A Device For the Capital

Mostly, I’m having a difficult time seeing how the watch today lives up to the ideal of a  bicycle for the mind. It seems mostly to want to take on the parts of my mobile devices that I consciously turn off.

I’m with Jim Ray. The Apple watch is neat from a ‘look what we can do with technology’ point-of-view, but I sure as heck don’t understand how it came from the same company that proudly provides educational initiatives and sponsors programs about diversity.

Pretty much every other Apple product has a good, better, best segmentation that actually speaks to the capabilities of the device. If you don’t have a lot of dosh to spend, you can get a Mac Mini, or even an older iPhone.  You can still use these tools to make great things and stay connected. Maybe as not as fast as say someone with a maxed-out Mac Pro, but you aren’t left behind.  The Apple Watch is solely for the affluent with no alternative for those with lesser means. An incredibly superfluous device.

As an unaffiliated addendum, Neven Mrgan shared this tweet:

The future has arrived.

Recent Video Games I’ve Enjoyed

Here’s a short list of the games I’m currently playing or have played recently. These are all recommended if you’re looking for something new to enjoy.

Fantasy Life (3DS)

I’ve played far too many RPGs to count, and Fantasy Life is one of those rare games that gets everything right. The dialog is humorous, the experience ramp is well-balanced, and the sense of exploration is great. I’ve been playing this alongside my daughter Kari, and it’s a perfect introduction into he standard RPG structure. Go on quests, level up, learn skills, buy equipment, rinse/repeat. You can drop in and out of co-operative multiplayer with ease and all experience and items are shared with your single-player adventures. The visuals are cute and cohesive. Nothing looks out-of-place and there’s no signs of shortcuts being taken. The game has a great pedigree with Brownie Brown and Level-5 lending their skills to create a delightful classic RPG.

Pokemon Omega Ruby (3DS)

This is a remake of the classic Pokemon Ruby updated to include the most recent roster of pocket monsters, 3D visuals 1, and online multiplayer/trade features.

I usually consume a Pokemon game within days of its release, but for some reason I have yet to progress very far with Omega. I’m close to getting my 5th badge, but haven’t really felt the urge to pick this one up. It’s a solid Pokemon title and I will eventually beat it, but I lack the desire to ‘catch them all’.

Tactics Ogre (PSP, PS Vita)

Originally a Super Famicom (SNES in North America) release in Japan only this game has seen multiple versions with the most recent being for the Playstation Portable in 2011. 2

It is a classic turned-based tactical RPG and can be considered the grandfather of the Final Fantasy Tactics series of games. Interestingly enough, Yasumi Matsuno directed both series.

I played a fan translated version of the original SNES release years ago and remember it being quite challenging. This incarnation allows you to rewind your decisions while in battle, making your poor choices not as permanent. That may seem to make the game far to easy, but for me it makes it more enjoyable. I’m playing this on a portable device with only a few minutes of time to play. Not having to restart a 30 minute battle halfway in is a godsend.

OlliOlli 2 (PS Vita)

OlliOlli is a 2D side-scrolling skateboarding game. You input specific combinations of directional inputs and button presses to pull off combos. The bigger or longer the combo, the larger the points. It’s a fast-paced game and in some of the later levels near pixel-perfect controls are needed to pass a level. The location are varied and over the top incarnations of traditional Hollywood themes (Wild West, Aztec Ruins, Futuristic City, etc.).

I enjoyed the first game, but disliked that I couldn’t sustain a combo for the entire level. You could only keep a combo going between rails and jumps. One of the major improvements in OlliOlli 2 is the inclusion of manuals – where you perform tricks on flat ground instead of on rails or in the air. This allows you to chain together extremely long (the entire level if you’re really good) combinations for insanely high scores. The arcade nature and the use of a single button to restart a level at any point make this a great pick up and play game for when you only have a few minutes. An online leaderboard and daily challenges keep you coming back.

Homeworld Remastered (PC)

I am a huge Homeworld fan. I played the original for countless hours and then did the same for the wonderful Homeworld Cataclysm semi-sequel. 3 Homeworld Remastered is an updated take on both Homeworld and it’s sequel Homeworld 2. Graphics, audio, UI – pretty much everything has been touched to bring it into modern times.

The game is a 3D real-time strategy game set in space.  you command fleets of ships – from the tiny corvette class all the way to the large destroyer class – into battle. Like other games in the genre you have to forage for resources and research new technologies to overcome your opponents.

The story is beautiful and tragic. You play as a race of people who discover technology on the planet they inhabit that leads them to risk everything to travel the cosmos to find their original home. Along the way they discover the truth to their origins and fight foes who will do everything to stop them from returning.

Gearbox, the developers behind Borderlands, has spent a ton of time trying to make this play like the originals and is continuing to support and improve gameplay. There’s a few things that didn’t quite translate over and if that bothers you the original un-remastered versions of both games are included.

HellDivers (PS Vita)

Friendly fire takes on a whole new meaning in Helldivers. You play as a paramilitary trooper engaged in an intergalactic war between three hostile enemies. The bugs, cyborgs, and Illuminate (robots). Each have their own unique strategies and units and all are out to get you. It’s a top-down dual-stick shooter with strong emphasis on co-operative multiplayer. Everyone is vulnerable as friendly fire is on at all times. Even calling in reinforcements or equipment drops can kill a teammate.

It’s really easy to drop into a game. There’s various levels of difficulty and you can customize your payload before you deploy. When you find other player and can work as effective team you really feel like you’re overcoming gigantic challenges. Then you accidentally blow up half the team and it gets even better.

Shadowrun: Dragonfall (iOS)

I was aware of the Shadowrun series of table-top role-playing games, but never really got absorbed into the universe it has built. However, I’m a sucker for turn-based isometric strategy games and when this recently went on sale for the iPad I jumped on it.

I could not have been more surprised at how well polished this game is. It’s a great story in a cyberpunk future incarnation of Berlin. The visuals are solid and you can almost feel the grime and smog in the air. The game is challenging, but not unfair. I’m about 10 hours in and am looking at another 12 or so until completion. What’s interesting is that it started life as an add-on to the existing Shadowrun Returns, but packs enough to stand alone. (Pro tip: Pick up Shadowrun Returns if you like Dragonfall. Dragonfall is a little more refined as it was developed later, but both are made by the same folks with the same attention to detail.)

These are just the games I’ve actually spent a substantial amount of time in. I also want to finish Luigi’s Mansion Dark Moon (3DS). I’m on the last level – so close!

I just started Freedom Wars (PS Vita) as I picked it up for cheap and the premise sounded interesting. I also want to spend some time with The Legend of Zelda: Majora’s Mask (3DS) and am looking forward to the extended releases of Wasteland 2 and Divinity: Original Sin. Both are turn-based strategy RPGs that I’ve played a little, but haven’t really dug too deep into.

If you’ve played anything of interest recently, let me know in the comments.

The best advice is that which you do not expect

I was invited by my friend and all around good guy Dan Shown to talk at his Digital Media and Society class at my alma mater, SLU. I was there to share with his students what a career with a Communication 4 degree could look like. I had the great misfortune of presenting after Jon Michael Ryan who runs around shooting amazing videos.

That’s right, the cubicle dude follows up a guy with slow motion videos. It was amazing that the students even stayed in the room when it was my turn to talk.

But talk I did! I don’t pretend to be a guru, ninja, expert, or any other ego-boosting superlatives, but I have learned a few things and was happy to share. The most important thing I wanted to hit on was that the ‘tips and tricks’ to succeed as an adult have very little to do with tools, software, programming languages, or social media platforms. It has to do with being a well-rounded person who is, at the very least, content with life.

What follows is a pretty version of my talk. Who knows, something I said might be correct and even useful. 🙂

The first thing I mentioned wasn’t about what tools to learn. I reminded students  to not work more than 40 house thinking that’s the path to happiness and success. Working 60 hours thinking your boss will recognize you for that extra effort and that it’s the only way to stand out or get ahead? Won’t happen. It’s not worth the damage it will have on your relationships. Friends, family, partners, are all more important.

You can get an amazing amount of work done in 40 hours – if you’re actually working! Just because the office culture is a particular mindset, doesn’t mean you have to follow along. Keep that strong work ethic and get your stuff done.

