All Posts by ‘George Chen

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Beautiful pictures of Hong Kong II

Alison’s forwarded this site to me. She said it makes her “home sick”, I can certainly empathize with her. The picture I used here is what we called “Ding-Ding” (slang) – the Hong Kong Island side only electric trolley – since they make the sound of “ding-ding-ding” when you are in its’ way, similar to San Francisco cable car. It’s a slow, traditional, and economical way of traveling from east side to west side on the Hong Kong Island. Last I heard, it might be going away… but I was in Hong Kong in March and the Ding-Dings are still Ding-Dinging away…

Also check out this post if you are interested in this topic.

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When Play Money Becomes Real

Perfect timing. Wired New’s article about bying Gil with RL money. Even though it didn’t mention FFXI, the situation applies perfectly.

Some interesting thoughts:

“There’s a relationship between real-life economies and a virtual economy,” says Selden. “I happen to believe that these virtual economies are very real, serious economies.”

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Digging Your Scene by Ivy

The other George found this tune on iTunes music store. It’s Ivy’s cover version of Digging Your Scene originally by The Blow Monkeys. Haha… I thought there are like 5 people in this world know about The Blow Monkey… guess not… Remember The Blow Monkeys? Curiosity Kill the Cats? The Style Council? Arrr… 80s’ British stuff….

I grew up under the whole British Hong Kong thing (not that’s good or bad, just the way it was), so exposure to British Pop was just that… more so than my “American friends”.

“Hay, what did I hear you say ayyy~~~ You know, it doesn’t have to be that way~~~” It Doesn’t Have to Be This Way – The Blow Monkeys

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Added Category for FFXI

Some of my older posts on FFXI are now all under FFXI section since I know I will be writing more about it… plus posting more screenshots in the future…. Consider the fact (on averge) I spend about 20+ hrs. with the game I think I should set up a special section for it, if not a seperate blog.

The game is not at the point affecting my social life yet *couch* since Alison is being as considerate and as understanding as possible, but she does get annoyed if I play the game. (I love you Alley if you are reading this – and I know you don’t read my blog. Haha…)

One thing I also slowly discovered, is that, FFXI is not just an MMORPG, it’s also has a strong sense of Japanese “Life Similation Game” feel to it. There are all kinds of similation games popular in Japan from horse racing, to train station/system sim, dating similation etc…. FFXI truely encourage you to do crafting (like cooking, fishing, farming, and smithing, etc) within the game… I just thought that’s a very interesting thing that FFXI brings to the US gamer which is rather old in Japan, yet new to US.

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It’s “Hip” to be Asian. Or is it?

Like one of the Creative Director I have worked with in the past once said, “It’s Hip to be Asian.”….

Today, one of my friend send me a link to the April issue of Details magazine. At the moment I am writing this, I am not sure if this is for real or not… but if it is a real scan, then I think this is pretty racist. I am by no mean a PC person ( most of you know), but I think whoever wrote this article or came up with the story idea…. if nothing else, maybe is jealous that Asian tend to have better taste, style and economic statue or something… 😉 Don’t know… A pretty uncomfortable article for sure being Chinese. Your thoughts?

I know Details is going to get a lot of shit on this….

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Final Fantasy XI in-game economy

This is a very interesting discussion about the in-game economy -specifically the auction house system that I caught on a message board:

One person said:

“The difference is between potential profit (which you allude to) and realized profit (when it actually becomes gils). This is why people undercut, and why you don’t understand why the do so. If you have 7 items up for sale, you haven’t made a single gil until they sell. Lets say those 7 items are worth 7,000 gils total (1000 each). If they take a day to sell, you made 7,000 gils after a day. If they sell in 12 hours, for say 6,300 gils (900 each, because you undercut the market), and you do the same thing over the next 12 hours…..then you made 12,600 gils in a day, instead of the 7,000.”

Another person said:

“pricing is a bell curve- there is a point at which you end up with an ideal rate of sale and if you drop below that you won’t substantially increase your rate of sale (meaning you start losing out on profits bigtime). In FF terms, this is the difference between knocking something a little off your price to be the “first out the door” and knocking upwards of 10% off, especially as small price fluctuations are easy to recover from, but a big dip can take a lot of time if everyone else panics.”

Hum… good stuff isn’t it? A silly little online game can really teach us something about how economy works. Or can it?

