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The Longest Journey

Just before I started studying at Oxford, I bought an adventure game called The Longest Journey. I was quite into adventure games at the time, having played and enjoyed Syberia, and I'd heard an awful lot of good things about The Longest Journey; things like 'the best graphical adventure game ever' and 'great story'. The fact that it only cost £5.50 meant that it seemed like a pretty sensible purchase (especially if it really was a 'longest journey').

The game languished on my bookshelf for the next three years. I would occasionally look at it and think about archiving it away somewhere or possibly even playing it, but I didn't have a working PC to play it on any more, having moved to Apple, and I just didn't feel in the mood.

With the arrival of my Intel iMac last month, I finally had a computer capable of playing Windows games (and yes, I did buy Windows XP legally). First up was Civilization 4, which I managed to play for about 12 hours in an 18 hour period. Luckily my empire-building urges were quickly satiated after a couple of games and I've been able to put it behind me for now. Next was another Sid Meier game, Pirates! Again, I played Pirates rather obsessively for a couple of days until I got sick of it and put it away.

Still, I felt in the mood for more PC gaming, so I popped in The Longest Journey. Amazingly enough, despite being seven years old, The Longest Journey managed to work perfectly fine in Windows XP with a minimum of tweaking. I had high expectations of this game - not in the graphics department, which I knew would be dated, but in the story. It started off a little uneven, with a promising storyline hindered by unforgivable bug that I meant I had to replay about twenty minutes of the game, but it quickly recovered.

[The bug involved me leaving a room before getting a gold ring off someone. When I returned, she'd disappeared, along with the item. I can't see anything on the internet about this problem, which leads me to conclude that no-one else was foolish enough to make the same mistake - or to own up to it!]

The storyline of TLJ is perfectly fine, and when compared against other computer games, practically an equal of Homer or Virgil. It's essentially a standard science fiction/fantasy story involving parallel worlds resting on the fate of one person, but it's executed pretty well. The entire story has a very epic feel about it, caused by the growth of the main character, April Ryan, and the huge variety of people she and places she encounters. The designers imbued the game with a solid and consistent history to the extent that you spend a reasonable amount of time reading or listening to stories within the game itself.

One of the real strengths of TLJ was the quality of the dialogue and voice acting; I'm not aware of any game that has placed such an emphasis on getting good actors and writers. It's not perfect and there are some duds, but on the whole I felt very immersed in the game. What's more, it's funny! It's been a long time since I laughed out loud at a computer game, but TLJ managed to make me do that on many occasions. It's not zany or gross-out humour either - just good old fashioned witty stuff (and I say this as someone who's played all the Lucasarts classics).

The other notable thing about TLJ is the amount of profanity in it. It's not an especially adult game (indeed, it's rated 15+ in the UK) but the designers didn't shy away from throwing in a suitably large number of swear words when the story or characters required it. I remember being shocked the first time I heard it, but then grew to appreciate the lengths they went to make the dialogue convincing and realistic.

A word about the puzzles. I'm not sure whether I've mentioned it on this blog before, but I don't actually like puzzles. I know that this is a strange thing for the designer of Perplex City to be saying, but it's true. As a result, one of my goals in creating Perplex City was making puzzles for people 'who don't like puzzles', which I hope I've achieved at least in some way.

As anyone who's played adventure games will know, there are a few variety of puzzles. Some are fairly obvious and satisfying, such as finding out a good way to distract a receptionist. Others involve combining random objects in an attempt to create something that will help you fish a key out of an inaccessible place. The worst kind - for me - involves moving levers and pressing buttons. I really have no patience for that sort of thing. That probably says more about me than it does about the puzzle - I'm more interested in progressing the story, exploring new places and talking to new people.

The Longest Journey is no different to other good adventure games with regards to puzzles. There are some great puzzles. There are some average puzzles. And there are some frustratingly obtuse puzzles that saw me resort to a hints service. As far as I'm concerned, this is just the way of things with graphical adventure games - it's something I have to put up with in order to play. Personally, I think minigames might make more sense (like in Shenmue) but I suppose that would put off people who don't like twitch gaming. Can't keep everyone happy...

I probably spent 20-30 hours playing the The Longest Journey, spread over three weeks. That works out to 22p per hour of entertainment, probably a record for an adventure game like this. Some of that time was taking up with the more obtuse puzzles and minor bugs in the game, but most of it was listening to the dialogue. If you don't like dialogue in adventure games, I advise you to stay well away. There must be literally hours of it in TLJ, and characters will sometimes go on for several minutes at a time without you getting a word or click in edgeways. Even I got sick of it on occasion, but the highlights more than made up for it.

