Categories
international

Getting paid in Dollars with a UK bank: don’t use PayPal

Introduction

I travel to the USA frequently, both for conferences and for business/meetings. On each occasion, I spend anything from a few hundred dollars to a few thousand (sometimes the hotels are paid in dollars, sometimes part of the airfares, plus all the spending for the duration of the visit).

Over the years, I occasionally received payment from USA companies, although in the past year this has become more frequent. Obviously, it’s stupid for me to pay the exchange rate premium twice (once in each direction) AND pay commision (twice!) AND pay any bank-specific charges for the priviledge – when I’m actually guranteed to spend those dollars sooner or later as actual dollars.

I asked my UK bank (Halifax) about opening a dollar account. They claimed to have never heard of such a thing, and had the temerity to open a browswer window and go surfing on Google to try and find out if it’s a service they offer (they offer at least three different services along those lines – Halifax’s head office should probably put a call through to the Brighton branch-manager and ask why they have untrained staff manning the branch at the moment).

So I went looking into the alternatives myself. The main things I need are:

  1. Deposit money in dollars (preferably by transfer from other people’s USA accounts)
  2. Deposit money in sterling (I’d avoid this, but it might be necessary if I have a lot of USA spending to do at some point)
  3. Withdraw dollars from ATMs in the USA
  4. Transfer money in dollars to other people’s USA accounts (payment for services etc)
Categories
maintenance

Normal service will resume shortly

…but I’m only just finally recovering from the second chest infection + lost voice from GDC.

Also, if you were expecting an email from me at any point in the past 6 weeks and haven’t received it yet, that’s why.

Categories
bitching Web 0.1

Thunderbird on OS X: I give up. This is untested crap

The title says it all really; for whatever reason, the Thunderbird developers appear not to have tested TB on OS X. So much of the basic functionality doesn’t work in the latest beta – this isn’t even alpha-quality code (on OS X). I’m sure it works fine on Windows (or else you’d have thousands of people complaining long and loudly).

I had this suspicion with Shredder 2 (the last alpha), where basic features – like sending emails, and viewing messages in a folder – would regularly crash the OS X build. Even for an alpha that should have been unacceptable, or fixed very rapidly. Where’s the regression testing?

But I hoped I was just being cynical, and so I moved on, and forgot about all that. My experiences over the past couple of months with the beta have recreated that suspicion, and cemented it. For instance, I lost a couple of hours of work today because TB on OS X has major bugs in its synch code. I watched as it silently deleted all the changes from the activity manager. No errors. Nothing. Just … gone. Even without ever having read TB source code, I can think of two or three obvious coding errors that would cause such behaviour, and none are things I’d exepect to get into a project as popular and well-known as TB.

So … what gives? What’s wrong with the OS X builds of TB? Why are they so very, very bad? Why do they have so many dataloss bugs?

Sigh. At least I can fairly rapidly re-do all the work I lost. Time to start looking for a new email application. Maybe I can find a version of Mozilla Mail that still runs on OS X? (FYI: Mozilla mail was the thing that Thunderbird was based on / supposed to replace. Unlike TB, it actually worked. It was faster, had more features, but looked a lot uglier. I’ll happily sacrifice “good looks” if it gets me “supports basic email features from 10 years ago”)

Categories
Web 0.1

Web 0.1: Atlassian

Good

You offer your enterprise software for $5 (renewable!) for a couple of days

Bad

Your website is so poor it is hard-coded to reject valid email addresses

Stupid

You’ve added an error message that explains you “are sorry” for the fact that it’s rejecting valid email addresses, and that you intend to “fix this soon”.

Result

You’ve got an extra licensee – but you don’t have my email address. You now have, in your database, a spam address on a famous spam-eating website, one that *no human will ever read*.

Congratulations: You just gave away free value, but lost the option to send me any emails in the future. And made sure that my very first impression of you – before I’ve even tried your product support – is that you’re, well, a bit incompetent when it comes to web and internet technology. That’s not a great start considering your only products are … expensive, licensed, web and internet technologies.

