Category Archives: Columns

Your Opinion and Twenty-Five Cents: Judging Your Own Writing

I don’t know, personally, whether it’s merely difficult or actually impossible for writers to judge our own writing well. You write a story that you’re convinced is the finest thing you’ve ever written and send it out to the world, and it’s only 18 months and ten rejection slips later that you decide it really wasn’t so good after all. Or you scribble something up in a rush that you think is unremarkable, and everyone who reads it tells you it’s great.

This stuff is frustrating. If we don’t know how well we’re doing, how can we do better? And how can we ever have any confidence in our own work? If we can’t really judge the quality of our own writing, even something that sells can feel like a fluke, a bad call on the part of an editor. A few thousand adoring fans can be an effective cure for this, but they are hard to come by in those numbers. Continue reading Your Opinion and Twenty-Five Cents: Judging Your Own Writing

Crowd Power

Last month I wrote about good design. Some of my research for developing world designs took me to a crowdfunding site called “The Unreasonable Institute” where I found One Earth Designs and Cal Sol Agua. That intrigued me. In the manner of synchronous events, I saw a tweet from Neil Gaiman that day about a project on the crowdfunded art site Kickstarter. Which is how I started down the path of the changing (and growing) power of the crowd for this month’s column. Continue reading Crowd Power

Seeing Like A State: Why Strategy Games Make Us Think and Behave Like Brutal Psychopaths

0. A Tendentious History of Strategy Games Leading Up To A Question

All God does is watch us and kill us when we get boring. We must never, ever be boring.

– Chuck Palahniuk

Some video games require greater imaginative leaps than others. For example, games like Pong (1972) and Space Invaders (1978) were so graphically primitive that the gap between the things on the screen and the things they were supposed to represent could only be crossed with the use of a rocket-cycle; this collection of squares over here is an alien. That collection of squares over there is Earth’s last line of defence. The little squares moving up and down are particle weapons… or possibly missiles… or shoeboxes filled with explosive. It was difficult to tell. Continue reading Seeing Like A State: Why Strategy Games Make Us Think and Behave Like Brutal Psychopaths