Friday, October 17, 2008
Friday, October 10, 2008
I am opposed to millionaires, but it would be dangerous to offer me the position.
I offered this poster to a dear friend of mine, this poster makes me think of her. Strong and dreamy. I love you, C.H.
I bought a lotto ticket today. I don't think I will win but I like the fantasy. For $2 I can have 3 days of thinking about what I would do with $10,000,000.
That's a good deal.
The first fucking thing I would do is buy a Land Rover. Then I would drive to Mexico while wearing no pants and laughing like a monkey.
That's it. I don't know what else I would do or not do.
No idea.
At all.
Posted by Sid Heart at 10:47 PM
"The mind has to be empty to see clearly."
I felt bad about myself for a while today. I felt as if I had made a mistake somewhere, and I couldn't see exactly where. I was trying to trace the route like a road map, except I couldn't even find the road I was on, nevermind the one I had deviated from.
I couldn't understand it and I felt badly. I felt like I had cheated myself of something but couldn't recall what it was.
I had the diamond saw this morning and was going through 1/8 inch corrugated steel. The sparks were incredible but I couldn't see and was constantly cutting wide. I rolled a cigarette and waited while the sun climbed over the mountains in the East.
Mt. Baker is imposing, even from that distance.
I was happy when the sun rose and I could see where I was cutting.
When the Fraser Valley had filled with mist and the deep chill began to lift I could see the chalk lines and paint markers for where the glue lam beams were.
I cut well and felt good. I forgot about feeling lost and the sun warmed my back there on the roof of the Hollyburn Country Club.
I worked with Lee after that and we built box-frames for concrete pads that would house air units, etc., on the roof.
Lee showed me how to build a chased-frame today, where the nailed end of each 2x4 overlapped the following 2x4; 'chasing' it.
Lee has been sober from meth and heroin and booze for two years and lives in a recovery house with 13 other men. Lee is a carpenter and the handle of his hammer is wrapped in white electrical tape. He laughs a lot.
Lee called frame-chasing "chasing the dragon". "Get to work, fuck. Chase the dragon". He would yell that with the flash of white from his hammer coming down on the 3 inch common nails he used and swore by.
"Chasing the dragon is fine, fuck, but if a big gust of wind comes along you are fucked" he said, "You wanna get the job done you use a fucking 100cc rig. You don't miss when you go for vein, fuck".
I liked that Lee told me about his fall, his bottoming-out as a man. There was no apology in his stories or his voice. He knew what had happened and he spoke freely as the judgements of others meant nothing to him. He already knew.
Lee reminded me that I felt strongest when I was picking myself up.
I liked working with Lee and he was a good teacher for me today. His words would switch between work and addiction, heroin and 2x4's, life and carpentry.
There was warmth in his voice when he told me about building frames or smoking meth; there were warnings and suggestions for both.
I forgot about feeling bad today when Lee showed me that I hadn't missed anything, I hadn't lost anything. I was where I wanted to be and I was there through pure will on my part.
“What if a demon were to creep after you one night, in your loneliest loneliness, and say, 'This life which you live must be lived by you once again and innumerable times more; and every pain and joy and thought and sigh must come again to you, all in the same sequence. The eternal hourglass will again and again be turned and you with it, dust of the dust!' Would you throw yourself down and gnash your teeth and curse that demon? Or would you answer, 'Never have I heard anything more divine'?”
Posted by Sid Heart at 7:33 PM
Wednesday, October 08, 2008
Tuesday, October 07, 2008
Election time tunnel
I was playing Manhunter: New York when this shit went down. Because you know what's coming, the raised-eyebrow glance over the glasses is thrilling. But because you know what's coming after what's coming, and then what came after all that, it ends up pretty depressing.
Posted by Anonymous at 3:35 PM
Monday, October 06, 2008
LittleBigPlanet: crazy shit toolkit

A quick look at my search history (only slightly redacted) over a day of fooling around with Sony's snugglestyle platform-playbox LittleBigPlanet shows a rapid arc from eager curiosity to wholly bought-in obsession: “littlebigplanet levels” -- looking for videos to while away the beta demo download time; “littlebigplanet tutorial” -- that's when I was hoping to learn the secrets of how dudes were coming up with some of the crazy shit I was seeing; “how to knit” -- when my love of woolen mascot Sackboy bubbled out into desire to snuggle him/it for real, for ever.
