Was playing some Wii Sports Resort the other day, specifically the bowling (where yes you can get English on the ball by spinning your hand like you do with a real bowling ball), and noticed this guy in the background:
Monday, December 12, 2011
Abiding in the Wii
Sunday, November 27, 2011
Copyright and... Whaaaat?
Sometimes you have to wonder about copyright. You read some odd little snippet about a copyright and have to wonder, what in the world is going on?
"The Bulldog Club of America (B.C.A.), which owns the copyright to the American standard..." (From the Sunday NYTimes magazine.)
What? Apparently "the standard" is just a written description, and written things do indeed fall under copyright: "the bulldog standard (a written template for the look and temperament of a breed)." But this isn't just a copyright of some written stuff, it's more than that, it's the definition of a breed of dogs (with horrible health problems) as recognized... well as recognized by people who recognize it.
Sunday, November 20, 2011
Making, Self-Making, Community Sharing
I was skimming through a web forum for people who care about and work on a particular type of car (E46Fanatics, for a specific body-model of BMW, the E46, which looks like this), not primarily mechanics but instead owners who maintain and work on their cars -- car modders, essentially -- and I noticed that a lot of them would, as part of their post (and probably part of their .sig), include a photo of their car.
This is in part because their car is something they have modified since it came off the showroom floor and, although it may not exactly be unique, it is probably unique or definitely quite rare in that specific configuration. (We're talking rims, tints, suspension, trim, some things you can't see so easily in a shot of the body of the car, and some things I probably don't even know about.)
However, it is also in part because the car is part of their identity -- it is something they are proud of, something they may have had a hand in modifying (i.e., creating), and it is something that identifies them as a member of the community.
What struck me (was the tire that flew off the car... no no) was that this is the same behavior that some people who play MMOs do in their MMO forums -- in some cases people will post pictures of their in-game avatars. I think this has been written about academically, but I don't offhand recall by who. But it's easy to see the similarities:
- Posting/sharing the image
- Image is of the thing that the community is about
- Object in the image is made, to some extent, by the poster
- Sharing
- Membership-claiming
- Making
The obvious and significant difference between these two examples are that one community deals with concrete objects (cars) and the other with digital objects (MMO characters), yet, the behavior is the same.
(EQII has a default sig image, I grabbed the generic "this is what it will look like" image which doesn't have the character image in it but is for my main. And, that's an E46 with three really nice non-standard features: the rims, the clear turn signal covers, and the spoiler.)
Tuesday, November 8, 2011
He's Dead, Jim.
Star Trek is all over the net. Everywhere. Even before the World Wide Web (and I'm not having a debate about capitalization or hyphens with that). But, I hadn't seen it in EQII, despite all the homage there, until now.
Someone has even made a little montage of "dead" quotes from Star Trek, mostly by Bones but not all.
Monday, November 7, 2011
Candy Humor
EQII also has plenty of cultural references, like a quest based on icanhazcheezburger. Here, though, is some of the Nights of the Dead (Halloween) candy, spoofing green M&Ms. (Nice M&M color chart in Wikipedia showing the timeline of changes.)
Monday, October 31, 2011
Seasonal EQII Homage: Norm Baites
There is so much homage in EverQuest II, it is almost ridiculous to continue pointing out examples, although it is nice to have some visuals in the blog. Here is one I think is seasonal, given the name of the character, Norm Baites, obviously playing on Norman Bates from the famous film Psycho. I'm not sure the character is usually there. Norm is wearing an EQII Halloween mask (Halloween is renamed "Nights of the Dead") of a nautilus-like creature and ends up looking like something from a Lovecraft novel. Given it's The Nights of the Dead in EverQuest II currently, Norm makes sense as a seasonal homage. You can see his name floating on the top of his head.
Survey Results: Age and Industry Job
A lot gets made of how some modders hope to get a job in the industry. When talking to my friends at Sports Mogul about the survey, they theorized that this might correlate with age, where younger modders have this idea while older modders are more established in career tracks. Indeed that is what we see, although younger modders (at least in this sample) have a range of opinions about it.
Friday, October 28, 2011
"I Told You So"
About five years ago I told a major market research firm the following:
Currently the Zune is too problematic to be part of the digital near-future.
I said that Microsoft had to "fix it." I don't think the market research firm liked that I said that, since they blew me off after that. Something happened earlier this month that was so barely noted I missed it until earlier this week: Microsoft cancelled the Zune. It is actually difficult for me to find a news outlet that I am used to using which reported it (but there is always Wikipedia).
I could say that it feels good to be right, but I've been right the entire last five years and I've always known it. As for the market research firm in question, well, they don't know what they are doing.
Sunday, October 23, 2011
Survey Results: Motivations
Here are five of the motivation questions from my game modding survey (not a random sample), re-ordered and shown as a bar chart in percentages. Motivations about the industry in reddish tones on the left of each grouping, green in the middle is other players, and on the right of the groupings is fun and "improve the game for yourself". I know the colors aren't optimal but the chart does a good job of showing that people aren't motivated in relation to the industry. I don't think this says modders are selfish, I think this is a reflection of how people get an idea to improve a game (their own idea), and then make that idea via a mod since they want to improve the game based on their idea, and, it's fun.
Even zoomed out, you can see the pattern (but that could be a fabrication based on the questions, however, I did group the questions and the pattern is the end result, not the other way around). (The image/chart should really have a title, but it isn't meant to stand on its own. "Modder Motivations", perhaps.)
Saturday, October 22, 2011
One Quick Result - Modders' Survey
Been busy filtering out spammer entries and trying to get the write-up done for ICA (due Nov. 1st), and I haven't pulled all the numbers but here is one I made a nice little graph for. The nice thing about the graph is the curve, which was unexpected -- I expected a decline, but the "No" response on this question set roughly doubled with each proceeding question, so the curve is rather visually appealing.
Here is the rough table, I haven't formatted it completely. Numbers are % and # of respondents. N=111.
What is also cool is that the numbers are fairly high, although it is possible that I got a lot of pro-community modders in my survey since I advertised for it on mod forums (a form of community) and the respondents may be slightly more helpful than the more general mod population (since they were helping me by taking the survey, although perhaps they were feeling curious).
Interactions with Other Modders
No | Yes | |
I have told a modder I liked their mod or thanked them for making it. | 7.2 (8) | 92.8 (103) |
I have made comments in order to help someone improve their mod. | 12.6 (14) | 87.4 (97) |
I have contributed code, scripting, voice, visual elements, or other content to someone else’s mod. | 23.4 (26) | 76.6 (85) |
I have co-authored a mod with others. | 43.2 (48) | 56.8 (63) |
I have taken ownership of a mod someone else stopped working on. | 82.9 (92) | 17.1 (19) |
Thursday, October 20, 2011
Sometimes You Feel Like Homage
Another example from EverQuest II. Many don't fit Kaveney's "geek aesthetic"(1) like this one. Geek aesthetic is mostly sci-fi/fantasy nerd/geek culture. If you Google "sometimes you feel like a nut" you'll see why this is homage (although it isn't trademark infringement). This example is from EQII's version of Halloween, going on in-game currently, "Nights of the Dead".
Survey Drawing Winners!
Ok after weeding out the big fraudulent entry and a few other obvious ones via data cleaning, I was able to...
- Make a list of the valid emails.
- Use NeoOffice's "random" function to choose three numbers.
- The numbers were 66, 75, and 60, which were all a little high and close together but indeed that's random.
- Rolanxxxxx
- Shirtxxxxxx
- Twilightxxx
THANKS to everyone who actually took the survey for real, there were a lot of you and I am really grateful for your time and your help with this project. Thanks also to Ambrosia Software and Sports Mogul for advertising the survey on their boards (and boo to the three sources that didn't help, you know who you are, your name could have been here!).
Wednesday, October 19, 2011
Game Modders' Survey Now Closed
I had some preliminary results up, but Survey Monkey alerted me to the likelihood that a fraudster hit my survey and took it over 20 times. Survey Monkey is working with me on it, but until I get those responses out of the results I can't do anything. (This also means I can't yet run the drawing for the Amazon gift certs, although those were apparently enough of a draw to lure in the unwanted fraudulent respondent.) Sucks. This person is not a modder, they are a fraud! Boo! You have been caught and will not be "winning" a gift certificate (winning in your case equals cheating). Everyone ELSE did not cheat, and I am really honored that they all took my survey.
I have used the HTML comment tag to make it so you won't see the previous and now-invalid write-up, but you can view the page source if you really want to see it. If the fraudster answered "male" every time (I don't know yet), then the male-female ratio will be severely distorted (with the fraudster, it was 33F/109M, so maybe it's more like 33F/85M).
Well, it is internet, I knew this might happen, I just didn't think it would.
Edit: Or, bummer, almost all of the female responses were from the fraudulent respondent. Perhaps the findings from this survey, once the data is cleaned up (amazing what some people do), will show that the % of women who mod is more in line with the % from the IGDA survey (10% or so, mentioned in the part I have now commented into invisibility).
Friday, October 14, 2011
Game Modders' Survey: 100+!
I would like to thank all the respondents who have completed the game modders' survey, since as of this afternoon over 100 people have completed it! Awesome! Thank you everyone! (117 as of right now!)
If you are a game modder and would like to take the survey: https://www.surveymonkey.com/s/Y7DRNL5
The survey runs until Oct. 19th.
If you aren't a game modder but want to look at the survey, this link will put your responses in a different "collector" so you can peruse the questions: https://www.surveymonkey.com/s/7LQP9GT
It is really awesome to see that 117 people will complete a survey from some random person (me) who they don't know. And, it's about modding, which is very exciting stuff (mods are cool, modding is making and playing and usually there is a sharing element to it so there's a community angle -- modding is a the middle of the Venn diagram of several awesome and important things).
Hopefully I can get it analyzed and written up for ICA, due Nov. 1st, that's the plan.
Saturday, October 8, 2011
Because Fun is Important
Fun. It's important. It's enjoyment, it's learning, it's playful, it's related to sharing which relates to community, I would say it's everything but I just said design was everything (although I'm sure the two are related).
Let's play connect the dots:
- Because it's fun.
- Because it is fun.
- Just for fun.
- "Bob, why do these bears play?".... "Because it's fun." (Italics in original.) Stuart Brown's convincing and moving book, Play, from p. 28, about why bears play (the book is about play and much more than bears, which are just a few pages). Brown is an MD and a play researcher; in other words, he's an expert and knows what he is talking about. (A national bestseller.)
- From a small survey of computer game modders, one respondent's answer to "WHY do you take spend your time and effort into developing an idea on how to make the game better and/or developing some user-generated content?"
- The title to Linus Torvalds' book about why he started what became linux and why he codes.
Steve Jobs and Design
Design is really an important part of the Steve Jobs story, and it isn't one that a lot of people understand. Some do. So, although it isn't an understanding that comes quickly or easily--it's more like riding a bicycle, you have to learn it by doing and falling over sometimes--it is one worth understanding.
So, here's a NYTimes article on Jobs and design, and here's the text of Jobs' Standford address from 2005, where he discusses calligraphy, and lastly here is one about Jobs and what is not there in terms of design, called ma, or what is not there, which I think is a vital part of the picture (the author of that article, Jeff Yang, explains it well).
Everything is design, design is everything.
Thursday, October 6, 2011
Steve Jobs, 1955 - 2011
I only saw Steve Jobs once, since I didn't live in the right places or do the right things to meet with him or see him at a Keynote. I saw him at the NeXT building, in 1993 or so, and he was running a meeting. I remember the building had a cool glass staircase in the middle, just like many Apple stores do today. So I don't have any stories about Steve Jobs, but I do have a story about the Macintosh, interfaces, and understanding the Mac, because Steve got it, and a lot of other people didn't.
Freshman year I got my first Mac, a Mac Plus. Previously we'd had a family Apple IIc, which was awesome. The Mac was so different at first I didn't even really know how to use it. One following year, perhaps sophomore year, as a computer room TA I attended a meeting where the new student computer lab was announced, or something like that. This wasn't the computer science computer lab, but the one where students would all write papers (amusing, there used to be computer labs where the only things students did on computers was write papers). The person in charge announced that the only computers in the lab would be brand-new IBM PS/2 (somewhat strangely, Sony would later use the same name, at least as spoken, for their second Playstation, but really almost no one remembers IBM's little odd computer line).
I knew this was a horrible decision, so much so that I had a look of shock on my face. I probably would have forgotten this entire event, except the computer person looked at me and said, "You're a Mac person, aren't you?" somewhat smugly.
The problem was Macs cost more -- in the immediate, this financial quarter, short term view.
But what I knew was that the GUI that Apple had started to make viable was the future, and needed to be the present, and that the DOS-based world of IBM and Microsoft was on its way out.
Instead of a GUI, which is vital for word processing -- think of formatting like centering, italics, and bold, all the things that students do in papers -- we got... some hackneyed CLI and a word processing program with an almost unusable interface. This means the TAs were always busy answering the same formatting questions, and students wasted thousands of minutes sitting there trying to figure out the command for italics or save.
There was no mouse (actually, there might have been, but a mouse without a GUI is somewhat stupid). There were no menus. What you saw had nothing to do with what you got. I don't remember exactly, but text in italics was probably highlighted a little. Text in bold, perhaps moreso. To find any command, instead of using an easy menu-system, there was the horrible set of function keys. If you're old enough you'll remember those horrible plastic templates that you had to put over the function keys to see how to get any command you needed. F4 did something, shift-F4 something else, ctrl-F4 a third thing... Probably alt-F4 and maybe even alt-shift... An entire massive template, with tiny text and absolutely no order to the commands at all.
The computer lab was horrible for both students and TAs. The college's computer buyer had no idea about computers, she only knew about the bottom line for that term. I knew what it should be, because Steve had showed me: he a vision, he pushed for it, and made it happen.
Later, I had a NeXT cube for a while. Even with an 040 processor (after-market) and only four colors (black, white, and 2 greys), there was a great ease and simplicity to the design of the GUI. Not a simplicity of poverty, but one that gave you everything. I think this is what people are talking about when they talk about how Steve Jobs knew to focus on what to take away, and what wasn't there.
XKCD's tribute:
Wednesday, October 5, 2011
Game Modders Survey - Live!
My Game Modders Survey is now live, through Oct 19. Are you a game modder? I would like to learn more about your sense of community and your motivations. Your help is awesomely appreciated, and, three random respondents will win $20 Amazon gift cards.
My survey has already been picked up by my friend Clay over at Sports Mogul, which is a great help.
Wednesday, September 28, 2011
Felicia Day Homage with Felice Adae
The masters of homage, those clever designers for Sony's EverQuest II, have homage for just about everything, including actress Felicia Day, who is present in EQII via the NPC Felice Adae. The names are phonetically similar, and both are white women with reddish hair. (Of course the whole idea of "white" in EQII... well, there's no Europe, and in the real world that's where a lot of white people are from, right?) The EQII version is an elf, I think (observe the ears) or a half-elf according to the wiki, but Ms. Day has also played an elf (well at least in these photos).
Edit: Kotaku just came out with an article, Felicia Day is Just What Gaming Needs. Timely.
Monday, September 26, 2011
Professors as Comedians
Professors and comedians have a lot in common. When I was young, a slightly older friend of mine was starting on what would be a successful career as a comedian. I realized that I learned a lot from watching his shows, especially about audience engagement, the use of personal stories, narrative, and humility in front of an audience.
Comedian | Professor | |
It's your job | Yes | Yes |
Live audience | Yes | Yes |
You have a narrative you want them to follow | Yes | Yes |
Need audience engagement | Yes | Yes |
They're judging you | Yes | Yes |
They're paying for it | Yes | Yes |
They expect their money's worth | Yes | Yes |
Thursday, September 22, 2011
MMO vs. MMORPG
When you read "MMO" in the headline, did you know what it meant? Or did you think it could refer to two different things and you weren't sure which one it was? No, you knew it meant "massively multiplayer online role playing game." That's why it's MMO, not MMORPG or even MMOG.
There are actually three reasons why it is MMO:
- There aren't any other "MMOs", so "MMO" is clear.
- "MMO" is consistent with the MMO-predecessors, MUDs and MOOs (text based, multiplayer but not massively so, and role playing or not).
- "MMO" is also consistent with the TLA standard (three letter acronym) from computer science.
And, truth be told, MMORPGs (I did it for a reason there) aren't very RPG-ish anyways. People don't play roles so much as do what they want. Sure, maybe in WoW or EQII you're a healer or a tank. Healer and tank do fit one definition of "role", but not really in any deep way. "RPG" has mostly come to mean "a fantasy game like Dungeons & Dragons, with elves and mages and such," and really has very little to do with roles as played necessities. Second Life is far more about playing roles (if you want it to be) than any MMO that I am aware of, even though Second Life is not a game, although its sandbox approach allows for people to play games in it (just like a sandbox).
Edit: Apparently this bothers me so much I wrote about it last year, but it's too annoying to keep in mind. Maybe it will become an annual rant.
Wednesday, September 21, 2011
Inconsistent Interfaces
Apple, which is usually the master of great interfaces, pulled some weird things in the recent upgrade to OSX. The Calendar app lost its metallic look and feel (and I don't like it and it's not consistent with everything else). The Contacts app lost the great letter-tabs that let you jump to a letter (this feature is still present in the iPhone version).
But in Mail they did something I don't understand and have only noticed recently (so I assume it was not like this previously). If you make a new message, some of the buttons (like for attachments) are on the left, whereas if you reply some of those same buttons are on the right. I do a fair amount of attaching, and this is highly annoying since I cannot make a work habit, I have to actively think about it each time.
Here is a reply. Only the Send button is on the left, Attach is on the right.
Here is, as you can see, a new message. Attach is now on the left.
Given there is little difference between a new message and a reply, I cannot see that there is any reason to move the buttons around. (Everything is about design.)
Edit: I remade the images so they fit better. The image/textwrap is killing me, though.
