Home

A Simple Way To Go Faster Than Light That Does Not Work

Jun. 14th, 2009

04:05 pm - I've been playing games

So, a lot's been going on. Good things!

I've been playing a lot of role-playing games lately. I hosted a game of The Shab Al-Hiri Roach a couple of weekends ago, and yesterday I helped [info]classicaljunkie host a play-through of The Immortal Murders to celebrate her birthday. In both cases I found that I'm capable of playing storytelling RPGs, but also found it a draining activity rather than an energizing one. However, I'm not sure how much of that was due to the act of playing and how much was from the additional stress of hosting.

I prefer narrating to literal role-playing, and it was interesting to discover the difference between the two. (Roach, a tabletop game, allows both styles. Immortal Murders is more like a LARP, so either you're role-playing or you're not playing at all.) With both styles, though, I felt on-edge and tense the whole time my character was on the scene, like I need to be ready to jump in at any moment. After only a couple of hours of this, I was pretty exhausted. Compare to a board game, with its regular cycle of high and low periods that I can ride for many hours (if the game is compelling enough). It could be that I'm just not playing right.



The Gameshelf shoot went great, even though I'm currently having a frustrating time importing the footage. I didn't think to clean the tape heads of the borrowed SCAT cameras - which many people use - before using them. As a result, the tapes have some schmutz on them, and every time Final Cut encounters such a blotch, it throws up its hands (as well as a modal dialog box) and saves the import-so-far to a file. There's nothing to do at this point except fast forward the tape a bit and pick it up from there, hoping that nothing juicy got skipped over. It also results in lots of smaller files to comb through versus a few long ones. This makes an already time-consumig task even longer. But I'll get through it.

This will be a fanatstic episode, but I think it's destined to be an anomaly among Gameshelfs... a "special" that I wanted to do specifically because it's so radically different than anything we've done so far, and it seemed like exactly what I personally needed to tackle in order to get into the show again. After this, we have to start getting disciplined about the show's format, enough so that planning, shooting and editing the episodes can maybe happen with some goddamn regularity for once. I have come to the conclusion the the show will never be really popular if it only comes out a couple times a year (if that).



I hope to open the jmac.org video store this week, where I will sell DVDs of The Gameshelf and Jmac's Arcade. I have high hopes for this. Even a handful of sales would help cover my materials costs of recent Gameshelf-related adventures. It would also serve as a huge encouragement to me to produce more of both, and in theory would also serve to promote the shows to a wider audience. The presence of the DVDs will probably get me to promote the shows more aggressively, at any rate. We'll see.



I'm rather buried in Appleseed work. I lost the subcontractor I was working with just as I picked up a new small job in May, leaving me with four tasks all on my own plate. This is too many. I've been dealing with these best as I can, and this includes starting the process of bringing in new help. I am hopeful about this.

I love running the business. For all my crazy project ideas it's still the only enterprise of mine that brings in revenues, so I shouldn't shy away from the idea of letting it grow. Honestly, a large part of me is reluctant to invest much energy into growing Appleseed beyond just-me. This is the part that considers it my "day job", with a scoff. It's the same part that fuels my eagerness to work on my nuttier entrepreneurial projects, which I spent most of last year and the start of this year chasing at full throttle, and it's not used to being told to shut up for a bit.

I owe myself another period of reckoning. 2007's four-pillar system worked well and it's time to take stock and see what I really want to be doing now. The answer, I suspect, will be different from last year, or the year before that. I can only hope that the answer will fit better than it has in the past.

Jun. 2nd, 2009

12:58 am - Costuming help request

Dear loanyweb,

Would anyone local to me be able to loan me a traditional German hat for the length of June? Am willing to put your name in an upcoming Gameshelf credit roll for it. :)

Apr. 27th, 2009

11:46 pm - BarCamp Boston 4

Highlight of the weekend was a last-minute decision to attend BarCamp Boston 4. This was the second "Unconference" I'd attended, after last year's GameLoop (which was, in turn, inspired by BarCamp Boston 3). I had a great time, learned a lot and met lots of cool people. Inspired to try proposing some talks myself, next time I attend something like this.

All attendees were asked to identify themselves with three info-tags. I chose Perl, Consulting, and DIY Television. I ended up leaning most heavily on the latter, unsurprisingly, as TV production's what currently on the upswing in my personal obsessionery. And lo, serendipity smiled upon me: I found myself talking to people who work with NPR and WGBH (Boston's PBS affiliate), just a day after deciding that public broadcasting represents a good first place to start my little research project into up-marketing The Gameshelf. Sent out a passel of followup email this morning, and have high hopes that it will lead to some interesting conversations.

Props to [info]dariusk for helping these introductions along; a natural facilitator, he was a force of nature Saturday morning, all but bodily dragging people around the room in order to arrange them into ideal conversational pods.

I handed out lots of Appleseed cards, but usually with a sheepish well-heh-heh-this-is-my-day-job, and the scribbled addition of "jmac.org" onto it. It's time for me to design a personal card again, something I can use when I am not introducing myself primarily as a software expert, or Volity's president. My last design, pictured here, is nine years old, drawn while I was still living in Maine. While I still have a bunch left, it's been a while since I've carried any around. It tries to bespeak creativity and cleverness while being vague and jokey about it, which describes my 2000 self to a tee. I'd like to think I've earned a little more definition since then, and need a card that suggests it.

Apr. 23rd, 2009

01:15 am - Feeling pitchy

Hello, my social network,

Tell me: do I know anyone who is involved in the TV industry, or who might be able to comfortably introduce me to colleagues who are? (Note: have already dispatched pigeons to the Gameshelf's crew members. Y'all are the second ones to hear this question.)

No need for me to be coy here: it struck me earlier this evening that there's no good reason for my complete ignorance about the world of commercial television. So long as I'm in the dark about it, I also lack reasons why I've never even thought about making The Gameshelf a part of it. I can imagine plenty of good reasons it's a ridiculous and dismissible notion - even ones that have nothing to do with the quality of relevance of my show - and wouldn't be a bit surprised to discover that any or all are true. But I don't know.

What I do know is that when I turn on TV38 and I see The Phantom Gourmet, I point at it and say "I would not hate it if my show worked like this." And as it happens, I feel that my show actually is really relevant. I could totally make a pitch on the basis that we're entering an increasingly ludocentric world, and we need a TV series that intelligently examines the history, culture (hi [info]radtea!), and criticism of games across all media. Something far broader and deeper than your typical G4 game-of-the-moment review show.

The two episodes we produced in 2007 were really awesome, and were I so motivated, I would feel perfectly comfortable cutting a demo reel around them. The thought of shooting a whole honest-to-god season of The Gameshelf with a budget, even a very small one, makes my toes tingle. It's a fragile fantasy right now, but now that it's bit me, I've got to know more about it.

Apr. 18th, 2009

11:48 am - Addendum: The fate of last spring's game shoots

A quick note to those who participated in game shoots for The Gameshelf last spring: I've decided to sink the idea of a whole episode about locally designed games, because it just wasn't coming together. Instead, we're going to put a short local-games feature onto upcoming episodes, and to kick it off I'm going to dip into all the footage we shot last year. So, look for yourself to appear eventually there!

11:44 am - First casting call: Diplomacy

I am looking for folks who are interested in playing Diplomacy for The Gameshelf. We're going to concentrate on fun, and making great television by turning it into a kind of one-shot reality show. I plan on joining as a player, though I have never played before. (I shall host a "rehearsal" of a full or partial play-through before the shoot, though.)

This is going to be a a marathon shoot. Diplomacy can take up to six hours to play, and I intend to capture a whole game. With prep and other overhead, players might end up hanging around for as long as eight hours. Location TBD, but probably someone's house. Possibly mine. (Not your house, if I haven't already asked you about it.) We'll have a dinner break. Really, it'll be like a gaming party, except with far more A/V equipment poking around than you may be used to seeing.

Unlike every other shoot, players won't be seated and micd under hot studio lights while on-camera. Instead, they'll have the run of the house (including the yard, if it's a nice day, and if there's a yard) and it's going to be up to the camera jockeys to keep up with them. This is to encourage players to gather into groups for conversations out of other players' earshot. We'll probably have to live with crappy audio for these parts, but that's life.

