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Beige

June 21st, 2008

commodore vic20

She pointed at the beige hardware. “How come this old shit is always that same color?”

His forehead creased. “There are two theories. One is that it was to help people in the workplace be more comfortable with radically new technologies that would eventually result in the mutation or extinction of the workplace. Hence the almost universal choice, by the manufacturers, of a shade of plastic most often encountered in downscale condoms.” He smirked at Chevette.

“Yeah? What’s two?”

“That the people who were designing the stuff were unconsciously terrified of their own product, and in order not to scare themselves, kept it looking as unexciting as possible. Literally ‘plain vanilla,’ you follow me?”

All Tomorrows Parties – William Gibson 1999



Bad PhotoShop

March 16th, 2008

With sufficient distance we can now see the 1970s and 80s had a distinct look to them; soft focus, lens flares, heavy make-up, billowing whites and golden glows. But the look of our modern era is going to be defined by one thing only – bad PhotoShop. We now live in a world where over-whitened teeth and eyeballs, plastic looking skin, impossible body shapes and unconvincing compositing look out at us from every magazine cover, and have become accepted as perfectly normal.

The Accidental Husband UK Poster

There is a poster splattered across our town at the moment, advertising the new Uma Therman masterpiece, which I can only assume is a rare example of advertising honesty; a poster designed to be deliberately poor so as to warn the unsuspecting off from seeing what I can only assume must be a god-awful film. Here we have three people, seemingly standing very close to each other but somehow each lit completely differently. One of them appears to be made of rubber, while Uma looks like she has had new eyes painted onto her closed eyelids, like a corpse. Add two weird disembodied hands in the foreground, and … hey, it’ll do, get it to the printers. Someone got *paid* to create this y’know.

My favourite new blog, PhotoShop Disasters, is documenting this look of our times, collecting some beautiful examples of freaky body mods, head transplants and other commonplace reality warping. Check it out for some chuckles.



Flash, Flickr and 70’s Childhood Photos

October 6th, 2007

I love 70’s childhood pictures. It’s as if everyone’s childhood had the same washed out colour palette.

This was a little AS3 experiment I did earlier in the year, back when I used to have time for coding. It draws in random photos from flickr and applies a few filters to try and recreate that 70’s childhood pics vibe.

There’s not much to it but I was rather pleased with it. If you like it too, you might also like some of the other stuff on my generative flash page.



A Text Based Adventure Story

September 8th, 2007

Or Granddad’s Guide to Computer Games Part 3 (Part 1, Part 2).

spectrum keyboard

I’ve recently left the games industry, off to focus on eLearning for the foreseeable future, so this may be the last of my curmudgeonly rants on how ‘Computer Games’ were so much better back in my day. My first post on this subject, a love letter to Braben and Bell’s Elite, which mourned the death of the creative ambition of the early computer games, has been one of the most widely read pieces I’ve ever written, so perhaps I’m not alone. But if you want to want to continue reading about computer games, without the nostalgic grumpiness, I recommend Si’s excellent chewing pixels blog, he’s the main man when it comes to the modern crap.

It’s probably a generational thing. I’m of the ZX Spectrum generation, turned on to programming through experimenting with one of Clive Sinclair’s babies – the ZX80, ZX81, ZX Spectrum. This is why I understand the allure of the blinking cursor.

In 1983 we didn’t have desktop metaphors, we didn’t have mice, all we had was a blinking cursor. There wasn’t something to click to open a document or load a game, your mysterious machine just blinked uncomprehendingly at you, waiting for you to type a command. This is why I am a great fan of a dimly remembered genre of computer game called the text based adventure. Advances in computing graphics capabilities have meant the text based adventure is now regarded as a relic of computer game history. I think this is a mistake. The text based adventure is one of those genres that transcends medium – it is midway between a book and a game. It is a narrative in the form of a conversation, but not as a passive reading experience; you are responsible for one side of the dialogue, and to progress you need to keep up your end of the conversation.

If you’ve never played one of these games I’ll give you an example. The HitchHikers Guide To The Galaxy game, inspired by the 80s books, and written by Douglas Adams himself (who was a great evangelist for text based multi-media in the 80s), is one of the best examples of the form. It starts like this:

You wake up. The room is spinning very gently round your head. Or at least it would be if you could see it which you can’t.

It is pitch black.

And that’s it. Just that and a blinking cursor. It’s now up to you to try and communicate with the game and unlock the narrative. Your first command might be “turn on light”, “go downstairs” etc, but as the scene is being constructed in your head, rather than onscreen, it is only when you are arrested after leaving the house that you realise you have forgotten to put any clothes on.

It is a wonderfully absorbing way of playing. There is a version of the game on the BBC site, which will alarm the purists by its addition of graphics, but give it a try, see how far it sucks you in.

Another of the finest examples of the genre was ID, a game by Mel Croucher, one of most imaginative creators of the 80s for whom the modern games market would have no room. He didn’t create many games, but every one he did was pretty much a genre in itself.

ID game screenID had no graphics, just a percentage in the corner of the screen. There was also no opening message, just a blinking cursor. You had to start the conversation, with no clues as to what you were meant to be doing. Without giving too much away, it unraveled to be a dialogue with an entity living within your machine, who had experienced several previous lives. Your progress was marked by how much you could discover about this entity, by winning its trust and getting it to open up to you. The modern equivalent might be chat room grooming.

No-one is making these games anymore because nowadays we can create amazing graphical environments, so we don’t need text based adventures. This is illogical thinking; just because on film we can now create a CGI Spaceship it doesn’t mean every film has to have CGI spaceships in them. Not every game needs a realistic graphical environment to be compelling. Just look at the recent success of Sudoku. I think there is still a place in the world for the text based adventure.

I’ve recently seen someone has mashed the Hitchhikers game with Jabber, so it can be played as an instant messager conversation. With the popularity of text messaging, and the limited low bandwidth communications of mobile phones, I think there could still be a market there.

And before you ask, yes, I did try and suggest this to LittleLoud during my time there. I was laughed out the room.

So someone please, write a text based adventure for 2007, market it to the kids who love their AIM/text messaging, and make a million off it. You can buy me lunch as a thank you.



The Mathematics of Clouds

July 13th, 2007

“I very much enjoy looking at the wind moving trees around, and I love looking at the ocean, and clouds. I always think if there were only one place in the world where you could see clouds everybody would be flocking there, clouds are so fascinating and we just take them for granted, we don’t even look at them.

That’s one thing in an environment like a Mall: it’s hard to find any examples of what I call ‘gnarl’, natural gnarl, where you see a leaf waving in the wind, or a fire flame, or some flowing water. We often box ourselves up into these rooms.

When you see something like the leaves on a tree, that’s a good example, there may be a simple equation underlying it, like the laws of fluid flow. We’ve got a certain amount of air and a certain number of leaf positions, the leaves are complex compound pendulums, and they begin rocking in these unpredictable ways.

The distinction that’s new, and that we didn’t used to make, is that something can be deterministic but not predictable. We tend to think they are synonyms but they’re not. Something can be obeying some law of nature but it’s not predictable because what it’s doing is so complicated that the time it would take you to calculate what it was going to do would take longer than the thing actually doing it. So you could compute it but you can’t compute the world any faster than it is happening.”

Rudy Rucker in conversation with Rick Kleffel, January 2007.

When Alan Turing did his pioneering studies in the 1930s, defining the bedrock for the field of Computing, there was no such machine as a “computer”. When Turing talked of computers he was envisioning human beings with pen and paper carrying out repetitive sequential tasks, not machines. The lump of metal and matt plastic we now call a computer didn’t really find it’s way into our lives until fifty years later, long after Turing’s suicide in 1954.

In the early nineties I started a Computing degree at Exeter University, which I endured for about a year and a half before, bored senseless, I dropped out. I then went off to be arty for a few years to restore some kind of left-right hemisphere balance to my brain. I was so repulsed by my experience of early 90s ideas of Computing that I made efforts to stay as far away from computers as I could for the next five years.

It was only towards the end of the last decade, after the World Wide Web started to take off, and everyone suddenly discovered what they’d been doing recently with video cameras, photography and hypertext was now being called “New Media”, that I was drawn back in, and I made friends with the machines once more. It was also around this time that I started using a Mac, rather than a PC, which may also explain my shift in attitude.

But I sometimes think that my original attitude towards the study of Computing may not have been so negative if it was made apparent to me at university that Computing is not something you need a Computer to study. This took me a long time to realise, because I’d never really encountered this idea until recently. Computation is everywhere.

Computing is what our DNA does at it unravels. It is what a stream does as it finds it’s way downhill towards the ocean. It is what the planets do as they move in their orbits. It is what our bodies do as they maintain the balance needed to keep us upright. Computing is what I am doing now as I process these ideas, and output them as text. The only place computers really come into it is in attempting to simulate these computations, or allowing us to create simple computations of our own. And computers are rather limited in this capability. This is why I can say without contradiction that I find Computers quite boring, but Computation is fascinating. If you don’t believe me turn off your primitive adding machine and take a look around you.

Even the most elementary of phenomenon in the natural world – the fluttering of a leaf, the spray of the ocean, the weather – are way beyond what can be computed by the technology we have. And it is theorised, via the work of Turing, Godel, Hofstadter and others, that we could never develop technology capable of simulating such a level of computation – it is simply conceptually impossible. This is why, as Dr Rucker’s quote above says, an entirely deterministic idea of Universal Automatism doesn’t mean we have to live in a world that is in any way predictable.

If you intended to develop an enthusiasm for literature, you’d study the classics; Shakespeare, Milton, Blake; examples of writing done well. You wouldn’t examine till receipts. Just as I’m sure no one was drawn to architecture by seeing a particularly well-constructed shed. Like Determinism and Predictability, Computing and Computers are not synonymous, and the study of Computing is not something to be done in front of humming box of electronics. Computing is better studied watching the wind in the trees, sat by a stream, or looking at the clouds.