That’s Web 0.1 :).

EDIT: for clarification, the problem was that my email address contained a plus symbol.

Categories
games design games industry GDC 2009 social networking

GDC09: Red Ocean or Blue Ocean

This talk was all about a theory of innovation/finding new markets known as Blue Ocean Strategy, from a book published in 2005. I first came across this book/theory when I joined NCsoft a few years ago (apparently, the CEO and board in Korea were very keen on it), which is quite ironic given NCsoft’s international activities of the past few years.

It was a good talk overall, with lots of honest and insightful comments from the panellists. The best bit was probably Q&A at the end – which I had to miss :(. Not everything they said was great, there were some dodgy bits, and I missed most of the second half, but it was clearly worth going to.

Bear in mind, though, that on the morning of this talk I was already considering an opportunity I’d seen that seemed to replace traditional games publishers and was looking like it might work extremely well. So … this talk was accidentally of a lot more relevance to me than I’d realised it would be :).

My own commentary in [ square brackets ], any mistakes/misunderstandings my own fault :).

Categories
entrepreneurship games design games industry iphone networking social networking web 2.0

Will iPhone save the (free) Internet?

Wifi and internet at all is a priviledge – but Free Wifi is something that in our modern society, and the society we’re set to become, needs to be treated as a right. When I started writing this, I was looking at the benefits we have yet to see (ubiquitous free wifi); in the week I’ve been offline with jetlag, the preceding benefits we already have that would make them possible – flat rate internet – are being ripped away from us, and . Both are understandable, but … yikes.

Casual, assumed, free internet access is now ubiquitous (even if the access itself isn’t as operationally ubiquitous as services assume). I can’t even access half my music collection any more unless I’ve got a wireless high-bandwidth connection available (Spotify). The other half lives on my MP3 player (iPhone) – but is static, unmeasured, unconnected, and unshareable.

This is a problem. Right now, sitting in San Francisco, the city of a thousand broken, crashing, low-bandwidth, pay-per-minute (min charge 24 hours) wifi connections, next door to Silicon Valley, a world center of innovation that only exists because the right infrastructure here and the wrong mistakes elsewhere allowed it to form, it’s particularly on my mind. SF is a great example of what will push the next Silicon Valley to happen elsewhere. A lot of people ought to be worried by that – and doing a little more about it.

In Brighton, my current (temporary) home city, the first repeated free wifi hotspots were set up – as I understand it – effectively as an act of charitable benevolence by “a couple of guys” (looseconnection.com/Josh Russell). They weren’t even rich, or old – just some kids doing something cool, and useful. Anyone could do this. Too few actually do. I’ve heard it suggested again and again (where are the mesh networks that were supposed to be ubiquitous 4 years ago?) by people in the UK – especially in and around Cambridge, in tech the UK’s closest replica of Silicon Valley – but always with excuses about why they aren’t doing it yet, aren’t able to until someone else does something else to make it easier for them. That’s crap. Just do it. Do it this weekend; what better are you doing right now?

Will Apple single-handedly save Wifi? Maybe. It could be the biggest gift of iPhone: that it finally turns the rest of the world on to building bigger, better, and above all FREE, wifi networks. Everywhere. Ironic, considering that’s exactly what will kill the fundamental device that drives the iPhone: the “cell” phone. Does anybody else remember that before we had cell phones we had hotspot phones, back when cells weren’t good enough, and were so expensive to use? So we go full circle, but this time with an ecosystem and a tech interconnection system (API’s, protocols, layers) big enough to support the worldwide rollout of such hotspots (well, and that’s what mesh was supposed to be about, right?)

But why would this happen? It doesn’t make sense … does it?

Skype is a great example. Sadly, it’s also overloaded with additional meaning that clouds the issue – because Skype is an internet app (good) that is mostly about phone calls (bad / confusing the issue).

