Pocket Lint #4: edgewise

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When mainstream media is the lunatic fringe
“Mainstream media cruelty is actually more dangerous, for it sanctions behavior that, were it blogged by an unknown, would likely be written off as the irrelevant ramblings of a sociopath. Instead, the prestige of old media gives bigoted ranting respectability. Even in the digital age, old media defines and shapes the culture, repositioning the lunatic fringe as the voice of reason.”

Davos to Detention: Why I hate coming home to America
“The last four times I’ve traveled abroad (to Turkey, Kuwait, Lebanon and Switzerland), Homeland Security has detained me upon arrival.  It’s as frustrating as it is ironic, because although in Arabic my name, Ahmed, means, “blessed,” each time I land at JFK airport, I can’t help but feel somewhat cursed.”

It is expensive to be poor
“If you can’t afford the first month’s rent and security deposit you need in order to rent an apartment, you may get stuck in an overpriced residential motel. If you don’t have a kitchen or even a refrigerator and microwave, you will find yourself falling back on convenience store food, which—in addition to its nutritional deficits—is also alarmingly overpriced. If you need a loan, as most poor people eventually do, you will end up paying an interest rate many times more than what a more affluent borrower would be charged. To be poor—especially with children to support and care for—is a perpetual high-wire act.”

How long have I got left?
Before my cancer was diagnosed, I knew that someday I would die, but I didn’t know when. After the diagnosis, I knew that someday I would die, but I didn’t know when. But now I knew it acutely.

readme.txt
Readme files in game mods: a feminist perspective

Unfinishable games
Let’s stop pretending that “done” is an aspirational state.

List of animals with fraudulent diplomas. Related: Sir Nils Olav, via @mildlydiverting

The Bloodbath of B-R5RB
The tale of the largest and most destructive battle in gaming history.

Downworthy, a browser plugin to moderate hyperbolic headlines

Tumblr of the week: Dimly-lit Meals For One

Free game of the week: Chancery Lane – analogue board-game Mornington Crescent

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Technology is media’s overwhelming context

Very smart piece on Buzzfeed today from Charlie Warzel, who writes off the back of Ezra Klein’s new venture:

media reporting today is, for better or for worse, inextricable from technology reporting. Tech — the internet, CMSes, distribution and production — is not just a factor for media companies, but an overwhelming context.

This goes deeper than simply CMS issues, though they’ve long been the biggest bugbears of those in the industry dominated by print requirements as they moved onto the web. Journalism and the technology used to distribute it have long been so deeply enmeshed that separating them would be meaningless. You can see that in the launch of things like Inside, which is aiming to aggregate content in short, fact-filled bursts designed for mobile reading but not for grammatical sense.

You can also see the context-blindness that Warzel mentions in the launch of the Saturday Paper, a new Australian print weekly which is relying on entirely different technology to Klein or Inside. The conversations around it have mostly been about editorial quality, with the CEO coming out swinging at the print incumbents. What’s missing from that analysis is any kind of conversation about the technology used, the difficulties of expanding a print model through rural Australia, and the issues of attention competition. Like Inside, like any news organisation on any medium, the Saturday Paper has to compete not just with other attractions using its own tech and distribution method, but also all those using other methods too. Print is no more a monolith than the internet, but the media reports around this new print product aren’t (yet) about innovations in design or in production, editorial strategy (beyond ‘be better than the others’, which is a little nebulous) or how the content will fit the form.

It’s that last part that matters most. Journalism, in whatever form it’s in, is symbiotic with the technology it’s using, in ways that go far beyond 140-characters for Twitter reports or design parameters for print. Increasingly, journalism online is shaped to match or to work with algorithms, tapping into what works to trigger broader pickup on different networks. Snappy front pages sell newspapers because of the technology and affordances of the newsstand; Upworthy headlines get links shared because of the technology and affordances of Facebook; Inside is betting that the technology and affordances of mobile readership will bring it similar success. The content strategy can’t be sensibly separated from the technologies involved.

Making Horde, and stalling

Last November, I started telling a few people about a new game I’m making. It’s called Horde, and it’s very much an experiment. It started out as a proof-of-technology for a different project, which I want to work in a very specific way; I wanted to see if I could get Twine to do certain things with loops and time-based variables, and to use a different project to learn. Something that would give me a tangible thing to play and to work on, while also learning new skills.