PAX Writeup
A great writeup of PAX by Matthew Baldwin at The Morning News. "PAX Primer", but pre-subtitled "Of Dice and Men" which is pretty funny. A good read (which is why I am mentioning it). I've been to a PAX Prime and a PAX East.
With less than a single lap remaining, Team One encounters a string of disasters: they are struck by lightning; they crash into a wall of fire; and then, perhaps disoriented by this cavalcade of misfortune, they barrel off the road while trying to navigate the final bend.Hysterical. But the writeup is much more than just about games, just like PAX. Amusingly has a photo a lot like one I took at the last PAX East (since it's a cool photo, the one of the dice for sale).
Monday, September 19, 2011
Iron Crows - Shipbreaking
Modern shipping vessels, ships like oil tankers and container ships, help us live our first-world lives with affordable items. But, like how our modern computers often end up in the third world to be broken apart even with the accompanying health hazards, so too do these massive ships. The breaking apart of these ships is the focus of the documentary Iron Crows (NYT review), a powerful and sad film that could have used a bit more of a guiding hand in terms of narration but is still worth seeing. It takes place in Chittagong, Bangladesh, where the shipbreaking takes place.
Here is a snippet, from the dozens of ships currently viewable. At the bottom, one that is mostly stern. Top left, perhaps that is for natural gas or something that we like to ship in spheres. Top was a cargo ship, it's huge. Along the shore the ships are more in pieces, further out they've just arrived or were too big to get closer to shore. (I have rotated the image 180 degrees, so although the ships are facing the "wrong" direction the image is less disorienting to view.)
Edit: From my friend Anna, see this photo essay at The Economist.
Wednesday, September 14, 2011
Gotta Catch 'Em All: Pokémon and EQII
Pokémon was such a well-known cultural event (it's a card game, it's a marketing gimmick, it's little animals....) that even South Park based an entire episode on it (season 3 episode 10 and of course you should go watch it now free (legally) online).
So perhaps we shouldn't be too surprised to find that the masters of homage at Sony included it in EverQuest II, since they included dozens and dozens of cultural references in the game. As I've pointed out, this kind of behavior is common human behavior and occurs in a lot of games, not just EQII. (Sony makes an appearance in the South Park episode at about 5:30.)
Saturday, September 10, 2011
Google H Score, Year 3
This is the third year I've posted my Google H Score, and, my H score is up to five! Yes! My original post about my Google H score (and year 2) that started the whole thing showed that, back then, my G-H Score was 4. Is more still more? Are there hot topics and more-widely cited journals? Do things fade over time? No idea yet. And, hey, my solo score is up to 3.
In order to get to 6, I'll need the Cross National Study... to get to 6, and one of the lesser-cited ones also to get to 6. Tough to do, I think, but there is some solo work out right now (one R&R, one new submission from ICA, and one I'm vetting with a friend which will go out soon) and two co-authored pieces in progress (well they're not progressing while I work on this post...).
Article (short title) | Journal | Author(s) | Year | 2009 | 2010 | 2011 |
Mechs of an online public sphere | JCMC | Solo | 2005 | *25 | *42 | *51 |
To broadband or not to... | JoBEM | Co | 2004 | 9 | 10 | 12 |
Honey, I shrunk the world! | MCS | Co | 2006 | 8 | 12 | 15 |
Playing Internet curveball... | Convergence | Solo | 2006 | 7 | 11 | 12 |
A cross-national study... | TIS | Solo | 2007 | 1 | 2 | 5 |
Technology as place | (chapter) | Co | 2010 | - | - | 2 |
Online org... | (HICSS) | Co | 2011 | - | - | 1 |
Copyright notices... | JCMC | Solo | 2008 | *1 | *1 | *1 |
Global citation patterns... | IJoC | Solo | 2009 | 0 | 0 | x |
Strat and global elite theory | IJoPOR | Co | 2009 | 0 | 0 | 0 |
Values as of Sept 10th, 2009, 2010, and 2011.
x = missing from/mis-titled in Google.
HICSS is conference proceedings.
Tuesday, August 23, 2011
On Academic Writing
Academic writing... well some of it is horribly dry and unreadable, filled with jargon which seems to be the author showing how cool they are while not actually saying anything. As as academic who is pitching a manuscript which is neither dry nor jargon-filled, I am sensitive to these issues. I once wrote, about a horrible book I was reading, "the author has confused the use of jargon for research." Recently I received some feedback from an academic press about my manuscript, "the manuscript is interesting [and] written in a lively manner..." I don't think "lively" was a good thing to the author of the letter, although it isn't clear. I think lively is important.
