The gratitude of wolves

Wired March 2010Over the course of last summer, I sent out hundreds of mails to people who I knew, or suspected, or hoped, were Werewolf players, asking for help researching a big, fat Wired feature on the history of the game, and its status among the geeky.

I was expecting a bit of a response, since Werewolf players are often pretty enthusiastic about their game, but I wasn’t expecting to trigger an avalanche. So many people wrote me detailed, fascinating replies - full of history and psychological introspection and swearing and glee - that I genuinely lost count. The stack of print-outs on my desk would have crushed the spirit of anyone who doesn’t actively despise trees. I tried to thank everyone, but I bet I missed a few. Either way, let me thank you again.

Publishing grinds a little slower than blogging (although not much slower than this blog), so the article is now finally outed in this month’s mag. You can read it over at the Wired site or buy a copy and find out a little about Hela cells and Kodak and winning at darts as well. So many quotes ended up getting cut, from so many interesting and generous interviews - apologies if any of them are yours. And do let me know what I’ve missed or got wrong.

Offworld, onsite

boing-boing_-offworld

Exciting navigatory update! All my columns for Boing Boing’s marvellous game site Offworld, in which I explore the charms of games I can’t stop going back to, are now available from the sidebar to your right. Or, if you’d rather take them in at a glance, they’re all to be had here.

Quick and dirty slides

As promised to various lovely people at GDC here are the slides from the two talks I did. Once I get back I’ll do revised versions with notes of what I said, so they seem slightly less like the jumbled imaginings of an 18th century boot-polish addict, but for now:

Spore: what seriously happened.

Stop Wasting My Time And Your Money: why your game doesn’t need a story to be a hit.

So it goes

xboxmugla

 My inevitable decline continues apace on Offworld.

Landfall

Look away now, those who are made easily envious of animated favicons: my new column has launched on Boing Boing’s new game site, Offworld. It’s called One More Go, and it’s about the games I can’t stop going back to, and why I can’t stop going back to them. To my enormous surprise, this one turned out to be about New York Times Crosswords, although it really shouldn’t have been a surprise, because it’s been a constant companion pretty much every since it came out.

More surprisingly, I didn’t write any of the things I mean to write about it. I got, it’s fair to say, a bit distracted. What I was really planning to bang on about was some very different stuff, namely:

Crosswords are the perfect expression of how games are about the relationship between game-maker and game-player! We don’t talk about this nearly enough in mainstream videogames, but one of the reasons I’ve always loved them is the feeling that I’m playing an experience which has been crafted for me by someone I’ve never met. It’s like the best Valentine’s Day present ever: something that someone has spent years of their life on, designed to do nothing more than make you happy. And the odd bodged clue in NYTC highlights that very effectively - it makes you acutely conscious of the human being at the other end of this experience. It’s why I’ve always been more interested in single-player games than multi-player games; I’ve always been more interested in beating the master of the game than another of its participants. And this seems to be a culture crosswords share. People who regularly play cryptic crosswords have a strong sense of connection with the people who set them - people who they’ve never met, but who have, over decades in some cases, entertained, challenged and educated them. If you think I’m over-stating the case, then keep your eyes peeled for the return of BBC4’s How To Solve A Cryptic Crossword, which has infuriatingly just dropped off iPlayer, but which does a lovely job of summing up how intense the relationship can be between players and makers. Or doers and setters, or whatever the right crossword terminology would be.

Crosswords were initially vilified in almost exactly the same way games are! Namely, for being a waste of time and a passing fad. Wikipedia has most of the best quotes, so I won’t regurgitate them all here, but purely in the services of irony, here’s The New York Times itself railing against them in 1924 (they’re younger than you think, crosswords). Sound familiar?:

 ”[the] sinful waste in the utterly futile finding of words the letters of which will fit into a prearranged pattern, more or less complex. This is not a game at all, and it hardly can be called a sport… [solvers] get nothing out of it except a primitive form of mental exercise, and success or failure in any given attempt is equally irrelevant to mental development.”

Crosswords embed really complex cultural variations within one very simple ruleset! One of the reasons I’ve stuck with NYTC for so long is that, as a UK crossworder, it’s so alien to me. The simple differential between UK and US crossword grids - US ones have fewer black square, so almost every letter of every word has to be in another word - means that US crosswords have to use much more unconventional words and slang phrases. UK crosswords are extremely orthodox by comparison. But then UK cryptic crosswords seem to be far more complex and traditional than their popular US counterparts (although I think some of the more esoteric US cryptics give them more than a run for their money). So, even before you get to the actual cultural context of the clues (and, let me tell you, it took me far longer than I’d like to admit to realise that a ‘Thanksgiving sidedish - 3 letters’ might be ‘yam’), there’s cultural data embedded in the ruleset. I love that you can tell a UK crossword from a US one just by looking at it. I wish we could still do that with videogames.

