While driving back from Akaroa this evening, I got to thinking about enjoyment and time, probably as a result of the flow that navigating windy roads always brings. It seems to me that you can think of enjoyable or otherwise positive experiences as existing in four possible temporal spaces:
Two short observations, then:
Played in Big Gaming Week 2011 this week, a gathering of friends now scattered around the world as part of the NZ diaspora, drawn home for Christmas and New Years. We’re in our eighth or so year now. In addition to the normal LAN, board, and RP games, we added a few things to line-up, including a big group brunch, a wine tasting (with games, of course), and Artemis, a 6 player starship bridge simulator. I had hoped to try a 24-hour game design activity of some kind, but it didn’t happened.
The wine tasting, though, worked out well. It grew from our inability to secure transportation for a Waipara trip, and ended up as a day long tasting in Tony’s living room.
All up, we had 14 bottles, of which 11 were tasted by all, one (a rosè) was consumed by Naomi and Steph during the whites tasting, with a little help from myself, another was corked, and the dessert wine got left too late. Hamish, now a professional wine blogger (thanks to the spectacular largess of Naomi & Tony), blogged tasting notes for reds and whites. I struggled throughout the day to put notes into CellarTracker, but the backwardness of the UI got in the way, and I eventually gave up to play Borderlands with Paula. Later, though, I discovered the beta-version of CellarTracker, whose interface is much improved, and put my notes together into what they call a ‘tasting story’, being basically a collection of notes structured into a write-up. Worked out quite well.
That CellarTracker is finally doing something about its user interface is really great news – it’s always been the most comprehensive wine tracking service out there, and being built and maintained by a committed wine-enthusiast who just wants to make a living building a tool that he loves, it’s likely to remain that way rather than settling into being ‘good-enough’ like many commercial systems end up doing once the user base and revenue streams are solid. I can now happily recommend it to others, provided you’re using the beta interface; if you’re not, expect to be frustrated.
Anyway, much great wine was consumed; my picks were the Taylor’s Shiraz 2009 and the 3 Stones Pinot Noir, with honorable mentions for the 2011 Saints gewürztraminer, and the 2009 Two Tracks chardonnay (though only if you like them oaky and buttery). Shall have to buy a few more of these for posterity, I think..
With the referendum on voting methods in New Zealand coming up in December, I thought it might be interesting to draw up some graphs to compare the results we’re getting under MMP to the results we got under First Past the Post, the system we used to use.
I’ve plotted two sets of graphs: a pair of time series showing error over New Zealand’s electoral history since 1890, broken out to show which parties benefited and lost from error (shown below – click on the graphs to expand them), followed by a complete set of graphs of NZ’s electoral results since 1890 (on a separate page).
The time series are the most interesting: they show that electoral error has dropped significantly from the 1996 election onwards, when MMP was adopted, from an average of 12.4% error to an average of 5.5%. It’s important to note that the variance dropped significantly, too – from a standard deviation of 6.3% to 2.1%. For those not versed in statistics, this implies that the error under FPP is less clustered around the average – despite an average of 12.5%, much higher levels of error were possible under FPP. Looking at the data, we can see that six out of New Zealand’s 34 elections under FPP had error of 20% or greater – that’s an election in which 1 in 5 New Zealanders effectively had their votes handed to another party. That’s not democracy.
Looking at the details of who gained and lost, you can see that pretty much universally, gains went to one of the larger parties; the Liberal and Reform parties in the early years, followed by National and Labour since the 1930s, with National gaining about two thirds of the error votes since 1949 (in those elections, an average of about 9.4% of New Zealanders had their votes transferred to National, compared with 4.4% for Labour).
The losers, then, were predominantly small parties, though Labour, now a large party, took a hammering in the 1910s and 1920s during their formative years. More recently, the Social Credit party had virtually no seats in Parliament between 1954 and 1981, despite winning more than 6% of the vote in each of those elections, and sometimes up to 20%. Again, that’s not democracy – if they’d won that many votes under MMP, they’d have 16 or 17 MPs, compared with the maximum of 2 they had in 1981 and 1984.
My goal in doing these graphs was to make the numbers a little more accessible for people considering their options in the coming referendum. While MMP has its flaws, it’s important to remember that a vote against it should be tempered with a vote for a better system:
Under our current system of MMP, error still exists. There are three primary reasons for this:
My current opinion is that the 5% threshold rule causes too much electoral error to be warranted for any reason. I’ve heard the argument that helps prevent small parties from holding the balance of power, but it seems to me that deal-making and compromise are what politics is all about. I’m keen to other arguments if they’re out there – I’ve not looked very deeply into the reasons for this, so my opinion is really just gut reaction. In the end, I have to weigh all arguments for the threshold against the fact that with it, between 2 and 6% of New Zealanders will have their consent given to another party, which is, as I keep saying, not democratic. To put that in perspective, that’s between 50,000 and 150,000 people disenfranchised.
