Archives for category: Digital Life and Misadventures

Ah, Node.Hack. We have come a long way from Wargames. Truly, a game about hacking computers, played in the palm of your hand on a megabit-throughput smartphone? As children growing up in the 80′s, we would have boggled at the thought. And yet, it’s that very same retro-fueled heart that’s beating at the core of this game.

Does the node-and-bridge architecture remind you of something? Do the representations of the player, the enemies, the loot, do they seem like somewhere you’ve been before?

They do to me – and it’s no accident. I am an unapologetic ASCII-hound, and the simplicity of the single code-page world was an exercise in constraint-fueled design whose challenge has yet gone unmatched.

Tim Sweeney’s ZZT – the grandfather of this kind of game – made it feel like all things were possible. And, during my SysOp days on my bulletin board, I fell in love with a particular doorgame called NetRunner (shown above): a 1993 ASCII-based hacking game that drew inspiration from the card game of the same name, and the stylized anthropomorphism of “node” hacking made popular in the Shadowrun series of RPGs and the visceral writings of William Gibson.

As a developer, I’ve had some direct forays into that world of ASCII graphics with prototype projects like The Agency: Razor One, but today’s modern platforms – phones, tablets, consoles – just don’t play that game anymore. And why should they? Games made of text characters? They fail to impress, they feel like playing on punchcards.

Seriously - Would You Play Something Like This?

But what if a stylized version of that world formed the backdrop, crafted some of the rules, and then let you break them? Could you imagine, being held down to an ASCII world but then suddenly breaking free? Explosions, splashes of binary on skewing vectors, breaking the imagined plane of the two-by-two universe?

I did – and I called it Node.Hack.

Tomorrow, it will be released to the world, and I hope that you’ll enjoy it. There’s a lot of my childhood in its shapes and contours, from the sounds to the interface all the way to the strange notion that somehow, tapping that node with your finger, rather than typing it into a computer console, still feels right – even though we aren’t sure why.

Welcome to the future. Again.

Learn more about Node.Hack at http://www.nodehackgame.com.

As failures come in threes, so do the lessons. After a week of traveling, listening, learning and speaking about my passion in video games, I’m ready to share the last of this tripartite teaching with a final story that has a happy ending.

What – you thought it was all failures, all the time? That’s not how it works. Not for me, not for you, not for anyone. There’s a third rule to failure that makes it all make sense. Read the rest of this entry »

Failures don’t wait until you’re grown up. For me, failing goes back a lot further in my history. You and I might be a bit alike; I tend to have a limited memory stack for my disappointments, but the right song, the right barometric pressure, and I start to think back to early days, to realize there are lessons still to be learned.

For me, the recent warm weather in Seattle has brought back memories of another summer - of 103-degree days, sweating away in the heat of Huntsville, Alabama; a kid in a powder-blue flight suit.

As part of Failure Week here on the blog, I’d like to tell you a story of a young pilot that trained hard, learned constantly, and failed epically – and it all came down to a switch. I was thirteen years old, in Space Camp, when I learned this important lesson about failure.
Read the rest of this entry »

This has been a tough birthday. Over the last week, as I approached and crossed the landing threshold of thirty years old, I got one nasty surprise after another.

Work projects, personal projects, even my cherished first book all suffered major failures within the course of a brutal seven days.

Confidentiality agreements are keeping me from spilling the juiciest gossip, but you can imagine the rejections that happen to a writer, a manager, and a games developer. I got one of each, every two days last week.

Facing up to failure has become familiar; a lot of what I’ve done in my life simply doesn’t work. The stuff I build often flames out in glorious sparks and choking smoke; that’s been my world. I’ve abandoned ideas, code, books, projects and dreams on the side of the road like blown tires shucked off an eighteen-wheeler.

There have been successes, but in terms of mindshare, I simply find failures more interesting. Success doesn’t need a blog post. I think failure does, and here, at thirty years old, I want to talk about mine.

These are personal stories that I’m couching in some rules I’ve learned; I figure there’s enough here for a few days worth of posts; I figured we’d start with my most recent, most epic failure, featuring me, arterial spray, and my breakfast.
Read the rest of this entry »

I admit, as thorough as I tried to make my last one-eyed post, I’m afraid I left you all on a bit of a cliffhanger. Am I hopelessly blind? Suffering from a total failure of depth perception? Forced into inescapable eye-patch supervillainy? The answer: not quite.
Read the rest of this entry »

The one admittedly dubious plus about having a medical order stamped “BRAIN INFECTION”: it gets you service.

A little over a week ago, I woke up with double vision, worse in the morning and at night. I gave it three days, figuring something about my heathen lifestyle was simply catching up to me. On Friday, I casually took the continuing problem to the doctor.

What they saw, I still don’t fully understand. I hardly had time to react when the doctor signed an inpatient order, told me to call my wife, and before I understood what had happened, had me on my back in a Stryker cart, my only view a jungle of white ceiling tile and automatic double doors, with orders to get floated in a sea of IV antibiotics to control a potentially lethal infection that had spread to my brain.

“Hours count,” I remember the doctor saying, as I lay on a tilting table meant to draw my cerebrospinal fluid down by gravity into a waiting syringe stuck into the L3-4 space in my spinal column. After that, an MRI to find less-visible culprits, and an iodine-fueled angiogram CT to look for aneurysms, before spending a night in the hospital hooked up to a bag of bacteria-killing antibiotics.
Read the rest of this entry »

Sit right back, and I’ll tell you a tale of a grand world where people, smart people just like you, put software in boxes and shipped it – without patches, without updates – and called it done.

What? You don’t care? That’s good; you shouldn’t. It wasn’t the right way to do business, and it’s over besides. These days, it’s not about finishing one thing one time. It’s about finishing everything, faster, all the time. The big challenge for any worker has been with how to get to done in a world where done simply doesn’t exist.

I know you remember from my earlier post that I’ve still got a lot to learn about finishing projects; it seems doubly important as we all adjust to a world where every project, from games to simple social communication is a service with decades-long updates and patch plans. So, how can you throw off a project that’s “done enough” and escape a world of endless patching for everything you make? I’ve been fighting this battle for years; I’ll share the lessons I’ve learned.

Read the rest of this entry »