DISCONNECTED IN 5,4,3,2,1..... ****************************************************************** Play and Social Software - Stewart Butterfield Ludicorp Research & Development Ltd. ****************************************************************** a hydra document sponsored by... ___ __ .ama , ,d888a ,d88888888888ba. ,88"I) d a88']8i a88".8"8) `"8888:88 " _a8' .d8P' PP .d8P'.8 d) "8:88:baad8P' ,d8P' ,ama, .aa, .ama.g ,mmm d8P' 8 .8' 88):888P' ,d88' d8[ "8..a8"88 ,8I"88[ I88' d88 ]IaI" d8[ a88' dP "bm8mP8'(8'.8I 8[ d88' `" .88 ,88I ]8' .d'.8 88' ,8' I[ ,88P ,ama ,ama, d8[ .ama.g [88' I8, .d' ]8, ,88B ,d8 aI (88',88"8) d8[ "8. 88 ,8I"88[ ]88 `888P' `8888" "88P"8m" I88 88[ 8[ dP "bm8m88[.8I 8[ ]88, _,,aaaaaa,_ I88 8" 8 ]P' .d' 88 88' ,8' I[ `888a,. ,aadd88888888888bma. )88, ,]I I8, .d' )88a8B ,d8 aI "888888PP"' `8""""""8 "888PP' `888P' `88P"88P"8m" [these notes follow the spirit of Stewart's talk] ****************************************************************** /// HARD ONE TO ANNOTATE THIS ONE /// /// APOLOGIES IF IT'S A BIT VACANT AND RANDOM /// /// I think this is a kind of rock-hydra annotation /// ****************************************************************** 1992 - Usenet / E-mail / Talk "Talk" - transferred keystrokes in real time - like AIM but faster [I feel cheap for commenting on his sex life. Is that bad? Not at all. I didn't say I wouldn't do it, obviously...] 2002 - Weblogs "Is Evan Williams in the room? No? Ok that's probably a good thing." sylloge.com / caterina.net / peterme.com / calamondin.com This is the most random presentation I've ever been to. Long story about stealing Ev's woman and then marrying her. It's IMPORTANT to remember the kind of significance of these kinds of online interactions on our lives! WHAT IS A GAME - AND WHAT CAN DEVELOPERS OF SOCIAL SOFTWARE LEARN FROM WHAT'S BEEN GOING ON IN GAMES... "One way to make a game is to come to an agreement that something is more significant or important than something else (or at least agree to some extent that it is)... [bastard - fast slide-man...] Massively Mulitplayer Games is a subsection of computer games which is a subset of games which is a subset of PLAY... "IT is aalmost impossible to imagine a group of six-year-olds in a schoolyard at recess NOT PLAYING A GAME" - trying to explore what it's possible to do with other people / limits of our interactions / tackling in playgrounds... "Play is the exultation of the possible" - Martin Buber. Premise for interaction (definition of game) - getting together in a slightly different way... "Current and Future Developments in Online Games", Raph Koster... GameNeverending. "People cried & set their alarm clocks" when they shut it off [note - poor old Cal Henderson was gutted - http://www.iamcal.com] Weblog / usenet / IM / games / talk - these BRING PEOPLE TOGETHER... Originally you had to be a power-user to be on the internet. Many new people aren't at that level yet. "SOCIAL INDEX - high scores table - for people who just know lots of people'" Social network analysis using TOUCHGRAPH - one set of friendships... [SHIT! THERE'S A GUY CALLED JEAN BAUDRILLARD IN IT!] "Thick at both ends" [this would be a great title for a book about this stuff... or a blog post... >thinks<] > what's thick at both ends are social interactions mapped from one individual, and thru the connections thru degrees of separation. Recip relationships are thick at both ends. Some are unidirectional. - So it's about developing cultures where there is thickness on both ways... CULTURE / CODE [what do you build into the code that reflects/creates the culture...] REPUTATION - player killers would take turns killer each other, since the system counter killing a player killer as a good thing, therefore improveing the reputation of the "bad players" - what CAN you encode - and then represent to the user/player! - can you game the game? Echoed what Clay said earlier about how it's probably impossible to create a foolproof reputation system. I'm not sure I believe that, but I guess we'll see in time. I think one of the problems is that there's this issue of access, people have easy access, there's no WORK involved in becoming a reputation generator. MAKE IT HARD. Echoing the point Shirky was making earlier in the day about ident online and offline, and the point where the spheres of identities cross. It seems to me that when these points cross, real accountability in the reputation can begin to take hold. NOTORIETY - So they altered the system, giving players eBay-like powers to rate each other. The problem was taht every time one player got killed by another, no matter what the circumstances, they rated it as a murder... [referenced Kacey Nicole - more on that in a bit. - fake dying child with a weblog.] SEPARATION - they couldn't fix it. so they have playing killers and non player killers in different lives. ** SCOPING ** "MUDs are freakin' hard" UI issues of early gameworlds (due to a mental model issue for the user): windowing was a breakthrough.. but going to a gui doesn't necessarily solve this. [screencap of Confab: http://confab.gne.net] The point here being that people knew who they were talking to and that everyone could hear them. allowing users to annotate the relationships over and above the coded relationships of the system afforded. [is this like friendster testimonials? I guess so] /\ / \ \ \ / \ / \ / . \ _____ \ ____ \ / . \ / | \ \ / / \___\ / / | | \ | / / \___\ | | \ | | | / / | | | | | | | | \ | | | / /_____ | | | | | | | |____| | | | / / | | | | | | | ______ | | | /_____ / | | | | | | | | | | | | / / | | | | | | | | | | | | ___ / / | | / | | | ___ | | | | \ \./ / / / | |__/ | \ \./ / / \ / \ \ / / / / / \ / \./ \./ \./ / /________/ \./ -CJ ok, stop that. Sorry Jason. Just seemed in keeping. KEEP ROCKIN' STEWART! THUNDER!!!! "We began namelessly, and then there were so many of us that we took the names of our parents, and then there were so many of us that we took the names of our jobs, and then there were so many of us that we made lists of our names, and then there were so many of us that we scrawled our names on walls and rocks and more ephemeral things, lest our names be forgotten." - Diane Ackerman, Deep Play. q - ernest bekcer [?] all human behaviour about escaping death http://faculty.washington.edu/nelgee/ a - just like cats peeing cos they live in an olefactory environ, we live in a social environment - so we try and get our name known all the time. ****************************************** Links, References and the like... ****************************************** "Current and Future Developments in Online Games", Raph Koster "Play is the exultation of the possible" - Martin Buber. TouchGraph: Confab: http://confab.gne.net book: "deep play" - Diane Ackerman: http://tinyurl.com/a9sz Raph Koster's Small Worlds talk from GDC 2003: ^^^ caution: this is wierdo powerpoint online thing that is really hard to load on macs notes will be at ludicorp.com/etcon2003 ****************************************** Copyright 2003 anyone who cares ****************************************** If you want to be sent a copy, then add your e-mail address below... Tom Coates - plasticbag.org Allen Murray - allen@murray.net Dan Kapusta - dan@inmyexperience.com Jason Kottke - jason@kottke.org Jesse James Garrett - jjg@jjg.net matt jones - matt@blackbeltjones.com Andres Acevedo - acevedo@well.com Phil Gyford - phil@gyford.com brian.theodore@reuters.com ---- metadata ---- hi! could you email these to etcon@crystalflame.net?