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Communicating On A Level People Can Understand

We are all uniquely diverse within this world, as we’ve all come from different backgrounds and environments, as well as had different experiences throughout our lives. This is the most important thing to remember when trying to communicate our differing and unique identities to each other. In other words, if we can’t communicate on a level that a person can understand or relate to then they won’t have a clue as to what’s being said.

Something I myself need to take into consideration after rereading my ramblings from yesterday. Way too verbose for what I was trying to get across. Probably why a lot of people express themselves visually with artwork or photographs when they can’t find the right words to express themselves verbally.

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A New Game Called Life

One thing that I never mentioned in all this slew of realizations is that I think what made them possible was being able to get away from a lot typical things that I normally do. I mean for those people who know me, I love games, especially massively multiplayer games. I’ve always believed that games have the possibility to teach us things about ourselves by giving us a different perspective or viewpoint on things that we might not otherwise had the chance to experience.

At the same time, however, games can both be a real time waster and also muddle your head with so many extraneous thoughts that you often become dazed to other things. I mean some games today are so complex they are almost like jobs, so much so that people are almost always deep in thought trying to figure out new strategies and ideas for the game (i.e. economy, combat, etc). Nothing wrong with that, if that is you actually get some enjoyment from it and it doesn’t become overly stressful to the point you’re no longer having fun.

For me, last month I decided I had enough of the World of Warcraft. I was just going to take a break till the new year but since I’ve been off, I’m not really sure I want to go back now. In addition, I had been playing Team Fortress 2 as well on the side. What started out as a fun silly game (i.e. Incredibles style) become very stressful, violent and aggravating, especially since it requires a high level of teamwork to pull off. Therefore as of last week, I’ve uninstalled both of these games off my computer.

Last but not least is EVE Online. I wasn’t playing it but decided to try it out again after removing WoW from my computer. While it is definitely much more relaxing to play then WoW and Team Fortress 2 (especially since I’m not really interested in the combat aspects of it), I noticed a reoccurring pattern happening again with it, similar to other games. What pattern? Well like with Team Fortress 2, I wasn’t really having any fun. It just seemed like an endless grind, more than anything.


EVE Online

I mean don’t get me wrong. EVE Online’s visuals like the World of Warcraft are extremely beautiful and many others obviously find the game very enjoyable. For me though, something was missing. It just seems like so many games today are focused too much around loot (i.e. making money or obtaining equipment) and skills (i.e. leveling) with very little focus on what I value the most, the experience (and ironically I’m finding our culture is imitating this). I mean I keep thinking back to many of the fantasy and science fictions books that I read earlier in my life and I keep wishing to find games that give some sort of emotional connection with the experiences within it. So far, especially with massively multiplayer games, I’m not seeing this. With earlier single player games I played though (even text based games like Zork), it was possible to achieve this as these games were often very cinematic, like reading an excellent novel or story.

So am I going to go back to single player games? Not sure. For now, I’ll keep EVE Online installed but not sure how much I’ll play it. If anything though, and I’m sure this will sound somewhat strange, I’m more interested in playing around with my site. Like a game? Well sort of. You see before when I wrote in my journal frequently, relaying stories, it enabled me to interact and share things with others which in turn allowed them to interact and share their stories with me. Therefore, in a sense this site became an interactive environment to communicate and share experiences with others similar to how games are interactive environments to allow people to communicate and share experiences online as well. Again for me, the most enjoyable aspect of this interaction is the emotional connection between myself and others who can relate to the stories in my journal.

So in a sense, could you say I’m starting a new game called Life? Not sure. I’ll let you know when I level up though.  🙂

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Be Real Creative

Yesterday I said I want to be real and I think an explanation is in order to fully understand the implications of that statement. In a nutshell, from a personal perspective, I was tired of trying to emulate others and tired of trying to be a “fancy” or “cool” business or company like others. It’s not me. Deep down I’m still that simple country kid who grew up on an acreage outside of Edmonton, Alberta. The kid who likes walking through the wheat fields with his dog reveling in the beauty of nature around him. That’s me.

So immediately when thinking about this, I knew that for me to be real I had to stop trying to copy or emulate others. I needed to turn off those thoughts and constantly be on guard against them. Instead I needed to turn off the machine that was me and restart myself as a person, as a distinct diverse individual. Even more so, I realized that I needed to start reveling in my diversity. I needed to stop trying to play it safe by copying others and instead needed to start taking risks of my own so that the real me could shine through, for better or worse. After all, none of us are perfect, no matter how much we want to be.

As soon as I started thinking about this though, about reveling in my diverse identity, something struck a chord in me and resonated deeply. I thought again about the multiple mediums out there constantly bombarding us to be someone else (i.e. Buy Dolt Cola! Britney does!) to the point that many young people today probably spend more time emulating someone else (being stereotypical) than trying to discover their own unique identity.

Realization struck me again as I knew that I wanted to be a part of helping people to discover their true identities and even more so to help them to communicate their wonderfully diverse identities to the world. Therefore, instead of clients who were trying to be like someone else, I wanted clients who wanted to take risks in striving to be diversely different be they individuals setting up their first blog, small businesses launching their first product site, or artists trying to get their unique message or vision out to the world. I wanted to work with people who weren’t afraid to show the world how different they really are compared to others.

Again I immediately realized a couple of others things when thinking about this. I now knew why I had such a deep connection with the 37 Signals book entitled Getting Real. It’s because I kept feeling that the “typical” way of working didn’t work with me and I wanted to work in a much more natural way. That being building things progressively bit by bit in a more natural evolutionary approach versus spending a lot of time trying to build everything all at once (trying to achieve perfection in one swoop) which only leads to stress for both myself and the client due to all of the intertwined complexities of the project.

I also knew why I liked using Squarespace so much as well, to the point that I only use it now when developing websites. It’s because I find it so usable, for myself and my clients, and it naturally fits with the way I work. So much so that instead of building graphical comps for some clients, I instead quickly mockup the site in Squarespace itself. Is it “perfect” and does it allow me to do everything I want? No, but what it does allow me to achieve, it does exceedingly well, far better than any other web development service I’ve seen to date. Therefore I’m more than willing to turn away clients who want to try to achieve “perfection” with some other content management service or app because they often don’t realize the dreadful complexities and stress of trying to use them after their site is done.

And finally to wrap things up, I realized I need some sort of mantra again to remind myself of all of these things on a daily basis. Therefore I came up with the two words “be real”. Yet again something felt like it was missing and I added the word “creative” at the end because that’s what I was trying to be with my work, creative. So all together, I now say “be real creative” as my daily mantra so that it reminds me of the values I want for myself and the values that I’m searching for in others, be it to work with them or to help them express their own.

What’s interesting about this mantra is that it could easily be a company name and I was seriously considering doing this, even obtaining the domain name of berealcreative.com for this purpose. However something stopped me. As soon as I started thinking about doing this, I reverted back to my old ways and starting thinking how I could emulate other designers in making a cool site for this company. I therefore knew this wasn’t the right path to take, at least not now. Possibly in the future. Even then though, I still have this aversion to being a “company”, as I want my individual diversity to be what people see instead of some corporate logo or identity.

If anything though, when looking at the word “creative”, I was reminded of the creative commons and how a collective of people seemed to suit this idea much better, as it relates better with the values trying to be relayed. Therefore just like I use this as a sort of daily mantra, I’m wondering if there are others who would like to use it as well, to the point that it could be a sort of mantra / mission statement banner on sites for those who strive to pursue the same ideals. Therefore instead of the idea being lost within the company, the idea stands on its own for anyone to use, as long as they believe its basic values.

Anyways something to think about. For now though, I’m just happy repeating it to myself to remind myself of who I am, where I’ve come from, and where I want to go.

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I Want To Be Real

Hmmm, where to begin. It’s been a while. I feel like I’ve been in hibernation pretty much since the middle of summer when I decided to step away from writing in my journal here to focus more on my work. And when I say focus on my work, I don’t mean so much working more as much as trying to figure out my identity in terms of my work. In other words, how do I differentiate myself from other web designers, instead of just being another “web guy”.

Back in May, I think I came close when I came up with the mantra of Connect. Empower. Inspire. This felt right to me but it felt like something was still missing. Since that time, I’ve been struggling with my site, trying to come up with some designs for it but no matter what I do, it just feels wrong. And this past week, I think I figured out why.

You see at first I thought maybe I wasn’t cut out for design work. But then I looked at my portfolio and asked myself why was I able to come up with designs for others that feel so right. I mean with a lot of my design work, I really try to understand the identity of the company or product first and then try to carry that across genuinely in my work without trying to hype it up too much. At the same time, I know that the most difficult design work a web designer can do is their own website.

And then last week, I was sitting there thinking about my work identity some more when I finally thought to myself, “I’m tired of having to think about my work / business identity! I just want to be myself!” Of course when I said this to myself, I realized that was the answer I had been waiting for. You see for the longest time, I kept looking at what other designers were doing and tried to pull identity ideas from them for my own site. Well of course their ideas didn’t work for me because I’m not them and their not me. Hilariously enough, for me to be myself, I just needed to stop trying to be someone else. That’s it.

