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    <title>Personal Machines and Portable Worlds - Christopher Butler</title>
    <dc:date>2023-07-09T19:58:31+00:00</dc:date>
    <link>https://www.chrbutler.com/personal-machines-and-portable-worlds</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["A lifelong fascination with technology begins with a single object.

Think back to when you were a child, to when you first encountered something you could hold in your hand that held you in awe. Perhaps you thought to yourself, “Wow, this does that?!”"

...

"There’s something about the personal device that I have always found fascinating and now find to be almost mysterious. But to be personal it has to be a certain kind of device — the kind that balances access to another world with the kinds of limits and boundaries that make a thing private. That balance is something I’ve always been able to point to in particular objects — this has it, but that does not — but describing it on its own, as a set of rules or characteristics, has always eluded me. But, for me, a personal device is defined by this balance, not by virtue of being the thing in my pocket and not the one in yours.

I think this notion of a personal technology is deeply meaningful. So I’d like to find a way to explain it.

Nearly everyone I asked returned the question — That was the gadget for me… So, what was yours?

I can point to my own origin-objects — gadgets like the Fisher Price Movie Viewer, the Pocket Rocker, the Etch A Sketch Animator, or, from a bit later, the Arion Hot-Watt II — and describe why they had that thing. Besides being quirky, niche products, they all let me enter another world that, at times, seemed both bigger and smaller than this one. It was as if that world was outside of this one, made accessible by the push of a button and, at the same time, that it sprang into existence as a me-sized bubble universe, Population: 1. This is the paradox of the personal device.

The tension between knowing that the world a personal device creates has boundaries defined by its code and materials and not knowing exactly what they are is one that, when kept in balance, activates the imagination. It allows for exploration, both of the object and through the object.

People of a certain age who remember spending hours exploring Hyrule, the world of The Legend of Zelda, will immediately understand this feeling. You could explore the world, and you could play the game. I’m not sure I ever tired of exploring enough to actually play the game.

The most magical of personal devices are those which offer access to the experience of infinitude without measuring it for you. The unknown is the stuff of imagination.

That is the opposite of our most common device-based experiences today. Whether you use a phone, tablet, laptop, or any other computer, the digital “world” today is always defined by an acute awareness of measure. Of more. But more is the easiest way to obstruct the imagination. Persistent input keeps cognition at its lower levels — maintaining attention, storing memory, applying perception, and processing language — without allowing a transition to thought and learning.

The best personal device supports thought — with it, within it, and most importantly, within you. Carl Jung once wrote that “in each of us there is another whom we do not know.” The purpose of introspection, for Jung, was to become acquainted with that person — to deepen our understanding of ourselves so that we may be more fully ourselves.

What if technology had the same purpose?

What if personal technology saw imagination — open, unresolved, interior, and subjective as it is — not just as a byproduct of use but as a purpose for it; as equal to utility, communication, or entertainment?"

...

"Kyle Chayka is working on a book that sounds like it may make a good case for my invisible mechsuit world. In a post titled, “The dream of the personal machine,” [https://kylechayka.substack.com/p/the-dream-of-the-personal-machine ] Chayka writes:

<blockquote>“My book is so much about how technology dictates culture. The devices that we use aren’t just accessories to culture or windows that we consume things through; they are collaborators, gateways, and molds…the idea of a personal computer had to be invented, manufactured, and marketed. We had to imagine computers as personal machines.”</blockquote>

This is an important point. We could live in a world where computing is a public works — where terminals to central processing work like telephones used to. You can pick them up or put them down, but nothing inside of them is yours. But we don’t live in that world. As soon as the first computer booted up in the first home, the computer became a personal object. And when an object becomes personal, it is difficult to leave it behind. We want it with us.

Perhaps that one thing — a simple desire for a personal machine — set us on the course we have followed since. Not Moore’s Law, not Capitalism, but personhood.

Later, in the same post, Chayka writes of the Palm Pilot — an early attempt at portable computing — that, despite it not providing much in the way of “fun” features for a kid, there was still an “ineffable appeal to holding a gateway to a digital world in your hand.”

A world. There’s that word again.