Skype is now available on iPhone, and it’s a great, highly polished, iPhone App. It *works* (as well as anything can on iPhone – with the current version of iPhone Apple does not allow *anyone* to have their app listen for incoming connections and auto-start, so you can only “receive” Skype calls on your iPhone if you are not using any other app and instead are currently inside the Skype App.

But … the voice part only works over Wifi. This is the concession it took for Skype to be “allowed” on iPhone (NB: Apple allegedly forced the network operators to give away free / flat rate data in return for being “allowed” to sell network-locked iPhones; if Apple had also allowed Skype-on-3G/EDGE/cell network, then they would have caused people to stop paying call charges en masse. Although this is the natural future of cell phones, and everyone knows this, the network operators would probably assassinate Steve Jobs if he tried that today).

So, Skype is – effectively – a “wifi-only” application.

20 million devices cannot be ignored

But wait … there’s more. The iPhone platform has an installed userbase of almost 40 million handsets as of first quarter 2009 (yes, that’s only 20% less than the entire global sales PS3 and 360 combined; the iphone is already one of the top games consoles in the world; Sony (Computer Entertainment) is doomed, and Nintendo’s cash days are numbered, even though they’ll make loads of cash for the next 3 years – the DSi was defunct due to iPhone *before it launched*, so after those few years, the cashflow will drop off / vanish).

But … around half of those are not iPhones, but iPod Touch’s. This is very important to understand: the two devices are compile time identical, and *almost* feature identical. They are more similar than almost any pair of cell phones in the world, even ones from the same manufacturer. And by default all iPhone developers are writing code that runs seamlessly on the iPod Touch – it doesn’t (usually) “break” on iPod Touch if it uses an unsupported iPhone-only feature … rather, that part of the app silently is ignored.

So … nearly all those iPhone developers are actually also iPod Touch developers. Many of them deliberately steer clear of using iPhone-only features. Some of them (myself included) write their apps to cleverly detect whether they’re on an iPod Touch, and work around the limitations (it’s not hard – e.g. if I can’t upload scores to the game server because I’m on a Touch that isnt in wifi range, I save it and upload it next time the phone is online. As a bonus, this makes my games work “better” on iPhone when the iPhone has to go offline, e.g. when it goes on an airplane).

NOT “iphone App”, but “Wifi App”

Back to the point… There aren’t many Wifi-only Apps out there on iPhone … yet.

But there will be. More and more of them. And this summer, when Apple brings out the 3.0 update for iPhone, making ad-hoc discovery much easier (i.e. my phone will be able to auto-detect / find your iphone when they’re in the same room), wifi-local Apps will blossom.

A simple example: real-time fast-action games.

e.g. a Racing Game, that works like this:

  1. I persuade you to download the free version
  2. We each click on the icon on our own phones
  3. The phones magically discover each other, without either of us doing anything, within a couple of seconds
  4. We start playing a high-speed racing game – e.g. Need for Speed, or Midnight Club – over the local wifi network
  5. The net code works beautifully, there’s no lag, everything updates very fast and smoothly
  6. When we finish, the free version you downloaded pops up to say “you played with your friend because he/she had the paid version. If you want to play with different friends, one of you will need to buy the paid version. Click here to buy (one click, instant download)”.

All that is possible, and relatively easy, come summer 2009. You *can* attempt to do it over a 3G network, but it’s hard. But as a wifi-only app it becomes easy. Guess what’s going to happen?

The future of local free wifi

I predicted around 30-40 million iPhone* devices sold by now, and Apple’s 37 million official figure made me look clever (although admittedly it was only a 6 months extrapolation and a 33% error margin I quoted there ;)). I predicted around 75-100 million sold by the same time 2010, and I’ve noticed a lot of other people have come up with the 100 million estimate for 2009 since the official 37 million figure came out.

So, although I think it’s optimistic to expect 100m by the end of the year, I’m confident it’s going to be close. 100m wifi enabled game consoles sitting in cafes, restaurants, bookshops, trains, buses, hotel lobbies, city squares, pubs, etc.

Oh, and don’t forget – that iPod Touch, with no “network contract” to pay for, is a perfect gift for kids. Plenty of people have lined up to tell me that kids can’t afford them; the market research that consistently shows under 18’s as the second largest demographic for iphone* ownership suggest that’s an ill-informed opinion. So there’ll be a lot of those devices sitting in the hands of bored children / used to keep them occupied while parents are doing other things. And we all know how strong a child’s “pestering power” can be.

Monetize local wifi? Screw that; who can be bothered to monetize it when it becomes as essential a driver of custom to your store as having coke/pepsi/coffee on the menu (even though you’re actually, e.g. a bookstore…). Re-think how that affects the “monetization potential” of local wifi (hint: look to the already vast field of *indirectly monetized* Freemium / F2P for inspiration)

So, I’m optimistic. And rather than focus on how “iPhone is going to destroy the cell phone / network operator hegemony, and bring around fair pricing for consumers”, I’m focussing on how it’s going to usher in the long-envisaged era of high-bandwidth, low-latency, high quality console games and apps that focus on the local area. I’m happy with that: I’ve spent almost a decade learning how to make online games for millions of players where the core experience takes place in the local group, so I feel extremely qualified to do well out of this. What about you? What will you be doing with it?

Categories
advocacy dev-process entrepreneurship games industry startup advice

What I believe in, for Quality of Life

The furore[link] over the IGDA’s failure[link] to live up to it’s own precepts continues to snowball[link] [link] (as I suggested it would, if the IGDA Board didn’t ‘fess up and take a stand[link] against the unethical practices they were being implicated in).

(I’ll do a summary later this week; personally I’m aware of 6 different unique forum threads and several separate bloggers speaking out on the topic, each with their own comment threads – we’re gradually seeing the message spread, which is good. But it also means it’s getting hard to keep up)

One commenter, perhaps playing Devil’s Advocate for those at fault, has repeatedly posed the question: “What would you *like* the IGDA’s stance to be on this topic?”

There are all sorts of reasons that’s a dumb thing to ask, and it essentially misses all the points being made here by the unhappy IGDA members, but I thought it was a good question to answer anyway, philosophically.

Quality of Life for the Games Industry: Adam’s stance on “Crunch”

NB: this is only covering the crunch/working hours/overtime issues; there’s more to QoL than that, but it’s definitely the headline aspect.

(and hopefully you’ll also have a look at Darius’s stance on this and other related topics, since he’ll be standing for election to the IGDA Board next year, and he’s got my vote already ;))

  1. the term “crunch” is a euphemism for “unpaid overtime” used largely to disguise the true nature of what’s being described. No-one should ever use the term “crunch”. Everyone should actively encourage others to call it what it is (unpaid overtime). “unscheduled overtime” is NOT an acceptable alternative; it is simply another, slightly less positive, euphemism.
  2. no employer gets an opt-out from responsibility for Quality of Life issues, neither charities nor startups. Quality of Life is about the relationship between employee and employer, independent of individual industries, organizations, or projects
  3. the company must at all times actively discourage staff from doing unpaid overtime; if the company wishes to support overtime, it should be supporting *paid* overtime only
  4. no programmer, artist, or designer should ever stay late in the office “because it’s quieter then, and I can get more work done when everyone else has gone home”; if the office environment is that poor, the company needs to fix it, fast
  5. the MOST EFFICIENT (for the company) number of weekly office hours for programmers, artists and game designers lies somewhere between 30 and 50 hours a week.
  6. the MOST EFFECTIVE/DESIRABLE (for the employees) number of weekly office hours for programmers, artists and game designers lies somewhere between 20 and 60 hours a week.

Why does this even matter?

Most workers in this industry live to work, instead of working to live; this makes the industry especially prone, and the employees especially vulnerable, to abusive employment practices.

