Memories of Mary

 Posted by (Visited 5221 times)  Music
Sep 172009
 

Two weeks ago, I received in the mail from Amazon the latest in a long string of Peter,Paul and Mary collections I have owned. This one was the 40 Years Together disc, with remastered versions of the classic songs that I grew up knowing. With their crude stereo recording, the voices were clear in each ear on a long plane flight — not Auto-Tuned, not perfect. Some songs, like “Cruel War,” were a revelation.

I had a cassette of Ten Years Together, the best of from 1970, the year before I was born. “Lemon Tree” was sung to me as a child, and I memorized “Where Have All the Flowers Gone” as a kid as well. I saw them in concert a few times. Mary was really beautiful.

Years later, living in Jacksonville FL, I convinced some of my friends from high school to come to a PP&M concert with me. They laughed, they refused, they caved, thinking it would be ironic fun. As the songs started, I began to sing half-remembered words along with the music, and one of my friends shushed me. Repeatedly. She was getting quite embarrassed. But as the concert went on, I was not the only one singing under my breath. Eventually, Mary stopped between songs and told the audience, “Stop shushing people! This is folk music, it is meant to be sung. If you know the words, please join in!” I sang in full voice after that, and eventually so did my friends as they dimly remembered the story of Stewball the racehorse.  At the end of the show, the band stayed on stage, and we were able to walk up and greet them. My friends had tears in their eyes, pulled along by the utter sincerity and commitment that Peter, Paul and Mary had.

I remember convulsing in laughter with their version of the old lady who swallowed a fly.

I saw Peter Yarrow perform once more, at the Kerrville Folk Festival, a giant gathering of people who mostly just share music, a festival where a sign at the entrance to the ranch reads “welcome home.” He gave years to the festival, serving on its advisory board, helping new songwriters get a chance to share their voices.

Once, I was startled to see a familiar face in one of the offices at Origin. It was Peter again, visiting a teammate, the artist Micael Priest. I stuck my head in, didn’t come in to say hello. Micael said I should have.

I put the new CD on my iPod and had my daughter listen. Oh, she said, they did “Puff”? Yes, they did. And they did “If I Had A Hammer,” which I learned in grade school as a class singalong. And as she sang along to “This Land Is Your Land” and “Blowin’ In The Wind,” songs she learned in grade school herself, I thought about all the songs they did that I have not yet learned to play on guitar, songs that are old old friends.

Mary Travers is dead today. Where have all the flowers gone? Picked by young girls, every one.

Random GDCA notes

 Posted by (Visited 4832 times)  Game talk  Tagged with: ,
Sep 162009
 

I got to my hotel and there was a cowboy boot made of chocolate, with bonbons inside, waiting on the table. Ah, Austin.

The speaker’s gift is an ice cube tray that makes Space Invaders.

Have not yet had Rudy’s. This is a crime.

Told a lot of UO stories! Sort of weird how much it came up today.

A few folks from Korea asked for my autograph. They say everyone there still reads A Theory of Fun. Hurray!

Learned that lots of scripts I wrote for UO are still used in their original form.

Watched a bunch of famous game designers whose names I shall not drop play Family Business. They affected terrible Joisey and Brooklyn accents as they played.

Was able to answer John Romero’s trivia questions about old Epyx games. Was able to stump him on the name of the third Apshai game. I told him I didn’t tweet that fact. I didn’t promise not to blog it!

Here’s one for the Twitter followers of #designshoefetish or whatever the tag is: a pic of me and Brenda Brathwaite.

My talk is not until Friday,and I still have slides to prep. But it is almost 1am here… sigh.

IndustryGamers interview

 Posted by (Visited 6256 times)  Game talk  Tagged with: ,
Sep 112009
 

Matt Firor and I gave interviews to IndustryGamers for the run-up to GDCAustin, and the interviews are up now. Interesting to compare and contrast our answers, given that they are presented side by side (we did the interviews by email). Here’s one, follow the link for more!

IG: The MMO space is still largely controlled by fantasy games. Is this all gamers want, or are developers just unsure of what kinds of new genres to bring to the MMO sector?

Koster: This is just a symptom of the constrained market that AAA MMOs have been operating in. If you look at the MMO-like social games, we see a far broader array of genres being used quite successfully, and I would expect that trend to continue. Fantasy as a genre is a lot more mainstream than it used to be a decade or two ago, but I don’t think it is an accident that we see Mafia, farming, and restaurants as top genres in social games.

Firor: Fantasy games have one unique feature that has not yet been duplicated in other genres: they are approachable and easily understood by the player base. If you say a game is “fantasy,” then you know it’s going to be roughly based on medieval technology, with some magic, probably some elves, and monsters to slay. This is because fantasy games are based on legends and fables that we’ve been telling/reading to our children for hundreds of years. Fantasy stories are part of our culture, and just about everyone has been exposed to them. Because of this, fantasy games are easily understood by the player base.

— An evolving world – Feature: The State of the MMO Business – IndustryGamers.

A really old game design essay

 Posted by (Visited 12814 times)  Game talk  Tagged with: ,
Sep 112009
 

Cory Doctorow’s next book has all sorts of interesting editions, including one with endpapers made from ephemera from friends of his. I went looking for papers to send him. Flipping through old notebooks and scratch pads, I found a 2000 word essay-cum-manifesto-cum-tirade that I do not recall writing. It’s fiery and jejune and I can tell I was in my early twenties.

So I am sending the five pages of legal pad, scribbled frantically and passionately on both sides. I barely remember being the guy who wrote it, at a time before the World of Warcraft mentions on TV and the casual games on the web, at a time when it seemed like the corporations were already plenty big, back when “designer” was not even a title you saw, or if it was seen it was not accorded much respect. I don’t even know if it was written for an audience or not. At times it seems to speak to listeners, and at times it sounds like I was talking to myself.

I’m also posting it here, not because I agree with everything that I thought all those years ago, and not because it’s deathless insight deserving of being brought into the light. No, I post it because I just turned 38 on Monday, and it seemed worth remembering that passion; because even though many of the problems the essay discussed have changed, and times have moved on, there are always plenty of folks who are in their early twenties themselves and are railing away, and maybe they could use the fiery jejune kindred spirit of the past to keep them company.

“The only legitimate use of a computer is to play games.”

— Eugene Jarvis

Game design is an art and a craft. From the craft aspect of it we know that it involves predictable patterns, specific elements and tools that are common; in a word, we learn that it is to an extent quantifiable. It is not alchemical and mysterious. It obeys principles which may or may not be articulated or understood by its practitioners.

It is also an art – and there are no arts that are not also crafts. That means that it also strives to bottle lightning, to capture Lorca’s duende; it strives to shatter barriers and to communicate, provide venues of discussion and new contexts, enlighten, or even merely entertain. It must innovate (even if only in the creators’ eyes) or it is not worthy of the name.

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