Saturday, September 5, 2009

Steampunk Shuffle


From the steampunk challenge, which contains a number of brilliant ones and a few more videogame inspired ones.


Tuesday, September 1, 2009

"It's complicated" - or - Beating Facebook made easy

Occasionally, I'll see this on someone's Facebook profile and it always gives me a chuckle:


I find it ironic that FB gives this as an option to describe your 'relationship status', while they give no such distinction for relationships themselves, and relationships (aka 'friends') are the currency upon which FB is built. For that matter, this is true of all social networks.

Relationships are indeed complicated, and yet they aren't treated as such by these services.

I preface this post by saying that I have never worked for a social networking service, nor have I designed or built one, nor have I ever had source code access to one's inner guts.

Despite this, I have the intertube blogger bravado to state that (a) all of today's social network services are fundamentally broken, and (b) I know how to fix them. I'll also explain why I think this is going to come to a head over the coming year or two.

First, the problem. There are three components to it, two of which really just complicate the first primary issue.

First: Relationships are things, not properties of things.

I believe today's SNs are defined with connections between people being just that, connections. In database parlance, you have a table of properties describing an individual, one of which is a link to a table of 'friends', where this is a list of pointers/IDs of other individuals in the SN.

What that means is that the relationship itself is just a pointer connecting two people. But relationships are more complicated than that aren't they? As a hint, when we discuss relationships we often use nouns, not only adjectives. More on this in a minute.

Second: Not all relationships are created equal.

They certainly aren't all "friends". Of course, if all you've got is a pointer, then you've limited how much you can differentiate between relationships. At least LinkedIn uses the more generic and neutral "Connections". At least this is a term that comes with less baggage.

Third: Having this flaw in the initial design results in kludgy solutions to resulting problems that may cripple the SN.

Software design flaws are, like many things, easier to see in hindsight. In the case of database design, one clue is the amount of bandaids. We see this happening today with FB's kludgy filtering tools. I want this person to be part of this list or that list, etc.

The current 'lists' approach that FB is using is basically a kludge that lets you segregate 'friends' into a couple different groups (e.g. personal friends vs work friends). I'd imagine that each pointer now has an added field of 'type' and this is used to filter functionality ('what kind of friend is this? the kind that receives only this kind of spam but not that kind').

This will only work so long though, and the more people want to overload functionality (what if I want another type, or I have friends I want to be in both lists, etc), the more the bandaids will become cumbersome to handle and for users to manage.

The solution:

As I hinted above, I beleive there are some clues in the grammar used.

For starters, Treat relationships as nouns, which means they are entities and constitute another table in the database design of the social network.

Relationships have attributes. They have a history, a beginning and end, different properties describing what they do/don't entail, and those evolve over time. e.g. Bob and Susan went to school together but only met in their 4th year, became co-workers later, belong to the same church, etc. These are the 'adjectives' that describe the relationship. Relationships can also be assymetrical.

There are verbs too. Certain actions or activities that are part of a relationship.

I'd imagine there'd be a couple ways of implementing this. Tables for different relationship types, or a huge table sparsly populated at the outset. The choices of how to implement this will present tradeoffs between complexity, storage requirements, possibilities, etc.

At the end of the day, there will be some sweet spot in the tradeoffs that will provide the right mix of expanded functionality vs ease of use and storage/compute burden.

I'll also guess what the main pushback is going to be:

(1) The compute and storage requirements will explode! The answer to this one's easy. Tough! Both are getting cheaper, so pick the right entry point and run with it. (Remember when everyone thought Gmail was crazy for offering unlimited storage?)

(2) It will be difficult and cumbersome for people to manage: Agreed. One approach might be to pre-populate defaults people can override, or to start with a basic 'connection' and a peel-the-onion approach through both management over time and learning through history.

It may be complicated, but that doesn't mean people don't want to make sense of it.

There are three reasons why this is going to come to a head.

First the collision/connection of social networks is going to lead to a need for additional filtering/segregating, and this is going to result in a lot of bandaids for SNs that aren't built to handle this need. We've all read stories about someone's FB photos being seen by coworkers, etc. This is only going to get more complicated as people's FB feeds get seeded with their Xbox gameplay achievements or their WoW guild's political chat. The bandaids may snap.

Second, this connection of social networks is only entering its first phase, a phase where individual identities are linked (e.g. My Xbox Gamertag and my FB profile). I beleive this will enter a second stage where other entities in the SN may be shared, like the relationships themselves.

For example, today (or when the FB/Xbox integration ships anyway), I have to belong to both SNs and then tell them both that this gamertag is linked to that FB profile. However, what if I want to be friends with someone on FB when I don't have a FB account at all, but DO have an Xbox Live account? Not possible with the current bandaid solutions, but possible if relationships are tracked separately.

There's a third reason this is going to come to a head, one that arguably going to be an issue sooner than the above one. This is that people will desire more than a 1:1 mapping between identity and persona. Today, most SNs assume that your persona is your online representation of your identity. (In fact, one can argue that one reason FB stole a lot of thunder from MySpace is that it had a looser coupling between identity and persona but thats the subject of another post). However, on some MMOs, someone (one identity) may have multiple characters they play (personas).

