prog: (Volity)
Or rather, go ahead, but I'll just tell you the same thing I tell everyone else, when they say "Hey, you should make Volity for $SOME_NEW_THING" (most recently, this has been Google Wave). "No," says I, "you should make it. It's an open protocol. Knock yourself out."

My attitude towards Volity today is something like borderline hostility. I consider it an aspect of what William Gibson has called "the great clomping foot of nerdism", the kind that is always more interested in taking things apart and exhaustively cataloguing the components than it is in creating wonderful new stuff. Obsessed with categorization and taxonomies, of finding the common root to all things, and then trying to capture that in code, or at least in sprawling wikis. And then, when it's "done", wondering why nobody except for one's fellow robed adepts show any interest at all in it.

It's the video-game equivalent of spending more time writing and trimming an enormous, detailed "world bible" than in creating any stories set in that world. Or of tabletop-game "systems" like Icehouse or Piecepack, which despite their aspirations never sold to anyone other than hardcore game geeks (hi).

If you want to make a video game, go make it. The tools, community and resources to help you do so are all there for you. And yet, if you're a certain kind of geek, the temptation will exist to instead treat your game idea as the top level of a stack: the real prize, you're sure, lay in generalizing all the lower levels, paring and refactoring them into some sort of Ur-Game technology that will solve gaming, somehow, and lead inevitably to lifelong fortune and glory.

My advice is: don't go there, because I know you have great ideas and you're a ninja and everything, but that is folly. Please just make your game instead. I guarantee that you'll be happier with it, and you'll make more fans that way, too. If you're new to making games, the fans might not come, but you'll be so thrilled at what you made - even though it sucks - that you'll do it again, and again, and it will keep getting better. And eventually you'll really be onto something.



I started writing this post with the intent that it'd accompany a release of Webgamut source code to Volity's Sourceforge account. I had a burst of energy to do so earlier today, but it didn't take long to peter out. I am loath to put context-free, commented-but-otherwise-undocumented code out there, because that sounds worse that nothing. I'd instead want to spend a day or so writing some nice farewell documentation for it, first. And I just can't muster the energy right now to re-learn how to get this 18-month-old glop of Perl, Mason and Javascript to run on my laptop.

What do you think? Would it be useful to you or anyone you know were I to just paste a couple of my hard disk's directories into Sourceforge and just put a "Here, you figure it out" README next to them? I don't know, I'm asking. Would the fact that the target for this maneuver would intentionally be obsessed game geeks make it OK?



This post also briefly had a concluding thought along the lines of "I wish someone told me all this six years ago, alas," but that's just dumb, and I apologize for the five minutes of wrong-idea-giving it gave.

I don't regret my work on Volity, nor the work that others have put in, and certainly not any interest that others still have in the project. I think that's great, and I wouldn't even be asking about Sourceforge if y'all didn't exist. I just wanted to put my own current attitude about Volity into words. I'm proud of what we did manage to build, and I am wiser - the real kind, not the cynical kind - for the experience.
prog: (gameshelf)
I am pleased to announce a new homepage for The Gameshelf, at the same location it's always had (gameshelf.jmac.org). I started to build it last week as a way to learn Movable Type 4 (which, gord willing, I may soon use to help a potential client) and finished it yesterday. This is the first time I've felt confident that I have a site for the show that people are going to want to visit more than once. This also completely obviates the blip.tv site, which I'll draw down presently.

Why, yes, there are Google ads on it now. No, I don't expect to make a significant amount of money from them today. But I've started to become quite curious about the magical world of passive income, and wish to begin some experimentation. This page is the most appropriate (or least inappropriate) one I have to spray ads onto. I like how they fit on the current layout: visible, but polite and unassuming.

In related news I'm a little embarrassed the most recent episode talks up and links to the Icehouse Game Design Competition, as the winter 2007 IGDC might have just ended before it even began with a teh drama flameout on the Icehouse mailing list. I like the competition, and hope that someday it can find a dependable moderator with an emotional stability better than a 14-year-old cheerleader's. (IIRC this is the second one to fail after Zarf retired. To this person's credit, at least they managed to push out one competition cycle, unlike the first guy, who simply vanished from the internet after all the entries were submitted.)



It's less the mere passage of time and more the active work on another project that makes the call to return to Volity get stronger. Regardless, and despite how close we are to an alpha release, I'm still feeling pretty burned out on the whole deal. The October collapse came after almost six months of obsessed-focus work, and it was a reaction of equal magnitude, compressed into one evening and aimed straight down. I'm not recovered yet.

That project isn't really something I can return to properly until I am once again truly excited about it. Perhaps it after I'm done setting up the shoots for the next Gameshelf episode, I can work up a good Volity froth again. We will see.
prog: (coffee)
The drive back from Maine on Monday was uneventful, but for a nice discovery. I listened via iPod to the entirety of Hard 'N Phirm's Horses and Grasses, which I bought last year after falling in love with the video for their "Pi" song, but didn't really give a full listen to. I mean, it's a novelty album, and I haven't been in the mood to sit and listen to 40.3 minutes of yuk-yuk since the days when getting up early on Sunday for the Dr. Demento show was the high point of my week. But I'll make an exception for drive-time entertainment.

The album is a mix of nerdy-cool catchiness ("Pi", "The Carbon Cycle"), style-parodies of various non-nerdy American music genres (including "Rodeohead", a grand-ole-opryized medley of Radiohead lyrics), and at least three songs that spend 95 percent of their time setting up for the last-two-seconds punchline. (One song is entirely in Spanish and I'm too lazy to Google a translation but I bet it falls into this category.) The latter group's a little weak but the whole is actually a gem of a novelty album and I'm glad I finally listened to the whole thing.


Tuesday evening I found myself playing board games with [livejournal.com profile] pheromone and company. I've actually been running into Ms. P somewhat often lately, but I have not seen much of (what I think of as) the "Elboids" social circle since, eh, around the time I moved into my current apt in 2003, really. It was nice to see some familiar faces and catch up, even a little.

I won a game of Target, taught Metro and the Icehouse game Pikemen to people, and got re-aquianted with Cities & Knights of Catan. I did pretty well at it and I like it OK, but I can now confirm like vanilla Settlers betterer.

(Hm, I wonder [livejournal.com profile] pheromone may be among the few all-around gamer's gamers I know, good at the whole field, a la [livejournal.com profile] temvald and Shmike...)



Shadow's doing better. Last night [livejournal.com profile] classicaljunkie visited and Shadow became very happy, actually. She twirled around and was very social and talkative the whole time. I think she may like girls more'n dudes.

No guests tonight, though, and the cat's been curled up on my bed all evening, barely acknowledging me. At least she's not squirrelly and hostile like she was two nights ago. I guess she's done with that.



Oh, also saw The Departed. Enjoyed it, for all its veering between thuggishness and cornballery. The sympathetic character was actually the worst psychologist I've ever seen (I think she was supposed to be at least pretty good at it), and I swear that at least one of the many splatterhappy scenes was a Monty Python homage, somehow.

The movie's been playing as a second-run feature at the Somerville Theater for weeks and it still filled the cinema on a Thursday night. I guess everyone likes to see Jack Nicholson riding the Red Line. But dude, you can't use a cell phone under Park Street. I mean, duh.
prog: (zendo)
(x-posted to the devblog)

I am stoked to announce that you can now buy both flavors of Treehouse from our store.

There's a lot of nice things going on with Treehouse, actually. It is apparently the first retail configuration of Icehouse pyramids that the Looneys have been able to sell at a profitable pace. It turns out that the concept of $9 for a fun, complete game is a much stronger sell than $9 for some pieces with no rules included.

Phrased that way, it sounds rather well, duh, but it took many years for both the Looneys and their many fans (myself included) to come to terms with the fact that an abstract board gaming system just won't sell if you only sell it as a system. Selling it as a fun but rigidly defined (and inexpensive!) game that, oh look, happens to have an entire rich and storied game system attached to it is really the way to go.

Volity Games can take a lesson from this. One way to really grow our userbase - in terms of both players and developers - involves putting out a great game and saying "Hey, come play this great online game with your friends! It has its own chat lobby and friends roster and everything!" Hook the user with that, and then let them discover the whole Volity Network from there.
prog: (Default)
* Met with [livejournal.com profile] doctor_atomic at the Diesel to playtest a game that [livejournal.com profile] dougo hopes to enter in the next Icehouse design contest. (We liked it.) There ran into [livejournal.com profile] tahnan, who added some additional observations about the game, and also [livejournal.com profile] cnoocy, who I said ruh-ruh to about some thingamabobs.