A couple of details, then:
Since I can see others wanting to use these graphs, here’s a license for doing so:

At around age 10, I read the Dragonlance Chronicles, my first real introduction to the world of fantasy fiction. When I discovered they were based on a series of D&D modules, I immediately wanted to run them.
In 2000-2002ish, Nick did just that. I played, along with the usual suspects, and though the game was excellent, it was different to what I expected. For me, the books were emotionally saturated with in-character tension, atmosphere, and tragedy, while the campaign ended up emphasizing combat much more than the intense characters and grand scope I remembered.
Looking back, I think this was just the type of game we wanted to play. I recall the group’s preferred style being fairly humorous and oriented towards tactical combat, with in-character interaction being fairly rare and mostly reserved for critical plot elements. Characterization in such a game still happens, but it tends to focus more on individual characteristics than on relationships, often centering around combat roles or special abilities. Furthermore, D&D 3 had just come out, and we were enthusiastically exploring (and breaking) its rules, and since the bulk of D&D 3′s rules focus on combat, so did we.
None of this is to criticize Nick’s handling of that game – as I said, it was an excellent game, with some fantastic and memorable moments. Nor am I trying to say that there’s something wrong with tactical play (there’s not – it’s a lot of fun). It’s just that it was different to what I thought playing the Dragonlance campaign would be like.
I think this partly stemmed from the way in which the experiences one has when one is young and impressionable are indelibly etched in one’s emotions with a nostalgic perfection, and it’s simply irrational to expect that adult experiences will as easily match up to them. Furthermore, while I think role-playing games as a medium are certainly capable of such emotional saturation, I think D&D is less so, for several reasons:
One reaction to this, of course, is to do away with a lot of this detail with a low-mechanics system like Savage Worlds, or similar. That works great, but the problem is that there’s a lot of good, fun, things that come out of the complexity and rigor of D&D, and I very much want my games to include the best of both.
I want to be able to run games where the arbitrariness and fast flow of rules-light systems allow me to play fast and loose with details in favor of atmosphere and story, but I also want the rigor and detail of a game like D&D to lend structure to my environments, to create consistent and realistic confrontations, and to more firmly establish the game world as a shared place that the whole group has in common, rather than a set of lightly related games limited to each player’s interpretation and memory of what I told them the weeks previous.
A couple of months ago, I began running the Dragonlance campaign with my current group of players. So far, it’s been an immensely rewarding experience, precisely because I’ve gone into it with the goal of finding ways to fuse these two styles of play. It’s not that I’ve never tried this before, or that it’s a new idea, but that I’m taking such a conscious attitude towards doing so that I’m finding rewarding. It’s like that quote of Socrates, applied to games – ‘The unexamined life is not worth living’ – except that I’ve played plenty of games unexamined that were certainly worth playing.
Anyway, I’ve been learning a lot from running this game, and plan to think, and hopefully write, more about it. Here’s a couple of topics that are on my mind:
I’d very much welcome suggestions and reactions to all of this. Hopefully you’ll see some posts from me getting into it more in the weeks to come.
I need to plug this site: Skyscraper Page.
Despite its not so imaginative name*, the site is a veritable gold mine of information both awesome and mundane, listing skyscrapers all over the world, with their construction dates, heights, floor count, and other information, along with scale sketches for most. Sadly, though it lists every building in Christchurch over 10 floors, the only one with a sketch is the Hotel Grand Chancellor, but I guess that’s reasonable, seeing as they’re all being shaken to pieces.
Really, though, it’s all about comparing ridiculous mega-engineering projects – check out this diagram of the likely world’s tallest buildings in 2015..
That’s a seriously huge clock-tower (click to zoom).
* I can’t help but think that web pages named with the word page at the end just sound silly, like “Lord of the Rings Book” or “Moby Dick Book”. I guess “The Jungle Book” is a good counter example, but doesn’t “The Page of Skyscrapers!” have more of an impressive ring to it?
Even though much art is concerned with representing the real, it’s not about photo-realism so much as it is about interpretation and re-presentation. Spotted this lovely quote which captures that:
Drawing is a struggle between nature and the artist, in which the better the artist understands the intentions of nature, the more easily he will triumph over it. For him, it is not a question of copying, but interpreting in a simpler and more luminous language.
– Charles Baudelaire, On the Ideal and the Model, 1846
I like that, and it’s interesting to think about how applies to games as an art form – unlike the overt intentions of painting or sculpture, games are not about representing the visual or tangible features of a thing, but about representing its internal structure – its workings, the interactions within the thing that lend it its essential character. Coupling the game structure itself with the three art forms necessary to make an actual game product – these being writing (literature), visuals (painting/sculpture), and sound (music) – a game designer strives to interpret and re-present real or imaginary thing in a simpler, more luminous language.
NB – you’ll notice I separate design of the game itself from design of its aesthetics and writing. Not everyone likes this distinction, and it’s true that they tend to merge somewhat in practice, but I find it useful for analysis.
Played Cellcraft this morning, which turned out to be one of the best science education games I’ve seen in a while.
