Entrepreneurialism – while it can be brilliant and is a vital part of the ecosystem – is risky, difficult, sometimes soul-destroying, and the odds are against you ever making more money from it than you could from more traditional employment. Freelancing is, of course, not the same thing as being an entrepreneur, and while plenty of journalists go down that route the money is often scarce and the financial position insecure. At present journalism jobs – outside specialist markets like financial journalism – are few and far between, and even at their best the money pales in comparison to some other professions, as Michael points out in his introduction post.
Many journalists don’t want to be – aren’t cut out to be – technical or technological innovators, or freelancers chasing clients for cash. Some of us love digital production and want nothing more than to be playing with new ways to tell stories. Others want nothing but to be allowed to get on with their important investigatons, or their war films, or their pithy columns. I am unequivocably in favour of journalists learning new skills in order to do their jobs more efficiently and more effectively – but when it comes to demanding they move away from their specialism and into areas they may not enjoy or be good at, I get a little uncomfortable. Not everyone can or should be a jack of all trades.
This is a supply and demand problem. This isn’t an issue of journalists not wanting to make money – it’s an issue of there being an awful lot of very talented journalists, from new graduates to grizzled veterans, all of whom would like to be able to eat. Journalism right now is a buyer’s market, and content is very cheap. The people at the bottom of the rung who can afford to work for free will do so; freelancers who can undercut the competition will get the gig. Employers who want to employ journalists and cut costs at the same time can pay so little, because so very, very many people want a job in journalism, have sunk years of time and a great deal of money into the prospect of a job in journalism, and are willing to work for little cash because of their principles and desires.
Much like news online, journalists’ skills are devalued not because they are not respected, but because they are abundant. Much like an absolute paywall, unless you have unique content or the ability to ensure everyone adheres to the same pricing strategy, charging more for your work is likely to simply make people turn elsewhere. The macro issues affecting the industry hit journalists individually too. The solutions to both problems remain unclear.
]]>I’m going to be shuffling things around to include a few more categories – I want there to be spaces here for thoughts about journalism, news and the media, current affairs, narrative theory, game design, and maybe some personal, fiction or creative projects too. I want a more accessible linksblog, and a more media-rich site, so far as that’s practical. That means making sure that people who only want to see some of that can do so sensibly, and a bit of a redesign to find a way of presenting things so that it feels comfortable. So over the next few weeks – maybe months – maybe longer – I’ll be experimenting. Let me know what you think.
]]>A simple point and click interface
Hello.
I’m Mary, and I’m here to talk to you about toy guns and zombies, with the assistance of some state-of-the-art graphics.
With my partner Grant I run a game called Zombie LARP. LARP stands for live action role play – essentially, games that require the suspension of disbelief in real life, where players dress up or pretend to be the main characters in the game, generally with a conflict resolution mechanic relying on a mix of skill and chance. And often large pretend weapons. It’s sort of a cross between tabletop Dungeons and Dragons and amateur dramatics.
What we do, unsurprisingly, revolves around zombies. We run a game in which a bunch of people pretend to be zombies and attempt to “eat” survivors – or tag, because we can’t actually physically represent eating people. And the survivors get toy guns like these, which shoot foam darts at the zombies.
Each game is different, with different numbers of survivors, often in very different venues. We have to tailor the game to different groups, players, experience levels and so on. The game runs on a rotating basis – people take it in turns to be survivors and zombies – which lets us change things on the fly in between sessions and iterate throug. And we can actually change things during the course of the game itself, if it’s too easy or too hard, by moving zombies around or dropping extra weapons. We call that responsive design.
There are a few constants: we work very hard to make sure the player experience is immersive, exciting and fun; we give the players an objective to complete before they can get out; and across most of our games we have a survival rate of about 5%. I take great pride in that.
What we don’t do is create experiences – the players do that themselves. Our job is to create an environment and a system in which experiences occur. Within the game we work to make a system where exciting, dramatic experiences happen organically – and we do a lot of framing work to help forge a unified narrative out of the players’ individual, fragmented experiences of play. There’s various names for this – some folks think of it as procedural storytelling, or emergent storytelling. We use the concept of creating and operating a story machine – a system within which exciting stories are born through the interaction between the player and the rules, procedures and environment we create. We borrow a lot of UX design to help us do this – looking at flow and navigation, thinking about personas, tackling context, considering emotion. Good LARP creators are pretty familiar with all these things – they just might phrase them differently.
So, LARPs are about turning the real world into a game environment. Some require a lot of pretending about your surroundings, while others aim to be as immersive as possible. For instance, we used to run in a university building – we turned most of the lights off, used overhead projectors to cast weird shadows, and (around the time we started getting serious about the game) dressed up the rooms. Now we run in a huge abandoned shopping mall, which to be honest does a lot of the work for us – and players themselves add a lot to the atmosphere of the game with costumes and makeup.
We keep the core mechanics very simple. Many live games that include combat use things like damage calls, which you have to remember along with your character’s capabilities; or magic spells, that you have to remember and imagine. Some even have completely abstracted turn-based combat systems. Our character options and rules are very limited, work with people’s instincts, and understand that if you’re scared or running around, the last thing you need are lots of rules to remember.
But the main mechanic of our game is combat – you have to fight the zombies in order to survive – so we do abstract that using NERF guns & foam weapons.
These form the basic, point-and-click interface for the game. The starter weapon – the Maverick - has six shots. A fair few other weapons also have six shots, which is the main reason why one of our zombie behaviour rules is that they swarm in groups of seven – there should always be one more than you can comfortably shoot.
There are a lot of different types of gun, now. When we started there were about four, and now there’s a dizzying array varying from the utilitarian to the downright ridiculous. For instance, there’s the Rapid Fire – not sure why it’s called that, because it’s extremely slow to fire and very unreliable. Its main feature is that after you shoot it, it ejects shells onto the floor. That makes it Badass.
And then there’s guns like the Stampede. Fully automatic massive battery-powered behemoths that give you lots of ammunition but balance it out by making it almost impossible not to just charge screaming into the first combat wasting all your ammo.
For the players, this is the primary way they can affect the game – it lets them control their entire experience. So we emphasise it, talk to players about how it works, demonstrate it – all of which helps to frame the experience in a way that’s going to make sense for them. We treat the guns – which are, in fact, exceptionally silly pieces of kit – with a lot of seriousness. All that context helps players to take them more seriously than they might otherwise. It helps not only to make the game itself more immersive, because people are treating these toys as weapons as soon as they get into the building, but it also cuts the chances of people having NERF wars in the middle of our player rooms.
Every type of gun has its own behaviour, its own usability issues, its own play style and its own impact on the game. Much like a first-person-shooter computer game, we can balance the game using the numbers of zombies and the ammunition available, as well as the capabilities of the weapons. For us, that includes the likelihood of guns jamming, the plausibility of the players losing it and wasting their ammo within seconds of the game beginning, and conversely the propensity for people to hoard their bullets till the last possible moment. You’d be amazed how many people save one bullet, just in case.
But in some ways the game’s framework has less in common with modern FPS run-down-a-corridor-shooting games and more parallels with text adventure games: here is a verb we give you with which to interact with your environment to see what happens. This is all implicit, but the effect of rule systems like ours is to constrain potential actions to a limited set. The main verb we give people is SHOOT.
Other optional verbs that move the experience forward are things like HIT, RUN, HIDE, SCREAM, SWEAR, RUN FASTER, DIE. Even with this limited set of anticipated actions, players sometimes surprise us with things like PRETEND TO BE ZOMBIE.
Zombies, get verbs too, though much more limited set: SHAMBLE, HUNT, ATTACK, EAT and a few in response to player actions like FALL BACK, COLLAPSE, DIE and then later on RESURRECT
For a while, we experimented with a magic system, but it didn’t work very well – mostly because it required people to remember things in a systematic way, when they were under quite a lot of physiological, zombie-related stress. But we did manage to bring in a power that sort of works: in some games, religious characters called Believers can scream freestyle religion in order to stun zombies. During one game, a player decided he wanted to play an atheist Believer, and managed to stun a crowd of zombies by telling them loudly and repeatedly that they were scientific impossibilities.
This is the sort of thing that happens a lot. Players want to use the verbs we give them in unusual ways. They want to try them on everything within the simulation. You see this tendency for users to muck around just about everywhere, but most clearly in video games, because they have the freedom to respond. Text adventures tend to have stock phrase responses for when you couldn’t do something, and as we’ve moved through point-and-click adventures those have gotten more sophisticated. Action adventure games have slightly better ways to deal with players testing the boundaries of the sim, though they’re not always perfect – you could drown Lara Croft; Uncharted 3 has safe areas where commands that would normally make Nathan Drake punch people instead make him wave or shake their hands; but you still can’t set fire to children in Skyrim.
