Tom’s Minecraft notebook

My nephew Tom is really into Minecraft.

I’m pretty surprised that he is so into it. Not because I don’t think see how the game would appeal to him, but because he can’t actually play it on his home computer. So the only times that he’s played the game are the few occasions when I’ve let him use my laptop.

Despite only playing the game a couple of times, Tom is completely enamoured by the visuals (“Everything is blocky!”) and core game-play concept (“You can make anything you want!”).

He appears to have spent hours watching Minecraft videos on Youtube in order to learn crafting techniques (in preparation for one day playing the game again). When he had trouble remembering how to make things, he started keeping a journal and filled it with diagrams.

Here he is showing off his notebook:

And here are some photos of his diagrams:

Update: Eventually, he found Minepedia and stopped updating his book. Also, his parents bought a new computer…

Update: With the new computer, Tom’s been playing at home in the free creative mode. I think that means he can’t save yet (?). Anyhow, his birthday is coming up and it’s no secret what he’s getting. 😉

Update: Fixed grammatical error.

Dungeons & Dragons & development

September went by so fast that I missed the deadline for the Experimental Gameplay Project‘s “Neverending Theme“. No matter, I’ve been busy with other things… sometimes involving these:

Jim has been bitten by the Dungeon & Dragons bug since attending the Worldwide D&D Game Day early in September. His fascination with D&D appears to have started via Penny Arcade‘s involvement in the D&D podcast, and was further cemented after watching the Robot Chicken writers play D&D on YouTube:

Jim has since been Dungeon Master for a few short game sessions at his apartment, and I’ve been playing a character called “Gakk: The Face-stabber”. It’s been interesting to see how the game has changed since I last played it in primary school. It feels more like a board-and-card game… but maybe that’s just because I never played it properly before.

The character sheets are fairly intimidating for newcomers. They feel onerous to interpret and update (“Um… are these values cumulative?”), and somewhat volatile (subject to being misplaced or damaged). Maybe it’s just because we’re not used to them, but they seem a little convoluted.

Which brings me on to “development”. I’ve been trying to grok web development from the ground up. There are a lot of new technologies that make things easier for seasoned web developers, but I have little practical appreciation for the models they follow or the problems they solve.

I decided to try to learn web development foundations by using just the most basic (and widely used) software: Apache, MySQL, and PHP… with a little CSS and JavaScript thrown in for good measure. I’m using Subversion for version control and a simple Bash script that invokes rsync for deployment.

Creating web-based D&D character sheets seemed like a good project to undertake. They may make D&D more enjoyable, and we could learn more about web development. I got a copy of Learning PHP, MySQL, and Javascript and set to work on modifying some examples to suit our requirements.

My first problem was setting up a development environment under Windows. I usually develop on my desktop computer (which runs Ubuntu 10.04 and I use a virtual machine as a LAMP server), but I would be working on my Windows laptop over at Jim’s place.

I went with software that I had used before and added some recommendations from the book. This meant installing TortoiseSVN, Cygwin (with rsync and SSH for key-based authentication when uploading to the live server), and EasyPHP to provide a WAMP stack.

After a couple of programming sessions, we had a basic website where users could sign-up, login, create a profile, and create characters. Jim has more database experience than me, so he directed the database design. It seems pretty lightweight because character sheets are formulaic and a lot of the data is fixed.

I figured that it would be nice to have a web app version for iPhone, so I bought an iPod Touch 4 (8GB) for $268 at BigW. I haven’t really been interested in iOS devices before, but the new (pseudo) multi-tasking features and high-resolution “Retina display” address what I considered two of the devices’ biggest shortcomings.

It’s clear that Apple have put a lot of thought into product and software design for their iOS range. The iPod Touch 4 is responsive and intuitive, and tailored web-pages look fantastic and load quickly. This made me even more keen to develop a mobile version of the site, and also to get an Android device in the not-too-distant future.

Unfortunately, the battery life on these sorts of devices is abysmal. So I may be sticking to a feature phone for a while longer (such as the Nokia C1 which boasts a whopping 6 week battery).

Anyhow, James is still looking for more D&D players. So let him know if you are keen and you may be able to also help us test our web-based character sheets. 🙂

Collectivist product design

This promo for Nintendo‘s “3DS” portable games system is particularly interesting. I feel that it demonstrates that collectivist social values map well to product design in regards to social gaming, passive interactions, and appeal to a broad demographic:

Nintendo’s philosophy appears to be to make products that are elegant, complement a healthy life, promote social interaction, and evoke a sense of wonder that can be shared with others (not just “gamers”).

This philosophy took root when Satoru Iwata became CEO in 2002 and he eloquently described it in his keynote address to the 2005 Game Developers’ Conference. Following are some key excerpts.

Early in the speech, Iwata poses a number of questions to the games industry:

As we spend more time and money chasing exactly the same players, who are we leaving behind?

