• "More important: the game, Sand-dancer, is a good game. It is not the sort of example that exists to have one of everything in the manual. It is the sort of game that exists to make IF better. Aaron puts it together on your workbench. You can see the parts going in, and I don't mean rules and action constructs now; I mean character, background, voice, theme, and narrative drive. He explains what he's doing, and what each game element is for. He talks about story structure and shape of interactivity. He discusses what you have to do to get the player involved and what you have to do to put the player in control." This sounds great. Add-to-cart.
  • "I want all the young present-tense storytellers (the old ones have won prizes and are incorrigible) to allow themselves to stand back and show me a wider temporal perspective. I want them to feel able to say what happened, what usually happened, what sometimes happened, what had happened before something else happened, what might happen later, what actually did happen later, and so on: to use the full range of English tenses." There's lots in here. I think it might be good; it is definitely interesting, and worth returning to.
  • "In this programme we hear from colleagues, friends and former students as well as the great man himself about the beauty of nature and the importance of science to our understanding of the world." A lovely Archive Hour on Radio 4, on Richard Feynman; only available for a few more days, so grab it whilst you can. Delightful, and nicely structured.
  • "The Bones gathers writing about fandom and family—about gamers, camaraderie, and memories— and ties them together where they meet: our dice. These are essays and anecdotes about the ways dice make us crazy, about the stakes we play for and the thrill we get from not knowing what the next roll will bring."
    (tags: books dice games play )
  • "I’ve been having a lot of conversations with people recently about how they bookmark stuff. It seems to be on a lot of peoples’ minds as more and more of our reading moves onto screens. So I thought I’d share a few things, and ask for some feedback." James on bookmarking and annotation – something I'm a big fan of.
  • "For the past 20 years I’ve had this urge to make a series of games that never were – mainly to suggest lost archives now discovered; to create an emotional resonance akin to that experienced by, say, new-found Beatles demo tapes – but also the idea of recreating contemporary games and themes in an old style to suggest an alternative past and present." Lovely writing, smart ideas, nice little game, but the clarity of thought is the real stand-out here. Another example of why I love Denki so much.
  • "…The teachers, by applying the rules and practices of arithmetic to play, prepare their pupils for the tasks of marshalling and leading armies and organizing military expeditions, managing a household too, and altogether form them into persons more useful to themselves and to others, and a great deal wider awake.” Well done, Plato.

Semaphore Networks

07 June 2010

I’ve just finished reading Keith Roberts’ novel Pavane. It describes an alternate history of late twentieth-century England, in a Europe ruled by a proscriptive Catholic church that has cracked down on technology and progress. The petrol engine is all but vetoed; electricity is heresy. Coal power is as advanced as things get.

The book takes the form of a series of linked short stories, described as measures; the rigid, stately dance of the pavane is an important metaphor for the wheels of repression and revolution, and though only directly referenced at one point, hangs over the entire book. It’s a beautifully written piece, especially as a piece of SF; delicate and ethereal in its description of the myth and magic rooted in English history, solid in its telling of a world where backstory has to be uncovered, rather than laid out.

Right now, though, I wanted to share a quotation, both for the vision it describes and the design it fictionalises.

In Roberts’ England of the late twentieth-century, the primary long-distance communication method is sempahore. Towers of various sizes, from giant, 12-man beasts, to little repaters, litter the landscape, and messages are transmitted, encrypted, across the nation. The Guild of Signallers is a powerful group as a result, and semi-autonomous from the church. These messages are not just sent point-to-point, either; they travel the land, bundled up with routing instructions, finding new routes when towers break down.