The clash between identity and persona is going to messy on a number of fronts. In some contexts (FB, linkedin, paypal, etc) we look for identity to be real-world concrete. In others (say, playing a frilly kitten-girl in a korean MMO) someone may be looking for anonymity. Worlds collide, etc. All the more reason we provide people with tools to manage these things, rather than just labelling everyone 'friend'.

Anyhow, as these three reasons become real issues, there's an opportunity to offer a better type of SN, and beat Facebook at their own game, by being the 'next-gen social network'.

Claiming that there's an opportunity to stop the Facebook juggernaut seems like blasphemy, but people's loyalties are fickle on the Internet. The list defeated undefeatables (MySpace, Everquest, Friendster...) is long. FB is no more immune than any of them were, and the coming problems and opportunities as SNs collide may be the disruption that allows someone else to better serve people's needs.

I'd like everyone to just get along as much as the next guy, but the first step toward that might be in admitting that we're not all friends. It's more complicated than that.

Monday, August 31, 2009

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.


I had the book recommended to me by a couple friends, and by the end of the first chapter it had me questioning whether those friends really had their heads on straight. Nevertheless, I pounded through it and found a few redeeming benefits in later chapters.

At it's worst, the book is all the snake oil slick of a late night get-rich-quick infomercial. The author rambles on about how he's taken the time out from motorcycle racing down the Andes and Scuba diving under the polar ice cap to bestow upon you the wisdom that let you get rich working only an hour a week, just like Bob, Sue, and other anonymous success stories.

If you can get past this, and I almost didn't, the book then has the added flaw of trying to do too much. It's a personal productivity self-improvement book, a guide to starting your own low-maintenance business, a lifestyle guide, and a travel book to boot.

I'd dismiss it entirely, but there are some redeeming gems hidden within the pages here. The personal productivity part is basic 80/20 rule and goal setting, but has some gems about outsourcing and on different ways in looking at work-life balance and measuring 'wealth'. The business how-to is basic "you too can make riches on the internet" fare, but with a very useful set of links to contract manufacturers, 3rd party support companies, etc. Similarly, there are a few gems in the last section.

Also the question of the author's ethics comes into play. For example, some parts of the business section of the book speak to developing real product, gauging market demand for it, etc. Then in other parts he outlines how to pass yourself off as an expert on anything by reading the top few books on the subject and sprinkling in a pinch of bravado. Short leap from there to fraud, in my book. (Then again, I'm a blogger, so I guess I'm a little guilty of the 'unqualified expert' sin by definition).

Do I recommend the book? No. I will say that if you looking to start your own business or if any of the other topics he covers sound interesting to you, you may find a few nuggets of wealth in here, but it's not optimal time use to scan through this book to get it. At the very least, scan quickly and read only the parts you think matter. The rest of the filler you can get of network TV at 2 AM next time you have insomnia.

Sunday, August 30, 2009

Hecker gets let go, goes Indie

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.


Anyhow, SpyParty's got a fantastic core idea, and Chris is f***ing smart and driven, so I'm excited to see the game when it eventually ships.

Tuesday, August 11, 2009

Good rant on the 'games as art' thing

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.

Monday, July 27, 2009

Is Amazon fanning the Kindle(ing) flames?

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.


Anyhow, Amazon got themselves in a pickle when they had a licensing issue with a number of books from a publisher, which in turn led to them reaching out an disabling them on users Kindles out in the wild - something the users didn't know Amazon could do.

Kind of like coming down to your kitchen in the morning, seeing the toaster missing, and finding a note from Sears saying "Sorry, we decided we shouldn't have sold this to you, so we took it back. Here's your $20. Hope you weren't expecting toast this morning. Might we suggest oatmeal?"

A kerfuffle took place on the intertubes, and Amazon went on to issue an apology:
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.

Friday, July 24, 2009

Lessons from PopCap on Facebook Games

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.

Sunday, July 19, 2009

Security in the Cloud

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.


The punchline is that (a) businesses increasingly relying on a mix of cloud services for hosting their documents, and that (b) each of these web services has a moderate level of security, but when viewed in aggregate, their security is seriously compromised.

It's a facinating read, in itself, but also makes me wonder what the implications are for online games and game services. If your identity games or game service becomes linked to your identity in other more significant places, will those be back doors to identity theft or other serious crimes. Will those running such games or game services safeguard my account info as well as my online bank? Will they legally be required to? Some say those games are actually banks anyway, so they may need to be.

Equality, Class, and Technology

Went through two really good reads this morning:

  • President Carter's essay Losing My Religion For Equality. "The truth is that male religious leaders have had - and still have - an option to interpret holy teachings either to exalt or subjugate women. They have, for their own selfish ends, overwhelmingly chosen the latter"
  • danah boyd's lecture from the Personal Democracy Forum on The Not-So-Hidden Politics of Class Online. "we've assumed that inequality in relation to technology has everything to do with "access" and that if we fix the access problem, all will be fine. This is the grand narrative of concepts like the "digital divide." Yet, increasingly, we're seeing people with similar levels of access engage in fundamentally different ways. And we're seeing a social media landscape where participation "choice" leads to a digital reproduction of social division"
Read both, think about technology, game design, etc.

