Music

Stuff about music, either mine or stuff I am listening to.

Recent site fixes

 Posted by (Visited 6889 times)  Game talk, Misc, Music
Nov 272005
 

The following fixes have been made:

  • The essays and presentations have been split onto two separate pages.
  • The GDC presentation on Online World Design Patterns is now back on the site. This presentation covers the basic common characteristics of MMOs and MUDs: what characters are like, what game systems are common, etc. IE-only, for now.
  • Also back is How to Manage a Large-Scale Online Gaming Community. This presentation is often misread as cynical manipulation of customers. Well, it is some of that, but it’s also intended to be a blueprint for honest dealings with your community. Also IE-only for now.
  • Two Models for Narrative Worlds has slightly changed URLs (it is now an SHTML file) and is no longer one of those fancy JavaScript IE-only presentation webpages, but instead a single page of PNGs with the transcript of the talk interspersed. Over time, I hope to change all of the presentations to this format, since most folks who visit here use Firefox (as do I!).
  • The snippet “Online worlds and the law” is back on the site — it just had a bad filename.
  • Same with “The ethics of online world design”. Neither of these pages, as with several others of the snippets, look correct yet, but at least the material is restored.
  • The sheet music for “Alice” and “Memorial” should be legible again.

Since we’re here — what needs to change about the site? What’s working? What do you hate? What do I need to blog about more? Feedback is welcome.

Thinking like the audience…

 Posted by (Visited 12138 times)  Game talk, Music
Nov 172005
 

Think Like a Player! provides us with this handy list derived from the not-dead-yet-dammit world of interactive fiction:

  • The Player Doesn’t Know What’s Important

    “…authors know what’s important in the text that’s mentioned and players don’t…”

    • Don’t bury relevant messages
    • Don’t make the player have to remember too much
  • The Player Doesn’t Think Your Game Is Special

    “…games are special and magical and beautiful to the authors. To the players, on the other hand, they’re exactly the same as the three dozen other games waiting for their attention…”)

    • The game must have something cool about it
    • This should be the most interesting story to be telling
    • Don’t do stupid things out of habit
  • The Player Can’t Read Your Mind

    “Important things should be in the game, and things in the game should be important.”

    • Puzzle solutions should be conceptually reversible
    • The game shouldn’t tell the whole story, it should tell the right parts of the story
  • Continue reading »

    Why user content works

     Posted by (Visited 6123 times)  Game talk, Music
    Nov 042005
     

    This is why user-created content works.

    During the Q&A, a french canadian developer got up there. Not a wimpy looking guy, your typical tatoo’d programmeur-du-jour, and said the following (written in phonetic-quebecois-english for full effect)

    “You talk about de need for critical acclaim. And you talk about de need for de big boodget. Der is a painting in France called de monah-leesah. It is famous. It might be very expensif too, if you can buy it, but you can’t buy it.”

    Then he pulls out a peice of loose leaf paper from his pocket and unfolds it, holding it up in front of 600+ people, to show a cartoon drawing. Noticably choked up, he says, “Dis is a picture dat my son drawed for me. This drawing makes me cry, and de monah leesah doesn’t effect me one damn bit”.

    To quote something I said a very long time ago now,

    The thing is that people want to express themselves, and they don’t really care that 99% of everything is crap, because they are positive that the 1% they made isn’t. Okay? And fundamentally, they get ecstatic as soon as five people see it, right?

    In these days of mass media, of broadly targeted disposable entertainment, we tend to forget that the core of entertainment was a person telling a story around a campfire, it was dancers in a circle, it was singing for spirituality, it was ballads that carried the news from province to province, it was writing as a holy act–the notion that one’s words might live beyond one’s life simply astonishing, potent and fraught with eternity.

    Today’s mass media is a historical aberration, and it’s a recent one. As little as 100 years ago, music was something experienced in the parlor, with your friends. Every household had a musician, and music-making was democratic.