“Easier said than done!” I’m sure those in the known are saying and you’re absolutely right. We live in a world where we are bombarded daily by multiple mediums to be someone else because that will make us cool, beautiful, rich, whatever. And that’s exactly what I meant the other day when I wrote about being real clear. When you finally get the chance to clear your head of all of this mental bombardment around you, it’s actually quite liberating and exhilarating. For it was at this point, that I believe I took another important step closer to my true identity of who I really am and what I’d really like to do with my work.

“I want to be real.” Yes that’s what I want to do. And believe me there’s a lot more to that statement than meets the eye. I’ll reveal more tomorrow just exactly what I mean by this.

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More Self Realization Remixes

There’s a big difference between what you want or desire and what you really need.

Just because you can, it doesn’t mean you should.

Being focused isn’t so much about tracking your goals as avoiding the myriad of distractions along the way.

Stop trying to be this, that or them. Start being you.

Be real.

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Real Clear

I’ve said it before and I’ll say it again. If you can just clear your head of all of the distractions around you, even just for a little while, that’s when you’ll discover things that have been waiting for you to have the clarity to see them. And when you do see them, it’s like finding a long lost friend that you can really connect with because they’re real, open, and honest.

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Self Realization Remix

All of the answers that you seek can be found within you.

Take the time to stop and listen to yourself to discover and hear these answers.

Listen and follow the advice that you give to others, especially with regards to defining your identity/feelings.

Don’t expect others to see and understsand your vision/ideas of the future.

You must learn to follow your own dreams and visions without requiring the assistance and/or acceptance of others.

Do your own thing. If others decide to follow you and help you, great. If not, it shouldn’t matter. Keep focused on your vision/ideas and see assistance as only a bonus, not a requirement, in following your dreams.

If you don’t communicate the obvious, obviously don’t expect people to know the obvious things about you.

If you can’t hear the right answers from yourself, it may be because you aren’t asking yourself the right questions.

True design isn’t about adding things but instead about stripping things away to reveal the true identity and functionality of what you seek. So in designing your life, focus on removing things until discover your true self. In effect, the real you without the facade, illusion, pretense, or ego.

At the same time, you must realize that design is about working at something daily to evolve it into what you envision. There is no “perfect” state though. You must accept and realize this. Instead there is only a constant focus on bettering the design, if only in small stages. This is similar to life. You will never be a perfect person but you should always be striving to be a better person, even if only in small ways. 

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Discovered A Lost Garden

I just stumbled across Lost Garden while browsing through Game Blogs. Unbelievable content. Excellent essays and posts on game design that can be applied to other design avenues (i.e. community design, web design, etc) with a little imagination.

Here’s a few notable posts.

Team culture matters
Persistent myths about Game Design
User Content: Working with players to efficiently create profitable games

Of course the main reason why I like the site so much is that it coincides with a lot of similar beliefs of my own (i.e. thoughts on Cultural Mojo, etc).

PS. I seriously need to figure out a direction with my blog here because I want to write more about game design (as well as other topics I’m interested in). Therefore, I either need to start looking at categorizing my posts or creating a separate journal blog for each topic of interest. I think the one blog journal approach might be too chaotic for some people with such a diverse array of topics, so I think I might go for the one journal per topic approach to keep the content flow very focused.

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MiniMail – Action Oriented Programming

This is down right impressive, as I’d love to see more small utility programs appear at almost the speed of thought. I’m talking about MiniMail, a product concept conceived by Derek Powazek back in May and now just launched in June!

 

Now all I need to do is make enough money to afford an Apple MacBook and I can get back into the wonderful world of Macs, leaving these dreadful droning PCs behind. 🙂 

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Creating A Universal Management System

Chris has a new post on his blog relating to cleverness. What stood out for me though was his mention of developing things that are reusable.

…you’ll quickly realize the benefit of creating small and simple isolated solutions that can be reused as components over and over again, playing along with Tantek’s Building Blocks model.

As soon as I read this, I was reminded of a post I did a couple of years back on my Gaming Scene blog (no longer active) relating to creating a universal management system within a MMO game. The funny thing is that I was commenting to David Seah about this a a few weeks or so ago, saying that I should strip core elements out of the dream MMO game concept I have and see if I can utilize in a social collaboration environment instead.

