
"I weep not with remorse but for the fear that I shall not be able to satisfy my passion." ('Tis A Pity)
Nine
No More Masterpieces
Ten

...
"i lived shyly, in agony, like a ghost..."


Its characters are stubbornly two-dimensional (irony intended), either good or bad, and Jake alone is allowed to briefly transition from one state to the other. The natives are good, because they are unsullied, they are innocent, they live by traditional values and know their place in the order of things. The bad guys are cartoonishly evil, and likewise without depth. In equal part greedy and sadistic, they need to be asked to please not kill the children, which they really don’t mind doing if it means getting their hands on the precious ore of Pandora more expeditely. Hell, they might even throw in the killing for free. Which is why, in the end, Avatar is against imperialism in the same way that Tom and Jerry is against cats. It is a caricature of what critical cinema could and ought to be and indeed has been and is, if altogether too infrequently.
"From Castronova’s perspective, the fundamentally measurable and manipulable nature of electronic media means that the time for setting theories and ideals above practical observations is now largely gone. It is no longer possible to pretend that you can change what people are like or, indeed, what they like. It’s all about using what you know."
"Behind this micro-transaction model is the secret of these games companies’ success: data—and data of a kind that no other online business can match. The biggest online games companies now record more than 1bn data points every day, measuring everything from whether blue or red objects generate more sales to whether a certain phrasing improves the rate at which users click on a particular purchase. They can also see, for instance, exactly when the majority of players give up, and then release several subtle variations on that precise point to different segments of their audience, recording what works best and following it up with targeted email questionnaires. And games companies have only begun to scratch the surface of what’s possible. As Nicholas Lovell, an industry analyst, consultant and founder of the blog Gamesbrief, put it to me, “I can’t think of a single media company that couldn’t learn from the world of social and online games”—whether this is about the power of community, of precisely calibrated rewards, or of simply creating a virtual location so appealing that people will make it a part of their online lives."

This is a place for self-analysis, which sometimes turns into griping and self-loathing exploits, but I do my best to keep it clean. Mostly it comprises of the random thoughts of the day and has the ulterior purpose of being the desperately needed place for rhetoric practice.
"Some films have made me doze off in the theater, but the same films have made me stay up at night, wake up thinking about them in the morning, and keep on thinking about them for weeks. Those are the kind of films I like." Kiarostami
“I do not fear to be alone or to be spurned for another or to leave whatever I have to leave. And I am not afraid to make a mistake, even a great mistake, a lifelong mistake, and perhaps as long as eternity too.” SD/JJ