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

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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.

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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?

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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.

 

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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.”

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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.

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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!

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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.

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Paperback

 

I was tempted to spray my Kindle.

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Origami Rocketship

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The press kit by which all others shall be judged.

The Whit.li API was one of the standouts from last week’s TechCrunch Disrupt. Whit.li uses social media telepathy, like public Facebook updates and shared links, to extrapolate the user’s personality and mood.  There are endless applications for this — from compatibility profiles to hyper-targeted advertising — but the current demo is more of a proof-of-concept than an application. You’ll have to sign up through Facebook, which is my un-favorite way of connecting with new and unproven sites, but the awesome demo will let you see what Whit.li thinks of you, and learn a bit about either your personality, or about how you use Facebook. (My personality type came back “Satisfied”, which I think is secret code for doesn’t use Facebook upates for whining.)

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Words With Coworkers

At work, I’ve designed a mission chain, set in Ancient Greece, and I’ve brought it to a meeting to try to get it approved.

“Well, the first thing you’re going to have to do is change the name of that mission,” my project’s creative director tells me, almost immediately. “You can’t just call a mission in our game after another game.”

“What? Call a mission after another game? You mean… the one called deus ex machina? The one set in a Greek theater? Involving the gods? And an awkward playwright? Where the seemingly unsolvable is solved?”

“Yeah. Deus Ex is just too recognizable.”

(When you’re in college, and people ask if your classics major means you’re going to teach classics after graduation, this is probably not what they’re referring to.)

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Fireside Chat

I’m at TechCrunch Disrupt, towards the back of a industrial hall during an informal panel of successful angel tech investors. It’s quite an interesting look at what makes a startup succeed. The interviewer’s gotten Ron Conway to admit to attending Mark Zuckerberg’s secret wedding a few days ago. Conway’s unwilling to give out any information, and finally tells the interviewer to stop asking, he won’t say anything about the other guests or the wedding itself, because we should all respect Zuck’s privacy.

A guy near me starts laughing, with those quiet, body-shaking laughs that occur only when you know you shouldn’t laugh, and you’re trying desperately to keep silent. I look over, mostly in solidarity with a case of inappropriate giggle syndrome, an affliction from affects me at awkward moments as well.

“Respect Mark Zuckerburg’s privacy,” he repeats, forcing a word out at time, through helpless chortles. “That’s great. Respect Facebook’s privacy!” He falls back into giggles.

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From TechCrunch Disrupt


Spent today over at TechCrunch Disrupt, looking at new startup apps in Startup Alley, listening to the tech fireside chats, and, overall, just seeing trends in social media apps. After a couple pitches, I couldn’t help it.

Updatr Updatr uses your other social profiles to automate your Facebook updates. For example, Updatr pulls from your LinkedIn to automate updates about how no one in any other departments gets anything done, and how your coworkers are all morons. Updatr also finds your weather, localized by your recent checkins, before sharing a randomized comment on how depressing rain is, or how lame it is that you have to work when it’s so nice out.

Version 1.8 checks your marital status to create updates about awful in-laws, and checking the “City Resident” option will replace “Seriously, no one in *hometown* can drive!” with “Late again. Thanks, *local transit authority*!”

LoveMyLogo Every hot new startup already has a catchy name and logo. But, are hipsters really wearing your t-shirt? LoveMyLogo crowdsources actual t-shirt-wearing potential brand ambassadors, and enables real-time voting on your logo’s wearability and offline virality.  LoveMyLogo (beta) is available in Brooklyn, Austin, and Portland.

Footbllr After entering the football team followed by your significant other, Footbllr alerts you to during times of suboptimal contact, such as the last quarter of a close game, and also alerts you to major team negativity, such as a player injury or defeat to division rivals, that may affect a fan’s mood. Footbllr is free to download and use, but premium accounts offer the additional ability to set affectionate text messages of congratulation or sympathy, automated and sent based on the team’s success or failure.

Swagify Swagify’s new micro-location check-ins enable hardworking journalists to mark swag-positive locations on an interactive conference map, and enter a twenty-one-character micro-review to tag the swag in real time. Swagify also allows users to search swag-positive locations, read micro-reviews, and leave a seven-character micro-micro-review.

Ok… you probably caught on… these aren’t real apps. (Yet.)

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