Reflect before making decisions – even in situation where your boss is telling you to do something. A lot of people, when given a task want to complete it immediately and without question. When the boss says, “We need a blog” don’t turn around and say “OK HERE’S A BLOG”. Use your education, your experience, your research. Think about they why of the question. What are they trying to accomplish. How will a <blog> help along those lines? Who’s your audience. Ask questions, find out as much as you can, then execute.

Have empathy. Put yourself in the shoes of the people using your thing, your service, your product, your art.

Don’t dismiss critique. Embrace it. Silence does not mean acceptance. Feedback, even harsh, direct, ugly feedback, is better than apathy.

Be able to defend your decisions. If it’s sticking to APA style, picking colors using solid color theory, or explaining typography, make sure your design decisions 5 are based in all the stuff you’ve filled your head with. Not because “I like the color green”.

I closed my dribble talk with a truncated quote from Paul Graham.

Don’t ignore your dreams;
Don’t work too much;
Say what you think;
Cultivate friendships;
Be happy.

“Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety.”

“One of the many ways in which Snowden’s leaks have damaged our national security is by driving a wedge between the government and providers and technology companies, so that some companies that formerly recognized that protecting our nation was a valuable and important public service now feel compelled to stand in opposition,”

That wedge was put there because the national security organizations started to confuse “protecting our nation” with basic human decency.

I bet dollars to doughnuts that the people working in these technology companies have always been opposed to the unlawful use of technology as a way to justify the ends. The difference is that they are now aware of it and are embolden to speak up in support of their morals.

Besides, only an idiot would suggest that national security and personal privacy are exclusive modes of thought and operation.

6

Community is as Important as Code

I’m a fan of the ATP 7. On a recent episode they talked about the amount of time one of the hosts, Marco Arment, spends on responding to email regarding his podcasting app Overcast. The gist 8 is that Marco doesn’t respond to much, if any, email regarding his app. I don’t think that’s the best thing for the community that’s developed around his code. I encourage developers creators of anything to rethink how they handle communication from their customers.

Marco is a successful one man shop. He’s the engineer behind the successful tumblr and Instapaper among other accomplishments. I like him and I think he’s one of the good ones 9. He obviously knows what he’s doing.

I understand where he’s coming from when it comes to feedback and engaging with folks, especially over things like bugs and feature requests. It takes time that  isn’t coding and that can sometimes feel like ‘not work’.

But nurturing the community around your product/service 10 is work and it’s incredibly important. Just as important as every line of code you type.

Ignorance is Bliss

People don’t know you’re a one-person shop. They don’t think about the expectation of support from one $5 app from a larger company 11 compared to that of a smaller company. They don’t know that the app was made by a team of 10 in an organization of 10,000.

They might do a little research, ask a friend what they recommend, and then hit the App Store to download something to solve their need or want.

Frankly they shouldn’t care. Some level of support is expected. I don’t view it as an entitlement, but perhaps more of an expectation of doing business. If you contact a business, of any size, I don’t think it’s crazy to expect a response.

Look at the use and success of tools like Yelp. Why does Yelp exist? What’s the most unusual and valuable part of that service? The reviews! Businesses (smart ones at least) care about what people are saying on Yelp. They respond with sincerity and engage with their customers.

Ignorance also goes the other way. How you respond is how you will be perceived. Not caring what customers think of your company and product is inviting ignorance into your work.

It’s also a humbling thing to receive feedback and questions. You do not know it all. No one does. Ignoring or mocking the idea of responding to email from people shows arrogance. I can’t believe I’m referencing a Reddit comment as part of my argument, but, in this thread asking “What is the most unflattering thing a person can do to themselves?” someone said:

“It’s nice to be important, but it’s more important to be nice”

While you could argue that responding to emails might not help your code – responding to people is being nice. That’s more important than one more bug fix or one little tweak to the UI. Letting people in, shedding some of their ignorance and empowering them with knowledge is helpful to you and the community at large.

Community Props You Up

People will help support you. There is an admonishingly large amount of prior work in this area. Look at the Apple community boards. A giant company creates a place for others to help each other. Panic, a much smaller company, has a nice Q&A site setup for their community. These are for-profit companies. Looking at the open-source communities you’ll see even more – like local Meetups around Ruby, Drupal, PHP, WordPress, Small-Business owners, photographers, marketers, etc. Wikipedia in its entirety is all about people helping each other to make something.

