Fri, 24 Feb 2006

Islands in the Sky

Right on track, another novel. Lagrange Five is another late-1970s sf novel, covering the brave new world of an Earth in decay, an ascendant cadre of elite space-seeking explorers, with criminal and energy cartel villains, and colonists in near Earth space.

It is, more or less, a detective story with a veneer of social commentary and an optimistic view of how things should have progressed by this point. Which is sort of depressing, to contemplate from this point in time how far we've fallen short of these ideals.

What I liked about this novel

  • space idealism
  • lovable loser detective protagonist
  • plausible rebuttal of a lurking suspicion that this setting was meant to be a utopia

What I didn't like about this novel

  • villains were first and second order stereotypes
  • elitism derived from standardized tests was portrayed as virtuous

This novel is probably only of interest to die-hard space colonization optimists and idealists who can suspend their disbelief long enough to enjoy a fluffy future of humans in space. It will probably grate on modern sensibilities and not appeal outside of the people already on board with the goal of living in space. But a fast read, so if you're needing something to fill in a gap, like a short plane flight, this would do it.

posted at 12:29 PST (-0800)     (comments disabled)   permanent link  

Wed, 22 Feb 2006

Little Scribblings

Continuing the very little momentum we've gained, here's a tiny bit of tag fodder for this blog to see if the pinging plugin does the trick.

I like cats, aliens, and coffee. Let's see if any of that registers or if it's too little signal and too much noise.

posted at 17:52 PST (-0800)     (comments disabled)   permanent link  
A Weak Mystery Solved

Additionally, I may have solved something which annoyed since I moved to this server as a host for my blog.

That being the Mystery of the Nonfunctional Blosxom Plugins. Which came down to Habitual Solution #2, permissions.

posted at 16:47 PST (-0800)     (comments disabled)   permanent link  
Impermanent Record

It's been a while since I tried out a new plugin for Blosxom but that doesn't mean I haven't been thinking about them and reading about them. So today's trial is the markdown utility, deployed as a plugin.

Can I Learn a New Syntax?

To tell the truth, I'm not sure, myself.

Yes, I Can!

At least, I hope so.

posted at 16:43 PST (-0800)     (comments disabled)   permanent link  

Sat, 18 Feb 2006

Don't You Fucking Look At Me

If only criminals are concerned for their privacy then sign me up for some criminal behavior. I can think of lots of things I do which aren't crimes but which I wouldn't want captured on camera; administrating Windows, for starters. This on top of the already ongoing and illegal spying that's been happening on Americans.

So, feeling antagonized, I responded in typical fashion. I gave money to

And then just to cover all my bases of flight from the panoptic scan, I also gave some money to

posted at 10:36 PST (-0800)     (comments disabled)   permanent link  
Opposites Occlude

The Speed of Dark is a straightforward story told through the filter of an autistic point of view. The story isn't overly complicated, the world is largely congruent to America of today, but the perspective makes all of the difference. The edition I read has a short interview with the writer and a set of questions so a discussion group or teacher could use this as a springboard to discussion.

This book is not like most of the books I prefer to read but I'm glad I read it for the way it showed me familiar circumstances through new eyes.

What I liked:

  • I gather that this use of perspective to focus a story is called Voice; it's effective here.
  • It had several of my spaceships in cameo roles
    1. Space travel
    2. Pattern recognition
    3. Computer professionals
    4. Fencing
  • Plausible characters, setting and situation.

What I didn't:

  • There's not a lot of meat to this story, it wasn't a lot of new material for thought for me.
  • I wanted more detail; the perspective was more of an awareness filter than a delving into details of observation.
  • Some of the characters seemed no more than names.

Probably a good read for people who consider themselves to be not science fiction readers but are interested in a literary take on the mindset of an autistic man. Less interesting for people outside of that criteria.

posted at 10:35 PST (-0800)     (comments disabled)   permanent link  

Wed, 15 Feb 2006

Wood Panels

"The Revolution will be Downloaded" [URL may expire shortly] a panel of IGDA with some live blogging by me. Or not.

