Book Review: The Post-American World
I listened through The Post-American World in audio form during a drive up to Seattle and back, and then finished it off during this week's commute.
"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 listened through The Post-American World in audio form during a drive up to Seattle and back, and then finished it off during this week's commute.
Posted
3:39 PM
0
comments
Labels:
BookReview,
Economics,
FareedZakaria,
Politics,
ThePostAmericanWorld
Posted
9:41 AM
0
comments
Labels:
Left4Dead,
PopCulture,
ScoobyDoo,
Threadless,
Zombies
I recently watched TILT: The Battle to Save Pinball [Official site here], a documentary about the decline of pinball, of Williams (the industry's leading manufacturer), and of the effort to save the industry through one last big R&D project.
Posted
11:58 AM
5
comments
Labels:
Documentary,
GameDesign,
GamesIndustry,
Pinball,
Tilt:TheBattleToSavePinball
I subscribe to a podcast of famous speeches, and today was listening to General MacArthur's "Duty, Honor, Country" speech given at Westpoint in 1962. Transcript here.
...in memory's eye I could see those staggering columns of the First World War, bending under soggy packs, on many a weary march from dripping dusk to drizzling dawn, slogging ankle-deep through the mire of shell-shocked roads, to form grimly for the attack, blue-lipped, covered with sludge and mud, chilled by the wind and rain, driving home to their objective, and for many, to the judgment seat of God.
We use words like "honor," "code," "loyalty." We use these words as the backbone of a life spent defending something. You use them as a punch line.
Duty, Honor, Country: Those three hallowed words reverently dictate what you ought to be, what you can be, what you will be. They are your rallying points: to build courage when courage seems to fail; to regain faith when there seems to be little cause for faith; to create hope when hope becomes forlorn.
Unhappily, I possess neither that eloquence of diction, that poetry of imagination, nor that brilliance of metaphor to tell you all that they mean.
The unbelievers will say they are but words, but a slogan, but a flamboyant phrase. Every pedant, every demagogue, every cynic, every hypocrite, every troublemaker, and I am sorry to say, some others of an entirely different character, will try to downgrade them even to the extent of mockery and ridicule.
I guess I shouldn't be surprised of the source of inspiration, but I thought it was interesting.
Posted
11:42 PM
0
comments
Labels:
AFewGoodMen,
GeneralMacArthur,
JackNicholson,
Speaking,
Speeches
One of the downsides of committing to writing reviews of the books I read is that people then know what you read; and in some circles, admitting you read Gladwell's work is a little like admitting take your relationship advice from Dr Laura or your financial advice from that button-happy dude on Fox.
Posted
8:12 AM
1 comments
Labels:
BookReview,
MalcolmGladwell,
WhatTheDogSaw
Last night's PAGDIG meet-up had Andrew Stern (Catz, Babyz, Facade) of Stumptown Game Machine give a talk about the development of TouchPets Dogs for iPhone. Good talk and I took some notes. Here they are.
TouchPets Dogs is an iphone-based, modernized take on the 'pet simulator' genre that Stern gave birth to with Dogz and Catz back in 1995. Not surprising that when NGMoco wanted to do a game along these lines, they came to find The Man :-). The game uses a business model that is kind of a hybrid of pay-to-play and pay-for-upgrades, and indeed they are evolving the business model on the fly based on performance. It also uses gesture input, accelerometers and all the usual iPhone platform candy.
Ok, so, notes [with added commentary in braces]
What went wrong:
* [lots of questions and talk about this afterward. One of the challenges being echoed from XBLA, then iphone, and now Facebook. High dependence on single gatekeeper, with no commit from gatekeeper on how policies/APIs will change, whether notice will be given, etc. People are betting their companies on stuff that can be pulled out from under them with hous notice]
What went right:
It was a good talk and we went over to Stumptown's studio afterward for a release party, complete with snack foods served on dogfood bowls. Woof!
Posted
9:10 AM
1 comments
Labels:
AndrewStern,
GameBudgets,
iPhone,
iPhoneGames,
NGMoco,
PostMortem,
StumptownGameMachine
I have mixed feelings about James Paul Gee's Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy.
Posted
11:33 PM
1 comments
Labels:
BookReview,
GoodLearning,
GoodVideoGames,
JamesPaulGee
We are currently wealthy, fat, comfortable and complacent. We have currently a built-in allergy to unpleasant or disturbing information. Our mass media reflect this. But unless we get up off our fat surpluses and recognize that television in the main is being used to distract, delude, amuse and insulate us, then television and those who finance it, those who look at it and those who work at it, may see a totally different picture too late.[1]
I do not advocate that we turn television into a 27-inch wailing wall, where longhairs constantly moan about the state of our culture and our defense. But I would just like to see it reflect occasionally the hard, unyielding realities of the world in which we live. I would like to see it done inside the existing framework, and I would like to see the doing of it redound to the credit of those who finance and program it. Measure the results by Nielsen, Trendex or Silex-it doesn't matter. The main thing is to try[2]. The responsibility can be easily placed, in spite of all the mouthings about giving the public what it wants. It rests on big business, and on big television, and it rests at the top. Responsibility is not something that can be assigned or delegated. And it promises its own reward: good business and good television.[3]
Perhaps no one will do anything about it. I have ventured to outline it against a background of criticism that may have been too harsh only because I could think of nothing better. Someone once said--I think it was Max Eastman--that "that publisher serves his advertiser best who best serves his readers." I cannot believe that radio and television, or the corporation that finance the programs, are serving well or truly their viewers or listeners, or themselves.[4]
I began by saying that our history will be what we make it. If we go on as we are, then history will take its revenge, and retribution will not limp in catching up with us.[1]
We are to a large extent an imitative society. If one or two or three corporations would undertake to devote just a small traction of their advertising appropriation along the lines that I have suggested, the procedure would grow by contagion; the economic burden would be bearable, and there might ensue a most exciting adventure--exposure to ideas and the bringing of reality into the homes of the nation.
To those who say people wouldn't look; they wouldn't be interested; they're too complacent, indifferent and insulated, I can only reply: There is, in one reporter's opinion, considerable evidence against that contention. But even if they are right, what have they got to lose? Because if they are right, and this instrument is good for nothing but to entertain, amuse and insulate, then the tube is flickering now and we will soon see that the whole struggle is lost.
This instrument can teach, it can illuminate; yes, and it can even inspire. But it can do so only to the extent that humans are determined to use it to those ends. Otherwise it is merely wires and lights in a box.[5]
Posted
11:21 AM
2
comments
Labels:
Art,
ChrisHecker,
Conference,
GameCulture,
GameIndustry,
IGDA,
IGDA-LF,
Keynote,
MIGS
Posted
4:12 PM
1 comments
Labels:
GameReviews,
GamesIndustry,
Marketing,
MetaCritic
Posted
2:17 PM
0
comments
Labels:
BookReview,
BusinessBooks,
HowTheMightyFall,
JimCollins
From Techcrunch today:
Electronic Arts closed it’s anticipated acquisitionof social gaming startup Playfish for $275 million in cash. An additional $25 million in stock will be set aside for retaining the top talent at the startup, and another $100 million in earnouts are part of the deal as well if the business hits certain milestones. So the total value of the deal could amount to as much as $400 million when all is said and done.
Posted
11:13 AM
1 comments
Labels:
Acquisition,
BusinessModels,
EA,
Facebook,
Playfish,
SocialGames
Seize the Daylight is a history of daylight saving time.
Posted
11:02 AM
0
comments
Labels:
BenjaminFranklin,
BookReview,
DavidPrerau,
SeizeTheDaylight
I've often found that some of the best lessons in marketing are those involving commodity products. No difference between Coke and Pepsi, so the marketing better get creative, right?
Posted
8:49 AM
2
comments
Labels:
distribution,
IndieGames,
Marketing,
Sodapop
Well, it's November, and I've almost wrapped up the 'summer project' play structure. It was a sunny day yesterday so I snapped a couple pics.
An off-the-shelf structure wouldn't work because we were building on an incline and over a retaining wall, so we decided to do something custom. As usual, this led to my getting a bit carried away.
Original rough concept in Sketchup:
Same, with rough orientation in situ:
Final product (still need a few pieces of trim, a pirate flag for the mast, etc):
From the downhill side (still needs a few pieces of 'hull' planking), showing slide and climbing wall:
Posted
9:00 AM
0
comments
Labels:
House,
Kids,
Playstructure
Posted
3:37 PM
1 comments
Labels:
Apple,
iPhone,
MarketResearch,
PS3,
PSP,
Wii,
Xbox360
Posted
3:29 PM
1 comments
Labels:
Humor,
Kojima,
Kotaku
I'm not a big fan of Stephen King's, but some time ago I'd heard good things about his non-fiction work, On Writing. I recently got to it on my Amazon queue, and got through this week.
Posted
9:49 PM
1 comments
Labels:
BookReview,
CoryDoctorow,
OnWriting,
ReinventingComics,
ScottMcCloud,
StephenKing,
Writing
"Putting well established franchises such as Madden on the iPod Touch for USD 10 cheapens their value, he explained. "Whether it's the same experience or not, and it's not, why would I ever spend USD 60 for Madden if I can get it for USD 10 on my iPod Touch?"
"It's a serious threat to pricing. And once people start to look at this as a substitute for the DS for smaller kids, for 12 and unders, then you're going to train a whole generation of 12 and unders that this is a perfectly acceptable gaming experience at that low price point."
Posted
5:00 PM
1 comments
Labels:
BusinessModels,
DS,
GamesIndustry,
iPhone,
iPodTouch,
MichaelPachter,
PSP
The Man Who Loved Books Too Much: The True Story of a Thief, a Detective, and a World of Literary Obsession was a fun little book. It's based on the true story of John Gilkey, a obsessed thief of rare books, and Ken Sanders, the book-dealer-turned-detective that set about catching him.
Posted
4:34 PM
0
comments
Labels:
BookReview,
Books,
TheManWhoLovedBooksTooMuch
Walked by the 'Kitchen Kaboodle' while out at lunch today. Noticed they've reduced to a 4-day work week in an effort to cut costs, and then promise to pass some of this to the consumer.
Interesting that when many retailers (e.g. grocers) were faced with increased competition, they chose to increase their hours of availability, not decrease them. Doubt they're both right.
My guess, KK is wrong. I'm not sure many who shopped there were price-sensitive, plus I'm not sure how genuine the 'savings' pass down is when the markup was already hefty. And now they've proven they are ~60% as convenient as their nearest retail competitor, and 3 days a week they are less convenient than Amazon, whom I'm betting beats them on price.
Posted
3:30 PM
0
comments
I went on a bit of a Batman kick lately, playing the game, watching the latest movie, and so when a coworker offered to loan me the Batman: Arkham Asylum - A Serious House on Serious Earthgraphic novel set in the same mythical psychiatric hospital in which the game takes place.
Posted
10:33 AM
0
comments
Labels:
BatmanArkhamAsylum,
BookReview,
Comics
I've just finished William Patry's excellent book, Moral Panics and the Copyright Wars and found it brilliant on a number of levels. I've been reading his blog (first here, now here) for some time now (linking to him occasionally), so I put the book on my reading list as soon as I learned about it.
Posted
5:01 PM
0
comments
Labels:
BookReview,
MoralPanicsAndTheCopyrightWars,
WilliamPatry
Creative Commons is having their annual fundraiser, and have added some incentive with a sweet Shepard Fairey CC t-shirt with a $75 or more donation.
Posted
10:02 AM
0
comments
Labels:
Charity,
CreativeCommons,
ShepardFairey
After several years our Roomba finally gave up the ghost, so we replaced it.
Somewhere along the lines, it got all mac-ified. Here's a before'n'after.
In other notes, it's pleasing tones have been accompanied by voice messages, but in third person. Such a disappointment. "Please clean the debris from Roomba's brushes" is so much more lame than "Help! My brushes are dirty! Clean them out and I will return to serving you, gracious overlord."
Posted
12:23 PM
0
comments
A few people have linked to this awesome story from Tim Schaefer about how he did a very unique job application that landed him his job at Lucasarts many years back. It reminded me of another unique approach I'd read about, taken by John Newcomer, designer of Joust, who got hired by Williams after handing in a resume rolled up and stuffed down the neck of a rubber chicken.
Posted
4:51 PM
5
comments
Labels:
GamesIndustry,
Hiring,
Interviewing
Alice pointed me to this very funny list on Joe Ludwig's blog of "50 things I never need to hear at another conference" (in this case, lampooning the wisdom of the Austin GDC crowd):
- Korea is the future.[]
- Free to play with micro transactions is the one true business model.
- Client downloads are death.
- We must look beyond the core gamer audience and embrace more casual players.
- Women are 50% of the audience.
- ...
Posted
11:16 PM
2
comments
Labels:
AustinGDC,
Conferences,
Trends
I read a number of posts over the past week or two that opened my eyes. Here they are:
Posted
7:01 AM
0
comments
Labels:
BobbyKotick,
BusinessModels,
DanCook,
Futurism,
GameDesign,
GameDevelopment,
GamesIndustry,
RaphKoster
Justin's got a good post-mortem-esque post up about GameLayers' startup game PMOG/Nethernet, which they made the decision to shut down in order to focus on another project, Dictator Wars.
Posted
11:01 PM
0
comments
Labels:
DictatorWars,
GameLayers,
JustinHall,
Nethernet,
PMOG
The iphone appstore added a 'top grossing' filter to the 'top paid' and 'top free' lists (which were based on units only.