The lead designer and writer of the game, Ragnar Tornquist, has said that "being engaged in dialogue is a form of gameplay." I'm not entirely sure what he means by this, but it's not a million miles off my belief that navigating through an alternate reality game - following links, reading blogs, calling numbers - also constitutes a form of gameplay. If that is what he means, then I'd agree - although I know that many others wouldn't. I've had a lot of thoughts bubbling away about the nature of storytelling in ARGs and adventures games which I'd like to write down soon at length.

As is typical with many adventure games, the first act is spent setting the scene; the third and final act is wrapping things up. That leaves the second act to bear the brunt of the storytelling and interaction, and that's where The Longest Journey excels. I wouldn't say that I disliked the rest of the game, but it was clear that most of the resources and good ideas had been expended on the second act. So, if you end up playing TLJ, enjoy it while it lasts.

Since I only played TLJ over the last few weeks, I managed to escape the seven years of waiting that true fans had to endure for the sequel. Dreamfall: The Longest Journey was released a couple of months ago and has apparently done quite reasonably in terms of sales. Reasonably enough to ensure that the last part of the trilogy (Dreamfall 2) will be produced one day, although I'm not holding my breath. For now, I'm waiting for Dreamfall to arrive, and thinking of how wonderful it would be to design my own graphical adventure game...

middling
Monday August 28, 2006
Much as I hate to perpetuate memes like this, the whole saga of YouTube's lonelygirl15 has just hit Metafilter. Basically, someone has posted a bunch of video diaries to YouTube purporting to be a young homeschooled girl with ultra-religious parents. She's having drama with a boy, and she appears to be involved in some satanic cult.

If it's not fake, I will surely print out this blog post and eat it. It's too well produced, too 'instantly popular', too well written and altogether too pat. My top two theories are that it's a promotion for a movie (follow the links on the Mefi post) or it's an 'original drama' for YouTube. I feel slightly depressed that people would even entertain the possibility that the video diaries are genuine, but then again most probably aren't as sensitised to 'fake' fiction as I've inevitably become.

I've posted a few times in the Metafilter thread with more thoughts - just scroll down to see them. 0

Sunday August 20, 2006
Now with photos!

I've been to a lot of science musuems. Off the top of my head, I've visited major museums in London, Glasgow, DC, Seattle, Philadelphia, San Diego, Amsterdam and Sydney - and a host of smaller places besides. As I've written before, I don't go with the intention of actually learning anything; the intended audience for science museums is rather less knowledgable than I am (conversely, I learn more from history museums). Instead, I love to see the different ways in which people are trying to explain scientific concepts. It's never an easy task, and some museums are better than others in this regard, but what I do learn are interesting ways in which you can engage, educate and entertain a diverse audience.

The Exploratorium in San Francisco isn't just next door to the Palace of Fine Arts, where we held the Perplex City live event last week - it shares the very same structure. Despite this, I didn't even get a chance to look at its front door until some days after it was all over. I resolved to make a proper visit though; while I didn't know much about it, I'd heard it mentioned over and over again, and it surely had to be good, sitting in the world's creative and technology capital.

Picture a science museum. It probably has an imposing, classical facade, with a wide lobby. Inside, there are a number of areas which you can visit, so you dither in front of a map and go to Physics. It's a middling-sized area, with a mix of banners, wall posters, computers and various exhibits. Tourists drift around, and children zip between the hands-on exhibits, frantically pressing all available buttons when they can get to the front. Their parents follow around in tow, occasionally studying the wall posters or poking at the computers. Some of the hands-on exhibits don't work, and there seems to be an awful lot of reading to be done.

This basically describes about 70-80% of the science museums I've been to. They're perfectly fine, but nothing special. The better museums have more interactive exhibits and are slightly more freeform.

Now picture the Exploratorium. The lobby is small, and when you walk inside, there are no discernable areas - it's just one very large, cavernous space, with a second floor peering down over the ground. As far as you can see, there are hands-on exhibits, with kids intently twisting wheels or pushing levers. Not bad, you think to yourself, this place has a lot of interactive stuff, but I bet it turns more traditional further in. Nope - as you explore the museum, it turns out that literally every single exhibit is hands-on or interactive in some way.

