frans goes blog
first thoughts, last train
Thursday, March 31, 2005
Tuesday, March 29, 2005
iTunes or Radio Paradise?
I've got my iPod (the 20-meg, click wheel model), but I often forget it home these days, and not really even miss it. What's the problemo? Well, first of all, this is clearly a life-style issue. If your days are filled with meetings and seminars from morning to evening, there is not so much opportunity to don those earplugs (even if there is the temptation, sometimes...) Also, if you are almost all the time surrounded by computers with broadband access, there are so many other and more comfortable ways of listening to music than a portable with headphones. Also, I admit, I do not seem to have the patience to build playlists, so my iPod is in permanent shuffle mode, which is interesting to start with, but I have head all records in my collection several times over the years. Online radio stations, on the other hand, have people to search and programme their shows with classics but also with new finds from music frontiers that I cannot keep up with. On yet other hand, my favourite net radio, Radio Paradise, plays that kind of golden-oldies-tilted eclectic mix, that is probably just reveals how middle-aged I have become. :-) -From yet another point of view, skimming through SHOUTcast, I find it rather difficult to find really good net radios. Nevertheless, if I were forced to decide, I would probably choose net radios over iTunes. But most flexibility you'll undoubtly get with the combination: your own collection as the home base, net radios for variety.
research in wiki
Thinking about the strengths of new media forms is an interesting undertaking. Are there new possibilities opened up by new applications and services? Or are traditional means actually still better? Is new media actually just old wine in new flasks?
After some days of experimenting with my OpenWiki, I think that wikis are Internet like it was planned in some of the early, utopian visions (for the better or worse). Collaborative projects are clearly the forte of this tool, as projects like Wikipedia prove. Thinking about it, my own wiki might best be used to gather together some research resources I have find useful, particularly as our DiGRA.org facilities like Digital Library do not work yet like they should. (There is work undergoing there, too.) A wiki is perfect for this purpose, as anyone can add or correct entries in it freely.
Monday, March 28, 2005
d&d returns
After a long break, it was fun to continue today our never-ending D&D campaign. Pekka (the DM) had moved to a new apartment with a nice view over Tampere.
![]() |
Saturday, March 26, 2005
wiki opened
This is mostly for playing purposes, but: feel free to take a look and even contibute something if you fancy so - I just opened my Wiki in: http://www.unet.fi/OpenWiki/
[Edit: this had to be closed later, because of wiki spammers.]
Friday, March 25, 2005
digital photography
The pictures I took in San Francisco/GDC are finally online: http://www.unet.fi/pics/2005-03-GDC_San_Francisco/ -- While working on them, I was overall disappointed both to the technical quality and also to the quality of them as photography. Travel photos are probably generally one of the lowest species among their kind, but still there should be some reason behind every picture one takes, and that idea should be communicated through the image. A mass of blurry, unrecognizable shots has no value whatsoever.
Partially as a reaction to this, I revisited the reasons behind my interest into photography. I bought my first "systems camera" in 1980, if my memory serves me. There is one bookshelf filled with photos, mostly in collage-like album books from those active years (1980-1997). After that, other interests have taken precedence. A good photograph, like any other activity if well done, takes time. I remember spending hours after hours training my drawing skills, then those of photography, then spending most of time writing; and the quality of output has indeed some kind of correlation with that investment. It really is simple like that.
Canon IXUS v3 that I used does not have much of a zoom, and its possibilities for manually configuring the image settings are rather limited. But, as you can see even from these scaled-down images, a 3-megabyte CCD and DIGIC processor does rather nice work on conveying the textures and shades when you have proper daylight and can use the ISO 100 setting.
Currently, I am considering of upgrading either into Canon EOS 300D or 350D, since my old EF lenses would work with those bodies. The reviews I have read seem promising, too:
http://www.dpreview.com/reviews/canoneos300d/
http://www.dpreview.com/articles/canoneos350d/
Any comments or user experiences of those, or competitive models are most welcome.
Wednesday, March 23, 2005
updating
Hm. Finallly got around to update my DVD collection page to reflect some recent acquisitions. Now, only some days of time to watch them, too...
easter-time for pagans
It is almost Easter, and I am already getting into mood. Taking time to walk outdoors, enjoying the sun, sensing the first smells of approaching spring. In Lapland, where I come from, seasons are a powerful force that sets the pace of your life more than anything else. When spring comes, life starts anew. Winter is time for some mental hibernation at least, recovering of powers, and summer is one huge wave of life: 24/7, you are extremely awake to everything that happens. As the sun does not get down at all, there is no need for you either. At least when you are very young. Nowadays, here in Tampere (c. 900 kilometres south), things are not the same, but still the transition from snow covers of winter into the warmth of summer is much more dramatic than in many other areas of the world. Easter is to me - a techno-pagan of a sorts - an important break in the rhythm of the year, and gateway into rebirth. My family are Easter Orthodox Christians and for them Easter is the biggest celebration of the year. Suits me, too.
Sunday, March 20, 2005
demons in machines
Today, I changed my ADSL router from a Telewell to a Zyxel. The aim is to get rid of the network breakdowns; I heard that several Telewell models have been plagued by a disorder where they jam after some days of sustained connection. Zyxel should not show those symptoms, or so I was told by a support person at Saunalahti, my ISP. The minor operation lead into 4-5 hour reconfiguration of my LAN, firewall and Wi-Fi settings, but now everything seems to be working again. Oh dear. There would have been some important matters to take care for during this weekend, but now it is probably too late for those. But weekends should be reserved for relaxation, at least in the traditional society, prior to this current liquidation of work-leisure distinction. But managed to see Constantine (the movie) finally. Comic book adaptations used to be terrible, but as with X-Men, I find myself rather enjoying this, as that sort of entertainment on the demonic it is. Well, back to writing some horror history stuff for a Finnish book project.
Tuesday, March 15, 2005
happiness is
Just got a secure and stable Wi-Fi connection working from the laptop in my bed. Even in slight flu (post-travel), I recognize the feeling: this is happiness. :-)
Sunday, March 13, 2005
GDC, part 5
Will Wright's talk proved to be impossible to get into. The queue was going in rounds all over the building. (And later, it turned out that EA forbid showing the video of that talk. Really creating friends, that company.) Instead, I joined Staffan in Katie Salen's roundtable on the education of game designer. Talking about the core of these emerging degrees we did found that there is quite an overlap with what I call game studies. The common vocabulary, ability to analyse games, research skills, and an understanding of both the games' history and the design processes involved. Katie emphasised that a course in level design or one in interaction design might be crucial for an undergraduate, four year degree building up solid designer skills. Diversity and team-based learning and working strategies are something that is important, too. It might also be good (cautious) idea to have game design as a minor at the undergraduate level, like someone at the roundtable said. A solid major in some useful related fields could be a good idea before embarking on a master's degree, or directly on an industry career. The acute challenge will nevertheless be creating the core game studies curriculum, to serve these different vocational - or not - new degrees.
My second roundtable on the identity of game studies was better in terms of coherence and constructiveness of discussion, but (or perhaps because of) there was no many people. The field of game studies will take off in numerous places rather soon, there is no question about it. Dedicated games departments will be a few, but games will be researched and taught from multiple angles in departments that otherwise centre on media, communication, software engineering or art.
While driving away from S.F., I thought how to summarise my GDC'05 experience. I missed probably the best presentation of the show (Wright), and spent far too much time with my laptop dealing with work issues - but GDC was worth it anyways, and I am glad I made it. Getting into touch not only with the industry issues, but also with the bunch of academic colleagues who are finding game design relevant is important for our work in GameLab, too.
Heading back to Finland, I first ended up to the Chicago airport, which seems to beat my previous record holders (Heathrow and JFK) in misleading, missing or faulty guidance information. It has also ridiculous queues. Too little personnel doing the security checks for entire international terminal. Some really do know how to mess things up. United Airlines did not give us any food during the entire 4.5 hour flight from S.F., so I was hungry, tired and pissed off by the time I had navigated through this particular airport hell.
Cold and snowy, Chicago was already a step closer to home. There is something in the frozen earth: it affects people, their minds - in our case, probably also the national character. Cold is something you can rely on.
The precise, spacey systematic of Stockholm Arlanda airport was almost like being home. They even managed to keep track of my luggage, as I noticed when in Helsinki. Cup of hot chocolate, a two-hour bus trip to Tampere. Then a taxi. When at home, I calculated having spent a straight 20 hours on the road. Shower feels good.
Friday, March 11, 2005
GDC, part 4
In Thursday, I took a quick dip into the panel about the state of the mobile games industry. It was sort of enlightening, particularly about the US situation. Greg Ballard was speculating about the future, and it seems that there are contradictory expectations: both those of consolidation and more predictable "quality of product", and those of a revolutionary novelty, success story to wake people up to the full potential of mobile games. The general scepticism towards multiplayer mobile games was also interesting to hear.