Anyway, I’m pretty swamped with work right now, so I can’t elaborate more on what I mean by this but at the very least I’ll repost my original post on the universal management system concept I originally had and hopefully others will see what I mean when I think core elements of it could be utilized in a social app. For example, instead of thinking of a adventuring party of players, guilds, and so forth, start thinking about it from the viewpoint of a group of programmers, departments, and so forth. Be forewarned though. This is a long article. If you’re not into designing systems, you might find this really boring.  🙂

 

Creating A Universal Managment System
Originally posted June 21, 2005

There are a lot of discussions going on right now with people expressing their interest in seeing more player controlled worlds in future MMO games. However, a lot of people are also saying that it would be impossible to implement such worlds as griefers would reign supreme within them, possibly taking advantage of their attained game status or rank to cause problems to others. I disagree with this thought process because the reason this is happening in MMO games today is because they weren’t designed from the start to be fully player controlled. If they were, the designers would have thought about these issues and designed the gameplay dynamics in such a way so that it couldn’t happen. Of course they aren’t building these types of worlds and thus they don’t think about these issues. Yes, at some level players are given some control but usually it is a very narrow scope of that world. Therefore, if they don’t have complete control of the world, the designers only have to focus on the issues that the players do have control of.

Game Rank vs Community Rank

One of the main reasons why people say player controlled worlds won’t work is because players will probably grief it with their attained rank or status in the game. I disagree primarily because player controlled worlds should most definitely not be controlled by players with the highest game rank. Most games today give players this rank or status based upon how well they do in the game. Therefore, someone who is awesome on the battlefield might attain a higher rank which gives him more priviledges or access to resources within that community or faction. The only problem with this approach, as everyone knows in the real world, is that just because you are good at something, it doesn’t mean you’ll be a good leader or teacher of it. Therefore, in a game of this nature, someone could attain a high rank which allows him to control other characters or gives him more priviledges but he may be useless as a leader or utilizing those priviledges properly. Therefore, the best way to get around this problem is for the community itself to have the power to bestow leadership to players. And of course since they have this ability they can easily take this power away as well, especially if the player decides to grief people. However, even if the player did want to grief people, the game should be designed in such a way that the leader only has the power to delegate tasks for that community. He does not have the power to perform those actions by himself, unless of course the game gives him a button on his desk that says “World Armaggedon Button”. Therefore the higher the scope of the leader, the more people are usually involved in performing and delegating that task. For example, if a City leader told his City Watch commander to go out and kill every woman and child on the streets, the commander might actually give the order to those commanders under him. But at some point in the chain of command, usually sooner than later, people are going to say what the frick gives and refuse those orders. 

The Need for Artistic Unity

So now that we have a ruleset for how a community should be managed (by the people for the people), what system can we devise to manage it all without it becoming a huge pile of chaos? Well, before I go into how this might be accomplished I first want to quote something from Chris Crawford’s book on The Art of Computer Game Design (PDF, 377K), specifically from his section on Design Precepts For Computer Games where he talks about Precept #4: Keep It Clean.

Many game designers fail to keep the overall structure of their game close to heart as they develop the details of the game structure. As they encounter design problems, they resort to quick patches that are grafted onto the main game structure without due regard to the impact such grafts have on the overall cleanliness of the design. A game must have artistic unity if it is to have emotional impact on its audience. Artistic unity can only be achieved by sticking close to the theme and eschewing distracting details.

And then he goes into a bit more detail in describing what he means by this artistic “unity”.

I can generalize these observations by saying that the narrower the range of application of a rule, the dirtier it is. My precept against dirt thus requires the designer to formulate a set of rules that cover the entire game situation without recourse to special case rules. In the perfect game design, each rule is applied universally. We can never achieve the perfect design, but we can and should strive to give each rule the widest possible application. The player must consider the implications of each rule while making every decision in the game.

Of specific note, he said, “In the perfect game design, each rule is applied universally.” Therefore, whatever system is created to allow the players to control this world, it needs to be both obviously simple to use and, more importantly, universal in its scope. Therefore, the system that someone might manage a guild with, should be the exact same system that someone rules an entire kingdom with.

Simple In Design

Now before I go into how this system should universally scope, it’s important to explain why this system should be very easy to use. The obvious reason is that it makes it easier for people playing the game to use it. More importantly though, it makes it even easier for people to understand how to manage something at a larger scale, especially when they’ve already used the exact same system at a smaller scale. For example, a player who is the leader of a party has experience in managing that party. If that party, however, is a part of a guild and if the guild members elect the party leader to become the new guild leader, then he or she will not have that much difficulty in understanding how to manage the guild because the same system is used to do both, with the only difference being the scope of the management. Therefore, once you’ve managed one community size, it shouldn’t be that much more difficult to managing a community a step up in size. Why this is extremely important is that it allows for the easy advancement and selection of community leaders which is necessary when a community decides to elect a new leader or cast out an existing one (due to griefing or maybe just bad leadership skills).

Universal In Scope

Of course even if the system is simple to use, it still has to be powerful enough to handle any management task that is required of it. Thus it needs to be universal in its scope. Thus not only will I use this management system to manage my character, it will be the same system I use to manage a kingdom. How the hell can this work? By creating defined elements that are universal to every layer from a single character all the way up to an entire kingdom or nation. Therefore, no matter which level we are looking at, these elements will always be there. I haven’t thought about all of the possible elements just yet but here are just a few off the top of my head with their accompanying explanations of how they are universally consistent at each level. Oh and just imagine that these elements are tabs upon this Universal Management System with a drop down box or hierarchal tree to one side indicating the level at which you are managing (i.e. character, party, guild, and so on up to kingdom or empire even).

Appearance – This is the appearance of the person or community you are managing. For a character it would be how they actually look to others. If it was a community, it would display their flag, crest, and/or emblem. So not only could a character use this area to show what his character looked like, he could also use it to create his own clan or guild emblem.

Resources – This is the resources available to the person or community you are managing. For a character it would display the items that they have (i.e. money, equipment, etc) and probably where they are located on his body. For a community, it would display the items or resources available to them and where they are located wtihin that community. So for a guild, this might be their accumulated wealth, weapons, foodstuffs, and land holdings. For a nation, it might include the available food, ores, funds and so forth necessary for maintaining the realm.

Development – This is where the development of the person or community occurs. For a character, it would show his abilities and skills including feedback showing how close to completing a new ability or skill level he is. For a community, it would show the layout of a community including feedback on anything currently being built within it. Therefore, for a City Quarter, it might show a map of that section of the city as well as building development currently in progress within it. If that building development was say the construction of a temple being undertaken by an order of priests (which is handled just like a guild would be) then not only would the leader of the priesthood be receiving development updates as guild leader but the leader of the City Quarter would as well, since the building falls under both their jurisdictions.

Tasks – This is the tasks that are assigned to you and tasks that you have assigned to others be it personally or within your community. Think of it like the tasks in Outlook. For a character, it would be where they put their own list of things to do or if they’ve given a quest to someone to accomplish something. For a city, it might be where the city leader displays his plan of action for the city, as well his assigned tasks for those leaders of the various City Quarters underneath him. Note that tasks would normally just be assigned and delegated to those immediately below you on the “chain of command”, so that they can in turn assign more detailed tasks to those under them. The reason for this is that if you were a ruler of an empire and you assigned tasks for each individual under you within your entire empire you would probably go insane trying to manage it all. Why deal with the headache? Delegate.

TradeI’m not too sure if I would enclose trade within this management system or give it its own separate system, however, let’s see how this goes. This is where a character or a community leader performs trading transactions by buying or selling items (or resources, as noted above). From a character level, it would show what the character can purchase or sell to the shop owner in front of him and the status of that transaction. From a community level, it shows what the community can purchase or sell to the communities surrounding it (at that level) and the status of any transactions. Therefore, a king of kingdom may view the resources of a neighboring country and may decide to buy a large supply of foodstuffs offered by a fertile nation using money from his coffers. Or a mine owner (operating somewhat like a guild owner) may select from the neighboring communites around him looking for iron ore and decide to sell his supplies of gathered ore to the one most willing to pay the highest price. Again in most of these transactions, especially the larger the community gets, the more delegation and time will be required to purchase or sell the goods. Therefore, a king may decide to buy so much foodstuffs but he won’t actually be able to obtain them until those he has delegated the task go forth and purchase the gold in the neighboring country. Of course, if you had a sci-fi game like EVE Online, you could probably make the transaction immediately but you would still probably delegate someone else to go pick up the shipment.

LeadershipDoh, of course the obvious I forget to add except at the last minute! This is where it displays the leader of your community. For a player, it just shows you, because you are the master of your own domain! For a party it would show your party leader plus those other members who can potentially be elected as a party member. For a city it would show the City Leader but it would also should the potential candidates to be elected as a City Leader which would be drawn from the City Quarter leaders (or even possibly from the largest guild leaders in town, depending upon how the overall community wants to maintain itself). This is also the area where you give a vote of non-confidence (to cast someone out as leader) or vote for the election of a new leader.

Anyways, that’s all the time I have for now but I’ll probably elaborate on this in the future. In closing, as I said above, I think the most important aspect for this system to work is that positions of leadership are bestowed by the community and not by game rank. In doing so, griefers will have much less of a chance to be placed within a position of power or, at the very least, maintain that position of power. Instead you will more than likely get players who actually want to help out the communities that they will be leading (because they’ll know they will get the boot if they don’t). 🙂