Sunday, April 24, 2011

The Medium is the Message

Spread One -

Left side -
#newMedia

Right side -
Sometimes I feel silly trying to be eloquent, yet concise in a limited number of characters. Sometimes, 140 is too little, others, too much.

Spread Two -
Left side -
The Internet[1]

Right side -
[1] For more information, log on to the Internet.

Game Narrative

As a medium, games have the unique power to grant their user ownership over many levels of the game's narrative. By allowing the user to shape the course of the story, whether implicitly or explicitly, the narrative crafted int he player's mind will always be more meaningful than anything crafted by the game's creators. The level of ownership granted to the user caries from game to game, all with different effects on the user. This can range from minor emergent or randomly-generated events, to a carefully crafted network of cause and effect the gives the player the illusion of ownership, with no explicit narrative laying somewhere far to the outside.

Randomly-generated events, ones that come about through a complex series of computations and probability tables, may take the form of random accidents of physics, through to the plethora of results emergent from a system comprised of a few simple, synergistic components. I could, for instance, be making a map in the CryEngine and mistakenly create a bunch of trees the wrong way, and, through a random act of physics, the trees start stabbing the ground wildly, as if forced into service by an angry god. While not of particular narrative weight, still something that I can own as a unique experience.

Most scripted endeavors could take the form of perhaps the guards in Elderscrolls IV: Oblivion, and their reactions to violence in the city. I had one instance wherein a character from whom I received a quest asked me to kill someone I liked. I refused, and the character struck me in plain view of one of the city's guards. Because the guards' AI system tells them that "violence bad, kill violent offenders", and the character simply has "avoid law enforcement", later that game-day I walked through the city to see him chased down and killed by guards. A unique occurrence as the result of the interaction of a few simply components.

Other narrative takes the form of a complex series of cause/effect relationships in a story-driven game. Knights of the Old Republic, MassEffect, and Heavy Rain, are excellent examples of this form of multi-branched narrative structure. Given a high volume of choices, each player's experience is a unique result of how they chose to progress through the game. Perhaps someone didn't gain as much insight into one character's backstory and I did. This creates "water-cooler" moments where players talk about the unique experiences they had playing the game. To each person, the narrative they crafted through their choices is incredibly powerful, and sometimes the player will think of their narrative-track as the "right" one.

Other games still eschew narrative altogether in favor of providing unique worlds and problem-solving situations. Limbo, a game solely focused on getting from Point A to Point B, with simple puzzle obstacles in the way, gives the player the opportunity to read the work as they choose based on evidence given to them. The title of the game is "Limbo", the world is dark and desaturated, I have to save someone, there's evil creatures in my way. From there player's craft their own story. Minecraft, another example of this narrative structure, drops the player onto a beach and says nothing. From there, and the complex arrangement and combination of a few simple components, the player can craft their own wildly fantastical narrative for the game, which is, as I said, more powerful than anything anyone could ever write for Minecraft.

Tuesday, April 19, 2011

Director's Notes

Assignment from 15 Feb 2011


For the purpose of this assignment, I chose to read the script of Fear and Loathing in Las Vegas. Having seen tidbits of the film here and there, I know much emphasis was placed on truly representing the psychedelics the pair experienced. So much emphasis was placed on showcasing what they were seeing that no one else could see. Certainly the script describes the madness they see around them, whether one or both are seeing it.


The film is based on Thompson's experiences, on a trip he took, and the notes from that trip. For him, this is a personal experience and the director of the film took it as such. I would be interested, however, in finding ways to have no main character to the story, almost to shoot it as an Altman film. How does the other react to Thompson's in-film antics? The events depicted are so apart from what most people experience in every day life, I would be interested in trying to portray their perspective on the story.


For the key cast I'd like to see:


Raoul Duke - Robert Downey Jr.
I've seen him do enough of a variety of fairly eccentric roles that I think he could succeed in the role of a drug-addled reporter. I have every confidence he can play high-strung exceedingly well.
Dr. Gonzo - Phillip Seymour Hoffman
Needs to play the laid-back foil to Duke's high-strung nature. PSH reminds me of a more refined and versatile Jack Black, especially after seeing him in Pirate Radio, so I'd want him in this role.
Hitchhiker - Andy Samberg
A young up and comer in film, enough boyish charm and could put on enough of an innocent air that this role would be amusing for the bit part he plays.
Highway Patrolman - Tommy Lee Jones
I need a severity for this role to contrast the zaniness all around, but I need it a little snarky. TLJ can pull that off, I've seen him do it a million times.
Lucy - Anne Hathaway
She needs to be a corrupted innocent. Someone who isn't immediately associated as an icon of vice so she can be duly corrupted.
Desk Clerk at Mint Hotel - Helen Mirren
This role requires enough of a straight-laced delivery, I think either her or Meryl Streep can pull that off. I want someone big-name in the role for the audience to have a brief flash of recognition.
Lacerda - Russell Brand
Someone who can be completely oblivious tot he plight of those around him, and flippantly attend to his task at hand.

