Writing the Wrongs
"Life is either a daring adventure, or nothing."
Writing the Wrongs

How to teach professionalism

Professionalism is an attitude and a skill set that can be learned. The tricky part, however, is teaching it. It's difficult to tell what people learn when you teach by example without providing proper explanation. They may follow your example, but whether or not they understand why they are doing it is another question. Teaching professionalism takes enormous investment. It requires a culture of quality, ambition and career development, challenging people to think critically about what they've seen through example and to have conversations that lead them to the fundamental principle of professionalism. 

The Basics 

Teach the characteristics of professionalism. Show how professionals perform consistently at high levels of problem solving and customer service, always promoting improvement. Professionals are not only educated and experienced, but apply theoretical knowledge in real situations. Discuss the personal ethics of professionalism and how it to be representative of their organization's code of ethics. 

 Using Film 

You can't always teach by example. Film comes in handy when you're not able to show how a professional acts. Use a film that expresses professionalism through action, rather than outright stating what professionalism is. People pay less attention to bulleted points in a presentation then they do to points that are shown and explained through action. The alternative would be to hire a consultant to speak, but that costs substantially more than a film, while a film can be shown multiple times. 

 Training Program 

Use a training program to define core practices of professionals in different fields. Use content that varies and an approach that challenges and engages students. Such training tools consist of professional scenarios, case studies, discussion groups and group projects. Provide career growth strategies and managerial training resources such as project management and phone etiquette. 

Interpersonal Communication 

Encourage students and residents to collaborate with each other. Emphasize communication skills through the exchange of information with colleagues and customers. Ensure professionalism is taught by requiring a demonstration of effective communication with a diverse group of people, communication with business or health professionals and the ability to maintain comprehensive and timely records. 

 

How I Made $500 a Day Living and Writing in a Hotel

Out of necessity, I've become an indefinite tenant of the Country Inn and Suites. The cost of living here is $693 a week. I'm a freelance writer by the way, and I'm planning to make at least $5000 this month.

What I've learned about freelancing -- aside from planning ahead -- is the need for a motivator. A motivator capable of squeezing you like a lemon until every last drop of useable juice is in the cup and you sit in the corner shriveled and jaundiced from exhaustion. If I didn't have to write, I wouldn't. At least not so much. I'd spend my days writing flowery prose, poetry, short stories and screenplays. I barely have time to write this blog. If I stop, I die. Simple as that. 

I've made as much as $500 a day since I started living in a hotel. I didn't realize the depth of my ability as a writer until I fell into the well. I don't mean ability in the sense of quality as much as I mean quantity. Now before I start sounding like those annoying ads talking about how their neighbor's sister makes $100 an hour working from home taking surveys, let me elaborate: I don't get paid the same day (or get it all at once necessarily); I submit all the work in less than 24 hours, but more often than not I have to spend a few more hours on rewrites; I didn't wake up one day and decide I should be a writer to make this kind of money-- I've been writing for awhile. 

I'm motivated to write because of the need to provide for my family. Before this, I was living with my girlfriend's family since October 2011. I quit my day job in October 2012 (ironically as a hotel night auditor). On March 1st, we were forced to leave. I had no money, and not enough clients to make what I needed to. Or so I thought. When faced with a bleak situation, I had to act. Now I'm trying to make not only enough to pay $693 a week, but enough to have the money to put down on an apartment on any given day, as well as sufficiently provide for my child. By living in a hotel, I'm given the perpetual light at the end of the tunnel, only it shrinks or grows in correlation with my drive. If that's the case, then call me Ryan Gosling, motherfucker.

Over the next few weeks (or however long it takes), I'll update my progress toward my monthly goal of $5000 (as of this writing I'm 18% to that goal, not counting the articles sitting in editorial and the ones I'm going to submit today) and my search for an apartment. I'll also maybe go into some more detail as to why my situation got to where it is.

As a disclaimer, I'm not advocating going over your financial comfort zone in order to motivate yourself, I'm simply advocating the necessity of finding your motivation -- your own hotel, so to speak. Clearly what I'm in the middle of is absolutely insane from a financial point of view. That's been made abundantly clear to me by a dear friend: 

"I gotta say, I'm interested in reading the final account. It's an intriguing idea that could make for an interesting and entertaining story, albeit mildly retarded from a fiscal responsibility standpoint." 

And that was the tamest of his comments. 

