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<channel>
	<title>NP-Contemplation</title>
	<atom:link href="http://versionthis.com/~npilon/feed/" rel="self" type="application/rss+xml" />
	<link>http://versionthis.com/~npilon</link>
	<description>An approximation of super-polynomial thinking</description>
	<pubDate>Sat, 06 Sep 2008 01:23:38 +0000</pubDate>
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	<language>en</language>
			<item>
		<title>Apt Quotation</title>
		<link>http://versionthis.com/~npilon/2008/09/05/apt-quotation/</link>
		<comments>http://versionthis.com/~npilon/2008/09/05/apt-quotation/#comments</comments>
		<pubDate>Sat, 06 Sep 2008 01:22:17 +0000</pubDate>
		<dc:creator>Nick Pilon</dc:creator>
		
		<category><![CDATA[O'Reilly]]></category>

		<category><![CDATA[culture]]></category>

		<guid isPermaLink="false">http://versionthis.com/~npilon/?p=79</guid>
		<description><![CDATA[Tim O&#8217;Reilly, in Microsoft Missing the Boat on Mobile:
The future is not like the past, and any strategy that is designed to protect the past will eventually fail.
Anyone looking at delivering electronic media should think very carefully about what this means. If your business plan relies on delivering your electronic media in an environment that [...]]]></description>
			<content:encoded><![CDATA[<p>Tim O&#8217;Reilly, in <a href="http://feeds.feedburner.com/~r/oreilly/radar/atom/~3/384636288/microsoft-missing-the-boat-on.html" onclick="javascript:pageTracker._trackPageview('/outbound/article/feeds.feedburner.com');">Microsoft Missing the Boat on Mobile</a>:</p>
<blockquote><p>The future is not like the past, and any strategy that is designed to protect the past will eventually fail.</p></blockquote>
<p>Anyone looking at delivering electronic media should think very carefully about what this means. If your business plan relies on delivering your electronic media in an environment that duplicates the limitations of your old physical media as closely as possible, you&#8217;re doomed. The same goes, come to think of it, for network providers. If your business plan relies around taking new network technology and making it work exactly the same as your old network&#8230; <em>You&#8217;re doing it wrong</em>.</p>
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		<title>r0ml at OSCON 2008</title>
		<link>http://versionthis.com/~npilon/2008/07/30/r0ml-at-oscon-2008/</link>
		<comments>http://versionthis.com/~npilon/2008/07/30/r0ml-at-oscon-2008/#comments</comments>
		<pubDate>Thu, 31 Jul 2008 00:51:49 +0000</pubDate>
		<dc:creator>Nick Pilon</dc:creator>
		
		<category><![CDATA[O'Reilly]]></category>

		<category><![CDATA[technology]]></category>

		<category><![CDATA[oscon08]]></category>

		<guid isPermaLink="false">http://versionthis.com/~npilon/?p=78</guid>
		<description><![CDATA[Everyone who develops software should watch this talk of r0ml&#8217;s keynote from Tuesday night at OSCON &#8216;08. While it&#8217;s presented in a comedic fashion, he makes a lot of really excellent points about the absurdity and impracticality of the software development methodologies we try to shoehorn our work into. The Exceptional process he proposes sounds [...]]]></description>
			<content:encoded><![CDATA[<p>Everyone who develops software should watch this talk of r0ml&#8217;s keynote from Tuesday night at OSCON &#8216;08. While it&#8217;s presented in a comedic fashion, he makes a lot of really <em>excellent</em> points about the absurdity and impracticality of the software development methodologies we try to shoehorn our work into. The Exceptional process he proposes sounds like it makes a hell of a lot more sense.</p>
<p><embed src="http://blip.tv/play/AcSCV4T3Pg" type="application/x-shockwave-flash" width="240" height="200" allowscriptaccess="always" allowfullscreen="true"></embed> </p>
<p>Next up: there was a guy with a video camera at his &#8220;Open Source as Liberal Art&#8221; talk. I really must track down a recording of it, because it was <em>even better</em>.</p>
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		<title>Random Cool Stuff From FOO Camp</title>
		<link>http://versionthis.com/~npilon/2008/07/29/random-cool-stuff-from-foo-camp/</link>
		<comments>http://versionthis.com/~npilon/2008/07/29/random-cool-stuff-from-foo-camp/#comments</comments>
		<pubDate>Wed, 30 Jul 2008 02:48:17 +0000</pubDate>
		<dc:creator>Nick Pilon</dc:creator>
		
		<category><![CDATA[O'Reilly]]></category>

		<category><![CDATA[culture]]></category>

		<category><![CDATA[technology]]></category>

		<category><![CDATA[FOO Camp]]></category>

		<guid isPermaLink="false">http://versionthis.com/~npilon/?p=77</guid>
		<description><![CDATA[NYC Resistor is a group in NYC that created a &#8220;hackerspace&#8221;, a dedicated hang-out where hackers can get together and work on projects. From their lightning talk, it includes both hardware and software hacking, and results in all kinds of crazy projects. It looked cool and fun, and more things like this could go a [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.nycresistor.com/" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.nycresistor.com');">NYC Resistor</a> is a group in NYC that created a &#8220;hackerspace&#8221;, a dedicated hang-out where hackers can get together and work on projects. From their lightning talk, it includes both hardware and software hacking, and results in all kinds of crazy projects. It looked cool and fun, and more things like this could go a long way towards re-establishing non-commercial third places in the modern world.</p>
<p><a href="http://gigapan.org/" onclick="javascript:pageTracker._trackPageview('/outbound/article/gigapan.org');">GigaPan</a>, as described to me by Jason Campbell, is a method for very cheaply taking very high-resolution panoramic images. The basic idea is to have a commodity digital camera in a computerized servo-mount on a tripod. The servo-mount pans the camera over the desired areas, taking pictures at appropriate intervals as it goes. The gigapan web service then stitches the entire set of images together and provides a convenient interface for viewing.</p>
<p>Bonus nifty #1: no special interface is needed to the camera. It just uses another servo and a stick to manually depress the shutter switch!</p>
<p>Bonus nifty #2: Because the entire panorama isn&#8217;t taken at once, but over the course of several minutes (for potentially large values of several) as the camera pans over the scene, it doesn&#8217;t capture a point in time but a distribution. This occasionally creates strange artifacts when images are stitched together, but potentially has some very cool implications. Imagine if you had enough storage to keep one of these running throughout the course of an entire event of some kind, or even a significant span of time. Would it be possible to present an interface to the resulting time-distributed panorama that reflects the wealth of information gathered?</p>
<p><a href="http://www.bewitched.com/" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.bewitched.com');">Martin Wattenberg</a> is just plain awesome. I&#8217;d seen <a href="http://www.bewitched.com/namevoyager.html" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.bewitched.com');">Name Voyager</a> before (it&#8217;s great fun to play with), but his presentation on <a href="http://www.bewitched.com/manyeyes.html" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.bewitched.com');">Many Eyes</a> was really cool. It&#8217;s apparently being used extensively by a lot of linguistics and literary researchers, including Bible scholars. One of the more interesting observations from his talk: the key to Many Eyes was &#8220;stop words&#8221;, garbage connecting words that most software types would be inclined to throw away. However, the presence and usage of these words can offer more information about a piece of text than &#8220;significant&#8221; words!</p>
<p>And <a href="http://evilmadscientist.com/" onclick="javascript:pageTracker._trackPageview('/outbound/article/evilmadscientist.com');">Evil Mad Scientist</a> still has the best company name ever.</p>
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		<title>Telling Stories</title>
		<link>http://versionthis.com/~npilon/2008/07/27/telling-stories/</link>
		<comments>http://versionthis.com/~npilon/2008/07/27/telling-stories/#comments</comments>
		<pubDate>Sun, 27 Jul 2008 23:15:18 +0000</pubDate>
		<dc:creator>Nick Pilon</dc:creator>
		
		<category><![CDATA[O'Reilly]]></category>

		<category><![CDATA[culture]]></category>

		<category><![CDATA[FOO Camp]]></category>

		<guid isPermaLink="false">http://versionthis.com/~npilon/?p=76</guid>
		<description><![CDATA[A lot of the other things I saw at FOO Camp were interesting products that spawned interesting ideas in my head. For example, there&#8217;s We Tell Stories. A venture by, of all publishers, stodgy old Penguin Books, We Tell Stories experiments with using a variety of digital media to&#8230; Tell stories. Slice and Your Place [...]]]></description>
			<content:encoded><![CDATA[<p>A lot of the other things I saw at FOO Camp were interesting products that spawned interesting ideas in my head. For example, there&#8217;s <a href="http://wetellstories.co.uk/" onclick="javascript:pageTracker._trackPageview('/outbound/article/wetellstories.co.uk');">We Tell Stories</a>. A venture by, of all publishers, stodgy old Penguin Books, We Tell Stories experiments with using a variety of digital media to&#8230; Tell stories. <em>Slice</em> and <em>Your Place and Mine</em> were experiments in serial fiction, and thus their experimental quality doesn&#8217;t really come across well in archive form. The others are more interesting.</p>
<p><a href="http://wetellstories.co.uk/stories/week3/" onclick="javascript:pageTracker._trackPageview('/outbound/article/wetellstories.co.uk');"><em>Fairy Tales</em></a> is a fairy tale that lets the reader &#8220;fill in the blanks&#8221; as they navigate through the story. It&#8217;s a simple use of digital technology, minimally interactive, but still interesting, since it shows just how mutable formerly-fixed things can be on the web. And, now that I think about it, it welcomes user remixing and makes it an inherent part of reading the story. Nifty!</p>
<p><a href="http://wetellstories.co.uk/stories/week6/" onclick="javascript:pageTracker._trackPageview('/outbound/article/wetellstories.co.uk');"><em>The (Former) General</em></a> is a Choose Your Own Adventure story&#8230; That&#8217;s designed to be read the way everyone actually reads Choose Your Own Adventure stories: with a thumb, index finger, middle finger, ring finger, pinky, and nose firmly planted several pages back so you can explore alternate branches if you don&#8217;t like the one you&#8217;re on. In order to do this, it keeps a map showing you what you&#8217;ve read, what you haven&#8217;t, and how they connect together. This lets them do all kinds of silly things that would be&#8230; Highly frustrating in a normal Choose Your Own Adventure story.</p>
<p>The most interesting of the six is <a href="http://wetellstories.co.uk/stories/week1/" onclick="javascript:pageTracker._trackPageview('/outbound/article/wetellstories.co.uk');">The 21 Steps</a>. This story&#8217;s told using Google Maps. The pop-up balloons are used to present the text describing events at a location pin, and an animated Indiana Jones Is Travelling line connects the location pins in chronological order. The structure here is fairly simple, but I think there&#8217;s a lot of more elaborate variations that can be built on top of this basic foundation. It&#8217;s probably not going to catch fire as a hot new media for telling stories, but I think it could do some cool things.</p>
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		<title>Ignoring Government</title>
		<link>http://versionthis.com/~npilon/2008/07/23/ignoring-government/</link>
		<comments>http://versionthis.com/~npilon/2008/07/23/ignoring-government/#comments</comments>
		<pubDate>Wed, 23 Jul 2008 17:43:20 +0000</pubDate>
		<dc:creator>Nick Pilon</dc:creator>
		
		<category><![CDATA[politics]]></category>

		<category><![CDATA[technology]]></category>

		<category><![CDATA[oscon08]]></category>

		<guid isPermaLink="false">http://versionthis.com/~npilon/?p=72</guid>
		<description><![CDATA[This morning&#8217;s keynotes at OSCON weren&#8217;t nearly as good as last night&#8217;s. In particular, I&#8217;ve got a bone to pick with Christine Peterson. She talked about sensing systems, and coming government attempts to both mandate and regulate sensing - making sensing the sole provenance of the government, and using sensing to further escalate an authoritarian [...]]]></description>
			<content:encoded><![CDATA[<p>This morning&#8217;s keynotes at OSCON weren&#8217;t nearly as good as last night&#8217;s. In particular, I&#8217;ve got a bone to pick with Christine Peterson. She talked about sensing systems, and coming government attempts to both mandate and regulate sensing - making sensing the sole provenance of the government, and using sensing to further escalate an authoritarian surveillance state. Reasonable enough so far. But her proposed solution to this was to <em>ignore the government</em> and <em>completely privatize</em> surveillance, under the justification that government is inherently predisposed towards centrism, inherently ignorant of the Benefits of Free, and inherently unchangeable. &#8220;DC is DC,&#8221; she seemed to be saying, &#8220;and the only way we&#8217;ll get anything done is to ignore them and privatize everything.&#8221;</p>
<p>Lessig provides an excellent explanation in Code 2.0 of why this is a horrible idea. Ignoring government and forging boldly forwards on your own doesn&#8217;t create an system that cannot be regulated by government. Instead, it cedes the government space to the authoritarians, allowing them to operate and expand its influence uncontested. We&#8217;re seeing the end result of that in politics now. Across pretty much all of the western world, the notion that &#8220;government is inherently harmful&#8221; or &#8220;government can do no good&#8221; or dozens of different variations on the theme have taken hold. As a result, those that would support a progressive agenda have largely abandoned government, and authoritarianism has grown unchecked.</p>
<p>Further, the history of privatization in the 20th century has been an unchecked series of disasters. Private entities are motivated wholly by profit, and thus incredibly susceptible to authoritarian influence. They make more money from it, after all. Public entities are, at least theoretically, answerable primarily to the public good which, in a democratic system, is determined in a distributed manner.</p>
<p>I believe that government can be made to understand the Benefits of Free and work in a distributed, free model. In fact, I believe it is inherent to a properly functioning democratic system. But we won&#8217;t have a properly functioning democratic system unless we believe that government can do good; that free and public are complementary, not opposed; and that &#8220;being political&#8221; is something desirable, rather than something repugnant.</p>
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		<title>Unlikely Connections: Beekeeping, Old Houses, and Everything Else</title>
		<link>http://versionthis.com/~npilon/2008/07/19/unlikely-connections-beekeeping-old-houses-and-everything-else/</link>
		<comments>http://versionthis.com/~npilon/2008/07/19/unlikely-connections-beekeeping-old-houses-and-everything-else/#comments</comments>
		<pubDate>Sat, 19 Jul 2008 04:53:31 +0000</pubDate>
		<dc:creator>Nick Pilon</dc:creator>
		
