Mar 17 2010

6-8 word game reviews (spoilerish)

Categories: Games Tags: ,, , , , , markdangerchen @ 4:10 am

Mar 17 2010

Christianity and its problems (and my trend towards using the word f_ck) (NSFW)

Categories: Life Tags: ,, , , , , , , , , markdangerchen @ 3:28 am

[Ed note: First, I know this is ranty. Generally, I love my friends and family. I accept you for who you are and what you believe. More than that; if you've found power and agency and motivation in those beliefs, that's awesome. Just try not to force those beliefs on me.]

I’ve long believed that the world needs to be made a better place. People need to be kind to each other, help each other out, actively not fuck each other over. It’s not enough to live and let live. Instead, we need to fight oppression and injustice.

And I’ve also long thought that it doesn’t really matter what an individual’s motivation is to do good, only that they actually do it. That is to say, if someone’s being kind to their neighbor because they believe a higher power compels them to, whatever; that’s cool.

Religion, though, has been used to justify many things over the centuries. Christianity and other religions have been invoked to do great injustices in the form of overt violence to nonbelievers. It’s also been more subtly used to maintain social order and control populations.

But, again, I don’t care so much if the faithful are blind to their oppression, so long as they are good people. I can buy the use of religion as a motivator to make the world a better place.

A gigantic problem is that using a faith-based belief system to motivate acts of kindness comes with a huge brainwashed side-effect. That is, in order to get people to be just to each other, the religion has had to convince them that there’s a payoff at the end, and that the only way to get that payoff is to subscribe to the religious beliefs.

This is a problem because people like Robin’s siblings then seriously think Robin and I are going to Hell because we don’t believe. It doesn’t matter that we’ve devoted our lives to be awesome people who care about others, the environment, global and local social justice, etc. All that matters is that we don’t believe.

And the majorly problematic bit about this is that they then feel the drive to spread the word and try to convert us. Robin called it hella annoying. I call it oppression. It means that their God is, at the extreme, vindictive and spiteful, and, at the least, enacting a colonialist, outsider power play. “I’ll forgive you of your sins, and you can join me here in Heaven, so long as you play by my rules, don’t critique the social order, and cede all power to me.” Yeah, that’s not going to work for me.

And all that doesn’t even consider all the fucking ridiculous rules. No homosexuals, no control of our own bodies, no eating pork on a Tuesday, no figure skating with leotards. In other words, I guess there’s two main problems: 1. that they need to spread their beliefs to sustain their cult, and 2. that some of those beliefs are fucked up. Really. Fucked up.

As a side note, a big fat irony in all this is that we–us heathen atheists–seem to be more tolerant than believers of a faith that compels them to be good. Our sense of social justice, squarely grounded in the idea that *this is it, this is the world we have and we better make it livable*, is more focused on being good than theirs, since they’re sidetracked with replicating their meme.

So, I guess what I’m saying is that I’m starting to doubt whether it’s wise to be so tolerant of people who aren’t reciprocal in their tolerance. Why do they have to spend so much energy in acts of control and less in doing good?

And I fully realize that I’m generalizing. No, I don’t know the history of religions as well as I probably should. No, I don’t know all the different flavors of Christianity, and I know that some people of the faith believe in a benign God and don’t need to proselytize. But sometimes, man, it’s just a pain in the ass.

Aaron shared F_CK SH_T STACK, a video by Reggie Watts, last week that perfectly sums up postmodern existence for me. It’s extremely NSFW, but I think its irreverence opens up a space to start to criticizing how we live and maybe take the fucking huge fucking poles outta our fucking asses and finally just relax.

LOOSEWORLD x Waverly Films: Reggie Watts in F_CK SH_T STACK from LOOSEWORLD on Vimeo.

Relax and learn to jerk:


Mar 05 2010

infrastructures are what’s available, activity systems are the movement of objects in circulation

(this was my final post for a class I’m taking this quarter called Why So Serious?: Video Games as Persuasion, Politics, and Propaganda)

I’ve been reading a bit from infrastructure studies (Hunsinger, 2009) (which I didn’t know was a discipline until just last week) which posits that various cultural attitudes are normalized and made invisible by how our social world is structured. The basic idea is that we operate a certain way–customs, beliefs, values, etc.–because of how those ideas are supported by the infrastructures in place that let us do what we do. When people do some sort of activity, they operate in a complex system or network that is made up of a whole bunch of different things in relationship to each other (Latour, 2005). These things are invisible to us such that we live in a sort of hyperreality, a condition of modernity (Baudrillard, 1994) (okay, it’s a little more complicated than that, but pretend hyperreality is part of modernity for bit).