Developed by Media Molecule, whose founders were responsible for the indie Rag Doll Kung Fu, LittleBigPlanet's prototype working title was “Craftworld”, a name that bombs from a marketing perspective – sounds like something you'd leaf through out of boredom while your Mom shops for scrapbooking supplies – but actually describes the game well. LittleBigPlanet takes the aesthetics of DIY handcrafts and grade-school dioramas, all chunky fabrics, corrugated boxboard, rubber stamps and glitter, and puts them in front of an almost unspeakably robust toolkit and engine for the creation of physics-based platform-game worlds.
Level editors are nothing new; as far back as Lode Runner in 1983 games were shipping with construction sets that let users design their own playspaces and/or use game elements to draw cocks and spell out swear words. It's much less common for the toolkit to be the game, to have creating and sharing content as the whole point of the experience, to have exploring content created by others comprise the overwhelming bulk of gameplay. Sure, LBP comes with plenty of pre-made material, but the only meaningful reason to play through “story” mode is to earn more tools for your kit and to get a glimpse of what those materials might make possible.
Did I say “overwhelming bulk”? That's an understatement, if anything. The game's still a couple of weeks from its official retail release, but the handful of people playing this preview beta – a few tens of thousands worldwide, a relative drop in the bucket – have cranked out enormous quantities of content, powering through the curve of learning and accomplishment from tentative first steps to near-masterpieces in maybe ten days of activity. One short afternoon's power-drive through this cloud of creativity, and you'll see some crazy shit you won't believe, constantly pushing LBP's engine to, through, and beyond the limits of what you might have thought it capable of.
Gamers being gamers, our culture of old-school reference, homage and parody is exceedingly well represented. The first thing you might notice as you orbit around LBP's planetoid menus are dozens of attempts at recreating favorite Super Mario Bros. levels, with various levels of success. From straight re-creation – Sonic's in there, too, and Mega Man, all done up in virtual burlap, paper and felt -- you go on to the adaptations: Grand Theft LittleBigPlanet, LBP Miami Vice, Indiana Jones and the LittleBigTemple of Doom, LittleBigSilent Hill, a Shadow of the Colossus riff that has to be seen to be believed...
Speaking of Silent Hill, by the way, there's another exciting thread of LBP creation, a vector that's inevitable whenever toolkits are opened and an open commons established: subversion. A mathematically trivial quantum of time elapsed between the launch of the beta and the posting of the first levels actively subverting the game/tool's wholesome wuzzy-snuggle style, deploying shapes, textures, sounds and physics to create dark places, horrible dungeons, bloodbathed abbatoirs and weird German-expressionist noir spaces where Paper Mario meets The Cabinet of Dr. Caligari by way of Godzilla.
Then, subversion beyond aesthetics – subversion of mechanics. Limits-testing geeks putting the dazzling flexibility of LBP's Rube Goldberg mechanisms to work tricking what is basically a run-and-jump platform-game engine into becoming, for example, a vertical shooter a la Space Invaders. Or a trivia game. Or an excruciatingly difficult Lunar Lander riff. Or a machine that uses LBP's sound-trigger elements to play the intro, first verse and chorus of Sweet Child o' Mine. Or – most subversive of all – a side-scrolling shooter: the pace of technical development aimed at giving sweet, pacific little Sackboy a big motherfuckin' gun to tote is dizzying.
This pace of innovation is powered in large part by a degree of sharing that goes one step beyond merely making levels available. Creators can choose to present their lovingly crafted gimmicks and gewgaws as rewards for completing their levels: play through some guy's military-themed level, for example, and you might come away with a functional model tank you can then add to your own creations, take apart to study its workings, modify as you see fit. Inasmuch as comparisons of games to film may or may not be valid, imagine: watching Touch of Evil rewards you with all the technical details and resources necessary to realize a four-minute continuous tracking shot; sitting through The Ten Commandments gives you a complete Pharaoh's Throne Room set to use in your next student film.
Sony's hoping to make Sackboy the face of the PlayStation 3, a mass-friendly mascot to soften the console's steely hard-core image heading into the midgame of this generation's battle for market share. It might work; the little bastard's adorable as all hell. But beyond the cuddliness and the frolicsome jingle-jangle of a soundtrack from The Go! Team, LittleBigPlanet is a populist game-making tool of almost terrifying power, and it just might change the medium for good.
Posted by Anonymous at 4:05 PM
Thursday, October 02, 2008
Sunday, September 28, 2008
Diaspora and return.

One time a few years ago I was driving with my father and we were speaking of his wife's family in France. She had come to Canada in the early 1970's, from Figeac in Southern France, near Albi and Toulouse. She married a musician in Toronto and had a son and a daughter with him, then split for her own reasons. I never knew the whole story, this entire 25 years. I never thought it was my business to ask and she never volunteered the information. It doesn't matter now, anyhow.
Violette met my father in Edmonton and they soon lived together.
My father had met his brother-in-law, his wife's sister's husband, when they were in Paris.
His name was Issac or something, I forget. My father's name is Joseph, Joe.
Joe Cloutier.
The Cloutier became a point of contention as "Issac" and Joe spoke of the origins of the name itself.
Zacharie/Zacharia Cloutier came to Canada in 1630, from Normandy. Issac was from Normandy, too. He asked my father why anyone would leave Normandy. Zacharie Cloutier was a carpenter and illiterate, he signed his name with an upgraded "X". It was instead two axes crossed.
The Cloutier family grew and moved and settled this country.
Issac was a man's man in France. He was a highway EMT, ambulance crew. He would tell stories about having to hold an 8-year-old girl's head together, life rushing out of her , as the ambulance careened down the highway; stories of drunk-drivers, DOA, having been ejected through the windshield and into oncoming traffic. Issac said that when he saw their bodies, those drunks, he would take the cigarettes out of the pockets of the victims, then he would smoke them and look at the bodies and shake his head at how stupid they were.
Issac told Joe that leaving Normandy was what cowards did, running away to the new country. Running from something. Joe, being Joe, sat and listened. He nodded and listened. Issac had evoked nothing from Joe other than careful listening and attention.
Joe's father, my grandfather, Leonard Cloutier, a real Francophone if there ever was one, was in the Canadian Army during WWII. Joe was born in 1943. Leonard Cloutier died in 1982. He had just come home from the RCL and was watching the Montreal Canadiens on television. He died of a heart attack, sudden and alone.
After Issac had laid out all of his reasons for people, French people, to never leave Normandy, and my father had returned to Canada, in June, 2005, Joe sent Issac a letter.
Joe's letter was beautiful, it had coloured pictures and the writing was short and straight.
It read:
"You were right about what you said, about French leaving Normandy, and how it was strange.
I have, with these pictures, included names and dates and times of French Canadians who fought and died on the beaches of Normandy to free France from Nazi occupation. We may have left in 1630, but we sure as hell came back in 1944. We came back to Normandy and we died to return it to you. Happy D-day, Issac.
-Joseph Leonard Cloutier"
I felt proud and laughed when I was driving with my father and he told me that story.
We drove in silence like that after the story, I think I understood what makes a man after that time.
It was some time ago and I forget the details, but that was the greatest story I have ever heard.
Posted by Sid Heart at 9:37 AM
Wednesday, September 24, 2008
"I don't like work--no man does, but I like what is in the work, the chance to find yourself."
The beams were put in over the past few days. The crane would hoist them, one by one, and place them in their anchors which were bolted into the concrete. When the beams came in, the Ironworkers would guide it in with a series of hand-signals and ropes. Then they bolted the beam in place and it looked beautiful, against the morning sky. I loved the perspective and I thought that it looked like spread fingers, hand opened.
The Ironworkers started at 6 a.m. When it was coldest on that mountain, just before sunrise, those men put on harnesses and strapped themselves into the JLG to finish the ends of those beams and bolt in the remaining plates that went on the ends of every single one of them. They woke up at 4 a.m. every morning, made lunches for themselves, quietly so as not to wake the kid(s) and wife, took a thermos of coffee while stepping quietly even in steel-plated boots caked in dried cement, and they left to work. They were building an annex to a country club.
They had to wear harnesses and use a lanyard to prevent themselves from falling to certain death among the hardened concrete run-off and the exposed rebar, 15 meters below.
They did that so that rich people could have a new place to swim and run on an electric mill that kept them in place.
I had just arrived at 6:30 and still had 30 minutes to go before I began my day. I was in the pool again, but I didn't mind as I imagined myself becoming muscular and smiling slyly when I glanced into the mirror when getting into the shower. Which is funny to do, because I then will laugh at myself as I turn on the shower for being so vain. The first few cubic feet of water from the shower are cold from laying dormant in the pipe, and that usually makes me forget about the mirror and the shapes on my body.
I left early today. I told the foreman I had a dental appointment. I told the others the same when I gathered my tool-belt and headed toward my truck. We joked and talked about the price of dentistry, why it isn't part of the Health Care plan as it is generally regarded as essential anatomical equipment.