		<category><![CDATA[O'Reilly]]></category>

		<category><![CDATA[technology]]></category>

		<category><![CDATA[FOO Camp]]></category>

		<guid isPermaLink="false">http://versionthis.com/~npilon/?p=71</guid>
		<description><![CDATA[Possibly the best session I attended at FOO Camp was given by Brian Fitzpatrick. Fitz talked about The Art and Adventure of Beekeeping, and tied it together with his experiences with his old house in Chicago and software development.
I&#8217;m not going to talk about the talk itself except in the most general terms above (as [...]]]></description>
			<content:encoded><![CDATA[<p>Possibly the best session I attended at FOO Camp was given by <a href="http://www.red-bean.com/fitz/" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.red-bean.com');">Brian Fitzpatrick</a>. Fitz talked about <a href="http://www.amazon.com/art-adventure-beekeeping-Ormond-Aebi/dp/0878574832" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.amazon.com');">The Art and Adventure of Beekeeping</a>, and tied it together with his experiences with his old house in Chicago and software development.</p>
<p>I&#8217;m not going to talk about the talk itself except in the most general terms above (as per <a href="http://wiki.oreillynet.com/foocamp08/index.cgi?BloggingGuidelines" onclick="javascript:pageTracker._trackPageview('/outbound/article/wiki.oreillynet.com');">FOO Camp policy</a>, I shall only be blogging about publicly-available stuff) but I will talk about my reaction to it, since the whole thing hit very close to home for me.</p>
<p>I&#8217;m hasty. I tend to jump into things without thinking or looking. I make rushed decisions, I jump into things, and I tend to constantly strive for better without appreciating what&#8217;s there. This is most obvious in my thesis, when I decided not to use NS2 and wrote my own network simulator instead. I learned a hell of a lot, and it honestly probably didn&#8217;t take longer, but&#8230; Was it the right decision? I&#8217;m not sure. I thought at the time that I&#8217;d considered all my options carefully, but in retrospect, I think I might&#8217;ve jumped at the opportunity to demonstrate my ego. Honestly, I think a lot of software folks are this way - it&#8217;s why we&#8217;re so bad at code re-use.</p>
<p><em>The Art and Adventure of Beekeeping</em> is all about the value of observation, contemplation and patience. I&#8217;ve been suggesting for a while that our culture needs to learn the value of being slow again - for example, we need to realize that not being able to travel halfway around the world in less than twelve hours is not necessarily <em>bad</em>. But listening to Fitz talk (and joining in the discussion), I realized that <em>I</em> need to learn that I don&#8217;t need to do everything at 100% speed. There&#8217;s a lot of value to sitting and watching beehives, listening to the bees and learning their behaviors. Before you jump in and start clearing out honey and replacing bits of the hive, you&#8217;ve got to learn the feel of what&#8217;s already there and <em>what that feel means</em>.</p>
<p>Another interesting thought was that cleanliness isn&#8217;t necessarily the highest virtue - things that are messy can still have value. Cleaning them up without pausing to observe them and consider them from different perspectives can inadvertently destroy that value. Yes, working with them in the interim can be annoying, but it&#8217;s better than wading in and wrecking things before you grasp the full picture.</p>
<p>I could probably write a small book about the stuff in that session, but I think I&#8217;m going to stick to two more little bits. First off, unless you&#8217;re writing an RFC, don&#8217;t say &#8220;should&#8221;. Should usually means that you&#8217;re coming to a situation with a pre-conceived notion of how it &#8220;should&#8221; be, making snap value judgments without actually taking the time to observe.</p>
<p>Secondly, &#8220;failure scales.&#8221; It may sound like a quip, but it&#8217;s surprisingly accurate. It&#8217;s hard to replicate success, it&#8217;s much easier to replicate failures or borderline marginal.</p>
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		<title>Sage Advice</title>
		<link>http://versionthis.com/~npilon/2008/07/14/sage-advice/</link>
		<comments>http://versionthis.com/~npilon/2008/07/14/sage-advice/#comments</comments>
		<pubDate>Mon, 14 Jul 2008 05:31:10 +0000</pubDate>
		<dc:creator>Nick Pilon</dc:creator>
		