Why a world? There is a sense of dimensional transcendence to computers. As C.S. Lewis wrote of the wardrobe, “It’s inside is bigger than its outside.” In the early days of mobile computing, it was hard to not compare the capaciousness of a computer you could carry with you to something like a book. Of both you could say their insides were bigger than their outsides, but when it came to information, you’d have to settle for figurative capaciousness in a book; their actual contents are literally cover to cover. A digital machine’s contents are an entirely different thing.

In the time of the Palm Pilot, a tiny door to a vast digital world was more powerful as an idea than a tool. The digital world just wasn’t as big back then as it is now. But to Chayka’s first point, we built the digital world using these little devices that didn’t do very much. We made it worth the journey. And meanwhile, the object was our companion, and inside was a tiny, personal digital world — our notes, our messages, our few digital texts. It was not much, but it was ours."

...

"Many of the examples I’ve looked at so far align with my ideas of what makes a machine personal because they were designed with limitations imposed upon them, and many of the examples I’ve discussed that no longer feel personal have been designed to surpass those limitations. If machines were designed to be more personal, we’d have very different machines.

Sometimes it feels like it is simply a matter of whether a machine is connected to the internet or not. But of course it’s more than that. It’s as much about what we do with our machines as it is about what they were designed to do.

I think we can still experience the personal machine by choosing to experience a machine that way.

In a way, the continued popularity of vinyl is a good example of this. For the same price as a single record, you can get several months of access to more music than you could ever hear in that time. Still, some people choose records over digital files. It’s too easy to dismiss this as an affectation. It’s a choice to experience music in a particular way. It’s also a choice of a personal machine — a record player rather than a phone.

One benefit of personal technology reaching the maturity it has is the abundance of choices. It may seem like you must use an iPhone — perhaps everyone you know and care about is group messaging with iMessage — but you can choose something else. Every choice has benefits and costs. Ten years ago, I chose to leave Facebook. The benefits were many; the costs were not having easy access to where people I cared about shared information I wanted to know. A few years ago, I stopped using an e-reader — I had used a Kindle, and then a Kobo, both great machines. The cost was no longer being able to send articles from the web to my machine and reading them, as well as books, in bed. The benefit was not having too many choices in front of me when I just want to read one thing. I went back to the printed book. You could say that’s as much of an affectation in 2023 as playing a vinyl record. Maybe. But it’s a choice.

I haven’t owned a laptop for many years. My primary machine is a Mac Mini set up in my home office. The cost is I can’t work from my couch or the local coffee shop. The benefit is I have some separation in my life between work and not work.

For me, these choices turn using the same machines everyone uses into a more personal experience."

...

"I also notice that when I look at these older machines and the old media they use, I often find myself feeling like I’m looking at a door to a world. I look at a book — there’s a world. Every playable disc in our house — each a world.

Once you become accustomed to worldspotting, you can see them in anything. Every object is a world.

In the World; of the Worlds

Perhaps the days of personal machines are over. Maybe the complexities that Mau and his cohort wrote about are not safely reducible. Maybe we can’t decomplexify the world of things. Maybe. And if we can, I wouldn’t dare imagine it could happen quickly.

But if we can, where do we start? What do we look at? What do we use again, despite there being sleeker, faster, frictionless options available? What limits do we embrace so that we can re-balance the human with the machine?

I have spent the last few years slowly disconnecting in various ways. I’ve chosen to use things that only do a part of what readily available alternatives do and more. I’ve chosen to stop using some things altogether. I have found that these choices have enhanced my experiences because they’ve supported true insight; they’ve helped me be more aware of what I’m doing, why I’m doing it, and who I am becoming. I have found that they change the world because they change my world.

Jung said that in each of us is another. I think that in each of us is another world. A good personal machine reveals that world and helps us shape it."]]></description>
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    <title>Make Games - This is an excerpt from the Spelunky book, which...</title>
    <dc:date>2016-07-17T19:59:50+00:00</dc:date>
    <link>http://makegames.tumblr.com/post/147367627844/this-is-an-excerpt-from-the-spelunky-book-which</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA[[via: "Thinking about this but for learning:"
https://twitter.com/tealtan/status/754162176345210880 
along with 
http://tevisthompson.com/saving-zelda/
https://medium.com/@helvetica/full-thoughts-on-pokemon-go-from-my-interview-on-the-verge-178b97b1112b ]

"Indifference

I played games everywhere as a kid—on my parents’ PC and their Atari 2600, at the arcades, in the car with my Game Boy, and at friends’ houses where I was introduced to Chinese pirate multicarts and exotic game systems like the Neo Geo and TurboGrafx-16. But for me, that era still belongs to Nintendo. My uncle was the first in my family to get a Nintendo Entertainment System (NES), and I spent entire visits playing Super Mario Bros. and Duck Hunt. When I wasn’t playing, I’d read my new issue of Nintendo Power compulsively until the next month’s issue. No one in the 80s built worlds as magical and well-crafted as Nintendo did. And although many talented men and women deserve credit for that, the one who stands out among them all is the developer who I was most excited to see in the crowd at IGF 2007: Shigeru Miyamoto.

