{ Thursday, July 6, 2006 }

Play Money by Julian Dibbell

I came home last night and found Julian Dibbell's Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot waiting for me. And sat down and read it all in one sitting.

Entire parallel economies exist in these worlds, and they can be quite addictive. One of the reasons we started Ludicorp to build the Game Neverending, was my addiction to Neopets, where I was making a killing arbitraging JubJub hats (until the bottom dropped out of the whole JubJub market, as suddenly and inexplicably, JubJub hats were being fed into the marketplace at an astonishing rate). Dibbell spent most of his time in Ultima Online, a sword and sorcery MMOG, but sometimes, it seems, the real cloak and dagger activity isn't happening in the game, but behind the scenes, where quasi-criminals devise ingenious cheats to raise game money, which they then sell on eBay, possibly even running Chinese and Tijuana sweatshops on the side where workers are employed to level up and generate even more game money. A fascinating account. Even though I'd spent a lot of time in these worlds, Dibbell raised a lot of interesting questions, and conjectured a world where work is becoming increasingly indistinguishable from play. And I loved this:

The Kpelle people of Liberia, to name one, scarcely make the distinction at all, allowing for a difference between arduous "forest work" and lighter "town work" but generally avoiding all work that can't be done playfully, amid song and dance and jest. It's not that they're slackers. On the contrary: Diligent rice farmers, they organize their lives around the constant activity of cultivation. But when government advisors pressured them to switch from dry rice farming to more productive paddy-based methods, they resisted--not because they had no interest in making more money, but because they had no interest in working joylessly. The techniques of paddy-rice farming might be more efficient, the anthropologist David Lancy has explained, but they would reduce the Kpelle's daily activity to "just plain work", bereft of "the vital leavening of gossip, singing and dance" that makes Kpelle work worth doing.
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{ Wednesday, February 1, 2006 }

Play a game with me

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{ Monday, January 30, 2006 }

Matt on Animal Crossing

Matt Webb's blog is full of great entries, but today's really struck me because it's about Animal Crossing, and because I spent much of the summer and fall of 2004 playing Animal Crossing on our Game Cube. I think I was processing the end of Game Neverending.

We don't have a TV any longer, so we don't play, and I'm quite glad about that, but it was a truly beautiful game, so cute, and Japanese. I can't describe it better than Matt, so go read his post.

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{ Saturday, January 7, 2006 }

Planetfall & the emotional content of games

Steven Spielberg, at some point in the recent past, pooh-poohed the emotional power of games, as noted on Pat Kane's site The Play Ethic. And in the comments, this from Alexander Kjerulf:

One game almost did get me crying - way back in the 80's even. The text-only adventure game Planetfall by Infocom had the player stranded on a deserted planet trying to get off it.

There are no other people to be found, but during the game, you find a friendly little robot called Floyd (Get it: Floyd the droid). He's at times cute, helpful, funny and annoying.

Towards the end of the game you need a device that's placed in a highly radioactive room. The only solution is to send Floyd in there, getting you the device but killing him in the process.

From the Wikipedia article on Planetfall: "Reaction to Floyd's in-game death was hailed at the time as a telling sign of the emotional power of Infocom's games. Many players, it was widely reported, wept openly at the scene of Floyd's "death". Apparently, it was previously unthinkable that "a simple game" could move people to such a degree."

And remember: This game had no graphics and no sound. What it had was great writing and a good story.

This was great. I'll never forget how, when we shut down the prototype for GNE, people logged in all over the world for what we called The End of the World -- from remote locations and time zones such as Berlin, Australia and the Philippines -- and many people cried. We were really amazed by this, and moved.

The Planetfall comment it led me to Alexander's site Positive Sharing. Alexander, three years ago, had an epiphany that his next task was to make people "Happy at Work" -- a noble undertaking no doubt! which he chronicles in The story so far.

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{ Thursday, December 29, 2005 }

Merry Gambols & Readymade

We have only to watch young dogs to see that all the essentials of human play are present in their merry gambols. They invite one another to play by a certain ceremoniousness of attitude and gesture. They keep to the rule that you shall not bite, or not bite hard, your brother's ear. They pretend to get terribly angry. And-- what is most important--in all these doings they plainly experience tremendous fun and enjoyment. Such rompings of young dogs are only one of the simpler forms of animal play.

Here we have at once a very important point: even in its simplest forms on the animal level, play is more than a mere physiological phenomenon or a psychological reflex. It goes beyond the confines of purely physical or purely biological activity. It is a significant function--that is to say, there is some sense to it. In play there is something "at play" which transcends the immediate needs of life and imparts meaning to the action. All play means something.

-- Johann Huizinga, Homo Ludens

It was this quote that inspired us to call a hub in Game Neverending "Merry Gambols" and the book, Homo Ludens, was what inspired us to call the company "Ludicorp". Heather and Derek just gave us a Fetching Tag for Dos Pesos, and I'm asking them to put "Merry Gambols" on it.

Also, another great gift from Christmas this year: The Readymade book is now out. I gave a copy to my sister, a Readymade subscriber, and then was lucky enough to get one myself. Beautifully designed, and full of inspiring ideas.

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{ Sunday, April 10, 2005 }

Sad, but true

I haven't been stuck in airplanes seeking oxygen. No, the truth is I haven't posted here because I've been trying unsuccessfully during every available non-working hour to break Level 12 on Zuma, with only my repetitive stress injuries to show for it.

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{ Sunday, December 5, 2004 }

German Game Geekout

Yesterday evening Stewart finally got Cal and Alina and me together for some delicious Pyrennean sheepmilk cheese from Les Amis du Fromage -- we call it "Cheese Friends" -- and a game of Puerto Rico, the latest came we bought by Rio Games, who also makes Princes of Florence. I've played a ton of games since moving to Vancouver. I played a lot of games as a kid, but I've gone through gusts of intense gameplaying followed by years of never playing a single game. I'd played a bit of Dungeons and Dragons when I was a teenager, and had inherited a few Magic decks, but the only complex board games I'd played were Cosmic Encounter, which we played a lot at college, as well as Diplomacy, which I just discovered was created in 1959 (! Is that true? How crazy! I'd thought these games were fairly new). Some other games we have are Settlers of Catan, which is a particularly good one (and we haven't played any of the game board variations yet, just the standard setup) and Quo Vadis, which had an interesting outcome in several games: the winner didn't win by his or her own merits, but instead was chosen by a "King Maker" -- another player who at the end of the game had to decide on a move that would make one or the other player win. The thing that makes these games interesting is watching the dynamics of the rule sets, their sometimes unexpected outcomes, and playing different strategies to see the outcomes.

On the web I discovered that there is a German Board Game Night at Drexoll Games here in Vancouver every Friday night, which is great, we'll have to go.

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{ Sunday, October 31, 2004 }

Playgroup

20-some smart and interesting people were invited to Vancouver this weekend for a Nokia-sponsored symposium on the subject of Play. Some of the people I met there included Elizabeth Goodman, Pat Kane, Eric Paulos and Jessica Hammer -- and I saw many brilliant people I'd met in the past. Lots of lively discussion, dinners at excellent local restaurants, note taking, games of Set and Werewolf, and trips to Halloween parades added up to a great weekend. Similar to Digifoo, the premise was: invite a bunch of smart people with common interests, set up some tables, give them an opportunity to do presentations if they are so inclined, add some dinner and see what happens.

The invitees were nearly half women (9 women and 11 men), something of an achievement in and of itself, if you've been paying attention to who gets invited to these things. And 4 women were invited who couldn't make it, which, had they been able to attend, would have put women in the majority. Imagine that!

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{ Thursday, April 22, 2004 }

Photostreams on Flickr

We launched Photostreams on Flickr today, a "stream" of all the photos you've uploaded to Flickr. The great thing about Photostreams (and everything else on Flickr) is that you can specify photo-by-photo whether it is public, or is only visible to your contacts or friends -- or just your soulmate. You can also decide whether your profile, groups and commenting are public or private. Check out mine.

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{ Tuesday, January 6, 2004 }

If you're anything like me and can't stop playing video games once you start, don't click on this link.

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{ Tuesday, May 6, 2003 }

Stewart in Mindjack

There is an interview with Stewart in Mindjack about GNE, social software, and modding.

MS: If Ludicorp were forced at gunpoint to make an action shooter for the Xbox-or-something, and money were no object, what would you make?

My suggestion was:

Library Bookbomber! - Set in the Library of Babel, you play Borges the nearly-blind Librarian battling a non-denumerable infinity of Quevedan-Spanish- and Old-English-speaking janitors while hopping from low-ceilinged hexagonal room to low-ceilinged hexagonal room. Drop books on them, throw books at them: do anything you can do prevent them from kicking you out and bringing on the cataclysmic "closing time".

(At this moment the Mindjack server is down; it got Slashdotted and apparently Mindjack couldn't handle the traffic...)

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{ Wednesday, April 23, 2003 }

Confabulous Conference WebApp

We are happy to announce the launch of Ludicorp's latest project, Confab, an ad-hoc conversational space that was opened up for the O'Reilly Emerging Technology Conference and will be used as a demonstration for Stewart's presentation.

Confab users can build their own profiles, upload photos, carry on discussions, form groups, and make contacts. A map of the conference has been created and conference attendees and offsite guests can provide commentary and research on the presentations that are taking place, or meet in the "lobby" or "outside" the building. Confab was developed using core pieces of the engine behind Game Neverending, an online social space in the form of a slightly absurd game world. There is a FAQ with more information about its development.

The conference (and Confab) opens at 8:30 AM PST on Wednesday. Go ahead and check out Confab if you like. Please register using your real name, and if you are not a conference attendee, please be polite and stay on-topic when conference-y conversations are taking place.

It is very cool. Once again, I am impressed with what the team has been able to accomplish with its brains and hard work. Ludicorp has the rockingest team.

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{ Wednesday, April 9, 2003 }

GNE in Discover Magazine

There is an article mentioning The Game Neverending in Discover Magazine this month, pegging it to the 1991 Mirror Worlds book in which Yale computer scientist Gelernter predicted that technological advances would enable us to create entirely virtual cities. Steve Johnson writes:

A fascinating new project called Game Neverending (www. gameneverending. com) may further blur the line between real spaces and game spaces. Created by a talented team of programmers based in Vancouver, British Columbia, Game Neverending is a delightfully open-ended virtual space that encourages new sociopolitical structures: Where SimCity lets you build a neighborhood, Game Neverending promises to let you create a new form of grassroots alliance, or even a cult. The designers are hoping to get away from the traditional game interface, which involves sitting focused exclusively on the computer screen. The idea is to create new ways for information to flow from real space into virtual space.

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{ Sunday, March 30, 2003 }

Blogshares

See, if I display this on my homepage:

Listed on BlogShares

I get $1,000 with which to buy...more blogshares. Blogshares is a 'fantasy stock market for weblogs' in which weblogs are valued by their incoming links. GNE is going to have an economy, and so I want to see how this one works.

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{ Friday, February 28, 2003 }

Inventing New Games

 

 

On AIM the other day Jessamyn showed me her gang's 1000 Blank White Cards deck, The Seattle Electric Grimmeldeck -- there are some really clever ones in there, as there are a lot of clever people involved. There is a great deck online from Madison and here is the Boston deck appears to be out of order. There are a lot of links to other decks here, but if you know of any other decks out there that haven't been recognized, let me know and I will post a list. The map on the 1KBWC site hasn't been updated since at least June 1, 2002. Yes, I will scan more of our cards in (we have a pretty paltry stack right now, but we're just starting.)

Tonight we (Ben, Eric, Stewart and I) started one of our own out of a pile of defunct business cards, though we were only at it for 10 minutes. Then we played them (Eric drew this card, but managed to wiggle out of any actual rolling of frozen peas).

Out on the beach later on the four of us invented a game called Dos Hockey. First you need a Dos Pesos -- though any energetic dog < 5 lb. will do. Two people stand with their legs about three feet apart and the other two people try to chase Dos Pesos through the goalposts. Huzzah! Spiking the Dos in the end zone is not permitted.

 

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{ Sunday, February 16, 2003 }

Liking GNE

I must confess that I like GNE too.

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{ Monday, February 3, 2003 }

New Gameneverending Site

We launched a new site for The Game Neverending this weekend, which I designed, first site of mine to go live since my little MacPaint nostalgia piece (Man, I gotta get someone to go in there and remove those black background thingies. Throws the balance off). And I've got three more sites coming up; feels like 1999 around here. All the DHTML voodoo on both aforementioned sites is the voodoo that you, Eric Costello, do so well. Yay Eric!

(Also eavesdrop on Eric's wonderful children, who are listening to their new favorite song, Donna Summer's Hot Stuff and having the following conversation:)

Jude: I wonder what all this "hot stuff" is anyway.
(pause)
Phoebe: Maybe it's just coffee
(pause)
Jude: No, she says to give her the "hot stuff" tonight -- and Mom doesn't drink coffee at night.
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{ Saturday, February 1, 2003 }

End of the World at GNE

The End of the World at the Game Neverending prototype occured at 12:05 AM PST, and it was an amazing event. We were teary-eyed on both coasts, and there was a tremendous amount of feeling on the part of the players. "Wow," Ben said. "That was so real." It was a remarkable feeling. Look to the Light! Find the Bardo! Of course the Bardo has already been established at the Collective Detective GNE chat. And then, a second life In The Real Game.

Thanks to all the players, and to the Team. Thank you especially to Stewart and Eric, who kicked ass, and keep kicking ass again and again. It is a privilege to work with such great developers.

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