		<category><![CDATA[comics]]></category>

		<guid isPermaLink="false">http://versionthis.com/~npilon/?p=60</guid>
		<description><![CDATA[ And this is one of many reasons why Francesco Marciuliano is an underappreciated genius.
The others mostly have to do with his ability to slip Internet pop culture references into a mainstream newspaper comic strip. It&#8217;s really a shame he stopped doing Medium Large.

]]></description>
			<content:encoded><![CDATA[<p><a href='http://versionthis.com/~npilon/wp-content/uploads/2008/07/sally-forth-on-powerpoint.png'><img src="http://versionthis.com/~npilon/wp-content/uploads/2008/07/sally-forth-on-powerpoint.png" alt="Sally Forth on Powerpoint" title="sally-forth-on-powerpoint" width="188" height="210" class="alignleft size-full wp-image-61" /></a> And this is one of many reasons why Francesco Marciuliano is an underappreciated genius.</p>
<p>The others mostly have to do with his ability to slip Internet pop culture references into a <em>mainstream newspaper comic strip</em>. It&#8217;s really a shame he stopped doing Medium Large.</p>
<p><br clear="both" /></p>
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		<title>FOO Camp &#8216;08</title>
		<link>http://versionthis.com/~npilon/2008/07/14/foo-camp-08/</link>
		<comments>http://versionthis.com/~npilon/2008/07/14/foo-camp-08/#comments</comments>
		<pubDate>Mon, 14 Jul 2008 04:20:27 +0000</pubDate>
		<dc:creator>Nick Pilon</dc:creator>
		
		<category><![CDATA[O'Reilly]]></category>

		<category><![CDATA[culture]]></category>

		<category><![CDATA[FOO Camp]]></category>

		<category><![CDATA[nerds]]></category>

		<category><![CDATA[publishing]]></category>

		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false">http://versionthis.com/~npilon/?p=59</guid>
		<description><![CDATA[This weekend was FOO Camp &#8216;08 which I, as an employee of O&#8217;Reilly Media, was privileged to attend. And, frankly, wow. Now I understand what all the fuss was about. I missed the sessions on Friday and a couple of the Saturday sessions, but everything I managed to attend was, without exception, astonishing. Over the [...]]]></description>
			<content:encoded><![CDATA[<p>This weekend was FOO Camp &#8216;08 which I, as an employee of O&#8217;Reilly Media, was privileged to attend. And, frankly, <em>wow</em>. <em>Now</em> I understand what all the fuss was about. I missed the sessions on Friday and a couple of the Saturday sessions, but everything I managed to attend was, without exception, astonishing. Over the next week or two, while the experience is still fresh in my mind, I&#8217;m going to try to turn my hastily-scribbled notes about the sessions that really stood out for me into coherent blog posts.</p>
<p>First, though, I&#8217;d like to mention something I noticed over and over throughout the weekend:</p>
<h4>Innovation Isn&#8217;t Isolation</h4>
<p>I was going to title this section &#8220;Developers Don&#8217;t Drive Development&#8221;, but after thinking about a couple of the sessions that really jumped out at me, I concluded it just wasn&#8217;t true. A more accurate statement is that <em>just</em> developers don&#8217;t drive development. What I think of as the &#8220;old model&#8221;, of giving someone a technical education, sitting them down to think really hard, and then turning them loose and getting all kinds of awesome products is gone, and I&#8217;m not sure it ever existed. A lot of the coolest things I saw this weekend were things that were created for very non-technical disciplines, and by very non-technical people. It might just have been the sessions I picked - honestly, I did steer away from anything that smelled like it&#8217;d fit in at a tech conference - but a lot of the motivators and big new ideas seemed to be coming from humanities and artistic folks. People with non-technical educations, who were taking technology and bending it to their own ends.</p>
<p>I&#8217;ve suspected this for a while now, but I was kind of nice to see that I&#8217;m not <em>totally</em> out to lunch. How far out to lunch I am remains to be seen. Other opinions along the same lines included:</p>
<ul>
<li>Robert, one of my co-workers, who was utterly floored by a <em>cello performance</em> on Friday night. I&#8217;m really sorry I missed it.</li>
<li>Lenore Edman of <a href="http://evilmadscientist.com/" onclick="javascript:pageTracker._trackPageview('/outbound/article/evilmadscientist.com');">Evil Mad Scientist</a> (seriously, guys, <em>best name ever</em>) was most impressed by what I&#8217;m going to call &#8220;sewing origami&#8221;, for lack of a better term. I can&#8217;t remember what Windell Oskay (also of Evil Mad Scientist) was most impressed by - sorry, Windell.</li>
<li>Lane Becker was most impressed by a game designer who ran a session I&#8217;m really sorry to have missed on Saturday and, on Sunday, had a bunch of people collaboratively build a game <em>in chalk</em> on the concrete between the session-tents.</li>
</ul>
<p><b>Next Up:</b> Bees. My god.</p>
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		<title>Playing Games</title>
		<link>http://versionthis.com/~npilon/2008/06/28/playing-games/</link>
		<comments>http://versionthis.com/~npilon/2008/06/28/playing-games/#comments</comments>
		<pubDate>Sun, 29 Jun 2008 00:13:47 +0000</pubDate>
		<dc:creator>Nick Pilon</dc:creator>
		
		<category><![CDATA[culture]]></category>

		<category><![CDATA[gaming]]></category>

		<guid isPermaLink="false">http://versionthis.com/~npilon/?p=58</guid>
		<description><![CDATA[Clay Shirky&#8217;s post about Gin, Television, and Social Surplus triggered some interesting thoughts about game-playing based on my reading of Rules of Play.
In his discussion of how we&#8217;re starting to make use of our cognitive surplus, rather than wasting it on &#8220;gin&#8221; like TV, Shirky mentions video games. He seems to view video games as [...]]]></description>
			<content:encoded><![CDATA[<p>Clay Shirky&#8217;s post about <a href="http://www.herecomeseverybody.org/2008/04/looking-for-the-mouse.html" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.herecomeseverybody.org');">Gin, Television, and Social Surplus</a> triggered some interesting thoughts about game-playing based on my reading of <a href="http://www.amazon.com/Rules-Play-Game-Design-Fundamentals/dp/0262240459/ref=pd_bbs_5?ie=UTF8&#038;s=books&#038;qid=1214694910&#038;sr=8-5" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.amazon.com');">Rules of Play</a>.</p>
<p>In his discussion of how we&#8217;re starting to make use of our cognitive surplus, rather than wasting it on &#8220;gin&#8221; like TV, Shirky mentions video games. He seems to view video games as a kind of intermediate ground between productive uses of the cognitive surplus, like Wikipedia, and unproductive uses, like watching sit-coms. I disagree; I think video games are an important part of why we&#8217;re able to make use of the cognitive surplus, rather than continuing to waste it on gin. In the past, our economy was based almost wholly on physical labour. Games were correspondingly physical, either helping children build up the physical traits they&#8217;d need to do their work, like strength and reflexes, or helping them learn rough analogs of the skills they&#8217;d be using as adults. For adults, games served a similar role, keeping them in form and practice while letting them relax without the pressures of work.</p>
<p>I think video games serve the same purpose for today&#8217;s more intellectually-oriented economy. As <a href="http://lostgarden.com/" onclick="javascript:pageTracker._trackPageview('/outbound/article/lostgarden.com');">Danc</a> is fond of pointing out, one of the more compelling incentives to play video games is the opportunity to explore and understand a dynamic system. In a well-designed game, the player encounters successively more complicated layers of mechanics and interactions between mechanics. One of the challenges posed by the game is untangling these mechanics and building an understanding of how the game works. I view this as a fundamental intellectual skill, one that&#8217;s necessary for understanding and working with complex systems. Video games often layer other traits on top of this - situational awareness, teamwork, memorization, quick reactions to rapidly changing circumstances, large- or small-scale organization&#8230;</p>
<p>It&#8217;s true that not every game player learns to generalize these skills beyond video games, or even between video games. But those that do are better prepared for the requirements of our modern intellectually-focused economy.</p>
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		<title>The World of Warcraft and the Third Place</title>
		<link>http://versionthis.com/~npilon/2008/04/27/the-world-of-warcraft-and-the-third-place/</link>
		<comments>http://versionthis.com/~npilon/2008/04/27/the-world-of-warcraft-and-the-third-place/#comments</comments>
		<pubDate>Sun, 27 Apr 2008 21:13:38 +0000</pubDate>
		<dc:creator>Nick Pilon</dc:creator>
		
