23 September 2006
21 September 2006
Where is games' Alan Moore?
all my best work
(imho)
falls in the no man's land
between robot and wisdom
science and literature
and i've learned patience
regarding recognition
(there's a loose inverse correlation
between how highly i rate
any given page on my website
and how many inbound links
it's managed to attract)
but the general topic
of psychological semantics
now grows perceptibly in popularity
year by year
(eg especially with The Sims
and the Semantic Web)
but when an A-list brainiac
like Quinn Norton
asks the very basic question
Where is games' Alan Moore?
it forces me to recalculate
the yawning gap remaining
and seize the opportunity
to sketch my analysis
of gap-bridge engineering...
we're long overdue
(last i checked)
for a website about game-semantics
that reverse-engineers
for every important game
what internal variables it deploys
to map the changes in its
state of play
especially those variables
describing players
and NPCs
(non-player characters)
so most all games know
players' X and Y positions
and probably their state of health
and possibly some of their
strengths and weaknesses
and adding new variables
is one important way
game designers can innovate
because each such variable
allows a small set of new subplots
verbs that increase its value
or decrease its value
powers that emerge when its value
crosses a hidden threshold
and even Alan Moore
could do little or nothing
of enduring literary value
with the impoverished palette
of variables and verbs
so far understood
one of the grandest virtues
in game design
is orthogonality
in which a limited palette
is milked to its utmost
by exhaustive combinatorics
(X-com was outstanding
in this regard)
and it's instructive to explore
the possible plot-combinatorics
of (eg) a familiar variable
like health:
valued-friend-falls-ill
desperate-search-for-power-up-item
friend-recovers or friend-dies
mysterious-plague-infects-many
scientists-seek-vaccine
old-age-brings-health-vulnerabilities
powerful-being-has-achilles-heel
but implementing any of these
in a game
in a dramatically effective way
normally requires
many new supporting variables
which may or may not
contribute an orthogonally
(dis)proportionate
payoff
and when these
foreseeable subplots
are weighed
for literary impact
against, say,
Polti's 36 situations
or any more-recent
inventory of subplots
it becomes clear
that we just don't yet know
where to start
adding literary depth
which variables to choose
to encode which basic set
of stories
More: Representing stories in Web2.0
(imho)
falls in the no man's land
between robot and wisdom
science and literature
and i've learned patience
regarding recognition
(there's a loose inverse correlation
between how highly i rate
any given page on my website
and how many inbound links
it's managed to attract)
but the general topic
of psychological semantics
now grows perceptibly in popularity
year by year
(eg especially with The Sims
and the Semantic Web)
but when an A-list brainiac
like Quinn Norton
asks the very basic question
Where is games' Alan Moore?
it forces me to recalculate
the yawning gap remaining
and seize the opportunity
to sketch my analysis
of gap-bridge engineering...
we're long overdue
(last i checked)
for a website about game-semantics
that reverse-engineers
for every important game
what internal variables it deploys
to map the changes in its
state of play
especially those variables
describing players
and NPCs
(non-player characters)
so most all games know
players' X and Y positions
and probably their state of health
and possibly some of their
strengths and weaknesses
and adding new variables
is one important way
game designers can innovate
because each such variable
allows a small set of new subplots
verbs that increase its value
or decrease its value
powers that emerge when its value
crosses a hidden threshold
and even Alan Moore
could do little or nothing
of enduring literary value
with the impoverished palette
of variables and verbs
so far understood
one of the grandest virtues
in game design
is orthogonality
in which a limited palette
is milked to its utmost
by exhaustive combinatorics
(X-com was outstanding
in this regard)
and it's instructive to explore
the possible plot-combinatorics
of (eg) a familiar variable
like health:
valued-friend-falls-ill
desperate-search-for-power-up-item
friend-recovers or friend-dies
mysterious-plague-infects-many
scientists-seek-vaccine
old-age-brings-health-vulnerabilities
powerful-being-has-achilles-heel
but implementing any of these
in a game
in a dramatically effective way
normally requires
many new supporting variables
which may or may not
contribute an orthogonally
(dis)proportionate
payoff
and when these
foreseeable subplots
are weighed
for literary impact
against, say,
Polti's 36 situations
or any more-recent
inventory of subplots
it becomes clear
that we just don't yet know
where to start
adding literary depth
which variables to choose
to encode which basic set
of stories
More: Representing stories in Web2.0
20 September 2006
Values and choice on the yahoo zodiac
if two phrases
have almost identical meanings
they should lie very near each other
in the yahoobet
but
paradoxically
a phrase with exactly
the opposite meaning
must also fall close by
and by implication
all the phrases
for all the values
for a given quality
(eg short medium long, for length)
should also cluster
yahoobetically
(unless perhaps
they're so general
and topic-free
that their position in the yahoobet
is chaotic
and varies dramatically
from second to second...?)