An example is driving where it isn’t just a person and a car, but also the road, the material of the road, the history of engines, the geopolitical forces that allowed certain people to make those engines, the way we’ve agreed on certain rules that constrain how we drive such as stop signs, how we know that speed limit signs might or might not really be the speed limit, *other* drivers, etc. These activity systems are supported by the material and social infrastructure of that particular setting. By being dependent on the infrastructure of the setting, people who have a say in how those infrastructures are set up have political power and can present outsiders with bridges or barriers to their infrastructures. But they aren’t political in the overt sense. Instead the term I’ve been reading is subpolitical (Hunsinger, 2009). Something is subpolitical when it is subtle and hidden and its power isn’t exercised through normal overt political or governed means.

Anyway, this subpolitics-of-infrastructures angle could be used to describe games and how each game is dependent on certain ways of working (game mechanics that make up the game play) and these ways of working, or infrastructures, are rooted in historical genres of games *and* historical societal norms for how our world works. This relates to Galloway’s allegory of control (2006), to me, in that games operate a certain way and by enacting or making the narratives progress, players are embodying those ideological infrastructures. An easy example is Bioshock where the Randian themes of power and super-individualism are highlighted by the way the game is relatively linear yet feels like it is open-ended (and major spoiler: the way in which it’s discovered at the end that the player really wasn’t in control at all).

When you look at social interaction in multiplayer games, the boundary between game and non-game gets dismantled completely. For example, argumentation by various people who play WoW about how loot should be distributed follows certain patterns of behavior that reinforce structural norms of proper behavior such that certain players just aren’t as able to successfully become expert players. Expertise for WoW is determined by certain groups of players (and the game devs) who value specific ways of playing (and arguing) over others.

I guess the point I’m trying to make is that, yes, all games are political, or at least subpolitical, in that they all reflect certain infrastructures that dictate how things work in those settings.

The tricky question, of course, is the one that kept coming up in class. Ok, games are political, but do they successfully convey whatever message was intended? This is kind of blown apart, though, in that many games weren’t intended to be overtly or even subtly political. Yet, the subpolitical nature of game infrastructures (of even overtly political games) means that ultimately they normalize certain ways of being or acting. Game devs operate within the bounds of their infrastructures and produce games reflecting those structures.

What does this mean, though? I mean, many of us came away from the different games having taken different messages from the games. This complicates the idea that a game has *a* message. Subjective interpretation turns the modernity associated with invisible infrastructures into post-modernity.

  • Baudrillard, J. (1994). Simulacra and simulation.
  • Galloway, A. (2006). Gaming: Essays on algorithmic culture.
  • Hunsinger, J. (2009). Introducing learning infrastructures: Invisibility, context, and governance. Learning Inquiry, 3(3), 111-114. http://www.springerlink.com/content/61uv3175wt2h6574/
  • Latour, B. (2005). Reassembling the social.

Mar 01 2010

Mass Effect 2

Categories: Games Tags: ,, , , markdangerchen @ 12:00 pm

Major spoilers follow:

Last month I played the original Mass Effect again and completed every side-mission so that I could export the save game for Mass Effect 2. Mass Effect 2 features a ton of little nods to your decisions in the original, but, in the end, I’m not sure if it’s really all that well implemented. The problem is that I bonded or bought into the role-play of my projected identity (Gee, 2003) of my version of Shepard in how the commander became emotionally attached with various party members that when I met up with those party members in the sequel, I was disappointed with how interactions with them were treated.

For example, in my version of Mass Effect, Ashley Williams started out relatively xenophobic but loosened up towards the end as I explored her feelings with her through dialog. When I met her in ME2, though, it just seemed like she reverted to her old self, as if we didn’t become close friends at all. Most glaringly, though, was the way my Shepard interacted with her lover from the first game, Liara T’Soni. In ME2, they exchanged maybe two lines that referred to their past relationship, kissed once, and then that’s it. The rest, I assume was just scripted for any Shepard incarnation, based off of Liara’s dealings with the Shadow Broker. I know there’s a comic book prequel to ME2 that details what Liara was doing between the events in the two games, so maybe her experiences while Shepard was away were traumatic enough to warrant her distanced emotion, but *Shepard* doesn’t know anything about those details (even if I did via reading the comics), so it would make sense for them to at least spend a couple of more sentences on how the events affect their relationship.

Disappointment in how ME ties into ME2 aside, there’s a bigger problem I had with Mass Effect 2. (I should say, right off, though, that I did like ME2; I just thought it could’ve been better.) The bigger problem is that there’s not really much of an epic plot going on. Things don’t lead to other things. Piecing together a mystery was a great plot in the first game; it’s barely there in the second game. Instead, the majority of the game is spent recruiting more and more party members and then going on unique missions for each one to unlock their special ability, presumably a reflection of their augmented loyalty to Shepard. There’s no sense of urgency, really. You don’t meet party members along your desperate journey to fight the bad guys (which worked really well for almost all the previous BioWare games such as Baldur’s Gate, Knights of the Old Republic, and the first Mass Effect). Instead the game is about recruiting them and getting them set-up the way you want before eventually going through a mass relay to fight the bad guys. It just didn’t feel like there was a point to it, especially since you can only take two party members with you on a mission. Getting more than half a dozen seemed superfluous.

A funny thing I noticed: it’s actually very similar to Dragon Age: Origin’s plot, though DA:O seemed less linear than ME2. You have to get the Dwarves to join you, for example, but before that you have to resolve an internal conflict they’re having, and you have many options for how that conflict is resolved. In ME2, you recruit NPCs by helping them with whatever they’re currently working on, but you don’t get much of a say in how it’s done. What tied Dragon Age together really, really well, was the betrayal theme underlying the whole game. ME2 doesn’t have a one-word theme that resonates as strongly, I don’t think…

Other things about the game:

  • I liked how the relationship between Joker and EDI evolved to the point where they started having some pretty good chemistry and banter between them.
  • I liked most of the new party members pretty well, especially Jack, Miranda Lawson, and Mordin Solis. The DLC party member Zaeed Massani was alright but not really a fully realized NPC as the others are. No dialog with him at all, really, though he does have some interesting one-liners in various situations.
  • The opening prologue was extremely effective and moving. The rest of the game, not so much.
  • Finally, oh man, the scanning planets for resources part of the game sucked ass. I think I even like roaming around barren landscapes in the bouncy, bouncy Mako better.

Still, this was the second in a planned trilogy of games. Arguably, it’s the lull before the climactic finale, building up anticipation for something big. I suppose I’ll hold onto my save game until then.

Gee, J. (2003). What video games have to teach us about learning and literacy.


Feb 26 2010

submission to summer institute for the science of socio-technical systems

The Consortium for the Science of Sociotechnical Systems is holding their annual summer institute at Skamania Lodge this year. Since I’ve been leaning heavily towards actor-network theory, distributed cognition, and mangle of practice ways of looking at my data, and since it’s so close, I decided to apply. Here’s my research summary I wrote for the application:

Contributions to the Scientific Understandings of Sociotechnical Systems

I research the ecology of gaming and new media (Salen, 2008, Stevens, Satwitcz, & McCarthy, 2008). My dissertation focuses on ethnographic accounts of online gaming practice, documenting expertise development, teamwork, and collaboration in a World of Warcraft player group (Chen, 2009). Using actor-network theory (Latour, 2005) and distributed cognition (Hutchins, 1995), this work treats the group as a learning network that successfully enrolled various human and nonhuman resources to thrive in a high-stakes joint-task environment (Taylor, 2009). I find using an analytical lens that recognizes the mangle of gaming (Steinkuehler, 2006, Pickering, 1993) helps to see that distinctions between subject-object or player-game don’t adequately describe in-action learning across settings and time. Rather, a player group’s expertise trajectory is always collaborative and social, always contentious, and always drawing on both micro- and macro-level sociomaterial (Orlikowski, 2007) resources in complex, messy gaming spaces. Analyses of informal learning arrangements using a socio-technical lens are important for science and technology studies, learning sciences, and new media scholars as specific examples of the distributed nature of learning that may lead to a broader conception of everyday practice and learning with new media.

I combine this object-oriented ontology (Bogost, 2009) with other interdisciplinary ways of describing learning arrangements including how people position and are positioned into specific roles and relationships (Holland & Leander, 2004) across timescales (Lemke, 2000) in interdiscursive moments (Silverstein, 2007).

I hope to continue using these ideas to describe learning across all of life’s myriad settings (NRC, 2009). As I am just finishing my dissertation this year, I feel like my options are wide open. Possible future areas of study include continued work in online and offline gaming practices in different player communities to expanded sites of study. For example, one research interest I have is to study software and media piracy networks and the learning and expertise development within those networks.

References

  • Bogost, I. (2009). What is object-oriented ontology? Retrieved February 25, 2010, from: http://www.bogost.com/blog/what_is_objectoriented_ontolog.shtml
  • Chen, M. (2009). Communication, coordination, and camaraderie in World of Warcraft. Games and Culture, 4(1), 47-73.
  • Holland, D., & Leander, K. (2004). Ethnographic studies of positioning and subjectivity: An introduction. Ethos, 32(2), 127–139.
  • Hutchins, E. (1995). Cognition in the wild. Cambridge, MA: MIT Press.
  • Latour, B. (2005). Reassembling the social: An introduction to actor-network theory. New York, NY: Oxford University Press.
  • Lemke, J. L. (2000). Across the scales of time: Artifacts, activities, and meanings in ecosocial systems. Mind, Culture, and Activity, 7(4), 273-290.
  • National Research Council. (2009). Learning science in informal environments: People, places, and pursuits. Committee on Learning Science in Informal Environments. P. Bell, B. Lewenstein, A. W. Shouse, & M. A. Feder (Eds.). Board on Science Education, Center for Education, Division of Behavior and Social Sciences and Education. Washington, DC: The National Academies Press.
  • Orlikowski, W. J. (2007). Sociomaterial practices: Exploring technology at work. Organization Studies, 28(9), 1435-1448.
  • Pickering, A. (1993). The mangle of practice: Agency and emergence in the sociology of science. American Journal of Sociology, 99(3), 559-589.
  • Salen, K. (2008). Toward an ecology of gaming. In The ecology of games: Connecting youth, games, and learning (1–17). USA: The MIT Press.
  • Silverstein, M. (2007). Axes of evals: Token versus type interdiscursivity. Journal of Linguistic Anthropology, 15(1), 6-22.
  • Steinkuehler, C. A. (2006). The mangle of play. Games and Culture, 1(3), 199-213.
  • Stevens, R., Satwicz, T., & McCarthy, L. (2008). In-game, in-room, in-world: Reconnecting video game play to the rest of kids’ lives. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (41-66). USA: The MIT Press.
  • Taylor, T. L. (2009). The assemblage of play. Games and Culture, 4(4). 331-339.

Feb 21 2010

Digital Media and Learning Conference resources

Categories: Academia Tags: ,, , , , , , markdangerchen @ 8:12 am

DML Conference session abstracts and program:
http://dmlcentral.net/conference/conference-program

Twitter hashtag: #dml2010

The conference’s etherpad (collaborative notes that some of us took–thanks Jeremy!) saved as a PDF:
dml2010 etherpad

Jenny Ryan’s ( (g)rad student at UCSD) dml2010 bookmarks: http://delicious.com/tunabananas/dml2010

Kelly Page’s (marketing prof in the UK and really cool person) blog Case Insights:
http://caseinsights.com/

Sheryl Grant’s (Director of Social Networking for the DML Competition) blog posts at HASTAC:
https://www.hastac.org/users/slgrant

Sara Grimes’s (graduating this year from SFU and co-presenter with me!) blog Gamine Expedition:
http://gamineexpedition.blogspot.com/

Kenneth Lim’s (from LSL, NIE, NTU, where I had that interview a couple of weeks ago, and we didn’t meet up! :( ) blog voyeurism:
http://voyager.blogs.com/voyeurism/

Cassidy Cody’s (PhD student at Northwestern) google doc notes:
http://docs.google.com/View?id=dhs7n727_4cgcpgzfz


Feb 20 2010

Digital Media and Learning Conference, day l33t

Categories: Academia Tags: ,, , , , markdangerchen @ 7:46 pm

We were teh awesome!!!!!1111!!!!

We arranged the chairs haphazardly so that the audience had to sort of figure out where to sit and rearrange their space, but unfortunately, most of them ended up just picking seats that looked the most comfy (since half the seats were plastic fold-ups) and we weren’t smart enough to mix up the location of the types of chairs.

We put up signs demarcating where the magic circle of our presentation began.

The prezi worked pretty well with only a couple of “uh.. how do I get back to that previous bit?” moments, mostly because we forgot to set the pathing right for Moses’s bit. It’s not as pretty as I think it could be but there’s a mangle of collaborative presentation theme to everything we did, so whatever… :)

We each introduced ourselves, then I did a 5 min intro of the mangle, followed by 2 minute fire hose presentations (Ben, Moses, me, Sarah, Sara) (and we went over 2 minutes pretty consistently but that was fine since the constraint made us conscious of it so it worked), then a brief summary of common themes, and finally open room discussion that went really, really well. Forgot to add another audience constraint of having anyone who wanted to ask a question have to go through an intermediary but we didn’t need it since the conversation and participation was good. Hillary said that it was because we set the tone well from the get-go as informal and conversational. Lisa Nakamura said it was the most fun session at the conference! wooooot!

The other sessions I went to today were also great. I’ll write about them if I get a chance, but off to go eat dinner right now! Maybe the zoo or seaworld tomorrow!


Feb 19 2010

Digital Media and Learning Conference, day 2

I created a proper backchannel for the conference at todaysmeet, but the site went down after a couple of hours or so. (Not sure exactly when it went down, but Debbie Fields and Moses told me it wasn’t working about two hours after I created the channel.) I tweeted about it being down (since I originally also tweeted about it being up) and @buridan replied that I should check out etherpad. Etherpad is great!

Down at the bottom right is an IM client which works like todaysmeet does. But the main portion of etherpad’s real estate is on the left showing a google doc-like collaborative writing space. Some of us have been using it to take notes and write commentary about the conference sessions.

Since we just published the url openly, we got some random person named “badass” who came in and defaced our pad, but Jeremy cleaned it up. (I kinda wonder if badass is Alice Robison who plans on using a backchannel during her session tomorrow and was asking me about etherpad…)

Go check out the pad if you want to read up on the sessions I went to today.

http://etherpad.com/eSPRnZTy9d

Or just check out this dinner:

Shree, Chris, Moses, and Ben eating at El Charro, La Jolla Shores

After dinner, we met up with Sarah Walter who flew in this evening and Sara Grimes via skype, since she was at her sodo hotel, and went over our presentation that we’re giving tomorrow about the mangle of play.

Here’s our original abstract:

The mangle of play: Game challenges and player workarounds
Participants: Mark Chen (University of Washington), Ben DeVane (University of Wisconsin, Madison), Sara M. Grimes (Simon Fraser University), Sarah E. Walter (Stanford University), Moses Wolfenstein (University of Wisconsin, Madison)
Diverse forms of participation in gaming often manifest as subversive resistance to prescribed forms of play. Recent research highlighting the variety of in and out-of-game practices players employ in negotiating obstacles includes looking at modding and cheating practices (Postigo, 2008, Consalvo, 2007) to knowledge sharing in online forums (Steinkuehler & Duncan, 2008). Gaming, as exemplified by these studies, consists of acts of accommodation and resistance in a complex “mangle of play” (Steinkuehler, 2006), where players appropriate and orchestrate distributed networks of resources to accomplish their gaming goals. In this session, we will describe how particular gamers pushed at or circumvented obstacles imposed by different game spaces.  We will discuss how leadership was negotiated in World of Warcraft (WoW), how a particular WoW group enrolled a mod to troubleshoot failures, the experience of newcomers to a stable gaming group in the Lord of the Rings Online (LOTRO), how young children overcame design limitations in Club Penguin and BarbieGirls, and how players resisted the prescribed and normative play-based activity structures in Civilization III. Following our descriptions will be a whole-room discussion on obstacles and their workarounds to gaming.

We had some crazy ideas about how we could involve the audience tomorrow and/or how we could demonstrate the resistance/accommodation dialectic that Pickering was referring to with his original “mangle of practice” idea. I think tomorrow will be great, but charades presentations would have been even awesomer. :)

Also, I’ve been enjoying meeting new people or people I haven’t seen in a while, like Lisa Nakamura who is great, and meeting people who I first met through Facebook and Twitter, such as Hillary @ludditeatheart, Evonne @amoration, Flourish @flourish, and Jenny @tunabananas :)


Feb 18 2010

Digital Media and Learning Conference, day 1

Met up with Moses Wolfenstein, Ben DeVane, and Sean Duncan and hung out with them in their room overlooking the beach, later at a cafe after walking a bit, then back in their room overlooking the beach. Have I mentioned the beach? Here’s a shot of not the beach but still a nice view from the cafe we went to:

view from Goldfish Cafe, La Jolla

We then caught a shuttle up to the conference registration, opening talk by Craig Watkins, and then after talk reception.

Two most memorable things from the opening were:

  1. Henry Jenkins framed participatory culture as different than web 2.0, saying that he sometimes says that participatory culture started as early as web -10 back in the 1860s/70s when youth were creating their own activists news networks and even used the acronym “LOL!”
  2. Craig Watkins describing the shift from MySpace to Facebook in just 2 or 3 years among black and latino youth and how many of them engage with the web through their mobile devices. That the digital divide is not about access anymore but more about a participation in different arenas sort of divide.

When Henry was doing his thing he mentioned that he likes to tweet now and is sometimes frustrated with the 155 character limitation, likening it to how the youth back in web -10 had to individually set the type for their newsprints. I immediately tweeted that Henry must be part of some twitter elite and has access to 155 characters since everyone else gets 140. I don’t think anyone got that joke… but then I noticed that starting about 5 minutes in, we had about half a dozen people tweeting the exact same salient points from both Henry and Craig, so I decided to stop tweeting… I think Ian Bogost complained about the #dml2010 spam. :)

Another hella funny thing was hearing about how @dthickey’s cell phone was stolen by a sea gull *while* he was talking with his wife! She heard him screaming profanities, wings flapping, and then a seal bark, so Dan spent 3 hours where the seals were searching for his phone… eventually bought a Droid to replace it…

During the reception, I kept seeing people I know but didn’t get a chance to really talk or say hi, and I also kept seeing people who I swear I’ve seen somewhere else, possibly at IR10. I really ought to introduce myself if we’re gonna keep bumping into each other…

Noted that a lot of LIFE people are here: Roy Pea, Brigid Barron, Reed Stevens, Veronique Mertl, Robb Lindgren, Sarah Walter (though, she’s arriving tomorrow). It feels kind of odd seeing one part of my academic life starting to collide with another.

Also excited that Lisa Nakamura recognized me and said hi. And I love how almost the first thing she said was why isn’t anyone looking at various Asian populations who are just as disproportionately represented socioeconomically as blacks and latinos. (It’s quite true in Seattle…) Every time I see Lisa, I try to namedrop Reed College and Beth Kolko (though I didn’t get a chance to this time) because I wonder if she remembers me, so it’s great to be recognized without prompting. Also, I’ve had dinner with her husband in Denmark, and I could probably namedrop Julian. :)

Anyway, Moses and I ducked out from the reception early to go get sandwiches from Porter’s Pub.

Moses at the Porter's Pub at UCSD


Feb 18 2010

Digital Media and Learning Conference, day 0

Categories: Academia Tags: ,, , markdangerchen @ 9:32 am

I arrived yesterday at San Diego / La Jolla for MacArthur Foundation’s first annual (Isn’t it dangerous to announce it’s annual when there haven’t been any yet?) Digital Media and Learning Conference.

I’m staying at a pretty swanky place (unexpectedly since I assumed it was just another cookie-cutter hotel), the La Jolla Beach & Tennis Club. Yesterday, I walked along a beach, watched some surfboarding, went swimming, did a horrible walk along Torrey Pines, a busy street to Pearl St. (should have taken a side road), met up with George and Jen, ate at Sammy’s, noticed George and I were the only non-white people in the whole place (and upon reflection the only non-whites I’ve seen have been servers or receptionists or whatever, not tourists or residents), went grocery shopping then had hot chocolate and ice cream while watching the Olympics with G and J, and slept really well.

I’ve started following the twitter hashtag for the conf (#dml2010) and am already starting to meet people that way. :)

AAAS is in San Diego right now, too, but I don’t think I’m going to be able to swing by to meet up with people there… I’ve got a golf course and/or an aquarium and/or a beach and/or a massage and/or meet ups to do. :) Oh, and there’s work, too… laptop on a beach isn’t so bad, I suppose.


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