But in a real-life, responsive environment you can’t provide stock responses to boundary testing. You have to make sure there’s a safe way to test boundaries without actually risking hurting people, so there has to be clear communication about where the hard, out-of-game boundaries are. And within the game, players, given a SHOOT option, will attempt to SHOOT everything. Including, and especially, things you don’t want them to shoot, like information-givers and quest-givers and each other.
For a while, we dealt with that by using unkillable god-like quest-givers, but the players didn’t enjoy that so much. People really, really want their boundary-testing to be rewarded by something delightful. So we started introducing things like hideous carnival-style puzzle games in which you could shoot things, but there would be obvious and unpleasant consequences. We started a reward system that built achievements on some of the most startling, brilliant things our players had done – so we have the “Over a man’s head mind you” award for gymnastics under stress, or the Cactus “Bastard” McPhillips award for astonishing bastardry, which gets awarded for things like sacrificing your best friend so you can run away. But only if it doesn’t contravene rule zero. I’ll come back to rule zero in a moment.
There’s delight in the unexpected interaction. In one event, there was a substitution puzzle in which players had to solve a cipher in order to determine which of several symbols they had to write on the walls. We had symbols for angel, demon, heaven, hell, kill, reanimate, and various other things – including symbols for our big unkillable god-like characters Emmerson and Kramer. After the game, players asked what would have happened if they’d written the symbols for “kill Kramer” in the ritual circle. That would have been a fantastic moment to go off-script, do something spontaneous and delightful.
So since then we try to look out for unexpected ways the players might use the tools we give them, and reward them by making it work. In the last game, in order to get out of the complex, the players had to find a demon and lead him through the zombie-infested mall to a magic circle. They could control him if they had a particular occult book. So they got the book, and rather than take him straight to the circle they moved him around the mall getting him to stand in doorways killing zombies for them.
Then there are always people who will push the boundaries of permitted interaction in other ways – changing the objectives, or the parameters of play, or the verbs involved. Part of playful exploration for many people is the creation of arbitrary goals and limitations, in an attempt to see what happens. You see this sort of creative reimagining all over the place, but again perhaps most clearly in games. Speed runs of Super Mario, or the Chronicles of Nondric, where a gamer played Oblivion as a commoner and tried to avoid doing any quests at all. Minecraft is built on this urge to create something amazing, unique and fascinating within a limited system. Zombie too has people who try to get different experiences out of the game by limiting or altering the verbs they use to interact with the environment. My personal favourite example of this: a group of four people turned up to the last game kitted out as morris dancers – complete with jingling, zombie-attracting bells on their legs – and went into the sim only with melee weapons, no guns at all.
They broke the game.
But that’s fine, because next time we’ll balance it more effectively. We’re looking at responding by taking away most of the melee weapons so people who do want to limit themselves in that way get to be a bit more special, and find the game a bit more challenging. And they’re talking about coming as some sort of Highland marching band. The wonderful thing is that everyone has fun.
That’s where we come back to Rule Zero. The most important rule of the game is very simple: don’t be a dick. By framing the whole event in those very simple but quite far-reaching terms we create an environment where everyone gives each other the benefit of the doubt. Rather than making rules that force players into certain types of unfun experiences when they’re applied rigidly, it lets us say: be flexible. If someone tries something unexpected, go with it. React in a way that makes sense in the situation you’re in. If it breaks the rules of the simulation, if it uses actions or verbs you’re not familiar with or you haven’t built in, that doesn’t matter, just so long as it’s fun. And if it’s fun enough, we’ll try and build it in for the next event.
Fundamentally: shooting zombies is fun, and pretending you’re a badass while doing it is even more fun. Everything else is about reinforcing that core mechanic, and trying to make it the most fun possible.
]]>Of course, children born today have no idea what a rotary telephone is, or a vinyl record. That’s not a hard thing to understand. What’s startling is realising that most 12-year-olds now have no idea what the save icon in Microsoft Word is meant to look like. Floppy disks are gone. We’ve gone through so much tech so fast.
But we’re not done with those changes. Not even the network changes are over, never mind the hardware and the social effects from those things. We have got so many more years of this to come – magical devices emerging from big conferences that change the way your whole life works; new ways of having conversations and sharing things and spreading information virally that come out of tiny startups with no cash. Things we can’t imagine yet, but that will seem inevitable as soon as they exist.
We don’t get to stop yet. In fact, we probably aren’t going to stop in my lifetime. I’ve made my peace with the idea that every solution I work on, every innovation I’m part of and every exciting development I eagerly enjoy is a step on the way somewhere else. Everything we are currently doing is temporary.
It’s pointless trying to adapt to survive the current conditions and then stopping. By the time you’ve adapted the current conditions will be old news. In three years’ time your nice, completed adaptation will be obsolete.
That doesn’t mean we get to stop doing it. It means that – in the news business especially – we need to get a move on doing it now. We need buckets of innovation now, in chunks that we can test and deploy and iterate on and learn from, so that in six months’ time we can be doing the next thing. And then the thing after that. And then the next thing. Because standing still would be monumentally, suicidally stupid.
This post was brought to you by @currybet on innovation, @adders on disruption, and @yelvington on Kodak.
]]>“Obviously the It’s The Future! thing to do would be to say they only existed digitally, but I’m reluctant to go right down the route in case it’s a bit too holo-TV and flying cars, so knowing where you’d put your money on this particular bet would be very handy.”
It made me consider the question in a way I hadn’t before – and here’s the response: three sci-fi-ish narratively-useful ideas grounded in reality, about what print news could look like in the World Of Tomorrow.
1. Print-your-own
Berg has just announced a mini in-your-house printer magic box cloud news thing. This is actual wizardry. The evolution of devices like that is basically a personal printed news sheet that you grab on the way out of the door, read on the commute and recycle at the office. Or that greets you with the day’s news in print when you arrive home, or gives you a non-screen thing to read with breakfast so it doesn’t matter if you spray ketchup on it. And it weaves personal/social news stuff in with “proper” news sources. It’s unbundled in a very cool way.
2. Artefact
The newspaper that carries your birth date, or announces your marriage – the one you appear in – is a thing people still want to keep. There will be more cut-out-and-keep, more souvenir editions, and quality of production will go up along with prices, until each paper is a beautiful object in its own right. Something along the lines of some of the really innovative papers at the moment – the prettier ones here are starting to move in that direction – or McSweeney’s San Francisco Panorama.
At its most extreme, this could end up with weekly papers being more like glossy magazines – something to sit on your coffee table for days at a time, something you can dip in and out of during the week, carrying good long reads and beautiful pictures – the sorts of lean-back things you can really do well in print.
This might be the least likely of the three to come in, because even though the infrastructure is already there, the folks in charge of newspapers want to stay mass-market as long as possible so won’t make the design investments to switch to niche. And it’s questionable whether the business model would actually pan out, given distribution costs.
3. Free
People will still read something if it’s handed to them when they’ve nothing else to do. Metro and Evening Standard will still do well, in London at least, as long as there are captive commuters – though when wifi is installed on the Tube that’ll be very disruptive to their businesses and they’ll have to up their game to compete. Free sheets, supported by ads, won’t go away until/unless the last of the display ad business dies.
If free papers can come up with a better way of tracking who actually reads them and what they do, and sell that model to advertisers, then free sheets could end up being the most profitable of any medium. So depending on how near, innovative and prosperous the near-future is, it might be worth thinking about offline tracking in your newspapers – RFID trackers that would let companies see how far their papers travel and how many times they’re read, or giveaway cards that would unlock something extra (rewards online, possibly, or free coffee/pasty/Twix offers) in return for a name/date of birth/postcode.
What else?
What did I miss? I didn’t say local, because I don’t think many local papers will exist in 30 years’ time in forms other than those above. That’s not to say local news won’t – in fact, it’s likely to be much stronger than it is now, thanks to better local networks, horizontal vectors for information to spread, facilitated by but not limited to the internet. Will any news organisations run print papers as loss leaders, for prestige or for other purposes? Or will there be any profitable newspapers that aren’t also artefacts?
]]>The stories we tell about the future are no longer hopeful, excited tales of technology and human spirit revealing new vistas of experience and exploration. Toby Barnes talked about this in his excellent post wrapping up Playful 2011: “Our visions now seem to be so close to home.” Not just in science fiction, in the stories we write and the movies we see, but in other areas of culture too, we go around in circles exploring the past. The New Boring aesthetic is everywhere, in our television, our clothes, our music, our interior decoration. Even cupcakes and cake stands are back.
It’s a little like the UK has collectively mislaid the cultural ability to imagine beyond the horizon, and started looking backwards over its shoulder instead. Not lost, because that implies it won’t come back, when the world stops changing so fast and people have jobs and can afford to eat and pay bills comfortably again (assuming that happens). But we have shifted our focus away from the shiny bright realm of limitless possibility to the scary possibilities of the present. While in some parts of the world 2011 has been about imagining revolution and embracing hope, in others the realm of the future has become a place where ends are easier to envisage than evolutions.
The same is true of the news industry. In a year when a British newspaper was unceremoniously killed by its owners, the end of a national newspaper suddenly changed from something hard to picture into something easy to recall. It’s much easier to envisage the end of the newsprint business than to conceive of its evolution. It’s harder to imagine what the news business in general will look like in 2031 than it is to imagine that there simply won’t be one. The apocalypse is a much easier story than the sci-fi future, these days.
I hope, in 2012, that changes. I hope we get our hopeful visions back.
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Depression sneaks up on me around this time of year. Most years I spend these late months down, though some more so than others. There’s something about the slow dying of the light that brings out the noonday demon, bleaching colour from the day and bringing sharp edges to the night.
Though that’s too poetic, really, for the drab reality. Sleepless nights followed by nights of too much sleep, leaving me drained and exhausted regardless. Headaches that don’t leave, restlessness without cause, and sadness that turns up unexpectedly mid-sentence and refuses to dissipate. Most of all, a thin veil that descends between me and the world, dulling joy and blunting emotions, making it hard to participate through the feeling of awful apart-ness, as though I’m watching life on a screen and not participating. In the summer I take on dozens of projects, safe in the boundless energy the light brings. In winter, I count spoons and mete out activity in careful, measured portions, for fear of failing to cope. Without Grant, I would struggle to eat well or sleep at all.
For some people – I’m one of them – depression is just a fact of life. I don’t remember a time before depression. I guess I was 11 when I had my first full-blown episode; I know I was 12 when I was first diagnosed. I know what it’s like to be happy, but I don’t know what it’s like not to have to hoard it, guard it, trace its contours for as long as I possess it. To not know with certainty that it is fleeting, and must pass.
That is one of the cruellest things about this illness. It perpetuates itself in the knowledge of itself. Depression is itself depressing. And terribly boring, too. So many depressives – myself included – develop other problems in part to cope with the bleakness of the dark mornings, but also because they are at least something that can be controlled, and that brings an upside, a dramatic, vivid illustration of the pain we’re in, and something else to focus on. Perhaps it’s taboo to suggest that anorexia, alcoholism, self-injury and so forth have benefits, but it’s true; otherwise, they wouldn’t be so seductive. I recall vividly a psychiatrist telling me that if they could bottle and prescribe the psychological effects of self-harm without the messy reality, it would be the most effective antidepressant ever – and one of the most addictive.
So in the down times I cope not only with the depression itself but also with the desperate animal-in-trap desire to hurt myself, something counterproductive, self-destructive but also self-preservative, something that – if I could control it and mitigate its down sides – would be the best possible way of dealing with the depression. That, I think, makes it harder – to know, intimately, that there is an easy option, and still not to take it.
But then, this too shall pass. The most powerful knowledge I have is that this will pass. It must pass. The blackness is not permanent; the sun will rise again. What I fear most is forgetting that such sadness is temporary. That way lies madness.
This post was imported from my Tumblr as part of a big reorganisation of my online self in January 2012.
]]>It used to be that “reading the paper” was a single activity, physically and mentally, bounded by the single physical experience of picking up a newspaper and then, well, reading it. Not all of it, probably. Not even necessarily very much of it. Not everyone starts in the same place or cares about the same articles. But even if you read completely different bits of completely different newspapers to everyone else in your office, or even if you just looked at page 3 and the punny headlines and then called it a day, you still called it “reading the paper”. And that’s how it turns up in the story of your day. (What have you done at work so far? Not much, just read the paper and answered some calls.)
It also used to be bounded by the covers of the paper, not by the subjects you pick within it. Which paper do you read? Your identity is to some extent bound up in that brand choice, in the UK at least – people have made good satire about this, and there’s a wider point. Your newspaper said something about you. It featured in the story you told yourself about yourself, as well as the one you told other people. Reading the paper isn’t just learning about the news or the sport or the arts coverage; it’s also an element of your identity, a piece of your personal puzzle. A Guardian reader is not the same thing as a Daily Mail reader. Most people only get one.
Except that’s all gone out the window, now. The Mail Online has god-knows-how-many million readers; the Guardian has a smaller but still reasonably mind-bending number. Both numbers are too big to imagine and you have to resort to comparisons like the population of London. And of course those audiences overlap. They’re both much bigger online than in print, and they both require much smaller commitments in terms of reading – a single article, not a whole paper (whatever a whole paper used to mean, anyway). But also, and this is important, because reading one or two or twenty articles from a single news source doesn’t make me a “reader” in the way that it would if I “read” the paper. Not in the story I tell myself about myself, and not in the story I tell other people.
Which wouldn’t be so hard to manage, if it wasn’t for the first problem. Because actually it’s really easy to miss that you read an article from a newspaper, if what you’re doing is browsing the net or chatting on Facebook or catching up on Twitter. You click a link from the thing you’re doing, you read the link, you click “back”, you carry on. You can do that dozens of times, clicking all over the place, and still it doesn’t turn up in your story of the day as “reading the news”. What are you doing? Just checking Facebook. Or wherever.
Apps take you back to that activity of reading the paper, reading the news, within the nice neat cozy boundaries of a virtual cover even if not a real one. They require certain physical activity, too. It took a while for that to click with me, but I think I get now why print people are comfortable in app space.
But people that actually go to the front pages of news sites online are pretty few and far between, compared to the numbers that just turn up on article pages when they’re in the middle of doing other stuff. So obviously that raises huge issues about making sure that every article page is a good front page, a good gateway into your site, good enough to maybe persuade a couple of those people not to click “back” but to stick around and change what they’re doing. But also it raises issues about the visibility of what news organisations are doing. Because if your readers don’t consciously realise they’re your readers, that has to change the way your brand works.
]]>Dear Santa, for journo-Christmas I would like more time. Not just for me, but for everyone.
I was lucky enough, recently, to be part of a Guardian hack day. As a result, some awesome tools got built, including three that I started using inmediately. They’re still very much in beta, being improved and worked on occasionally, but I use them constantly. They’ve changed my job. Not by giving me new things to do, but by automating some repetitive, tricky, admin bits of the job and therefore making them require less time and attention – so I can spend more time and energy focussing on the bits that really need it.
That’s wonderful. It’s a gift of time. It means I can work smarter, not just harder. I wish, if I have to be limited to one Christmas wish, that every journalist and everyone involved in making journalism – including developers – could have at least one tool, in 2012, that makes the tedious admin bits of their jobs faster. I hope that every tricky CMS for journalists that contains unnecessary time-consuming admin processes releases an update that makes it no longer so.
And, because this isn’t a one-way process, I hope that every journalist takes the initiative to go find out where their techies live and actually talks to them, in person, about the problems they have. There’s no point griping only to each other about the difficult bits, or in keeping quiet and carrying on doing things that don’t make sense: tell developers what’s wrong, because otherwise they won’t know it needs fixing. Sometimes what looks like a tech problem is actually a communication issue, because the people who need to know that something’s broken haven’t been told.
These fixes often aren’t the big, sexy, exciting projects for devs. They’re the sort of thing that, if it exists, you very quickly take for granted. Things like, say, a spellchecker that also flags up common house style violations, or a geolocation module that understands when you type “Norwich” that you want the geographical area defined by the boundaries of the city of Norwich, not a point at the centre of its postcode area. They’re often small niggles that you’d only notice if you’re doing these processes day in, day out, many times a day.
In an age of cutting costs, one of the most precious resources we have left is our time. Anything that saves it, that means it can be spent doing journalism or making tools that journalists can use, instead of busywork, is a wonderful thing.
Oh, and if you work in a place that has admin staff, go say thank you to them. They deserve it.
]]>We’re rapidly creating a world in which the wide web of connections between people are functionally replacing the vertical connections between news outlets and people. Everyone is better informed, not necessarily because they know more but because the information is readily available, should they wish to discover something. The ambient information that anchor journalists and live reporters use to fuel their work is readily available to everyone with an interest; the new ease of publishing isn’t limited to finished stories or to eyewitness accounts, but extends to curation, information filtering and all that other juicy stuff we journos pride ourselves on.
This is fascinating.
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