Until next time, remember, "Genius is 1 percent inspiration, 99 percent perspiration." 

Wish me luck. 


Jack Kerouac on the Best Place for Writing

The desk in the room, near the bed, with a good light, midnight till dawn, a drink when you get tired, preferably at home, but if you have no home, make a home out of your hotel room or motel room or pad: peace.

Identity Crisis: Searching for Character and Self in Videogames

So, I wrote this thing way back in September for PopMatters, and it finally got published! ...a month ago! I just happened to stumble upon it while googling myself (and afterwards I searched my name in an online search engine - ba-dum-cha!). Speaking of Stumble Upon, check out my article here and share it with your friends for my eternal gratitude It's all about player-character interactions, I.e. the imagined context you transfer from life to videogame. 

Until next time, space cowboy

Where to Get Paid $50 or More from your Feature Posts

I know how hard it is starting out as a freelancer...or even well-into your career. You've probably scoured the Internet (while at war with yourself over what you should be doing with your time) in search of bits of information you could piece together to become more successful. If you're reading this post then you're definitely on the right track. Which is why it sucks that I have to break it to you like this: there isn't one singular approach to freelancing that will make you successful. The only person who can get assignments for you is you. But I'd be remiss if I didn't at least provide the torch and crumpled up map to accompany you on your journey. So, if you've been wading through that jungle of $0.01 a word assignments, here are some markets that pay from $50 to $250. What you do with this information rests solely in your hands.
1) Writer's Weekly
http://writersweekly.com/misc/guidelines.php

2) The Krazy Coupon Lady 
http://thekrazycouponlady.com/get-paid-as-a-kcl-contributor/

3) Freelance Switch
http://freelanceswitch.com/blog/contribute/

4) Make A Living Writing
http://www.makealivingwriting.com/why-i-pay-writers/

5) Content Blvd
https://www.contentblvd.com/write-for-us

6) Young Pre Pro
http://www.youngprepro.com/websites-that-pay/

7) On Text
http://ontext.com/writerguidelines/

8) Read Learn Write
https://readlearnwrite.submittable.com/submit/18224

9) The Renegade Writer
http://www.therenegadewriter.com/guest-posting/

10) Escapist Magazine 
http://www.escapistmagazine.com/content/contact

11) Kill Screen Magazine
https://killscreen.submittable.com/submit





I Want To Write For You

 


Email: Artisin@artisincity.com

Career Focus: Freelance writer for several websites and/or publications

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The Sweet Spot: Finding the Right Creative Professional for You

This post originally appeared at Bridged Design


If you dropped out of school and can't find a job, you're unemployed. If you just graduated college and came home to live with your parents, you're taking a year off. The way we frame things is integral to the way we react to them. The problem with framing creative value, however, is that you can't readily see the product you're getting, as you can with, say, jewelry. Sell a diamond ring for fifty-percent less than the competition and something must be wrong with it, but sell a creative service for a fourth of the price and you just got yourself a deal! Perception is funny like that, except the only laughs you'll hear are the ones coming from the prospects you’re trying to sell to.

 

The Sweet Spot

Creative frauds are everywhere. You can spot them by their lack of a portfolio, the absence of a formal degree and the willingness to work for abysmal prices. The latter is the most dangerous due to its seductiveness. Lucky for you there's a sweet spot that exists in the creative professions. Think of it as a bullseye -- the focal point of creative interest. Roy Sutherland defined this spot as the intersection of economics (price), technology (toolkit) and psychology (creativity). If you find this holy trinity, then you are in the midst of a true creative professional. Finding this spot, however, is not so much about looking for the right attributes, as it is the wrong ones, such as precarious pricing. 

 

Technology for the Creative Professional

When Ludovico Sforza commissioned Leonardo da Vinci to create The Last Supper, he probably didn't ask da Vinci what tools he was using, or if he was using dry wall or wet plaster for canvas. But you're not hiring Leonardo da Vinci, so go ahead and ask. If she so much as utters the words "Microsoft Publisher," run. Run fast and run hard. But let's humor this faux-creative miscreant and assume she actually pitches you a smart idea. When it comes down to it, no matter how brilliant her idea, without the proper tools and knowledge to wield them, your Mona Lisa is going to come out looking like it was drawn in crayon by a five-year-old.

Examine the following: The trifold brochure on the left was created by an amateur designer using Microsoft Publisher, while the one on the right was created by a professional designer using industry-standard design software, Adobe Creative Suite. It should also be noted that most commercial printers do not accept Microsoft files for professional printing.

