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© 2008 Nabil Maynard

Blog Lifecycle
  • Blogger creates blog.
  • A huge flurry of initial posts ensues. Blogger describes such mundane topics as taking his family to McDonald’s.
  • Blogger realizes that perhaps the rest of the world isn’t so interested in his musings on McDonald’s.
  • Posting frequency drops off.
  • A last post or two.
  • Blog goes into hiatus.
  • [...]

  • After some time away, blogger returns with a few posts.

(A Brief Return at Philsteinmeyer.com)

Welcome back, Phil.


No AP, Please

Patrick highlights recent unacceptable behavior on the part of AP over at Making Light. He makes some excellent points about how restrictive and ridiculous this sort of attempt at strong-arming individuals can be. A core principle of copyright law is the role of “fair use” to allow others to provide feedback, response, analysis, and commentary on a given work or material, since copyright law itself is provided as an incentive to promote scientific and cultural advancement. A blogger referencing (e.g. linking to the article, quoting specific passages, or re-summarizing/restating the basis of the article) a work clearly falls within this principle, on several fronts.

I will concede such cases as where the majority or entirety of the article is quoted, in particular in situations where it is done so without commentary, but that’s not what’s being discussed, here. What’s happening in THIS circumstance is pure, unbridled greed, without even a nod to the law as it stands.

Notwithstanding the provisions of sections 106 and 106A, the fair use of a copyrighted work, including such use by reproduction in copies or phonorecords or by any other means specified by that section, for purposes such as criticism, comment, news reporting, teaching (including multiple copies for classroom use), scholarship, or research, is not an infringement of copyright. In determining whether the use made of a work in any particular case is a fair use the factors to be considered shall include —

(1) the purpose and character of the use, including whether such use is of a commercial nature or is for nonprofit educational purposes;

(2) the nature of the copyrighted work;

(3) the amount and substantiality of the portion used in relation to the copyrighted work as a whole; and

(4) the effect of the use upon the potential market for or value of the copyrighted work.

The fact that a work is unpublished shall not itself bar a finding of fair use if such finding is made upon consideration of all the above factors. (Copyright Act of 1976, 17 U.S.C. § 107)


Lost Garden: WiiFit’s Role on Game Design

What Activities That Can Be Turned Into Games? over at Lost Garden. Fascinating article, discussing the role of things like the WiiFit on expanding the horizons of game design in society.

The harbinger of game’s ascendancy to all aspect of the modern life is not some piece of evocative art or Citizen Kane-a-like. Instead, our future appears in the form of a glorified bathroom scale. Still, if we can improve people’s lives with a bathroom scale, just imagine how games can transform the rest of our world. (Danc at Lost Garden)


Limbo of the Lost

What gets me is that there are assholes out there who manage to get funding to pull this sort of stunt, when there are hundreds, if not thousands of folks who are working on mods and indie games that would KILL to have even a share of their funding that can’t even get a publisher to pick up the phone.

What am I talking about? A little game called “Limbo of the Lost”, which has received publisher funding for at least 6, if not 10 (as claimed) years, which just recently came out. The vast majority (not 50 or 60%, but more like 80 or 90%) of the content is directly stolen from other games, often without even so much as a color change or added component. This is not an epic fail, this is a LEGENDARY failure, across the board, first on the part of the corrupt developers whom I hope NEVER work in the industry again (I’m sorry, you do not get a second chance after this), and on the part of the publisher for not practicing even an iota of due diligence in reviewing the game.

Some worthwhile links to read about this: Rockpapershotgun.com’s coverage, Zen of Design — “Call it a Remix”, and this forum post at cheapassgamer.com.


Photoshop CS4’s Interface

So, John Nack has previewed the new Photoshop interface, which has been drawing a fair amount of criticism around the ‘net for being “un-Mac-like”. I think the criticism is frankly a lot of gnashing of teeth because it’s different, and very little else. As Nack points out, if you bother looking at some of the best “Mac-like” apps, including applications made by Apple itself, much of the new design draws very similar parallels. It’s a very clean, modern interface, and keeps pace with the trend towards encapsulated applications (the document driven, single window experience). Frankly, I like it, and look forward to it.

