New York Times columnist Matt Richtel whines in his latest editorial that setting fiction in the cellphone-and-Internet era makes coming up with good stories sooooo haaaaard:
Technology is rendering obsolete some classic narrative plot devices: missed connections, miscommunications, the inability to reach someone. Such gimmicks don’t pass the smell test when even the most remote destinations have wireless coverage.
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I recently finished my second thriller, or so I thought. When I sent it to several fine writer friends, I received this feedback: the protagonist and his girlfriend can’t spend the whole book unable to get in touch with each other. Not in the cellphone era.
Oh, poor pitiful you, Mr. Richtel. Your entire toolbox of tired plot devices that have been done to death is ruined, forcing you to come up with new and interesting ideas. How awful. At this rate, TV producers won’t be able to have computers make sci-fi beeping noises when someone uses Photoshop. Soon you’ll have to write thrillers where characters die because their partner’s iPhone “fixed” an important “typo.” Or romantic comedies where a woman gets angry at her husband because he can’t explain what he was really doing last night with her best friend in 140 characters, minus her Twitter name. It would be terrible!
For the record, on the off chance that Mr. Richtel’s cubicle is five feet away from my mother’s, I don’t actually think he’s a lazy, whiny hack, and I’m just coming off that way to appeal to the Gawker readers. The column makes some interesting points and brings up some valid issues, though it doesn’t seem to discuss many solutions to them other than “blow up the cellphone tower.” In this day and age, where everyone is always connected, that’s the kind of plot device that people can’t relate to.




The Sims 3: More Awesome Than Before, More Annoying Than Ever
Let me begin by saying this: The Sims 3 is just as fun and addictive as the very first. It manages to recapture the magic I felt playing it for the first time on February 8th, 2000, my birthday, and four days after its release. The sense of surprise that a game about real life could be fun, the thrill of discovering little details in the gameplay you hadn’t noticed, and the realization of Will Wright‘s genius that made him my personal hero until the day I played Spore. It’s a feeling that I felt was missing from The Sims 2, which just didn’t hook me like the original managed to do, despite having some welcome visual upgrades. I can safely say that The Sims 3 has caused me to fall in love with the series all over again, and is likely to hook a lot of “core” gamers who have disliked The Sims for years. I recommend everyone even remotely interested should buy it right now.
With that said, I will now elaborate on all the things that infuriate me about the game, some new to The Sims 3, and some with roots that go all the way back to the very first game. There are plenty of reviews, like this one, this other one, and this third one from mainstream game journalists, which detail the wonderful experiences you can have with this game, so this is not going to be one of them. Instead, I am going to rant and rave about every tiny little problem the game has simply because someone has to.
My gripes come in three categories: problems with the structure of the new “living world” gameplay, small components that are (still) inexplicably missing or broken, and the fact that EA’s push for Sims 3 machinima has completely missed the point.

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