowledge of the creative people who bring them the gaming experiences they so love.
- Know Your Level Design Quiz : Quizzes to test players on how well they remember the layout of the game. For example, asking a player, "Which landmark in the Ice World marked the beginning of the Ice Wizard's domain?" A. The Ice Spire B. The Ice Mountain Range C. The Big Sign Reading "Ice Wizard's Property. Go Away!"
- Know Your Character's Quiz : Quiz questions to see how well the players remember the Character's backstory.
- * Know Your Music Quiz : This Quiz would likely be the MOST popular. This quiz could feature soundbites from the game and players could identify locations where the music was featured, which character the music pertains to, which boss the music pertains to, name of the composer, name of the piece of music, etc.
- Know Your Puzzles Quiz : Quizzes on the name of the puzzles the player encountered, which historical style of puzzle the in-game puzzle was based on (if applicable), perhaps even quizzes to test to see if the player remembers how to solve a certain stage of the puzzle. An interesting set of quizzes to challenge players to use their lateral thinking.
The Quizzes would be an Unlockable Feature (like new character skins, or artwork) which would unlock upon completion of the game.
The player has spent a lot of time in the world, seen a lot of what it has to offer.
A nice quiz is an opportunity to do some reflection of the game.
Gameification
Humanity is a fun loving species.
Human beings learn best when they are having fun.
Quizzing players after they finish a game is another way for them to recall the experience.
In the case of historical games, it's a chance to revisit the historical details that were so creatively presented in the gaming format.
In the case of any game, it's a chance for the players to recement information they were exposed to during the game, and another chance to interact with an experience they enjoyed and invested so much time in.
And, it's a chance for developers to get players to know more about them and their studios (with the Developer's Quiz).
Wednesday, March 14, 2012
New Video Game. Title : Eight Fists Of The Star.
Note : I think this idea is pretty unique. If you do end up using it, please consider acknowledging me as one of the creators of the game. I'd appreciate it. Thanks.
Gameplay Mechanic : The Eight Paths Of Precision Mechanic
The central feature of this fighting game is its combat mechanics which have been designed to give the feeling of being engaged in a furious exchange of blows with an opponent.
The mechanic is very simple.
The Eight Directions of a Control Pad or Joystick correspond to eight possible attacks or blocks.
Depending on how many action buttons want to be tied in with a corresponding direction it is possible for an incredibly varied amount of attack possibilities.
Sample Control Scheme For PS3 Controller
X : Punch
Square : Kick
O : Dodge
Triangle : Block
L1 : Shuffle Backwards
L2 : Side-Step Upwards
R1 : Shuffle Forwards
R2 : Side-Step Downwards
How The Game Is Played
One on One combat in the game becomes a 3D Fighter.
Movement is handled non-traditionally with the shoulder buttons.
Why?
Because movement isn't the central feature of the combat, it is a subtle supplement to the combat which serves the purpose of creating momentary lulls in the furious exchange of rapidly exchanged attacks and dodges.
In the Easy Setting of the game, clues are given to the player to indicate where the opponent will strike next.
Unobtrusive Colored Dots appear on the part of the fighter's body where the opponent intends to strike. Red color for punches. Blue color for kicks.
This clue is more or less helpful depending on the speed of the selected fighter.
Fighter Variability
There are a range of different styles of fighters in the game.
In reality, at the core, they all fight the same way, according to the game's fighting mechanic.
The fighters do differ though in terms of : speed, strength, reach of limbs, and defensive capability.
Faster fighters would seem to have the advantage in a game aimed to test the player's reflexes, but in actuality, the slower fighters also require great reflexes on the part of the player.
Slower fighters have much more powerful throwing and countering ability than faster fighters.
Fighting Techniques
Throwing : A Throw is performed when the player either blocks or dodges (depending on the fighter selected) in the "opposite" direction of the attack. For example, if the fighter's South-West point was attacked, than they would have to perform a North-East block or dodge to throw.
What makes throwing easier for slower fighters is that they have more defensive ability, meaning they can take the chance and ignore an attack or two in order to take the time to time a block or dodge perfectly in order to perform a powerful throw.
Slower characters play somewhat differently, in that the strategy revolves more around throwing and countering, and less on the rapid exchange of blows, although that is still definitely a factor.
Countering : Countering is performed by executing the exact opposite attack of one's opponent at the perfect time.