Let’s face it: any user who multitasks ends up with a boatload of windows open at any given time, and there have yet to be really any effective ways to manage all the windows. This is becoming increasingly problematic as we find ways to have more and more windows up at any given time (I’m looking at you, Spaces), and so user interfaces have been forced to rethink how they display their data, to better encapsulate that data, so that everything related to a particular document STAYS with that document. Tabbed browsing was the start, but it’s totally logical that this design philosophy would (and should) enter other applications. Some of my favorite applications are ones that integrate data into the session window — a prime example is Scrivener. In Scrivener, the inspector is attached to the document window, rather than sitting in a separate “inspector pane/window”. From a design perspective, this makes it absolutely clear as to which document you are inspecting, which is particularly important if and when you have multiple documents open at once. The application is designed so that everything you need to do to the document can be done from one document window, with multiple files within it. You can even split the window to display attached research files or another page of writing at the same time, or if you decide you really NEED it to be in a separate window, that option is only a right-click away. That is GOOD DESIGN: it avoids juggling through multiple windows just to get your work done.

Detractors who might say it’s not “Mac-like” haven’t been paying attention. While there is, of course, the opportunity to get it wrong, and not make an effective interface, this is true regardless of whether you’re talking about a unified interface or a multi-window one. However, it’s pretty clear all the way down to the interface of the Finder, that we’re shifting towards a single-window-per-need design philosophy (if you don’t believe me, use the “Find…” option in OS X 10.5, or “Create Burn Folder”, or try out iChat with “Collect Chats into Single Window” turned on and tell me it’s not a better way to juggle a dozen conversations).

The key to note in what I’m saying is that it is PER DOCUMENT, or PER NEED. The places that I’ve seen single-window interfaces be successful is where elements that belong together are placed together. A window, in essence, becomes a method to encapsulate the data related to the task or project it was created for. As such, there are going to be times it DOESN’T make sense. Frankly, I’m just glad designers are realizing that there are times that it DOES.


UberCon X Followup

UberCon has once again come and gone. While our numbers weren’t what we’d hoped or expected, a lot of that can be tied to the current recession, and not having the hotel contracts in time to promote the event early on. We can’t do much about the recession, but this time at least we have firm dates for UberCon XI — October 24-26th. I can’t be positive I’ll make it out for it (I’ve made it to the past two by the grace of friends in a more financially beneficial place than I am), but it would certainly be nice to see everyone again.

Overall, I’d say the con was a great time — it’s good people, and everyone seems to have fun. I met a bunch more Avatarians, though frankly I lost count ages ago. I’m fairly positive I’m over 100 at this point. (The list of MUDders who attended can be found here.) I actually ended up hosting two panels (well, one and a half, one of the panels was on plans to shift some of the geography of Avatar around, and pulled in a whopping two people and took about 10 minutes… the other one was very well attended, as it was a roundtable discussing plans for the ranger class revision). As is usual, I didn’t really play any games, but instead spent a lot of the weekend simply running around and checking up on people, making sure they had what they needed, and doing general chit-chat. I like being “at large,” and honestly don’t think I’d have nearly as much fun if I was locked into an official role.

Some highlights: getting to see a lot of friends I’d not seen for anywhere from six months to several years, or even had never met in real life before at all; observing the midnight game of “It’s Midnight… are YOU a Werewolf?”; wading through a two foot long chocolate eclair from Harold’s with Timothy Zahn and a dozen other friends; and, of course, the late night parties and diner runs that all seem contribute to the COMPLETE lack of sleep that happens at the con.


Got It In One

I’ve always enjoyed Jerry’s writing over at Penny Arcade, so I suppose it should come as no surprise that I think he damn near nailed the game industry metaphor when he said this:

The stakes are high, and getting higher, and publishers who were once merely gun-shy are now officially paranoid, rolling around in a padded cell until the drugs take effect. Part of the reason GDC made me uncomfortable is that I could feel its culture pressing on me from all sides, and I knew it wasn’t mine. But the other part was that I got a sense of how brutal that life is, how unstable it can be, how maddening, and I just wanted to come home and match gems or some shit. I didn’t want to see it anymore. I don’t want to think about a cow’s quiet eyes every time I grip a hamburger.