I felt guilty to tell them that I was going home to change and going onward to an interview for a government job behind a desk. I could have never told the Ironworkers that.
The interview was great. I got the job, if I want it.
I don't know if I do.
I thought about those beams stretched out like a Japanese fan tonight. Like fingers or paths. In that perspective, they spanned out in different directions, always further apart, and further, too.
I thought how my life is like those beams. All at once, in every direction and getting further from the other as it proceeds down the line of sight.
But the bolts on the beams are what I can't put in. I just can't align it level or flush.
I am going to bring some hot coffee for the Ironworkers tomorrow. They could teach me many things.
Posted by Sid Heart at 8:20 PM
The game that plays itself
Delicate decision-making: what videogames to bring on my honeymoon? The best, most sensitive decision, the decision least likely to be greeted with howls of outrage were it discussed on a daytime talk show, would be to leave all the bleep-blorp at home, but... the hand-to-mouth nature of freelance livin' demands constant production; I had to keep working, if only half-assedly.
Then came the Facebook message: A friend has invited you to play Dungeons & Dragons Tiny Adventures. Hey... a light RPG experience, delivered via a platform I'm going to be accessing at least once a day anyway, with that nerd-irresistible flavor of D&D branding? This could be the answer...
I have a long and loving history with Dungeons & Dragons off the tabletop, dating back through the Baldur's Gate games and Planescape: Torment, through the SSI “gold box” titles and on to the two Intellivision cartridges. These were both great carts, but while The Treasure of Tarmin dazzled with its first-person perspective and exciting lightning-bolt-throwing action, it was the earlier game – titled, simply, Advanced Dungeons & Dragons – that provided what is still my all-time favorite onscreen D&D moment.
The thing about the Intellivision AD&D game was, it had no onscreen stats display, no radar or health bar or ammo counter. Everything was organic and immersive; in the highly abstracted mountain mazes you moved through, your health was represented by the color of your little adventurer dude, the proximity of enemies expressed through the sound of their moving and breathing in the darkness, your stock of precious arrows counted out by a series of clicks. There have been few situations in my life of videogaming that have given me goosebumps – I'm getting goosebumps now, just thinking of it – like the moment, standing at the threshold of a pitch-black chamber from which emanate the growls of a riled-up dragon, when I'd press the “count arrows” button and hear a single, dismal click. A wonderful expression of the mystery and terror of dungeon-delving, that was.
Dungeons & Dragons Tiny Adventures on Facebook, not so much. You fire it up, choose your intrepid adventurer from a handful of pregenerated characters based directly on the illustrations from the pen-and-paper Players' Handbook, give him or her a name, and that's it for character creation. In fact, that's pretty much it for all meaningful player input. I'd stumbled upon the perfect game to review on a honeymoon: D&D Tiny Adventures, it turns out, is the game that helpfully plays itself.
Click on the “FIND ADVENTURE” button and select a mission, and your character moves through encounters at ten-minute intervals, with all ability checks and combat rolls taking place automatically whether the “player” (more of a “reader”, actually) is looking at the page or not. Click the button, walk away, and an hour later come back and read all about what your guy got up to in the spooky forest or dank sewers or abandoned mansion or wherever while you were taking care of important real-life business. After a little light loot management, you can just click the game's single control – FIND ADVENTURE – and start the process over again, a totally automated fantasy trip.
Under ordinary circumstances, this would be unacceptably lame. This past week, though, it's been a nice little diversion. I'll wake up and send halfling rogue Boson Darkmatter (character name ripped from Google News sci/tech headlines!) on some fantastic errand, go get some breakfast with the lady, do some shopping, maybe visit a gallery or museum, and when next I open my laptop, taking advantage of the WiFi at some bar or cafe, there'll be a whole little swords-n-sorcery (well, at this point, rusty-daggers-n-potions) narrative waiting for me. More often than not, it's a narrative of humiliation and defeat – the automated die-rolling algorithm has phenomenally cold hands – but, hey... it's not my fault!
Zero effort, zero frustration. Zero input, zero attachment. Dungeons & Dragons Tiny Adventures might just be the future, the equivalent of no-calories, no-caffeine sodas, a completely virtual game experience for busy, busy people who can't be bothered with the hassle of actually playing something themselves. It's an almost mystical experience, transcendentally empty.
Posted by Anonymous at 1:53 PM

