Book Review: The 4-Hour Workweek
I recently finished reading The 4-Hour Workweek: Escape 9-5, Live Anywhere, and Join the New Rich and I have to say I have very mixed feelings about it.
"A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects." - Robert A. Heinlein
I recently finished reading The 4-Hour Workweek: Escape 9-5, Live Anywhere, and Join the New Rich and I have to say I have very mixed feelings about it.
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4:41 PM
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Kotaku and Gamasutra picked up on the news Chris broke that EA laid him off. He's now going to work on an indie game called 'SpyParty', a prototype of which was shown at the 2009 GDC EGW. I'm pretty sure this version was born out of an even earlier prototype done as part of the 2005 Indie Game Jam 3 and shown at the 2005 GDC EGW, in a barrage of 'people interacting' jam prototypes.
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9:16 PM
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From Damion Schubert's (Bioware designer) wonderful Zen of Design blog.
All this being said, narrative is a red herring in the discussion of games as art. Let’s put it this way: can oil paintings succeed without great cinematography? Can classical music be great without a killer screenplay? Can a Ming vase be great without compelling characters?These are very silly questions.
Each artistic medium has its own rules for what makes that particular craft capture the viewers eye and imagination. For video games, narrative is an exceptionally powerful tool – one used exceptionally well in Knights of the Old Republic and Starcraft, for example. But I posit that many games without story, games like Civilization and Minesweeper, are elegant, artful games with barely a lick of developer-provided narrative. The art found in these games is less about what you find in a movie theater, and more about what you find in an ancient Chinese puzzle box.
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11:24 AM
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I've been following the Kindle with some interest for a while. I *really* want one, but not as long as it's as closed a model as they are currently pursuing. I want to get e-books from other places, and I'd like an RSS reader please... which really means an open development platform so that RSS readers can compete... which quickly leads to other ebook retailers, and you see why they aren't that interested in it.
This is an apology for the way we previously handled illegally sold copies of 1984 and other novels on Kindle. Our "solution" to the problem was stupid, thoughtless, and painfully out of line with our principles. It is wholly self-inflicted, and we deserve the criticism we've received. We will use the scar tissue from this painful mistake to help make better decisions going forward, ones that match our mission.With deep apology to our customers,
Jeff Bezos, Founder & CEO, Amazon.com
Sounds really good. I beleive he think's doing the right thing. He is.
Except he's doing the right thing about the wrong problem.
One problem is that some people had their books taken from them post-purchase, and yes, it's good to apologize for that.
However, this problem is only symptomatic of the REAL problem, which is that people bought a device which comes with hidden restrictions, unclear terms of service, and the capability to change behavior and functionality at any point in the future. (Cory at BoingBoing has been on a bit of a crusade to get answers on exactly this)
So, kids, what have we learned?
1) There's a lesson here in the growing awareness of, and intolerance for, DRM in all it's forms. Every story about a consumer being burned by DRM adds to that awareness and intolerance.
2) While it was good for Bezos to publicly apologize, he's created another problem: He's shown that he's aware of the situation and therefore what was a puzzling silence on questions around the Kindle's functionality and DRM now seems like a deliberate silence.
In the meantime, I'll stick to dead trees. They tend to not disappear from the nightstand while I sleep.
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11:40 AM
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Another good presentation from James Gwertzman at Popcap. This one to the audience at ChinaJoy, about Popcap's experience launching Bejewelled Blitz on Facebook. The graphs of the adoption rates are pretty amazing in both their slope & uniformity. The graph on slide 9 was an eye opener too.
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7:54 AM
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Another good read: The Anatomy of the Twitter Attack. This is the first of a two-part techcrunch post about a recent Twitter hacking, where 300 confidential docs were stolen by a hacker and sent to, among other places, TechCrunch's email inbox. This article outlines how the hacker managed to get in, the next post promises to deconstruct Twitter's reaction to the theft.
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1:46 PM
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Banking,
cloudcomputing,
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Went through two really good reads this morning:
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1:28 PM
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This...
Attention Bands, Studios, and Labels:
Create. Play. Get Paid.
The Rock Band Network is Coming.Coming Soon - Use our tools to author playable tracks. Upload and submit your tracks for review by the Rock Band Creators community. Approved tracks become available in the Rock Band Store and on the Xbox LIVE Marketplace*, and you get a cut of every purchase
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8:22 PM
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This caught my eye (via Alice): 'Playfish CEO unsure of Facebook Connect'.
Speaking in a panel at the Develop Conference 2009, Playfish CEO Kristian Segerstrale as revealed he is yet to be convinced by the prospect of the Xbox 360's forthcoming social networking service, Facebook Connect.
"I'm not too sure about social networking and Facebook integration on the Xbox 360, because not everyone has one, [snip] Social Networks do open up games to a far wider audience, but it has to be just a click away, and you don't want to have to buy a 360 just to get at it."
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6:09 AM
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This has nothing to do with video games or the tech industry , but rather falls under the category of stuff I had trouble learning about and maybe my post can help someone else.
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12:47 PM
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I picked up Seth Godin's Meatball Sundae: Is Your Marketing out of Sync? a while back. I'm a regular reader of Seth's blog and a huge fan, but was a little put off after reading The Dip
and being disappointed in it. I packed it on vacation for airplane reading, and I'm glad I got around to reading it.
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7:11 PM
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A while ago I posted something about Matt Jones presentation on The New Negroponte Switch.
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1:03 PM
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Design,
MattJones,
MattWebb,
Presentations,
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I just finished reading Ian Bogost and Nick Montfort's Racing the Beam: The Atari Video Computer System (Platform Studies). Definitely the geekiest book so far this year for me and I really liked it.
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10:23 AM
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11:33 PM
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Great presentation from Matt Jones, lead designer at Dopplr and principal at design firm Schulze & Webb. It's a mind-expanding look at the transition of services into things and things into services he calls The New Negroponte Switch. Great read.
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2:39 PM
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3:48 PM
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I finished up Hugh MacLeod's book, Ignore Everybody: and 39 Other Keys to Creativity the
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4:37 PM
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Well, another E3 behind us, and not just any E3. This was E3 born again. Following on the heels of the Supernova E3 and Dwarf Star E3, this was, I guess, the Phoenix E3?
As this E3 fades, we’re left with the deluge of announcements and demos to digest. It’s an interesting thought exercise to consider which are the more significant ones. Which might have the biggest long term impact, might tip the scales in the console wars, open the market to new audiences and revenue streams, etc.
There were lots of game announcements, lots of them exciting, but none so *different* as to warrant the label of ‘game changer’.
There were no wild-card disruptive entrants like we saw at GDC with OnLive’s announcement.
There were of course the keynotes from Microsoft, Nintendo, and Sony.
Sony’s got a new handheld to continue to duke it out with Nintendo on that front, and Nintendo continues to add titles and some new capabilities to their handheld. Nothing really groundbreaking on that front.
Judging from the press, most people believe that the biggest news out of E3 is that MS and Sony have played their cards on the motion control front. Microsoft with some 3D camera tech to compete with Nintendo’s Wiimote, and Sony has a wand that kind of straddles both the camera and wand camps. That is big news to be sure, but not terribly surprising.
The biggest question on the motion controller front will be what it means for developers and publishers. Big budget productions necessitate cross-platform development, or at least favor it. Certainly between PS3 and Xbox360 (and PC) we see a lot of cross-platform publishing. It will be interesting to see how and if titles can map to the very different motion controls between those platforms and Nintendo’s, and whether any of them get short-changed as a result of a lowest common denominator approach.
But I don’t think that’s the most significant of the E3 announcements. I’m going to go out on a limb and say that the most significant item out of E3 was this:
The announcement of Facebook and Twitter support within Xbox Live (Nintendo had a similar announcement around the DS, so they get some credit too).
Why do I believe this is such a big deal? Bear with me…
I’d posit that the fundamental promise to customers that the previous generation of consoles offered was “High quality games that Just Work”. High quality 3D games like those that were available on PC, with a console’s level of quality control and usability.
I’d also claim that for the current generation of console, at least for the 360, the promise grew to “High quality games that just work *together* within a social network”. Build your network of friends who also own 360s, and get a level of experience works *between* titles. Sony and Nintendo have both played their own version of catch-up on this front, to a point.
As 360’s installed base and capabilities have grown, so have the Network Effects. The utility of a network grows with its users (a function in this case of the installed base and the amount of time users spend on their 360s which is in turn a function of capabilities). Again, similar to what was available on PC years earlier (if you were using IM, Gamespy, etc), but with console level quality control and usability.
Fast forward to today, and one the most significant thing we see happening on the PC is with the “walled gardens” of social networks – each of which have become platforms for software development. These social networks have realized that the same network effects that grow with customer base can hold true for their platforms and their services as well. The value of a network increases if it becomes permeable to other networks.
Initially this manifests itself as the users needing to belong to both social networks, and allowing them to verify the connection between their two identies. E.g. This is my Facebook profile, this is my Flickr account and yes, you may speak to each other so that I might let my FB friends see my Flickr pics. Flickr becomes more valuable to me, and Facebook becomes more valuable to me and my friends.
But this first step is still kludgy, requiring an identity on both social networks. More recently, we are seeing some of these social networks becoming sources of trusted identity credentials. Note that I can now login to Dopplr by using OpenID. I can log in to FriendFeed using OpenID, GoogleID, or my Facebook credentials. Examples exist on the forefront of gaming too. For example, Metaplace allows login with six different identity providers.
To borrow an analogy from SXIP’s, Dick Hardt's Identity 2.0 presentation, this is analogous to the drivers license in the real world. When I go home to my native Montreal, I don’t have to have a Quebec driver’s license. If pulled over, say for turning right on a red, I can show my Oregon drivers license because the government of Quebec is implicitly stating “we trust Oregon as an issuer of credentials and will accept these credentials at face value for this transaction. Now here’s your ticket, ‘sti.”
If the promise of previous generations was “games that just work”, and the current that “games work with each other”, then the promise of the NEXT generation will be this: That true next-gen game platforms will comprise services that *just work* with one another.
Cracking open these walled gardens is going to be difficult. Its one thing to allow the ‘linking of identities’ like we saw announced with Live/Facebook this week. Its quite another to have those services trust the identities issued by other services as the users sole credentials, especially for facets where financial transactions are concerned. It will happen though.
Initially, I believe we’ll see the consoles requiring *their* identity system being a user requirement, but other more open web services allowing sign-in with these credentials. E.g. “sign in to your Flickr account using your Xbox Live credentials. This might grow to add billing-type transactions (e.g. instead of today’s creation of a separate billing relationship with Netflix, why not just ‘click here to join Netflix and have it deducted from your Xbox Live points’. While the mechanics and politics of such things will take time, the appeal of providing more paths to the cash register is strong.
Most important though, will be the network effects realized. The move announced at E3 will see Xbox Live, Facebook and Twitter each becoming more valuable to customers as a result of the bridges between them.
Some developers and publishers have worried about the increased power that the ‘walled garden’ platform owners might yield as these services grow to encompass everything from development to distribution. I can’t think of a better antidote to that than a realization that tearing down the walls may increase their value. It will take a long time for this to happen, but this year’s E3 marked an important first step.
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7:14 AM
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2:18 PM
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12:33 AM
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