I will need at least five guest-players, and an "understudy" or two wouldn't be unwelcome; I'm led to understand that Diplomacy just isn't Diplomacy with anything other than exactly seven players. (Your humble hosts shall take the other slots.)

If you are interested, let me know (via comment, email, or other method) what weekend days between May 22 and June 28 work for you. I'm in contact with my crew, and can settle on on a date quickly, but want to pick one that works for everyone.

Apr. 13th, 2009

07:11 pm - Game stuff I wanna do soon

Since starting to reclaim some life-space due to paring away extraneous projects and applying some long-overdue organization to what's left, I've been feeling the urge to move my game-playing life in new directions.

Here is some stuff I wanna do soon. Not really making plans yet, but I reserve the right to link back to this post later. If you're totally into any of these ideas (or wish to tell me how wrong I am), feel free to make your interest known!



After listening to podcasts about them for years, I am hell-bent on trying one of the latter-day crop of storytelling RPGs. Finally picked up a copy of The Shab Al-Hiri Roach, and decree that it shall be the one I finally try first. I appreciate both its tone (which sounds like it plays out something like an R-rated Toon game[1]) and the fact that it has gamey framing elements like cards, scoring, and a win condition.

Role-playing games that are basically audience-free improv theater, or grown-up versions of "Let's Pretend" (and I mean that in the best possible way) do not appeal to me, and that discounts a wide swath of the otherwise really cool-sounding games I keep hearing about. Even though you can lose a game of Roach by an unlucky card draw, I still appreciate just having something to aim for.

[1] Really, I want to say "It sounds like Monty Python at its best and bleakest", but, sadly, "Monty Python" is such a loaded term, especially when we're talking about RPGs. It unavoidably invokes the image of some Cheeto-stained wretches sitting around a table barking "Bring me a shrubbery!" and giggling. No, that is not the game I am trying to describe.



I wanna host a Race for the Galaxy tournament, maybe in the brief slice of time between [info]classicaljunkie's spring and summer semesters (rather soon). She and I are both absolutely apeshit-bonkers for this game, and so are lots of our local friends. I think everyone I know who loves games loves this game, except for, like, [info]misuba. (What the hell, dude.) UPDATE: ok, ok, several of you don't like Race! I still name it a overall rare phenomenon in my game-playing social circle.

I have never hosted a tournament of anything before. I've barely even played in any. I am not entirely sure what a "bye" is, that's how ignorant I am on the concept. So this is a novelty-driven desire, too. (Which I can sell for two cards, plus applicable trade-phase bonuses. HA HA HA.)



One of the Gameshelf eps I wanna shoot this year is "The Diplomacy show", an idea I've been kicking around since the Gameshelf started. Both [info]taskboy3000 and I now live in nice roomy houses, and I need something to kick-start my excitement about working on this show again, so now's the time.

The idea is that we shoot a complete, face-to-face game of Diplomacy, but direct and edit it like a reality show. There'll be cameras rolling continuously in the map room, and camcorders following people around during the discussion phase. Players must dress in costume appropriate to the Major Power they represent.

I recognize that this will be... logistically tricky. I've written my crew about it, and await their opinion. I've also written Wizards of the Coast asking if they'd like to get on this action.

Apr. 11th, 2009

04:08 pm - GTD / Gameshelf / Priorities

Got back on the pseudo-GTD wagon a couple of days ago, opening up OmniFocus for the first time in ages and performing my "weekly" review of its task database. I was in no mood to show the least bit of clemency toward any project that no longer excited me. Most of them went into the shredder, and most of the rest got marked as "completed". When I was done, I only had a couple of projects left, out of the several dozen I'd started with.

First thing the next morning, I emptied my head into OmniFocus's inbox, sorted it all out, and got to work on the first tasks. I knew the system was working because by 4PM that day, and for the first time in a long while, I felt I deserved a beer. So I had one.

In a delightful surprise twist, among the mouldering projects I killed lay my intent to read the actual Geting Things Done book, and absorbing some other media relating to the system. Confident in my take-aways from prior exposure to GTD and its proponents, I don't need that stuff anymore. I've learned to use OmniFocus to relieve myself of the burden of trying to keep everything I'm supposed to do in-memory - even though I'm probably using only a thin slice of the app's full functionality.

