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I AM SHARING THIS WITH YOU
Monday, March 31, 2003
*If you don't want to register with the Times, use (mefi/mefi) or this mirror (via Nick Denton). ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` Sunday, March 30, 2003
` ` ` ` ` ` ` ` ` ` ` ` Saturday, March 29, 2003
On the topic, Marc Canter tells me about a restaurant here in Vancouver that I am very curious to find (he doesn't remember the name): he says ”this place that did food art - a private place - across the street from some fancy hotel ... incredible wine cellar - I sang Opera for the owner ... It's on the ground floor - I believe is French.....it is downtown, on a major street.“ Hmmm. ` ` ` ` ` ` ` ` ` ` ` ` Thursday, March 27, 2003
` ` ` ` ` ` ` ` ` ` ` ` Eyebess is built for swarming (you see the other eyebees in your swarm and they cluster when looking at the same page). Swarming?Things are starting to heat up. (Update: have played with it for a while and unfortunately the messaging is pretty broken. Still, it's a step.) ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` Wednesday, March 26, 2003
Start with fresh linguine or fettucini, brussel sprouts (pre-steamed or boiled) and some pesto. Saute a finely chopped shallot in nice olive oil. Dice a good sized wine chorizo sausage (the hard kind with lots of white fatballs) and add it around the time when the shallots have gone clear. Stir and scrape the pan until you have a nice base of red oil (melted bits from the sausage, coloured by the spice). Lower the heat and add the pesto, making sure to keep things moving. Dice the brussel sprouts and then toss them in for the last minute or so to get them warmed up. The basil in the pesto makes other herbs would be superfluous, but a generous amount of pepper is recommended. Toss with the pasta and finish with lots of reggiano grated on top. Simple as can be. ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` Monday, March 24, 2003
Attempting a rigorous definition seems pointless (partly because “social software” doesn't pick out a neatly contiguous space), and I much prefer “social computing applications” (since there are no connotations of AI, the MS Office paperclip, “friendly software”, etc.), but in any case that is certainly a bad definition. Applying social software to politics is only one small piece of a big picture because politics is only one small piece of what people do. It is like trying to explain the key idea behind enterprise software as “using technology to reduce the costs of doing payroll.” So, what is social software? By me, it is software that people use to interact with other people, employing some combination of the following five devices:
Instant message networks have four of these (Identity, Presence, Relationships and Conversations) networks of blogs have three (Identity, Relationships and Conversations), Metafilter has two (Identity and Conversations), Yahoo Groups has three (Identity, Conversations and Groups), IRC has four, but two of those in a half-assed way (Presence, Conversations and weak forms of Identity and Groups cf., the sixth paragraph down in this Joel of Software article). And so on. We'll be seeing many more applications which combine these elements. Here's why: when I first started using the internet (in 1992) I used it almost exclusively for social purposes (mostly Usenet and email, occaisonally IRC, FTP, gopher) and so did everyone I knew (“IRL” or online only). That was possible because everyone who was on the internet then were experts/power users/very familiar with computers; they were skilled enough in the medium and comfortable enough with the technology to be able to use it socially. Now, the 600 million people who came online in the post-web explosion are developing that same skill and comfort. Most of them already use the internet socially, but this aspect of internet usage will only become more important. Weblogs were only the beginning. In his last essay, Clay Shirky wrote “No matter how much the administrators say it's ‘for work’, people will bend communications tools to social uses”). Similarly, the two fundamental principles of our current work are:
The last time there was this much foment around the idea of software to be used by groups was in the late 70s, when usenet, group chat, and MUDs were all invented in the space of 18 months. Now we've got blogs, wikis, RSS feeds, Trackback, XML-over-IM and all sorts of IM- and mail-bots. We've also got a network population that's large, heterogeneous, and still growing rapidly.Indeed we do. And again, here's to what's next. (Related [groups, politics, encoding the latter in the design of software]: Pavel Curtis' techTVized The Incredible Tale of LambdaMOO and Learn how one of the first virtual worlds ballooned into a real-life nightmare.) ` ` ` ` ` ` ` ` ` ` ` ` Saturday, March 22, 2003
Friday, March 21, 2003
Thursday, March 20, 2003
I once heard that some Japanese companies, instead of making five year plans, made 250 year plans and the question was posed “What would you [companies] do differently if you have a 250 year plan? Would it make sense to pollute? To pursue short term goals? Would you pump up quarterly revenues at the expense of long term viability? Would the company's scope enlarge to the point where humanity was a concern?” Very interesting stuff. We started on a 250 year plan for Ludicorp, but it is hard a goal for one year from now is to have a 250 year plan ... *Earlier I was going to say that any networked game in 2003 should at least expose web services interfaces and gateways to most instant messaging platforms, but I won't say that any more. ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` On the other hand: I like people, and playing, and playing with people. And since the real lesson only seems to be being absorbed now, I think I will have many more and varied opportunities for that in the future. ` ` ` ` ` ` ` ` ` ` ` ` Sunday, March 16, 2003
` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` Friday, March 14, 2003