For example, if the opponent punches the player's West point, than if the player punches the opponent's East point at nearly the exact same moment, the player will counter their opponent, leaving them momentarily stunned and free to be attacked.
Attack Strength : The strength of a punch or kick depends on how long the controller is depressed in the appropriate direction.
For example, if the player holds the North direction on the control pad for 3 seconds and then presses X to Punch, the player will deliver the fighter's strongest punch.
Attacks have 4 levels of damage :
Level 1 : Press X or Square
Level 2 : Hold direction for 1 second and Attack
Level 3 : Hold direction for 2 seconds and Attack
Level 4 : Hold direction for 3 seconds and Attack
Stunning an opponent with a counter provides the perfect opportunity to use a stronger level of attack on them.
Depending on how well countered the opponent was, determines how long they will be stunned.
Gameplay Mechanic : The Eight Paths Of Precision Mechanic
The central feature of this fighting game is its combat mechanics which have been designed to give the feeling of being engaged in a furious exchange of blows with an opponent.
The mechanic is very simple.
The Eight Directions of a Control Pad or Joystick correspond to eight possible attacks or blocks.
Depending on how many action buttons want to be tied in with a corresponding direction it is possible for an incredibly varied amount of attack possibilities.
Sample Control Scheme For PS3 Controller
X : Punch
Square : Kick
O : Dodge
Triangle : Block
L1 : Shuffle Backwards
L2 : Side-Step Upwards
R1 : Shuffle Forwards
R2 : Side-Step Downwards
How The Game Is Played
One on One combat in the game becomes a 3D Fighter.
Movement is handled non-traditionally with the shoulder buttons.
Why?
Because movement isn't the central feature of the combat, it is a subtle supplement to the combat which serves the purpose of creating momentary lulls in the furious exchange of rapidly exchanged attacks and dodges.
In the Easy Setting of the game, clues are given to the player to indicate where the opponent will strike next.
Unobtrusive Colored Dots appear on the part of the fighter's body where the opponent intends to strike. Red color for punches. Blue color for kicks.
This clue is more or less helpful depending on the speed of the selected fighter.
Fighter Variability
There are a range of different styles of fighters in the game.
In reality, at the core, they all fight the same way, according to the game's fighting mechanic.
The fighters do differ though in terms of : speed, strength, reach of limbs, and defensive capability.
Faster fighters would seem to have the advantage in a game aimed to test the player's reflexes, but in actuality, the slower fighters also require great reflexes on the part of the player.
Slower fighters have much more powerful throwing and countering ability than faster fighters.
Fighting Techniques
Throwing : A Throw is performed when the player either blocks or dodges (depending on the fighter selected) in the "opposite" direction of the attack. For example, if the fighter's South-West point was attacked, than they would have to perform a North-East block or dodge to throw.
What makes throwing easier for slower fighters is that they have more defensive ability, meaning they can take the chance and ignore an attack or two in order to take the time to time a block or dodge perfectly in order to perform a powerful throw.
Slower characters play somewhat differently, in that the strategy revolves more around throwing and countering, and less on the rapid exchange of blows, although that is still definitely a factor.
Countering : Countering is performed by executing the exact opposite attack of one's opponent at the perfect time.
For example, if the opponent punches the player's West point, than if the player punches the opponent's East point at nearly the exact same moment, the player will counter their opponent, leaving them momentarily stunned and free to be attacked.
Attack Strength : The strength of a punch or kick depends on how long the controller is depressed in the appropriate direction.
For example, if the player holds the North direction on the control pad for 3 seconds and then presses X to Punch, the player will deliver the fighter's strongest punch.
Attacks have 4 levels of damage :
Level 1 : Press X or Square
Level 2 : Hold direction for 1 second and Attack
Level 3 : Hold direction for 2 seconds and Attack
Level 4 : Hold direction for 3 seconds and Attack
Stunning an opponent with a counter provides the perfect opportunity to use a stronger level of attack on them.
Depending on how well countered the opponent was, determines how long they will be stunned.
Saturday, March 10, 2012
New American Primetime TV Show Feature : Characters With Strong Extended Families
Without Contrast, You Cannot See
American society is all about individualism.
This is a natural product of the famous American pioneering spirit, and the pilgrims who escaped Europe and European values to create a new sort of society based on independence and the idea that any man could become wealthy and a person of status irrespective of family and noble blood.