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The Top 10 Things They Never Taught Me in Design School

This is forwarded to me by a co-worker/designer in an e-mail. I thought I should blog it here.

The Top 10 Things They Never Taught Me in Design School
by Michael McDonough

1. Talent is one-third of the success equation.
Talent is important in any profession, but it is no guarantee of success. Hard work and luck are equally important. Hard work means self-discipline and sacrifice. Luck means, among other things, access to power, whether it is social contacts or money or timing. In fact, if you are not very talented, you can still succeed by emphasizing the other two. If you think I am wrong, just look around.

2. 95 percent of any creative profession is shit work.
Only 5 percent is actually, in some simplistic way, fun. In school that is what you focus on; it is 100 percent fun. Tick-tock. In real life, most of the time there is paper work, drafting boring stuff, fact-checking, negotiating, selling, collecting money, paying taxes, and so forth. If you don’t learn to love the boring, aggravating, and stupid parts of your profession and perform them with diligence and care, you will never succeed.

3. If everything is equally important, then nothing is very important.
You hear a lot about details, from “Don’t sweat the details” to “God is in the details.” Both are true, but with a very important explanation: hierarchy. You must decide what is important, and then attend to it first and foremost. Everything is important, yes. But not everything is equally important. A very successful real estate person taught me this. He told me, “Watch King Rat. You’ll get it.”

4. Don’t over-think a problem.
One time when I was in graduate school, the late, great Steven Izenour said to me, after only a week or so into a ten-week problem, “OK, you solved it. Now draw it up.” Every other critic I ever had always tried to complicate and prolong a problem when, in fact, it had already been solved. Designers are obsessive by nature. This was a revelation. Sometimes you just hit it. The thing is done. Move on.

5. Start with what you know; then remove the unknowns.
In design this means “draw what you know.” Start by putting down what you already know and already understand. If you are designing a chair, for example, you know that humans are of predictable height. The seat height, the angle of repose, and the loading requirements can at least be approximated. So draw them. Most students panic when faced with something they do not know and cannot control. Forget about it. Begin at the beginning. Then work on each unknown, solving and removing them one at a time. It is the most important rule of design. In Zen it is expressed as “Be where you are.” It works.

6. Don’t forget your goal.
Definition of a fanatic: Someone who redoubles his effort after forgetting his goal. Students and young designers often approach a problem with insight and brilliance, and subsequently let it slip away in confusion, fear and wasted effort. They forget their goals, and make up new ones as they go along. Original thought is a kind of gift from the gods. Artists know this. “Hold the moment,” they say. “Honor it.” Get your idea down on a slip of paper and tape it up in front of you.

7. When you throw your weight around, you usually fall off balance.
Overconfidence in as bad as no confidence. Be humble in approaching problems. Realize and accept your ignorance, then work diligently to educate yourself out of it. Ask questions. Power – the power to create things and impose them on the world – is a privilege. Do not abuse it, do not underestimate its difficulty, or it will come around and bite you on the ass. The great Karmic wheel, however slowly, turns.

8. The road to hell is paved with good intentions; or, no good deed goes unpunished.
The world is not set up to facilitate the best any more than it is set up to facilitate the worst. It doesn’t depend on brilliance or innovation because if it did, the system would be unpredictable. It requires averages and predictables. So, good deeds and brilliant ideas go against the grain of the social contract almost by definition. They will be challenged and will require enormous effort to succeed. Most fail. Expect to work hard, expect to fail a few times, and expect to be rejected. Our work is like martial arts or military strategy: Never underestimate your opponent. If you believe in excellence, your opponent will pretty much be everything.

9. It all comes down to output.
No matter how cool your computer rendering is, no matter how brilliant your essay is, no matter how fabulous your whatever is, if you can’t output it, distribute it, and make it known, it basically doesn’t exist. Orient yourself to output. Schedule output. Output, output, output. Show Me The Output.

10. The rest of the world counts.
If you hope to accomplish anything, you will inevitably need all of the people you hated in high school. I once attended a very prestigious design school where the idea was “If you are here, you are so important, the rest of the world doesn’t count.” Not a single person from that school that I know of has ever been really successful outside of school. In fact, most are the kind of mid-level management drones and hacks they so despised as students. A suit does not make you a genius. No matter how good your design is, somebody has to construct or manufacture it. Somebody has to insure it. Somebody has to buy it. Respect those people. You need them. Big time.