so generally
when we choose between alternatives
setting one to 'green'
and the rest red
all the phrases
denoting all the alternatives
are yahoobetically clustered
and before the choice is made
all might default to yellow
and all philosophy and religion
is about how those yellows
turn red or green
have almost identical meanings
they should lie very near each other
in the yahoobet
but
paradoxically
a phrase with exactly
the opposite meaning
must also fall close by
and by implication
all the phrases
for all the values
for a given quality
(eg short medium long, for length)
should also cluster
yahoobetically
(unless perhaps
they're so general
and topic-free
that their position in the yahoobet
is chaotic
and varies dramatically
from second to second...?)
so generally
when we choose between alternatives
setting one to 'green'
and the rest red
all the phrases
denoting all the alternatives
are yahoobetically clustered
and before the choice is made
all might default to yellow
and all philosophy and religion
is about how those yellows
turn red or green
19 September 2006
Linktext and heraldic barcodes on the yahoo zodiac
the text of any webpage
can be represented as a star
on the yahoo zodiac
and each possible
sequence of words
chosen to accompany
a link to that page
(ie, the linktext)
can also be represented
as stars
now a visitor to that page
after having evaluated it
could theoretically color 'green'
those examples of possible linktext
that describe what she liked
about the page
red what she didn't like
and yellow if her feelings were mixed
and she could then
theoretically
rank those possibilities
by importance to her
at that moment
so when a web author
wishes to choose linktext
to link a given page
in theory
she should scan those hypothetical rankings
from all her intended audience
top down
to find the highest rated linktext
that's short enough for the context
of her linking page
now if we could analyse
all
the possible linktext rankings
for all possible links
we should notice clusters
that describe variations
in some particular qualities
'long' or 'short' for document length
'lively' or 'dull' for writing quality
'credible' or 'doubtful' for research quality
etc
and these meta-clusters
might be loosely ranked
for how important they generally are
(perhaps with asterisks
specifying conditions
when they'll become specially
important, or not)
the goal of
what i've been calling
heraldic barcodes
is to graphically map
the most important meta-clusters
onto an icon

so, eg document-length
might be a bar along one edge
that's mostly black for short docs
mostly white for long ones
while writing quality might supply
the color-saturation
of the icon's background
grey for dull, bright for lively
etc
with these mappings
chosen by design
to be intuitive-to-remember
and to 'foreground'
the most important values
which alas
are not eternal and unchanging
but rather ever-evolving
in response to changing human needs
and expectations
even allowing
custom mappings
for the custom needs
of a particular group of customers
for the same principles apply
not just to webpage linktext
but to any content-set
eg flickrpix
news stories
news pix
audio files
video files
all of which have
within many different contexts
identifiable value meta-clusters
that cry out for well-designed
heraldic barcodes
can be represented as a star
on the yahoo zodiac
and each possible
sequence of words
chosen to accompany
a link to that page
(ie, the linktext)
can also be represented
as stars
now a visitor to that page
after having evaluated it
could theoretically color 'green'
those examples of possible linktext
that describe what she liked
about the page
red what she didn't like
and yellow if her feelings were mixed
and she could then
theoretically
rank those possibilities
by importance to her
at that moment
so when a web author
wishes to choose linktext
to link a given page
in theory
she should scan those hypothetical rankings
from all her intended audience
top down
to find the highest rated linktext
that's short enough for the context
of her linking page
now if we could analyse
all
the possible linktext rankings
for all possible links
we should notice clusters
that describe variations
