You knew you were tired, but then where are your friends tonight?

In late October I declared November to be NaNoTwiMo – National No Twitter Month – and took the month off of Twitter. I pledged neither to read posts nor to make them, except in emergencies. I declared an emergency for the day I finally got user creation working for theha.us, my multi-user instance of the up-and-coming “distributed social network” tool Known. (I say “up-and-coming” when I ought to say “coming someday,” since the distributed part is still unimplemented, but uh, I’ll get into that later.) And I decided not to count the occasional trip to the profile page of a tech person who’d recently announced something – the public nature of Twitter often makes it more useful than email for open-source-related communications. And I cheated a few times.

Why do this when Twitter is more or less where I live online these days? Because Twitter, corporately speaking, is steadily becoming less committed to letting me direct my own attention. I can turn off the display of retweets, but not globally – just one friend at a time – and Twitter now also occasionally offers me something from someone a friend follows, apropos of nothing. I can use a list, for those times that I only want updates from the people dearest to me, but lists now ignore my no-retweets settings. Without that ability to turn down the noise when I want, I find that using Twitter makes me less happy. And this is all to say nothing of Twitter’s then-ongoing refusal to do anything systemic to manage its abuse problem and protect my most vulnerable friends. (Things have since gotten a hair better on that front.)

In a post on Ello that’s no longer visible to the public, net analyst Clay Shirky wrote, “really, the only first-order feature that anyone cares about on a social network is ‘Where my dogs @?'” It is devastatingly, sublimely true. It is astonishing how much people will put up with to be where their people are.

For November, when I had something to say I generally put it on Ello. My account, like Shirky’s, is set only to be visible to other registered Ello users (I have invites if you’re curious). I’m not sure why I’m doing that, as it doesn’t make things private per se; Shirky is also aware of this and thoughtful about how different levels of privacy influence a piece of writing. It feels right sometimes to talk this way in a different room, even if the door isn’t closed. The most surprising thing about the last month is how many people – how many of my friends – not only came over to Ello when I raised it as an option, but stayed. They didn’t burn their Twitter accounts down behind them, and they didn’t show up a lot; I’m often the only voice I can see above the fold in my Ello Friends stream. But there were Monica and Jesse and Jenny and Megan, showing up now and then, posting things that are longer than 140 characters, the way we thought we would (and did for a while!) at Google+.

But that’s not a movement. It’s a pleasant day trip, and it might be over.

It’s an article of faith in the tech community that a social network can always hollow out the way MySpace did when a new competitor reaches a certain level. But that was a different world. Almost ten years ago, right? Getting all the kids to move is a whole other ballgame from moving the kids, plus their parents, plus the brands and photo albums and invitations and who knows what else. Not to be too specific; I’m just citing Facebook as an example, my beef isn’t with them in particular. (Facebook also beat MySpace in part by being perceived as high status, and what’s higher status than every celebrity you could name having an @-name?)

The last ten years have made us awfully demanding in some ways. If you ship social software to the web, it had better have every feature that people might want and have it immediately, because it will be taken for always-and-forever being what it is when the first wave of hype hits. No minimum viable product is going to win over the mass. Even more frustrating is the IndieWeb movement: I may be about to display myself here as one of those who give up hope when a feature is missing, but I’m also in a position to know that the rate of progress of open-source distributed social networks has been ludicrously slow. We finally have an almost-viable open-source product, analogous to WordPress – that’s the aforementioned Known – but it still has no interface for following people, whether on the same site or elsewhere. The code infrastructure is there, but there’s no way to use it yet. I guess all its hardcore users are still using standalone RSS readers like good Web citizens or something, but the mainstream was never interested in fiddling with that. (Nor will standalone RSS readers support private posts.) Given the, er, known impatience of the mass for anything that doesn’t do all of the things already, I’m starting to worry that the indie web won’t have what it needs to get traction when the time is ripe (that is, when Twitter finally falls over).

Maybe I’m only running a Known instance, or caring at all, out of nostalgia. I’m old enough to remember the web we lost. On the other hand, there’s an important sense in which we got what we (I) wanted – we’re all together, all connected… and it’s terrible. Clay Shirky has an idea – a whole book in fact – about the cognitive surplus of a population having been liberated by the 40-hour work week and creating a kind of crisis where we didn’t know what to do with ourselves, until television stepped in. Like the gin pushcarts on the streets of London after the industrial revolution, television stopped us from having to figure out what was wrong and fix it. In (Shirky’s) theory, the internet is our equivalent to the parks and urban reforms that made gin pushcarts obsolete – but what if all that connection is actually a crisis of its own? I think a lot about something Brian Eno wrote in 1995 in his book A Year With Swollen Appendices (he was writing about terrorism, but it applies): “the Utopian techie vision of a richly connected future will not happen – not because we can’t (technically) do it, but because we will recognize its vulnerability and shy away from it.”

We may be shying away already, by using mass-blocking lists and tools and the like. Maybe that’s not so bad, provided that Twitter’s infrastructure can keep up. But then, we’re usually willing to do as little as we can to stay comfortable instead of getting to the root of the problem. I’m back on Twitter now, using a second account in place of a list, which isn’t ideal (lists can be private). But where else am I going to tell my friends when I’ve found something better?

Design for the user who’s over your crap

It’s happening again as I write this, with tilde.club: at first people were excited about the stripped-down, back-to-basics user experience of a plain UNIX server designed for serving web pages, and the aspect where logged-in users could chat at the command line gave the place the feeling of an actual social network. But now the initial excitement is spinning down and people are updating their pages less often; whether the chat is still hopping, I couldn’t say – I don’t have an account – but I guarantee you it’s changing.

What do we need from the social network that’s next, the one that we actually own? (You could argue as to whether it’s coming, but no need for that right now.) I propose that the moment we get bored is the most important moment for the designer of an app to consider. Right? Because what’ll people do with whatever revolutionary new web thing you put in front of them? If my experience on both sides of the transaction is any guide, they’ll probably get sick of it, and fast.

There are so many kinds of boredom, though. There’s the smug disappointment of paddling your surfboard over to what looks like the next wave, only to find that it “never” crests. A more common pair, though: there’s the comedown – when something was legit exciting but then the magic leaves – and then there’s the letdown, when something seems exciting at first blush but you investigate and find the glamour was only skin deep. Most systems have more to fear from the latter. New systems that are any good, though, don’t often have a plan for the former. Distributed social networking needs one.

What do people need at first, and then what do they need later?

At first:

  • Co-presence (hanging out)
  • Discovery (more and more users!)
  • Things to play/show off with (hashtags, what have you)

Later:

  • Messaging (purpose-driven – I need to get hold of *that* person)
  • Defense (from spam, griefing, and attention drains of various kinds – generally, but not entirely, from the public)
  • Things to use and enjoy (tools and toys that aren’t purely social)

One’s needs from the first list never go away, exactly. You’ll always want to bring something up to the group now and then (where “the group” is whoever you’re actually personally invested in conversation with), and play and discovery don’t die. But we see so much more design for that first list – probably because a commercial social network needs to privilege user acquisition over user retention… or thinks it does. And as a whole culture we are only now coming around to the importance of designing for defense, despite the evidence having been here for 35 years.

It’s hard to keep coding when the bloom is off the rose of a project. One way to keep yourself motivated, when the work is unpaid, is to take the perspective of that un-jaded, excited new user, discovering and fooling around. This naturally leads to features that appeal to that mindset. A major obstacle we face in developing the decentralized, user-owned permanent social network is making faster progress while maintaining the mindset that will result in a grownup network for grownups.

Conservatism and roleplaying

There’s this story that you hear people tell, of a lost glorious age taken away by those with no right to it, and its last, struggling few defenders. This lost age is a time when there was no challenge to, by which I mean not even the smallest noticeable difference from, a standard hierarchy of power. All difference is challenge, you see, because this person, this storyteller who values this lost age, is so closely identified with their own power that any possible attack on it might be an attack on their very selves. It ends up that the most important job of conservatism is to protect “the private life of power”: the intimate insults, whether in the home or on the nightly news, that stop masters (or those who think of themselves as masters in training) from feeling like masters. “Every great political blast – the storming of the Bastille, the taking of the Winter Palace, the March on Washington – is set off by a private fuse: the contest for rights and standing in the family, the factory, and the field. [...] That is why our political arguments – not only about the family but also the welfare state, civil rights, and much else – can be so explosive: they touch upon the most personal relations of power.”

This analysis, like the quotes above, comes from Corey Robin‘s The Reactionary Mind, a polarizing book for people on both sides of the ideological fence. Lots of folks on the American left believe that the red-meat culture-war side of right-wing politics is just a cover story, a theatrical shell over their real, merely corporatist agenda. Robin proposes not only that the two conservative agendas are really one, but that the people who espouse them are not crazy; instead, they have a large and well-constructed body of philosophy behind them – they just see no problem with its being built on an idea as sick as “some are fit, and thus ought, to rule others.” This possibility frightens a lot of middle-class progressives, because it means that we will have to fight after all, and fight hard. The liberal middle class hates fighting. We hate the thought that we can’t all just get along if we finally explain the facts well enough.

This anxious aversion to conflict, I have to admit, is probably what has driven a lot of my online research into roleplaying. You’d think that when it comes to games, the stakes would be so low that there wouldn’t be much fighting, and certainly not much anxiety over it. But many people in online RPG-discussion circles seem to have a permanent hate-on for new-style gaming, to the point where some have made that hatred a banner of online identity. It’s confusing, at first blush; I mean, how can people not grasp that they can just go on playing whatever they like? Why react not just so strongly, but so persistently? It doesn’t stop online, either. Many folks in the real world who’ve tried to introduce new games or gaming techniques to traditional roleplayers have been rebuffed with accusations that seem out of all proportion.

My anxiousness has declined a great deal since I’ve realized what’s going on: roleplaying games, to date, have generally embodied a number of power relationships – between players and the fiction, and between players and the GM. For the last forty years, the roleplaying hobby has invested most of its hopes for any feeling of fairness in the loosey-goosiest game ever invented in the role of the game master, or most often the Dungeon Master. The GM/DM has been invested not only with the final say over any matter that comes up for adjudication, but with control over the game’s opposing forces. Players venerate the people who manage this conflict of interest well, while anyone who can’t – while being given precious little systemic support for doing so – has, over the life of the hobby to date, mostly just been shamed.

It’s been traditional for a long time, as well, for the GM to be the social host of the game, as well as to decide who is invited to be part of the game and who’s not. Since one incompatible player can ruin everyone’s fun and a lot of players regard play opportunities as a scarce, valuable commodity, the GM role can be a massive source of social power.

On top of these, there’s the power of the storyteller. In some RPG subcultures, the GM is expected to be the main driver of the narrative. If players want to do anything of great consequence to the plot, they can’t just up and do it – they either need to cooperate deliberately with the GM, or they simply understand that what they’re at the table to actively do is something else (perhaps fighting the monsters that have been placed in the encounter, perhaps just being a bystander to a good story). All fine, and all perhaps necessary when the rules don’t much help all players get a satisfying story simply through their play actions, but all certainly adding to the social power of the GM role. Great storytellers are respected across cultures.

The GM-and-players relationship is not the only power relationship in RPGs. A player who has mastered the rules, or other skills required to play well, successfully enough to get whatever he or she wants out of the game, gets many forms of power, including some social ones. In a collaborative game like a traditional RPG, do you help the other players when they struggle with rules? When, and on what terms? Do you help them with strategy, or do you deride them as dragging the group down? What if you don’t have that mastery and your contributions to the game are getting blocked by people who do – do you then build a relationship with the GM, such that you depend on her to keep that blocking player in check so you can contribute?

These are all power relationships that invite personal identification. How often do we hear GMs identify as such, almost like it’s an ethnicity? How often do they talk about “their players” in a vaguely or explicitly paternal way? And in the end, what identification could be more personal than one’s role in a game full of stuff made up by oneself and one’s friends? Especially a game that’s not essentially different from the game you played for countless hours in your childhood?

So, you have people who for whatever reason are closely, personally identified with their position of power at the gaming table – no matter whether that position is high or low. Non-RPG story games upset these positions. They become a threat.

I am not saying that people who defend traditional RPGs necessarily hold conservative politics in other arenas, although as I’ve said elsewhere, it shouldn’t be forgotten that D&D was born amongst Midwestern armchair generals who didn’t like hippies much. RPGs also quickly found cultural footing in the science fiction and fantasy fandoms, which have their own strong currents of conservatism to this day. But conservatism can also be quite compartmentalized; you might have no beliefs about a natural status order of economic roles, but strong ones about an order of genders, as one example. (Not to forget liberal activists who end up showing off, and defending, their privilege – nor people who identify destructively with a permanent role of outcast or spoiler.)

I’m also not trying in general to make the problems with our conversations about RPGs out to be a bigger or more important problem than they really are. It’s enough, to me, that RPG conservatism poses problems for anyone who wants to work towards a better hobby-wide conversation, find players for new games, or even just search on Google for more information about them. Not even coming up with the new term “story games” can help us with that one forever.

(By the way, all of the above also explains why D&D edition wars will continue, despite almost every edition of D&D currently being back in print.)

MisubaTwine CompetiFest 20B

I am holding a Twine game design competition.

Entries are due by midnight PDT on Friday, April 19. Send me some mail and either attach the game or give me a link. Put [Twine] in the subject line of all entry emails.

I will be judging all entries and selecting a winner. Judgment criteria include innovation in use of Twine mechanics, replay value, and expressiveness/awesomeness/tendency to make milk come out of my nose.* Bonus points for incorporating something I’ll recognize from story gaming but not being too hammy about it.

There will be a prize, valued at approximately $40 and not very useful. I haven’t selected it yet.

I’ll be updating this post as needed with further news. Send email or come find me on G+ if you’re dying to discuss something.

* I don’t drink milk.

Making your HTML5 and CSS internationalization-friendly

Someday, one of these crazy web things you make will catch on – yes, it will! I believe in you! – and when you aren’t busy freaking out about scaling it up, you will maybe want to spend a couple minutes thinking about writing it so the rest of the world can read and use it. Here are some ways to do your future self a favor when you do your markup and styles.
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