Final note: I’m not kidding about being stuck on that clue. Any takers?

 46 DOWN (6 letters): In cubbyholes (S blank R blank)

I’m a link!

Seed_magazineHaving actually edited a magazine I should be past the point of being over-excited about getting on a cover, but check it out! I’m - or rather, my feature on Spore - is (sort of) on the cover of Seed, which is a magazine about real things, rather than chunks of light that jump when you press A. I spent an absolutely bedazzling week earlier this year interviewing the leads on Spore (as well as some otherwise brilliant people like Frank Lantz), closely followed by an utterly excruciating week trying to edit down 15,000 words of transcripts to a 2,500 word article. Hopefully they’re all kind enough to forgive me for relegating 95% of the clever things they said to my drafts folder. You don’t get a lot of fluff when you’re talking to people that smart, let me tell you. The piece was intended to focus very much on Spore’s scientific credentials, so hopefully it covers some rather different ground from what you may have read before.

And if, on reading it, you’re having interesting thoughts about using games a crowd-sourcing tools for forming models for complex, behaviour-driven systems,  you might want to check out Jane McGonigal’s new project Superstruct, a step beyond World Without Oil which endevours to use our imaginations to understand what the impending Apocolypse might actually look like.

People in Glasshouses…

Edinburgh ‘08 report:

Number of things I said that made the internet angry that I regret: 2

Number of things I said that made the internet angry that I don’t regret: 19

Number of things I said that would have made the internet really angry if it had been in the room at the time but it wasn’t so phew: 487,943

Number of people I promised I really would get a ‘Margaret Robertson is full of shit’ T-shirt made: 3

Gosh,  Edinburgh’s lovely. I really ought to know that by now, for all sorts of reasons, but it still takes me by surprise every time. But it was great to get a chance to load up on plain bread, and see a bunch of old friends, and catch up with all the Dare students as they all get one step closer to taking over the world.

The rather ramshackle slides for my rather ramshackle talk are here (sorry, 13 meg pdf or so, somehow). Fair disclosure: the notes represent what I had been planning to say if I’d had rather more sleep rather than what I actually managed to blurt out on the day, so apologies if they don’t mesh very well with what you heard. A lot of people have been asking me for the Patrick Redding talk, which you can get here, and really, if you’re only going to read one of them, read his and not mine, because his is properly brilliant.  Thanks again to EIF and Dare for inviting me up: good games, good people, good beer, bad weather. God, I miss Scotland.

Ah, good. The sea.

Brighton SeaDevelop ‘08 report

Lost:  my voice, one earring, one suspected-knock-off, only-slightly-insanely-expensive, 60W MagSafe power adapter (now recovered), one phone USB cable, one bag of clothes (left in a taxi, returned 2 hours later by extraordinarily kind taxi driver)

Most coveted thing face-off: giant Space Invaders commemorative 100 yen coin vs Animal Crossing Happy Room Academy catalogue

Brighton restaurant recommendations:  breakfast - Bill’s for scrambled egg with pumpkin seeds on top and juice brilliance (thanks, T!);  lunch - Bankers for fish and chips (thanks, R!); dinner - Pintxo for delicious peppers and amazo-rasperry/coffee freddo things (thanks, me!).

Unforgettable moment face-off: swimming in the sea with Charles Cecil vs four-man The Final Countdown Band Bros.

New personal best: talking so much my tongue got blisters.

Best new skill learned: how to get an elephant into a fridge.

Cheers to everyone who lasted the distance to come to my talk - super quick’n'dirty slides-with-notes are here. Thanks to Owain for inviting me along, and to everyone who fed my brain-hamster with new ideas.

Ralph Baer changed my Powerpoint

NLGD08

Whenever I get back from conferences I always promise I’ll do a proper transcript of my session, and then never do, so this time I’ve bitten the bullet and just done some quick and dirty notes on the slides themselves. In the unlikely event you want to check them out, you can download them here.

Treat me like a jetlagged lover

photo by EmonXie - http://www.flickr.com/photos/emonxie/2284438196/My GDC swag this year consists of: 2 USB memory sticks, 1 bruised spine, 6000 air miles, dozens of business cards, a 3-figure mobile phone bill and hundreds of un-answered emails. So, apologies if you’re waiting for me to get back to you - I’m catching up, I promise. In the meantime, as literally several of you have requested, here’s the powerpoint (10 meg, sorry) for my ‘Treat Me Like A Lover’ session. I’m not sure how much sense the slides will make on their own, so I’m working on a transcript, which I’ll post up here when it’s done. Hopefully GDCRadio will be up soon, so you can download it there, in the highly unlikely event you want to spend $8 on hearing me be smutty about Advance Wars. Cheers to everyone who turned out at the painful hour of 9am Friday to hear me rant, and thanks for all the kind comments after.