Yiynova MVP22U v3 review: 22 inch Cintiq alternative

 Posted by (Visited 11695 times)  Art  Tagged with: ,
Nov 192014
 

Quite a while ago I wrote a review of the Yiynova MSP19U, a Cintiq alternative tablet monitor. I was pretty pleased with it, but it did suffer from relatively low resolution and from a TFT screen with poor viewing angles for color reproduction.

yiynova monitor

The Yiynova MVP22U V3. Plus a sneak peek at some game artwork for an upcoming game of mine.

Now I have a review for you of the upgrade model, the Yiynova MVP22U(V3) Tablet Monitor. It’s actually the third version of this monitor, as you can tell from the name. I have owned the Yiynova MSP19U+ Tablet Monitor, the MVP22Uv1, V2, and now V3 (for somewhat complicated reasons, see below). The V3 is a very noticeable upgrade over the V2, which in turn was a big step over the V1. This is a full HD 1920×1080 tablet monitor — no touchscreen, stylus pen only, with 2048 degrees of pressure sensitivity.

The earlier models: V1 and V2

I was an early adopter of the V1, which does not seem to be available anymore. The V1 suffered from the fact that the large screen was a TFT, like the 19 inch model — even close up, you would see color issues resulting from the viewing angles on a TFT screen, just because the 22″ screen was so big. There were also font rendering issues caused by the drivers for the monitor itself. I returned my V1 in favor of a V2 (which is) when that came out, because of a desire to upgrade from the TFT screen and because of the font firmware patch. Panda City generously offered to swap the monitor out originally for the firmware patch, then let me pay the difference to get an upgrade.

The V2 added a firmware patch for the font issue, and also upgraded to an IPS panel. The panel was pretty good, but only offered a VGA connector. This meant that you had to use an adapter to use it on a modern video card with digital outputs such as DVI. I ran it with a DVI to VGA adapter. I still had font issues, though they were improved; it may be that the issue was around the VGA conversion. The IPS panel solved the color and angle viewing issues. The improved firmware also introduced better pen tracking particularly for slow lines.

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Social media is broken

 Posted by (Visited 9785 times)  Misc  Tagged with:
Nov 132014
 

Wil_Wheaton_by_Gage_SkidmoreThinking on Wil Wheaton’s well-intentioned essay, here are some things that we know.

Anonymity is usually problematic. But the real issue isn’t anonymity. It’s actually “lack of persistent identity.” Anonymity can serve as a cover for bad behavior, because humans are deeply situational when it comes to ethical choices. We fall prey to disinhibition readily, and the biggest reason is “we don’t think we will interact with these people again.” It’s repeated interactions that drive trust, you see, and we behave well because we expect to be treated well in the future.

Anonymity can be very important for the marginalized, for whistleblowers, etc. But within their communities of trust they build reputation, including pseudonymous reputation.  The real issue is feeling free of reputation, which equals feeling free of consequence. That is where bad behavior comes from.

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Nov 032014
 

Slide1Today I delivered a lecture at GDCNext that was my tips for “practical creativity.” Basically, it’s a collection of techniques, habits, and ways of thinking drawn not only from lots of reading and research into creativity in general, but also my experience in visual, writerly, musical, and ludic arts. It touches on breaking down craft elements in games, on choosing ambitious and unusual themes, on simple lifestyle habits, on the power of “scenius” and collaborators, and much more.

I wanted this to be deeply practical. I myself have been using these methods a lot in the last year — maybe slacking a lot on the “get regular exercise” one. And it’s been very fruitful for me, almost too fruitful, pushing my prototype hit rate over 90%.

I really wanted to emphasize the fact that in all this, the craft is inseparable from the art, too. Creativity in craft drives creativity in art, and vice versa. Continue reading »

Gamasutra on the indie economics talk

 Posted by (Visited 5885 times)  Game talk  Tagged with: ,
Oct 132014
 

Yesterday Greg Costikyan and I did an on-stage conversation at Indiecade about the economics of the indie market. It was pretty wide-ranging, with discussions of Rochdale cooperatives, performing rights organizations, designing games that can be hobbies rather than disposable content, and more.

As you might expect, there was no easy answer. Otherwise all the usual suggested tactics would have worked better for Costikyan, who deadpanned right away: “I have founded two failed companies. Follow my advice and you too can fail.” Koster, who despite having sold a successful company, noted “You can be successful business-wise, and still not achieve what you want in games.”

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Sep 242014
 

indiecade largeGreg Costikyan and I will be doing an on-stage conversation at Indiecade on the subject of the economics of the indie market. This is driven by the various discussions we started having around GDC time in the spring, including his rant at GDC, and my follow-on article on the directions game industry finances are likely to take, which was also reprinted at Gamasutra and had a great discussion thread over there.

Plenty has changed already — as if the power of YouTube as marketing channel weren’t already very evident, we also have the new Steam curation system coming into play. And the fact that the practice of paying for YouTuber videos is alive and well, with costs from $500 on up for a review, is sure to come up. I note that there are not one, not two, but three sessions on indie game economics at Indiecade, so this is clearly all on people’s minds.

It’ll be on Sunday the 12th at 1:30 in the Ivy Theater. Hope to see you there!