Foam Swords, Game Players, and Barbecue

Eric holds an end-of-summer barbecue called MeatFest, although that’s more and more inaccurately named every year.  It’s still festive, I mean, but now that the group is not so much a mob of starving 20-year-old guys, there’s less meat and more summery salads,  stuffed mushrooms, and other kinds of delicious. Our college friends still gather, as many as can make it, now with husbands and wives, and this year included the first baby. (Her parents call her the Trap Baby because she’s so cute and so good.)

I brought Harold, after warning him that uncoordinated volleyball featured prominently in the afternoon’s plans and that the Hoffmanns are my second family. He’s met most of my Massachusetts friends on other visits, and I was excited to introduce him to the rest.

Eric pointed me to the sangria, but told me to leave some for his girlfriend, who was on her way. (I was a little pleased about the sangria and a lot pleased about Eric having a girlfriend.)

Does that say "star"? I think it does...

We ended up drinking, eating, and talking games, as we usually do. I was reminded, again, how very much there is for me to learn.  Greg teaches game development, so when the conversation turned to player archetypes, he pulled out the text book he just happened to be carrying…  Grant mentioned he was starting a gamification class, and my immediate reaction was to ask him if he got an achievement for completing it. Grant’s actually the first person I knew who made his own RPG, years before the app store, Limbo, and Minecraft made “indie games” a widely-recognized genre.

We had the annual volleyball game, with more excitement and enthusiasm than skill or competition. We usually shift to a more cooperative game in which both sides participate in making long strings of volleys, instead of trying to score points.  Some of the guys — including Harold! I didn’t see that coming! — also had the annual battle with foam swords.

As it got dark, we bug-sprayed ourselves and sat surrounding the firepit, catching up, telling stories and remembering other times.

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Tripl Travelogues

Travel startup Tripl, originally a social connector for travelers, has undergone a reinvention as a virtual travel scrapbook. I checked out the newest version at Dreamit demo day.

The original version, if I remember right, allowed users to find friends, and friends-of-friends in the cities they’d be visiting. Seemed like a neat concept, and one I would absolutely have loved when I lived in Yantai, and I really, really wanted English-speaking friends. As an expat, I often met with distant connections of my distant connections to help them adjust to Chinese life or just meet another Westerner (and I was lucky enough be helped by Old China Hands when I needed it!). Now I live in New York, and if I met up with every single friend of a friend who happens to pass through town… well… um…. no.

The new version of Tripl is a social scrapbook, creating and displaying trip memories.
The design is just lovely, and Tripl pulls in additional content about the destination, like travel articles and related images. This part reminded me of OffBeat Guides, a print-on-demand customized travel guide, although of course the goal with Tripl is more a social memory book than travel planning.

By pulling in public info from Facebook and FourSquare, Tripl doesn’t require a user to have friends also using Tripl in order to see their travelogue.. This cleverly avoids the empty-room feeling that social startups often have. It can be really difficult to see if a product would be useful and fun when the only other users are the devs.  Of course, it also makes me hyperaware of just how much of my life is geotagged already… Tripl considers 100 miles to be a trip, so you won’t see any gorgeous travelogues of my SCVNGR checkins at my local coffeeshop. (Still waiting for my auto-cool location app.)

Future plans include tying in Instagram, an obvious next step for a travel-photo app, but the staff is wary of taking on too much and working on too many features, preferring instead to focus just on social travel scrapbooking.

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Facebook Timeline

Harold: What does it mean when someone pokes you on Facebook?

Meg: That it’s 2005?

Posted in New York City | Tagged , | 1 Comment

From A Player on Next Island

Even though I’m no longer at Next Island, I’m still quite proud of the work I did in questwriting and dialogue, and I was really pleased to read this from a player:

I started on one planet, made my way to the others, and after finding this one last, made the stark realization that Next Island was the closest to a single-player game I’d seen so far. The plots are multi-threaded, with follow-through & character development. They lead you through without the sense of being lead-by-the-nose. I’m really interested in what happens next (as opposed to being told to hunt more monsters for little reward).

Thanks, Miac. It’s really great to hear that you enjoyed the characters and connections on Nesoi Makaron.

Via So, now what? | Next Island Forum

 

Related:

A player posts to on the forum about having “a blast” with missions.

A player reading my dialogue and talking back to my character

 

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Noodles and Robots

When I lived in China, I often ate shou la mien, those noodles that are stretched by the cook’s hands. Shou la mian (手拉面) literally means Hand Pulled Noodles. (I am excellent at Mandarin words for food I like.)

I can’t wait for the ChinesePod lesson on ordering Robot Cut Noodles.

(Video of noodle-cutting robot army is from LaughingSquid)

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Non-Ironically Loving The Subway

I’ve been spending more time in Brooklyn since I no longer have to go into Manhattan everyday, and it’s been pretty great. I love Brooklyn, and I’ve been enjoying visiting all the hipster coffeeshops and seeing my neighborhood during daylight hours. At the beginning of the summer, once day when it was unexpectedly windy at Coney Island, I bought a Brooklyn zippered hoodie, and I wear it non-ironically.

The other day, I went to Manhattan for a tech demo at the Time-Life building. I caught the C, at the time of day when the subway cars are bringing skinny jeans and giant headphones (playing cooler music than I’ve ever heard. I’m sure), to their midtown jobs at companies with self-consciously unique compound words for names. I love the subway anyway, even though I’ve been told that August is perhaps not New York’s best month.

