Sunday, December 30, 2012

The Rock returns to Raw on Jan. 7

All WWE programming, talent names, images, likenesses, slogans, wrestling moves, trademarks, logos and copyrights are the exclusive property of WWE, Inc. and its subsidiaries. All other trademarks, logos and copyrights are the property of their respective owners. ? 2012 WWE, Inc. All Rights Reserved. This website is based in the United States. By submitting personal information to this website you consent to your information being maintained in the U.S., subject to applicable U.S. laws. U.S. law may be different than the law of your home country. WrestleMania XXIX (NY/NJ) logo TM & ? 2012 WWE. All Rights Reserved. The Empire State Building design is a registered trademark and used with permission by ESBC.

Source: http://www.wwe.com/shows/raw/the-rock-returns-to-raw-on-jan-7

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Using Banks To Finance Your Michigan Auto Loan

To live the kind of lifestyles most Americans want, you need a car. Without a car, finding a job or being able to do much of anything is impossible. Many of us travel not because of pleasure, but merely because of a business or a job. Public transportation is not always feasible, and so, whether ornot you have the money, you need a car.

In this regard, most people end up looking for an auto loan company, that help people make their dreams to drive their own cars come true. Most companies offer rates that are reasonable and affordable.

Why do people often end up having car loan instead of buying it with actual cash? There are various reasons, and possibly including convenience, lower rates, and that we can more easily manage our finances if we finance a car instead of paying directly out of our pocket. Most people don't have that kind of large cash deposit sitting around, honestly.

One might ask how we can finance an auto loan through our bank. Actually, this is quite simple! Everything goes through a certain process that the banks regulate. Securing a car loan in a bank requires income details, employment, insurance, and most important, your credit history. The initial step of the process is the application phase. Under this step, the person who applies should fill out a loan application form. It is in this part where the applicant mentions how much they are borrowing to finance the auto loan.

The next step to financing a car on the traditional bank auto loan process involves your credit score. A credit check is a must, if you apply for a car loan in bank. The bank always performs credit checks to their clients, most especially if it's an auto loan. The bank formulates their decision according to the results of your credit score. Most of the time, if a client has perfect credit standing, He will be given a lower interest rate, as opposed to those clients who have bad credit standing.

Once the credit check is done, then it is time for the client to submit some identification, proof of residence, proof of employment, proof of income, proof of insurance, and finally the requirement of your down payment. Not all transactions or banks ask for a down payment. Again, it all matters on your credit history. The better your credit score is, the better plan you get from the bank. Some loans have no money down. Some have up to 10% down, depending on your credit and other factors. But a non-traditional lender can get you driving.

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Source: http://www.workoninternet.com/business/home-business-small-business/miscellaneous/222110-article.html

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The Florida Football team closes out its season on Wednesday, January 2nd at 8:3...

The Florida Football team closes out its season on Wednesday, January 2nd at 8:30pm ET when it takes on Louisville at the 2013 Allstate Sugar Bowl in New Orleans. The game can be seen live on television, online, and via mobile devices; and the audio ?

Source: http://www.facebook.com/AM850/posts/10151303746107910

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Saturday, December 29, 2012

Email Marketing: How To Market Effectively Without Becoming SPAM

Many have turned to marketing with email as part of their online business-building, but do not know exactly how to get started. There are several different avenues that can lead to email promoting success, and sorting through them all might seem confusing. Keep reading to learn more about marketing via email and set goals that correspond to your business.

Send birthday greetings to subscribers. Include a field for customers to opt in so they can receive a birthday wish. This helps customers feel like your business cares. To maximize the effect of this technique, send a coupon or discount code along with the automated message.

Try using different techniques when you are email marketing. Books are available in libraries and online. There are also many local workshops and classes that you can find in your area, so it would be to your benefit to attend what you can.

TIP! As an email marketer, is imperative that branding is consistent. Consistency is recognizable when dealing with every aspect of an email design.

Occasionally mix your format up to add personality. If you normally use HTML format for your email messages, use plain text format occasionally. When done judiciously, this can make your customer feel a personal connection to you and your products.

If someone wants to opt out, let them do so immediately. Subscribers might think that you aren?t acknowledging them if you are still sending them emails every day after they have opted-out.

Always have the customer?s permission before you send an email to them. When you email your customers without asking them, they may think you are a spammer and not read them. Also, you will lose your chance of reaching people later if they opt out of the list. If your internet service provider labels you as a spammer you may face additional penalties.

TIP! You need to get your customers? permission in order to send them any correspondence by email. If you don?t have permission, people will not trust you and you will build a bad reputation.

Know what your competition is doing with their own email marketing campaigns. Obtain an email address specifically for this purpose, and sign up for their lists, using it. By seeing what they?re doing, you will be able to make your emails better than theirs. You should always look for areas where they are lacking, and try to fill the void. For instance, you should always try to top their discounts.

Email Clients

Keep subject lines under 60 characters long. There are many email clients that shorten the subject to reach this length. Other email clients are not able to show anything that is longer than that. The truth is that most subscribers will only need to see something that short to decide whether they want to continue reading your message.

TIP! You will quickly lose customers if you are thought to be a spammer, so avoid this label at any cost. Essentially, everyone who has signed up for your email list will then get an email from you requesting that they confirm their subscription.

Include a coupon offer when you send follow-up emails to your clients. One way to do this is to include a link to a page on your site that displays the offer and details. You can also remind them of the money they will save with your coupons.

Make sure your title is attention grabbing. Make sure you remember that your subject line is the first content your customers will read when they see your email in their inbox, so make it memorable. This will boost the effectiveness of your campaign and increase profits.

The odds that your email subscribers will be reading your messages on a mobile device, such as a smartphone, are going up every day. Such devices have just a fraction of the resolution of a standard computer monitor, so your messages will look quite different. Learn about the constraints, and test your emails on phone screens.

TIP! If your opt-in gives you birthday data, always send celebratory messages. You can easily configure your system to send a message of celebration out on the appropriate day.

It can be difficult to figure out an approach to get started in marketing with email, and this prevents many business from taking advantage of this powerful tool. Internet marketing through email can be an essential component of a successful business strategy. Hopefully this article will help you to develop a strategy for your own highly successful e-mail marketing campaign today.

To Your Success,

Dr. Spencer Rollins

Dr. Spencer Rollins

P.S. Check Out These 3 ?Weird? Marketing Tricks I Use To Make More Money in My Part-Time Online, Than I Make As a Full Time Chiropractic Physician.

?

Source: http://www.spencerrollins.com/email-marketing-how-to-market-effectively-without-becoming-spam/

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Jennifer Lawrence & More Stars with a Healthy Body Image

If her performance as Katniss in The Hunger Games didn't make Jennifer Lawrence your hero, then this just might. The Silver Linings Playbook actress, who has soared to the top of Hollywood's A-list this year, still refuses to go on the Tinseltown starvation diet.

Source: http://www.ivillage.com/jennifer-lawrence-and-5-other-celebs-healthy-body-image/1-a-511579?dst=iv%3AiVillage%3Ajennifer-lawrence-and-5-other-celebs-healthy-body-image-511579

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Web Design in Galway | Source of Articles

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If you are an Irish business contemplating going online, you are on the right track. Here are some statistics about online shopping in Ireland:

  • ?300 million online sales in Ireland
  • 70% of people in Ireland used the internet in 2011
  • ?1,700 is spent by the average Irish consumer in online shopping

A website is the online gateway to your business. A well-made website can attract thousands of customers to your company?s webpage translating to potential sales. If you want a nice looking website to promote your business online, you should approach a company that specializes in website design.

There are various professional companies which offer web design in galway. Such companies would service businesses nationwide. They would build all kinds of websites based on your input. Some companies would work with you after the website is built and advise you on how to improve web traffic, increase your sales and inform you about current trends.

Here are a few kinds of websites you may wish to consider:

-????????? Brochure Web Design

You are probably a sole trader or startup which wishes to have an online presence. A static website which portrays your brand, services and contact details is the ideal solution

?

-????????? Content Management (CMS)

This kind of website gives you the facility to alter content (files, text and images) on your website from an administrative console. No programming knowledge is required to make the changes unlike static websites

?

-????????? Ecommerce web design

This type of website allows you to sell products online and process orders online. To handle orders, you may have a credit card terminal to process them, redirect the orders to a merchant site for processing or link the orders to Paypal

?

-????????? Flash animation design

If you need interactive websites that contain visually appealing animations, you may opt for flash websites. These would be apt for training or sales websites

?

Some Web design galway companies would offer you free consultation. They would create websites which are easy to find in search engines, quick to load, informative and simple to use. The development process usually begins with a basic image design based on your needs and requirements. With client feedback, the design could be rejigged without going into coding. Only when a stage is reached where the website is visually appealing and functional would the development process begin.