    One of the things that Chris Anderson likes to talk about regarding the Long Tail is that the hit-driven market makes products that are moderately to marginally satisfying to large groups of people. But niches target people who really want the product in that niche. Their satisfaction with the product is much, much higher. That’s why I listen to Grassy Hill Radio on the web — because it satisfies me more than the local radio stations do.

    As recently as a month ago, a bunch of teenagers writing deeply personal thoughts for a tiny audience of their friends was sold to a major media conglomerate for a few hundred million dollars. Small is the new mass media.

    Hotel California

     Posted by (Visited 11911 times)  Game talk, Music
    Oct 292005
     

    AGC day two… a busy day.

    Richard Bartle’s keynote–it coulda been me up there, basically. Yep, what he said. I think the tone of the conference as a whole is “change the world”–a phrase I heard used in at least four different sessions, and Richard’s presentation basically argued both that we do it whether we want to or not, and that there’s a specific culture that we are spreading, the hacker ethic, and that it’s a calling. So many people stuck around to ask questions and discuss the keynote that virtually every panel after it started 5 minutes late.

    The user content panel has been discussed a few places already; it was entertaining. I thought that defining the spectrum of practices as “Vegas to Burning Man” was apt; the answer lies somewhere in between, of course. The audience was split evenly when DanielJames called for a voice vote at the end. I ended up choosing Burning Man, myself.

    The panel I was on, regarding “who owns my lightsaber,” was entertaining to us panelists, at least. We were worried that we’d all just say “it’s the EULA, stupid,” but we moved past that to discussions that were interesting, I think.

    The MMO rant panel once again echoed the “change the world” sentiment. Keep an eye out for Brian ‘Psychochild’ Green posting his rant, which was hysterically funny.

    The presentation by the guys from PARC on key things that would improve social contact in MMOs was very useful and interesting. Eye contact, torso torque, looking where people are pointing, not staring, anims for interface actions so you can tell when someone is checking inventory, display of typed characters in real-time rather than when ENTER is hit, emphatic gestures automatically, pointing gestures and other emotes that you can hold, exaggerated faces anime super-deformed style or zoomed in inset displays of faces, so that the facial anims can be seen at a distance… the list was long, and all of it would make the worlds seem more real.

    The dinner with far too many friends to mention, and then… off to jam with The Fat Man. My rendition of ‘Hotel California’ was well received, but once the classic rock segment ended when most folks had to leave, we got down to the real jamming. And as you see, here I am back at the hotel room blogging at 2:30am–that’s what a good jam will do to you.

    Recent News

     Posted by (Visited 9933 times)  Game talk, Music, Watching
    Jul 042002
     

    A minor update: four new Snippets under the Gaming section.

    I’ve been reading a lot on scale-free networks, and been talking about them with Patricia Pizer and Will Wright among others. Sometime very soon, I think an essay on their applicability to online world design (and marketing!) will emerge.

    I got my DVD of Avatars Offline. You can order it from the official site.

    I’m going to be at SIGGRAPH for the first time this year, on a panel with Lorne Lanning, Will Wright, Scott Miller, Warren Spector, and Jason Della Rocca. The description reads:

    The Fate of Play: Game Industry Revolutionaries Speak Out

    Tuesday, 23 July
    12:30 – 2:15 pm
    Ballroom A

    Prominent members of the International Game Developers Association investigate and discuss the direction of the game industry and how interactive entertainment will influence our future. This panel of game-industry revolutionaries explores how game design, character development, online connectivity, business models, and social and cultural implications all weave together with advances in technology to power the industry.

    I am also going to be doing part of a workshop at the University of Texas. Other people involved include Richard garriott, Rich Vogel, Starr Long, Warren Spector, Carly Staehlin, Bryan Walker, Jay Lee, Tim Fields, Bill Randolph, and Rick Hall.

    In other news, got about half a new CD done. Been writing as usual for both writing workshops, and am now trying to read Locus Online daily to keep up with the SF/F writing world.