Friday, July 17, 2009

Rock Band Network: Marketing Tool or Moneymaker?

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


Is just awesome.

It's interesting that they took the route of offering a cut of track purchases, when they could just as easily have claimed that tracks serve as a promotional tool for sales of the tracks on iTunes, etc, which they are.

Either way, its cool to see. It will be interesting to see how this evolves. In addition to laying out tracks, if music artists could add new character choreography, awards, avatar costumes, maybe involve fans in doing different RB track layouts and picking the best ones, etc.

It'll also be interesting if one of the 'doing RB tracks as money makers' and 'doing RB tracks as marketing tools for the music' intents becomes dominant.

Thursday, July 16, 2009

Playfish CEO misses the point of FB Connect

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."

Hmm... has he even USED a 360?

One of the more groundbreaking elements of the 360 was that it shipped with a social network, Xbox Live. FB Connect is about building bridges between customers existing social networks, not starting a new one.

Wednesday, July 15, 2009

Dental Adventures, or how a little grey spot cost $20k

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.


I'm about 95% of the way through a crazy bunch of dental work that started about three and a half years ago, have a little time on my hands, and figured I'd post about it. Those with a weak stomach for stories of dentistry or financial pain may not want to read on.

Five years ago or so, I noticed a small discoloration on my front tooth. Like a slight grey color beneath the surface, in one corner near the gum. It'd been there a while I'd asked dentists about it, but they'd always kind of said "hmm... not a cavity. Not sure. Just leave it."

Early in 2006 I got fed up and decided I wanted it taken care of and went to see a high end dentist (Spektor dental in Bellevue, WA, who are awesome). Dr Spektor consulted with her husband, who's a high end specialist, and they decided it was most likely root resorption. The wikipedia entry spells it out in detail, but the short version is that it's a condition where something (small defect or trauma to the tooth or such) causes your system to attack the tooth, killing it from the inside out. Unlike decay, it takes a long time to do its thing, but eventually the tooth has to come out.

So the doctor tells me that (a) it's not only in the one tooth I've noticed, but in a neighboring one as well, (b) the solution is to pull them out and put in implants, and (c) that because one of the teeth is out of line from the others, they want to put braces on me for a couple years first.

"Let me get this straight", says I, "you want to put braces on my teeth for two years, then yank them out? I'm getting a second opionion!" Turns out she was right.

To make matters worse, they break the news to me that I have a bunch of other work that needs doing (20 year old amalgum fillings that are starting to go, a crown that needs doing, a crown that needs replacing, etc), and that it'd be a good idea to do it all before I get the braces.

OK, off we go.
  • March 06 through Aug 06 - Two crowns, various consults with specialists, numerous fillings replaced. Total out of pocket spend about $2500.
  • August 06 - Braces on. After insurace this cost about $2500 out of pocket
Now it was a matter of waiting for the braces to do their thing, going in once in a while to get the wires replaced, etc. A major pain in the butt to floss (Waterpik's electric flosser is awesome btw), but not that bad. On the plus side, getting braces made me lose 10 pounds.

In early 08 I relocated to Oregon, so I had to find new dentist (Kaiser - meh), new orthodontist (Kaiser - Dr Ratliff - very good, but Kaiser is *ok*), new prosthedontist (Dr Halmos - awesome), new dental surgeon (Dr Henshaw - also awesome).
  • Second half 08 I go see all the new guys and get various Xrays, consults, etc. Total spend about $500
With teeth almost straight, we start to coordinate all my stuff. Dental surgeon worries that my frenulum (little piece of skin attaching top lip to gum at center) is going to tug at the gum after the implant surgery, potentially pulling the gum up assymetrically. Solution: Snip it!
  • March 09 - frenectomy, a 'minor surgery' that is fast, but smarts like hell for days afterward. Total out of pocket, $500 (IIRC)
Next up is the big surgery, the extractions! I was NOT looking forward to this. Again, further complications, it turns out that I have thin gums, so he's going to do a skin graft as part of it.
  • March 09 - surgical stint made by prosthedontist to guide the surgeon, and temp teeth to cover implants while they heal (I forget the cost of this. $500?)
The day of the surgery was not fun. Go to prosthedontist, get stint and fake teeth. Go to Ortho, 30 min appointment to get wires removed. Go to dental surgeon, >4hrs in the chair getting skin graft from roof of mouth to gums, two teeth pulled, two 12mm titanium posts implanted in my skull, etc Maybe 25 injections in all. I lost count.

After that, mouth all bloody and numb, back to ortho for another 2 hrs, where he gave me more novocain and vasoconstrictor and then put braces back on, with fake teeth covering gaps attached to the wires.
  • April 09 - Surgery, gum tissue grafts, etc. Total out of pocket, about $8700.
Now it was a matter of that healing up and the bone growing in around the implants until they were solit enough to load.
  • June 09 - bottom braces off (no cost)
  • July 09 - top braces off, temporary crowns on implants ($800)
I'm more or less done now. It's a matter at this point of making sure the gums settle at the right height, and then getting the permanent, porcelain crowns put on (sometime in august or september), which will cost another $3000

So, in the end it's going to cost me a total of about $19k to have my little gray spot fixed. It needed to be done though, as it would have turned into far more. I'd never heard of root resorption but have since run into a number of friends that have had it and have had more or less the same process to go through. Maybe this post will help someone else running into the same thing.

Tuesday, July 14, 2009

Book Review: Meatball Sundae

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.


Meatball Sundae is pretty straightforward, and is presented in 3 parts:

- The first part presents the premise that the rules of marketing have changed, and yet applying the new marketing (whipped cream and cherries) to old world products (meatballs), the results are less than tasty. Those wanting to make sundaes need to first get back to basics and stop making meatballs. In other words, if you beleive (as you should) that marketing is the art and science of designing products and services and distribution methods FOR markets, then the new marketing means NEW products. [e.g. For games, this might mean asking "How can Facebook change our game design?", rather than "How can we use Facebook to sell more of our generic first person shooter?"]

- The second part breaks down the fourteen trends that are shaping this change in marketing. For those well versed in the web 2.0 mechanics, there's nothing new here, though it's a nice concise list. For those unfamiliar, it's an essential guide to the new world.

- The third part presents a range of case examples to help underline the points made in the first two parts.

All presented with Seth's engaging style, and in super easy-to-consume form.

Only downside I could think of is that I'd have liked more data backing up some of his case examples.

I'll be passing this one round the office for sure. Recommended.

Friday, July 3, 2009

For lunch today: A million mile tomato

A while ago I posted something about Matt Jones presentation on The New Negroponte Switch.


Now here's a link to a presentation, entitled Scope, from another principal at Schulze and Webb, Matt Webb.

I found it inspirational, and there's a couple bits of it that sent shivers down my spine. Well worth the read.

And then go find your '100 hours'

[As an aside, I thought the ultra-conversational, realtime-esque, voicing of his speaker notes was quite infectious. Interesting how he posts a deck for offline reading and still gets the energy across. Curious if other readers feel the same]

Book Review: Racing the Beam

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.


It's the first of a series called 'Platform Studies', the goal of which is to look at the games of a given platform in the context of the platform's development, technology and business context, etc. The hypothesis is that these things end up shaping the games as much as their designers intent, and that therefore platform technology and business end up shaping the medium that is gaming.

The first of the series certainly does a good job making this case. The go over detailed looks at landmark games on the platform (e.g. Yars Revenge, Pitfall, etc) and how the hardware shaped their development. They also discuss the culture at Atari and Activision at the time, and how games built upon previous game development knowledge and innovation.

It's a great idea for a series, and Racing the Beam is a great start.

Two things like to see in future books in this series (or second edition of Racing the Beam?):
  • There was no discussion of the European release of the VCS. The limited memory of the VCS meant that programmers had to program the graphics by re-writing the memory for each scan line in well-timed dance following behind the electron beam's trace across the CRT. Display and game simulation were hard-coded to one another, not asyncronous systems like on today's platforms. So, I'd imagine that games that were to run on a PAL televison would have needed modification. Were these the same programmers that did it? Were there games that couldn't make it because of some limitation, etc? Anyhow, would have been nice to know.
  • While mention is made of the unit sales of some of the given game titles, it would have been interesting to include some tables spanning the console's life cycle. sales vs installed base vs unit sales of game titles. Were there 'evergreen' titles for the VCS? Did the sales curve decay grow steeper as the market was flooded with content?
This minor complains aside, I highly recommend the book.

Sunday, June 28, 2009

RIP: A Remix manifesto

I watched this pretty decent documentary on the Air Canada flight back from Montreal on Saturday.

A couple intesting takeaways:

- How cow. Girl Talk doesn't use a mac? Microsoft lost marketing opportunity FAIL!

- It's pretty awesome that a major airline like Air Canada airs a documentary that itself states that it is in violation of copyright.

Anyhow. Mini review:

The movie itself doesn't have a lot new to offer folks that have listened to Lawrence Lessig's lectures or read any of Cory Doctorow's (many) pieces on the subject (both of whom appear in the doc). If you haven't, then it's a good crash course. On the down side, it doesn't do much to at least try to give perspective on the other side of the argument.

Sunday, June 21, 2009

Games & The New Negroponte Switch

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.



And if you are wondering where the relevance to games comes in:

Xbox Live, OnLive: Products becoming services
Figureprints, (and one could argue Guitar Hero): Services becoming products.

And to his point about Thingfrastructure, and products and services that are resiliant and self sustaining, this is a challenge games are going through now. Games are increasingly being developed as services, but sold and marketed as products - as things.

When someone "buys" a downloadable game, do they always understand that they've bought *access* to it through a service, and that should that service go away, so might their game? For a parent buying a Webkinz stuffed animal with a coded tag, do they understand that they've bought a limited-time access to a service?

These are challenges we'll have to face going forward. The innovation is good, but its important that people aren't mislead along they way.

Wednesday, June 17, 2009

Alice and Kev

Alice and Raph both pointed to this awesome, gripping story of Alice and Kev, an experiment-slash-narrative by a game design student in the UK. She created a homeless father and daughter in The Sims 3, took away all their wealth, and then set about letting them live their lives.

Awesome on so many levels. The depth of story possible in Sims3, the depth of the engine to allow for emergent behaviors, the irrational traits & behaviors that show some of the game's design limitations...

Anyhow, go read it starting here.

Saturday, June 13, 2009

Book Review: Ignore Everybody

I finished up Hugh MacLeod's book, Ignore Everybody: and 39 Other Keys to Creativity the

othr day, but am only getting around to blogging about it now.

If you are a fan of MacLeod's, are a GapingVoid reader, and have read his How to Be Creative writing, then there's not a lot new here for you.

I recommend buying it anyway. The ideas are ones that are worth revisiting and reassessing from time to time. More than that though, the book is one you'll want to share with a friend or two. If his drawings are cube grenades, then the book is an Idea Bomb.

And on the subject of sharing it, the author had a nice promo going where for the first 1000 people to order the book on amazon and who sent him a copy of the receipt, he would mail a second copy, signed, free of charge. It's a great promotion, and now I have my nice signed/doodled copy to keep in ideal condition, and my Idea Bomb version to pass around to friends, blowing up their brains, hopefully. [Note: he appears to be doing another round of this]

Sunday, June 7, 2009

The most significant thing at E3 2009

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.

Saturday, June 6, 2009

Book Review: Edison: His Life and Inventions


Edison - His Life and Inventions, was written in 1910 by Thomas Commerford Martin (with a co-author, F.L. Dyer), a long-time Edison engineer employee and all-round fanboy. Note that the book is in the public domain, so you can get it here in e-form or at the previous link for a print version. I actually consumed it in audio book form, in an 'abridged' series of 25 podcasts of about 40 minutes each, for the first 25 chapters, and remaining 4 chapters in text form online. You can find the audio version here, done as part of the excellent Story Speiler Podcast.

This is not the easiest book to get through, even in audio form. It's sixteen hour length being only one of the reasons. Being written in 1910, the style in which its written takes a little getting used to and takes a while getting to the point. At the same time, I found this entertaining as well. The hardest thing about it is that Martin & Dyer's fandom rivals that of all but the most die-hard religious zealots. It's tough to cut through the walks-on-water BS and to what the truth might be.

This aside, it's a *really* interesting read. Most people are familiar with the stories around Edison's incandescent bulb and phonograph. However, the details around these are interesting unto themselves and are lost in the high-level story. For example, the fact that over a decade elapsed between the first success with the light bulb and reaching a point of commercial viability (lowering cost, increasing life, etc, over that time).

It's also interesting in covering how many other enterprises Edison was involved in and covering some of the details around them. He had a hand at mining, cement making, housing construction, electric railways, the stock ticker, and more.

There are a lot of interesting historical lessons to get out of this read, all involving disruptive technology and business models. They are so far removed from our current time and technology that it makes for interesting contrast, and the metaphors with current day are many.

I'd recommend the audio version for someone that enjoys audio books on a regular commute, as it'll take you a while to get through.

Thursday, June 4, 2009

Book Review: Longitude

Wow did I enjoy this little gem of a book. A friend loaned it to me *months* ago (sorry Pete!) but it got lost in a pile of books somewhere and I only found it recently and got to it. Once started I tore through it pretty quick.

It is the story of the Longitude prize, the sixteenth century equivalent of the X-Prize, a handsome award offered by the British government to whomever could solve the problem of longitudinal location for purposes of sea navigation. For years people were able to calculate their latitude by comparing the angle of the north star to the horizon, but latitude – figuring out their east-west position on the globe - was a far harder problem, and people at sea that couldn’t calculate their location tended to also to do things like run into rocks and cease floating.
Specifically, Longitude is the story of John Harrison, a self-taught clockmaker that devo
ted his life – or at least 31 years of it, to the building of 4 clocks, the fourth of which would eventually win this prize, conquering the astronomers, changing the state of the art of chronometer making. In solving the problem, Harrison changed the ability of the British Navy to navigate the globe, and in doing so, its no exaggeration to say that he changed the course of history.

Despite this, it took him years to get the acknowledgement, as the book details the many years his efforts were thwarted for reasons of politics and greed.

Those looking for good business analogies will find a good metaphor for resistance to innovative approaches in the face of an assumed/established direction. (The clockmakers were regarded as 'mechanics' and the whole practice as folly by many of the astronomers, who beleived that like the north star's use for latitude, the answer lay in the clockwork of the heavens.

Amongst the coolest things I learned in this book is that of the 4 clocks he built, all four of which are located in the National Maritime Museum in Greenwich, England, three of them are still running today. Quietly ticking away, tended to only with a daily winding and occasional cleaning, almost 300 years after their construction. How awesome is that!? That museum is now on my list of must-see places.

Thursday, May 28, 2009

Edery hangs out his shingle

Following close on the heels of Jason Della Rocca's starting a consulting biz, David Edery has done the same. It's called Fuzbi.


In addition to subject areas covered in his book, David of course was the portfolio manager for XBLA for a few years (where we worked together). Anyone wanting some sound advice on cracking the console downloadable market would do well to hire him.


Wednesday, May 27, 2009

Zero Punctuation on Duke Nukem Forever

Oh that Yahtzee!




Nice resume. Now about your lack of startups...

Good article in favor of buy-vs-build and how it’s getting mixed with hiring-vs-acquiring. Gist of the article is the merger of the following three quotes:

1) “Like everything else in technology, the cost of starting a startup has decreased dramatically. Now it's so low that it has disappeared into the noise.” PLUS

2) “When companies buy startups, they're effectively fusing recruiting and product development.” EQUALS

3) “companies that acquire technology will gradually learn to go after earlier stage startups. They won't necessarily buy them outright. The solution may be some hybrid of investment and acquisition”

It's an intriguing article and makes for some interesting food for thought if you interpolate beyond where the author has taken it. For example:
  • If an ever increasing number of undergrads start their own companies, how long before it's just *expected*? Part of the min requirements? It wasn't so long ago that "I wrote and shipped an indie game" or "I ran a fan site for an MMO" was an attention-getter on a resume. Today, standard fare. Maybe one day you can't even apply for that MBA program without at least 1 startup under your belt.
  • If it becomes something that everyone is doing, then the min bar will be starting a SUCCESSFUL startup. Of course, those people may not want to be hired or acquired at all. Makes for a nice feedback loop there.
Hmm...

(Of course, while the cost of starting web-based businesses may be dropping, there are still many industries that are pretty capital-intensive, in which case this may apply less.



Good Brenda Brathwaite article on Escapist

Escapist has a great article entitled Ivory Tower Defense from Brenda Brathwaite, discussing the unjustified “those who can’t teach” lack of respect for academia in the games industry. It certainly swayed my some of my prejudicial opinions.


Another “Games have arrived” moment

Overheard on NPR news this morning (not an exact quote -going from memory):

[following a lord of the rings audio snippet]'What does a Lord of the Rings Virtual World have to do with shovel-ready construction projects and government bailout money? More than you think. One company who’s software is used for building fantasy worlds in video games and movies, also makes software used in real life construction projects'.

The company being discussed was Autodesk. 

Umm, hello? They’ve been making Autocad since… well I remember installing it on stacks of 5 ¼” disks and requiring a math co-processor! 

Sunday, May 24, 2009

New Assumptions for Designing for the Social Web

I didn't get a chance to check out the WebVisions event that was going on but Jen posted a link to this slide deck from Chris Messina. It's a must-read, and IMHO, right on the money as to the directions things are heading wrt to social networks & applications.

Olfactory peripherals: This smells a bit familiar...

There were a few links around the web last week mentioning a research project out of University of Birmingham called "Scent Delivery System" or SDS. The researchers claim to have developed a system that allows some games (in their case, HL2 and Farcry mods) to deliver scents to the player after hitting certain trigger points. 


Some game sites linked to this as if to say "look what's right around the corner" (the researchers claim it could be gaming reality 2-3 years from now) and others to say "not so much".

Anytime there is new tech proposed, of any kind, there are enthused supporters and - usually outnumbering them ten to one - naysayers. As a general rule they are both wrong. The tech usually becomes feasible at some point, way beyond when the supporters claimed, and far enough out that the naysayers can claim they didn't beleive in it happening... then.

What surprised me about this round of 'smell-o-rama' write up was two things:

First, that the writers discussed how it could enhance realism, but none of the articles I saw discussed how it might enable new modes of gameplay. (Actually, I guess that shouldn't suprise me, but it disappoints a bit).

Second, that none of the write-ups discussed that we've been here before. About eight or nine years ago, a company called Digiscents was showing a prototype device and SDK at GDC (2001, IIRC). I got to play some of the game demos with the prototype and while I was skeptical for a bunch of reasons, I was still impressed. Many people think Digiscents' demise was an indication of the market's reaction to their tech, but I don't think we'll know, since the dot-com implosion dried up much of the venture funding at that time too.

But this post isn't about Smell-o-rama for games, and whether or not that could or should happen. 

My first point here is that when looking at new forms of technology, whether it be olfactory peripherals or the iPhone or whatever, and not asking "will it work with todays games?", though that might help deployment, but rather we should be asking "what has not been possible in games, that perhaps now can be?"

My second point is that like in other things, we should learn from history. Whether it be history of a particular piece of tech like in this case, or general models learned from elsewhere in history of technology deployment. 

[Update: Here's a great archived post from Internet Retailer from March of 2001 on Digiscents, their deal with RealPlayer to add scent to web pages, their deal with P&G. Ah... the bubble. :-)

Friday, May 22, 2009

Game Programming Gems 8 Call for Abstracts

Adam's taken on the Gems8 editing mission, and dropped me a note to point people to the call for abstracts:

Abstracts for Game Programming Gems 8 are now being accepted at http://gameprogramminggems.com/subform.html. The eighth of this popular series, as with previous versions, aims to gather and share the latest gems from the game development community. Game Programming Gems 8 will include sections on General Programming, Mathematics, Graphics, Artificial Intelligence, Physics, Networking/Multiplayer, Audio, and a special segment on General Purpose Programming on GPUs for Game Developers. Join us in advancing the state of art in Game Development!
I did an article for Game Programming Gems 2, was a section editor for Game Programming Gems 3  and was the book editor for Game Programming Gems 5. I found that contributing in all of these roles has paid itself back many times over, and I'd encourage others to contribute as well.

Book Review: Ten Foot

Ten Foot is a teenfic fantasy novel, best described as 'Lord of the Rings' with an american indian flavor. 


The author is a friend of mine and I got to read a close-to-final draft a while back but now can post a review of it, as he's put it up for sale on Lulu.com.

I'm always a bit reluctant when a friend gives me something like this to read. What if it's crap? It would be awkward to say the least.

Luckily, this wasn't a problem here. I really enjoyed it. It's a fairly short read, even for teen fiction, but I'd highly recommend it for any 10-14 year old, or for adults into lighter fare. I found myself pretty engrossed by the second chapter and read it straight through at that point.

Here's the synopsis off the Lulu page:
Sheldon Thorpe is a lonely, cynical boy. Hoping to lift his spirits, his mother sends him to Camp Arrowhead, in the mountains of North Carolina. One night a strange boy enters Sheldon’s cabin and takes his pocketknife, his most prized possession. Sheldon chases him into a mysterious fog at the edge of camp and enters the war-torn world of Arrowhead, where the demon-bear Karr-Tan and his minions conspire to enslave all of the tribes. With the help of an escaped slave girl, a platoon of combat-hardened holy men, and a shiny magic staff, Sheldon embarks on an epic quest to find the orphan boy prophesied to become the giant warrior, Ten Foot. Only Ten Foot can defeat Karr-Tan, bringing peace to the land. And he alone can show Sheldon the way home. 
Go check it out!

[Update: I forgot to add that he's unhappy with the current cover art, and any artists that might be inspired to do something more in keeping with the book should contact him (drop me a mail and I'll hook you up]

Tuesday, May 19, 2009

The used games stew simmers on

A while back I posted some thoughts on the entry of other retailers into the used-games biz (both here and on Gamasutra) after Best Buy, Amazon and Toys R Us all announced they were jumping into the controversial yet attractive-margin business.


The topic popped into headlines again this week as Walmart floated a test balloon of used-game kiosks in 77 of it's US stores. Walmart isn't running the business itself, but renting retail space to E-Play, the company that runs the kiosks.

The Walmart name prompted some press calls to analysts, I guess, because we saw quotes from Todd Greenwald ("we don't beleive this proposition poses much of a near-term threat") and Michael Pachter ("I can't see this having tremendous appeal to hardcore gamers, unless the credits are substantially higher than those offered at GameStop"), both citing it as sort of a non-issue.

If you cut through the analyst speak though, you can paraphrase to 'not a threat until they get it right', and 'not competitive until they make it so'. 

Does anyone really beleive that won't happen? Walmart is a company that put itself on the map through ruthless attention to efficiency improvement. I think they'll clue in to any customer sentiment that payment terms matter, that buy-back pricing is uncompetitive, that used-game pricing is uncompetitive, or any other metric that matters.

To posit that GameStop won't see a credible assault on their attractive used-game business seems naive to me. It will certainly happen.

And as I claimed last time, I beleive this is a good thing for the industry. Lowering the margins on used game distribution will make games a better value for consumers by increasing the buy-back price or lowering the used game price, and/or make new-game promotion more attractive to retailers because of less incentive to move used games. 

At the end of the day it means more money in either the industry's pockets or consumers, or both, and that's a good thing.

[Cross-posted on Gamasutra]

Friday, May 15, 2009

Login keynote transcript

Charles Stross has posted his keynote transcript from his Login keynote on his blog. 


It's alook at the next 30 years of gaming, from the eyes of a sci-fi author/futurist. [Though maybe its 20 years? He makes numerous references to the world of 2030, and since we're 2009...]

Stross has spent a lot of time thinking about this. His book Halting State (I blogged about it here) is, IMHO, one of the top 5 reads for anyone interested in thinking about the future of games. The keynote is also a good read. Like any of these things, there are numerous points I disagree with, but anything that makes you think is worth reading to get those few choice morsels.

Amongst the bits I disagree with, the end of computing power improvement - though I loved the airline industry metaphor, and the dismissing of some hairy problems (e.g. that whole virtual keyboard thing), just to name a couple examples. Also, he says near-term futurism is hard to do because of your claims coming back to bite you, but then quickly bails on making any claims about the next five years. 

On the other hand, there are some things he absolutely nails. The augmented reality stuff is already showing signs of life in the real world, and how that blurs the lines between where a game ends and the real world begins. What the market looks like when games are competing with Winnebagos and Golf for 60-somethings share-of-wallet. American market for games being dwarfed by that of places like China and India over time.

Give it a read!

Wednesday, May 13, 2009

Dataviz musings

Short version of this blog post:

This is a pretty cool little data visualization on box office receipts over time. Not very useful, but cool and fun to play with.


Slightly-less-short version of this post:

It sure would be cool if we had a version of the above data visualization that was interactive (more than scrolling), say like this, and that we had it for, say, game releases & sales data over time. Oh, and for like 10 years worth of data. Hmmm. Yeah, that'd be nice.

Lengthier version of this post:

I've been wrestling with some gnarly data visualization stuff at work, trying to get some trends to pop out of complex data sets in a simplified and obvious way. It's been a pain, I've spent a bunch of time looking at different chart models like circular histograms, donut charts, radar charts, etc. None of them really does what I need, so I'll just have to resort to building something myself.

While looking at all these things though, I've been thinking a lot about how dramatically the impression the visualization can sway depending on the choice of how it's visualized. Also, on how much better the data can 'pop' when its interactive. The example above lets you scroll back and forth through time (do so and the holiday/summer blockbuster cyclical nature of the box office is plainly obvious). Also, mousing over individual movies lets you see their rate of decay and staying power (check out films like Forest gump or Sixth sense, for example).

I'd like more tools though. Zoom. Band-pass filter. For example, is there a macro level cycle at play? (like lemmings!). Or did the advent of VCR, DVD, Cable, Blue-ray have any material impact?

Of course, I care about having all this for games more than movies. There are a couple things holding us back.

The biggest is a lack of decent data. As I'd previously mentioned, we don't have The Numbers for games. We have NPD data which is NA only, lousy for PC, decreasing in relevance as DLC, subscriptions and digital distribution gain in relevance vs retail. Other research groups publish numbers but it's all pretty fragmented and worse, its expensive. 

The opacity of the online services sales figures also doesn't make things any easier. VGChartz does a half decent job deciphering numbers but that's only an artifact of how leaderboards work consistently across XBLA titles. Good luck doing the same with Steam and it's brethren.

The second thing we need are better tools to parse the data, especially if it's coming from numerous asymetrical sources. Things like Motioncharts (Google docs' integration of Gapminder)can help but then someone needs to go mash that data in there in a useful way. The good news on this front is that there are a bunch of dataviz apps that seem to be waterfalling down from nichy segments of the market to general business usage or integrated into the cloud apps (motioncharts being an example of exactly this).

The third thing we need is for someone to build gaming's equivalent of The Numbers. If this stuff exists in a few spreadsheets buried within MS or EA, it's not of nearly the use it can be when the whole net can dig in and start doing some archeology on the data. 

Anyhow, I've got a big spreadsheet to get back to...



Tuesday, May 5, 2009

My name is Ali, I'm your friendly pirate today.

As I'm prone to posting references to business models in other industries, I cannot help posting this link to a cool story on NPR about the business of Somali pirates.


Not sure how this applies to the game industry, but I had to link to it anyway.

Sunday, May 3, 2009

Book Review: I Will Teach You To Be Rich

Back before my birthday, I'd mentioned I was thinking about getting a Kindle. My wife then heard about a promotion that Ramit Sethi was doing for his book, I Will Teach You To Be Rich, in which he was raffling Kindles to people that purchased the book. Alisa bought it on impulse. No kindle win, but anyhow the book found its way into the house, and I decided to give it a quick look.


I'm not the target audience for this book. It's really aimed at (a) young'uns (the 20's to early 30's set), and (b) aimed at those that are doing little or nothing in the way of financial planning/management. (i.e. if you make 60k a year, drive a new beamer, but carry a balance on your credit card and don't contribute to your 401k, then you should buy the book, hit yourself in the head with it once or twice, and then read it).

Still, I found his light-hearted style entertaining so I decided to give it a read and see if I got anything out of it.

Most of it didn't apply to our situation, or was advice that we were already following, but I still managed to get a few things out of it.

First off, it was a nice forcing function to go re-examine a bunch of things (e.g. reminder to go get our credit report and credit score, scrutinize a number of our accounts, etc). Secondly, I did learn a couple things out of it (e.g. I had a general idea about how credit score was calculated, but this gave me a more solid understanding). 

It also saved me some money. One of the things Sethi encourages you to do is call up any service provider or institution you are paying fees to and see if you can get them lowered. I did this with one of our financial institutions and got our wrap fees lowered, and also moved some money from high-ish fee investments into less costly ones. This move alone probably saved me $500 a year.

Which means the book paid for itself in about a week. Not a bad return on investment. 

If you do a decent job managing your money (i.e. have no debt other than maybe your mortgage and have some savings), then the book's probably not for you but hey, maybe you'll get something out of it. If you currently don't manage your money well, or are just out of college and are starting to think about how, then this book is probably a great place to start.


(Note, it's ironic that we heard about this through a Kindle giveaway promotion. The Amazon reviews from the book have some notes about how broken the Kindle version of the book is, not displaying tables correctly, etc.)

Thursday, April 30, 2009

Can a board game make you cry

Wow.


There were audible gasps in the audience when Brathwaite revealed Train's shocking conclusion; one attendee was so moved by the experience that she left the conference room in tears
Short read, well worth it.

Thanks Raph!