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Source: http://sourceofarticles.com/web-design-in-galway

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Why Starting a Home-Based Business is a Good Idea ? Articlearn

Owning and operating a home-based business requires a lot of work to make it a successful endeavor.? These are the benefits of owning these types of businesses.

Home business

At some point in time, many individuals have aspired to own and operate their own home-based business because it will provide them with the freedom to gain financial independence and be their own boss.? There are numerous legitimate income opportunities to be had if a person is willing to do a little research and perform some due diligence in the process.

When aspiring entrepreneurs contemplate the viability of a profitable home based business, the first question that arises is: ?What makes a home-based business such a good idea??

The acronym ?JOB? stands for ?Just Over Broke.? Interestingly enough, this has never been closer to the truth before.? At some point in time, probably everybody has had the desire to be their own boss and operate a home based business.

The problem has always been that finding a viable business opportunity is not always that easy.? But when a person does and they get that first taste of success, there is no turning back.? The following content will present the major reasons why starting a home-based business is a good idea.

There is no one to answer to ? there is no boss threatening a person?s livelihood and their job security.? It is the greatest form of freedom and independence that anyone can experience when it comes to earning a living and loving their job.

Home-based businesses are not a 9 to 5 routine ? there is no weekly work schedule that has to be followed, no time clock to punch in and out on every day, without asking someone for a day off when it is needed.

There is no limit to the amount of money a person can earn ? having a regular job does not provide a person the opportunity to realize any type of substantial income.

The worst part of working for somebody else is that unless the person is a commissioned salesperson, their earnings will always be limited to the company pay scale.? There are two truisms about owning and operating a home-based business that always exists about earnings, when a person works for someone else:

o?? ?there will always be limits on a person?s earning potential

o?? ?the person will never get paid what they are worth

Keep the pajamas on all day if desired ? one of the things that a lot of people despise about their job, is the fact that they are oftentimes forced to wear clothing that they cannot stand.? This is especially true when they work for an employer that demands wearing a company uniform.? It?s even more aggravating, when the person has to take care of those uniforms themselves.? When a person has their own home-based business, they can wear what they want ? no shirt and tie is ever required.

The greatest investment a person can ever make is in themselves ? when a person invests in their own business, they are investing in themselves, and that is the best investment they can ever make in their lives.

Published in Business

Source: http://www.articlearn.com/why-starting-a-home-based-business-is-a-good-idea/

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Experts: Schools need trained police, not just guard with a gun

WASHINGTON (AP) ? The student's attack began with a shotgun blast through the windows of a California high school. Rich Agundez, the El Cajon policeman assigned to the school, felt his mind shift into overdrive.

People yelled at him amid the chaos but he didn't hear. He experienced "a tunnel vision of concentration."

While two teachers and three students were injured when the glass shattered in the 2001 attack on Granite Hills High School, Agundez confronted the assailant and wounded him before he could get inside the school and use his second weapon, a handgun.

The National Rifle Association's response to a Connecticut school massacre envisions, in part, having trained, armed volunteers in every school in America. But Agundez, school safety experts and school board members say there's a huge difference between a trained law enforcement officer who becomes part of the school family ? and a guard with a gun.

The NRA's proposal has sparked a debate across the country as gun control rises once again as a national issue. President Barack Obama promised to present a plan in January to confront gun violence in the aftermath of the killing of 20 Sandy Hook Elementary School students and six teachers in Newtown, Conn.

Agundez said what happened before the shooting in the San Diego County school should frame the debate over the NRA's proposal.

With a shooting at another county school just weeks before, Agundez had trained the staff in how to lock down the school, assigned evacuation points, instructed teachers to lock doors, close curtains and turn off the lights. He even told them computers should be used where possible to communicate, to lessen the chaos.

And his training? A former SWAT team member, Agundez' preparation placed him in simulated stressful situations and taught him to evade a shooter's bullets. And the kids in the school knew to follow his advice because they knew him. He spoke in their classrooms and counseled them when they came to him with problems.

In the wake of the Sandy Hook massacre, school boards, administrators, teachers and parents are reviewing their security measures.

School security officers can range from the best-trained police officers to unarmed private guards. Some big-city districts with gang problems and crime formed their own police agencies years ago. Others, after the murder of 13 people at Columbine High School in 1999, started joint agreements with local police departments to have officers assigned to schools ? even though that was no guarantee of preventing violence. A trained police officer at Columbine confronted one of two shooters but couldn't prevent the death of 13 people.

"Our association would be uncomfortable with volunteers," said Mo Canady, executive director of the National Association of School Resource Officers ? whose members are mostly trained law enforcement officers who "become part of the school family.'"

Canady questioned how police officers responding to reports of a shooter would know whether the person with a gun is a volunteer or the assailant.

Former Rep. Asa Hutchinson, who also was a top Homeland Security official and will head the NRA effort, said the program will have two key elements.

One is a model security plan "based on the latest, most up-to-date technical information from the foremost experts in their fields." Each school could tweak the plan to its own circumstances, and "armed, trained, qualified school security personnel will be but one element."

The second element may prove the more controversial because, to avoid massive funding for local authorities, it would use volunteers. Hutchinson said in his home state of Arkansas, his son was a volunteer with a local group "Watchdog Dads," who volunteered at schools to patrol playgrounds and provide added security.

He said retired police officers, former members of the military or rescue personnel would be among those likely to volunteer.

There's even debate over whether anyone should have a gun in a school, even a trained law enforcement officer.

"In general teachers don't want guns in schools period," said Dennis Van Roekel, president of the National Education Association, one of the two large unions representing teachers. He added that one size does not fit all districts and said the union has supported schools that wanted a trained officer. Most teachers, he said, do not want to be armed themselves.

"It's a school. It's not a place where guns should be," he commented.

The security situation around the country is mixed.

?Maricopa County, Ariz., Sheriff Joe Arpaio says he has the authority to mobilize private citizens to fight crime and plans to post armed private posse members around the perimeter of schools. He said he hasn't spoken to specific school districts and doesn't plan to have the citizen posse members inside the buildings.

?The Snohomish School District north of Seattle got rid of its school officers because of the expense.

?The Las Vegas-based Clark County School District has its own police department and places armed officers in and around its 49 high school campuses. Officers patrol outside elementary and middle schools. The Washoe County School District in Nevada also has a police force, but it was only about a decade ago that the officers were authorized to carry guns on campus.

?In Milwaukee, a dozen city police officers cover the school district but spend most of their time in seven of the 25 high schools. In Madison, Wis., an armed police officer has worked in each of the district's four high schools since the mid-1990s.

?For the last five years, an armed police officer has worked in each of the two high schools and three middle schools in Champaign, Ill. Board of Education member Kristine Chalifoux said there are no plans to increase security, adding, "I don't want our country to become an armed police state."

?A Utah group is offering free concealed-weapons permit training for teachers as a result of the Connecticut shootings. Arizona Attorney General Tom Horne proposed a plan to allow one educator in each school to carry a gun.

Ed Massey, vice chairman of the Boone County, Ky., school board and president of the National School Boards Association, said his district has nine trained law enforcement officers for 23 schools and "would love to have one in every school."

"They bring a sense of security and have done tremendous work in deterring problems in school," he said. "The number of expulsions have dramatically decreased. We used to have 15 or 20 a year. Now we have one or two in the last three years."

An officer, he said, "is not just a hired gun. They have an office in the school. They are trained in crisis management, handling mass casualties and medical emergencies."

He said a poster given out by the local sheriff's department shows one of the officers and talks about literacy and reading.

Kenneth Trump, president of the National School Safety and Security Services consulting firm, said having trained officers in schools is "more of a prevention program than a reactive program if you have the right officers who want to work with kids."

But he also criticized a drop in funding for school security, saying, "Congress and the last two administrations have chipped away to the point of elimination of every program for school security and emergency planning."

Dr. Ronald Stephens, executive director of the National School Safety Center that provides training to schools, said the NRA's suggestion of using volunteers "is a whole new concept of school safety." He questioned whether the NRA wants to bring the best sharpshooters on campus.

"How is that going to create a positive atmosphere for young people?" he asked. "How does that work on the prevention side?"

Agundez, 52, who retired as a policeman in 2010, learned shortly before his retirement just how much his trained reaction to a shooter affected students at Granite Hills High.

He was writing a traffic ticket and the driver's whole body started shaking. He had been a student that day nine years earlier.

"He gave me a hug," Agundez recalled. "He said 'I always wanted to thank you.' You saved our lives."

___

Associated Press writers Todd Richmond, Michael Tarm, Greg Moore, Ken Ritter, Sandra Chereb and Donna Blankinship contributed to this report.