First off, here’s a screenshot of my cell being attacked by viruses (click to zoom). Note the various organelles, as well as the use of ATP, nucleic acids, amino acids, fatty acids, and glucose as game resources.
Cute, huh? Here’s what I like about it:
All in all, a very strong game – if you’re not familiar with basic cell biology, play it; you’ll learn a lot. You can download it to play on your own machine, or you can play it online. For more information, check out the designer’s blog for some interesting discussion including a entertaining piece about how they’re NOT creationists, even though they’ve got platypus “designers” creating cells..
So, it’s my birthday, again. This is, in fact, a very important one, as I’m 32, which is 25; in binary, I’m 100000, a suitably venerable age, I think. Only 224 more years until you can’t encode my age in a single byte anymore.
A couple of people asked what I’m doing to celebrate…
For a start, Vladimir, a friend of mine who happens to share not just the same birthday, but same birth year with me, has organized a get together of sorts at the Seattle Art Museum’s Remix party. I’ve no idea what to expect, really, but it should be interesting, at the very least.
Then, tomorrow, I’m hosting a six-hour lunch, which, for the uninitiated, is basically an excuse to sit around and drink a lot of port. The story goes that the English owners of port wineries in Portugal would all gather in Oporto every Wednesday to wait for the mail boat to arrive. Unfortunately, the arrival time was always a little uncertain, and so they had to do something else with the time. Like sit around and drink a lot of port. Oh, and eat lunch, talk, and other incidental things like that. Following that, there will be BBQ, board games, and blissful sleep. For an idea of what this is all about, check out Gold’s sequence of blog posts and my photos from a previous event.
Finally, later in the month, I’m treating myself with a trip to Origins, in Columbus, Ohio, where I shall geek out for several days. Following that, I’m off to Cleveland to visit Cat & Dan.
So, yeah, looking to be a good celebratory month for me.
While I’m not terribly concerned about the privacy implications of Facebook having access to the fairly insignificant drivel I usually post there, what really bothers me about it is the fact that it represents a whole chunk of my life wrapped up in a company database that I can’t get access to, except through the Facebook web interface (which leaves much to be desired, particularly when it comes to archived material).
It’s not that I need my Facebook data so much as that it’s like a diary: all sorts of conversations, notes, random remarks, and social interactions that might once have been written in a diary or in letters; the sort of thing that would be nice to be able to page through and reminisce when I’m old and backwards-looking. There’s a practical component too – I’d like to be able to search my messages so I can find random notes, or remember what I sent to X about Y (again, the Facebook interface sucks in this area, though I note that in the last few days they’ve upgraded the messages UI once again, so maybe that will improve things – hey, pigs may one day fly through spaaaaacccce).
Anyway, I noticed this afternoon that at some point Facebook added a ‘download your data’ function to the account settings page, so I had to try it. Here’s what you get:
All of the HTML pages are stripped of Facebook’s look and feel, and contain no extraneous links (they only link to other files in the download set, such as photos). Internally, they’re fairly well structured, with tagged divs and spans for most of the key elements, so they should be fairly trivial to parse if one was so inclined.
While the pack doesn’t contain everything I’ve ever posted on Facebook, it’s pretty thorough. The main things I can’t recover are comments that I’ve posted on other people’s walls or items. It seems those only come out if that user does an export. It’d be nice if this was all a little more structured – some XML linking everything together would be nice, for example, as would, perhaps, be links to the original content. But the main problem, for me, is solved – I can recover the bulk of what I’ve put on Facebook, which means I’m no longer locked in if (when) they turn out to be evil, nor do they have any monopoly over these artifacts of my existence. They’re all going into my document repository for storage..
If you’re paying any attention to web technology, you’ll know that there’s excitement building around the possibilities of HTML 5. For the lay-people out there, HTML is the language used to write web pages. We’ve been using HTML 4 since the late 1990s, and while it’s pretty great, there’s things that are a real pain to do in it as well as all sorts of things that are impossible. Hence the existence of Flash plugins and so on.
HTML 5 is a new standard for the web that adds a lot of new features. Some of them look like gimmicks (Speech input and the pulse CSS tag), some look set to become fundamentally important (HTML 5 video), some offer technical capabilities (in browser DB and local storage), some offer simple ways of solving old problems (CSS support for rounded corners), and others look set to significantly change the sorts of content that can be displayed effectively on the web (WebGL and inline SVG).
There’s definitely challenges and issues with HTML 5 – video formats are one, while another will be the inevitable storm of partial implementation errors and browser-specific idiosyncracies. That said, it looks set to seriously expand the tools available to web designers, and that’s cool.
For a good overview of what you might be seeing coming soon in your browser, take a walk through this slideshow from HTML5Rocks.com. It’s best viewed in Chrome 11, and provides a thorough set of examples of what HTML 5 will offer.
Take a look – while it’s of most interest to the technically minded, it’s got plenty of interesting examples accessible to those not so inclined.