I remember walking around the museum with a huge, incredulous grin on my face for the first half an hour. I'd never seen anything like it before - a technology museum in Amsterdam I visited was slightly similar, but nowhere has the same simple insistence that every concept be illustrated by a working, mechanical and invariably interactive example.

It wasn't even that the exhibits were particularly sophisticated (although some were); it was the volume and ingenuity that surprised me. The few hands-on exhibits that you see in 'normal' science museums are usually high quality and expensive, which means they're also easy to break and quite generic (presumably there are some companies that just churn out curved 'black hole' models to museums worldwide).

On the other hand, the Exploratorium apparently builds the majority of its own exhibits in its sizeable workshops. This means that there are all sorts of quirky things like a hand-cranked Toyota engine, ripped out from a staff member's old car, or a marble slide that calculates square roots. The on-site workshops means that while there are always a few exhibits that don't work, they're easily and cheaply repaired; this is of course essential when kids (and adults!) are playing on them constantly. Probably due to its proximity to large amounts of smart people and money, the Exploratorium also has some very neat high-tech exhibits, like user-controllable light microscopes that you can examine living cells with.

The museum describes itself as a place of both science and art. While there were few exhibits that were solely for arts' sake, it was clear that many were designed for aesthetics as well as education; indeed, there were several pieces that had been contributed by artists.

The exhibits that I lingered over the longest were those that actually taught me something new; the differential, which allows the wheels on an axle to rotate at independent speeds (thus allowing cars to turn corners) and how AC electricity (back and forth motion) can be converted into continuous motion. Both of these exhibits notably involved lots of gears and moving parts, and I'd known about both concepts before, but seeing them in person and being able to play around with the models myself allowed me to take the final step in understanding. There was also a fast-rotating parasol that demonstrated how waves worked, which I saw more than a few adults looking thoughtfully at.

Finally, I spent an hour at the Tactile Dome. The dome is pitch-black inside, and you feel your way through the various passageways and tunnels using all of your senses other than sight. It's not particularly big, and I was expecting more in the way of smells or weird-feeling stuff, but it was still plenty fun. The first time I went around was quite challenging, having to feel my way everywhere and having no idea where the various tunnels ended. Subsequent rounds saw me get more confident and zip through. Definitely worth a visit if you're at the Exploratorium, although you should book a place a day in advance.

So, if you're in or near San Francisco, try and visit what is possibly the best science museum in the world. See the rest of my photos from the Exploratorium. 3

Tuesday August 15, 2006
Some San Francisco thoughts:

Despite being a fairly small city, it's very difficult to get around. We used a car for most of the time, but this only worked because we had a person who was happy driving us around all the time. As for public transport, it was initially very confusing. Here were some questions: What's the difference between the MUNI and the BART? Do they run on the same lines? Can you get passes for both? Does the MUNI include buses? Are those metro trains in the MUNI or the BART? Is the F-Market tram a bus or a train? All pretty ridiculous, and a far cry from the relative simplicity of Transport for London.

Cycling seems like it might work, although that depends on whether you can bypass hills. It's a much better bet for exploring the surrounding areas - I cycled for 20 miles across the Golden Gate Bridge, Sausalito and Tiburon, which was an excellent and healthy way to decompress after the event.

San Francisco has the highest number of crazies per square foot than any other city I've been to. I can think of a few explanations for this, but I'm not convinced by any of them.

With the weak dollar, food and drink everywhere is positively cheap. In fact, rents and house prices also seem fine. Of course, this is compared to London, the most expensive interesting place to live in the world, but still - let no San Franciscan complain of high prices ever again.

Organising the largest Perplex City live event ever, in a city that's over 5000 miles away from our base, was incredibly difficult. It was even more difficult given that we didn't have any staff based on the west coast - which is, of course, also eight hours behind the UK. Despite all of the pain incurred while setting it up, I think it was a success - we had a great response from people there, who were glad to see us hold a major event in the US. Indeed, it's worth noting that there are now about as many Perplex City players in the US as there are in the UK. Not everything worked as planned, which I am sorry about, but the event was incredibly ambitious (major offline live event simultaneous with online event? It's tricky when you do it for the first time) and the important thing is that people had fun.

With 40,000 players, Perplex City is no longer a small game by any measure. Expectations have risen, and we have to raise our game to meet them. I read all the feedback that I can, and have already spent a lot of time thinking about how to do better for future events. However, the fact that we had such a good response from the players in San Francisco means that we're obviously doing something right.

One of the best things about the event was the sheer mix of people there - there were families galore, from babies and infants to grandparents, all working together; there were men and women in equal number; and there were people from all backgrounds. There aren't many games out there that'll bring people together like that for a common (and fun) cause. 0

Wednesday August 9, 2006
Another long-haul flight, another blog post. After I've exhausted the in-flight movies, this month's issues of Scientific American and the New Yorker, listened to one and a half episodes of In Our Time, and even done some work, I've had to fall back to the option of last resort - writing a post for this weblog.

There's something about long distance travel that engenders it to writing diaries or journals. For me, it's a combination of being forced to spend lots of time thinking about nothing in particular, and soaking up large amounts of varied information from articles, podcasts and observations in general about people and airports.

Airports - now who couldn't be moved to write a few hundred words about them? They're an experience that everyone has to suffer once in a while, a shared environment that exists independent of location. Personally, I've often thought of airports as being extremely slow teleportation devices, in that you move between two near-identical buildings without any experience of the space in between them. Even the styling of airports resembles teleporters, from the retro '2001' space-age look (60s US airports) to the high-tech space-age look (00s Chinese airports). Unfortunately the analogy falls apart when you spend 90 minutes waiting in immigration at JFK, but otherwise it's a nice though.

US immigration - surely one of the worst flying experiences ever. No doubt in theory the fingerprinting and photo process shouldn't take thatlong, but the geniuses in charge of the process forgot two things. One, that the immigration desks would be chronically underfunded and understaffed; and two, that there is a high proportion of fuckwits (and I use the term after some consideration) that pass through airports and slow the entire process down for everyone. Clearly the challenge of filling out a couple of forms and correctly stating your nationality was just too much for a good 75% of people - although the incredibly poorly designed forms didn't help matters. I found myself wondering whatever had happened to the US free market - why can't someone set up a few fast-track immigration lanes that you could pay $5 to use? I certainly would've stumped up the money to save myself an hour.

I also felt sorry for the US citizens who had to go through immigration. When entering the UK, EU citizens just have to flash their passports and get waved through. I have no idea what happens to US citizens, except that it seems to take about ten times longer. So much for American ingenuity.

One of the In Our Time podcasts I listened to was about galaxies. Normally, In Our Time's treatment of science is not quite as good as the arts or humanities - I put this down to Melyvn Bragg's slight disdain for the field, and the sad fact that many scientists just aren't good communicators. However, this one was pretty good, mainly because there was a charming American scientist on the panel.

One of the interesting facts in the program was to do with the Milky Way's spiral arms. What with all the 'photos' of the Milky Way showing the magnificent spirals (obviously they aren't photos, since we're in the Milky Way), you would think that all of the stars are packed into those arms. But apparently, they're not. The stars in our galaxy are actually formed into a disc, so they're also present 'in between' the arms. The arms themselves are regions of star formation, and because the new stars shine so brightly and light up the gas around them, that's why the arms outshine the rest of the galaxy.

What's even more interesting is that the spiral arms do not travel at the same speed of rotation of stars within the galaxy - it's a bit like the way in which waves in the ocean aren't composed of water that's moving sideways, they're composed of water moving up and down. The arms are also waves - they're compression waves that roll around the Milky Way, collapsing the clouds of gas that lie in between the stars so that they form new stars. Where do the clouds of gas come from? From the ashes of exploded stars - which are themselves the engine of the compression waves.

*The Earth takes about 250 million years to travel around the galaxy.

The first time I heard this wasn't from the podcast, it was from Will Wright at GDC this year. Because of a common connection, we happened to be at the same dinner one night and he, as ever, was talking about Spore. I was supposed to be talking about Perplex City and ARGs, which I did with a few folks, but I neglected my duties with Will and instead spent my time learning about spiral arms and swapping ideas about the chirality of amino acids (I think Will was pleased to find someone at the conference who also knew about astrobiology). I remember being absolutely fascinated by the notion of the spiral arms being a natural phenomenon writ impossibly large, like the carbon cycle or tectonics, but on the scale of hundreds of thousands of light years. Something that everyone recognises as being beautiful - the spiral arms of our galaxy - is made even more beautiful by knowing how it works.

I was impressed (although admittedly slightly dubious) by Will's intention to actually show players in Spore how this worked in an interactive fashion. It's not as if anyone needs to know the mechanism of star formation in our galaxy, but it's one of those wonderful, perfect facts that just makes startling sense. 0

Friday July 28, 2006
In the face of lukewarm reviews, I went to see Cars tonight - you tend to lower the bar on the movies you'll watch when you live within a couple of minutes walk from a cinema. I'd been ambivalent about Cars ever since it'd been announced, because it didn't seem to have the potential for a good story. It was just too simple - a hot rod racecar landing in a sleepy country town, helping out the locals and presumably getting back to 'civilisation' having built some character and made a bunch of new friends.

However, I felt the same way when I heard about Finding Nemo, and that movie ended up surprising me, so it would've been remiss of me not to give Cars a chance. Once again, I was pleasantly surprised. Cars is a good, fun movie - it might be very predictable (see the plot summary above) and cliched at times, but it has some great moments and it's still better than average. I certainly enjoyed it more than Superman Returns (which itself wasn't that bad), although it doesn't reach the heights of, say, Toy Story 2.

Once thing struck me towards the end of the movie:

(Now, this is technically a SPOILER but if you don't see this coming, then you clearly haven't been paying attention to the movie.)

Basically, the hero sacrifices his chance at glory and success to help someone else. It's a wonderful scene, and I thought to myself, what a good lesson for the kids. And then I thought, actually, maybe not. Because after our hero makes his sacrifice, he ends up being applauded and rewarded far more than he would have otherwise. The simple fact is that it just isn't like that in real life - when you make a sacrifice, chances are, no-one's going to applaud you, no-one's going to reward you, and very possibly, no-one's going to care. So, the reason for making a sacrifice shouldn't be because you might be rewarded or people will think you're a nice guy, it should be because you think it's the right thing to do.

Trite and obvious (I hope) but not so for everyone, especially kids. It would be great to see a story that illustrates the point - maybe I'll even do it myself. Anwyay, it's just a movie and Pixar movies have to have happy endings - I understand that.

(End of SPOILERS)

One more thing. While the opening short animation isn't the best that Pixar have done, the credits shorts are simply excellent. Not a single person left the theatre while they were on. This was partly because there were only about ten people there, but they all enjoyed it. In fact, it's a testament to the quality of the film that there were quite a few laughs and chuckles throughout it, despite the fact that most people stay very quiet in an empty theatre. 1

Thursday July 27, 2006
I've been at Mind Candy, developing Perplex City full time, for almost two years now. Sometimes I feel like I'm in a Bruce Sterling novel, jumping from neuroscience to a job which didn't exist five years ago and is still difficult to explain to people. It's obviously been a fun, if hectic, time, and it's great that Perplex City is doing so well now, with almost 40,000 players to its name. A consequence of this success is that we're expanding, and we're now hiring for an Alternate Reality Game Producer.

Producing an ARG involves a byzantine combination of skills and experience, including project management, story-telling, web-savvy, a simultaneous willful disregard and healthy appreciation of previous games, and the ability to contemplate the impossible. It also requires having to think up solutions to seemingly disastrous situations in the space of a few minutes, so having a cool head is pretty useful. You don't necessarily need a background in game design - technically, I didn't, although I had been deeply involved in ARGs. You just need to appreciate and understand the concepts related to the genre. For some people, that comes from experience in RPGs; other people, from screenwriting. There are no set requisites.

You'd have to be willing to learn - to a reasonable degree of familiarity - odd and sometimes obscurely documented fields such as cryptography (of course), particle physics, celestial navigation and city planning. It really does help if you can pick up stuff quickly - what we do is often at the leading edge of technologies like printing.

You need to be able to take criticism well. Everyone who works with the ARG team is warned that their story ideas will be exhaustively analysed, picked apart and reassembled, sometimes in a completely unrecognisable form. We're all good-natured though, and have a wide range of backgrounds, from playwrights to Orange Prize-winning authors; there's a good reason why Andrea's title is still 'Ad Hoc Polymath'.

Alternate Reality Games are still young and there are a lot of possibilities. Sometimes you'll take a chance on one of them, and fail. You have to be willing to fail again, and fail better. And eventually succeed wildly. It's a funny old world, ARGs - full of contradictions...

For all of that, you get to develop a game that can go anywhere and tell any story, using the web and any medium available. There's a lot of hard work, to be sure, and it's not all hiring helicopters or creating fictional companies, but it's absolutely fascinating and totally, genuinely unlike any other job in the world. There are only a handful of people who could legitimately call themselves ARG designers, and fewer still who would have access to the the audience, resources and independence that Mind Candy can command. Yet in one way, it's a job as old as the hills - it's storytelling, but in a way that speaks to people through the way they live, immersed in information, and with an opportunity to participate in and mold that story.

Plus, it's a fantastic line to use at parties. Although I feel obliged to point out that you will rapidly tire of explaining, for the hundredth time (literally), what an alternate reality game is...

Anyway, if you're interested and want to apply for the job, don't email me. I'll get quite annoyed if you send an application to my email address - there's a dedicated one for that in the link above. However, if you want to ask any questions about the role, feel free to email, but bear in mind that I'm horribly busy for the next few weeks and in any case you can probably find answers to most of your questions on the web, with appropriate Googling. Good luck! 1

mmoe Links
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Report on the AI game
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Assorted Links
Metafilter
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Vavatch Orbital
tiny pictures

A random selection from my Flickr photo library. The easiest way to browse all the photos is through my photo tags.

tiny
June 25, 2006
An Anti-Addiction Pill? - a clear and well-written article from the New York Times on new methods to treat addiction. Quite a nice way for me to catch up on recent developments in the field. 0

June 4, 2006
The Hugo Nominees, 2006 - a comprehensive guide to all the stories nominated for this year's SF Hugo Award. If you scroll down, you can view many of the stories for free simply by clicking on them - god bless the internet! 1

May 8, 2006
Guardian weblog hating the Elephant - the Scrooge-like nature of the Guardian comes out in full force with this cynical bashing of the Sultan's Elephant. Luckily all the commenters proceed to set the balance right. 0

January 5, 2006
The Case for Contamination - from the New York Times magazine. A well-written and engaging essay on why cosmopolitanism is good, and trying to protect cultural practices is bad (I simplify). 1

January 4, 2006
LCD boardgames that can detect the position of your counters - well, so much for my grand idea. Having said that, I'm pretty sure that a lot of other people have had the idea of LCD boardgames before. 0

December 29, 2005
Why a fatty diet leads to diabetes - type 2 diabetes, specifically. This article at the Times is a surprisingly detailed report of how researchers at UCSD determined that hyperglycaemia suppresses the GnT-4a enzyme, which is basically a blood glucose sensor for the cells that produce insulin. Too much suppression results in pancreatic cell failure, and then type 2 diabetes. 0

Doctor Who Season 2 End Theme (mp3) - impressed by the new orchestral end theme of Doctor Who? Annoyed by the stupid BBC voiceover getting in the way? Your worries are over... 0

December 24, 2005
Games for couples (other than the obvious) - another Ask Metafilter classic about good, non-confrontational two-player boardgames and card games. Most modern boardgames are for about four players... 0

November 30, 2005
Useful Ask Metafilter thread on finding a man-bag - increasingly a necessity in this world of digital cameras, iPods and Nintendo DSes. I read for the first time the word 'murse' in this thread, which is fun neologism. 0

November 25, 2005
Scientists, be on guard ... ET might be a malicious hacker - nice to see people starting to think about the possibility of a viral attack by aliens. Doesn't seem too outlandish to me (honestly) and brings to mind shades of Vernor Vinge. 0

November 22, 2005
Interesting Metafilter discussion about the Muslim niqab (dress for females that covers everything except the eyes) 0

October 25, 2004
The notorious cult of 'al gebra' is a fearsome cult indeed. Says Attorney General John Ashcroft, "The desire average solutions by means and extremes, and sometimes go off on a tangent in a search of absolute value." The fact that I understand it and find it funny is a true testament to my geek credentials. 0

March 20, 2004
A transcript of the debate between Philip Pullman, author of the His Dark Materials trilogy and Rowan Williams, Archbishop of Canterbury. Essential reading for Pullman fans and anyone interested in the portrayal of religion in contemporary fiction. 0

February 25, 2004
EasyMusic and Copyleft - interesting to see that Stelios is considering dabbling in the world of Copyleft music: "We are currently investigating business opportunities in the area of music downloads, especially following the 'copyleft' principle. Copyleft is where music has no copyright at all so music can be freely downloaded from sites and exchanged between people as much as they want." Of course, it's not entirely true that Copyleft music has 'no copyright at all' but I suppose for most people the distinction is neglegible. 0

February 4, 2004
Remembrance of Books Past - an article by Ray Bradbury in which he talks about the idea of rewriting books from memory; a never-realised sequel to Fahrenheit 451. "Why not a sequel to 'Fahrenheit 451' in which all the great books are remembered by the Wilderness People and are finally reprinted from memory. What then? Wouldn't it be that all would be misremembered, none would come forth in their original garb? Wouldn't they be longer, shorter, taller, fatter, disfigured, or more beautiful?" (via MetaFilter). 0


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