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Showing posts with label thinking. Show all posts
Showing posts with label thinking. Show all posts

Monday, October 25, 2010

Puzzle Authoring and Editing In A Game Control Setting

I've had a few conversations recently that have prompted me to get some thoughts down regarding what it's like to be part of a GC, specifically when it comes to authoring puzzles for an event.  My only GC experiences, other than volunteering as site volunteer for others' events, have been with the loxi team.  Loxi is the combination of lowkey and Desert Taxi team members working together.

This unholy union was formed during the run up to Pirate's BATH where lowkey split into two teams (Sloth In A Pirate Hat and Donkey In A Pirate Hat), each responsible for a puzzle.  This was my first time creating a puzzle for an event and was also my first time receiving feedback on a puzzle and in making repeated edits from the suggestions of a GC for puzzle refinement.  That first time was very tough for me.  My team had made something, guided considerably by my ideas, and I loved it.  For someone to tell me it was OK but could be better was hard.  Being told this multiple times for the same puzzle was, as much as I knew it to be an irrational reaction, a blow to my ego.  The end result was a fun, well-received puzzle (which was part of an extremely fun event) and a wonderful group of new friends.

My girlfriend, Rachel, is just getting to experience this for the first time as well.  Rachel is helping us GC for Ghost Patrol: Bust A 'Nother Ghost (aka BANG 29) and has written a puzzle for the event.  As it typical and not at all unusual, she is proud of what she's created and loves having authorship over a puzzle that will appear in an event.  The experience, however, has led her to create what I (perhaps with bias) think is a pretty great metaphor.  It goes something like this: Imagine you are an artist commissioned to create a work of art; in this case, a painting.  Maybe you've been commissioned to paint a bucolic, pastoral scene or perhaps it's a rainy cityscape or a languid nude.  You carefully craft your work of art and present it to your buyer.  Your buyer looks at it and is clearly pleased but shows just a hint of that "this is what you got me for Christmas?" look before saying "It's great.  Really great.  I love it.  But, you know, wouldn't it be a lot better if it had a kitty cat painted down in this corner?"  Ouch.  It's not that they're wrong, necessarily, and they are the customer/buyer so what's the big deal if they want a kitty?  The big deal is that your vision, the artist's vision, did not include a kitty.

Far from my first experience with this was my experience GCing for Ghost Patrol in 2007-2008.  Lowkey (lowkey) had never GC'ed and we all had our own ideas of what the ideal event would include.  Members of Desert Taxi all came with GC experience and were quite good at generally pulling things into orbit with reality.  As we became more comfortable with what our event would look like and how we would go about achieving that vision, we began creating content.  That event had more than 60 puzzles, overall, and at least a dozen more were discarded along the way for varied reasons, generally related to theme and whether or not a ghost would do something, you know, in real life.  Very quickly we all had to get over ourselves and the purity of our individual artistic vision for the benefit of the collaborative vision.  Few of the puzzles I wrote ended up looking anything like their first iteration and those that did were not well received.

Which brings me to a hard truth (for me, ymmv): Puzzles created through collaboration and/or which receive multiple drafts of refinement through editing suggestions from the GC as well as informed by playtests are generally superior puzzles.  Puzzles worked and reworked in a vacuum by an individual can end up over-thought and overwrought and, in my case at least once during Ghost Patrol, broken.

My attitudes toward puzzle authoring have changed greatly from that first Piratey puzzle.  I know I'm not great at authoring puzzles.  That's a limitation I can accept.  Now when I write a puzzle, I tend to write the roughest of idea drafts.  I want, first, to see if an idea will be well-received.  I want and need for my teammates to tear my ideas down to the foundation so that we can start to build something we'll all be proud to present.  This, I would venture to say, is not the attitude of all of my teammates.  Many of them are extremely skilled and creative puzzle creators, fully capable of fleshing out wonderful puzzles requiring minimal editing or tweaking.  That just isn't my forte.  I find that puzzle writing, as well as every other GC responsibility, benefits from the input of the group.

Input, feedback, criticism, these things can be hard to hear and even harder to act on.  Ghost Patrol was year's worth of very hard work and re-work and re-re-work.  Part of what made the experience so exhausting and sometimes so slow was the contentiousness of fighting for ideas, themes, content.  It is hard work to find consensus and hard work to let go of one's ego towards that goal.  It was totally worth it.  It's funny that one of our first puzzles was one related to "Team Dynamics" as our dynamic was one that allowed for some seemingly full-tilt arguing where some ideas won, some ideas lost and we all moved forward as friends.  (This dynamic, I think, can seem strange to outsiders and is one that will merit its own blog post soon.)  In the end, though, we were all able to put out a product that we could all stand behind and be proud to call our own, even with it's mistakes and missteps.

Summation: Puzzles are generally made better through feedback and re-write.  I may not want a kitty next to my languid nude but everyone else does.

Sunday, May 9, 2010

Tar and Feather Gun


Going through my sketchbooks, I found plans for something truly dastardly (and potentially hilarious)!

Monday, April 26, 2010

You're Gonna Need This...

http://sites.google.com/site/mechatronicsguy/arduinocheatsheet

Okay, it's been a long time since I've updated this blog. The reason? Almost nothing interesting has happened in the world of me making things. I recently took up the Ukulele and that has been filling all of my creative outlet hours. But the problem is that I've made very little progress on the 5x5 Box. I tried to get the LCD display going a few weekends ago, to no avail. I am buying a proper box this week and hope to cut/drill all the hole I'll need in it on Saturday. Sunday will be a day filled with curses. Sunday I will try to get the box in as near of working order as possible. In order to do this, I am having to open myself up to the idea of de-scoping and re-scoping some of my ideas.