		<category><![CDATA[culture]]></category>

		<guid isPermaLink="false">http://versionthis.com/~npilon/?p=54</guid>
		<description><![CDATA[There&#8217;s been a lot of effort and thought put into working out why World of Warcraft has been so much more popular than other MMOs. Most numbers put them at ten times the active subscriptions of their closest competitor, though I don&#8217;t know of any that break it down by region. (From my memory of [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s been a lot of effort and thought put into working out why World of Warcraft has been so much more popular than other MMOs. Most numbers put them at <a href="http://www.mmogchart.com/charts/" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.mmogchart.com');">ten times</a> the active subscriptions of their closest competitor, though I don&#8217;t know of any that break it down by region. (From my memory of launch dates, I suspect there&#8217;s some interesting information buried in the regional break-down) In North America alone, WoW has a reported 2 million subscribers, more than any other MMO since the Lineage games at their peak.</p>
<p>The focus in these analyses of popularity usually tends to emphasize the game mechanics. There is, of course, the psychologically addictive behaviour created by epic loot drops and other intermittent rewards. There&#8217;s the sense of progress and development as your character levels or advances through raids. There&#8217;s the raid encounters themselves and the extreme commitment required to learn them. But really, none of this stuff is particularly original. It&#8217;s not even more smoothly-executed than other contemporary MMOs. Yes, the graphics are friendlier. The interface is slicker. Some of the high-level stuff is more casual-friendly. To some degree, &#8220;network externalities&#8221; (thank you, Bradford C. Walker) mean that WoW&#8217;s popular because WoW&#8217;s popular. But based on my experience playing WoW and watching others play WoW, I think this stuff is all a fancy side-show to the real deal.</p>
<p>WoW&#8217;s more popular because scattered across all these things, in bits and pieces that add up to a significant whole, is a game that&#8217;s much, much better at doing the thing MMOs do best than any of its competitors. It&#8217;s better at being a <a href="http://en.wikipedia.org/wiki/Third_place" onclick="javascript:pageTracker._trackPageview('/outbound/article/en.wikipedia.org');">Third Place</a>, an informal venue for socialization.</p>
<p><span id="more-54"></span></p>
<p>As Kathy Sierra <a href="http://headrush.typepad.com/creating_passionate_users/2007/03/is_twitter_too_.html" onclick="javascript:pageTracker._trackPageview('/outbound/article/headrush.typepad.com');">noted when discussing Twitter</a>, the feeling of connectedness is a strong motivator. People want to feel connected to their friends, and want to feel like they&#8217;re building new connections. Traditionally, this has happened outside of the workplace and home, in &#8220;Third Places&#8221; that encourage casual socialization. But our modern society has been purposefully eliminating these places, and continues to do so. I suspect that some of the popularity of MMOs is due to their ability to fill that void, by providing a virtual space for casual socialization. If this is the case, it&#8217;s worth examining how WoW enhances this socialization, both at the interpersonal level and at progressively wider communal levels.</p>
<p>The design of the <b>levelling process</b> is the most obvious influence at the interpersonal level. The most natural gameplay activity for a small group of friends, or casual acquaintances, is levelling together. Other group activity requires larger groups and more coordination. WoW emphasizes levelling through questing much more heavily than most of its predecessors. This provides focus and direction to the group&#8217;s play, giving them an intermediate-term motivation and objective beyond killing the next monster. Since levelling is so easy, particularly in groups, friends are free to socialize and clown around in-game while slaughtering digital hordes. I know of many people that play the game solely because they enjoy levelling with friends. These players and their friends abandon characters that get too close to the level cap and start over, often with different classes or races, to continue playing the game in a way they enjoy.</p>
<p>Quests also focus player activity into specific areas, which ensures that both solo players and groups of friends levelling together will encounter the broader community. While these encounters will typically be adversarial (IE, players competing for the same mobs or objectives), the potential of an amicable encounter between members of the same faction exists. Some of my best levelling play was based on this kind of encounter, including one Rogue that I ran into by chance over and over while levelling my Priest in Stranglethorn Vale. This is actually one area where WoW&#8217;s gameplay mechanics come into conflict with its role as a third place. The respawn rate of mobs and other quest objectives is typically fairly long - at least a couple of minutes, sometimes as many as 5, occasionally 30 or more. I would guess that this is an attempt to encourage inter-faction rivalry over scarce resources, but it also serves to limit cooperation between members of the same faction. I&#8217;m curious as to the potential of a more intelligent world that responds to the presence of multiple players in the same area and shapes monster spawns, patrol patterns, and objective locations to encourage them to cooperate.</p>
<p>For those players that do reach the level cap, socialization takes on a different form through the dual avenues of <b>Guild and Raids</b>. The impact of WoW&#8217;s Raid mechanics on socialization are particularly interesting. Raid instances are long and complicated affairs, requiring the participation of 10-25 players and several hours of time. Completing a Raid instance demands not just skill and practice on the part of individual players, but organization and coordination of the Raid as a whole. Raids also have <em>lockout timers</em>. After participating in a Raid instance, the player is prohibited from joining a different instance of that same Raid until the instance &#8220;resets&#8221;, usually once a week. The upside of this is that the group&#8217;s progress in the raid is saved, and they can split their attempt over several nights. These mechanics combine to encourage players to form Guilds structured as social organizations similar to amateur sports teams. The members of a Guild raid together regularly, and become the first choice for other, non-Raid activity. (IE, grinding for consumables or reputation, levelling new characters, PvP, etc) This encourages the development of friendships and association within the Guild. And also, of course, politics.</p>
<p>Finally, the game provides multiple avenues for connection with the wider community. <b>In-game chat channels</b> allow easy communication with other players that are neither Guildmates nor nearby. &#8220;General&#8221; channels for an area are often used for chatting by players playing (or even just hanging out) in those areas, particularly those for major cities and &#8220;newbie zones&#8221;. Anyone who&#8217;s levelled a character on the Horde side probably knows of the horrors of &#8220;Barrens Chat&#8221;. Trade channels allow players to exchange goods and services, possibly forming friendships with frequent business partners. Similarly, the <b>PvP Battlegrounds</b> throw together usually-random players in teams, pitting them in a contest against a team of players from the opposite faction. This allows players to meet other players of similar advancement on their server and the other servers linked to it in a &#8220;battlegroup&#8221;.</p>
<p>Here, the social aspect has been slightly hindered as WoW matured. Originally, battlegrounds were server-local. You would only play with or against others on the same server. This lead to fairly long waits between games, but a very strong culture. You got to know and recognize the other people you were playing with and against, and formed loose associations with them through the heat of battle. If you were good, you could build lasting connections with other players, who would seek you out when creating &#8220;pre-made&#8221; teams. With wider, inter-server battlegroups, games are more prompt, but the population of players is so large that seeing the same people twice is extraordinarily unlikely.</p>
<p>The widest forum for socialization is, of course, the game&#8217;s <b>official forums</b>. All active players can post and discuss there in several venues, which are largely unmoderated. While this does tend to create an insipid blend of stupidity, pointless griping, sarcastic one-liners, and rampaging memes, it also fosters a real sense of community among all players of the game. WoW&#8217;s predecessors - at least those I&#8217;m aware of - either lacked official forums entirely or aggressively moderated them, which I believe would prevent the same game-wide community from developing. Most posters are only sporadic, and the large main forums are too high-traffic for any real social groupings to form. But on lower-traffic sub-forums, regular posters can gradually get to know each other and create informal communities with common interests or objectives. (IE, getting Blizzard to stop nerfing Priests ;) )</p>
<p>I think these factors have strongly contributed to WoW&#8217;s popularity, though I&#8217;m unsure whether the developers recognize their contribution. I do know that the flavour of the community and socialization is very different from that of any other MMO I&#8217;ve tried. It is, in my opinion, the game&#8217;s strongest feature. When I was trying to make the decision to quit, the gameplay wasn&#8217;t what was holding me back. It was the community and social aspects.</p>
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