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Archive for the 'Can’t Stop Thinking' Category

Adventures in Corporate Logic: Electronic Arts, ca. 1991

Thursday, January 28th, 2010

Once upon a time in a career far, far away, my then co-conspirator Michal Todorovic and I were working in game development. Our publisher was Electronic Arts – which, even then, was an eight hundred pound gorilla in a stylish suit.

EA had started out as a company that went out of its way to honor its creators. It practically rolled in its creators. Creator photos and bios appeared inside every one of its unique, album-shaped packages. EA was near and dear to the hearts of the gaming public and of developers, to boot, who in those days were practically two sides of the same coin.

There was a time when a couple of people could walk into EA and walk out with a contract. I know. It happened to us. Of course when we got back to the hotel we realized that the contract they’d given us was a work-for-hire contract and Job One was to tear that puppy up and tell them to try again.

Because EA was changing, and in fact had changed, by the early 1990s. They were doing less and less internal development. They were doing more and more producing of titles that were developed at the little startups who still thought they might survive in what was rapidly becoming a very big business.

And as a result, the people at EA were changing. You didn’t see as many people who had actually made games. You saw more and more who had only worked in game production, which isn’t the same thing. So while we didn’t know it, this was the beginning of that trend in which game testers would by stages be promoted to game producers, ensuring that no one who oversaw game projects would have any experience in making the things. And that the people who would give you valuable feedback on a game’s design had never designed a game. But they thought they had: they were Electronic Arts, weren’t they? And they never realized that they weren’t the same Electronic Arts that had done the wonderful things they thought they’d done.

None of this was really obvious at the time. There was just this puzzling state in which it was clear that something was different.

In the course of hammering out a real contract we needed to write documentation that described what the project was and how we’d overcome its challenges. Perfectly reasonable if you wanted the company’s money, which we did. I worked on the design documents, and Mike worked on the technical documents, and everything – we thought – was going pretty smoothly.

We’d been working on our game (The Labyrinth of Time) for about a year already, so we had a pretty good idea what it was, how it worked, and what we still needed to do. I’d created a complete game design document already. That included several sections of the game that could be deleted, if necessary, and the steps we’d need to take to patch the holes those sections left.

Then the most important of the technical documents came back from its reviewer. Well, okay: what did we need to add, or do differently? He didn’t know. He hadn’t read it. His complete review was: "It feels light. There’s not enough there."

Mike wasn’t sure what to do about that – especially since what he was writing about already existed, and, well, he’d documented it. So since this was a matter of presentation, he asked for my advice.

We looked over the document. We increased the font size. We increased the spacing between the lines. We added one paragraph. We printed it out on thicker paper. The new document spanned more pages and each of those pages weighed more than the old ones had.

When the technical director got the new version, he said "Yes, this looks much more complete."

I don’t think we acted dishonestly. The document had been rejected, unread, on the grounds that it "felt light". So to fix the problem we made the document heavier. Everyone wins!

But the story didn’t end there. The document was kicked back again because of one required section in which we had to describe the problems we had not anticipated, and then explain how we would overcome those problems.

Let’s review that, shall we?

We had to describe the problems we had not anticipated. The problems that, by definition, we did not know were there. And then explain how we would solve those problems. Of which we were – again, by definition – completely ignorant.

I’m not sure how we described the things we did not know about, but our plan for overcoming those obstacles was:

We will crush our enemies, drive them before us, and hear the lamentation of their women.

Problem solved: that version of the document was accepted.

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The Western Institute of Muchness

Sunday, January 24th, 2010

Over the years the Universe has now and then slapped me upside the head with a reminder that the world is a strange and wonderful place. Because, you know, it is. And it’s easy for us to forget that, isn’t it? So although I’ve never made a point of thanking the Universe for those little revelations, well, here I go: thanks, Universe!

In every decade since the 1970′s I’ve told myself that the 1970′s did not count. I was a teenager then. As far as I’m concerned that decade was pretty much a warm-up exercise. So if you’ll agree with me about that – that what happened in the 70′s stays in the 70′s – I’ll tell you a story.

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MIT Researchers Put Photosynthesis in Your Basement for Solar Power Storage

Tuesday, August 5th, 2008

Daniel G. NoceraBack in May of 1935, Charles F. Kettering of General Motors told Modern Mechanix & Inventions magazine that if we could only unlock the secrets of photosynthesis and harness them, we’d have found the way to create almost limitless, inexpensive energy.

Researchers at MIT seem to have cracked that nut in a way they hope will turn each of our homes into its own power station – and filling station – with a process that can cheaply and effectively store electricity from solar (or other) sources using common carbon-free materials at room temperature.

Storing and transmitting energy is a lot more difficult than you’d suppose. There are inevitable losses as energy passes through power lines. That’s why the extensive wind farms being built these days provide regional, not national, power. In fact, about a gazillion years ago when I worked at the Diablo Canyon nuclear power plant on California’s central coast, that plant was linked to an underground hydroelectric plant. In off hours the nuclear plant’s energy was used to pump the subterrainean reservoir uphill so that in peak times the water could rush downhill and power turbines that supplemented the nuclear plant’s output. Very clever, really, but there were still substantial losses in energy because of friction.

And storing solar power for later use at night is one of the problems that continue to face the solar power industry.

This new process developed at MIT – due in part to the funding of a ten million dollar grant from the Chesonis Foundation – is a very simple technique that uses electrical current to separate oxygen and hydrogen in gaseous form, later to be recombined to produce power or charge fuel cells. The result could be the near complete decentralization of power. Each home would become its own solar power plant and filling station for the fuel cells we’ll need to power our electric cars. It’s the sort of energy system you’d expect to need in outer space – but you’d be using it at home.