George Orwell explained five (six) rules of effective writing, note rule 5:
Never use a foreign phrase, a scientific word, or a jargon word if you can think of an everyday English equivalent.
Jargon is a problem, although science is a good thing and has its time and place. If you are trying to explain something to an audience that knows the scientific word, like in a journal article, fine, but if you want to reach a wider audience, think carefully about your word choice.
As the newest APA (6th ed.) style guide stated clearly, "Although scientific writing differs in form from literary writing, it need not lack style or be dull" (p. 66, 5th printing). IT NEED NOT LACK STYLE OR BE DULL. Ok "need not" is a rather formal construction, but NOT BE DULL. I don't think there would be a need to write that unless there was enough scientific writing that was dull. There is even an index entry for "Jargon, avoidance of" (p. 265).
Most people who have experience with publishing ask me if my book is "academic or trade?" Do you know the one about how there are two kinds of people in the world, those who think there are two kinds of people in the world and those who don't? It's like that. This is an oversimplification and doesn't serve anyone well. There are lots of smart books written by academics and non-academics that have a wider audience, and may be published by a trade or academic press. There are smart histories written by non-academics like Bill Bryson (lively style) and Nathaniel Philbrick. There are accessible histories written by professors, like Fordlandia by Greg Grandin at NYU. There are non-PhD part-academics like Clay Shirky, who is a professor at NYU and whose books are read both in classes and more widely by the public. There is Lawrence Lessig, who is a professor but whose many books are widely read.
Then there is also Clifford Geertz, specifically, two of his articles, both well-known, one about Balinese cockfighting and the other about a funeral. Because this is not an academic publication, I can say how both are lively pieces, although sadly the main character in the second one was not very lively, due to death. But his piece on cockfighting has blood flying and penis jokes (since "cock" in English parallels the equivalent word in Balinese and thus all the off-color jokes that go along with that). Penis jokes! The man of cultural anthropology wrote about penis jokes. That is lively, that is good academic writing. Granted it's not good just because it's lively, but academic writing can be good and lively at the same time. And if your writing is lively, it's of interest to more people, and thus you'll reach a wider audience. It's also more enjoyable to read, and who doesn't like that?
Let's try a checklist, which is, I grant, fabricated. Is your writing...
- Lively
- Straightforward
- Deathly
I know which I prefer, as an author and as a reader.
Monday, August 15, 2011
Cats Still Rule The Net
I remember in 1996, when I had just started my graduate work at UM, and I had a NeXTcube in my dorm room that I left on all the time (solid Unix there, thanks, the base for today's OSX yes that's right), and cats were pretty much the internet (except for MUDs and file depositories at universities).
Today, cats still rule. Amazing longevity. Behold my examples:
- Nyan Cat (currently at 31.8, even without the cool scrollbar that they made and nuked).
- Maru (with his own YouTube channel).
- What I am talking about! Kittywood Studios.
Thursday, August 4, 2011
More About Professoring
A piece, "What Does A Professor Do All Day, Anyway?" by Prof. Edward Ayers, from 1993 but still accurate today.
The only logical solution that some people can draw is that we must be goofing off...Yeah but we're not. If you think that, you weren't paying attention.
Wednesday, June 29, 2011
The Indepenent Scholar Thing
I was reading the acafan entries over at Henry Jenkins' blog, and in one of the entries Karen Hellekson writes a bit about being an independent scholar (like me).
I am unaffiliated, and people's reactions (when they see "independent scholar" on my name tag...) are often weird, like they're not sure how to deal with me.... My job as a freelancer is isolating. This academic thing is a way to get out of the house, to talk about things that really interest me, to engage with fabulous like-minded people, and to have substantive, thought-provoking conversations.... My scholarship, including writing articles and books and editing an academic journal, is basically unpaid service that I can't explain in a sentence at parties.(I have trimmed that a bit, as you probably noticed.)
I completely agree. It is difficult for a lot of people both in and out of academia to get that I just don't like teaching (because at the same time a lot of them do). A lot of the academic world is about status. This makes sense, it's supposed to be merit-based. Is your work any good? Does it add to scholarship? This is reflected in where you have a job, the conferences you present at, and the journals in which you publish. So, if you don't have a job, you do not initially fit into the framework; you for some odd reason aren't playing the usual game (either you are a horrible scholar and can't get hired or you had a thing with a student and will never get hired again). Generally, if you have a PhD and attend conferences, you are supposed to like teaching.
I don't, I like research.