And I love Manhattan too.  I even love the tourists in Manhattan. Ok, maybe I don’t love the ones that think that the bottom of an escalator, or in front of the subway turnstile is a good place to stand around and look confused, but I love that people come from all over the world to visit and take pictures, and I live here.

I remember driving with Figment once, and being amazed by how much he loves Los Angeles, and thinking how much I would like to live someplace I loved like that. And I guess now I do.

Posted in Brooklyn, New York City | Tagged , , , | 3 Comments

Youda Survivor

Youda Survivor is a time-management adventure from G5 Entertainment. The story begins, as all good island survival games do, with the player washing up on the shore of a tropical island. An ancient prophesy tells the tribe of the arrival of a mysterious traveler, so when the player turns up, the island people want to know if the player is really as smart and powerful as the legend claims…

Of course, the player doesn’t actually need to follow that backstory to  gathers materials, and create valuable resources from them, and progress through the game’s levels.

Oddly, your first tasks are not so much gathering materials for a bed, building shelter, or improvising a lemon battery, but boiling gulls’ eggs and powdering them  in a powdered-egg machine…. Still, collecting island resources like shrimp and coconuts, fighting off crabs, collecting fresh water, and so forth was sufficiently island-y. And the time-management system, as found in G5’s other Youda games, is a perfect level of challenge, satisfying to complete without ever becoming too difficult.

Players will also use island magic, doing rain dances to create freshwater or mixing potions for health and stamina. This is a nice layer on the time management mechanic, especially the potion recipes. I’m not terribly motivated by unlocking achievements  or by cosmetic rewards in a single-player game, but I enjoyed crafting potions for my power-ups.

I played the Kindle Fire version, and it’s worth noting that it froze and required a restart several times. (It did not stop me from playing,  or from getting it for my dad, who loves island games as much as I do.)

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My Internal Monologue, #2

Could I sell you my kidney for this position?

— Things I did not actually say when asked if I had any further questions for the interviewer.

(I’m too polite to ask who I need to sleep with to get the job. Or at least I’m too polite to blog about it.)

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My Internal Monologue, #1

Your magazine has 80 Twitter followers? Man, you can double that by tweeting “naked” and then “iphone”.

—Things I did not actually say today.

(I did not take the offered position, even though the “magazine” in question offered to handle all of my “advertising, social media, promotions, outreach, and marketing”, and only take 50% of ad revenue…)

Posted in Brooklyn | Tagged , | 2 Comments

Casual Connect Highlights

One of my first Casual Connect meetings was with a developer who talked about writing up docs, several years ago, of an interactive gameworld made up of cubes, like cubic water and cubic plants and cubic minerals. Players would collect the cubes for building and crafting. He shelved the project, and all but forgot about it, until he started playing MineCraft. Oh, he thought, my ideas were great! This game is awesome!

After that, I attended a session from Arkadium, which discussed (among other things) the ways to optimize a game based on player feedback. Modifying the game to respond to how players actually engage the game doesn’t mean the original design was “wrong” or that a creative director has lost face, but that players could like the game even more. Players would like to play for longer sessions, engage new parts of the gameworld, bring in friends, and ultimately want to give you more money. Not every single piece of player feedback is valuable, for obvious reasons, and a good community manager needs to triage valid, useful feedback.  After “No one cares what seven Calypso ubers think, Meg.”, it felt good to hear that it is not a failure of design to listen to the players.

I listened to Perfect World on what casual can learn from MMOs, but the focus for me was on building in-world economies, and creating interdependency between different types of players. I don’t know for sure that I could have done this, but it feels good just knowing that what I was working towards was valid.

I heard Hidden Variables on using an ensemble cast to make games sticky. Like I said on IGM:

This was fascinating for me, because I’ve often responded to this style in fiction without giving a lot of thought to how this can be applied to games. With an ensemble cast, players pick a favorite (or an un-favorite), almost without thinking about it, and connect to that character’s narrative, and therefore, to the game. Think comic fans arguing over the best X-Man, to see just how effective this is. (It’s Rogue, in case you were wondering.)

Finally, I went to a session from Gaslamp Games on using humor in game text. I knew this was going to be the one of the best sessions going in. It was great to hear Gaslamp Games’ Nicholas Vining saying explicitly that rape jokes are never funny and don’t belong in games, and it was even better see how a roomful of games industry professionals responded to this assertion. Sad that it needs to be said.

It’s been argued that a couple of rape-joke losers in the industry are outliers, and that it hardly needs to be said that most game developers aren’t at all like this.

Most guys in the industry aren’t dickwolves, but don’t feel the need to explicitly say that they respect women and don’t find sexual abuse funny, so it usually falls to the ladies to say unfunny things like “Hey, are you going to PAX?” “No, because I don’t support rape culture in my industry.”

We often talk about what can be done to bring more women into game development. Explicitly saying that you don’t find a sexual “joke” funny, whether you hear it in a game or a game studio,  is something any individual can do to make games a better place for women.

Added 9/16: Calling out a sexist “joke” is exactly what this forum mod at the awesome Gaslamp Games did. Well done. Bonus points for the follow-up where the posters uses the “just kidding” defense, and is squashed again.

 

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