I feel really good about this, and hope to stay on the horse longer this time. Not moving house should prove a good first step...



I've been thinking about what to do with The Gameshelf - the show, that is. Speaking of shredding things, I've decided to kick my existing Episode 7 concept to the curb. I can point my finger at a lot of reasons I wasn't getting it done, but after a whole year it's clear to me that I'm just not energized about that episode's idea any more. Right now I need to focus on just getting excited about doing the show again at all. If I can win at that, I can return to this idea later. (And all the footage that goes with it...)

Been rapping with [info]taskboy3000 about it, this past week. It's time to push the show in a new direction, as suggested by the blog's evolution and some insightful words I've received from critics over the last year.

The show's current tagline, "Strange Games for Happy People", represents my original vision of focusing the show around reviews of "unusual" games - board or video games that mainstream culture doesn't know about. I'm now thinking of (begging your pardon) re-branding the show as "game history, comparison, and critique". Not so sure about that middle word; was thinking of a meaning like "comparative studies", there. Maybe "context", instead?

At any rate, of the emergent strengths of The Gameshelf has been how we take several games, usually from completely different media and time periods, and hold them up for study and commentary, while demonstrating how they are all related, and share common roots. I really enjoy doing that, and I don't think anyone does it like we've been doing it.

Joe and I now have a couple of solid ideas for episodes we could do this year, both of which would realize some show-related concepts we've been kicking around for a long time. In both cases, various circumstances indicate that now's the right time to bust them out. I'm really excited about this, and I've started getting some balls rolling. Wish me luck.



Also, this.

Mar. 30th, 2009

02:01 am - Summary of what I'm working on

People have been asking, so here is where stuff be at:

The Volity Network (including the webclient): Personally, am completely burned out on it. I have no plans on doing any active work with it at any point in the foreseeable future. The proper thing to do now involves wrapping an open-source license around the webclient and letting it fly, right? That's a conversation I'll need to have...

Planbeast: After a successful early testing phase and an initial bump of interest, approximately zero people are using it right now. This is OK. As far as I'm concerned our soft launch was a success: we have a much better service now than we did in mid-February.

But now we need to figure out how to get the users to come. I had a truly excellent day of meetings a couple of Fridays ago on this topic with a couple of new voices. My major take-away is that, this early, our main customer shouldn't be game players but game producers. We should form partnerships with companies, offering Planbeasty tools they can use on their own websites and such, driving traffic to us while we increase the visibility (and online multiplayer-ability) of their games.

I last week spent a long time writing the first letter making such a proposal, aimed at a very particular target. Now that GDC is done, I'm going to send it, and then I'll see about writing some more like it.

Project X: Regretfully, and for reasons not entirely under my control, I had to move it from the back burner to the freezer. If you want the full poo-poo on this saga, feel free to contact me through another channel. Given everything else I have going, my heart isn't exactly broken over this, though it is rather disappointing just the same.

If nothing else, it was a great one-year hands-on course covering both the technology and the business of commercial game publishing. Even better, starting on it gave me the confidence to reconnect with the local game-dev crowd (hi [info]dariusk), a resource that I expect I'll continue to find invaluable - and worth being an active participant of - as my focus shifts back to meta-gamier projects like Planbeast and...

The Gameshelf (the show): This has been idling for as long as Volity.net has, another victim of the Project X bug biting me, even though my attitude towards it is entirely different. Still have tons of new footage waiting for me to get awesome with it. I haven't really been zotted by a bolt of inspiration to resume work, and haven't been bored enough to do it anyway. But I really am expecting that I will return to it, when the time is right.

That all holds true for Jmac's Arcade, as well.

Mar. 22nd, 2009

02:11 pm - ATTN Gameshelf writers (and readers)

Web services on jmac.org are hosed. I have a plan for fixing it, which I will start immediately and then continue as time permits; I'm in the midst of some time-sensitive Appleseed work that is of greater priority. I will post again with further status updates, as they come along. Things should be permanently better before next weekend.

