Waitress

Professional connections have taken me to lunch at a trendy midtown restaurant, where one of the artistically-styled small plates cost the same as an outfit. One of my outfits, at least, which I’m rapidly realizing is not quite up to a Manhattan meeting where multi-million dollar deals are being tossed around. I had no idea one could be under-dressed for lunch!

When I consider my outfit, I think of boiling water in Yantai for my speed shampoo, soaping and bucket-rinse, I think of tying a scarf over my hair in a Mongolian dust storm, and then I hope that my jeans and t-shirt is charming and unpretentious and appropriate for a creative, and not a total faux pas.

The restaurant is so fashionable that they’ve deconstructed soup, making the serving a two-person job, where one waiter places graceful porcelain bowls of streamed mini veggies and fresh handmade pasta, and a second waitress pours boiling broth from a graceful porcelain jug. At this point, the lunch’s host is making a particularly forceful point about some losers in Silicon Valley who just aren’t visionaries, and bumps the soup-waitress’s arm, spilling a few drops of organic, artisan broth on the 400-threadcount tablecloth.

My table companions are talking about massive sums of money, dropping names of companies and C-level staff, who has no vision and who has no follow-through, who has a talented staff, but the market isn’t ready for their product, who’d have a game-changing product, if their staff weren’t such clowns, and finally the chosen ones, who’ve turned vast sums of angel investment into even more massive sums of money.

As we eat. there are tales of the start-ups at the perfect nexus of knowing the right people, knowing the market, getting the money in, spending it on the best coders and famed glad-handers, catching creative lighting in a bottle, and packaging it to sell.  I’m simultaneously thrilled to be part of this fast-moving, exciting realm, and uncomfortable, because I feel like an impostor in the world of multi-million dollar investments.

“I’m not going to tip,” the lunch’s host says to his assistant, at the end of the meal, “If she wanted a tip, she wouldn’t have spilled that soup.”

Posted in New York City | Tagged | 5 Comments

Getting Better

I have a new piece up on Indie Game Mag, about Robert Yang‘s talk at Games For Change. Yang talked about queer themes in games, in his own projects like Radiator and CondomCorps,  and Anna Anthropy’s games, which deal with transgender themes. This was a really interesting topic for me because:

As an often-sidelined female player and designer, it’s quite easy for me to get caught up seeing gamer identity as either Mainsteam Male, that stereotyped angry 18-24 year old with a collection of AAA console titles, or the Female Other, forgetting how many other identities don’t even get a mention. A while ago, one of my players commented on some dialogue and characters that I’d developed for Next Island, laughing at an unrealistic age gap between a young woman and her much older suitor. It wasn’t meant to be personal expression; I’m constantly aware that I provide creative ideas on someone else’s project, according to a company’s vision, and yet, that piece of my experience slipped into the games’ content.

And I’m excited that indie games are allowing many different narratives and voices into gameplay.

First comment is, of course, wildly negative (Games For Change filled me with enthusiasm for the changing landscape of game narratives, but I still wasn’t expecting great feedback on a piece about queer narratives in games.) but oddly enough the attack is that I sound too much like Kotaku. Which is not really much of an insult if you think about it.

Via Getting Better: Robert Yang, LGBT Content, And Identities In Indie Games | The Indie Game Magazine

 

Edit: Via a writer friend from GDC’s game writing class on my game content: Young and bubbly + older and responsible is almost a friggin’ trope. Not that there’s anything wrong with that.

Posted in New York City | Tagged , , , , , , , , | Leave a comment

Satisfied: Whit.li at TechCrunch Disrupt

TechCrunch Disrupt NYC is a showcase for tech startups, which seems to almost universally mean apps. But Whit.li, one of the standouts from the show in the Pier 94 industrial warehouse, is an API, not an app. Whit.li uses social media, like Facebook status updates and shared links, to extrapolate the user’s personality.  The existing version is more of a proof-of-concept, essentially a playable demo of some possible uses for Whit.li-based apps. One of those uses was to suggest introductions, based on projected compatibility and shared interests, between TechCrunch attendees.