And, in one marvellous passage, coaxial messaging is explained:

The actual transmitted information, what the Serjeant called the payspeech, occupied only a part of the signalling; a message was often almost swamped by the codings necessary to secure its distribution. The current figures for instance had to reach certain centres, Aquae Sulis among them, by nightfall. How they arrived, their routing on the way, was very much the concern of the branch Signallers through whose stations the cyphers passed. It took years of experience coupled with a certain degree of intuition to route signals in such a way as to avoid lines already congested with information; and of course while a line was in use in one direction, as in the present case with a complex message being moved from east to west, it was very difficult to employ it in reverse. It was in fact possible to pass two messages in different directions at the same time, and it was often done on the A Class towers. When that happened every third cypher of a northbound might be part of another signal moving south; the stations transmitted in bursts, swapping the messages forward and back. But coaxial signalling was detested even by the Guildsmen. The line had to be cleared first, and a suitable code agreed on; two lookouts were employed, chanting their directions alternately to the Signallers, and even in the best-run station total confusion could result from the smallest slip, necessitating reclearing of the route and a fresh start.

I really liked that.

It’s not a representative passage of the book as a whole, though; Roberts isn’t obsessed with the machinery of a low-tech world, but the thought behind his world-building is evident throughout, and I loved (in this case) the construction not only of the mechanics of sempahore towers, and the shape of the network, but also documenting the skills and learning necessary to master it. It felt worth sharing, overlapping so many interests all at once.

  • And, with their 119th update, Valve helpfully included the list of all their previous patches, as well. Just look at the amount that's changed – and how swiftly. A proper, living game (unlike the stillborn 360 version). Can't wait to play it on the Mac; it's almost like a different game to the one I played at the beginning.
  • "Ben Gimpert is a friend of the Open Library. He and I got together over lunch a few months ago to talk about big data, statistical natural language processing, and extracting meaning from Open Library programmatically. His efforts are beginning to bear some really interesting fruit, and while we work out how we might be able to present it online, we thought you might be interested to hear what he’s been up to." Answer: good things. Ben is awesome, and this work sounds great. (I can't quote a suitable passage, so George's intro will have to do).
  • A few short tips on find; one of the bash tools I use least, and should probably use more.
  • "Diller, Brill, and Murdoch seem be stating a simple fact—we will have to pay them—but this fact is not in fact a fact. Instead, it is a choice, one its proponents often decline to spell out in full, because, spelled out in full, it would read something like this: “Web users will have to pay for what they watch and use, or else we will have to stop making content in the costly and complex way we have grown accustomed to making it. And we don’t know how to do that.”"
  • Joe Moran on Daniel Miller's "The Comfort Of Things", which has gone straight onto my wishlist.
  • "For instance, when a film critic with a Twitter account says that video games are not art, the natural followup becomes, "Well then… what is art?" And suddenly we're in some goddamn flourescent-lit student lounge, sitting on a nine-dollar couch across from a dude whose shirt is self-consciously spattered with daubs of encaustic, hip-to-hip with the girl who stamped each page of a copy of The Feminine Mystique with an ink print of her own labia, hearing the guy over our shoulder mention Duchamp for the sixth time this week, and it all just needs to stop right now." Well said, Steve.
  • "My main point brings me back to Pretending Apps. Because there are lots of other things you can steal from games, many other aspects of gaming that people find appealing and some of them might be more easily and usefully extracted." Yup. This was one of my main beefs with the whole "let's make everything playful/gamey!" trend that kicked off a few years ago: "game-y" was associated with "having points", and really, that's not what makes a game at all. (Other things that make a game: pretending, as Russell mentions, and visible mechanics, as I think I have to write about soon).
  • "There seems to be some sort of consensus that the highest form of play is fully immersive, interactive live theatre. Well not for me. The rhetoric of these things is often about people making their own choices, being free to act, creating their own narrative, etc, etc. And I always end up feeling like a piece, a pawn." Totally; not for me, either, though I'm not totally into "Social Toys" either – but Russell's points are perfectly valid and sensible. (I do like theatre, though). Probably ought to write more than a few hundred characters on this.
  • Solid illustration comedy gold, mainly from the 70s and 80s.