The panel was also advertising the (free) 2005 Mobile Games White Paper:
http://www.igda.org/online/
My drowsiness may also in part be due to the indie game and Game Developers Choice Awards ceremony last night. Cheerfully like a nerdie, subcultural version of Oscars, this event is fun to follow. Half-Life 2 took the main prize, no surprise there. Best, and most rambling talk was that of Richard Bartle, who was given the "first penguin" recognition. - I would recommend taking a look at the indie game finalists, many of them are really breaking away from standard genres:
http://www.gamespot.com/igf or http://games.download.com
I have not heard the actual numbers, but the crowds here are almost too much. Getting a seat at the grand ballroom during the keynotes means getting in line (or mass of people) about half-an-hour before the scheduled time. Otherwise, you are standing somewhere, or trying to find a spot at the floor to sit down. There is probably an upper limit to how large a conference can get before becoming dysfunctional, and GDC is currently approaching that line.
John Underkoffler (ex-MIT researcher) spoke about science literacy and its relation to entertainment. As the science consultant for Minority Report, he was actually really interesting to listen to. The primacy and spread of display into all kinds of surfaces was part of this particular vision of future - which was, btw, fundamentally a dystopia like Underkoffler reminded us. After showing off a bunch of really interesting projects, and perhaps the most powerful gesture controlled interface I've ever seen. And also giving really tempting advance press to some small-budget SF-film, which name I unfortunately do not remember any more.
Peter Molyneux was not so convincing in his first talk I heard, about the future of game design, as it proved to be mostly dedicated to technology demos which was not exactly what the title promised. The second one was a Fable postmortem, which was more interesting in its starting point as backwards reflection and analysis. Fable started as a battling-mage multiplayer PC game called "Wishworld" in 1998. The RPG-style idea of morphing character, hero & world (for a console) emerged in 1999 re-design. This became the "Project Ego" in 2000: player was supposed to "become" the hero, actions changing every element of the game. In 2002 there was showing off the prototype technology. In 2003 name was changed into Fable, and the original release date was starting to lag. Molyneux, standing next to a Microsoft guy (Josh?), was all friends about the joint cutting-down and redesign process - except for the multiplayer, cutting of which (at the last moment) still really seemed to irk Molyneux. He also made new promises about the PC version of Fable, currently in the works.
My own roundtable, "Looking for the Hard Core of Game Studies" had a bumpy start, as there was no projector (despite me repeatedly asking for that) and I tried to circulate some printouts of my PowerPoint presentation. The discussion was interesting, even if the polarisation between "industry-useful" trade skills and "useless" humanistic theorization emerged rather strongly. But there was also much fruitful boundary-crossing between the extremes. One hour was of course ridiculously short time for the topic.
Same could have been said about the last session of Thursday I participated in; the academia-industry relations panel consisted of behavioural researchers, educators and an economist (Castronova), and raised several good points. Had a couple of beers with some of this (Terra Nova - DiGRA) bunch later.
Thursday, March 10, 2005
GDC, part 3
I finally sat also through Jim Gee's presentation, rather than getting to the hotel: it was nice, as much about seeing him advancing through the first steps in Ninja Gaijin and Animal Crossing, as about games as a method for learning. It was entertaining, and maybe even inspiring as a way to do a classroom experience. How bout playing together - playing analytically, discussing after playing?
I also listened to Douglas Lowenstein (ESA president) talk about games spreading into American society. Also in this speech I was puzzled by the ways how 'serious games' as a concept was used, somehow as the synonym for 'non-commercial', or 'academic'. Talk was at its most illustrative about the concerns and politics of the American society. IGDA may have "international" in its title, but Lowenstein's talk well demonstrated the US-centric mindset and world-view that dominated the Serious Games Summit. There is nothing bad with that, I suppose. It is only that the perspective in Europe at least is a bit different.
Peter Molyneux spoke about the next generation of game design, starting from point that seems the total opposite of serious games talks during the first two days: when games become mass market, people do not want to "learn" and do tutorials - they want to get to the "experience" immediately. His "morphable gameplay" seems to be the idea I have called "multimodal" one: having several distinctly different player roles supported. "The Room" technology demonstration was actually the most interesting part of the presentation with its dreamy, surreal realities.
Raph Koster had already started his talk on "grammar of gameplay" when I was visiting the academics group gathering at the IGDA booth. Ludeme, or game mechanic is based on 'verbs', he told us. He is aiming for formal notation system (like Björk & Holopainen with their game design patterns, and several other people with their formal systems) which is somewhere between flow-charts and musical notation. I was not completely sure his terminology/typology was totally clear, though. Verb, ability, tool: these all have uses in Raph's system, but perhaps overlapping ones? "Content is statistical variance." He sure can come up with snappy phrases, That is a skill, too. He also seems to be thinking a lot about logical links and loops. As repetition has clear role in gameplay he might be at something here.