___

Follow Larry Margasak on Twitter at http://Twitter.com/LarryMargasak

Source: http://news.yahoo.com/experts-trained-police-needed-school-security-091515160--politics.html

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January 2013 Theater Calendar | Triangle Arts and Entertainment

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NOTE: This is the Triangle Theater Review?s Master Calendar for shows announced for the entire month of January. If your productions are not listed in this calendar, please e-mail the SHOW TITLE(S), DATE(S), LOCATION(S), and PRESENTER?S NAME to RobertM748@aol.com, and be sure to e-mail all your news releases and publicity PHOTOS to that address. (Our ?snail mail? address is Triangle Theater Review, 1828 Honeysuckle Road #13, Raleigh, NC 27609-6220.)

Jan. 3-6: ?Slipping? (Awkward Elephant Project in Burning Coal Theatre Company?s Murphey School Auditorium).

Jan. 4-6: ?Copenhagen? (South Stream Productions at Common Ground Theatre).

Jan. 5: ?Tales of Enchantment? (North Carolina Symphony Kids in Meymandi Concert Hall).

Jan. 8-13: ?Jekyll & Hyde,? starring Constantine Maroulis and Deborah Cox (Durham Performing Arts Center).

Jan. 9-13: ?And God Created Great Whales? created, written, and composed by Rinde Eckert (PlayMakers Repertory Company?s PRC2 Series in the Elizabeth Price Kenan Theatre).

Jan. 10-13, 17-20: ?Elliott: A Soldier?s Fugue? (Burning Coal Theatre Company and Josh Benjamin Productions in the Murphey School Auditorium as part of Burning Coal?s ?Wait ?Til You See This Series?).

Jan. 11-12: ?End of the World After-Party? (Bravest Face Improv at Common Ground Theatre).

Jan. 15: ?Encore! (English Language Arts)? (Chamber Theatre Productions in Raleigh Memorial Auditorium).

Jan. 18: ?Choosy Suzy Bully Prevention? (The Carolina Theatre?s GlaxoSmithKline Arts Discovery Series).

Jan. 18: ?Mike Epps Live? (North American Entertainment Group, Inc. at Raleigh Memorial Auditorium).

Jan. 18-19: ?Wicked Divas? (North Carolina Symphony in Meymandi Concert Hall).

Jan. 18-20, 22-27; Jan. 29-Feb. 3: ?Nerds? (North Carolina Theatre in A.J. Fletcher Opera Theater).

Jan. 19: ?C.S. Lewis? The Screwtape Letters? (Fellowship for the Performing Arts at the Durham Performing Arts Center).

Jan 19-20: Shen Yun Performing Arts (Raleigh Memorial Auditorium).

Jan. 23: Savion Glover in ?SoLe Sanctuary? (Duke Performances in Page Auditorium).

Jan. 24-26: ?Strange Beauty Film Festival 2013? (SPENDY Productions at Manbites Dog Theater).

Jan. 25: Whoopi Goldberg (Durham Performing Arts Center).

Jan. 25-26: ?As You Like It? (Left Field Theatre at Common Ground Theatre).

Jan. 25-27: ?Scooby Doo Live! Musical Mysteries? (Broadway Series South in Raleigh Memorial Auditorium).

Jan. 26: ?An Evening of Sit Down with Robin Williams and David Steinberg? (Durham Performing Arts Center).

Jan. 26-27; Jan. 29-Feb. 3; Feb. 5-10, 12-17, 19-24; Feb. 26-March 3: ?A Raisin in the Sun? and ?Clybourne Park,? performed in rotating repertory (PlayMakers Repertory Company in the Paul Green Theatre).

Jan. 27: ?Selections from Wagner?s Operas? (North Carolina Opera in Meymandi Concert Hall).

Jan 30: ?In the Mood: A 1940s Big Band Musical Revue? (Raleigh Memorial Auditorium).

Jan. 30-Feb. 3: Mike Daisey in ?American Utopias? (Duke Performances in the PSI Theater at the Durham Art Council).

Jan. 31: ?Warriors Don?t Cry? (The Carolina Theatre?s GlaxoSmithKline Arts Discovery Series).

Jan. 31-Feb. 3; Feb. 7-10, 14-17: ?Good? (Burning Coal Theatre Company in Murphey School Auditorium).

Jan. 31-Feb. 2; Feb. 7-10, 14-17: ?My Princess Bride,? a one-man show conceived and performed by Joe Brack (City Artistic Partnerships at Common Ground Theatre).

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Tagged as: January 2013 Theater Calendar, January Theater Calendar, theater calendar

Source: http://triangleartsandentertainment.org/2012/12/january-2013-theater-calendar/

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Google names 12 best Android apps of 2012

When a 33-ton shark tank suddenly exploded last week in along busy Shanghai pedestrian shopping mall,? it happened so quickly that not even one camera-happy bystander was able to film it. The moment, however, was all captured on closed circuit security camera. The dramatic just-released...

Source: http://news.yahoo.com/google-names-12-best-android-apps-2012-174530724.html

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Friday, December 28, 2012

Experience Directly Into Quick Applications Regarding Web Design

A great deal may be discussing exactly how important seo is perfect for any organization. Inside a very reasonably competitive on line foundation, internet search engine organizations provide the needed equipment to keep the sting needed by companies to keep at the top. Please take a look at: web design company nottingham to learn more concerning Search engine optimization very best strategies.

The power of Website positioning brings to any business is important, since it generates the particular status for any organization. Include its capacity to deliver organizations closer to their particular goal customers in fact it is a very important resource for online business promo. Creating and looking after an internet web-site is a major marketing tool for almost any organization. Enhancing internet site aspects so that they communicate to make websites rank in main to search engines. Website seo helps small businesses expose and then leave their particular mark on buyers. The lack of Search engine optimisation helps make any web site an empty shell without having serious purpose.

Search engine optimization organizations supply various ads that companies can use to further improve its awareness. It also delivers start-up businesses with a necessary bonus devoid of taking a lot of from the small business budget. Its comfort of implementation and hassle-free startup method makes it a priceless online world asset to assist. Developing on the net track record without the need of Web optimization makes it difficult for your company to fulfill their targets. Your time and efforts are usually in useless and you?re simply just costing you effort, funds, and also methods. Website seo could be the central source from a web page, as without them, the web site may have difficulty always keeping afloat.

Search engine marketing encourages awareness of the firm?s model. It will help businesses continue being within the brain of its buyers. It may help preserve aged clientele while taking care of a new one. Any business sees that far more to get clients an individual has to sell. In addition they are aware that it is significantly expensive to develop their own SEO group made from scratch. Without correct exercising, business people might turn out over spending for not enough success. Outsourcing tools Search engine optimization services will allow corporations to focus on their particular central functions.

Keeping the text of web business for the shopper by means of customer service is an additional vital SEO benefits. There is no need to think about ever dropping communication using your buyers. Web optimization can always make certain your clients can discover you on the web. That is regardless how deeply your small business is entombed inside the marine of surfacing brand new marketplace contenders.

Source: http://messe.pinkchannel.net/2012/12/28/experience-directly-into-quick-applications-regarding-web-design/

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H5N1: An overdue advance in public health

Currently on Twitter:??#MiddleEarthPublicHealth. Typical article citation:
"Hands of the king": Aragorn, no MD or PhD, but an excellent Epidemic Intelligence Service officer nonetheless #MiddleEarthPublicHealth.
That certainly made me think of the excellent Epidemic Intelligence officers I met at ECDC in Stockholm late this year. I'm hoping for an invitation to ECDC's Rivendell office, but I'd settle for a tour of their labs in Bree...as long as it doesn't involve changing planes (or eagles) at Mordor International, aka Heathrow.

Source: http://crofsblogs.typepad.com/h5n1/2012/12/an-overdue-advance-in-public-health.html

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A wet end to a busy Louisiana weather year | NOLA.com

The end of a busy weather year promises two more chances of rainfall, including on New Year's Eve. It will mark a wet end to 2012, which began with near-drought conditions in New Orleans.

Forecasters with the Slidell office of the National Weather Service are expecting another cold front to usher in showers and thunderstorms to the area Friday and Friday night."A few strong to severe thunderstorms are possible during the afternoon and early evening hours," says the service's hazardous weather outlook message. "The main threat will be damaging winds."

Expect highs in the upper 60s on Friday, accompanied by winds of 15 to 20 mph out of the southeast, with an 80-percent chance of precipitation. Temperatures will drop into the upper 40s Friday night, with winds shifting to out of the northwest at 15 to 25 mph after midnight.

Saturday will be cooler under partly cloudy skies, with highs in the 50s, and winds out of the north at 15 to 25 mph. The temperature will drop into the upper 30s in New Orleans and lower 30s on the north shore overnight Saturday, and reach only the lower 50s during the day on Sunday.

By Monday, the chance of rain begins to increase again, as high temperatures rise into the lower 60s. There's a 40 percent chance of showers for New Year's Eve, continuing into New Year's Day and Tuesday night, with highs in the mid-60s and lows in the 40s.

Things get cooler again on Wednesday, with highs only in the 50s, still under mostly cloudy skies with a continuing chance of rain.

While rain has been a significant story during 2012, it's the storm surge delivered by Hurricane Isaac on Aug. 29, exactly seven years after Katrina, that was the top weather story of the year, according to Louisiana State Climatologist Barry Keim.

?"The two areas hardest hit were Braithwaite and LaPlace, where several neighborhoods were inundated," he said. "It occurred amidst a busy 2012 hurricane season that was headlined by Hurricane Sandy."?Although only a Category 1 on the Saffir-Simpson wind scale, Isaac again proved that scale's limitations, as its slow forward speed and direction resulted in surge levels of more than 13 feet at the Lake Borgne barrier on the edge of eastern New Orleans and water heights of 7 feet in Lake Pontchartrain, Keim said.

Sandy had lost its tropical characteristics, but not its storm surge, as it hammered a significant portion of the East Coast, including the New York and New Jersey shorelines, in late October.?

?The second biggest weather story of the year was one that few people in the New Orleans area probably noticed: the unusually low level of the Mississippi River during much of the year.

"Obviously, that had nothing to do with drought conditions in Louisiana, but rather drought that was experienced across the Great Plains and the Midwest," Keim said, resulting in low rates of rainwater runoff entering the river.

Ironically, river water levels were so high in 2011 that the Army Corps of Engineers was forced to open both the Bonnet Carre Spillway west of New Orleans and the Morganza Floodway adjacent to the Old River Control Structure north of Baton Rouge.

But by mid-year 2012, water levels in the river were so low that Plaquemines Parish had to stop drawing drinking water from the river and switch to an alternative water supply, because saltwater from the Gulf of Mexico had traveled upstream to the parish's river water intake structures.

In August, the corps awarded a $5.8 million contract to a dredging company to build an underwater dam in the river channel at mile marker 65, to block the salt water before it reached the drinking water intakes for the city of New Orleans and Jefferson Parish.

Corps officials continue to check the dam at least once every two weeks to assure it hasn't eroded away, although higher water levels in the river during the past two weeks have helped keep the leading edge of salt water farther downstream.

On Thursday, the Mississippi was still at only 3.2 feet at the Carrollton Gauge in New Orleans, and is forecast to rise only to about 5 feet before dropping to 3 feet again by Jan. 18, according to the Lower Mississippi River Forecast Center.

The third biggest weather story has been the state's flirtation with drought conditions during the year, Keim said.

"Statewide, rainfall amounts are going to be above normal for the year, but the timing and geographic location of the rain was irregular," he said. "We're still seeing regional drought conditions, with water levels above normal in the south, but not in the north, and vice versa for drought. But the majority of weeks this year had some part of Louisiana listed in drought conditions."

As of Thursday, New Orleans International Airport had measured 67.7 inches of rain, or almost 6 inches above normal, while Shreveport had measured 49.9 inches, almost an inch below normal.

Still, total rainfall amounts statewide were significantly higher this year than last, when more severe drought conditions were experienced throughout the state.

Last year, Shreveport had only 33 inches of rain, or close to 18 inches below normal, while the New Orleans airport saw 54.6 inches, or 7 inches below normal.

Indeed, the recent outbreaks of cold weather may stave off a record for the average statewide temperature for the year, Keim said. According to the National Climate Data Center, the average temperature for 12 months through November was 69.9 degrees, which was 1.9 degrees warmer than the 20th Century average annual temperature, and ranked as the 5th warmest similar 12-month period. The record for the same period was in 1927, when the average temperature was 70.6 degrees.

Source: http://www.nola.com/weather/index.ssf/2012/12/a_wet_end_to_a_busy_louisiana.html

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No Comments - Pro Step Marketing Blog - ProStepMarketing.com

Denver NC ? 12/27/12 Pro Step Marketing develops a marketing strategy to work with distressed sellers facing foreclosure for Jim Holder in the Schaumburg and Woodfield Area, IL real estate market. The results of this strategy is providing homeowners who are facing foreclosure options on how options like a short sale can assist them.

Holder, of the RE/MAX at Home, said the new strategy works and as leaders in their market they feel it is imperative to share with distressed homeowners that there are options other than the foreclosure route. ?One of the biggest challenges is getting the word out to let distressed homeowners know that there are options. ?Tricia Andreassen and the Pro Step Marketing team have created a marketing plan that allows us to reach those sellers effectively. Andreassen states that consumers today are looking for help on line, and that they are also reading newspapers and such. This website gives the homeowner a way to get real information and learn more.?

People who visit JimHolderShortSaleAgent.com to Help Avoid Foreclosure in Schaumburg and Woodfield Area, IL are provided with detailed information about how a short sale may be an option instead of a foreclosure. In addition there are tools such as free reports, checklist and qualifying forms to help the seller through this process. ?Many homeowners are hiding and not sharing that they are in trouble. They are embarrassed and want to get information on their own terms?, says Andreassen, founder of Pro Step Marketing.
For more information, visit www.prostepmarketing.com or call 866-799-9888

Source: http://blog.prostepmarketing.com/?p=1102

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Thursday, December 27, 2012

Meaning on the Brain: How Your Mind Organizes Reality

They called him ?Diogenes the Cynic,? because ?cynic? meant ?dog-like,? and he had a habit of basking naked on the lawn while his fellow philosophers talked on the porch. While they debated the mysteries of the cosmos, Diogenes preferred to soak up some rays ? some have called him the Jimmy Buffett of ancient Greece.

Anyway, one morning, the great philosopher Plato had a stroke of insight. He caught everyone?s attention, gathered a crowd around him, and announced his deduction: ?Man is defined as a hairless, featherless, two-legged animal!? Whereupon Diogenes abruptly leaped up from the lawn, dashed off to the marketplace, and burst back onto the porch carrying a plucked chicken ? which he held aloft and shouted, ?Behold: I give you? Man!?

I?m sure Plato was less than thrilled at this stunt, but the story reminds us that these early philosophers were still hammering out the most basic tenets of the science we now know as taxonomy: The grouping of objects from the world into abstract categories. This technique of chopping up reality wasn?t invented in ancient Greece, though. In fact, as a recent study shows, it?s fundamental to the way our brains work.

Chunks of reality

At the most basic level, we don?t really perceive separate objects at all ? we perceive our nervous systems? responses to a boundless flow of electromagnetic waves and biochemical reactions. Our brains slot certain neural response patterns into sensory pathways we call ?sight,? ?smell? and so on ? but abilities like synesthesia and echolocation show that even the boundaries between our senses can be blurry.

Semantic Space. Image: Gallant lab, UC Berkeley

Semantic Space. Image: Gallant lab, UC Berkeley

Still, our brains are talented at picking out certain chunks of sensory experience and associating those chunks with other stimuli. For instance, if you hear purring and feel fur rubbing against your leg, your brain knows to associate that sound and feeling with the fluffy four-legged object you see at your feet ? and to group that whole multisensory chunk under the heading of ?cat.?

What?s more, years of cat experience have taught you that it makes no sense to think of a cat as if it were a piece of furniture, or a truck, or a weather balloon. In other words, an encounter with a cat carries a particular set of meanings for you ? and those meanings determine which areas of your brain will perk up in the presence of a feline.

But where?s the category ?cat? in the brain? And where?s it situated in relation to, say, ?dog? or ?giraffe? ?or just ?mammal?? A team of neuroscientists led by Alexander Huth at UC Berkeley?s Gallant lab decided they?d answer these questions in the most thorough way possible: By capturing brain responses to every kind of object they could dig up.

Chunks in the brain

Those Gallant lab folks are no slouches ? you might remember them as the lab that constructed ?mind videos? of entire scenes?from neural activity in the visual cortex. This time, though, the lab?s ambitions were even broader.

Semantic Map. Image: Gallant lab, UC Berkeley

Semantic Map. Image: Gallant lab, UC Berkeley

A research team led by Alex Huth showed volunteers hours of video footage of thousands of everyday objects and scenes ? from cats and birds to cars and thunderstorms ? as the subjects sat in an fMRI scanner. Then the researchers matched up the volunteers? brain activity not only to each object they saw, but also to a whole tree of nested object categories: A taxonomy of the brain?s taxonomy. A vision of a ?continuous semantic space,? where thousands of objects and actions are represented in terms of others.

Huth?s team collected volunteers? reactions to more than 1,300 objects and categories, and arranged these brain responses not only into a tree of object and action categories, but into a map of response gradients across the whole surface of the brain.

And as you can see from the color gradients in that tree diagram to the right (which is also available as an interactive online app), the relationships among our brains? categories are multidimensional. Objects may be more or less ?animal-like,? more or less ?man-made,? and so on ? and in fact, the researchers say they expect to find more subtle response dimensions that gauge an object?s size and speed.

Association and meaning

All this talk of ?dimensions of association? points back to a far more profound idea about how our brains work: We understand the meaning of an object in terms of the meanings of other objects ? other chunks of reality to which our brains have assigned certain characteristics. In the brain?s taxonomy, there are no discrete entries or ?files? ? just associations that are more strongly or more weakly correlated with other associations.

And that idea itself raises deeper quandaries: If associations define what an object or action ?is,? as some neuroscientists have argued, then why does the concept of meaning ? semantic representation ? need to enter the picture at all? Instead of being a special type of mental function, might ?meaning? itself simply be another word for ?association??

The answer to that question won?t be a simple one to find, at least for the foreseeable future. ?I don?t think it?s possible to make a conclusive claim about that from fMRI data,? says Jack Gallant, the lab?s director; ?and anyone who tells you otherwise is mistaken.?

A single three-dimensional pixel ? an fMRI voxel ? represents the activity of around one million neurons, Gallant explains; and at that resolution, it?s impossible to say what exactly the neural activity is encoding. Meaning could depend on association, association might depend on semantic coding, or the relationship between the two might be more nuanced than we can conceive right now.

Whatever that relationship turns out to be, the implication remains: In our brains, meaning and association go hand-in-hand. In the brain, even our most abstract concepts depend on our own ?real-world experiences. That?s an idea that?s infuriated Plato and his followers far more than Diogenes? plucked chicken ? but as Diogenes demonstrated on that long-ago morning, real-world evidence trumps speculation in the end.

?

Source: http://rss.sciam.com/click.phdo?i=8b4ca355de9dded421c7bb012368043f

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Nick Cannon Split with Kim Kardashian Over Sex Tape

Source: http://www.thehollywoodgossip.com/2012/12/nick-cannon-split-with-kim-kardashian-over-sex-tape/

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MIND MELD: Storytelling in Video Games - SF Signal - SF Signal

Video games are an evolution of the human tradition of storytelling. It began as tales told around a fire, progressed into images painted on walls, developed into text printed on paper, and advanced to moving pictures accompanied by sound. Video games take story telling a step farther. The audience is no longer a passive spectator, but is instead an active participant in the story being told. Often authors are tapped to write tie-in fiction for popular video game franchises, and sometimes they are even hired on to help craft compelling stories for the games themselves.

We asked this week?s panelists?

Q: How do you feel about the state of storytelling in video games? What do developers do right? What could they be doing better? What games do you think tell excellent stories?

Here?s what they said?

William C. Dietz

New York Times bestselling author William C. Dietz has published more than forty novels some of which have been translated into German, French, Russian, Korean and Japanese.

If it was easy to write good games everyone would do it.

There was a time when killing aliens, monsters, and bad guys was enough. But not anymore. Now gamers want good writing too!

Yeah, yeah, I know. There are lots of games that don?t involve shooting things. And that?s good. But since I don?t play those games my expertise (such as it is) relates to shooting aliens, monsters and bad guys. And I believe good writing and good game play can coexist.

But before I get into that I should divulge that my perspective has been shaped by writing tie-in novels for franchises like Star Wars, Halo, Starcraft, Hitman, Resistance, and Mass Effect.

I?ve written games too, including Sony?s RESISTANCE: Burning Skies with Mike Bates, and the LEGION OF THE DAMNED? ios game with Conlan Rios. But I have never been a full-time employee of a gaming studio?so my knowledge is limited to what I have seen from the outside looking in.

First, before you write a game you have to have an outline or treatment. Unlike writing a novel, which some people (although I?m not one of them) can do without an outline, a game involves lots of people working in parallel. And they need a plan.

Generally speaking there are two kinds of outlines/treatments. Short outlines that are designed to get a game together by a hard deadline with little regard for possible sequels. And I can relate to that. Take the Legion of the Damned series for example. I planned to write a series so I created a universe large enough to accommodate a number of books. But did I write a nine book story arc? Heck, no. I had no way to know that the first volume would do well enough to pave the way for a second novel never mind all the rest.

And it?s the same for a lot of the game shops. They hope there will be more iterations but have to put all the energy they have into the one they?re working on at the moment. And given the strength of the competition it will have to be awesome in order to survive.

The result is that long term story and character development suffers and I see the results of that when I?m hired to write a tie-in novel. Time and time again I see really interesting characters who were killed off in the first or second game because no one knew what to do with them or to freak players out. (If we kill Carter they?ll figure we might smoke anybody!) The result being that they aren?t around for people like me to feature in books, comics, or secondary games.

And the reverse is true as well. Some characters need to be devoured by a ten story tall boss or fall into the bottomless abyss! But they live on and on. Usually because they are useful in some way or have a substantial fan base.

Long outlines by contrast assume success and incorporate something like a three game story arc. That?s totally cool if three games get made. But what if the first game fails to gain sufficient traction? Then the team is left with a hanger? Meaning characters that aren?t fully developed, a plot was never fully realized, and some disappointed customers.

The point is that to some extent the quality of the writing, or what the writing could be, is determined by the choice of whether to create a short or long outline.

Now this is where things get even more complicated. Some teams have a very vertical top-down management structure that dictates the plot to the person or team who are writing the script. Others are more collaborative and tend to get things done through brainstorming and consensus.

Each approach has definite advantages especially to an outsider such as myself. The top-down people know what they want, and that?s a good thing, except that they are frequently resistant to outside ideas. And, if they are driven by a long form outline/treatment then they have a tendency to sacrifice things to it. As in, ?Hell no, we can?t do that? If we do we won?t be able to blow up the moon in game three.?

The result being that the characters, the plot, and even the dialog is dictated to the writers. Not directly?but through marginalia like, ?Jessica would never say something like this.? And no justification is required because hey, the team leaders have the ability to channel Jessica, and the writers don?t. Another way in which the writing gets skewed.

Meanwhile the consensus driven teams are more open to suggestions, but it can be difficult to get closure, and when you think you have it chances are you don?t. So you pitch your idea to the team, they nod, and you can feel the beginning of a glorious consensus. Then Larry says, ?I think that works Bill? I?ll write it up, share it with the level designers, and check with my wife. She has a lot of good ideas. Then, once we have everybody?s feedback, we?ll move ahead.?

No, I?m not kidding. So the danger here is producing a script that lacks focus, a consistent voice, and a singular style.

I mentioned level designers who, as the title implies are responsible for developing individual levels in a game, often referred to as ?missions? in shooters. First let me say that these poor souls are often as powerless as the writers are and frequently for the same reasons.

However where writing is concerned the designers can be part of the problem. That?s because while they want the overall project to succeed?it?s even more important to them that they create the coolest level that ever was. Because if they can do that they succeed even if the game fails. You can imagine their next job interview. ?Sure Invasion of the Snails cratered, but look at Level Three? It rocks.?

That means they might be vocal advocates for ideas, gimmicks, and dialog that is antithetical to the overall script. As in ?Hey, dude, how ?bout we cap Baxter at the end of level three? The players will never see it coming.? Which would be fine except that Baxter has to throw the lever on the light bridge in level five. Sigh.

Another barrier to good story telling is the almost universal tendency to sacrifice dialog to action. Time and time again I?ve seen management whack character interaction in order to shoehorn some additional action into the mix. The assumption being that players, especially young ones, are mostly interested in shooting things. And if you look at which games make the most money there?s something to be said for that view.

That brings us to the audience and their role in this. Yes, they have a role. If people buy well written games that will encourage management to insist on better writing. And there?s some evidence that we?re headed in that direction. The fact that people regularly create and post lists of the best written games attests to that.

Finally there are process/production issues that limit what a script can or can?t be. You can write it?but can the company afford it? Can the technology support it? And is there enough staff to get the job done? Typically the answer to at least some of those questions is going to be no. And that means compromise.

So given all of the moving parts, all of the ways that things can wrong, it?s amazing that good game scripts ever get written! Fortunately they do. Which ones are they? The ones you enjoy most.

That brings us to the question of what could be done to improve the quality of game related scripts. I think the solution is for management to insist on good writing, interesting characters, and a story that matters. The sort of characteristics that define a good book or a good movie. I believe that will lead to an immersive experience and commercial success.

Oh, and they should be nice to writers! Never mind, I got carried away.

Kameron Hurley

I think video game writers are suffering from some of the same things novel writers are in this biz. Big studios want break-out hits. They want to sell 100 million copies of stuff like Madden and Grand Turismo. To sell in those kinds of numbers, you have to write for a very broad audience. You have to dumb a lot of stuff down. I?ve been following the struggles of game developers like BioWare, who were acquired by EA a couple years ago, and how they?re trying to make these mega-millions sellers games out of what are, to some extent, niche RPG games. It?s a heart-bleeding thing to watch sometimes, but I see some light.