Part of my plan involves migrating hosts once again, this time moving from tektonic.net to linode.com. Stating here that I am very impressed with Linode's service, which Planbeast now uses, and disappointed with Tektonic's. The latter was OK when I started using it last year, but either it's gone downhill fast or I was just lucky for a while. I have lately found its service unreliable, its online diagnostic tools faulty, and its customer service quite lacking. Bummer.

Aug. 7th, 2008

08:02 pm - I finished Braid

Posted some thoughts over on the shelf, which as usual don't have much to do with the actual gameplay but I think they're interesting anyway.

My favorite thing about the actual gameplay was that it quickly earned my trust, and never let me down. It didn't take long to learn that every single object, platform or creature on the screen serves a purpose, so getting stuck on a puzzle means stepping back, taking stock of what materials the game is handing you, and wondering what you can do with them. I love this.

There was only one puzzle I took issue with, where it took me quite some time to realize that my approach was wrong, versus my reflexes being too slow. The first (incorrect) solution to it almost works, missing the target by milliseconds, and encouraging another try. Which will also fail. Fortunately, it was deep enough in the game that I didn't completely lose hope, and the correct solution occurred to me while I was in the office this morning, working on something else. And that's a sign of a good puzzle game.

Current Location: Another castle

Aug. 4th, 2008

11:40 pm - Distributed whuffie

I noticed tonight while ego-surfing (via Technorati) that my Gameshelf post from a couple months ago about Space Giraffe, which was my personal return to that blog, and which I figured would get some good foo via its novel theme (colliding a controversial piece of contemporary literary theory with video game design), got linked from Kotaku and amassed a bunch of comments there - many more than the original post earned.

I really have to get around to intsalling Webalizer or some other referrer-log-checker, one of these days. No, sooner than that; it's an indispensable tool for any ego-driven blogger (ha ha redundancy yes), dammit.

Jun. 22nd, 2008

04:13 pm - Short shelfy note

I recently had to admit to myself that I'm once again in a phase where I can't really work on a TV show as much as I'd like. On [info]radiotelescope's advice, I have also reconsidered my relationship with the blog. Happily, the short story is that I'm posting with confidence there once again, after a long dry spell. You can see more details yonder, as well as a shiny new post all about Space Giraffe. Surely you want to read that.

May. 11th, 2008

06:02 pm - Sad news

My friend and colleague Erik T. Ray, with whom I worked at O'Reilly and co-authored the Perl & XML book, died suddenly at the hospital last night while recovering from a traffic accident. He was a good guy, and showed up on an episode of The Gameshelf. I still have the strange Korean novelty pen he gave me at the studio that day.

Apr. 16th, 2008

11:59 am - Grumble.

Gameshelf interview smackdab in the middle of my workday today, and I need to hunt down a DV camera battery even before that. (Any recs for that? I'm guessing nuthin in walking distance, or near the studio.) As one who needs his spin-up / spin-down time, getting any billable hours in today will be a challenge.

I'm going to take a long break from 'shelfing for a while after this, even though I haven't collected the complete footage for any future episode. Probably no more activity until May. I feel behind in just about everything else.

Mar. 28th, 2008

01:51 pm - Spam hate

Probably the only thing worse than spammers fucking things up directly is the mere threat of spammers fucking things up. Twice now I've happened to look at the Gameshelf blog's spamtrap, and found it 100 percent full of perfectly legitimate reader comments that never got posted. The jmac.org blog gets hammered with so much spam that MT started overcompensating, I guess. I don't know.

I have put the comments back up and posted an apology, but the blog still suffers the loss of timely discussions that never happened.

Not happy.

Mar. 20th, 2008

12:02 am - If you're feeling great, press Option-8

[info]classicaljunkie volunteered to help clean up my tags, found the LJ page that lets you mass-delete them after sorting by usage, and (with my blessing) nuked all tags I've used only once. This cleared up well over half of my alloted 1,000 tag-slots. So, my new posts have tags again. Aren't you pleased.

• I have a copy of the volity.net webclient alpha mostly running on Brie, my creamy white MacBook. This is very important, not just because Brie's become my primary all-sorts work machine, but because I left volity.net's codebase in a sad state when I last touched it, way out of synch with Subversion. No more of that.