Posted
9:09 AM
0
comments
Labels:
Apple,
Appstore,
BusinessModels,
ElectronicArts,
IndieGames,
Marketing
OK, imagine you work at a big company. Like any big company, there's a push to make the quarter's numbers, to grow the customer base, to retain existing customers, to increase market segment share, etc.
Many web services make it difficult to leave their services - you have to pay them for exporting your data, or jump through all sorts of technical hoops -- for example, exporting your photos one by one, versus all at once. We believe that users - not products - own their data, and should be able to quickly and easily take that data out of any product without a hassle. We'd rather have loyal users who use Google products because they're innovative - not because they lock users in. You can think of this as a long-term strategy to retain loyal users, rather than the short-term strategy of making it hard for people to leave.
We've already liberated over half of all Google products, from our popular blogging platform Blogger, to our email service Gmail, and Google developer tools including App Engine. In the upcoming months, we also plan to liberate Google Sites and Google Docs (batch-export).
Posted
11:18 PM
0
comments
Labels:
BusinessModels,
DataLiberationFront,
google
Short-n-sweet thoughts on B:AA.
built from the gameplay up, asking what it is like to be The Bat. It’s about being a predator, swiftly moving through the darkness, instilling fear before destroying your prey. It’s about being a fist-fighter, able to level anyone who dares attack you. It’s about being The World’s Greatest Detective, using gadgets and gizmos to aid you. These are core mechanics, not bolted-on aspects to a 3D brawler or platformer. [] From that point on, everything Batman: Arkham Asylum does is flawless: the voice acting, the cape not just being a questionable sartorial choice, but as an object that defines Batman, the excellent pacing
Posted
9:55 AM
0
comments
Labels:
BatmanArkhamAsylum,
Comics,
GameReviews,
licensing
A friend pointed me to this LifeHacker post about keeping pegboard organized with peglocks.
Posted
10:32 PM
10
comments
Labels:
HomeImprovement,
Lifehacker,
Tools
Took the kids to a 'fun center' arcade style place this weekend.
Posted
6:08 PM
0
comments
Labels:
Arcades,
BusinessModels,
licensing
Another library find was Seth Godin's Small Is the New Big and 183 Other Riffs, Rants, and Remarkable Business Ideas.
Posted
12:09 AM
0
comments
Labels:
BookReview,
SethGodin,
SmallIsTheNewBig
Following Through caught my eye when looking for something else at the library, and so I picked it up.
Posted
11:13 PM
0
comments
Labels:
BookReview,
FollowingThrough
Just a few pix I snapped with the phone:
Posted
11:44 AM
0
comments
Labels:
Conference,
JohnBaez,
Pax,
PAX09,
TheBehemoth
I did a whirlwind trip up to PAX yesterday, leaving at 5:30 for the 3hr drive up to seattle, and arriving home at around 11:30. Six hours in the car wore me out, but well worth it for what I compressed into the remaining time.
I hang my head in shame and say this was my first PAX. When I was living up in Seattle I had schedule conflicts that kept me from attending the past couple of them. Decided I'd make the effort this year and was glad I did.
Some quick thoughts on the event, with a few topics requiring lengthier posts later.
The event itself: Wow. PAX has grown up. I think the E3 Supernova helped them get escape velocity, and now even with E3 making a comeback, PAX remains a big deal. We'll wait to see attendance numbers, but it felt like a 10k+ attendee event.
If you haven't been, I'd describe it as follows: GDC is the nerdy kid you knew in high school. E3 was his Jock older brother who drove a Chevelle and got all the chicks and gave him wedgies. PAX was the middle brother who listened to GWAR, wore combat boots, played D&D and smoked weed while doing it, and who mom and dad didn't really mind skipping out on the family reunion. :-)
There are panels and other sessions at the event but they aren't the point of the event itself, which is really a mix of game/geek culture celebration, fan-fest, and game companies exhibiting their goods to the hardest of hardcore gamer fans. Oh, and there's a pretty big lanfest and some board gaming thrown it for good measure.
Posted
10:42 AM
3
comments
Labels:
BusinessModels,
Cosplay,
IndieGames,
Lecture,
Legal,
Panel,
Pax,
PAX09
From the steampunk challenge, which contains a number of brilliant ones and a few more videogame inspired ones.
Posted
10:37 AM
0
comments
Labels:
Humor,
Steampunk
Posted
5:11 AM
3
comments
Labels:
BusinessModels,
DisruptiveTechnology,
Facebook,
MMO,
MySpace,
SocialNetwork,
WorldOfWarcraft,
XboxLive