(Speaking of Icehouse: The big feature story in the new issue of Games is all about Looney Labs, the Big Experiment and the Mad Lab Rabbits. Woo, congrats y'all. (I have not read the article and assume it's actually positive.))

* Then we saw Batman Begins at the Somerville (with two more of the doctor's friends, who we bumped into at the door). An enjoyable and tightly constructed little action/adventure movie. Even though he's only a second-string villain in the canon, the Scarecrow as the Big Obvious Supervillain meshed in very nicely with the whole plot. I found the film's latter half to not be over-explosiony (with the exception of one somewhat eye-rolling scene near the end) despite criticism I had heard before. Really, it's just a well-built piece of work.

Then to the Burren for my daily trough. Nomf, nomf. I have a secret: I'm not sure I like Guinness. Once you get past the head, it's kind of... watery? You know? It tastes thin, or anyway thinner than it looks. I dunno. Still, Guinness is what I order when I go to a place like that that is trying so hard to be Irishy. I just feel obligated.

* Hearing back from the big network salvo I launched earlier this week, at an average rate of one new person's response per day. This is acceptable and I hope it keeps up.

* Naughty me, sort of: used eMule for the first time ever, in order to locate and download a copy of A Clash of Kings. Now I can pick up where I left off when my own paperback of it was ripped off by someone at South Station three weeks ago. ("But jmac, you could have borrowed my copy." Yeah, well.) Was surprised how easy it was. And as one with a history of a more-than-casual relationship with the print media, I mean the more complicated sort of "surprise", here.

Still: off to read myself to sleep over this printout.
prog: (zendo)
I have played Shadows over Camelot three times now. I am worried that the game is broken.

Game-specific grousing... )



In other news, a blurb I wrote about Icehouse three years ago is on the http://wunderland.com front page this week, which explains why I got mail from one of the Gnostica designers this morning suggesting a new endgame variant to try. I got mail from a different Gnostica designer a couple of years ago with a different-again endgame the last time one noticed my page. I'll give it a whirl next time someone physically near me me wants to play that game. (It doesn't happen much.)
prog: (Default)
Friday: Took the day off. It was my birthday! And the first day of my first MIT mystery hunt. Very exciting. I may have spent most of the day hacking on one particular puzzle about celebrity ages, but I worked on other stuff too. Didn't actually solve anything myself, but like to think I helped people along with their own puzzles.

Everyone seemed to enjoy the birthday theme. Strangers were delighted to meet the jmac of Team jmac's Birthday Party (which was otherwise as much a non-sequitur as all the other teams' names, to them), and so I received many well-wishes. (Including from visiting professional puzzlers like Trip Payne, whom [livejournal.com profile] tahnan introduced me to. Stars in my eyes!) Was presented with a birthday cake! Cakes. Various hunt-mates had all taken turns with the lettering on both, it was explained to me, and [livejournal.com profile] colorwheel was especially proud of her lowercase "d"! I wish I had taken a picture of all this. I did take a photo of the last slice (on Saturday evening), and thought I blogged it, but my photoblog script seems to have eaten it soon before [livejournal.com profile] rikchik did, alas.

Still can't drive (have collected the right forms but haven't had a chance to visit the RMV in all this time, darnit) and so went home to sleep before the subway gourdimorphosed. (Many people slept right there, curled into the sleeping bags and comforters they brought along. This was not for me, I decided.)

On birthday: All communication from family (of which there has been a lot, in phone calls and cards) has concentrated very heavily on the decincrementation involved. This is a tough soup to swallow, for them! That li'l Jason is suddenly so old, and with the wife and kids and all, now.

Received a lengthy email from a friend I haven't communicated with in years. Haven't read it yet, due to the hectic circumstances; will do so upon finishing this entry. (Also had to send regrets to various people calling in their wishes, so busy was my immediate environment. Promised Aunt Jan I'd call her back Monday evening. Don't let me forget!)