Tuesday, April 12, 2011

On the Auteurship of Robert Altman

Assignment from 22 Feb 2011

For the purpose of this assignment I watched MASH, Gosford Park, and A Prairie Home Companion.


Altman's works are brilliant in that they provide a different kind of cinematic experience to the viewer, without being so "auteur" that it is obtuse and inaccessible to the average viewer. Granted, the movies require a fair bit of attention from the viewer to follow the beats of the story, though nothing is deliberately obscured.

And in that artful play between deliberated obscured information, and revealing every little detail to the viewer does Altman's auteurship lie. In all his movies he makes little circumstance of transition between story points, he simply moves from one to the next to the next. Instead of presenting a story as one might present Romeo and Juliet, in an entirely linear fashion with increasingly exciting pacing rising to the climax, Altman's films present events, things that happen. His pacing is even through each of his movies, with little pomp and circumstance is given to the climax, or traumatic events in the story, instead allowing the audience to react to that happening as they see fit. For example, when one of the singers from A Prairie Home Companion passes away in the middle of the show, Altman does not mark the occasion with tilted cameras or dramatic music. The characters react to it as they will, certainly, and from that the audience can form their opinions.

At times Altman obscures the audience's ability to pick out important information presented to them by overloading the audience with dialog and audio. Much of the dialog in his movies sounds as if it has been dubbed over, or louder than it should be based on the environment in which a scene occurs. To me it would seem as though this happens when he has no important information to reveal, and adds to the sense of the event happening than the story being told. Altman creates the sensation of being a fly on the wall, an ambivalent other who has been so privileged to observe an event unfolding before him. What I've said of Altman could be said of any filmmaker who has ever touched a Movieola. The difference is in that he pushes that experience to an extreme.

After first watching MASH and watching those events unfold before me lead me to gain an understanding of Altman's style. There his crash zooms and camera movements were somewhat rough, his lighting was fairly contrasty, his composition questionable in some instances. Then through Gosford Park and A Prairie Home Companion I saw the style established in MASH evolve to more sophisticated camerawork and lighting, though very quickly these films could be recognized as Altman's work from the feeling of overdubbing, even pacing, and omniscient point of view.

On the Morality of Lolita

Assignment from 8 Feb 2011

This assignment asks me to discuss the morality of Lolita. This is, in effect, two questions rolled into one:

  1. What are my thoughts on the morality of the actions depicted in the novel
  2. What are my thoughts on morality of authoring the novel
For my money, I would file Humbert Humbert under "Immoral". When I say immoral, I mean to say that his actions are reprehensible in their negative effects on others, not so much based on arbitrary rules imposed by some supernatural authority. Regardless of the actual flow of events when Humbert first attempts to engage Lolita in sexual congress, his intention was to molest her.
Sex and intimacy is not, in and of itself, immoral. Certainly, it's a wonderful byproduct of the biological rewards we have evolved to encourage reproduction. Through thousands of years of sexual evolution, humanity has developed numerous ways of pleasuring each other which have emerged through the fairly simple ruleset we were given at birth.
That said, pleasuring another is not inherently immoral. It's fun! Humbert's actions fall into the immoral territory when he attempts to impose himself upon Lolita against what he thought was her will. Further along in the novel, when he and Lolita travel the country, and later when they settle in New England, he takes upon himself to ensure she has little contact with others in the world. Her development as a human being has been so irrevocably damaged by his actions that she will forever be a changed person, rife with psychological blocks. That, to me, is immoral.

Nabokov, in authoring the work, however, was not acting immorally. In writing this book, he found a way to expose his reader to a world apart from their own. I can imagine that most people at the time he wrote the book were aware that what he depicted in the novel could happen in the real world, much less be aware of it happening. Many may level the argument against the author that his work encouraged a generation of pedophiles and child molesters. I would disagree, though, as with any work the manner in which a reader choose to react to a work is their own. Blaming Nabokov for their actions is no better than parents blaming the music industry for their child's actions.

Wednesday, April 6, 2011

Service Learning Project Wrap Up - Game Jamming

Something I started with the Game Design Club was the idea of a traditional game jam. In this activity, people will use a limited set of materials (a deck of cards, a set of dice, beads, etc.) to quickly generate a complete game, herein defined as having A Goal, and Something That Gets In The Way of The Goal. It's proven fairly successful in teaching GADs to rapidly iterate not only on game mechanics, but also on ideas in general. We use it to keep our design sensibilities sharp, and our brains on our toes.

For the Broach School students, I started out explaining the importance of game mechanics and goals through a simple exercise:

1) Present the students with a goal (get the card I laid down on the table)
-Students grab the card. No one has fun.

2) Ask the student to grab the card again, this time I try and keep the card away from them. Student is more interested in the activity as they enjoy the challenge.

Then, using a deck of cards, I asked the students to decide upon a goal, what must each player do in order to win? They decided on "Make sure you possess all cards of the same suit". To demonstrate the importance of clarity in rules I took three cards from the deck that were all of the same suit.

We began iterating on the game, they made observations of the game as we progressed, first realizing that three cards was too few, that the game went too quickly. So we increased that the number of cards to five. Then they realized that players had little interaction with each other, that we simply put something in the way of the goal without making an interesting choice.

Then we added the idea of a card trade. Players could trade cards with each other on their turn. This was a relatively equal choice between that and pulling a card from the deck. This gave me an opportunity to discuss imperfect information, we as players do not know what cards are possessed by the other players, nor do we know what we will draw from the deck. One of the students decided to have players reveal one or two cards from their hand to be chosen, but allowing players to take any card from a player's hand. This lead to a number of emergent strategies (if you show a card, that means its the one you want taken or the opposite thereof).

We had another mechanic that provided players with a little more information about how close one player or the other was to winning, but we dropped that mechanic as no one was using it. This taught them about streamlining rulesets to keep the player's attention focused.

The students were attentive and seemed to have fun, they learned about game mechanics, rapid iteration, and had fun. I enjoyed working with them, and was glad I could fairly quickly teach others how to game jam.

Monday, April 4, 2011

The Next Cool Thing

Assignment from 3/15/2011

2010 was foretold to be the Year of the Check-in, as 2009 was the year of the Twitter. Four months into 2011 and I can most assuredly see this as the Year of the Tablet. Though Apple sold millions of its iPads in 2010, without a doubt their prevalence is now coming into its own in 2011. Perhaps this perception is coming about because the tablet trend has trickled down into the ranks of the Ringling student that I can see its rise. Many students find it useful for content creation as well as media consumption here, opting to use their iPads to stream music instead of their desktops.

Even I am not immune to the siren call of the tablet, though I opted for a 1st Generation tablet running the Android operating system. This was a mistake, as its operating system is not designed to function on a tablet,but instead on a phone. Looking now at the 2nd generation of Android tablets (NotionInk Adam, Motorola Xoom) I see some strong contenders for Apple's throne. I fear, though, that Android tablets will find the same market situation as phones. Android has become the 2nd-most common operating system on phones while no single piece of hardware has come out a front-runner. While the Xoom is an excellent platform, its base price puts it out of reach of many consumers. The Adam, a brilliant tablet, is beset by being produced by an Indian start-up company. Production delays and testing put its real street date into the far future.

Even so, with the launch of the iPad2 and many more Android and WebOS tablets, I see tablets finding their way into more hands, slowly but surely weaving their way into our lives. As a bit of a thought experiment, I have taken to making use of my tablet when I would make use of my laptop. More often than not, though, I to type quickly on a larger keyboard, with the screen-space afforded by a larger keyboard. Sadly, my tablet collects dust, though it could just as easily be because it's simply not fun to use.

Tuesday, March 29, 2011

Service Learning Plan

Instead of handing the students a can of paint, some canvas and telling them to get to work, I want to bring my experience as a game designer to bear on them. At the Game Design Club on campus we're prone to meetings wherein we create games from scratch using a variety of media (cards, dice, various prototyping tools) and usually have some manner of playability in short order.

To meet the objective of making a game, they need to:

Make a goal - What must the player do to end the game?
Put something in the way - Why is it difficult for the player to reach that goal?

One aspect of fun in games comes from the challenges inherent in achieving the game's goal. To that end I want to start by describing this to students through a simple exercise in which I ask them to take a card from me. Once they realize that's boring, I act to prevent them from getting the card and we fight about it.

Then I bring out a deck of cards and ask them to consider a couple goals and find a way to prevent each player from achieving that goal.

Tuesday, March 22, 2011

Media and the Body

A lot of what media and the body means to me comes by way of how we consume media, not necessarily how we perform it. To that end, I chose an image from The Matrix, wherein the characters are "jacked in". In the movie's canon, The Matrix began as a way to escape the world, a form of entertainment. As time dragged on, the people of that world began to spend more time consuming media of the Matrix, "playing the game" as it were, that they a majority of their lives in the Matrix, eventually becoming wholly integrated with it.

The sad bit about all this is that it's how I see media consumption evolving in the next 200 years. As we seek to create increasingly immersive experiences, natural evolution of the idea will come 'round to whole-consciousness immersion in the experience and we'll long for something outside our normal, dreary lives.

Thursday, February 3, 2011

Maltese Falcon's Genre

The Maltese Falcon is usually categorized as a "detective novel". In this branch of fiction, the protagonist is some form of investigator who solves some manner of crime. To meet these qualifications, the novel features private investigator Sam Spade who investigates the theft of the Maltese Falcon, and two murders, wrapping everything up by the end of the novel.


A subset of the detective novel, Falcon could be called a private eye novel, again because Spade is not employed by an government agency. These novels explore the darker side of America, as the reading population's interest in the underworld was piqued by Al Capone's exploits in the 1920's.


Ronald Knox set forth the Ten Commandments of writing detective stories in 1929. Throughout the detective novel's Golden Age they were considered games. Games have rules, and thus, Knox's rules:





  1. The criminal must be mentioned in the early part of the story, but must not be anyone whose thoughts the reader has been allowed to know.Brigid, served as both Shadow and Herald for this story. She was mentioned in the first few pages.
  2. All supernatural or preternatural agencies are ruled out as a matter of course. - The Maltese Falcon passes this test.
  3. Not more than one secret room or passage is allowable. - The Maltese Falcon passes this test.
  4. No hitherto undiscovered poisons may be used, nor any appliance which will need a long scientific explanation at the end. - The Maltese Falcon passes this test.
  5. No Chinaman must figure in the story. - Joel Cairo was a Greek, but no Chinaman figured prominently in the story
  6. No accident must ever help the detective, nor must he ever have an unaccountable intuition which proves to be right. - No pure accident helped Spade solve the mystery at hand. His intuition was brought on by the facts presented at hand. No instance of dues ex machina occurred, unless you count the Captain bringing the falcon to Spade.
  7. The detective himself must not commit the crime.  - The Maltese Falcon passes this test.
  8. The detective is bound to declare any clues which he may discover.  - The Maltese Falcon passes this test, Spade was quite vocal about what he discovered throughout.
  9. The stupid friend of the detective, the Watson, must not conceal from the reader any thoughts which pass through his mind: his intelligence must be slightly, but very slightly, below that of the average reader.  - The Maltese Falcon passes this test, although more likely because Spade didn't have a Watson that lasted for long.
  10. Twin brothers, and doubles generally, must not appear unless we have been duly prepared for them.  - The Maltese Falcon passes this test.

Thusly, I say that The Maltese Falcon is a shining example of the detective novel. I'm grateful someone went to the effort of codifying the genre so works of fiction can be readily defined.

Wednesday, January 26, 2011

Favorite Film Situation

Star Wars

Written and directed by George Lucas, Star Wars is considered by many to be one of the most influential films on popular culture of the modern era. The film is one of the highest grossing films of all times. Released on May 25th, 1977, the film’s sci-fi predecessor in 1976 was Logan’s Run. Comparing the technology used and cinematography techniques of the films is like comparing a prune to a plum. They’re films, that’s for certain, but Logan’s Run would appear to be a product of the Star Trek era of set and prop design, whereas Star Wars elevates set construction to a new level of art. Up until that point, hit sci-fi films made around $16 million dollars, with the most successful as 2001: A Space Odessey clocking in at $24 million dollars. Sci-fi films of the era dealt mostly with apocalyptic situations.

Star Wars was released during a time of great inflation, political scandal, rising oil prices, and a country in recovery after the Vietnam War. Films at the time were grim tales of woe and destruction, featuring anti-heroes with a bad streak. The Internet was but a glimmer, and cell phones were still years away from widespread use.

In order to develop the special effects necessary for the film, Lucas founded Industrial Light and Magic in 1975 after the special effects house at 20th Century Fox was shut down. Using a combination of blue screens, still models and moving cameras, ILM was able to create the impression of motion and excitement with the space ships. Had ILM not been founded, it would not have gathered the talent that ultimately created Pixar and the computer animation industry.

As the studio system was failing, they searched for talent direct from film school. At the time, film studios were becoming increasingly concerned with demographics, realizing that they could target young people with movies made by young people, for young people.

Lucas wanted to recreate the feeling of his original experiences watching Flash Gordon.  His interest in philosophy informed his early maverick years of film-making. Irwin Kirchner described it as “more personal”. After some failed attempts with Francis Ford Coppola, Lucas moved on to shoot American Graffiti. Disgruntled by studios tampering with his films, Lucas looked to re-invent classic Flash Gordon serials, using the works of Joseph Campbell as his basis.

In many ways, from the advent of the special effects house, to the reinvention of the space opera, to the target audience, Star Wars was the right film at the right time. Oddly enough, the film was only released to an initial 40 theatres, and had been moved to the week before Memorial Day weekend to avoid competing with other summer blockbusters. The film was released in a package with The Other Side of Midnight, another movie by 20th Century Fox, and theatres were told if they wanted Midnight, they'd have to book Star Wars as well. Though the movie was all but doomed to failure, it was able to lift everyone out of the depression of the 70's and have them look toward the future, as Walter Cronkite put it. As Bill Moyer put it "Timing is everything in art. You bring it out too early and it's Buck Rodgers, you bring it out too late, and it doesn't fit our imagination [you bring it out as the Vietnam War is ending and we don't know who we are]" The film was a story that, because it was based on the monomyth, reached across borders and ethnicities to touch the world.

Thursday, January 20, 2011

Modern Fairy Tale

"I'm going to disappoint you, you know that... right?" she apologized to the bum.
"'s what they all say."
"Why am I even listening to you?"

She knew the answer before he could answer, or maybe he never intended to answer. Whether she knew why or not was irrelevant. What she knew was that she had to find a way up to the very top of the Empire State Building.

Why not? She thought. The whole day had been abundantly strange from the moment she awoke in the morning. Strange room, strange coffee. Was it even coffee? She ruminated. Probably not. Somewhere she read that people are creatures of habit, they fall into routines and some things become so automatic we don't even think about what we're doing.

Then the World Trade Center was part of the skyline again.

Walking down the street to work, she tried to explain to people how incredible this was. What kind of government conspiracy would have kept those buildings invisible for ten years? No one had to say anything, she could tell they all thought she was completely off her rocker.

"You're not from 'round here, are you?"
"Pardon?" she was shocked back to the present by the bum.
"Ye' look lost, sweetheart. Just go gimme dat 'ting an' I'll help."
What an odd man, sitting on the side of the street. That she was talking to him caught her off guard. Maybe this was another automatic reaction? It wasn't her's though. She could never see herself speaking to a dirty hobo.

"But how can I get up there? It's high, and they've got all sorts of security!"
"S'not tha difficult, jus' look up!"

A shadow passed over the two, and she looked up to see the silhouette of a... no, it couldn't be. No one's flown one of those in years!

Wednesday, January 12, 2011

Platonic Dialogue

AIM - RaineWriet


ozzmeister00: so, my Lit and Media Studies professor
ozzmeister00: wants us to write a Socratic dialogue revolving around the topic of "media"
rainewriet: Kaaaaaay
ozzmeister00: I was going to write one that focused on how we consume comedy with all our various technological channels these days.
rainewriet: Has the potential to be funny
ozzmeister00: That's what I thought!
rainewriet: But?
ozzmeister00: well, I once heard that the worst screenplays are incredibly clear and read like novels
rainewriet: Because all the characters end up saying what they're doing.
ozzmeister00: precisely!
rainewriet: And I assume this is what happened to your dialog?
ozzmeister00: yes :(
rainewriet: Aren't you going to present these dialogs in class to your professor?
ozzmeister00: no, we're writing these as a post in our class blogs
rainewriet: Which means no one will ever perform it.
ozzmeister00: correct
ozzmeister00: everything sounded clunky. because I knew no one would be performing, I had the characters saying what they were doing
ozzmeister00: instead of


"Wow, that sounds like a hilarious YouTube video," Ozzy said, pulling out his iPhone to search for the video


I had to write:


OZZY: Wow, that sounds like a hilarious YouTube video! Let me pull out my iPhone and look for it.


rainewriet: Awkward.
ozzmeister00: indubitably!
ozzmeister00: my biggest frustration is the dissonance between the media's intention, and its usage herein
rainewriet: can you talk to your professor to see if you could switch the assignment to something in prose?
ozzmeister00: nah, I think I've got something that'll sort this mess out. 
ozzmeister00: I just know I can't do the comedy one. How can I write a dialogue about comedy and not have it be even remotely entertaining?
ozzmeister00: pity, I had such a great opening line.
rainewriet: Pity.
rainewriet: Well, I'm off.
ozzmeister00: cheers!
rainewriet: G'night.
rainewriet signed off

Tuesday, January 11, 2011

My Situation as a Reader

I'm a 21 year old male, majoring in Game Art and Design at the Ringling College of Art and Design.

What this means for my situation as a reader is that I have very little time in which to read, be it books, newspapers, magazines, etc. In order to streamline reading into my daily life, I minimize what I read to information relevant to my career which can be found on the Internet. This generally means the information I receive is condensed to the bare necessities, and this suits me just fine. I have a set list of websites I check on a bi-daily basis from which to derive my information, and will occasionally venture out from that set if I hear about something particularly interesting.

Most of my reading takes place in front of a backlit LCD screen. Looking toward the future, I'm considering investing in some form of tablet computer so I can read in a fashion similar to the Nook or Kindle, and do so more readily than a stationary computer.

I grew up reading codecs, usually science fiction or fantasy novels, which set me on the path that lead me to where I am. I bring a scientific and analytical mind to what I read.

Monday, January 10, 2011

Phaedrus Topics

Initially, the two men discuss "love", based on a speech written by Lysias. This then evolves into a discussion of the art of rhetoric, moving in and out of focus on the initial topic of love.

However, because I fear that "Love" and "Public Speaking" may not be sufficient, a more detailed list follows, categorized by the major topics under which they fall:

1) Love
-The nature of love, as one cannot advise upon a thing, without knowing that thing.
-Lovers vs. Non-lovers, and the merits and detriments of both. I prefer to think of these two archetypes as "Thinkers" and "Feelers" to avoid immediate negative connotations, and because the "Love" of which Socrates and Phaedrus speak is not the same as our modern sense of the word.
-Rational vs. Irrational desire. Socrates defines love as irrational desire.
-Wolves love lambs as lovers love their loves.
-Whatever we say to speak against the lover, can be spoken in favor of the non-lover
-Love can be mean, or as Jay Guiles put it "Love Stinks"
-They discuss the four kinds of madness, and that love is noble madness.

2) Rhetoric
-A speech may be more well-received if the speaker is passionate about the topic
-A man's opinions are the result of the aggregate opinion of all that he has learned. He uses the ideas of those who have come before him to synthesize new opinions.
-A speaker may repeat himself many times and many ways as a way of showing off his intellect, or to disquiet any possible contention.
-Passion about a subject can fuel a speaker's words
-By challenging someone to make a better speech than a bad one, we ourselves will make bad speech
-We cater our rhetoric to the intended audience
-Laws are a manner in which the politicians praise themselves and their intellect
-There's no disgrace in writing, only in writing badly.
-The rules of writing and speech
--Is the speaker required to know what he's talking about?
---His ignorance can turn good into evil
-Rhetoric is not the sole domain of the politician, it is present in everyday life
-Those who wish to deceive must know the truth, so that he knows what truth looks like and can thus create the illusion of truth
-A speaker needs to acknowledge the things upon which everyone is agreed, so that he may specifically address that which is disagreed. In knowing that, he is more likely to be successful in addressing the things upon which we disagree
-Discourse should have structure, follow a logical order from beginning to end
-The separation of the specific, and the general
-After defining the thing about which you will be speaking, speaking to that subject, you must summarize your arguments at the end for your audience
-The power of the art of rhetoric
-You must analyze as you go, otherwise you've no idea what effect you have
-Propriety and improprieties of writing
-The written word cannot adapt itself to each viewer, and is laid bare the same for all to see
-Know your audience
-Anyone who bases their work upon truth can be called "philosopher"


-We have no visible image of wisdom on earth, we only see beauty.
-Our experiences are never as powerful as when we experienced them. We can renew the power of those experiences by experiencing something more powerful