in some particular qualities
'long' or 'short' for document length
'lively' or 'dull' for writing quality
'credible' or 'doubtful' for research quality
etc
and these meta-clusters
might be loosely ranked
for how important they generally are
(perhaps with asterisks
specifying conditions
when they'll become specially
important, or not)
the goal of
what i've been calling
heraldic barcodes
is to graphically map
the most important meta-clusters
onto an icon
so, eg document-length
might be a bar along one edge
that's mostly black for short docs
mostly white for long ones
while writing quality might supply
the color-saturation
of the icon's background
grey for dull, bright for lively
etc
with these mappings
chosen by design
to be intuitive-to-remember
and to 'foreground'
the most important values
which alas
are not eternal and unchanging
but rather ever-evolving
in response to changing human needs
and expectations
even allowing
custom mappings
for the custom needs
of a particular group of customers
for the same principles apply
not just to webpage linktext
but to any content-set
eg flickrpix
news stories
news pix
audio files
video files
all of which have
within many different contexts
identifiable value meta-clusters
that cry out for well-designed
heraldic barcodes
17 September 2006
Representing stories in Web2.0
something more-or-less interesting
happens
maybe it happens to you
maybe you make it happen
maybe you just witness it
maybe a video camera captures
all or part
so you can post it to YouTube
with a title
and a bit of introduction
possibly when and where
possibly who
some tags that capture
what makes it interesting
if it's not self-explanatory
you may embed it in your blog
if you got audio but not video
you may add photos of the actors
graph their paths in space
if you got photos but
no audio
you may transcribe the dialog
if no photos
you may sketch them
graphically or verbally
maybe as a cartoon
with speech balloons
or as machinima
or posed action figures
or re-enacted by friends
by professionals
by the original players
or you can write a song about it
or weave a novel around it
or you can just retell it in words
typed out
or podcast
or vlogged
tagged maybe
with the actors' names
the props involved
the emotions
the themes and motifs
and before long
one hopes
a scriptable Sims
will let you choose from menus
actors/props/emotions/themes
and the included
storybase
will offer a
default machinima rendering
which you can tweak
but we need to build
that storybase
and it's orders of magnitude
larger
messier
than Sims/Sims2
Sims99, maybe
so to address
that mess
i've proposed this
Tree-of-Life visualisation
as one more
new discipline
for retelling stories
abstracting them down
to branching colored lines
lifelines plus antimath
happens
maybe it happens to you
maybe you make it happen
maybe you just witness it
maybe a video camera captures
all or part
so you can post it to YouTube
with a title
and a bit of introduction
possibly when and where
possibly who
some tags that capture
what makes it interesting
if it's not self-explanatory
you may embed it in your blog
if you got audio but not video
you may add photos of the actors
graph their paths in space
if you got photos but
no audio
you may transcribe the dialog
if no photos
you may sketch them
graphically or verbally
maybe as a cartoon
with speech balloons
or as machinima
or posed action figures
or re-enacted by friends
by professionals
by the original players
or you can write a song about it
or weave a novel around it
or you can just retell it in words
typed out
or podcast
or vlogged
tagged maybe
with the actors' names
the props involved
the emotions
the themes and motifs
and before long
one hopes
a scriptable Sims
will let you choose from menus
actors/props/emotions/themes
and the included
storybase
will offer a
default machinima rendering
which you can tweak
but we need to build
that storybase
and it's orders of magnitude
larger
messier
than Sims/Sims2
Sims99, maybe
so to address
that mess
i've proposed this
Tree-of-Life visualisation
as one more
new discipline
for retelling stories
abstracting them down
to branching colored lines
lifelines plus antimath
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