Are we are creating games just for each other?

Do you have friends and family members who do not play video games?

Well, why don’t they?

And, I would ask this: How often have you challenged yourself to create a game that you might not play?

I think these questions form an important challenge for all of us.

Later in the speech, he hints at how Nintendo seeks to answers these questions:

In the universe of interactive entertainment, there is a planet we call video games. It is the one we know best.

But … it is only one.

Also in our universe are other planets which entertain, but in different ways from current games. It is this part of the universe we are anxious to explore.

I have a great deal of respect for Nintendo and I applaud them for relentlessly pursuing their “entertainment for all” philosophy. I’m looking forward to the 3DS.

Australian real estate bubble

I think it’s pretty clear that Australia is in the middle of a significant real estate bubble fuelled by speculative investment, tax incentives, and government stimulus.

Rather than harp on about all the reasons why explosive property appreciation isn’t good for the economy (and isn’t sustainable), I’ll just post some links to websites that serve as appropriate counter-balances to the wide-spread (and well-funded) property spruiking shenanigans that somehow pass for journalism in Australia.

General information:

  • Bubblepedia: Wiki and forums discussing the Australian property bubble. I recommend subscribing to their RSS feed so that you can read articles they link to (and make up your own mind).

Blogs:

Price histories:

  • REFind: Property advertising history (“The best way to track Real Estate and rental price reductions for individual properties.”)
  • Old Listings: Look at old listings (advertised prices for houses) per suburb, and browse through listings per street.

Philosophical / Political:

Suspicious:

  • apm Home Price Guide: Used to list up-to-date monthly price changes.  Now only lists year-to-date prices until ~3 months ago and a positive “long-term trend”. (Still useful as a reference for “discounting” though.)
  • RP Data suburb reports: Only lists aggregated data and median prices, but the effects of (increases and decreases in) government stimulus are visible in many suburbs.

Do you have an opinion on housing prices? If so, please leave a comment.

Heidi’s childhood writing

Heidi went to elementary school in the USA. While cleaning out her old room, she found these short essays.

My Itchy Story

Review: A touching slice of life anecdote with a happy (if not somewhat predictable) ending. Charming in its own way.

Freedom

Review: At first glance, this piece appears to reflect indoctrination within the modern American context of the Cold War. However, it later reveals itself to be deeply critical of these views by presenting perceived “freedom” for what it really is. The author poses the question: Does true freedom have guidelines?

Marzipan modelling

Heidi’s dad loves marzipan, and every Fathers’ Day someone makes him something out of marzipan. A few months ago, I asserted that this year we should try to reproduce his likeness in marzipan.

We bought the marzipan a week or so ago in preparation, but on the day we only had 15 minutes or so to produce a bust. So our plans to colourise the model using chocolate were left unfulfilled.

Heidi worked on texturing (for the hair and flannel shirt) and I did most of the modelling (working from a quick sketch I had made earlier).

I think it turned out pretty well:




Heidi’s dad was chuffed, and the sculpture remains uneaten. 🙂

Posting backlog

I have an uncharacteristically long posting backlog.

I’ll probably have to drop a bunch of intended posts, but I want to get through the following at least (over the next week or so):

  1. Albany: Life as a kept man in regional Western Australia.
  2. Game Jam: Super low-fi game development.
  3. Malaysia: Same same, but different.

Hopefully, I can then get back into my normal ranting – ahem, I mean posting – routine.

Online and downloadable games classification in Australia

The Australian newspaper recently ran a story entitled “Apps and games to face censor, says ALP” which leads in with “THE Labor Party has flagged it will shut down a major loophole in the mobile phone industry.

I’ve very interested in this topic, and have spend the last few days forming (and refining) my opinion. I’ll run through my thought processes over the course of this post, but for now I’ll start with a couple of excerpts from the story.

On classification requirements before computer games can be sold in Australia:

It is a legal requirement that films, computer games and some publications be classified before sale, but a loophole, or lack of awareness, means apps are being sold for use on smartphones such as the Apple iPhone without any censorship or guidance for users and parents.

In regards the standard practice of releasing mobile phone games without submitting them for classification:

While a number of submissions to the ongoing inquiry into computer games classifications raised the potential issue of classification for mobile games and apps, Australia’s smartphone providers and games developers have blithely broken the law and dodged hundreds of thousands of dollars in fees.

After some discussion on twitter, I started a thread on the PIGMI mailing list (unfortunately, it looks like replies aren’t appearing on the online archive). I’ve also conducted some more online research, and I would like to share the results here.