But as it grew and got more ambitious, Horde started to make sense in its own right. It’s an incremental game, a sort of text-based Cookie Clicker, in which you build a horde of barbarians and send them out on increasingly peculiar errands. It’s a tricky thing to build, mechanically, especially if you’ve got no experience of coding, but macros and new features in Twine make it possible to build this sort of thing on the shoulders of work done by other excellent people who know what they’re doing.

So I put it up as an alpha build. And suddenly people were playing it and telling me about it – giving me incredibly useful bug reports that helped me sort out some tricky problems, but also suggesting new avenues for development, giving me ideas, being excited about what was coming next.

That’s an incredible feeling, by the way. It’s a gift, when people play your unfinished work and give you thoughtful responses. Not all the feedback is always useful but the fact that anyone cares enough to offer it is a sign of support for what you’re doing, and that was enough to tell me that Horde is worth carrying on with, worth trying to turn into something finished, or at least vaguely feature-complete. (Whatever that means.)

I started putting up a new build every week, or trying to. I started making sure that I gave it a little time, a couple of hours at the weekend or an evening, and that time started to expand. I put up little incremental tweaks, and then a few bigger updates, and then found myself rewriting it to make the coding less weird and icky now that I understood more about what I was doing. Then, in the middle of an attempt to make a particularly sticky system, in a problem to which there’s no right answer that will make it work perfectly how I want it to, I hit a wall.

I stalled. I’m still stalled, a month later. I hit a page full of red errors, and instead of trying to fix it, I walked away. I’m not massively proud of that reaction. All that work is still there – all those hours I’ve poured into it have made a solid base to build on – but I hit a problem that felt insurmountable and as yet I’ve not managed to pull it apart into small enough chunks to work on.

Learning to code is hard, especially when you have no directed support; learning anything around the edges of a more-than-full-time, stressful and pressured job is even more difficult. Creating things when you spend a substantial part of your work day creating is tricky, too. Tiredness creeps in. Things distract you. Often, and perfectly legitimately, it’s quite nice to stop working, even when that work is self-chosen and self-directed.

But I can find time, or I can make time, if it’s what I really care about. That’s always been true. Horde is something I care about making, even though it’s a very silly game and a draftwork, because enough other people thought it was worth playing and talking about. Hopefully by this time next week it’ll be at least a couple more hours closer to completion. Even if that’s all, that’s a start.

Pocket Lint #3: work and play

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The cult of overwork
“The perplexing thing about the cult of overwork is that, as we’ve known for a while, long hours diminish both productivity and quality. Among industrial workers, overtime raises the rate of mistakes and safety mishaps; likewise, for knowledge workers fatigue and sleep-deprivation make it hard to perform at a high cognitive level.”

No, Jane Austen was not a game theorist
“This is a perfectly valid statement, as long as we ignore the accepted meaning of most of the words it contains.”

Airbnb stories
“If you read a heart-warming story promoted by someone with a vested interest, you’re being sold a bill of goods. It really is as simple as that.”

Very internet woman. Wow.
“Let’s agree that there is no “online” misogyny, just like there is no “date rape”. There is misogyny. There is rape. Where it happened has nothing to do with its impact. And it doesn’t help to quit the internet because it’s not about being on the internet. Violence against women is a cross-platform experience.”

How to make a start-up out of nothing
“It’s easy to forget that most start-ups have nothing to do with technology. These stable businesses do very well without glamorous magazine photoshoots or gambling with investors’ cash, and were paving the way for start-ups way before a start-up was even a thing.”

TL;DR: Choire Sicha
A superb and slightly scary Q&A with the founder of The Awl about the internet, writing and authorship online.

Arcade Review
A new publication of criticism of experimental games. It’s very good. Go get it.

The Journal of Game Criticism
A new non-profit, peer-reviewed, open-access journal of, well, game criticism. It’s also very good. Go look.

Praise the sun
“I, like many others, have spent my life resisting advice, resisting spoilers. “Don’t tell me!” “I can do it myself.” Dark Souls is a game that humbles you to the point where abandoning that train of thought is an absolute necessity. You must embrace help, embrace advice. Dark Souls is designed like that and it does something very unique: it encourages people to actually talk about the game without fear.”

Tumblr of the week: People Behaving Appropriately In Art Museums

Free game of the week: A Mother in Festerwood

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Defending the indefensible

Today it became clear that in the course of a work-related Facebook conversion IndieStatik founder Josh Mattingly decided to ask a female game developer if he could kiss her vagina. And some other things that she decided she didn’t feel comfortable sharing.

Mattingly has apologised, which is a good call, to say the least. He says he’s going to get started on AA and therapy, which is great. It’s awful that his mental health issues have contributed to him harassing someone, and it’s entirely excellent that he’s taking responsibility for it and using it as a wake-up call to get help.

But away from his personal response, there’s been an unhappy sideline on Twitter today, with David Jaffe as its poster boy, in questioning the developer’s behaviour, and asking why she didn’t ‘shut him down’ or tell him, confrontationally, to stop before he escalated. Why she ‘let’ him make more than one crude sexual comment. Implying that it’s somehow her fault for not stopping him, rather than his fault for continuing; implying that silence is consent.

This is bullshit.

I wrote last week about how online harassment is a professional issue – how when people abuse minorities online they are often doing so in a professional context, not merely a personal one. McWilliams was in a professional space here, talking to a professional contact; the idea that she could confront him with absolutely no repercussions for herself is a cosy and pleasant one, but not necessarily a realistic one.

Even if it were, the idea that there’s a ‘right way’ to respond to abuse like this is completely wrong-headed. A lot of interactions with harassers turn unbelievably ugly when they’re called on their harassment. Ignoring it and maintaining a calm front can be the best way of de-escalating. Not everyone is happy or comfortable with showing that they’re upset to someone who’s potentially trying to upset them in order to get a thrill. Blocking is not always an option, especially in a professional context. And – let’s be clear – the point at which anyone would have to resort to blocking or shutting down is the point at which the harasser has already crossed the line. No response of any kind is going to negate that.

Mental health issues don’t excuse you from behaving well towards other people. A lot of people live with depression without sending people unpleasant messages (hi!). Depression doesn’t absolve you from responsibility, and it certainly doesn’t turn this situation around to put McWilliams in the wrong. Mattingly seems to be trying to own his actions and apologise. The people who’ve tried to defend him by attacking his victim’s responses should probably follow his lead.

Pocket Lint #2

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The problem with “do what you love”
“According to this way of thinking, labor is not something one does for compensation, but an act of self-love. If profit doesn’t happen to follow, it is because the worker’s passion and determination were insufficient. Its real achievement is making workers believe their labor serves the self and not the marketplace.”

The Names They Gave Me
“Thank you for my name, mama.”

Drowning in money
“Instead of a steady flow sustained around the year by trees in the hills, by sensitive farming methods, by rivers allowed to find their own course and their own level, to filter and hold back their waters through bends and braiding and obstructions, we get a cycle of flood and drought. We get filthy water and empty aquifers and huge insurance premiums and ruined carpets. And all of it at public expense.”

Before and after
The slow and gradual process of gender transition, and how different that reality is from the crisp, sharply delineated “before and after” photos that are the common image.

The Naked Twine Game Jam
46 Twine games made over a weekend without using CSS modifications or Javascript.

Gun Home: the ultimate Gone Home DLC

Turning normal experiences of motherhood into depression
“Dr Spock told a generation of women that they didn’t need to learn how to look after their babies, that it was instinctive and that they knew more than they thought they did. He was completely wrong. ”

What Google knows about you
“We know Google collects the data. But what they do with the data we don’t exactly know. They might be using it for the best or the worst. Pessimists will think the latter, optimists will think Google will use it to build new great stuff for us which will make our lives better. Probably both are right.”

25 things a great character needs
Helpful advice for writers, especially number 17

Tumblr of the week: Cute animals, bad dates

Free game of the week: Catlateral Damage, a first person cat simulator

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Play requires consent

For any game to be a game, to work as play, it requires consent. Everyone has to agree to play, as individuals, and then collectively (or individually) agree the rules by which you’ll play, and the boundaries on the experience – the things that aren’t in the game, as well as the things that are.

You learn this, running live games or even tabletop ones. Playing with other people requires consent from all the participants, in the same way that sex does, and if it’s withdrawn then play with that person has to end. At live events we even set up safe words, ways to stop the fantasy and reassert the real world – we’ve always used “STOP THE GAME” shouted as loud as you can, for the avoidance of doubt – and that’s not just a safety call for injuries. It’s also a “get me out of here”, an “I’m not OK with this”, a withdrawal of consent.

In tabletop games, or at least ones with a good group that might touch on dark themes, it’s pretty common to have a quick discussion of hard limits up front. Some people are fine with body horror in their tabletop play, other people just don’t want to go there during pretendy fun time. Some people are terrified of spiders. Some people don’t want in-character relationships. It’s all fine, as long as you negotiate your boundaries up front and don’t make assumptions. (Sometimes you only find out where your boundaries are in the middle of a game, and that’s OK too. That’s when you step out.)

A fair few videogames forget that consent can be withdrawn, or assume that the act of picking up a controller is consent to anything that happens while playing. They forget to set out their boundaries in advance; they don’t signal strongly enough that this or that theme will come up in play and if that’s a problem you might not want to play on. I’ve yet to see a non-text-based videogame that acknowledges scenes players might not want to participate in, warns them ahead of time and lets them skip those scenes specifically without having to just stop playing altogether.

There’s interesting variations on the rule-setting elements of consent in things like permadeath playthroughs, speed runs, cheats and exploits. Some are players adding extra levels of rules for themselves, defining the experience more tightly than the game does; others are players implicitly trying to break the game’s own defined experience – effectively trying to do things the game itself doesn’t consent to. (Except that by virtue of not being sentient, games can’t consent.)

And there are interesting game spaces springing up in which consent is a serious issue. DayZ and Rust are games in which you can not just die but be taken prisoner, have your avatar’s actions dictated by players, and be put in situations to which you have not consented. The tale of a player imprisoned in Rust is funny, sure, but it’s also something they haven’t consented to. It’s only fun as long as you’re happy to go along with it, within the experience you want to have. It stops being fun, it stops being play, the minute you as a human being want out.

A few videogames that are played in group settings or party spaces sometimes run into problems; I’ve been witness to sessions of Johann Sebastian Joust, for example, in which people not playing were used as obstacles, or otherwise drawn into the game. That leads to issues, sometimes. The boundaries between player and not-player aren’t always as clear as who’s holding the controller, and one player assuming consent to play from a not-player who doesn’t want to can get tricky. It’s irritating at best.

But the worst culprits for failing to understand that play requires consent are not really game creators at all. Gamification in the workplace, which is still around and still annoying me, takes the idea of playful activity and participation and makes it compulsory. By removing the ability to refuse your consent you remove a player’s ability to play. Meta-game mechanics (note: none of these are actual game mechanics) like points, scoreboards, achievements and so on rely on a playable game to function in the game world. Without play, an achievement is not anything like a game, in the same way that an exam certificate is not anything like a game. It’s all just work, which you must now do while you’re smiling.

8 tips for writing good web headlines

A very basic guide for people who write for the web and find themselves trying to build an audience.

ONE. Give people a reason to click

Why is your work worth anyone’s attention? That’s not a mean question: you must think it’s worth people’s time, otherwise why publish at all? So your headline has to explain in some way why they should click on you, why they should care about your thing ahead of the seventy billion other things people are trying to make them care about right now. If you can’t work out a value proposition and express it clearly in a headline, it might be worth editing your piece.

TWO. It has to work out of context

In print, you have lots of elements to work with that can tell a reader what something’s about – intros, pull quotes, images and head all work together. On the web, even if your site uses all those things as part of its design, your headline is going to appear in many places you can’t control, all on its own. Twitter, Facebook, Google and any number of other social sites are going to strip it from its context and force it to perform. If it doesn’t make sense when you look at it on its own, it won’t work as a web head.

THREE. It should probably mention what the piece is about

That might sound obvious, but it’s worth stating – it’s surprising how many fascinating pieces have incredibly obscure headlines. Anyone who finds you through search because they’re looking for the thing you’re talking about is almost certainly going to be lost if you don’t mention it in the headline.

FOUR. People like lists

That doesn’t mean you should write a list if your piece isn’t already a list. But if you’re writing a list and you don’t take the opportunity to use a number in the headline, you’re probably missing a trick.

FIVE. People like useful

This ought to be self-evident. Are you giving people instructions, a helpful way to do things, or information they might find useful? Then make sure your headline says so.

SIX. Don’t make promises you can’t keep

Make sure people know they can trust what they’re clicking on. Don’t pretend what you’ve written is better or more comprehensive or more emotional than it is. No one likes feeling foolish or disappointed, and people aren’t going to share things that create those feelings.

SEVEN. Keep it snappy

Too long, and it’s going to end up truncated in most of the places that count – Twitter has a character limit, Google has a display limit – and look ugly on your site on mobile, unless you’re specifically designing for it. You’re going to lose attention. Simple tends to be better; shorter tends to be better; if you can make it elegant, alliterative or amusing at the same time, that’s icing on the cake.

EIGHT. Work out what your audience responds to

This is the golden rule. It’s one reason why Upworthy is so good at the sharing game: Upworthy’s headlines are designed around two clauses, one with an emotional pull, because that’s what its core audience of mothers shares most. If you’re making things aimed at a certain audience and you know they respond to a certain type of sell, then you can cheerfully ignore the rest of this list, safe in the knowledge that your readers won’t care.

Pocket Lint: interesting links, by email if you’d like

Pocket Lint is an idea I’ve been kicking around for a while, inspired by Roo’s Letter and the weekly ritual of going through all my saved links in Pocket and clearing them out on a Friday. And by the fact that lots of the links I’d normally tweet during UK hours are now happening during Australian ones, and some folks I used to provide that service for might like it if it came back in some form. So this will be a hopefully-weekly pick of the best of my saved links, featuring interesting things on the loose themes of journalism, games, social justice, news and internet culture. As an experiment, I’m also turning it into a regular email: you can sign up here or using the form below if you’re interested. I promise not to spam you.

Why we should give free money to everyone
“Studies from all over the world drive home the exact same point: free money helps. Proven correlations exist between free money and a decrease in crime, lower inequality, less malnutrition, lower infant mortality and teenage pregnancy rates, less truancy, better school completion rates, higher economic growth and emancipation rates.”

A tale of two trolls
Two people were convicted of sending threatening tweets to Caroline Criado-Perez this week; Helen Lewis looks at what their different stories and circumstances say about online abuse more broadly.

How Buzzfeed mastered social sharing
Long Wired feature on the rise of Buzzfeed and its analytical approach to making things go viral

Headlines Against Humanity
Spot the fake clickbait headlines. Harder than you’d think.

The myth of the free market in American healthcare
“If everyone in the U.S. was on Medicare, the savings would move the federal budget from deficit to surplus.”

Reading and hypothesis
On story, backstory, narrators (reliable or otherwise) and interactive fiction, and how they relate to Gone Home. Spoilers ahoy.

Kids Won’t Listen
Why teenage girls are sick of articles about teenage girls written by grown-up men.

Not-games of the year
“There have been plenty of great Game of the Year lists over the last month or so, and I don’t feel like I need to add to them, a week into the new year. Instead I’m going to write about things that weren’t games, but which felt like they could inspire them; the experiences I had and things I saw that I want to think hard about this year.”

“I want all games to have more needless buttons.”

Despite the castration, it’s been a good year A 2004 look at Christmas circulars from sketch writer and journalist Simon Hoggart, who died this week.

Room of 1000 Snakes (Requires Unity web player.)

Tumblr of the week: Movie Code Free game of the week: Looming (because I’ve been playing it this week, not because it’s new)

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You can now pay money for Detritus. This is why

Detritus screenshot showing text, a link and the Westfield tower in SydneyI’ve put Detritus up on itch.io, a service that lets you distribute digital games and ask for payment. It also lets you set a zero minimum payment, so you can pay what you want but also access it for free.

I thought about this one for a while. Detritus isn’t a hugely popular game, but it’s been played by a few hundred people now. I made it as a way to learn, and it turned out far better than I expected. I spent many hours writing it, coding it, making it work.

A lot of other people do the same things with their games, but they’re not in the fortunate position I am. I can afford not to care whether I get paid for my digital games right now. But most people can’t.

I want to contribute to a community where people don’t feel pressured to give away their work for free. I don’t write for free for anyone but myself, even though I’m not in need of freelance income, because I refuse to undercut freelancers who do need the work. I certainly wouldn’t do strategy, production, SEO or social work for free. I have a tiny, miniscule amount of power to take a stance that says: it is OK to charge for your work, your art, your time, your skills, your expertise.

So Detritus is on itch.io. You don’t have to pay for it, because I don’t need the money. But it should be possible to pay for it, it should be understood that this is a thing that is worth money, because small games by small creators are worth money and worth paying for. If you’d like to donate what you think it’s worth, or share it with your friends, the link is here.