In practice, I’d expect that homes would remain on the grid but that demand from the central power stations would drop tremendously as these homes began to generate their own power. In fact the excess power could even be sold back to the utilities. This process is intended to make solar power more effective but it only requires an electrical current to work – so it could be used with any electric sources, including wind farms, which also have a greater or lesser output depending on the conditions outside.

And couldn’t this same process be used in a centralized way to produce the still-expensive hydrogen fuel cells that remain a barrier to fully electric cars?

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Latest Uproar at Cafepress – Changes to the Volume Sales Bonus

Thursday, July 24th, 2008

Every now and then, Cafepress makes a fundamental change in its terms of service for shopkeepers, and almost without exception there’s a huge backlash by shopkeepers who believe that this new change is going to have a severe impact on their income. Often, they’re right. Even when they’re wrong it’s annoying that a party with which you do business can redefine the terms of your agreement with them at any time, while you can’t – ever – do the same thing. Or anything like it.

In fact (especially over the past two years) Cafepress has been nickel and diming away at its shopkeeper/designers in what’s probably been meant as an effort to maximize profits. Often, by the looks of it, this to make the company’s balance sheets continue to escalate quarter by quarter in a way that will be sweet music to to the ears of investors in the event of a probable IPO. Anyone who’s chased that particular dragon knows that once you start it becomes more and more difficult to pull off the same scale of growth in each quarter. It only gets harder if you do go public.

From the shopkeepers’ perspective, though, it looks as though the company is finding every way it can to monetize not the customers who buy all this merchandise, but the shopkeepers who create it. That impression was reinforced a few months ago when very large Cafepress stores (those with more than 500 sections) were abolished, though existing shops were grandfathered in. Shopkeepers who wanted to bloat their ventures with more merchandise than that were going to have to establish additional premium shops, for additional monthly fees.

This month’s brouhaha is all about the Cafepress volume bonus, a plan through which those shops with a high sales volume are rewarded by incremental bonuses: the more you sell, the larger your bonus. The volume sales bonus has often been named by CP shopkeepers as the reason they would stay with Cafepress rather than moving to a competitor.

Back in 2002, when I started my first Cafepress shop, it was understood that this bonus was a reward for the promotion a shopkeeper did to increase sales at his or her shop. And as little as I think of the company’s maneuvers over the past couple of years I think that the new program is better suited to that end. Not that I don’t think it’s seriously flawed – but the flaws I see are of another kind entirely.

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Steampunk, Dieselpunk, Retropolis & Me

Monday, June 2nd, 2008

T-Shirts for the World of TomorrowMy recent banner ads have worked absolute wonders for me – especially the ones for the Retropolis Transit Authority, my retro-futuristic T-Shirt site.

On a good day, or in a good week, I can watch the traffic there snowball into a regular avalanche as those folks who’ve found me through the banners post about it in forums, at their blogs, and so on. Some of those sites are very popular – or a popular blogger may find one of those first generation posts, and it can build from there. Well. Sometimes. It’s not like that’s every day, or every week. But here are some highlights:

io9 Blog | Boing Boing Gadgets | AMCTV’s Sci Fi Scanner | Schlock Mercenary | Pharyngula | Livejournal’s Anachrotech Group | Steampunk Librarian

One thing that’s surprised me about some of my recent linkage, though, is the number of people who’ve described my work as Steampunk. Because although I’m not one to snap on my brass goggles and to holster my Aetheric Odds Equalizer before I go out, I’m pretty well aware that Steampunk is all about the retro future of the Victorian and Edwardian eras, which means it’s not really what I do. Mind you, I like the style well enough, and I have a couple of things in the Idea Closet that would certainly be steamy, but they’re digressions, for me. My Future That Never Was is really all about the 1920s and 1930s and our ideas, back then, of what Tomorrow might bring.

The inestimable Molly Porkshanks has brought another word to my attention – dieselpunk.
Now that, with its allusion to early twentieth century technology, sounds nearer the mark; but even there it’s much more evocative of Sky Captain and the World of Tomorrow than it is of what I’m up to. My rockets and robots aren’t diesel powered and my retro future isn’t, either.

And, frankly, although I was all over the genre of “Cyberpunk” as soon as Neuromancer hit the shelves, the subsequent *punks have sort of made my eyes glaze over. There’s clockpunk, for example, and biopunk, dieselpunk, and even – I guess predictably – postcyberpunk.

There’s not a lot of punk in any of them, of course. The “punk” suffix has lost its meaning. At one game company where I worked, the owners’ pet project was a supposedly cyberpunk game in which they’d forgotten to put the punk in. It wasn’t anything more than a sort of direct-to-video science fiction idea. The word had lost its meaning.

Retropolis MonorailSo the names, styles, and labels aren’t really my own cup of tea. I’m always pleased when people like what I do and with a name like mine, you’ll understand that I long ago decided not to bother very much about names and their derivatives. So if people who like steampunk or dieselpunk also like what I do, I’m thrilled; and even if they attach a favorite label – rightly or wrongly – to it, I don’t suppose I mind very much, even if I’m not quite sure why they do it, and even though I suspect that they’re watering down their own terminology when they do it. So what the heck; I’m even using dieselpunk, at least, in tags on my web sites.

Now on the other hand, I’ve recently been reading Patrick O’Brian’s excellent seafaring novels about the Napoleonic period and I have this idea that something along those lines with sky pirates and fleets of airships would just be the bee’s knees. So, somebody, go write them!
Odds are they’ll be something like Steampunk, or maybe Sailpunk. And I’ll certainly read them, even though what I’m up to is something else.

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