American television reflects these values. American characters are always independent, isolated, with strong ties to friends, but much weaker ties to family.
It would be fascinating and provide excellent contrast to include characters on popular American Primetime tv shows who actually had strong ties to their extended family.
The Nuclear Family
Mom. Dad. Children. That's it.
For so many American and Canadian families, the reality of family life is this very small group of people.
Naturally the strain is too much and these families are often pushed to the breaking point when stressful situations arise.
Contrast this reality, with families who have large, closely knit, extended families.
It's a whole other world.
Wouldn't it make for fascinating and illuminating television to see typical American Primetime tv characters interact with characters who have strong, present extended families.
Latin, Indian, Arab Cultures
These 3 Ethnic groups are particularly renown for having very strong extended families, and for being very warm and affectionate people.
Every Primetime Show Has 1 or 2 Characters From Extended Family-Based Cultures
Would it not be interesting to see characters on shows like Grey's Anatomy, Private Practice, How I Met Your Mother, Desperate Housewives, Gossip Girl, House, even the more intense shows like CSI or NCIS, contrasted with complex yet somehow more grounded characters with strong extended families?
When an overwhelming situation arises, and typical American characters turn to friends first, parents second, siblings third, and alcohol throughout, these unique Older Culture Characters turn to their whole families : parents, siblings, aunts, uncles, cousins, even more distant relatives.
These O.C Characters get together with large parts of their family for family lunches, dinners, outings at cafes, family soccer matches, family meals at the family's restaurant, and generally they lean on each other and find the support they need from the strength of a large group of people who feel connected to each other, who feel the irresistible strength of family.
A Beautiful Moment
I think many of these American Primetime shows could have many beautiful moments when strong, independent, and oh so isolated American characters and their small Nuclear Families find themselves accepted into the warmth, security and love of the Extended Families of one of the show's O.C Characters.
The angry, resentful, rebellious America, who wanted to get away from the old ways, with all the admittedly bad societal elements like classism and inflexibility, finds itself reconciled with the good parts of the old ways : the strength and warmth of the large family.
Is It Good? Is It Bad?
It is all just humanity growing up and maturing into a species which has moved past its angry adolescence and into the strength, love, and confidence of "mature" adulthood.
American society is all about individualism.
This is a natural product of the famous American pioneering spirit, and the pilgrims who escaped Europe and European values to create a new sort of society based on independence and the idea that any man could become wealthy and a person of status irrespective of family and noble blood.
American television reflects these values. American characters are always independent, isolated, with strong ties to friends, but much weaker ties to family.
It would be fascinating and provide excellent contrast to include characters on popular American Primetime tv shows who actually had strong ties to their extended family.
The Nuclear Family
Mom. Dad. Children. That's it.
For so many American and Canadian families, the reality of family life is this very small group of people.
Naturally the strain is too much and these families are often pushed to the breaking point when stressful situations arise.
Contrast this reality, with families who have large, closely knit, extended families.
It's a whole other world.
Wouldn't it make for fascinating and illuminating television to see typical American Primetime tv characters interact with characters who have strong, present extended families.
Latin, Indian, Arab Cultures
These 3 Ethnic groups are particularly renown for having very strong extended families, and for being very warm and affectionate people.
Every Primetime Show Has 1 or 2 Characters From Extended Family-Based Cultures
Would it not be interesting to see characters on shows like Grey's Anatomy, Private Practice, How I Met Your Mother, Desperate Housewives, Gossip Girl, House, even the more intense shows like CSI or NCIS, contrasted with complex yet somehow more grounded characters with strong extended families?
When an overwhelming situation arises, and typical American characters turn to friends first, parents second, siblings third, and alcohol throughout, these unique Older Culture Characters turn to their whole families : parents, siblings, aunts, uncles, cousins, even more distant relatives.
These O.C Characters get together with large parts of their family for family lunches, dinners, outings at cafes, family soccer matches, family meals at the family's restaurant, and generally they lean on each other and find the support they need from the strength of a large group of people who feel connected to each other, who feel the irresistible strength of family.
A Beautiful Moment
I think many of these American Primetime shows could have many beautiful moments when strong, independent, and oh so isolated American characters and their small Nuclear Families find themselves accepted into the warmth, security and love of the Extended Families of one of the show's O.C Characters.
