MOOCs are Marketing

The question is, can they be more?

Earlier this week, Georgia Tech and eleven other higher education institutions announced their participation in Coursera, a company that hosts online courses. Reactions have been predictably dramatic, as exemplified by Jordan Weissman’s panegyric in the Atlantic, titled The Single Most Important Experiment in Higher Education. I’ll spare observations on the obvious problems with Weissman’s article, like the witless claim that… read more

The Great Pretender

Turing as a Philosopher of Imitation

It’s hard to overestimate Alan Turing’s contributions to contemporary civilization. To mathematics, he contributed one of two nearly simultaneous proofs about the limits of first-order logic. In cryptography he devised an electromechanical device that decoded German Enigma machine’s signals during World War II, an accomplishment that should also be counted as a contribution to twentieth century warfare and politics. In… read more

Obamacare: the Videogame

On failures to communicate

There’s a great article by Monroe Anderson at The Root titled ‘Obamacare,’ the Video Game?. Anderson recalls asking Obama strategist David Axelrod “why so many voters were so clueless as to how President Obama had spent the first two years of his first term.” Axelrod’s response: “information gridlock.” Essentially, the White House hadn’t been able to communicate effectively with the… read more

OOO and Politics

A response to Cameron Kunzelman

I’ll be the first to admit that I’m not exactly sure what blogging means to me these days. But whether by accident or design, I’ve been avoiding some of the back-and-forth debate that both helps and hinders the work of philosophy online these days. That said, this is one of those back-and-forth response posts, this on answering some of the… read more

Cube Clicker

I implemented Peter Molyneux's Curiosity inside Cow Clicker

Peter Molyneux is unusual among commercial game designers. He’s very well-known and successful, yet his games are often quite unusual, and his crazier ideas have a reputation for not quite making it to market. Molyneux’s penchant for absurdist, conceptual design koans even inspired a Twitter parody, @PeterMolydeux, whose design one-liners are now perhaps even more famous than the originals they… read more

Process Intensity and Social Experimentation

On the surprising design features of Johan Sebastian Joust. From my "Persuasive Games" column at Gamasutra.

In 1987, game designer Chris Crawford introduced the concept of process intensity, “the degree to which a program emphasizes processes instead of data.” Process, Crawford explains, involves “algorithms, equations, and branches,” while data refers to “tables, images, sounds, and texts.” A process-intensive program “spends a lot of time crunching numbers; a data-intensive program spends a lot of time moving bytes… read more

10 PRINT CHR$(205.5+RND(1)); : GOTO 10

A new book in software studies

My next book is even stranger than my last. It’s an entire book, 65,000+ words worth, about a single-line Commodore 64 BASIC program that is inscribed in the book’s title, 10 PRINT CHR$(205.5+RND(1)); : GOTO 10. And if that isn’t strange enough, I wrote the book with nine other collaborators (Nick Montfort, Patsy Baudoin, John Bell, Jeremy Douglass, Mark C.… read more

Star Castle for Atari VCS

D. Scott Williamson's "impossible" adaptation

In the fifth chapter of Racing the Beam, Nick and I discuss Howard Scott Warshaw’s popular Atari game Yars’ Revenge. The game is often called Atari’s most successful original game for the Atari 2600, but in fact it was originally meant to be an adaptation of Star Castle, a then-popular vector-graphics game by Cinematronics. But, because of the very different… read more

Aliens, but definitely not as we know them

In the New Scientist "Big Ideas" column

Are everyday objects, such as apple pies or microchips, aliens? It depends how you think about what it’s like to be a thing. This essay appeared in the

Rise of the Videogame Zinesters

Anna Anthropy's new book

These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it’s not for fame or for profit, but for the strange, aimless beauty of personal creativity. That’s my back cover blurb for Anna Anthropy’s… read more