Your Face Tomorrow v. 2: Dance and Dream – Javier Marias
Your Face Tomorrow v. 2: Dance and Dream is the second in a powerful group of novels written over a ten year span by Spanish translator and novelist Javier Marias about love and death, power and violence, and, above all, betrayal, loyalty and deceit.
Javier Marias’s dazzling unfolding magnum opus began with “Fever and Spear” (Chatto 2005). Described as an ‘intriguing and audacious experiment’ (“Sunday Times”) and an ‘outstanding spy novel of ideas’ (“Independent”), the book now takes us even deeper into the dark world of Jacques Deza as, in volume two, his relationship with his shadowy boss, Bertram Tupra, becomes increasingly disconcerting. Jacques Deza is in a kind of limbo. Separated from his wife and child, living in London to make a break from Spain, he has found work with an M16-like organisation who employ him for his acute powers of observation and insight into human nature.
But, as Jacques discovers to his cost, it is not possible to distance yourself from other human beings entirely. Just to listen to someone asking you a favour, however insignificant, is to become implicated in their lives. And when your boss forces you to watch him lure a man into a nightclub toilet and threaten to execute him with a sword, your innocence is definitely suspect. Jacques finds himself remembering his father’s horrifying stories of the Spanish Civil War …Will Jacques manage to remain morally unharmed and will Marias sustain this novel’s brilliantly digressive dance? The reader longs for volume three in order to find out.
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- Tags: 9780701179755, Dance and Dream, Javier Marias, Love and Death, Margaret Jull Costa, Power and Violence, Your Face Tomorrow



Game mechanics: not just for WoW and StackOverflow anymore. Read this — it is worth your time.
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ReplyI’m really getting upset that people are learning about game mechanics. It was my little secret for so long.
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ReplyDoes anyone know of a similar method to learn vim? It would be a lot easier, faster and more fun if there was some kind of game which would teach you all the keys and combinations.
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ReplyThis is a seriously interesting innovation.
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ReplyThis is wonderfully on point for me. The main reason I belong to HN is because I want to create an educational game. Glad to see it here and hope to see other similar stuff in the future.
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ReplyNo, but does anybody want to make a vim plugin which does this? I’d help, don’t know much about Vim plugins though!
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ReplyPlay nethack.
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ReplyFunny, the main reason I read HN is to procrastinate and avoid doing other things.
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ReplyI think we’re going to start seeing alot more ideas from gaming start to creep into applications. I’ve definitely been noticing a trend of this even recently here on HN. It’s going to be interesting to see how these two worlds collide (and what startups form from the debris).
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ReplyDon’t worry most people will ignore it in lieu of their preconceived notions of what should work.
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ReplyRelatedly: Some of us have egos. The rest of us have A/B testing. It is a lot like signing up for a lifetime subscription to Humble Pie Magazine, but it certainly works.
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ReplyI think you’r referring to StackOverflow’s points and badges; is there a deeper dynamic that you’d like to explain?
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ReplyI really want to make one myself. My idea is to have the terminal screen as a vim-editable 2-D ASCII environment, which you manipulate with vim commands.The goal can be anything. Say a plane or something going straight through a cave and you have to use vim commands to move the cursor to and clear ASCII obstacles before the plane hits them (and you can’t use ‘dd’, just to make it harder).
Or a game where you have to fill in blank spaces randomly strewn around for some purpose, and also make it time-based. Or any other kind of game you can think of; I think it has a lot of potential for fun + vim-training.
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ReplyI really want to make one myself. My idea is to have the terminal screen as a 2-D ASCII environment, which you manipulate with vim commands.The goal can be anything. Say a plane or something going straight through a cave and you have to use vim commands to clear ASCII obstacles before the plane hits them (and you can’t use ‘dd’, just to make it harder).
Or a game where you have to fill in blank spaces randomly strewn around for some purpose, also make it time-based. Or any other kind of game you can think of, I think it has lots of potential for fun + vim-training.
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ReplyIf only Excel had some kind of Flight Simulator…
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ReplyI’m just referring to points and badges as an incentive mechanism for directing user interaction of a site in ways which provide business value.
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ReplyExploring the linked site a little deeper, there’s this gem on making applications more game-like: http://lostgarden.com/Mixing_Games_and_Applications.pdfFrom what the author explains in the presentation, vim violates the tried-and-true video game mechanics of starting the user with only the most basic functionality. To teach vim using the author’s method, one could start by removing all but the most basic commands. Then, these missing commands could be introduced to the user one at a time, in a controlled environment where there is a clear task (eg. jump the cursor to a particular point in the text) that can be measured as success or failure.
In the linked presentation, the author draws a comparison to the game Metroid. In the game, the player falls into a deep pit and has to find a way to climb out before being able to continue on. Failure to perform the new skill (accurately timing the character’s wall-jumping) is immediately clear because the player will fall back down into the pit. When the user finally times it correctly, he’s free from the pit and the brain rewards him with a sense of accomplishment.
Back to vim, if you wanted to create such an environment for learning a new command to move the cursor around, you wouldn’t want the user to fall back on basic navigation with h, j, k, and l. You could disable these keys temporarily, or leave them but only reward the user if they accomplish the goal using the fewest key-presses possible.
Once they "win" this "level" you’ve designed, those new navigation keys should be considered part of their arsenal of skills for solving future problems. Each skill mastery could be further rewarded by filling in parts of a cheat-sheet (like this one: http://www.viemu.com/vi-vim-cheat-sheet.gif). This can be seen in the section where the author talks about Link to the Past and the picture of the player’s item inventory. The vim player’s goal could be to "unlock" and master these keyboard skills and ultimately fill in the complete chart.
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ReplyI don’t know if I’d call it a game, but there is vimtutor, which is a document that tells you how to edit it:http://www2.geog.ucl.ac.uk/~mdisney/teaching/unix/vimtutor
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ReplyHaving read the comments I found it interesting that one of the features is to show you which of the features of Office other people actually use. I’ve had the same experience with blog posts or hacker news submissions about Vim or Unix tools in general. Simply being informed of their existence is a real benefit, otherwise they’d just sit there in my machine unused. (The hefty guidebook Vi IMproved by Steve Oualline was good too)
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