Open thread #2

 Posted by (Visited 11704 times)  Open thread
Dec 112005
 

I’m off to have dinner with the family and Cory Doctorow. In honor of that occasion and the fact that I won’t be writing any lengthy essays tonight, here’s an open thread.

Alan sanded the house on Wales Avenue. It took six months, and the whole time it was the smell of the sawdust, ancient and sweet, and the reek of chemical stripper and the damp smell of rusting steel wool.

Alan took possession of the house on January 1, and paid for it in full by means of an e-gold transfer. He had to do a fair bit of hand-holding with the realtor to get her set up and running on e-gold, but he loved to do that sort of thing, loved to sit at the elbow of a novitiate and guide her through the clicks and taps and forms. He loved to break off for impromptu lectures on the underlying principles of the transaction, and so he treated the poor realtor lady to a dozen addresses on the nature of international currency markets, the value of precious metal as a kind of financial lingua franca to which any currency could be converted, the poetry of vault shelves in a hundred banks around the world piled with the heaviest of metals, glinting dully in the fluorescent tube lighting, tended by gnomish bankers who spoke a hundred languages but communicated with one another by means of this universal tongue of weights and measures and purity.

–opening paragraphs of Someone Comes to Town, Someone Leaves Town

Post & comment on whatever ya want!

Briefly noted: Dave Duncan, Sharon Shinn

 Posted by (Visited 11848 times)  Reading
Dec 102005
 

It’s been a while since I made a book post. I have actually been reading, but only in fits and starts, rather than my usual “swallow a novel whole in two hours” mode. While I was on vacation in Florida, my brother gave me a bunch of books, and I just finally finished reading them; I also never wrote about one that I took with me and finished while I was out there.

What it really makes me want to talk about intersects with games, and that’s the impoverishment of the fantasy imagination that certainly afflicts fantasy games and fortunately doesn’t much afflict these books.
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Forcing interaction

 Posted by (Visited 35927 times)  Game talk
Dec 092005
 

A comment on a previous post prompted me to dig into an issue that has been tossed around a lot on the blogosphere, most recently in Jason Booth’s blog.

A long time ago now, I wrote in an essay called “On Socialization and Convenience” that

On LegendMUD (a fairly GoP environment, fundamentally) we added a socialization area with a bunch of nifty social facilities. The Wild Boar Tavern offers a lounge for chatting, goofy food to buy, an auditorium, a gift shop to buy goofy items like birthday cards, a wedding shop for in-game events, etc. You can reach it instantly from anywhere by merely typing “OOC.” It was there in an instant for anyone who wanted it.

It doesn’t get used.

On UO we had taverns with NPCs, dart boards, chess boards, backgammon, dice. There were multiple ones in every town. You know as well as I how crowded they were.

Leisure time in a mud is pointless time in players’ eyes, and only a small subset of your players will be looking to spend pointless time. (emphasis added)

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Will Wright at When 2.0

 Posted by (Visited 7109 times)  Game talk
Dec 082005
 

Oren Sreebny’s Weblog has a summary of Will’s speech at When 2.0. As usual, it’s full of smart insights, though I am unsure I agree with his definition of story:

A story is a way of how to displace someone’s experience in time and space to apply it to another person. While you’re seeing one linear path of events, the drama is created by imagining all the other things that didn’t happen (“what would’ve happened if he had tripped here?”).

Another comment that resonates with the recent discussions here on story is this one:

Games are doing the same thing – looking for simple compact rules that can create large spaces of possibilities.

With the “interactive entertainment movie” sort of game, the large spaces of possibilities actually tend to be fairly small. As the “string of pearls” approach to narrative games puts it in its very metaphor, you have to bound the possibility space in order to string it up! Otherwise, you’ll end up with a very ungainly necklace.

Another sign (as if there weren’t enough already) that Will falls very very strongly on the “toys and models” side of game design, as opposed to the “interactive entertainment” side.

I agree strongly with Will’s recommendation of The User Illusion. It’s one of the best books on cognition and how we think.

Via Kim Pallister.