I signed up with Whit.li’s demo, and talked a friend into signing up as well, overcoming the reluctance we all have with connecting experimental apps of unknown origin to Facebook. Sadly, Whit.li parses your public Facebook posts to determine your personality and compatibility, so that’s the only way to try out Whit.li. If you can’t talk a real life friend into trying it with you, you can compare scores with Jon Stewart, Barack Obama or Hilary Clinton.

Whit.li called my personality type Satisfied, and adds that these types feel they have risen above the problems of living and are content with things as they are. They see little point in getting involved in a rat-race to struggle to the top of the heap. Whit.li assesses only the things I chose to post on Facebook and share publicly, and I tend not to vent about ambitious deadlines at work, or worries about the future in my status updates.There’s a good amount of real satisfaction on my Facebook page, with a strong streak of not clogging up your feed with moans about work and late trains.

I couldn’t blow this off entirely, since my friend’s chosen personality type was dead on, and we figured that a 92% travel compatibility sounded about right.

Whit.li shows whether a user’s mood is trending up or down, which could be a thoroughly useful extra sense. Ideally, I’d be able to check my boss’ mood before asking for a raise (in a totally contented sort of way, I mean, I don’t really need the extra money), or my fictional husband could see I’m having a rough day before I get home.

One of the potential uses of Whit.li is for human resources, finding out if potential new hires would be a good fit for the existing team. My Satisfied personality type could read as unambitious, or a relaxed teammate. A quick view of other personality types revealed a mix of positive and potentially negative traits on all of them, cutting quickly through the usual job interview questions about one’s strengths and weaknesses.

Another potential uses are collective consumerism and brand engagement, allowing brands to learn more about their customers, and would-be shoppers to see the relevance of other reviewers. But even once this is up and running, any advertisers can probably skip targeting me, since according to Whit.li, I don’t really need anything — I’m content right now.

Posted in New York City | Tagged , , | 1 Comment

Circle Back

My game design class goes out to a pub after Wednesday night class. Last time I ended up talking with a woman I really admire, and talking about working in tech, and somehow got onto the subject of corporate communications.

I admitted that sometimes I can’t fully understand what’s being said. This is embarrassing, and I’m not trying to be completely non-corporate hipster creative here, but there are clearly layers of nuance here that I’m just plain missing. At what time does one circle back, and will it require facetime or just dialoguing? Am I meant to be taking notes on our actionable items or just the next steps going forward?

“It’s a specialized vocabulary,” She agreed. “Loop me in. Or circle around.”

“Touch base.”

“Reach out!”

At this point, another classmate overheard us and joined in.

“Value-add!”

“Risk averse!”

The best part of this is that now, when someone tells me they’ll need to touch base, or circle back, or dialogue with someone, I just smile and think of sitting in the pub with my friends.

Posted in Gaming Culture, New York City | Tagged , , , | Leave a comment

Murlocs and Dating

Turned this up working on my portfolio. Originally written for WomenGamers.com, December 2006

I often wonder if MMORPGs are adding new friends and new activities to our social lives or replacing meaningful interaction with three-letter abbreviations. Are our on-line hours helping or harming our offline friendships?

Where Everybody Knows Your [Screen] Name*, discusses the social aspects of MMORPGs in terms of three social zones. Home is the first place, and then your second place is work or school. Second places provide some community but differ from third places because the priority isn’t on social interaction. Third places are the coffeeshop from Friends, the bar on Cheers or, possibly, Ironforge and Starcrest.

We’ve all heard the accusation that gamers are anti-social. Sometimes we respond angrily, other times we embrace the solitary geek descriptions. But social gaming provides an essential third place, where online friendships and teams might actually be helpful and healthy.