Saturday, June 18, 2011
Being a Professor
"Being a professor is a profession that has been shown to have the longest work hours, heaviest work demands, highest psychological stress, and lowest occupational energy expenditure compared to other professional occupations," Megan A. Kirk and Ryan E. Rhodes, in an article called "Performance Pressure" that I read about on the Tenured Radical blog (to which I was pointed by a tweet).
Yup, I knew that. Too bad almost no one believes it. I think a majority of people think that professors walk into a room, talk extemporaneously for an hour, and then their day is done. Easiest job ever. Not so. I won't go into grading, class prep, office hours, building syllabi and keeping reading up to date, coming up with assignments, trying to do research, writing it up, presenting it at conferences, and service, which includes various committees (student theses, college/university panels, etc.). Did I mention grading? I did? Well I should mention it like three times since I hate it, and I don't know anyone who likes it. (No, we don't make tests and assignments so that they are easy to grade, we make them so students have the best opportunities to show us what they know -- not that we make them easy, we just have to put students in a positive situation where they can work well.)
"Longest work hours, heaviest work demands, highest psychological stress..."
Saturday, April 30, 2011
On Source Material
So, I've been poking at the cultural work for "the Other" done by Elves (hinted at in my original post on the matter), and one common influence for what Americans think of Elves is the game Dungeons & Dragons (yes in addition to Tolkien, of course). A common quote, widely found via Google (or here for example), for the D&D source is attributed to D&D creator Gary Gygax, supposedly from an old Dragon magazine. Gygax (supposedly) said,
Drow are mentioned in Keightley's The Fairy Mythology, as I recall (it might have been The Secret Commonwealth [of Elves..., by Kirk]--neither book is before me, and it is not all that important anyway), and as dark elves of evil nature, they served as an ideal basis for the creation of a unique new mythos designed especially for the AD&D game. [Supposedly from "Books Are Books, Games Are Games" in Dragon #31.]So I looked at both -- Keightley online via Google Books, and Kirk in the 1933 edition at the NYPL although I later discovered it is also online. It's in neither (well it is once in Keightley, as a verb). The nice thing about the online sources is, you can search both via Google (Google Books or Google with the URL for the Kirk).
The searches:
What does appear is trow in Keightly, but they are little green-clothed Shakespearean fairies: they are "of a diminutive stature" and "are usually dressed in gay green garments" (p. 165).
According to the Wikipedia page on Drow (the D&D version), Gygax later corrected his source. But the uncorrected quote was what I ran into a lot initially. This isn't an "interent good, internet bad" story, it's more a story about people (Gygax misremembering, people putting up quotes and then never noticing corrections....).
Sadly, I can't verify the Dragon quote by Gygax.
Thursday, April 21, 2011
Leisure Suit Larry's Last Laugh
Recently, with the game series Dragon Age (Origins and II), Mass Effect (1 and 2), and even Grand Theft Auto IV, there has been a focus on relationship management in-game. GTA IV was a bit heavy in this respect, whereas you can ignore it somewhat in the others if you want. But, the thing is, if you choose the right dialog options with the right characters, you can have sex with them. Ok it isn't usually shown very explicitly, isn't realistic (nor is the dialog or the whole scenario in the first place), and it seems like an odd addition to the game that isn't related to what the point of the game is.
An LSL screenshot - love me some pixels. |
But there was a game series where sex was the entire point of the game, the Leisure Suit Larry series (which, according to Wikipedia, survivied longer than I thought). I remember them from when I was a teenager, although I never played one. They were generally thought of as rather weird, they weren't quite games, they weren't quite legit uses of your computer, and they weren't real porn either (now we have the internet for all that).
But with the intentional, direct inclusion of dialog to get to sex in hugely popular, successful, and mainstream games, Larry is vindicated to some extent. (I still don't find these weird sex scenes in games anything worthwhile or even hot, they're just creepy.)
Scenes are easy enough to find in YouTube. Here's a search for Mass Effect 2 scenes, and a video making fun of one (a combination of the gameplay footage and real people -- that makes it sound creepy -- real people as if they were other characters on the ship who do not get it on with the digital in-game characters). I've tried to watch a few to see what they are like but they are all so creepy right away I give up. (And I gave up on Mass Effect 2 since I found it rather tedious and repetitive.)
Edit: I totally forgot The Witcher, which I really see no reason to play.
Thursday, April 7, 2011
Ludic Goes Captcha Mainstream
You have got to be kidding me (especially in light of my recent posting on such things).
Thursday, March 31, 2011
Game Designers and Culture Play
People can't resist piracy I mean cultural homage. Of course it's not piracy when a giant company does it. Some of the homage found in Dragon Age II, although not all of it is well-cited.
On Half Elves, Narrative, and Cultures
I was reading "Second-Hand Elf" over at the Escapist Mag, and realized there is a bunch of stuff about elves we usually don't see in fantasy games. So, it is time for a cultural studies/critical theory approach to elves. Non-exhaustive, of course. But, we typically have "half elves" and "dark elves" (Drow from D&D).
In D&D, well at least the first version, Drow were from deep underground. Usually things that live underground lose their pigmentation, and their eyesight, so they are kinda creepy and pale. Not so the Drow.
Bethesda's Dumner Artwork |
Dragon Age: Origins and Dragon Age II also portray elves as an underclass, and Dragon Age II has a half elf (named Feynriel) that you need to help find a home as a quest, since he may not be accepted in either society (IIRC he can pass as human, though). I think the writers did a pretty good job with it, although it's just a start (and it isn't part of the main storyline, so it isn't as developed as other parts of the game's stories). There's a bit about elf parallels to real-world cultures in the DA wiki (which could of course change at any moment, and it isn't particularly sourced but it's there for now).
Edit: I also realized that half elves, when they come from a setting with a variety of exclusive elves such as high elves, dark elves, and wood elves, are usually half human and half generic elf, even though there is no generic elf in their setting. And why not all sorts of mixed-elf elves?
Edit: Oh look at that, Bretons in TES are half-elves, sort of. They're human, but they're part elf. Or were. Or are a sustaining half-elf community and genetic group who are considered human.
Sunday, March 27, 2011
Google: What Are You Doing?
Sometimes you have to wonder. The newest Dwarf Fortress (0.31.24, which will be 0.31.25 soon most likely) has a minor fix, "Corrected baby guineafowl to keets." Keets is not in my local dictionary, so I looked it up with "fowl" in Google, and the first result came back with "fowl" but not with "keet", instead Google gave me "keep". No no Google, that is not what I wanted, which is why I didn't type it. Seriously, this kills me. #fail
Saturday, March 26, 2011
Cultural Play and the ASWCC
There is an object, humorously called the Aperture Science Weighted Companion Cube, in the game Portal. But, people like to play with things, and we like to play with the things we like, and we like to play in the spaces in which we like to play (on the surface, that's a tautology, but that's not just what I mean, I mean, we like to play in them and play sometimes means not following the rules), so, when people like the Companion Cube, they play with it across the spaces they like to play in.
- Spore (by EA) [examples]
- LittleBigPlanet (by Sony/MM) [example at 1:10+]
- Second Life (by Linden Lab) [example]
- EverQuest II (by Sony) [example]
Saturday, February 12, 2011
New Media, Old Framework
I attended a taping of Al Jazeera's Empire, at the Columbia School of Journalism yesterday. Some of the panelists were Carl Bernstein, Amy Goodman, Evgeny Morozov, and Clay Shirky. Although some interesting, Twitter-friendly sound-bytes were said, ultimately there was little new or insightful, which was rather disappointing, given the combined (and individual) intelligence and experience onstage.
Monday, February 7, 2011
Hulk Smash
Here's an image to go along with my story about Feep and the Purple Pants, which sounds like a Encyclopedia Brown story but isn't. I didn't want to grab one off the internet, this is a picture I took of a guy's sweatshirt (you can see the drawstrings).
Tuesday, February 1, 2011
Big Words and Small Ideas (and Reviewers)
I've been reading cartoons over at The Oatmeal, and I wish I could apply The Oatmeal's sensibilities to some reviewer comments I just received from ICA. Let us explore why. (Reviewer comments are a topic I have discussed before not once but twice at least.)
Let us take
Uh, no. This is not a cultural/critical studies paper. I do not look at how "cultural meaning is produced, appropriated, maintained, [or] challenged" at all. That is not this paper. That could be some other paper with the same examples, but not this one. I look at how cultural meaning is used in order to create community by whatever terms you want to use to talk about it (groups, strong ties, bridging or bonding, etc.). But I especially consider how items which, in-game, do not have meaning for advancing one's character or for the narrative of the game, such as toilets or weddings or Frostfell, serve to advance community.
- Review the literature about virtual worlds and MMOs; or,
- Ignore what other people have written about virtual worlds and MMOs.
Edit: Here are some guidelines from George Orwell.
- Never use a metaphor, simile, or other figure of speech which you are used to seeing in print.
- Never use a long word where a short one will do.
- If it is possible to cut a word out, always cut it out.
- Never use the passive where you can use the active.
- Never use a foreign phrase, a scientific word, or a jargon word if you can think of an everyday English equivalent.
- Break any of these rules sooner than say anything outright barbarous.