The AI database actually functions as a story telling device as well. You can only stay in such a sterile looking environment before you begin to feel a bit on edge. The visuals of Analogue imposes a sense of solitude only broken up when either *Hyun-ae or *Mute has something to say. It enhances the story without adding a lot to it which, really, is what your presentation is supposed to be doing in the first place.

There is one section of the visual novel that nearly broke me and it occurs directly at the halfway point. Your work causes certain problems aboard the Mugunghwa and only through the master control can you fix the problems and continue the operation. Because I like to do things the hard way, I decided to just use whatever information I could find and do what I could. It was a little bumpy and I had a few Rad Brad rage moments, but overall it was a fun moment in an otherwise somber experience.


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What the title says, so tired of story lines, long cut scenes, dialogue. It's cringe, just let me kill something or whatever. Didn't use to bother me but nowadays I can't filter anything by popular or high rating because everything is "the art is beautiful", "the soundtrack is amazing", "the story is so gripping".

Well how about in your backlog grooming sessions, instead of just reading the acceptance criteria and voting, use examples. 

By using examples here, we can usually see how big or small a story is, the idea being to get a story done in close to a week. So the rule of thumb is usually 4 or 5 examples per story.

Maybe you get a story that has 10 examples, well we can split it here. Now we have two stories in the backlog ready to go. If for some reason some managers still need story points, grand we can just make sure all stories are roughly the same size. If each story has roughly 4 examples then pick your favorite number, 3 for example. All stories are then 3 or smaller.

The idea being to focus on delivering the value of story and not wasting time trying to guess points. Adding up the amount of time spent guessing these numbers will show you how much time we are wasting on this exercise. It reminded me of this Dilbert cartoon.

Say a new feature has 10 stories in it, and these ten stories have been groomed using specification by example. We can then say that each story should roughly take a week. Then the feature will be ready to go in roughly 10 weeks.


By getting better at our story sizing (which happens with practice) we can become predictable instead of trying to guess how long something will take. 


Give it a go and let me know how you get on.


Analogue: A Hate Story, the latest game from Digital: A Love Story and Don't Take It Personally, Babe creator Christine Love, came out a few weeks back. I've finally been able to sit down and explore this dark, sad detective story set on a ghost ship from the 25th century. Here's what I discovered.

You could technically call Analogue: A Hate Story a visual novel, but that would be a little like saying a panther was 'just a cat.' Analogue doesn't so much evolve the largely linear, information drip-feed structure of visual novels as mutate it wildly, chop it up into chunks then offer it up to you in a tin you can pluck the parts out of as you like. It's a detective story first and foremost, with you as the detective. A sort of space-Poirot if you like, but one whose only forms of communication are picking a left or a right answer to someone else's questions, rather than Belgian bon-mots and moustache-stroking.

The tale primarily revolves around two families of Korean extract, each of which was at one point seen as noble bloodlines among the population of indeterminate but apparently vast size on board the colony ship. How does their history of arranged marriages, quests for heirs and inter-familial arguments tie into the fate of the Mugunghwa?

It's not truly a science-fiction piece, however. The death of the Mugunghwa's population is essentially a framing device for an acutely close-up look at a society that believed men are born to rule and women are born to obey. That is not a fictional society: Analogue's gradually-revealed backstory is based upon Korea's five centuries-long Joseon Dynasty, and particularly its shocking oppression of women. On the ship, before everyone died, its female populace were little more than slaves and breeders, with their only meaningful communication conducted via private letters.

Fortunately, the escalations of and experiments with the visual novel form (and indeed Digital's design) make up for this, transforming Analogue into a many-layered onion of a narrative. It is inevitably headed in one overall (yet splintered) direction, whose full story only becomes clear as a result of your own deduction and reasoning, and of multiple playthroughs. Oh, and you even get some well-observed (in its deliberate slowness and frustration) pseudo-Linux terminal action to try and stave off a mid-game disaster.

Analogue is the missing link between visual novels and adventure games, with a touch of RPG-style NPC relationship-juggling thrown in, and while I suspect it's more a glorious aberration than a watershed moment for a genre many gamers have quite understandably struggled to understand the appeal of, it's certainly a great leap forwards for Christine Love. Yes, I do personally question the wisdom of using that visual style, on both a commercial level and in terms of atmosphere, but, putting that aside, Analogue is a sit-up-and-take-notice achievement in storytelling, in interface, in research, in mechanics and in moral ambiguity.

I have a long and complicated relationship with Duolingo . The hate side, in short, is that I think the way Duolingo models language and thinks/treats language is fundamentally atomistic and inimical to good principles of second language acquisition. The love side is that I actually enjoy and continue to use Duolingo daily, and gain a measurable benefit from it. In this post I want to explore and reflect on these two things in light of recent and long-term experience.

I gave this app to my son to practice his Chinese, the non paid version, just to see how it goes. Initially he did quite enjoy the way it worked, but because of the way it encouraged payment (penalties for incorrect answers ends the study session) he quickly began to hate getting that wrong answer prompt to the point where he was scared to get the incorrect answer and within a few days he hated it.

It's not about hate. It's more complicated than that. It's about bigotry, and misogyny, and the dangers of cultural traditionalism. It's about people, and what they do when they're put in an isolated environment over hundreds of years. Hate is a pretty small part of it, all told. The Analogue part, though? That's pretty spot on.

If you've not played any of Christine Love's games before, they're often thrown into the 'Interactive Fiction' bracket, although they deviate in a few interesting ways. Instead of presenting the player with a story that diverges a few key choice points, they instead make the game about the information the player receives, and how they react and interact to that information.

Since you can't search or tell *Hyun-ae what you're looking for, you have to look through the logs and ping her when you'd like to know more about whatever you're reading. She'll explain a bit about the people mentioned then pull up a bunch of logs relating to the one you were reading, and you carry on following the trail. It's quickly engaging, not least because these are the letters and diary of an entire colony ship, meaning there are dozens of little narrative vignettes to follow, and the writing is more than compelling enough to tickle the itch that makes you want to find out what happens in each case.

There's also a pair of arbitrary romantic choices tacked onto the end of the game that are both unnecessary and incongruous. Don't Take it Personally... was plagued by the same problem, and while it is in keeping with the anime visuals and by and large the visual novel format, it actively works against the story the game is trying to tell.

A few other things - like optional outfit changes for one of the AIs and unlockable concept art that's drawing even more attention to the aesthetics of the character design, rather than the individual - sour things ever so slightly, especially when the story is about the mistreatment of women and the role society plays within that. It's difficult not to feel like it's pandering ever so slightly to the very things that the game is rallying against.

But if you can put those things aside and focus on what the words say rather than how they're framed, Analogue is a story that's worth reading within a system that both helps and hinders the delivery of that story. It's never particularly frustrating or even challenging. It is, however, a little flat; apart from one dramatic blip in the middle of the game there is never any genuine thrill in interacting with it.

It's a game that doesn't have the luxury of distracting you with clever mechanics and satisfying challenges to excuse its lack of narrative. It's just you and the story and how exactly you digest it. If you're interested in dystopian sci-fi and intriguing mysteries and like getting angry about patriarchal misogyny, then it's certainly something you could enjoy.

Blackberries fruit on year-old canes, so if you want to get rid of them, all you have to do is chop them down to the base every year before they fruit. The plants will keep sending out suckers and feelers or whatever, but a vigorous chopping will prevent fruiting and eventually, spreading.

Hate Plus continues the story of the lonely space investigator pretty much where the first game ended. You rescued one of the two AIs on the ship (or both, if you unlocked the Harem ending) and are currently on your way back to Earth. Your virtual sidekick then suddenly informs you of the presence of a few encrypted log files related to the Mugunghwa, ones that talk about the years before the drastic changes happened. Seeing how you have 3 days of boring space travel too look forward to, you might as well kill some time by reading through them, right? And so begins the 3-day-long quest to solve the mystery of just why exactly the ship turned out the way it did, casting aside all modern principles and succumbing to a neo-medieval totalitarian regime. 2351a5e196

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