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Interesting People

102 posts under this tag.

Star
Reality is broken 2
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Feb
06

It’s been a while since I made a quote collage. It’s been a while since I’ve been hit by an idea this good: reality is broken, it’s game (and interface!) designers responsibility to fix it.

I’m not here to rant about game designers. I’m mad, but I’m not mad at game designers. I think that compared to the rest of the world, game designers pretty much have it all figured out. We’ve invented a medium that kicks every other medium’s ass. As game designers, we own more emotional bandwidth, we occupy more brain cycles, and we make more people happy than any other platform or content in the world. And if you don’t already believe that, if you don’t realize that we’ve already won, then you’re not paying attention to the staggering amount of time, energy, money and passion that gamers all over the world pour into our games every single day.

So why why have we won? Because as an industry, we’ve spent the last 30 years learning how to optimize human experience. We know that our brains are made for playing games. Recently, some of us have remembered that our bodies are made for playing games. And we’ve always known that our hearts are made for playing games. So as an industry, we’ve spent three whole decades figuring out how to engineer systems that fully engage our brains, and our bodies, and our hearts. And we’ve pretty much solved that problem – or, at least, our solutions are working better than other designed experience on the planet. So our systems work better than anything anyone else is making to engage human beings. And as a result, the way I see it, right now, we basically rule the world.

That’s the good news. But the problem is, we don’t rule the real world. For the most part, we rule the virtual world, because it’s easier to optimize experience in a world entirely of our own making. The fact is the real world is too f’ed up, it’s too broken, we don’t want to deal with it. So right now, pretty much every one of our games works better than reality, because we are the best designers of human experience, and we’re applying all of our talent, all our insight to optimizing virtual experience. And you know what? That needs to end, starting today.

My rant is about the fact that reality is fundamentally broken, and we have a responsibility as game designers to fix it, with better algorithms and better missions and better feedback and better stories and better community and everything else we know how to make. We have a responsibility as the smartest people in the world, the people who understand how to make systems that make people feel engaged, successful, happy, and completely alive, and we have the knowledge and the power to invent systems that make reality work better. We have the responsibility to take what we’ve learned as an industry over the past 30 years and start making everyday life more like our games.

Can we fix it? Yes. We have the technology and the knowledge. Should we fix it? Hell yes. We have the power AND the responsibility. That doesn’t mean we should stop making escapist games. We need to make escapist games, there will always be a need to escape, and frankly, that’s how we’re going to learn more about what works, about how to engage brains and bodies and hearts. But will we fix it? Honestly, I have no idea.

We can take what we’ve learned by making games and apply it to reality, to make real life work more like a game – not make our games more realistic and lifelike, but make our real life more game like – so that when people all over the world wake up every morning, they wake up with a mission, with allies, with a sense of being a part of a bigger story, part of a system that wants them to be happy. We can do it, we should do it, and I hope that we will do it.

Sam Walton's story 2
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Jan
25

Walmart, (Sam) Wal(ton’s) mart. The Walton fortune has long been split among 4 main heirs and still each shard is listed in the top 4, 5, 6, and 7 of America’s richest, each with over $20 billion.

The story Sam Walton tells of how he started Walmart is one of my favorite autobiographies and business books. My old, scribbled paperback is long lost but I can now safely share the book with you digitally through the 3rd-party magic of Scribd: read it online.

It’s time to (re)read Sam Walton and be inspired by history’s most successful practitioner of commerce, there are too many opportunities out there waiting for us!

It is a story about entrepreneurship, and risk, and hard work, and knowing where you want to go and being willing to do what it takes to get there. It’s a story about believing in your idea even when maybe some other folks don’t, and about sticking to your guns. But I think more than anything it proves there’s absolutely no limit to what plain, ordinary working people can accomplish if they’re given the opportunity and the encouragement and the incentive to do their best. Because that’s how Wal-Mart became Wal-Mart: ordinary people joined together to accomplish extraordinary things. At first, we amazed ourselves. And before too long, we amazed everybody else, especially folks who thought America was just too complicated and sophisticated a place for this sort of thing to work anymore.

Scratch Interface (!) 2
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Aug
08

This may just be the coolest interface ever. I thought it was a joke when I first read about it: interact with computers through scratching your fingernail on surfaces. Simply amazing.