For instance:
  • If I can't get the LCD to display properly, I may need to consider finding a way to use turning LEDs on and off the provide feedback.
  • If I can't get the Arduino sketch I've worked on to create random sets, I may need to just program a set.
  • If I can't get the Polulu to work, I may need to just put in an On/Off switch.
  • If I can't get the servo idea to work, I may need to just find a way to tell the user how to open a combination lock or something, to retrieve their prize.
  • If I can't get my sketch to work the way I want it to, I may need to create a puzzle to overlay on or include with the box. (That, actually, is a really good idea for a future puzzle box. It could have an overlay with an input on it. The input would tell the Arduino what sketch to run. Different overlays could run different sketches? I'll have to think on this more.)
So there are lots of options I'm willing to explore to deliver something that at least looks cool. I know that I won't be so willing to let go, though. If this doesn't work out exactly as I'd like, I could easily see a Mark 2 model coming in the future.

Saturday, February 27, 2010

Tablet Computing and the Paperless Office

The new generation of tablet computers seem to be solely marketed towards individual consumers for personal computing tasks and this, to me, seems like a massive missed opportunity for where these sorts of devices could really hold some true value.

I work in Software Design for a company that uses a proprietary build of an off-the-shelf product where the UI is browser-based. All of our documentation is kept either on SharePoint style document sharing sites or are stored on personal network drives to make them accessible from home. Yet, the amount of paper we use in our office is overwhelming.

We are always hearing about the cost of that paper, too. And the cost of the ink for the printers. And the cost for the recycling and destruction of confidential printed docs. And the space needed to store printed documentation for the required 7 years by SOX rules. So why do we do it? We have to. Some times and with some things we just need to have printed documents. Until we began storing test bills on PDF, it was necessary to construct and store huge binders of printed bills for every round of testing. That sucks.

Okay, cool. So now everyone from Apple to Acer are marketing touchscreen web tablets. They desperately want to convince people of their need for these things (partly because people demanded them but...) but can't seem to come up with a good argument besides "you can surf the internets". Okay, so they can do more than that and the marketing is better than that but, come on, e-reader? Emailer? Web surfer? Sounds like a laptop that isn't as useful.

I guess what I'm getting at is that, for most of us, a laptop or desktop at home is too powerful but a tablet is too weak. But in the workplace, our computers don't need to be powerful, our networks do. Picture this, your desktop machine at work is a tablet on a dock. It powers on almost instantly (compared to the 20+ not exaggerating minutes it takes for my bottom-of-the-line Dell desktop to power up), is plenty powerful enough to run browser-based apps, can run an office suite (as has been proven by the iPad coming with iWork but oddly not iHome), and maybe most importantly, is portable. Once your tablet is powered on you could grab it right off the dock and take it to a meeting. In the meeting and need to share a doc? Email it right to their tablets or plug your tablet into the projector or just tell everyone where it is on the SharePoint. Make live updates to the doc based on the meeting discussion. Take your tablet to a colleagues desk for a discussion and use it to take notes. Take it outside and spend time coding in the park on a sunny day.

Could a large corporation, like the one I work for, really implement this kind of system? Probably not. I doubt the idea would make it past IT security and even though it would surely be less expensive than replacing 20,000+ Dell desktops and laptops, I doubt the company would go for that either. But a small start-up could really run with the idea and, if implemented from the beginning, could set a new standard in not only the paperless workplace but in work/life flexibility.

Monday, February 8, 2010

Troubleshooting, Problem Solving, Thinking Out Loud

I've been a little disappointed in myself. I'd intended this blog to be a lot more active than it has been so far. I was thinking to myself, "I just haven't had any ideas or thoughts or updates worth posting," which isn't entirely true.

I've been devoting as much brainpower as I can muster to working on the Arduino coding for the 5x5 box. I think I've worked out ways around most of my problems, which are numerous:
  • One problem I've been trying to work out is how to get the system to assign a random number value from 1-5 to each of the buttons as an indicator of a correct press. That is to say, how do I tell the system that I want it to track the order the buttons are pressed and that I want it to determine if that order is correct and that I want that order to be different each time the game is played. I think I've worked my way around this problem. I can't decide if posting a block of Arduino code here is at all interesting to anyone, especially pulled from the larger block of code, thereby losing some context. Basically, what I decided to do was to have the code generate a random number from 1-5 for each variable that I am referring to as "random1-5". Then I've told the code to check that each "random" variable was unique to itself, not having a matching number assigned to another "random". If at least two of the "random"s match, I've told the system to try again. This could work really well or it could have the little microprocessor generating random numbers until it becomes self-aware and really pissed off at my messy coding. I think that what I really need to do is to have it generate a random value for the first "random", generate a random value for the second "random", compare the two and, if they match, have the system try again before moving on. That way it is not asked to generate a whole set of random values that don't match each other by sheer dumb luck.
  • Another problem I'm having is being completely unable to test any of my code on my actual Arduino or any kind of a breadboard rigged prototype. I hate waiting for parts in the mail. Honestly, I have just about all of the parts I need to rig this all up (not the parts I'd want to use in the final product but they'll work) except the USB cable I need to upload the Arduino code to the Arduino board. Frustrating. Note to future self: Seeedstudio is in China. Ordering parts from China takes a long time. I'm itching to post a parts list but I haven't even ordered all of the parts! I'd better get moving on that.
Really, not having the USB cable is my main problem because it keeps me from identifying defects in the system, be they soft or hardware related. I won't know until I tinker and I can't tinker effectively until I get that cable. With my luck lately, it will be delivered and left on my porch and immediately stolen by neighborhood kids (or adults or a kleptomaniac squirrel or a tiny black hole or something). I bet it's something I can by from the Radio Shack down the street and all my waiting for a $2.50 cable is probably not worth my time.