BioWare writes some of the best games around, and that?s in no small part due to the fact that their goal is to create amazing games where storytelling is still held up as core to the game making process, as opposed to something that just strings together big fight scenes or makes sense of slick graphics.

I broke into BioWare games with Star Wars: Knights of the Old Republic and was hooked. It not only has one of the most epic twists of all time, but the characters and worldbuilding are so diverse and complex that you get totally sucked in. I had the same experience playing their Dragon Age: Origins game, where at one point I had to make a decision between continuing a romance with one character and doing the best thing for the party. I still remember the shock I got when a character ended up walking away from the party because of a decision I made. Immersive storytelling means that over a series of games, or even a single game, you get really attached to the outcome of the story ? more so than you would in a traditional point and shoot game. We see this all the time in regular fiction, too ? the more you connect with and empathize with the characters, the more you feel like they?re people you really know, the more involved you become in the story.

And then, of course, there?s the successful Mass Effect games, also put out by BioWare, which give you the opportunity to play the most badass heroine in video game history maybe ever. If you so choose. BioWare does an astonishing job creating characters of all types, including powerful female characters, and that?s still all too rare in the gaming business. I?m a huge fan of the God of War games, too, but I don?t fall head-over-heels for those button mashers the way I do deep, interactive storytelling games.

I think the best games ? like the best novels ? can teach you empathy. And what really great RPG?s like BioWare?s excel at is also teaching you how to deal with the results of your actions. Being an asshole has consequences. So does being a goody-goody. Budget constraints and that whole ?make something that pisses off no one? push for mass appeal have meant fewer real choices and consequences, it?s true, but I have hope for a return to more choices in the future.

That?s because I see some shifts back toward great storytelling. Games like World of Warcraft ? which I don?t exactly play for the deep storytelling ? have placed more emphasis on story and inventive questing with recent expansions in order to appeal to and retain long-time subscribers.

Knowing there are still companies out there willing to take some risks and invest in great storytelling makes me optimistic, as does the rise of indie gaming companies, which may have smaller budgets, but also less pressure for selling mega-millions. Sometimes I think that gaming companies, like many novelists, get so focused on the selling mega-millions part that they forget about why they got into storytelling in the first place.

As players, as readers, we do occasionally need to remind them that we value great stories.

Guy Haley

British writer Guy Haley is the author of Reality 36, Omega Point, and Champion of Mars. He has three books coming out from the Black Library next year ? first of which will be Baneblade and Skarsnik. The Crash, his latest novel for Solaris, is also out next summer.? Guy has been a magazine editor and journalist for 15 years, working for SFX, Death Ray and White Dwarf. When he?s not staring at words on a screen he spends his time trying to train his Malamute to do stuff, shouting at the cat, or drinking beer; sometimes all at once.

Computer games are a difficult medium to write effective stories for. Traditional storytelling is by no means passive ? television, books, films, plays etc all require a significant imaginative effort on the part of those enjoying them, but video games are a different creature. They?re halfway between actual experience and story, and that means a lot of tricks you can use in other formats just don?t work very well.

There are games out there with fantastically detailed backstories that play little part in one?s enjoyment of the game, being just a framework to set a bunch of missions against, and those where the narrative is so all-consuming the player feels like they?re on rails, running through a fairground ride (check out my article here) on MMORGS for more on this). Some games, sandbox 4X games, the better RPGs like Fallout 3 and Skyrim, present you with a story that you can stick to or ignore, but these can be just as frustrating as games-on-rails, as your own meandering quests lose any meaningful framework.

And this is because games need stories, and they need stories mainly because they are limited and limiting. If you were really trying to survive a rad-blasted wasteland or conquer the galaxy, you?d feel invested, but even in an open-ended video game adventure, there are a great many restrictions to what you can do, and many distancing factors between you and the world you are exploring/invading.

Furthermore, there?s none of the subtle shading of emotion and connection with other ?people? that you get in real life, or, for that matter, in books, theatre or cinema. Even in old-fashioned wargames and RPGs, I have a greater sense of connection with the characters, probably because these games, unlike video games, are acts of collaborative storytelling. Perversely, this lack of emotional involvement is even more true of multiplayer online games, where most players? focus on the mechanics of the game (and sheer rudeness, unfortunately) distances you further from the tale.

Some games have brilliant worlds, great scripts, and awesome levels of detail. But I?ve yet to play a game (and I do play a lot of games) where I?ve gone, ?Wow, what an excellent story.? X-Com is probably the closest I?ve come to feeling that, and probably only because of the attachment to my men that I built up through nail-biting missions.

So it?s a question of engagement, and video games are not engaging. I love computer games, I love gaming of all types in fact, and although I have been very impressed by the backgrounds of many, I?ll turn to other forms of entertainment for a genuine story experience every time.

Abhinav Jain

Long-time science-fiction and fantasy geek, lover of all things Star Wars and Warhammer (mostly all things anyway). I currently have several works in progress for both science fiction and fantasy in different formats ? short story, novella, novel. I am also a book reviewer for The Founding Fields and a movie reviewer for Just Beyond Infinity. You can follow me on twitter @abhinavjain87 and through my blog at http://sonsofcorax.wordpress.com/

Storytelling in video games. Now that?s a real bag of tricks to consider. If I?m honest, storytelling has always been much more important to me than gameplay ever has. I believe it?s harder to innovate in game-play than it is with storytelling because, after all, how long can you keep on doing the same thing you always do in a shooter like Doom or Space Marine, or in a strategy game like Homeworld or Age of Mythology? And yet, storytelling is often what I see developers not getting right. I used to play quite a few games in college, not the least of which was Star Wars: The Knights of the Old Republic and World of WarCraft and Zeus: Master of Olympus, but that interest has waned in recent years, especially since I had to stop playing World of WarCraft for financial and personal reasons. In the last two and a half years since then, I?ve only played Space Marine, Dawn of War: Dark Crusade, Sins of a Solar Empire and some free time on Star Wars: The Old Republic and World of WarCraft, alongwith some Mass Effect demos.

That?s not to say that the storytelling or the gameplay is at fault here, just that I?ve changed priorities of sorts, being invested in becoming a published author and my various reviewing gigs and blogging. What hasn?t changed though is that I still pick up games because of the storytelling, and not the gameplay. The only way a video game is going to turn me off with regards to the gameplay is when the gameplay is really, really bad. Storytelling remains the bar with which I judge all video games.

For me, one of the games with the best storytelling out there is the original Homeworld, a space-based Real Time Strategy game, by Barking Dog Studios and Relic Entertainment. In it, you have a society, the Kushan, stranded on a hell-hole of a planet, Kharak, with tons of infighting and everything else that entails. Then, they find a crashed spaceship in a desert and their entire world-view changes. They discover that the planet they have called home for all these uncounted years isn?t actually their home world. And they set out on an epic journey across space to reclaim their true home world: Hiigara. On the way they encounter space pirates (the Turanics), traders (the Bentuusi), and the people who stranded them on that hell-hole in the first place, the Taiidani. The story is simply epic. Through in-game cut-scenes and cinematic videos, we get to explore all the different cultures and learn about the history of this setting. Often times the videos are simplistic, in that they are little more than a series of still images. But they still pack a hell of a punch because of the voice-overs and narration. You get treated to the story in bite-sized chunks and that?s okay, because the writing, the dialogues, the narration and everything is just superb. I was so inspired by the story that for one of my high school English essay assignments I wrote a thousand word flash fiction about how the Kushan people felt when they learned that Kharak had been destroyed by their enemies, in retaliation for the Kushan developing spaceflight, which had been a condition of their exile to that world. In all the missions that the player must perform to help the Kushan reclaim Hiigara and their place in the wider galaxy, the story is extremely immersive. We get last stand type missions, missions where you have to break blockades, missions where you have to survive asteroid fields,destroy staging areas, pass through spaceship graveyards, and so much more. The variety is great. Homeworld: Cataclysm and Homeworld II continue all of this and more, as the stakes keep increasing and the setting is increasingly more detailed and more nuanced. Ancient horrors are brought back, there are prophecies of great apocalypses and resurgences, and more, much more. I would love to read a series of novels based on Homeworld.

Then you have the RPG Knights of the Old Republic, another of my all-time favourite games, this time by Bioware and LucasArts. As a big fan of the Star Wars franchise, this was another epic game that had so much focus on the storytelling aspects, with some really great game play that was so different than what I had seen in Diablo and Diablo 2 (my gaming experience at the time was very limited). The folks at Bioware got me to really invest into the story and the characters. I didn?t like some of the narrative decisions that I was forced to make, but the setting they had created was really diverse. They got the space opera feeling of the setting down, since we had to travel to all these different planets, explore ancient and ?modern? cultures that are all different from each other, like the Wookies and the Rakata for example. And since this was an RPG, the storytelling was even more important than it had been for Homeworld. What Bioware did right was what Barking Dogs did right: diversity in the missions and how they are carried out and actually exploring the backstory of both settings.

And we can?t ignore World of WarCraft either here, which I think has one of the best storytelling experiences out there right now. I started playing towards the tail-end of The Burning Crusade, which was the first expansion, just before Wrath of the Lick King came out. I pretty much burned through the various quest lines until the new expansion came out so I could be ready to step into it as an at-level character, so I don?t remember much of the classic and TBC quest-lines. But there are some that stuck with me. Both the Eastern and Western Plaguelands, the lands that once used to be the Kingdom of Lordaeron, have some of the most haunting questlines in terms of their emotional impact. We deal with big-bad undead enemies and the foot soldiers alike, but there were the little things that really made those zones awesome. I offer this fan-video by noted machinima artist Cranius as evidence: click here for the link. This is the quest line titled ?The Redemption of Joseph Redpath? and begins with the ghost of his daughter. The video always makes me teary-eyed. When players have to get into Stratholme and fight against all the big bads, it?s even worse. Fans of WarCraft III will remember that Prince Arthas slaughtered the citizens of the city when the city was struck by the plague. Just the emotional resonance of that moment, as you stride through the city is immense.

The entirety of Wrath of the Lich King also has some epic questlines, and my favourite zone is Storm Peaks, a land steeped in the mysticism of Azeroth?s history. Discovering everything there, like the instance of Ulduar, allying with the various tribes of dwarves and giants that call it home, was a great experience. That zone underscores what for me is an undeniable fact: Blizzard knows how to do some great epic questlines. Despite what people may have you believe, it?s not all just kill twenty goblins, collecting ten red wolf meat and so on. Wrath of the Lich King brought with it vehicle combat. That had an incredible effect on how the quests could be done. I could fly gnomish copters and bomb the hell out of enemies. I could ride young drakes and fight off a big bad dragon. I could ride in tanks and destroy other tanks. The possibilities really were endless. That?s how Blizzard innovates. Wrath of the Lich King was an incredible experience for me as someone who is invested in storytelling. I even wrote up some pieces of fan fiction about my character, a human paladin who has sworn revenge on Arthas and all Orcs. I think I still have that somewhere on my hard drive.

In more recent memory, Space Marine by the folks at Relic and THQ has been another awesome experience. Based on the Warhammer 40,000 franchise of tabletop games by Games Workshop, the game is about a Captain of the Ultramarines chapter as he and his warriors defend an Imperial world from the ravages of the Orks, the galactic menace. The storyline in the game is great and has some truly epic moments (such as a female senior officer of the Imperial Guard, and fighting off enemies in gunships), the game combines elements of both the RPG and shooter genres for a really interesting hybrid. Again, there is a great diversity in mission types and locations, etc, but where the storytelling fails is in its denouement, in the epic battle that?s been building up from the get go. It also underscores how painfully short the whole game is. The Warhammer 40,000 setting one of the grandest and most epic settings out there in science fiction, with an incredible amount of depth and nuance to it, no matter which faction it is. But it seemed that the developers went for the safe and short route. It?s a very different sort of approach than what we got in the first three Dawn of War games, which are RTS games based on the same franchise. A lot of potential for character development was simply left unfulfilled. And that?s my main criticism for the game. I do have to say though that the opening, when the fate of the world is being discussed by the bigwigs of the local Imperial authorities, that is exactly the kind of opening I wanted for this game. It highlights the merciless and ?grimdark? feel of the setting.

As you can tell, I?m a big fan of the grand, epic storylines, where both the focus and scope of the game is huge. I think those are trickier stories for developers to get right. Whether its dialogue, or narration, or quest text there is something inherently compelling in such stories. I find them much more inspiring than the Halos and Call of Duty?s out there.

Myke Cole

As a secu?rity con?tractor, gov?ern?ment civilian and mil?i?tary officer, Myke Cole?s career has run the gamut from Coun?tert?er?rorism to Cyber War?fare to Fed?eral Law Enforce?ment. He?s done three tours in Iraq and was recalled to serve during the Deep?water Horizon oil spill. All that con?flict can wear a guy out. Thank good?ness for fan?tasy novels, comic books, late night games of Dun?geons and Dragons and lots of angst fueled writing.

I started in the video game stone age with the 8 bit graphics of Hunt the Wumpus and Ultima I and the text reels of Zork. They helped form the bedrock of love-of-fantasy that eventually grew into my desire to write for a living. Infocom, for reasons I don?t fully understand, always treated the Zork storylines as a lark, as if the medium of gaming somehow precluded taking the story seriously (we like games? Nah. We?re only KIDDING!). Anyone remember Leather Goddesses of Phobos?

But the graphic based games had only a veneer of a storyline. In Karateka, an 8 bit classic that sucked up WEEKS of my childhood, a bad guy kidnapped your girlfriend, and you had to fight your way through a castle to rescue her. Not much of a story.

But, here?s the thing. I *miss* those days. This is because I filled in the blanks. I knew that Akuma had a backstory. Maybe he was part demon? I knew that his castle ruled over a fiefdom, full of peasants suffering under his rule. Maybe there were other resisters among them? Maybe some of them had stories? I knew that princess Mariko wasn?t just a weak woman, waiting to be rescued. At the end of the game, if you stayed in your fighting stance and got to close to her, she?d kick you in the head and kill you. She must have some training of her own. Was she also a karateka? Had she kept this secret from you? Why?

These questions formed the bedrock of my nascent storytelling skills, as I drifted off to sleep at night wondering about Iolo and Shamino. Who were they? Where did they grow up? What was that like? The 8-bit rendering of the Wumpus didn?t satisfy. I had to paint the picture in my head. The Grue comes to eat you in the pitch black, but you never *see* it. My mind worked to fill in the blanks.

And that, just as much as fantasy novels and comic books, made a writer out of me.

Don?t get me wrong, today?s video game storytelling is *outstanding* (the original Deus Ex and Thief series, anyone?) Modern game stories have absolutely inspired my writing. But there?s something about the early days, a gap in the picture, that I will always miss.

I had to work to fill in those blanks. And I came to love that work.

I still do.

Jason M. Hough

Jason M. Hough (pronounced Huff) is a former 3D Artist and Game Designer (Metal Fatigue, Aliens vs. Predator: Extinction).? His first novel, The Darwin Elevator, will be released in July 2013 by Del Rey, followed by books two and three of the trilogy in August and September.

Robert McKee, the great lecturer on plot structure, said ?There?s only one story: the hero?s journey.?? And, other than a handful of possible exceptions, most video games are exactly that: A hero, usually you, on a journey of some sort.

Games are an interesting beast though because there?s really two stories trying to be told: the one pre-programmed in (sometimes no such thing exists), and the one the player creates through their actions.

The massive challenge facing game designers is to make us feel that we?re making the decisions, that this really is our story being told.? This often must be an illusion, but the great games will make us forget that (Grand Theft Auto comes to mind).? The worst of them, and I feel this is happening more and more as story complexity in games increases, will feel to us like nothing more than a string of pre-recorded scenes we?ve simply been given the tedious task of unlocking.? In these cases, either the gameplay or the story must be uncommonly good for players to put up with it.? Uncharted pulled this off.? Mass Effect, too, though the feeling of not being in control is well masked here because much of the story unfolds in gameplay rather than cinematics.? On the other hand, most movie-based games fail in this area for reasons I hope are self-evident.

Portal is a great example of a game that could have eschewed a pre-programmed story.? At its core Portal is a linear collection of clever physics-based puzzles.? If it went no further it would have been pretty good, too.? But it would have been sterile.? I think what made Portal so great, beyond the brilliant play mechanic, was the story layered on top of it.? It tied the whole thing together and added a wonderful momentum, all without getting in the way.? Players remember ?thinking with portals? as much as they remember ?the cake is a lie.?

In fact this illustrates another challenge in conveying story in a game: the nature in which we play them.? Short sessions over the course of a few weeks, occasionally with multiple-day gaps in between.? The odds are stacked against complexity and characterization.? How often have you picked up an RPG after a long break and racked your brain to try and remember what the hell was going on?? I feel this way with books when there are years between releases in a series, but if I?m away from an RPG for even a few days I sometimes feel lost.? Games also are likely to get repeat visits, often with players going through the same game but as a different character.? All of this stacks up against the game designer who is striving to tell a complex story, and in the past has been the primary reason for light stories that put most of their focus on high-impact moments (first and last level, typically).

My favorite game this year was FTL.? The wonderful thing about FTL is that it has no preconceived story line.? Instead it has an elegant, simple plot motivator: unseen bad guys are coming for you.? They get closer with each passing moment and your goal is to stay ahead of them so that when they do catch up, you?re ready.? The story, though, the journey that you go on to get from beginning to end, is yours.? It comes through organically.? And it is different every time and even though you basically never win, it?s almost always an amazing, gut-wrenching, tension filled extravaganza.? And the further you get, the higher the experience soars.? It?s brilliant, and the best part is that your decisions, every damn little one of them, ends up helping or haunting you right to the bitter end.

Another game I?ll mention is Minecraft.? A very different game from FTL, but similar in the sense that the story is what you make it. And though it can often have a story no more interesting than ?I dug a ditch?, I guarantee you when you have a truly epic hardcore survival-mode run that ends in a desperate clash with a slew of monsters pouring through the dungeon stronghold you accidentally breached, you will never forget that.? And you know what, when you tell another player about it they will listen with rapt attention to your story.? Story, see? I bet you didn?t know Minecraft had one.? Sure, sometimes it doesn?t. Sometimes it is boring.? But try telling another Uncharted player how you beat the final level.? They?ll probably cut you off halfway through and say, ?yeah, I know, I played it? (or maybe ?dude, no spoilers?).? Nothing against Uncharted, by the way. I played it and enjoyed it, but since setting down the controller I hadn?t spent a moment thinking about it until now.? The focus is on a pre-programmed story (a great one too, with fine writing) but there?s virtual zero opportunity for the player to make their own story.

My advice to game designers today: Design your game to let the player?s actions tell a great story.? Don?t treat the player as a mule who is just carrying the camera gear from pre-rendered scene to pre-rendered scene.? I say this, by the way, as a former game designer who is guilty of every sin mentioned above.? I also realize this is a tall order in this age of movie-sized budgets and risk-averse executives.? They want to see every dollar on the screen, as the saying goes, and so they want designers to force the player down one path, allowing all the focus to go there.? Resist!? Or do what I did, and write books instead.

Paul Kirsch

Paul Kirsch thinks way too hard about science fiction, steampunk, and video games, and treats every Twilight Zone marathon like a national holiday. He reviews books and writes about writing at paul-kirsch.com


I used to think that we could do no better than games like Baldur?s Gate or Planescape: Torment, where reading a novel?s worth of dialogue and description was as vital to the game play experience as combat. Those are like The Godfather of gaming ? fantastic, but they would prove a hard sell today, when gamers could just as easily flick an angry bird across the screen. That said, I would argue that the potential for quality storytelling is every bit as genuine today as it was yesterday, and that gamers have some of the biggest hearts in the creative world.

Whether putting together a book, a film, or a piece of music, the artist has to think beyond their vision of the masterpiece and factor how the product will engage the audience. Game designers face this challenge every day. They need to craft a convincing environment with (often) a quality score, sound, graphics, narrative flow, and dare I even mention a fun and challenging game mechanic. I can only imagine that they?re pulling their hair out over audience engagement during every stage of the project.

When the game is done, gamers are left with nothing but the rattling in our heads. The quest is over. No one left to guide them through the world. This is where the story of a game is tested: with the question of where it left its audience. Did it tie up every loose end, or leave us wondering what we did wrong? Was the ending consistent with the rest of the perceived narrative? How did the gameplay inform the story itself, if at all? The story becomes the emotional anchor that weighs the game in our minds long after we play it. Bastion is a fantastic example of a game with emotional girth. A combination of narrative, music and overall tone make the player feel nostalgia for a world that was already dead. That game is laden with resonance before even approaching the question of play. Portal and Half-Life are instances where the designers value the intelligence and insight of players, and craft resonant experiences where the limitations and puppet strings are nearly invisible. Alan Wake, Assassin?s Creed, and the classical Omikron: The Nomad Soul utilize the meta tools of great literature and force the player to confront their own sense of reality, with the game?s journey as symbolic of an interior quest for self-discovery.

Telling a story in a game is both simpler and more complicated. We have the tools to craft gorgeous worlds on a massive scale, but a greater responsibility to make the story as compelling.

I save the lion?s share of optimism for the independent game world. Steam has leveled the playing field to give modest games the audience they once lacked, using the same model as iTunes or ebook self-publishing. Even if the big companies went morally bankrupt overnight and started to grind out Call of Duty clones, it would take a lot more to destroy the creative endurance of gamers. The games we want to play are being made because we?re the ones making them.

Zachary Jernigan

Zachary Jernigan?s debut novel, No Return, comes out on the 5th of March, 2013, from Night Shade Books. His short fiction has appeared in Asimov?s, Crossed Genres, and Escape Pod, among others. He promises/hopes that he is better at writing fiction than he is at playing video games.

When the kind and august ? not to mention muscular ? Nick Sharps asked me to be part of this discussion, my first thought was, He should get Paul Kirsch to contribute! (This was literally thirty seconds before Paul, knowing his own strength in this department, volunteered.) Though I was interested in the topic and agreed to contribute, my knowledge of the current state of storytelling in gaming is? sadly lacking.

But Paul ? Paul?s a gaming guru, a vocal supporter of the art form. His enthusiasm is often infectious. He has, for a couple years now, been encouraging me to play video games more. In particular, he has raved about the storytelling in Mass Effect. One evening, he told me with ever-growing enthusiasm how immersive and complex the game was, completely ignorant of how much the very idea of the game stressed me out. You see, I?m the kind of gamer (though that term is too select; occasional and completely bumbling controller-masher is more appropriate) that worries over every little detail, making sure that every corner of aroom is explored, until giving up in a huff five minutes after starting.

Dude, the games of today are hard. And the more complex they are, the closer I come to a heart attack. I mean, goodness, my favorite game series of all time is Mario Kart. That?s my speed, man.

So why on Earth am I part of this discussion? Well, because, other than the fact that Nick was kind enough to ask me and I?m just enough of an attention-junkie to accept, I really love the concept of storytelling in video games. While I?m sitting, neurons barely firing as I watch some dumb TV show, there are millions of gamers immersing themselves in virtual worlds, solving puzzles and building skills ? contributing, in a far from passive way, to sophisticated storylines. It?s awesome. I, interested if uninvolved party that I am, lament how little respect is granted to an art form that contributes so much to our narrative culture.

All of this begs the question, though: If I can see the virtue in these games, why don?t I make a more concerted effort to play them? And my answer is? Laziness? Stupidity? I don?t really know the exact reasons. I do know, however, that I?d be thrilled to have my own novel turned into a game ? of course I would; No Return: The Game would be so much cooler than No Return: The Movie! ? but I also know that I?d stink at playing it. I?d go to L.A. to visit Paul, where I?d watch him play, reveling in how he contributes to the story I helped create. And then I?d visit my bosses, Jason and Jen (both huge gaming advocates), and watch them play.

I?d be a bystander, thrilled and jealous by turns.

It probably won?t happen, of course, but it gives me shivers just thinking about how cool it?d be.

Now, I realize that I haven?t contributed too much to the issue, here. I only touched on the first of Nick?s questions. But? I do hope I?ve made it clear that, even to the non-player, the virtues of video games as a narrative medium are obvious. In other words, some of us may be intimidated by how mature the art form has become, but this doesn?t mean we can?t appreciate it in our own way.

Thanks for asking me to contribute, Nick. Thanks for reading, readers!

David J. Williams

David J. Williams is author of the 22nd century espionage/future war Autumn Rain trilogy as well as this year?s steampunk novel The Pillars of Hercules; he is also credited with story concept for last century?s Homeworld.

I think there?s been some fantastic stuff in recent years?the Bioshock and Fallout franchises come to mind?but really, I think it?s just getting started.? What?s possible now is so beyond what was do-able at the outset of the video game era that it?s as fundamental as the shift from silent to sound in cinema.? Yet all too many of the attempts to take advantage of that bring to mind the maladroit 1947 adaptation of Raymond Chandler?s classic The Lady In the Lake (in which the entire movie was shot from Philip Marlowe?s point of view, to disastrous results).? Immersive storytelling demands a different set of rules, and I?d have to say that the twin gods of programming and art continue to draw the bulk of the attention of the folks running the industry.? This is understandable, but also unfortunate.? Because if the New Aesthetic applies to anything at all, it applies to video games; Borges? ?The Garden of Forking Paths? might just be the ur-template here, with its (seemingly) endless chains of possibilities?though the challenge for video-game narrative is to control those in a way that Borges? narrator did not, integrating the virtual with implicit expectations from the ever-more-elusive real one.

Though in the spirit of full disclosure:? this is in many ways still my favorite game evah.

Tagged with: Abhinav Jain ? David J Williams ? Guy Haley ? Jason M. Hough ? Kameron Hurley ? Mind Meld ? Myke Cole ? Paul Kirsch ? video games ? William C. Dietz ? Zachary Jernigan

Filed under: Mind Meld

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