Initially connecting with others is easier online. MUDs often offer an easy way to tell other players that you’re looking for a group or that you’re flying solo for a while. How great would this be in real life? “Look buddy, if I wanted you to buy me a drink, I’d have put my Available flag up!” And with the ease of entering and dissolving alliances, socialization is easy and low-pressure.

Like a local pub or coffeeshop, regulars on a server can either welcome and encourage newcomers or make n00bs uncomfortable. Third places, according to Steinkuehler and Williams, “include a cadre of regulars who attract newcomers and give the space its characteristic mood”. This is true of online gaming realms, although unfortunately the regulars often set the mood of Chuck Norris jokes and requests for high-level walkthroughs. Beloved third places often evoke feelings of possession, and regulars on a server may feel that new players are invading their home. Preying on newcomers, either in a PvP setting or socially, can be frustrating for a new player, but these feelings of possession show just how much the preexisting players value their virtual haunt.

Game developers and manufacturers are often talking about ways to attract women to game. But girl-focused games are often too much of a third space. The entire focus is on social activities, and some (dare I say most?) of these games fail because there’s nothing else to do. It’s like chatting over a game of Monopoly, only without the Monopoly part. Sure, I want the pretty armor, and I love in-game shopping, but I need more than that to justify my monthly fee.

Although I’m much more interested in a game than a chatroom, I don’t want to understate the importance of socialization online. I’ve met up with many real-life friends in MMO worlds, and it’s often surprising who can offer help and who needs assistance ingame. GPA, salary, age and offline skills are totally unrelated to one’s success ingame. The quests require teamwork, and having a good team, guild or online buddy makes my online game time so much better.

All those hours online have affected my offline relationship. I don’t think my boyfriend and I would be as good at solving real-world problems together if we hadn’t practiced collaborating to solve so many in-game puzzles.

While questing separately or running virtual errands in different realms, my boyfriend and I use the chat channel to update each other on our progress. This style of communication set a precedent for our real life communication when we were separated for the last year. A running commentary on what’s happening is a reminder that out-of-sight is not out-of-mind, and a little while between update doesn’t mean a lack of affection, but an abundance of hungry murlocs. (Or a heavy workload.) All those hours on World of WarCraft and Everquest are really relationship skills.

* Where Everybody Knows Your [Screen] Name is by Constance Steinkuehler of the University of Wisconsin-Madison and Dmitri Williams, of the University of Illinois at Urbana-Champaign

Posted in Gaming Culture | Tagged , , | 1 Comment

Governor’s Island

The Figment Project was on Governor’s Island last weekend. Roy wanted to go see it on Sunday, but I have class on Sunday, so I talked him into going on Saturday instead.

“Sure you can’t come on Sunday?” Roy texted, “The chances of juggling or hula-hooping will be much higher on the island than in your class!”

“Agreed.” I wrote back. (Although my classmates are pretty creative people — I would not be surprised to find a closet juggler* or hoop dancer among them.) “But the chances of career improvement will be lower.”

“You never know what will happen on an island with creepy abandoned buildings!”

I figured that no was was going to come out the old Coast Guard houses to offer me a writing gig or a game job, so I on Saturday, we caught the ferry to Governor’s Island, where we rode bikes and checked out some of the installation and cooperative art projects around the island.

IMAG1737-1

I'm very sad after some kind of monkey-related apocalypse.

We watched a hula-hooping performance, on a lawn where I could see both the Statue of Liberty and the rising new World Trade Center, over the hundred neon-haired and costumed hoop dancers. Why does anyone want to live anywhere else?

Your Message Here

Your Message Here

On the way back, we crowded onto the ferry with dozens of other tired Brooklynites. We got talking to a girl juggler** (well, more Roy than me, if you know what I mean), and then met one of the guys who runs MakerFaire. We exchanged cards, talked about last year’s MakerFaire, and asked if I’d be interested in covering the show in the fall as a tech blogger. Clearly, I’d underestimated the awesomeness of a tiny island with creepy abandoned houses.

 

*That’s someone who secretly juggles, not someone who juggles closets.

**That’s a girl who juggles, not someone who juggles girls.

 

Posted in New York City | Tagged | Leave a comment

When I Go Out With Artists

An art class as an RPG, by Andrew Pungot

A little while ago, Harold and I caught the train out to Madison to go to the opening of a Drew University show including Kate‘s work.  I am so proud of Katie, for all the time and work she’s put into her art, especially now that we’re all older and have so many other responsibilities that it’s easy to let creative projects slide.  She did a collection of textile works that were thoughtful and funny at the same time. (I think there’s probably vocabulary to describe that.)

We went to dinner with Katie and Tryon and friends after the opening, including newlyweds Sophia and Kurt (of Hardcore Gaming 101 and a recent book on retro adventure games), and newly-engaged Becca and Phil. Weddings came up (somehow), and most of the ladies at the table copped to being wedding-criers.

“I didn’t cry at my wedding,”  Kurt said, “I haven’t cried since the end of Metal Gear Solid 3.”

Posted in New Jersey, New York City | Tagged , , , , , , , | 2 Comments

Words With Friends, Swedish Edition

I was chatting to one of my Swedish colleagues about this inter-Scandinavian rivalry I’ve just discovered. Previous to this discussion, I thought I was so cultured and educated because I could recognize the Swedish flag. (Kidding. Well, mostly kidding.)

Swedish Colleague: For instance as a Swede, if there’s someone speaking Finnish, from Finland, you can just tell ‘em to speak Swedish instead cause they learned it in school, and it also proves our superiority, of course.

Meg: Americans do that all the time abroad. WHAT? SPEAK ENGLISH!!! EVERYONE MUST SPEAK ENGLISH!!!

Swedish Colleague: Yeah, but it’s not the same, cause it’s pretty pointless to learn Swedish compared to English. Thus we’ve owned Finland harder than English has the rest of the world.

Posted in New York City | Tagged | Leave a comment

Working As Designed

For about a month now, I’ve been taking a game design class through General Assembly. There is so much to learn, many interesting readings, and discussions in response to the readings, and surprisingly complex class projects. We meet Wednesday nights and Sundays, but on top of all the hours I spent working on the game, it makes for a really long week, which …oh! A slightly-younger version of me, waitressing and depressed, just created a time machine, opened a rift in space and time, and stuck her hand through to flip me off for complaining about that!

IMAG1570

This is a time management sim. Really.

It’s a surprisingly hard class sometimes, defining these massive philosophy questions about what constitutes a game and what creates fun. I’ve been really delighted to learn vocabulary for phenomena I’ve recognized, and been unable to define clearly. We’re asked to prototype games for assignments, and I’m surprised at how wide the gap can be between my intentions and what I’ve actually built with dice and pencil and rules. I’m almost embarrassed by how hard it can be, because solving design challenges is a large part of my work, it’s what I do every day.

On Sundays, I brave the weekend G train into Manhattan, since class meets right off Times Square, and I’m getting another space-time middle finger for complaining about this. Our instructors have organized a different student to bring coffee and donuts each week, so we have sugar and caffeine while we talk about games.

This time, my classmate brought in Dunkin’ Donuts donut holes and coffee in that cardboard carton with the plastic cap. The coffee container was leaking, but before too much coffee made it out and on to the table, my entire class leapt into action, quickly proposing a series of solutions, suggesting we turn the carton upside down, repurpose the water pitcher, find and repair the leak. (My plan, to all drink as much coffee as possible so there was nothing left to spill, failed to gain popular support.) The coffee was sorted in about a minute, because this is a room full of insanely creative problem-solvers, and I am so fortunate to be included.

Posted in Brooklyn, Gaming Culture, New York City | Tagged , , , , , , , | 4 Comments

Paperback

 

I was tempted to spray my Kindle.

Posted in New York City | Tagged , , , | Leave a comment