I initially felt it was fairly clear that smartphone games need to be submitted for classification, and that Apple (and other smartphone app providers) was in breach of legislation by selling games that have not been classified. However, I now feel that Apple probably has a defensible case given:

  1. Lack of clarity between “computer games” versus “mobile phone games”
  2. Years of government inaction in asserting classification requirements
  3. Free games may be exempt because they are not for sale in Australia
  4. Classification may a developer, rather than publisher, requirement

There are good counter-arguments to each of the above points: The term “computer games” covers console and handheld games, so it should cover the iPod Touch and iPad at the very least; Inaction doesn’t imply tacit approval; Distribution and sale may be treated similarly in Australia; and no matter who is responsible for classification, retailers cannot sell unclassified material (regardless of indemnity clauses in developer agreements).

Another area of contention is jurisdiction. The Office of Film and Literature Classification (OFLC) and the Australian Broadcasting Association (ABA) were wrapped up a few years ago, and media regulation is now left to the Classification Board (part of the Attorney-General’s office) and the Australia Communications and Media Authority (ACMA).

The Classification Board is generally responsible for classification of media that will be sold in Australia (traditionally in brick-and-mortar stores): films, books, and video games. Works must be submitted to the Classification Board for review before they can be sold in Australia, and those items refused classification cannot be sold. The process is lengthy (20 days for each decision), costly (hundreds of dollars for each submission), and ill-suited to media with substantial dynamic content (which is impossible to exhaustively test).

The ACMA tends to be responsible for regulation of content that will be transmitted: music, online content, television and radio content. Presumably, part of the reason for this is because classification of high-volume and live content is infeasible. Moreover, industry codes of practice have shown to provide and adequate level of consumer protection. They allow content producers to quickly distribute content (with minimal overhead), and consumers are able to complain of any breaches to the codes of practice.

Given the high-volume and dynamic nature (patches, updates, and online play) of online and downloadable games, it’s probably more appropriate for the ACMA (rather than the Classification Board) to be responsible for regulating them. The ACMA registers industry codes of practice for commercial television and radio broadcasters, and the Internet Industry Association. However, I was unable to find any evidence that there is a similar code of practice from the games industry.

It’s important that these issues are resolved as Apple arguably has a commercial advantage over other publishers who do (possibly unnecessarily) submit their games for classification (eg. Nintendo DSiWare and Sony Playstation Network).  I believe that the best outcome for all parties (the Classification Board, the games industry, consumers, and the general public) is for industry self-regulation via a code of practice.

What should be in the code of practice, and who it should apply to, are topics for further discussion and future blog posts.

Photos from Langkawi

It’s a rainy day, so I decided to post some photos rather than going for a swim. Here are some captions:

  1. Twin wooden bath tubs
  2. Living with cats
  3. Rain
  4. We found a kitler!
  5. There are heaps of cats here
  6. Teh O Ice
  7. Iguana?
  8. View from the highest point (a bit foggy)
  9. Familiar roofing
  10. Star fruit
  11. Night markets (Ramadan break fast food)
  12. Too many plastic bags (colourful)

Best. Phone. Ever.

I recently bought Heidi a Nokia 2710 Navigation Edition mobile phone. It’s a basic feature phone with GPS and turn-by-turn (voiced) navigation.

Here are some promotional pictures:

It’s probably the best value phone we’ve ever had between us, and the perfect balance between features and price.

Everyone seems to be buying smartphones (such as the iPhone and Android handsets), but a feature phone still has many advantages:

  1. Price: The 2710 is $177 outright in Australia.
  2. Durability: Heidi has already dropped this thing a few times.
  3. Size and weight: This phone is tiny and light.
  4. Battery life: One charge lasts a few days of pretty heavy usage.
  5. Tactile: Real buttons that go click. (Okay, this is subjective.)
  6. Functionality: Contentious assertion?… I’ll write more about this below!

Clearly smart phones have a lot of potential functionality (according to the iPhone catch phrase: “there’s an app for that”), but feature phones are more directed in their actual functionality.

The 2710 is a perfect example of directed functionality. It’s succinctly designed for maps and navigation on a low-cost phone. It doesn’t just include an under-utilised GPS sensor and a choice of (paid) navigation apps. Maps and navigation are well-integrated and purposeful features, and it’s clear that a lot of thought has gone into integrating the phone’s software and hardware with this focus.

Here are a few notable features:

  • Maps data is on the phone, so navigation doesn’t require live data transfer.
  • A dedicated navigation button, so maps are always readily available.
  • Easily MMS the address and a map of your current location.
  • Preloaded with regional maps, and global maps are available.
  • All maps are free indefinitely (so no annual charges.)
  • Local points of interest (eg. hotels, restaurants) with direct call option.
  • Comes with a window (and dashboard) mount and in-car charger.
  • Walking guide as well as driving navigation.

This phone has been fantastic during our trip to Malaysia. I bought it outright in Australia, so it’s unlocked and readily accepted a local SIM card (so no roaming charges). Also, maps of Malaysia were preloaded so we could immediately use turn-by-turn navigation in our rental car (great for poorly marked roads).

Conclusion: Highly recommended.

Oh, and here is a promotional video: