A collaborative storytelling site that encourages users to write short bits of fiction. Others can react to those stories with sequels or (the neatest part I think) prequels. There is also the possibility of posting challenges, which are just that – challenges to users to write something according to some kind of theme or other constraints.
Author: Kars Alfrink
An interesting example of a play-by-post (aka forum) RPG that is heavily slanted towards storytelling. This means: no experience points, skill checks and that sort of thing. In stead, it features mechanics (some quite clever) that control who gets to say what about the storyworld. Points are awarded for participation in stories, which in turn can be spent on describing new creations. It is, however, heavily reliant on game master oversight, as not all rules are fully described.
A quantified coffee system by Perceptor. Mostly tracks amount of consumption. Would be interesting if they also tracked taste.
A research agenda of sorts
Let’s make an attempt to focus this blog a bit more. Maybe make it a bit more useful as a research and design tool. So here’s a list of things I am currently interested in learning more about. They all tie into projects at Hubbub, so I’ll list them by project codename.
- For BUTA: animals, animal ethics, animal cognition, art and design inspired by or aimed at animals, etc.
- For SAKE: storytelling, collaborative storytelling, multiuser authoring environments, roleplaying games (tabletop, live, computer), etc.
- For KOHI: coffee, culinary apps, gastronomy, tools for improving your skill at smelling and tasting things, etc.
And if these cross over and mingle and lead to new things all together: so much the better.
… in the hypersocial atmosphere of Facebook, it is enough to just make noise to fake a persona. No actual interaction is required. And there is so much noise that the loss of one voice means nothing – there are a billion others ready to step up to join the chorus of social cacophonia. … I don’t think it’s really contact … just reflections from random angled surfaces.
ButtUgly: Main_blogentry_050712_1
I’ve made similar attempts at ditching Facebook in the past and had similar experiences.
“Could you make fake panda?”
“Sure.”
“What about human?”
“Don’t go there.”
They’re going for a mastery of technique, then a mastery over all the important details of service,” Freeman said. “It adds up to an incredibly elusive experience. It’s hard to manufacture splendidness. It seems as though they have something very difficult figured out.
Japan’s Pour-Over Coffee Wins Converts – NYTimes.com
The Japanese dedication to details never seizes to amaze me.
The reward for work is more work.
Came across this after watching his film about studio culture, 10 Bullets.
A game is something that we play. A videogame is a digital playspace. This is the shape of games to come. To impose stricter definitions will only serve to stifle creativity and unnecessarily celebrate past trends in favor of present and future possibilities— this is already happening.
If these proposed definitions are so broad as to include everything, and now everything is thus a game, then let’s play everything!
[…]
If we’re going to admit systems of ranking into our games, to construct goals, their design should come from an intimacy with the materials of the playspace as a freely-played space, meaning one explored through our own self-directed (and constantly dissolving?) goals; these goals should invite us to play with processes that direct us toward and help realize our vision of inner utopia.
You’re going to have people saying, “What, plants know when I’m chewing on them? I’m not going to chew them anymore. I’ve got nothing left to eat!