Kenny Dinkin is the moderator, hooray. Downloadable games are awesome. They will save the industry from

  • sequel-itis
  • random licenses
  • something else; I forget what, but it was bad

Or not.

Casual games have something like 95% growth rate per year [for the last few minutes that casual games have existed, anyway]. Mostly people 35+ years old [cool, I'm not old enough!], mostly women. So that's good. Different market, different challenges. Tech savviness is probably a factor, people used to spending money online [thanks, Amazon!].

Kenny loves DRM, hooray, we time-bomb and ruin the experience! Then they give us money for their next fix.

Now other people get to talk, to disagree with Kenny.

So, WHY should I care?

Mitzi: hardcore game makers should care because otherwise you're missing revenue; casual games are fun [more fun?]

Peter: the iTunes-ization of games is great; having games on the web makes it possible to get players who are not able to be at their console of choice, they can play in Study Hall

Juan: great for developers, sets the bar high because you generally only have sixty minutes to prove yourself to the potential player; your mother will finally understand what you do because she can play your game

Greg: Lots of money to be made here; chance to take risk, explore new areas.

So, WHAT is a casual game?

Greg: Addictive fun game play and ease of use. Popcap developer last week said "no casual game has ever failed because it was too easy to play"

Juan: non-violent game, non-violent theme; user should understand game in a minute and a half, tops; game mechanics should be point, click, execute, not at the same time

Mitzi: accessible, easy to get on your computer, smaller than 15M, fast download, fast install, just work

Peter: a good video game is fun, a great video game can ruin a life [and a family], casual game isn't challenging, just an activity; casual games are revenue sources beyond download, try, and buy

Kenny: does it need to be a dragon, a spaceship? These elements are great for hardcore gamers, alienate casual players

So, WHO is playing (and paying for) these games?

Peter: it's everybody, mass-market

Mitzi: her 72 year old dad, was playing and buying casual games before I was; her daughter, her husband; everybody has 5-10 minutes to devote, if you can draw people in, you can have a winner

Greg: 2/3 women, 1/3 men, it's everybody who plays, purchasing is an even higher percentage of women; games are crossing over to hardcore audience, Xbox Arcade, mobile phones, age is skewing older, not one segment which dominates

Juan: depending on theme, your audience may be different; mah jong style games mostly female, other type games mostly male; college students to 30 year olds are really into multi-player games, many ported from Korean; traditionally, mostly female, formerly 85% purchasers female, now down to 65%

So, HOW do I design for this market?

Greg: the central mechanic is crucial

Mitzi: if you find a game mechanic you like, expand it; coin op games have the mindset of the quarter drop, what do you do to get the player to drop more quarters, apply that lesson to the games

Peter: the goal to get further next time; understand the level progression, so you can expect that your money will be worth spending for the additional levels / experience you'll get

Juan: some risk to pushing a single game mechanic, because it may not scale, might be fun for thirty minutes but fall off therafter, fine for a web game, but not something long term; taking two approaches, video game approach: build universe, hang game play off of it or build mechanic: build game-play around something hopefully fun to do; look at what's out there, look at what's successful, look at the games, themselves, figure out why they're fun, design to be that rich or better

Kenny: a lot of what we did with Diner Dash, Nicole has an article about the difficulty ramp

Greg: it's important to have both competitive and relaxing modes in game play

Mitzi: Big Kahuna Reef does it right, has timed and untimed modes

Juan: wouldn't use competitive or relaxing to label it, label it rewarding, if it's rewarding for the players, if they feel great, that's the way it should be

Peter: there's a web game, AdventureQuest, it's like a MMORPG without other players, just a couple clicks to rewarding experience

Mitzi: tutorial is a great way to get people into a game

Peter: reward with some sort of feedback, not necessarily achieving a goal, don't punish them for clicking around, exploring

Audience question about Fate, it's like Diablo, but distributed through casual game channels, very complicated.

Juan: Fate successful in some channels, with male buyers, surprisingly so, not as popular as Aloha Solitaire, but the developer can consider it a success; as the audience grows in numbers, this changes the challenges involved, can the developers target niche markets

Peter: maybe it would have done even better if it were part of a subscription model, where people could pay to get multiple games, and not feel like they wasted their money on a single game

Audience question, is the casual game market a response to the existing game pressures from the big players, doomed to fail in turn?

Mitzi: no, the resource demands, disk, bandwidth, time, newer computers, means there's a completely different market

Greg: we're seeing the same copycatting stuff happening in the casual game market, but it's early on so we're going to see integration [innovation?]

Kenny pulls up slides showing copycat games from many companies, including Trijinx, hooray. So how do we balance Innovation versus Commercial Success?

Juan: lots of room for innovation, imitation is a natural consequence of success; casual game market is healthy, in terms of number of new ideas, working in it every day, it may not seem that way because we see so many games, but many imitators get filtered out before they're released to the world; doing better than console market at avoiding imitation

Peter: how do we define innovation or imitation? Not every match-three game is created equal; we look at things from a portfolio point of view, try to balance things, have some risks, some sure things, you know there's a demand for a mah jong game, that stability gives you freedom to try experimental games; lots of opportunity to do new stuff, some straight up copycats don't sell, don't succeed, so you need to innovate sometimes; match three is a familiar mechanic but people love it

Mitzi: top selling game last year was a match three, took four months to make, second seller took eighteen months, do the math; again with the portfolio metaphor, have yet another match three with another innovation on the 'clearing out the corners' innovation iWin has

Peter: you need core titles to be bread and butter, once bills are being paid, branch out, but avoid action/arcade/sports because casual games are the wrong space for them

Greg: there are many untapped genres, Tradewinds is a light RTS which is new to this space, adventure platform has a larger female demographic, but much much more to be done here

Audience [Nicole] asks what process is to make a game developer learn and improve their game audience.

Kenny: Playfirst really believes in experimentation, has paid off big for us, big things are to study what went right, what went wrong, learn from that, test the product early and often, focus test, user test, beta test, keep getting feedback, friends and family, respond to it, listen to what the players tell you

Mitzi: we prototype in Flash, because it's amazing, concepts get ten chances to be interesting before the idea is killed, Shockwave is great to go and look for feedback

Kenny asks what the kill rate is for games

Mitzi: about 30% before production, probably 5% after production starts, realizing it wasn't a good idea, many games get tabled because they're taking energy which needs to go into other games, not killed

Juan: prototyping is great, but there's a problem as to how tell whether a user issue is bad prototyping or bad game concept, it's sometimes hard to capture game design via prototype sometimes, other industries have better tools, such as film industry; even with Flash, it takes a long time, larger team to build a prototype than it should, would like to see better prototyping tools

Greg: even though prototyping tools can be rough, it's relatively easy to get to the heart of the mechanic through prototyping, in early stages it's more useful, once working with partners, can get feedback from prototyping, can put tracking tools into the games themselves to get usage pattern stuff back, cool and huge to see how players interact with games

So, WHEN do I need help?

Peter: we're a little different from other companies represented on this panel because many of our games are web games supported by advertising, so the games we get are different from most people; the other day we tracked down a developer because we wanted to publish it, we called and left a message and his dad called back; if I were a developer, it would be daunting to identify all channels and negotiate a deal with each and every one of them, a year ago I wouldn't have seen the value of publishers but now I can see the value they put into the chain

Greg: two parts to the value equation, what the developer believes they need, what the publisher believes they add to the equation; varies widely from developer to developer, some just need funding but most people get value from QA resources, hardware resources, probably the biggest add from iWin is insight into the market, what has been successful, what hasn't, with developers who don't always have the same insight we do; distribute top titles, see what sells, collect user feedback, during beta process, tracking tools and data can go back to developer to shape final game

Mitzi: you need help when you need money, to pay rent on the garage you're doing your development in, a lot of times publishers want games which are complete are nearly complete, don't quit your day job, finish your game, take it a publisher; lots of publishers don't want to do one offs, there are aggregators who will take some of your margin but help you place your games with the publishers

Juan: depends upon game and audience you want to reach, publisher relationship can be great for infrastructure, if you target an audience publisher isn't trying to reach, it's not such a good match; several games do fairly well going it alone, it's getting harder and harder though to get noticed with out a publisher, at the same time the casual game market is growing

Audience questions about whether casual gaming has room for violent gaming with simple interface, second question about Steam.

Juan: games are getting bigger as broadband spreads but it would be really hard for violent gaming to catch on, but maybe multi-player casual maybe has room for violent games, look at the success of Korean multi-player, they don't have time to commit to World of Warcraft, they've got twenty minutes to spend on it so a game they can jump into and do mayhem is good

Mitzi: [disagreeing with Juan] as soon as you cross over the line from family friendly, you have to deal with the ESRB, your site is being monitored, everything is being rated, even if it's just for one game, it's a whole other level of complexity, only if it will make you a bunch of money

Greg: no on violence, this is the wrong market, the people it will appeal to have other platforms which will deliver better for them

Peter: violence doesn't belong in a download-then-purchase market but an ad supported game or some other model like subscription [cites AdventureQuest again] is quite possible

Kenny: think about what mass market means, think about popular television, popular arts, hope what we're looking at in this downloading market is reaching popular mass markets with downloadable entertainment, re-frame the picture and don't reject violence in games out of hand because we're at the start of this and there's going to be a whole range of tastes, there's lots of good TV out [Kenny gives shouts out to BSG, Six Feed Under, Sopranos, Entourage], if you want to do violence, stand it on its head, push it way out to the horizons, so that everyone can experience it, don't just go after the cap turned back Xbox players

Time's Up! Everyone is invited to go drink with panelists, yay.

posted at 21:05 PST (-0800)     (comments disabled)   permanent link  

Mon, 13 Feb 2006

OMGcon

How was your weekend? Great. Mine was better, unless you were where I was, which was CodeCon. It was the first time I've been to a technical conference, so while I did take advantage of the free wifi to dink around on the net and look at web pages related to the projects I heard about, I didn't do anything so ambitious as live-blogging the presentations.

But there was audio captured from the events and you can go listen to that when it gets put up at the site, or follow links from the program of events to read more about something which catches your eye.

My favorite projects, by day:

There were a couple projects which struck me as solutions in search of a problem but every talk gave me something to think about and I came away with pages and pages of project ideas and things to follow up on. Definitely going next year.

posted at 11:33 PST (-0800)     (comments disabled)   permanent link  

Tue, 07 Feb 2006

Merrily, Merrily, Merrily, Merrily

First, for the readers who are 14-year-old-boys in perpetuity regardless of physical body or age, this book has girl on girl sex, so you'll like it for that reason alone. For readers looking for something a bit more, it's also got more to it.

Slow River is definitely sf. It happens in the future, it uses gadgets which are extrapolations of existing technology, it postulates social progressions upon existing structures and conflicts. But it's more about the people who live in that future world than it is their toys. It's got a central narrator who has suffered and is wrestling with the question of who she is, having opportunity to be assigned several roles by those she meets and interacts with, as well as choosing some for herself. Which sounds more boring than it actually is to read about.

What I liked about it:

  • The girl on girl sex; that's right, I'm emotionally arrested.
  • The tension arc. The writer did a good job of cranking it tighter and tighter and used verb-tense contexts well to keep the pacing quick.
  • The criminal element. I am a sucker for seamy sf criminal underworlds.
  • Strong opening, no slow slog up the exposition.

What I didn't:

  • I find it hard to empathize with rich people. The Poor Little Rich Girl meme never infected me.
  • The tech wasn't pushed as far as I would have liked to see it. The water remediation stuff was interesting but I wanted to see it taken to greater extremes.

So it's a fine read, especially if you like stories about rich girls with problematic families who fall in with bad company and commit sordid crimes.

posted at 11:28 PST (-0800)     (comments disabled)   permanent link  
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