(Link)


Anecdotes from the Father of MUDs

Richard Bartle in a GameStop, found via in the ineffable Greg Costikyan. There’s not really much I need to add to this, it sort of speaks for itself. I laughed out loud in the middle of a coffee shop when I read it. It’s a bit like having Kerouac show up at your open-mic poetry slam.


What MUDs Still Have to Offer to the Virtual World Discussion

There has been a lot of discussion within academic circles regarding the use of virtual worlds for the purpose of researching various forms of human and communal interaction and formation. Due to the exorbitant current cost of entry in creating an MMORPG (and the fact that they already have a population for the purposes of sampling), it seems like a great deal of the research is occurring within already established games. There’s nothing wrong with this, per se, though there will come a time when the greater degree of control over variables that comes with creating your own environments will likely become necessary. (As a case in point, while they can select which games they choose to sample, researchers tend not to have control over how the game is marketed, nor which demographics it chooses to target.)

There also seems to be a fair bit of focus on contemporary games, like Second Life, and World of Warcraft. While this certainly has merit, especially in that these games reach a certain critical mass, allowing for a greater demographic sampling for research — you are more likely to get not just core gamers, but also casuals with other interests that play as a fad (because “everyone” plays). This can only help the overall direction of research into social dynamics and interaction, and examining the social organism as a whole. However, what I’ve found is very little attention to a return to prior research, prior virtual worlds and experiments.

I think this is incredibly unfortunate. I think there is still a lot of play left in earlier models, such as MUDs (Multi-User Domains/Dungeons, the text-based precursor to the modern MMORPG). Many MUDs at this point have been established for well over a decade, which I think would offer a wealth of opportunities for seeing how a community matures and shifts as it ages. Let’s take AvatarMUD for example, since I have nearly a decade of experience with it. Over the past decade, I’ve seen the population rise to a peak population count of 190 individual players on at a given time, with a median of roughly 120 across the day, to a slow decline as players moved on, where the median is closer to 60, with a daily peak player count of around 90. Even in this, it has survived better than many MUDs.

As the player community has shrunk, so has the sense of community, which could be partially attributed to several design implementations that allowed for greater fragmentation of the player base (in addition to outside factors, such as a shift away from MUDs in general, and the increased availability of broadband allowing for more visually robust games to be played). What is particularly notable is that as the nature of the game evolved, we started adjusting and adapting more and more for “min-max” players, and hardcore players. This came at the cost of the more casual, social player. While I don’t think it is a perfect ratio, I strongly suspect there is at least a passing corollary between the reduction in population, with the prior percentage of casual and social players. What has remained are largely committed players, who have invested hundreds or even thousands of hours into their characters, and generally have considerably more than one alt. They’ve “mastered” the play mechanics of the game, and generally continue to play because of their investment in the game, and the friends they’ve made within the game, rather than continuing to find new challenges.

Due to making these adjustments in order to “keep ahead” of the “hardcore” players, the barrier of entry for new and more socially-oriented players becomes untenable unless they already have friends within the game. This is not unreasonable, since MUDs are largely populated through word of mouth — they are often labors of love, and not even allowed to charge or generate revenue, which means they tend not to have the budget to advertise. It does, however, mean that the truly new player is largely left to fend for themselves, and can become extremely frustrated until they start establishing a rapport and support group among other players. If they aren’t willing or able to devote the time and energy towards that end, that often marks the end of their time on the MUD.

This isn’t meant to be a doom or gloom forecast of things to come with AvatarMUD, and the staff remains receptive to a number of ideas on how to aid the casual player in becoming established, without sacrificing the game mechanics and design path they’re interested in pursuing. It remains to be seen how effective these ideas will prove to be, but that returns me to the point of this essay: MUDs present an opportunity to observe communities further along in the cycle, and their continued use as a sandbox for virtual worlds should not be underestimated.


Wii Loops

The Wii Loop Machine, found via the new site KiiWii. This is absolutely brilliant, and really highlights just how many new avenues for expression are being opened through rethinking how we control things. I could go on about it, but I think the video really speaks for itself.