From the prolific interface genius that is Chris Harrison. Jump to 3:14 for the best concrete example of the technology in use: controlling your phone with gestures on a normal table with nothing but a stethoscope on it.

Computation at its root is distilled physics, interacting with our everyday physics it can produce pure magic. Think of accelerometers as well, or the now commonplace touch displays.

We are as gods 2
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Jul
18

In the Whole Earth Catalog, my first words were “we are as gods and might as well get good at it.” The first words of Whole Earth Discipline [40 years afterwards] are “we are as gods and have to get good at it.

Seasteading 2
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9
Jul
11

...dynamic geography may finally strengthen anarchy’s weakest link. It is difficult to seize hold of water—it tends to fragment into tiny pieces and swirl away. Counterintuitive though it may be, this apparently shifty foundation will provide a stable base for anarchy.

The landlubbers and groundhogs can keep their monopoly-inducing dirt – we’ll take everything else.
At first I dismissed the idea of seasteading, of colonizing the seas to establish new nations in them. But a quick skim today through the Seasteading Institute proved a several hours affair, and I’m thoroughly intrigued. As Patri remarks at several places, they turned to the oceans because it was the least claimed space but they found that its intrinsic dynamics were uniquely suited to freedom. When it becomes inherently possible to move not only yourself but all your belongings, your house, your building, or even your neighborhood, a whole new freedom of association can become the effective base of societies.

The sea is bigger than capitalism, communism, or anarchism. It’s a whole new meta-system, with different dynamics that give hope of different results.

Perhaps the Pacific ocean, the world’s biggest expanse, will one day become the new West, the new frontier, will one day hold the most diverse, innovative, prosperous civilization on Earth. History hasn’t stopped, changes of this scale and strangeness will happen.

Lift France 09 participants 2
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Jun
18

I’m going to Lift France 09 tomorrow! Since a big part of my motivation for going was its focus on networking, since they encourage you to fill a profile on their site and over half of the >550 participants actually do it, and since the theme this year is “A hands on future”, I decided to do a quick re-interface their list of participants, which was too unwieldy for me.

Check it out at http://elzr.com/lift

Star
On romance, tangentially 2
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Mar
19

From Greg Egan’s Reasons to be Cheerful, one of my favorite short stories ever, an exploration into the meaning of happiness and, tangentially, of romance.

Visions of Julia filled my head. I wanted to know what she was doing every second of the day; I wanted her to be happy, I wanted her to be safe. Why? Because I’d chosen her. But … why had I felt compelled to choose anyone? Because in the end, the one thing that most of the donors must have had in common was the fact that they’d desired, and cared about, one person above all others. Why? That came down to evolution. You could no more help and protect everyone in sight than you could fuck them, and a judicious combination of the two had obviously proved effective at passing down genes. So my emotions had the same ancestry as everyone else’s; what more could I ask?

Book chapters 2
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Feb
12

My public and personal library nibbling, my bookstore standing-reading, used to make me feel uneasy, undisciplined and unfulfilled. Not so lately. Split is the new short. and reading book chapters feels like a good balance between substance and stub. Here 5 interesting ones read recently:

Prologue of Ian Burma’s Inventing Japan, for that great Tokyo Olympics anecdote.

Chapter 11 of Barry Schwartz’s Paradox of Choice, for honest, useful advice for living at “the pinnacle of human possibility”.

Chapter 3 of Po Bronson’s Nudist on the Late Shift, for the gripping, amazing tale of how Sabeer Bathia started and sold Hotmail.

Also from Nudist (and partially available on Wired), chapter 7, for an inspiring, charming portrait of Danny Hillis at crossroads.

Chapter 1 of John Nathan’s Sony: The Private Life, for its depiction of the fascinating soulmate relationship between Sony’s founders, Akio Morita and Masaru Ibuka.

To Darwin 2
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Feb
12

This happy day goes to your memory Darwin, to having lived after you, taking for granted one of the best ideas ever.

This conmemorating NYT article a good summary of his life.
Originally posted, as much else lately, on my Twitter feed..

Light and sound, light as sound 2
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9
Jan
27

Auditorium is such a fun, original, spellbinding game! Visually and musically marvelous, it transcends language and is wonderfully unreal, ungrounded in reality, very abstract yet very sensual.

The online demo (a preview of an eventual larger game) is free and extremely addictive—say goodbye to your next hour.
(via Kottke)