- A review of The Unexpected Legacy of Divorce. By Judith Wallerstein. - CultureWatch
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As both parents reenter the dating arena, she observes, children are liable to undergo repeated experiences of attachment and loss, thus reinforcing their sense of the fragility of relationships. So what should miserably married parents do? Wallerstein is no dogmatic opponent of divorce; she recounts here the harrowing experiences of a child whose chronically violent parents never thought of parting. But she also writes from a mature recognition that what is commonly called happiness is not everything.
A review of The Unexpected Legacy of Divorce. By Judith Wallerstein. - CultureWatch
For those who can manage it, she therefore strongly urges that they remain married for the sake of the children. If what they want is knowledge derived from replicable experiments, they are right. But human histories are not like that. No two marriages or children are the same, nor can it be proved how a given child of divorce would have fared had his parents stayed married.
Gallagher, the word-smith of the pair, is an author and newspaper columnist who has written widely on marriage. Waite, by contrast, is a newcomer to this controversial field. A former president of the Population Association of America and immediate past chairman of the family section of the American Sociological Association, she stumbled onto her subject a few years back while doing work on mortality rates for the National Institutes of Health.
Demographers have long known that married people live longer. For never-married men, by contrast, the figure was six out of ten, and divorced and widowed men were barely better off. Inquiring further, Waite discovered that scattered social scientists in numerous specialties had documented the edge married people enjoy in physical and mental health, income, wealth, sexual satisfaction, the risk of being victims of crime, and happiness in general.
Intrigued, she set out to assemble the most methodologically sound studies. The resulting book, with its 50 pages of footnotes and bibliography, cites these findings and explores the reasons behind them. Companionship is good for health, but married companionship is best; the boost that single people get when they move in with others is smaller than the one for single people who marry. And then there is wealth. Two can live more cheaply than one—and the division of labor in most marriages means that two are more productive together than apart. People also tend to be more careful about money when they have a spouse to answer to, and a spouse and children to answer for.
Finally, marriage changes the economic behavior not only of the married but also of their kin: married couples more often receive help from extended family. Like Judith Wallerstein, Linda Waite deems marital stability an important public good and suggests ways we might help to reestablish the cultural centrality of marriage.
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Loading More Posts. Search for: Search. They make tycoon and management games in the vein of Roller Coaster Tycoon , playing to a very particular brand of nostalgia. But in the studio's long history, there is nothing stands out like Dog's Life. Its platforming, minigames, and Smellovision are janky and have that familiar "tank control" feeling common to many PS1-era games unfortunately because it is a PS2 game.
Its draw distances are so short the game suffers from a permanent nearsightedness, and its writing and sense of humor are questionable at best. It has the prolific actor Kerry Shale at his most prolific, performing over two dozen characters within the game. That's a record for video game voice actors, but probably not the kind of record one hopes their game will set. It's all indicative of an under-resourced game from a studio stretched to its limit. It was greeted as such by reviewers, and the game attracted scant attention and affection at its release.
Yet there is something goofily endearing about it that has kept the game alive within the hearts and minds of its small fan community and the people who worked to develop the game. Set across four semi-open areas, Dog's Life casts you as Jake, a perpetually flatulent canine who looks like an oddly-proportioned beagle.
But a beagle with a cool, irreverent attitude he farts on everything! All this is tied together by a madcap story of a cat-food personality, Ms. Peaches, wanting to turn dogs into cat food.
It's like if a Fancy Feast ad turned into Soylent Green. Jake was designed specifically to appeal to children, with his heart of rebellious gold, and the story similarly evokes animated favorites like Dalmations.
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But he never really stood a chance against his contemporaries. But it's also one told primarily through rose-tinted lenses by people who remain in leadership positions at Frontier.
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I spoke to four other members of the Dog's Life team, who had very different roles to play in this project, and whose memories are a bit more ambivalent about a project that was let down by its lack of resources and whose development team was divided between first and second-class citizens. Sergei Lewis had just started as a programmer at Frontier in , becoming a principal programmer in his time there, until he left in The building was secluded, separated from the tiny village by a row of very tall conifers.
The rooms had fireplaces, there was an Aga [oven] in the kitchen, in which people would make baked potatoes for lunch, and one of the other employees brought his dog to work. Lewis joined when Frontier had just moved into Longmeadow.
The Unexpected Legacy of Divorce : A 25 Year Landmark Study
It was a fast and exciting time for Frontier. The game was originally penned by game designers who had never worked on a script before. They decided the plot should be driven by an unseen cat food monopolist but a promotional deal with Pedigree Dog Food meant that every in-game billboard promoted dog food instead. Optimization was a key difficulty for the team as they worked in genre new to them, on a console they had little experience with.
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Still, Lewis was constantly impressed by the ingenuity of his peers. Reflective water surfaces require intensive calculations even now, but the team managed to emulate them despite the constraints of a PS2 hardware environment they were still figuring out. The lack of resources, and Frontier's lack of experience with the PS2 platform, affected the project in other ways. Composer and sound designer of Dog's Life , Alistair Lindsay, filled me in.
For example, I could now use real instruments played by a human me , as well as real synthesizers and good quality reverb and echoes et cetera. All the things that make a record sound like a record, in other words.
Lindsay underestimated the difficulties of working on a smaller game. Workarounds were a constant necessity. In one mission Jake brings a jacket to a little girl by the frozen Lake Miniwahwah. The girl demands that you, a dog, look away while she puts her coat on.