The angry, resentful, rebellious America, who wanted to get away from the old ways, with all the admittedly bad societal elements like classism and inflexibility, finds itself reconciled with the good parts of the old ways : the strength and warmth of the large family.
Is It Good? Is It Bad?
It is all just humanity growing up and maturing into a species which has moved past its angry adolescence and into the strength, love, and confidence of "mature" adulthood.
Monday, March 5, 2012
New Psychological Perspective : Allowing Children To Seek Out Formation On Their Own
It is a given that when children are very young, they are like unformed clay, ready to receive the impressions of their environment. The people around children confer on them their sense of identity and the strategies they use to relate to the world. Thusly, do children become an amalgamation of both their innate disposition as results from their genetic inheritance, and the instructions they receive from their environment.
What if children were left as unformed clay for a longer period of time?
Come On Say "Mommy!" Come On Say, "Daddy!"
It is understandable, that parents want to communicate with their children as soon as possible. Parents are eager to share their perspective on life with their offspring, and hear how their children see the world.
It is understandable, but is it the best course of action?
What Do You Say To The Nice Person?
Please.
Thank you.
Politeness is an admirable trait, but is it truly helpful to a child when they are forming the sense of their relationship to the universe?
Does the insistence adults and society place on children learning social norms quickly truly lead to human beings who are genuinely healthy?
A.D.D.
The incidence of A.D.D. is very high in our world.
Could it be that the openness children need for preparation to adapt to society is being too rapidly turned off to make room for societal programming?
Could this result in children who still were not ready to make the adjustment to a segmented and structured world?
More Time To Be Children
Simply put, what is proposed here is that children be allowed to find their own way.
For children to allow natural human curiosity to create children's formation for them.
Enough with the insistence on children learning to speak quickly (my child could talk when he/she was 2!), read quickly, be socially acceptable quickly.
Adapting To "Limited" Human Existence
Children come into the human existence as direct conduits to the limitless, to the truly universal.
To adapt to the limited existence of human beings requires a great deal of adjustment.
So that the adjustment does not result in an unbalanced mind and spirit, I believe it would be infinitely better to allow children to seek out their formation on their own.
The New Way
What if children were left as unformed clay for a longer period of time?
Come On Say "Mommy!" Come On Say, "Daddy!"
It is understandable, that parents want to communicate with their children as soon as possible. Parents are eager to share their perspective on life with their offspring, and hear how their children see the world.
It is understandable, but is it the best course of action?
What Do You Say To The Nice Person?
Please.
Thank you.
Politeness is an admirable trait, but is it truly helpful to a child when they are forming the sense of their relationship to the universe?
Does the insistence adults and society place on children learning social norms quickly truly lead to human beings who are genuinely healthy?
A.D.D.
The incidence of A.D.D. is very high in our world.
Could it be that the openness children need for preparation to adapt to society is being too rapidly turned off to make room for societal programming?
Could this result in children who still were not ready to make the adjustment to a segmented and structured world?
More Time To Be Children
Simply put, what is proposed here is that children be allowed to find their own way.
For children to allow natural human curiosity to create children's formation for them.
Enough with the insistence on children learning to speak quickly (my child could talk when he/she was 2!), read quickly, be socially acceptable quickly.
Adapting To "Limited" Human Existence
Children come into the human existence as direct conduits to the limitless, to the truly universal.
To adapt to the limited existence of human beings requires a great deal of adjustment.
So that the adjustment does not result in an unbalanced mind and spirit, I believe it would be infinitely better to allow children to seek out their formation on their own.
The New Way
- Allow Children To Say Mama and Dada When They're Ready
- Allow Children To Interact With Strangers In The Way They Are Comfortable (as long as they aren't violent, that needs to be explored thoroughly)
- Allow Children To Ask Questions About Their World On Their Own
- Allow Children To Seek Out Reading On Their Own
- Allow Children To Stare Off Into Space (They Are Enjoying The Infinite)
- Allow Children To Not Speak Until They Want To
What Should Parents Do?
Enjoy their children of course.
Enjoy watching the marvel that is human beings before "mind" and "limitation" takes over.
What Kind Of Human Beings Will Result?
Human beings who can interact in our limited social framework, but who have maintained their connection to the universe and to the infinite and who don't bear the scars of having been forced into adapting to the world of form too soon.
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