Saturday: After checking in at the hunt, proceeded across the river and had the most efficient Arisia experience one could ask for.
12:30-1:00 Ran into local but not-seen-much-lately pal R immediately upon registration (which involved nothing more than saying my name to the elfin chap behind the desk, since I got a freebie for all my game demoing last year). Together we killed time in the art show, which was highlighting the delightful kinetic sculptures of Arthur Ganson. Probably the best art I've ever seen in the context of a sci-fi con. Also said hi to [livejournal.com profile] queue and [livejournal.com profile] treacle_well.
1:00-2:00 Followed R to the ballroom, to hear Tim Powers' speech. Said hi to R's husband G and listened to tail end of a talk by -- ESR?! That was random. Hooked up with [livejournal.com profile] cthulhia and Zarf, who wandered in when ESR finished talking about how stupid journalists are, and then listened to Powers' most excellent and entertaining talk (it was practically a monologue-comedy routine, once he got into it).
2:00-3:00 Played a game of Giant Mega Volcano with C & Z, and attracted a crowd in so doing. The giant Icehouse pieces are pretty winning for this purpose. Caught up with Zarf about our various respective game-(deisgn/programming) projects. (He had emailed me about Volity earlier in the week... exciting stuff. If you're me.)
3:00-4:00 Down to the Terrace with C & Z to hear Ganson in person talk about his strange and wonderful machine-sculptures, and narrate through several previews of his upcoming DVD. Enormously happymaking. Dropped a twenty on pre-ordering the disc before I left.
4:00-4:30 More game chat with Z at the Urban Pain, while eating a tasty sandwich.

Total time: Four hours. Managed to meet all my favorite con objectives: seeing friends local and remote, playing games, trading ideas, meeting famous and interesting people & buying their stuff, eating tasty food. I could do this every year.

Then, back to the hunt! Where things proceeded, for me, much as they did on Friday evening.

Sunday: Mystery hunt spent much of its time in not so much territory, for me. I think my desire to continually work on puzzles went away when I returned home on Saturday night, and I found it hard to summon the enthusiasm needed to begin a third day of (personally fruitless) puzzle-slogging. After a couple of hours I became burned out, but not unhappy, and passed the time doing non-huntish things on my computer for a bit, at one point stepping outside to call parents for a nicely unhurried conversation, to make up for juggling their call away on Friday. After eating something hot & reasonable, picked up a puzzle and hacked at it some more, again coming to no particular outcome with it, but getting to write entertaining Perl scripts nonetheless. Will return to jmac's Birthday Party tomorrow for the the last time, in order to witness the hunt wrap-up.

Because the hunt's still going on (core members of my team are working hard, even as I write this, in the wee hours of Monday) I won't say much in particular about it, except that I'm keenly interested in hearing the unofficial debriefing that I hope will happen at HoRGN on Tuesday (depending upon various people having recovered enough energy to show up for it).

As for me: I had loads of fun, and really couldn't have hoped for a nicer (or more appropriate?) birthday party. Much thanks and love to all who set up this thing: no kidding!

On the practical end of things, I don't feel I participated much with the solving, and hope I didn't disappoint anyone with my approximately 50 percent attendance rate. It might have gone differently had I a car, and therefore could come and go (and haul cargo) at my own pleasure, rather than restrict my schedule to the T's running times. Well... we'll see how things are aligned next year, I suppose.

Fail

Dec. 14th, 2001 11:29 am
prog: (Default)
Mail to Jon, re: the luncheon today:
OK... I'm going to seriously break character and go to this thing with
the intent of cornering people. Wish me luck. (I haven't
forced myself to be this socially outward since my days as a
journalist. Wacky stuff...)

And to that I say this: If you find yourself applying force, consider rethinking your approach.

While I did finally learn where the Media Lab is (it look an extra-special long time since I didn't know what the building looked like, and I had chosen to complicate matters by adding a spurious '0' to its street number in my notes, causing me to walk the length of Ames Street into Cambridge Center before I concluded I made a mistake), as soon as I confirmed I had found it by peering into one of the Lego-filled labs, which I had before seen only in newspaper and magazine photos, I found that I could go no further, not alone. I felt very much like a tresspasser, intending to find my way into a non-public event to which I was not invited, and was nobody's guest, in an unfamiliar, and frankly intimidating, place.On the other hand, I thought to myself, There is something to be said for remaining in-character,, and so I left. And now I am physically crushed from 75 minutes of ceaseless walking in bad shoes.

I'll just fall back to attempting to make contacts in a less forceful fashion. Email, email, and maybe I'll show up at the party tomorrow, if I have enough work done.

Work!

And get some good sneakers.


Look, a Venn spanner.

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