Oh well. I find myself still rather jetlagged, it really takes time to adapt to this time difference! Also, my server ended off-line again - it seems that there is something wrong with my net connection back in Finland. Thanks Laura for fixing it up!
Tuesday, March 08, 2005
GDC, part 2
Back into hotel, to load the batteries of the laptop, this time. And I thought I had an extra, long-life battery.
GDC'05, San Francisco Travel Notes
Rather than following a track of days, I try to follow some lines of thought, this time. Lets see how it will work out.
The time difference into California is 10 hours, and I have been spending most of the trans-Atlantic flight and the first night here in San Francisco reading. Pattern Recognition, by William Gibson, a gift by friend that seems oddly appropriate for my current condition. As the literary fashion has had it during recent years, this is also a novel about cryptography and hunt after codes, but it is also a novel about jetlags, advertisement industry, search for significant connections (or illusions of such), about the structures of meaning in general.
Brain is the place for meaning, but it is not the only one. Brain is also about chemistry, the rhythms, ebbs and flows that is the way your body swims in the flows of the world. It is hard to discern some inherent meaning in all of this 'stuff' we are surrounded by, perhaps even in human relationships, but is the chemistry is right, profound things can happen. Meaning can take place; feeling and sense, depth and beauty can enter the game of relations, equations, structures of the incomprehensible real.
GDC will take this year place in the Moscone Convention Centre, next to the Sony Metreon Centre of San Francisco. During my first night's walk there with my half-drunk, jetlagged brain, I got in images of game stores, restaurants, a Sony Style store, a movie multiplex. All these images like pieces of a jigsaw puzzle that do not really connect. I am considering of finding a drugstore and some melatonin tomorrow.
I just want to say something about the world of mobile data. It sucks. The Wi-Fi systems I've installed in my home have got their ups and downs (currently the network does not work, again), but it is nothing compared to the situation on the road. When travelling, I pocket two Nokia mobile phones and my laptop has integrated Bluetooth and WLAN card, plus a brand-new Vodafone 3G data card, but I am still mostly unable to get into the net. The settings, the drivers, the jungle of roaming and (re)configuring: reality mostly means staring at the hourglass counting your moments away. There has been a decade to put this right, but clearly it has not been enough.
San Francisco has its distinct identity, which suddenly reminds me of Kuala Lumpur. Also here, the cultural melange, the irreducible contrast. High-rising financial district in contrast to the Chinatown, and the slums starting just off the shopping centres at the Market street. Also the combinations of Asian cultures feel familiar; the Chinese, the Indian, Thai - not only the restaurants, but also the people on the street have familiar faces. Trying to find a place to have burritos and a beer as a lunch, I end up after long walk to eat red Thai curry, cooked a Mexican-Chinese staff.
The first lecture I participated was Raph Kosters recap of his "A Theory of Fun" in GDC's Serious Games Summit. I am not going to blog these things with any detail, since I know there is going to be several better reports out there (and since I have the habit of losing myself into my own thoughts and missing the key points of speakers in any case). Raph argued that games are a form of cognitive training, and therefore fundamental for our survival, even. The parts about our proclivity into pattern recognition led me thinking about Gibson's novel and my own puzzlement over our life as meaning-making organisms. He is also talking about the representative "layer" of games as "dressing". However, what is surface and what is depth is actually negotiable, as far as I can see. Our minds are capable of taking in multiple structures as foundation for meaning-making. And there are cultural reasons why certain people are inclined to find their meaning in interaction or problem-solving, and others in storylines, characterisation or in unravelling the thematic depth, or "message" of particular cultural texts.
The second talk I heard was by Ian Bogost on advergaming. Most of the media seems to be about advertisement these days, and there are people who claim that advertising is more interesting than the "main content" in most channels. Personally, I am sort of divided. I would use most means of filtering ads away from the programmes I am recording and viewing, for example. On the other hand, some ads are small works of art on their own right, and it would be fine if there would be an "all-ads" channel (or, more likely, a download site) where you could have a look of ads, as much as your heart desires. Keeping track of the consumer society in a controlled way. Rhetoric, persuasion, influence and "message" certainly all relate to the general meaningfulness of communicative action. But especially with covert commercial messages or purposes motivating more and more of our public spaces, it tends to rob something away from the value of attached experiences, I think. Like use of classical tunes in TV ads; suddenly you cannot listen to your favourite composer any more without enforced associations into commercial products invading your consciousness.
I am not probably in the focus audience for advergaming, or even for "serious games" in general (I value games too much in themselves, rather than as tools for some ulterior motives), but both Ian and Raph had fun and informative talks. Still, I might skip the afternoon sessions. I need to work on my GDC roundtable and couple of other work things I carried with me from Finland.