Miyamoto once said that his childhood exploration of the Kyoto countryside was the inspiration for creating The Legend of Zelda, a top-down action-adventure game set in the fictional land of Hyrule. Recalling the time he discovered a lake while hiking, he explained, “It was quite a surprise for me to stumble upon it. When I traveled around the country without a map, trying to find my way, stumbling on amazing things as I went, I realized how it felt to go on an adventure like this.“ It’s the perfect way to describe my experience with The Legend of Zelda as a child, when my dad and I spent many hours meticulously exploring and mapping Hyrule. As I moved from screen to screen, slaying monsters and prodding the environment for hidden secrets, he would mark them down on our map with colored pencils.

It felt like we were Lewis and Clark trekking across the American West. I’ll never forget the first time I entered a dungeon and watched the bright greens, browns, and yellows of the overworld give way to ominous blues and reds—the sound of Link’s footsteps on stairs heralding the eerie dungeon music that still echoes in every Nintendo kid’s ears. It seems strange now, but in The Legend of Zelda no one tells you where the first dungeon is located. It’s possible to wander into the farthest reaches of Hyrule before locating it, and when you find the entrance—a gaping black “mouth” beckoning you into a giant tree—you may not necessarily know what you have found.


In a 2003 interview with SuperPlay magazine, Miyamoto recalled the day the game was released: “I remember that we were very nervous since The Legend of Zelda was our first game that forced the players to think what they should do next.” This bold and risky design, based on the joy of discovery, had a huge impact on me as a game designer. In Spelunky, as in all of my games, I wanted to capture the same emotions I had on that first adventure.

Unfortunately, that feeling about Hyrule waned with each successive game. Even as the worlds grew more beautiful and vibrant, a feeling of disappointment clouded my initial wondrous experience. Part of it is that I grew up. Zelda is 30 years old now, and in that time I’ve played 30 years’ worth of games and released some of my own. But while it’s harder to surprise me now, it also doesn’t appear that the series is as interested in trying. If the original Zelda game was made only for children, I might chalk it up to my age, but revisiting it as a “Classic Series” Game Boy Advance reissue, I was amazed at how strange and wild it still felt compared to the later games, and to modern games in general. It was like returning to the wilderness after a long hiatus, trying to get back in touch with senses that had been steadily dulled.

In Tevis Thompson’s brilliant 2012 essay “Saving Zelda,” Thompson likened modern installments of the game to theme parks, saying, “Skyward Sword, with its segregated, recycled areas and puzzly overworld dungeons, is not an outlier; it is the culmination of years of reducing the world to a series of bottlenecks, to a kiddie theme park (this is not an exaggeration: Lanayru Desert has a roller-coaster).” Gone is the wild frontier that I explored with my dad and the Kyoto countryside that inspired the series, replaced by something that feels too linear, too elegant, too smooth, too… designed? Quests have been turned into fun house games with obvious goals and rewards. “Secrets” are outlined with bright, flashing signposts. A theme park is exactly what it feels like.

Is a theme park necessarily a bad thing, though? I also have great memories of going to Disneyland, Magic Mountain, and other amusement parks. But leaving the park after a full day of riding rides and eating cotton candy, I’m not eager to go back the next day or even the next week or month. The thrills are garish and over-the-top, but also obvious and safe. Compare a theme park to that Kyoto countryside—Miyamoto purportedly came across a cave during his explorations and hesitated for days before eventually going inside. Why did that cave feel so dangerous to him, even though there was likely nothing inside? Why did my wife and I feel the same trepidation as adults in Hawaii, when we ducked into a little path carved into a bamboo field off the side of the road?

Thompson continues:

<blockquote>Hyrule must become more indifferent to the player. It must aspire to ignore Link. Zelda has so far resisted the urge to lavish choice on the player and respond to his every whim, but it follows a similar spirit of indulgence in its loving details, its carefully crafted adventure that reeks of quality and just-for-you-ness. But a world is not for you. A world needs a substance, an independence, a sense that it doesn’t just disappear when you turn around (even if it kinda does). It needs architecture, not level design with themed wallpaper, and environments with their own ecosystems (which were doing just fine before you showed up). Every location can’t be plagued with false crises only you can solve, grist for the storymill.
</blockquote>

It’s easy to mistake Thompson’s assertion that “Hyrule must become more indifferent to the player” for an assertion that game developers shouldn’t care about the player or shouldn’t guide the player toward their ultimate vision. What it means is that the guides must be a natural part of the world, and the world, like Miyamoto’s cave, must simply exist. If a world is independent and self-sufficient, so are its inhabitants. If every part of a world exists only for the player, both the world and the hero will feel artificial.

Nintendo wasn’t the only developer to lose sight of that cave in Kyoto. All game creators must control the player’s experience to a degree, and it’s easy to take it too far—this is particularly true of large studios with bigger budgets that they have to recoup from audiences that include many casual players. Designers often mistake intentionality for good game design: We think that a cave must have a treasure chest in it, and if there’s a treasure chest it must be guarded by a monster, and if there’s treasure in the cave, then the player must find it, and if the player must find it, then there has to be a map that leads the player to the cave. That feels like good design because we took the time to plan it out and in the end the player did what we expected. But it doesn’t guarantee that the player will feel like they’re on a true adventure, making genuine discoveries.

Creating Spelunky was the perfect project to help me think about what a true adventure meant to me. Working by myself on a small freeware game made it easier to focus on my personal vision instead of what other people wanted. Using Game Maker allowed me to focus on game design rather than technology. And then there was the randomization of the levels, which made it impossible to fully control the player’s experience. All I could do was create the building blocks of the world and set them in motion—what came out could be as surprising and indifferent to me as it was to the players."]]></description>
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    <title>The 2007 CBC Massey Lectures, &quot;The City of Words&quot; | Ideas with Paul Kennedy | CBC Radio</title>
    <dc:date>2012-08-25T05:42:35+00:00</dc:date>
    <link>http://www.cbc.ca/ideas/massey-archives/2007/11/07/massey-lectures-2007-the-city-of-words/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["The end of ethnic nationalism, building societies around sets of common values, seems like a good idea. But something is going wrong. In the 2007 Massey Lectures, writer Alberto Manguel takes a fresh look at some of the problems we face, and suggests we should look at what stories have to teach us about society.

"How do stories help us perceive ourselves and others?" he asks. "How can stories lend a whole society an identity...?" 

From Gilgamesh to the Bible, from Don Quixote to The Fast Runner, Alberto Manguel explores how books and stories hold the secret keys to what binds us together."

Internationally acclaimed as an anthologist, translator, essayist, novelist, and editor, Alberto Manguel is the bestselling author of several award-winning books, including A Dictionary of Imaginary Places and A History of Reading."]]></description>
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<item rdf:about="http://tevisthompson.com/saving-zelda/">
    <title>tevis thompson: Saving Zelda</title>
    <dc:date>2012-02-20T00:40:48+00:00</dc:date>
    <link>http://tevisthompson.com/saving-zelda/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["A world is more than a space, more than a place; it is something to inhabit & be inhabited by. What you infuse a space w/ to make it habitable, to make it memorable (since memory is profoundly spatial), gives the place its character, its soul…

Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."

…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."

[Update [17 June 2016]:

Revisited thanks to:
"(And Thompson's essay, excerpted in the previous: http://tevisthompson.com/saving-zelda/  )"
https://twitter.com/tealtan/status/754162412484452352

See also: 
"Thinking about this but for learning: http://makegames.tumblr.com/post/147367627844/this-is-an-excerpt-from-the-spelunky-book-which "
https://twitter.com/tealtan/status/754162176345210880

"And the ideas of "intentional obtuseness" in Pokemon Go (and Snapchat): https://medium.com/@helvetica/full-thoughts-on-pokemon-go-from-my-interview-on-the-verge-178b97b1112b "
https://twitter.com/tealtan/status/754162625802534912]]></description>
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