The webclient daemon's regression tests all pass again, as of this evening, and I'm raring to write more tests. Recent work for clients saw me learning to really learn to rock Test::WWW::Mechanize and I am honestly looking forward to writing a mechanized agent that will try to play Tic-Tac-Toe games over the web and report back to me. (I may need to write and install a deterministic TTT bot to complement it.)

I have a goal to launch the damn alpha by April 1, and feel it's entirely realistic. I'll miss it only if I get too distracted by pay-money-work, which isn't impossible, but even in that case I'm gonna get a lot of good work done.

• My consulting business's brand-identity work is down to negotiating business card design, which is just a peewee version of the website's design. I am nearly there! I will be so happy when I can finally announce the business's name and identity loud n proud, though I haven't been exactly keeping it a secret in the meantime. (Have begun renegotiating my open contracts to point at the company, rather than at me personally.)

• Idled in the The Burren with [info]taskboy3000 this evening to discuss the format of upcoming Gameshelf shoots, the likes of which you have never seen before, at least not on this particular show. Mailed our director about it. He seems really energized about our trying new things, and quite into playing his role through all of it. We are lucky to have him on-board.

Is there a word for when a baby decides that a certain person in a certain setting is a fascinating source of visual data, and so stares and stares? Mr. T. Boy had one of these attached to him tonight, from the next table over. Very amusing.

Mar. 13th, 2008

11:26 pm - Too much

Blargh, missed a one-day-only event that really shoulda been Gameshelfblogged yesterday. I got behind in bailing out my RSS reader, and when the unread-items number gets into triple digits I just get depressed and even less encouraged to check. That's no way to do business!

So I culled several subscriptions today. Like, boston.com's headline feed was keeping me up-to-date on all the local knife fights and hold-ups, but is my life any richer for knowing that?

Anyway, the shoot on Tuesday went great, and I'm scheduling two more. There'll be at least two more on top of those, too. The next two shows will be both different from each other, and different from all that have come before. I love it.

Dec. 7th, 2007

12:33 am - Gameshelf casting!

I need players! We're having a shoot in the SCAT studio in Union Square on the evening of Tuesday, December 18, starting at 7pm. Edit:Actually, consider this date only tentative. It conflicts with a regular gaming event that occupies a good chunk of my usual talent pool. It was the only grabbable studio night at the time but I'll see if I can't shift it. If the rest of this post is interesting to you, lemme know about your availabilty on or around that night.

We will be shooting some combination of these games, all published by folks in the Boston area (for lo, that is our theme this episode):

Warp 6, a simple board game about spaceships racing to the end of a track, trying to set up chain reactions that let them leapfrog ahead. Plays with two or three, and I'd like to film a three-player game.

• "Rochambeau Twist", a game based around Rock, Paper, Scissors somehow. It's not even in production yet and I know next to nothing about it, except that its will-be publisher tells me that it's a fast pick-up-and-play game. We'll be playing with a prototype!

Hill 218, a tactical card game themed around a World War II battle. It's by the designer of Space Station Assault, if you happen to recall our review of that, and it's not entirely dissimilar. Two players.

I have played both Warp 6 and (an early prototype of) Hill 218, and identify both as short, fun games.

Gameshelf veterans as well as new faces are welcome; contact me at jmac@jmac.org or comment here. As always, I am looking for people with good camera presence who are willing to play games on TV (and video podcasts). Feel free to share this message!

Nov. 12th, 2007

11:34 am - Knees and Crotches

I've been posting the YouTubey Gameshelf excerpts to BGG and getting lots of hits as a result. Yay. I have also discovered that comments are broken on the new site. Boo. Firebug will help me root it out.

Here's an oldie from 2005. The quippy gameplay between [info]mrmorse and [info]taskboy3000 makes still makes it worth watching, even though the clip's production values are so rough by modern Gameshelf standards. Unscripted er um uh monologues, over-casual wardrobe, and inappropriate furniture leading to lots of frame-centering on knees and crotches.

Navigate: (Previous 20 Entries)