 

Figure 1: Comparison of unprofessional vs. professional design.

 

Marketing and Design Psychology

Okay, so you’ve done your due diligence, vetted your prospective creative professional and found no trace of MS Publisher or other training-wheel design software in her repertoire. That's a green light, no? Not quite. Think of the fine dining restaurant: no matter how expensive the entree, or how state-of-art the skillet that cooked it; a lack of presentation makes it look sloppy. That's where psychology comes into play.

Creative people are nuts. Not nuts in the rum-chugging homeless sort of way, but nuts in the wine-tasting wealthy eccentric way. Professional designers do not utilize artistic skill alone, but a mixture of art, science, psychology and philosophy. They take in and retain a plethora of technical information that may seem pointless minutia to most. For example, most people look at paper and see simply paper, whereas true marketing and design professionals know the type of paper, down to its weight, dimensions and texture, and understand its role to serve as a frame of reference that not only compliments, but actually improves your clients perception of the content.

The comparison depicted in Figure 2 is a real case study of a magazine design and layout project that was first awarded to the low-price freelancer with no real credentials (relative of an employee). After several missed deadlines, the client received the magazine on the left as “final” and ready to go to press. As you can imagine, this was completely unacceptable and time was running out. After paying the amateur designer for hours of wasted time, the client had to turn to (and again, pay) a professional designer to “fix” everything on an extremely truncated timeline. In the end, the job got done and turned out great, but ended up costing a lot more money, time, and stress than it needed to. Always go with a creative professional that has demonstrated expertise. You end up saving more in the long run, and the effectiveness of the resulting design will yield a much higher return on your investment.     

 

Figure 2: Comparison of unprofessional vs. professional design.

 

As you can see, the psychology behind your project is not merely an added benefit, it's the difference between being unemployed and taking a year off.

The Social You

The social web is the result of billions of Internet users continuously taking from and giving to one another. We take from others ideas and emotions when we absorb the information another user puts online. We give when we are the contributors of that information. People do this everyday, on sites like Facebook or in blogs. This kind of symbiotic functionality is in stark contrast to the "read-only" static sites of the past, or Web 1.0. This is Web 2.0. 

Think of the social web as a brain, and the your social contacts as neural networks. You should be envisioning a web of sorts that looks seemingly random. That is the complexity of the social network: a vast web of first, second, third, and so on, connections. These connections, whether you realize it or not, impact your life greatly, as you do theirs. What your primary connections put out there has an effect on you, whether positive or adverse, that in turn affects outer-lying connections. In his TED Talk, "The Hidden Influence of Social Networks", Nicholas Christakis says "human beings assemble themselves and form a kind of super organism." Christakis details his first-hand experience with the power of social networks, albeit offline, with what is known as the widower effect. The widower effect basically says that when one spouse dies, the other's chances of dying within a year increase due to a broken heart. What stuck out to Christakis was that the widower effect also seemed to impact relationships outside of the couple. What's miraculous about this is it appears people are able to transmit emotions from person to person, affecting various segments, or "patches", of the entire social network of mankind. Christakis found people with overweight friends increased their own risk of obesity by over 40 percent. Secondary connections by over 20 percent. The same spread occurs with ideas, quality of life, happiness, addictions, and so forth. The social web, being the user-created experience it is, allows for group communication and cooperation on a massive scale. Google, for example, serves as the brain of this super organism, connecting you to other parts of the network that may be located halfway around the world. If you can't remember something, Google surely can, or it can at least point you in the right direction. The social web even lets us expand our knowledge in a focused, community-based network, such as through crowd-sourcing. Social media thus allows for the widespread, instantaneous transmission and reception of knowledge throughout the entire social network of humanity. When you think of social networks in this way, the connections in your own life become more visible. You can pinpoint possible reasons for your unhappiness and have a better chance at resolving your issues. When you log into Facebook, you are logging into a social network populated by 500 million active users. Somewhere in that intricately woven social fabric is a tiny patch you are directly connected to, where emotions and ideas are passed along the connected patches from connection to connection with varying degrees of influence. Because of the social web, you don't even have to leave your home to be a participant of the human super organism. But how exactly are these connections facilitated? What is it that makes communication on a global scale possible?  

