User Spam Remover for WordPress

 Posted by (Visited 10900 times)  Misc  Tagged with:
Mar 132011
 

Version 0.9.1 of User Spam Remover for WordPress is out, and I wanted to recommend it because it is the only tool to remove fake users that has ever worked on my WordPress database.

Earlier versions didn’t work, and the plugin author, Joel Hardi, was doggedly persistent in following up from a comment thread post all the way to emails as we sent SQL queries, logs and DB structures back and forth to one another. Now it works like a charm, and I am pretty sure the result has sped up my blog a fair amount.

If you were one of the 6000+ users who were deleted because of lack of comment posting activity, sorry. 🙂 And if you have a WordPress blog and were driven batty by hundreds of “new users” a day, this is the plugin for you.

 

Replay as meditation

 Posted by (Visited 20496 times)  Game talk  Tagged with: ,
Mar 102011
 

If fun is about learning, then why do people replay games that they have mastered? I get asked this question a lot… though usually, it comes with  a sort of aha! I have caught you out! sort of tone to it, because readers enjoy picking apart the arguments in A Theory of Fun for Game Design.

Here’s one that doesn’t have that tone, but gets across the essential question:

The question is then, why do people sometimes enjoy playing the same game over and over again? I’m not just talking about open world RPGs or MMOs. People often replay their favorite first person shooters, racing games, and strategy games. Why do we replay games that unfold in the same way each time?

via Joel Pelletier » Blog Archive » The Joy of Fulfilling the Pattern

I call this behavior “whittling.” I don’t remember where I got the analogy, but basically, a lot of folks enjoy whittling away at wood until there’s nothing left, then they start anew.

This would seem to contradict the basic premise that fun comes from mastering patterns. There’s no creative process in play, so no new pattern is being mastered — they’re not whittling to sculpt something. And surely, they aren’t really learning much about the bite of knife into cellulose after having done it a thousand times before. They are doing it to pass the time — the origin of the word “pastime.”

There are many many activities like this that we do all the time. It has been observed that many Facebook players use the games there as a form of “mindless clicking” to while away time. At GDC, Chris Trottier made the point that

To many adults and especially a “mom’ demographic, time spent for yourself is a guilty pleasure… What are the things you can do in the game to make a player say “I was really glad I spent my time here.” Fun is not enough. ‘Relaxes me’ is a clearer value.

— via tiltfactor, “Chris Trottier + gameplay models”

We’ve long known that repetitive action has a calming effect. Meditation techniques are largely premised on repeated simple actions executed consciously until they become automatic, triggering particular brain wave patterns. Similarly, anyone who has run long distances, practiced a musical instrument, or indeed, engaged in focused practice on anything knows how this can feel, and how it can lead to a sense of flow.

The Wikipedia article on meditation states no fewer than three times that scientific studies on meditation vary wildly in quality, and that there is therefore no clear picture of what meditation actually is. That said, there is some evidence that meditation has positive effects on lowering stress levels, inducing calm, and capacity to concentrate and focus. There are also some physical markers that emerge: changes in heart rate, respiration, blood pressure, and so on.

It is common in most forms of meditation to have a focus, something that you pay attention to closely, while at the same time allowing your mind to wander freely. A candle, breathing rate, or “everything around you” are common foci.

I suggest that people who use games as de-stressers by focusing on them in a mindless, repetitive way may well be just using the game as a focus for meditation.

Now, just as in the book I stated that flow isn’t the same thing as fun, I’m going to state that this isn’t really what we tend to term fun either. It arguably has significant mental benefits, but it doesn’t use the particular virtues of games. You could very well be whittling or gardening or reciting mantras under your breath instead. At most, it is an opportunity to practice mastery — you can’t very well use a game as a meditative device unless you have mastered to the degree where play is largely automatic. And by its nature as a practice, it will tend to push you away from feelings of frustration — which are a characteristic element of the experience of true fun.

I’ve had people write things like “so you’re telling me that I shouldn’t play games this way?” based on the comment in the book that you ought to move on from a game when you have mastered it, in order to keep learning more. And I still believe that it is true in the general case. But I have nothing against meditation — I actually think it is a very valuable practice — and if doing it with games is what does the trick for you, then by all means, continue. Just be aware of why you are doing it, and be cognizant of the many many other ways in which you could be meditating instead, some of which involve getting some exercise. 🙂

Mar 082011
 

This just got passed around the office: a UX design analysis of Angry Birds, touching on mental models of mechanics, feedback response times, short-term memory management, the importance of mystery (almost exactly equivalent to what I called “delight” in my book), the audio design, and the visuals and branding.

It’s like a little master-class wrapped up into a blog post, and a potent reminder that designers in other fields are perfectly capable of doing much of what we do — indeed, are often more expert in some areas. It behooves game designers to go learn the lessons outsiders can teach us.

In most commercial software interfaces, response time management is completely overlooked even by those who claim to be UI design experts. The developers of Angry Birds managed response time in a way that goes far beyond simply “faster is better”.

For example, in Angry Birds, it was possible for the programmers to have made the flight of the birds fast – very fast, but they didn’t. Instead they programmed the flight of the angry flock to be leisure pace as they arc across the sky heading for the pigs’ glass houses. This slowed response time, combined with a carefully crafted trajectory trace (the flight path of the bird), solves one huge problem for all user interfaces – error correction. The vast majority of software user interfaces have no consideration for how users can be taught by experience with the system to improve their performance. This problem is a vast and complex issue for screen-based trading systems where error correction is not only essential, but also career threatening.

via Why Angry Birds is so successful and popular: a cognitive teardown of the user experience.

Blog maintenance

 Posted by (Visited 51677 times)  Misc
Mar 082011
 

Two updates to keep people apprised of:

  1. My hosting service, Bluehost.com, is moving the blog to a new data center. This will happen “between 10 PM, March 7th and 5 AM March 8th (MST), during low traffic periods.” This means the blog will be down during those times. They expect it to take 1-3 hours.
  2. You may have noticed, if you ever go over there, that the Theory of Fun site is currently down. It is in the process of moving as well, only with a lot more hassle because it’s changing providers as well. So there’s probably a 1-3 day delay there while that happens. Once it comes back up, I am thinking of doing updates on it — it was an old-school hand-coded site back in 2004 when I made it, and now it looks hopelessly out of date.
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Press from Social Mechanics talk

 Posted by (Visited 16975 times)  Game talk  Tagged with: , , , , ,
Feb 282011
 

Funny how all the commentary has moved to Twitter and is no longer found on blogs these days! 🙂  But here’s a few anyway [Edit: I keep adding them as I find them..]: