Random UO anecdote #2

 Posted by (Visited 98561 times)  Game talk  Tagged with: , ,
Aug 162014
 

UOHorseI just stumbled across this old story I told somewhere, and thought I’d share more widely.

In Ultima Online, the player was a container — one you couldn’t open, but which held your equipped items, your backpack which was the container you could actually see, etc. Because of the freeform “gump”1 style containment system used in the Ultimas, you could position anything to any location in a container, which meant they were basically treated like maps, with coordinate systems in them.

Then we added mounts.

When you rode a horse, we simply put the horse inside the player, and spawned a pair of pants that looked like your horse, which you then equipped and wore.

When we first did this, however, we forgot to make the horse stop acting like a horse. Pretty soon there was a rash of server crashes because the horse inside the player was wandering around, picking up the stuff it found inside the player, rifling through the player’s backpack and eating things it thought were edible, and eventually, wandering “off the map” because the player’s internal coordinate system was pretty small, and the edges weren’t impassable.


  1. According to UoGuide, “graphical user menu pop-up.” It was the term that was used at Origin back then, long-forgotten now expect maybe among the UO emu community. Basically, any UI window of arbitrary shape floating above the game. In UO, inventory systems did not use slots but free placement on a coordinate system. 

Aug 122014
 

The tl;dr version is “go here for the talk.”

This past week I was in London, attending Wikimania 2014. Many thanks to Ed Saperia and the organizers for inviting me to speak, it was a highly illuminating experience.

I gave a talk about seeing the Wikipedia experience itself as a series of games: the game of being a reader, the game of editing (or attempting to edit) the content within, and the game of active participation in the community, in terms of working with its policies, its infrastructure, and so on.

Along the way, my intent was to basically toss a few hand grenades in the general vicinity of the foundations of Wikipedia, and in fact of the larger Wikimedia project. This is one of the most idealistic projects in all of human history, and a group of highly intelligent and altruistic people who are fortunately very open to self-examination. So I felt that maybe questioning some of the fundamental assumptions about how they saw themselves and their project was something healthy, and maybe something that would be extra-helpful if done by an outsider.

To make it extra fun, I tried to make the slides look like they were from an old print book.

You can find the slides as a slideshow or as a PDF, and even video of the talk, all here on this new page I have created. I also participated in a panel with a bunch of wonderful folks, on the broader topic of virtual communities. That video is also posted there.

I left the conference thinking a lot about complex systems thanks to lengthy chats with Yaneer Bar-Yam, and toying with the idea of reframing my various definitions of play and games as just “dealing with complexity.” About which more later, I am sure, as it continues to percolate.

Wikimania 2014 in London

 Posted by (Visited 6829 times)  Game talk  Tagged with: , , ,
Aug 042014
 

wikimanialogoI am speaking this week at Wikimania 2014 in London. I’m speaking in the “social machines” track, which is about systems wherein the code and the people are inseparable — as in Wikipedia itself, social network systems of all sorts — and of course, multiplayer games. I’ll be doing both a lecture session and participating on a panel.

In the talk, I am going to be very literal, and talk about Wikipedia as a game. It seems to me that Wikipedia as a system is unquestionably what I call a “ludic system,” a construct that lends itself to game-playing. It was not constructed as such, however (my term for intentionally constructed systems like that is “ludic artifact.”) The fact that it was not intentionally designed as such means that we can look at it with a jaundiced designer’s eye, and see ways in which is functions poorly as a game.

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