Word of mouth is still the #1 best way to grow a product or service. It’s incredibly powerful – more so than almost any other form of marketing. It’s genuine, it happens naturally, and it’s often more deserving than spending millions on a campaign. The people helping other people are doing it out of love for the things that you create.

Outside feedback is invaluable. Working in a small team or inside of a large organization it sometimes becomes difficult to get a genuine outsider view of your work. Developing a community around your products or services helps to break out of that echo chamber and get a fresh set of eyes on what’s going on. Invaluable help from interested folks. Ya can’t beat that.

Ignoring the 700th email of a particular issue, say a bug, is wrong.

These +1 numbers on an already existing issue are indicators. They should sway you. Influence your to-do list. Your response. A handful of responses in one direction could mean a lot. A “canary in the coal mine” on what your community wants, or more importantly, needs.

Trust is Scary

Putting faith into a community of people you don’t know is scary. Terrifying even. I help to host events for the local WordPress community here in St. Louis. Every month, at the end of one of our meetups, we ask what topics folks would like to hear about next month. We take an informal poll and pick a topic. Then we ask who would like to present. Numerous times it’s someone I’ve never met who has never spoken up.

I have yet to be disappointed with a presentation. I put faith that if someone is willing to step up and speak in front of a group of strangers, they’re doing it out of good will and are motivated by something other than financial or professional gain.

You Work For Each Other

They took their time. That’s what is valuable. Your customer’s time. Not the novelty. Not the accuracy. Their time. It doesn’t even register to them that their bug report or suggestion is the 500th in a long line of similar suggestions. Their time is equally important as your time. Thinking and acting otherwise shows hubris and arrogance. They are working for you by using their time to give feedback, ask a question, or file a complaint.

By not responding, by not putting it out there, you have nothing to point to say, “Yes, I hear you.” It enters a void of your inbox and only encourages more silent tosses into the abyss. Creating a community helps alleviate these emails. People who enjoy your creations will help you and other people who are looking for information.

It Pays Off

Terry Gross had this great interview with David Remnick the editor from The New Yorker.

At the end of the interview Gross asks if Remnick asks him about his time and how he manages responding to every inquiry regarding The New Yorker.

From the transcript:

REMNICK: Bring it on. The odds are tough. I remember when I was in my 20s, I sent William Shawn a query letter, and I got an answer. And I never forgot getting an answer.

GROSS: What was the answer?

REMNICK: The answer was no (laughter). But I never forgot the time that was taken to write a cogent, short note about why not. And I also remember when I submitted my first piece to The New Yorker, which was happily accepted by Gottlieb – by Bob Gottlieb – he answered that day – that night. And I’ll never forget that. And I know in my heart that I’m falling short all the time in a million different ways, but I try to answer emails, letters, phone calls because I know not only is it the right human thing to do, I think, but also, once in a blue moon, it’s going to pay off. Once in a blue moon, you are going to get a short story, a suggestion, an idea that’s going to find its way into The New Yorker and be something or someone brilliant. And that’s part of the job. And it’s a delightful one.

Who knows what responding to a simple request for feedback will turn into? What might seem like a boring response to a question asked for the 300th time might turn into something much more.

Writing is Thinking

Listening and responding helps you to think about your creation. The entire product or service is evaluated in a new light.

Automattic requires all new hires to work the help desk. Why is that? Shouldn’t those developers be writing code? Shouldn’t project managers be catching up on the team’s progress? No. Learning how the product works and understanding how customers approach the product works to improve the product.

Writing up a FAQ with that experience from the customer’s view helps you think about how your creation works. Where can it be improved? What keeps coming up as a difficulty? What’s not clear? What can I go back and make better?

That comes from wiring and thinking about things in public. Pushing the ‘Submit’ button and letting others see it. Responding to what they put out there.

In Summary

I encourage all creators of things, whether it’s an iPhone app, a web site, a community, a non-profit – whatever – to deeply consider the work and art of community feedback and dialog. Consider it to be just as crucial to the growth and stability of your work. Just as writing code, organizing topics, or wrangling volunteers is. They go hand-in-hand with happiness and success and are not nearly as scary or time-consuming as one may think.

In the end you grow as a person and professional, your product or service grows in its capability and focus, and the community as a whole benefits from learning and sharing from one another.