The connections we have, and use, on a daily basis are something we take for granted. To most Internet users, our social connections are just there, existing in a cloud and waiting for us to load Facebook, or Twitter, or StumbleUpon. How we connect socially on a global level is not something most of us think about further than "through the Internet." But according to Andrew Blum, author of "Tubes", the Internet is an intensely physical place that we should know about. It even has a smell he says: "There’s a very distinctive smell to these internet (sic) buildings somewhere kind of a cross between a burnt toast and a new car smell kind of a plastic off gassings." The buildings he's referencing are in strategic locations where networks converge, such as Equinix in Ashburn, Virginia. Without these networks, the social web would cease to exist. "Every time we put something on the cloud, we give up some responsibility for it. We are less connected to it," said Blum addressing a TED crowd. Provoked by a squirrel "chewing on [his] Internet," Blum wondered what would happen if he were to pull the wire out of the wall and follow it from end to end. What he would find is a network router connected to a fiber optic cable which in turn connects to another network router. The world is connected by these fiber optic cables that stretch across the planet's oceans and plug to continents on the other side. Because we can't see the physical connections linking us to the outside world, it's easy to forget we are not connected invisibly by the cloud and wireless signals alone. This process, how we communicate globally, is an extremely physical undertaking that takes years of planning. The specifications of specially-made fiber optic cables reaching across entire oceans alone is enormous, let alone the act of getting the cable to its destination, and repairing said cables when something goes wrong. In 2008, damage to these undersea cables caused 70 percent of connectivity between Europe, Asia, and Africa to go down. "Global Internet connectivity is reliant on sub-sea cables connecting countries," said Bobbie Johnson in the Guardian. According to Blum, the wavelength of light in these cables are around ten gigabits per second, and each fiber can carry as much as fifty, sixty, or seventy of these wavelengths, with as many as eight fibers in a single cable. The data traveling through these cables is enormous, and incredibly valuable. These are the details of life streaming from shore to shore, containing the most mundane status updates to the most life-changing event stories across blogs and social networks everywhere. So what happens to this information after the people creating it die? 

The information we leave behind after we die is unique to our time. Imagine if you could go through your family history as easily as you do your friends' Facebook pages. We are leaving behind pieces of ourselves through social media that future generations several steps down our lineage can explore, getting to know us better than we ever had a chance of knowing our own ancestors. Taking into account the issue of privacy, shared connections, and the trails of information we leave behind, we should contribute to the growing social web thoughtfully, rather than recklessly. Our contributions to the web can affect us in our personal lives, influence people we've never met because we share a mutual friend, and shape the way our descendants see us. Remember, the Internet is a much more physical and tangible thing than we realize. 

References:
TED: Andrew Blum, "What is the Internet, Really?", 

Johnson, Bobbie. The Guardian. 2008. www.guardian.co.uk/world/2008/dec/21/internet-cable-cut

The Physical World of the Internet. www.somethingyoushouldknow.net/content/physical-world-internet. August 21. 2012. 

TED: Nicholas Christakis. "The Hidden Influence of Social Networks".

TED. Adam Ostrow. After your final status update

VIDEOS TO EMBED:
http://newsroom.fb.com/News/Facebook-Stories-Degrees-of-Separation-1b9.aspx 

Playing To Win

Note: This article is a response to a feature on Escapist and was originally published on Nightmare Mode

Photograph by Jodi Miller

I must be one insufferable little prick. As I navigate the Inception-like hallways of Halo: Reach’s Reflection map, a grin spreads slyly across my face. I’m armed only with a DMR, a score of 49 to 49, and a genuine lust for Blue Team blood. “Hallway’s clear,” signals my friend in a fuzz of chatter. It wasn’t. A blue figure jumps around the corner. My heart hesitates, but my finger doesn’t. The shot stays true.

“Competition has one goal: Determine a winner at the end,” writes Brian Campbell for The Escapist. Campbell’s theory about competition and play asserts that intense competition means “the feel of the game becomes far more serious…and less fun.”

But is play really divorced from competition?

Do they live separately, engaging in a failing long-distance relationship where Play decides there’s too much living to do to stay tied down to sweaty-sounding nouns? In a word: No. It’s an argument based on a term-confusion problem that runs rampant in videogame journalism.

Ask five people what videogames are and you might get five different answers: videogames are art; videogames are entertainment; videogames are interactive; videogames are social; videogames are a new form of storytelling. Those five people might not agree on each other’s definitions of videogames, but they may find common ground on the fact videogames are about playing. So let’s avoid the leviathan of subjectivity that videogames are and focus on what play is – an activity of enjoyment. In other words, play is fun. Wow, so videogames are fun; didn’t need a quantum physicist to figure that one out. But instead of asking what fun is, let’s try instead looking at how fun is achieved.

In a phrase that would make Dr. Seuss blush, fun is won.

So when you look at fun as a goal to be achieved, you’re faced with a competition of some sort. You cannot win anything without competing against something. And since videogames are about playing, and playing is about winning, then videogames are about competing. What you win, however, comes from a staggering number of possibilities, such as fellowship, enjoyment, or championship within the game’s rules. Each of these goals are accomplished through competition. You see now how quickly subjectivity become a thorn in the collective urethra of games writing?

Mistaking cooperation for mercy, Campbell theorizes, “Valuing play over competition sometimes means letting someone take back a bad move or recover from bad luck.” Putting forth his own encounter with “cooperative competition,” Campbell recalls a Magic: The Gathering game with a female friend where he didn’t “press the advantage” because “where’s the fun in an ending you already know?” This style of play, he argues, brought out the best in each of them.

Playing, Campbell suggests, should be about “how we play without always letting it be why [we play].” But isn’t how we play determined by why we play? When we play for a reason it affects how we go about playing. People play videogames to win adoration; to win fellowship; to win within the game’s rules; etc. So, if playing to win within the rules of the game, how we play becomes more aggressive. If playing to win, say, the enjoyment of company, how we play becomes less aggressive, but only in the traditional sense. Why we play leads into how we play, and becomes the basis for playing. Where Campbell’s subjectivity hits its stride is his assertion that people playing to win the game take the fun away for everyone else. Can’t the same be said about people playing for simple amusement?

Let me explain: In 2010 I played Halo: Reach team deathmatch religiously with one of my good friends. Much of our time playing Halo and other first-person shooters involved the “prepare to die” mentality Campbell describes. For the most part, win or lose, I had a blast playing, because the teams my friend and I competed with were also embroiled in a “Die! Die! Die!” style of play. It’s exhilarating — at least to me — to face someone more skilled than I (Darwinian Difficulty, anyone?). I’d go so far as to say it’s fun for me. What isn’t fun, however, is when some jackass takes that competitive spirit of the match and shits all over it by playing for simple kicks.  I like a good knock-out and tea-bag as much as the next Spartan, but if you do it to your own teammate again and keep costing us points I’m gonna write an article about you in a few years.

“If the motive is more important than the play itself, it’s not play,” said Dr. Stuart Brown in 2008. Campbell puts forth a similar argument: “Are we allowing the competitive ‘spirit’ behind our play to become the competitive ‘phantom’ that overshadows it?” What Campbell failed to take into account, however, was the concept of flow, which Mihaly Csíkszentmihályi defined as “being completely involved in an activity for its own sake.” When in a flow state, however, the motive to win isn’t the motive for play, but a by-product of it.

A world without competition is a world without play. WhatCampbell suggests cannot be about toning down the competitive nature of gaming, but rather a matter of common courtesy, of human decency. Because our interests do not, and will not align 100 percent of the time, we should all just accept that eventually someone is gonna sneak up behind us and fuck us right in the fun.

Saturday Morning RPG is Traditionalist Retro Gaming Done Right

Note: This article originally appeared on Nightmare Mode

Meet Martin “Marty” Michael Hall, a ordinary high school kid with a remarkable ability to turn the mundane into magic. Marty’s story begins much in the same way many of our own teenage fantasies start — in our dreams. As Marty falls asleep, his dream is shaped by a TV show featuring the villain Commander Hood. Marty’s mind intercepts the stimulation from the show, casting him the protagonist in battle with Commander Hood: kidnapper of Samantha – the girl literally of Marty’s dreams – and proponent of shotgun-styled weddings. After getting his ass kicked, a witty wizard sporting an ultra hip demeanor bestows Marty with an “ancient artifact” that can take down Commander Hood – a ’80s styled Trapper Keeper.

Saturday Morning RPG’s emphasis on the old-school Trapper Keeper as Marty’s – and therefore the player’s – source of power mimics the mobile industry’s values in spite of the AAA console market. The Trapper Keeper represents tradition, a return to form, as power. The use of pixel animation makes SMRPG traditionalist. If you want, think neo-noir, only as Tom Auxier pointed out, the lines of influence are clearer for us videogame folk to see than for audiences to see in a movie like Brick, for example. And as Christopher Nolan, a traditionalist in his own right has proven through use of film over digital, utilizing an outdated form can be an effective tool toward innovation and creativity if done well and without a total neglect of modern benefits.

Marty’s magic notebook is fashioned with customizable Scratch-N-Sniff stickers that yield additional benefits to speed, defense, attack and magic depending on how fast you can flick a finger back and forth on the screen. With just one finger, SMRPG finds that elusive, almost mythical, JRPG clitoris. One that hasn’t been stimulated in years, mind you. Tap the screen to select the Indiana Jones inspired satchel containing floppy discs, basketballs, joysticks, Transformers look-a likes and Michael Jackson’s rhinestone glove. Tap the screen again to target an enemy and once more to hit at the exact moment for maximum damage. The same goes for defense. Simple and effective, yes; but more importantly it is inclusive. I feel connected to the action and consequently become a participant whose mental and physical reactions mean the difference between game start and game over, and more importantly between Marty and Samantha.

The episodic nature of cartoons allows the season to be digested slowly and thoughtfully. Using the benefits of iOS and the App Store, Mighty Rabbit plans to release SMRPG as a season, with several episodes scheduled throughout the year. These episodes can be played in any order, with stats and inventory carrying over between each as you play. Releasing the game in episodes fosters a situation where gamers feel compelled to play at a much slower and methodical pace, rather than racing through the game and bragging about their speed online.

Blame it on the platform limitations, or on the title’s humble funding through Kickstarter, but SMRPG isn’t interested in dazzling audiences with visual spectacle. Instead the aesthetic choices affect the narrative. For instance, the pixilated NES style smashed against stylistic polygonal backdrop sets the stage for nostalgia (while still appearing flattering on the iPhone’s retina display), taking us back to a simpler time before cable television stole cartoons from Saturday and redistributed them across the week like a Robin Hood of animation. The pastels breathe life into the tongue-in-cheek characters of SMRPG, like the school faculty who insist they “are not soldiers” and will “totally kill you” for not flushing your toots. Several characters resemble actual Saturday morning cartoons and 80s pop culture icons, such as the Transformers, Michael Jackson and The Karate Kid, but with subtle differences to avoid copyright issues.

The retro movement has been criticized as anti-progressive, faux-innovative and nostalgic for no other reason than being nostalgic. SMRPG should serve as an example that derails this thought train to expensive roadside waste, as every bit of its nostalgia and retro design serve a purpose to create an experience grounded in tradition while still taking advantage of the technologies mobile gaming has to offer. Perhaps its most notable difference is in the soundtrack, where audio mixing can be tricky on mobile devices because of limited asset space. Think of it like this, a music album is about 3MB per track, while the limit of apps for over-the-air download is 20MB – hardly any room at all for a soundtrack to breath and impress. Perhaps this is the reason why many retro games imitate lo-fi NES soundtracks, but SMRPG is different. It succeeds on a musical level by enlisting the ’80 certified talents of Vince DiCola (Rocky IV, Transformers: The Animated Movie) and Kenny Meriedeth (Duck Tales, Power Rangers). The result is a tangy re-imagination not possible by retro-imitation. Wearing the standard Apple earphones, I found the lows thundering, the mids clear and the highs crispy. There is an undeniably retro feel in the soundtrack, but aside from one Transformers: The Animated Movie reject, it’s all modern stuff played by guys who helped shape your animated adventures in the ‘80s.

It’s not all good in the hood, though, as the controls suffer the same fate of most mobile games. Touching anywhere on the screen produces a virtual analog stick that follows your finger. Sounds easy enough, but the lack of multi-touch to hold two points at once makes for some clunky maneuvers as your finger eventually slides too far to the side of the phone. What’s more, for a game as intuitive as SMRPG there’s an unnecessary and annoying amount of tutorial. In a title where exploration is encouraged, it feels as if you’re not so much in the wild as you are in a city park with your parents. The most authentic aspect of the controls — at least for the dudes — is the ability to play with one hand while the other rests cozily inside your pajama bottoms like your mom used to scold you for while watching cartoons.

Saturday Morning RPG is traditionalist retro gaming done right. Rather than retro for retro’s sake, SMRPG is a videogame for videogames’s sake. That is, SMRPG uses a traditional lens to frame a modern take on a stale genre without screwing with the underlying principles gamers love about JRPGs.

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