“Let me recite what history teaches: History teaches.” —Gertrude SteinLessons I've been pondering lately: When Ultima Online (UO) came out (fall of '97) it was very cool and very popular and it happened to be a graphical D&D-genre RPG. The lesson people seemed to take from it, however is “Graphical D&D-genre RPGs are very cool and very popular”. But the cool part wasn't the blacksmith skill or the isometric medieval graphics or the swords and dungeons and click-click-click battle (speaking for myself, anyway). The cool part was that you could form relationships with people inside the context of play. Modes of interaction with other human beings inside a construction of constraints (other than the ones we normally abide by) doesn't stop being fun or absorbing or interesting or valuable when we stopped being children. Exploration of and experimentation with the rules of our interaction, the conversations we have, the agreements we make and the rules we live by is constitutive of playing with life. And, really, you're only genuinely alive when playing with your own life. Maybe that's all over-lofty. And UO players weren't exactly giving birth to a new Academy (though play should not be judged by the production of profound results). But the essential point is true: even though EverQuest and Dark Age of Camelot (and Asheron's Call, to a certain extent) went on to further establish that massively multiplayer swords and dragons-type RPG games could be successful and popular and fun. But the formula seems to have been:
Rather than:
Jason (another Ludicorper) tells the story of having played one MUD for five years, played UO for three, EverQuest for a year and half, Asheron's call for six months and then recently bought Asheron's Call 2 which he played for 3 weeks and then tossed. As the games increased in visual sophistication —and AC2 is quite beautiful— they lost what was most interesting (to him). (Even now he occasionally dips back into the MUD.) When I think about what kind of virtual world I'd like to participate in, the idea of immersing myself inside Shadowbane (pictures) seems like a kind of nightmare. And, as Koster implies (in this big quotation) there are probably many more people for whom it seems vaguely nightmarish than people who'd pay to spend a few hours a day inside of it. It seems to be that the sword and dragon games were an accident of history, and they gave rise to this diversion into some enclosed sub-volume of the enormous possibility space for play-related social computing applications. The first dips into the big pool are starting now — not just The Sims Online*. There and Second Life, but also things like Microsoft's threedegrees, the first “post-IM” application (and, of course, GNE, which is somewhere between those two camps. Anyway, here's to what's next. - - - * The Sims Online was so disappointing because it simulated all the least interesting things about humans (peeing, mindless repetitive tasks, doing dishes) instead of what is interesting: relationships, networks, groups, loyalties, politics, economics — the things that take place one or more levels up from the body (I've always wondered how it came to be that video game designers got so obsessed with modeling bodily interaction). And it is very, very hard for the participants to overcome the limitations of the simulation. ` ` ` ` ` ` ` ` ` ` ` ` Thursday, March 13, 2003
America has missed its chance to start the deregulatory ball rolling, first with the wired networks and then with the wireless ones. Now it is up to Asia and Europe to avoid making the same mistake.Doesn't our society seem sometimes like it has hit a local maxima and is stuck is some weird position where the ends most beneficial to all just can't be achieved? Even The Red sees the potential of “networks are largely ‘user financed’ and deployed in an unplanned, ad hoc manner”. Go team. ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` ` On a similar note, I passed the three year mark with sylloge a while ago (I don't remember exactly when I started and I lost the first few months back after the first 5k contest blew up the server, but it was around November '99). I was reminded of that a while ago because I got this spam which proposed a link exchange between this old sylloge page and the links page from Glow Inc (“the world-wide distributor of glow-in-the-dark paints and powders using the new "Long Afterglow" pigments”) they saw some synergy there, I guess. Reading that old sylloge page brought back memories of when I was really engaged with keeping a weblog (most of 2000) and the time I stopped have the inclination (or the ability?) to do it so well (“[sylloge] used to be a good blog, but got steadily duller until it shut down” Oct 2001). Ebb and flow ... no insight here; it was just interesting (to me). (Update: I forgot to mention that, speaking of anniversaries, I'm turning 30 on March 21st. Oya! The days are long, but the years fly by.) ` ` ` ` ` ` ` ` ` ` ` ` Wednesday, March 12, 2003
` ` ` ` ` ` ` ` ` ` ` ` Tuesday, March 11, 2003
WASHINGTON (CNN) -- The cafeteria menus in the three House office buildings changed the name of "french fries" to "freedom fries," in a culinary rebuke of France stemming from anger over the country's refusal to support the U.S. position on Iraq. Grown-ups did that. Never forget that. (straight from MetaFilter, sorry.) ` ` ` ` ` ` ` ` ` ` ` ` Sunday, March 09, 2003
` ` ` ` ` ` ` ` ` ` ` ` Saturday, March 08, 2003
Koster was the lead designer for Ultima Online (the first massively multiplayer online game), and is now creative director for the upcoming Star Wars Galaxies (the most expensive?). Koster has graciously made a tremendous amount of his thinking available to the public and I've found a lot of inspiration in it (there is an extensive quotation from something he wrote as an appendix in Ludicorp's business plan I include that block at the end of this post*). But it reminded be to post this mixed bag of MMOG links:
- - - - - *Current and future developments in online games (his whole site is good and there is a lot there worth checking out) Amen. ` ` ` ` ` ` ` ` ` ` ` ` Friday, March 07, 2003
Wednesday, March 05, 2003
> what time is it?since the left-border intenting line won't “break”. And if you convert it to plain text, the indentation will not become prefixes (like the “>” in the example). So, I have to reply, then convert to plain text, and then manually add line breaks and “>”s for each point I want to address. Can this really be freaking true? Michael Sippey, where are you? If anyone knows how to get around this (and yes, I have tried every preference I can find and I have googled extensively; and no, don't bother suggesting switching to another mail client) then please email me at sylloge.com (any old name will do) and tell me what is up. Thanks! ` ` ` ` ` ` ` ` ` ` ` ` |