It also means that – handled correctly – most people ought to be happy and healthy. This topic has the potential to improve the lives of thousands of people; that it will almost certainly also improve the quality of the games they produce is a secondary (although highly desirable) side-effect.

Details / explanations

1 – Terminology

Cynically, I’d like to point out that to many young males (the bulk of the workers in the game industry), the term crunch probably initially conjures up images of the painful gym exercises that build the widely desired abdominal muscles.

i.e. the base assumption of an English speaker is that Crunch is something that “hurts now, but is good for you, and in the long run you will appreciate it”.

Actually, I don’t think that’s even all that cynical, looking at the companies that actively use the term: I think they’re extremely happy to have got such a positively-connotated word used as the main term to describe their unethical business practice.

2 – Opt-outs

Several people (such as Erin Hoffman (EA_Spouse) EDIT: my mistake – sorry, Erin! – see comments below) have claimed that startups are “special”; too fragile to be held accountable to the same standards that ordinary companies are held to; that they could never adhere to sane and ethical working practices and remain in business.

As a previous founder, co-founder, or C-level exec in 5+ different startups, and a consultant or external adviser for a further 20+ startups, it is my personal opinion that this is absolutely not true.

Further, I believe it is deeply insulting to most entrepreneurs to imply that they are so incompetent that they need to be allowed to break with ethics or law in order to succeed. The majority of successful entrepreneurs I know are awesomely competent people, and have earnt (*earnt*) their wealth not merely through “having a good idea” but through being better and smarter and wiser than their equivalent salaried employees. They need no leg-up.

Of course, there’s also plenty who simply got lucky. But that’s another story.

3 – Working late in order to work better

There are two issues here.

Firstly, if someone is doing unpaid overtime, the company needs to either reward it or try to persuade them to stop; anything else is unfair. Simply taking the proceeds of the free work and paying nothing in return is perfectly legal (although arguably, since the work falls outside of the contract, if the company’s employment contract isn’t good enough the company could find themselves not entirely owning the output of that work), but unethical.

Secondly, unless the employees have strong legal protection against coercion (both explicit and implicit) then the claim that staff are “voluntarily” working unpaid overtime is often going to be a lie that – in practice – is almost impossible to uncover. A nice, comforting lie, but a lie all the same. I have many times worked with people in the games industry who have openly claimed their unpaid overtime was voluntary – until they buckled from stress a few weeks later, or got drunk, or met up outside the office, and admitted the true reason(s) they were doing it. Generally those were “to keep my job”, “because everyone else on the team says I have to”, or a variant on those. i.e. to satisfy the employer, or to satisfy peer pressure.

This is true even in Europe, where employees have fairly strong legal protection – but in many cases don’t realise the full extent of the protection. Generally speaking, only the inexperienced, younger staff are ignorant of the basic laws here. Within 5 years they normally see at least one friend or colleague go through some situation which uncovers the laws involved, and they gain a basic understanding of what their own rights are, under the law.

4 – Optional isn’t always optional

I’ve worked with many programmers who felt forced to work late hours because of this, and a few artists. I haven’t worked with any designers yet who were *seen* to, but I know plenty who have done it – they simply went home and worked from home instead.

The main reason programmers show up with this problem more than others is that they are entirely dependent upon the tools at their desk to get any work done (software, hardware, office systems, etc). It’s *not* that they are the only ones who work hard and have to concentrate to get good work done!

5 – Efficiency

As far as I know (please correct me!) … no-one currently knows via research what the MOST EFFICIENT weekly office hours are for programmers, artists, and designers in the games industry; the research I’ve read summaries of, and in a few cases read myself, from other industries and anecdotal evidence, plus the experience of skilled game developers, suggest that it lies somewhere between 20 and 40 hours.

Further, the majority of research from other industries and evidence and experience strongly support the claim that values over 60 hours are less efficient than ANY value between 25 and 60 hours.

6 – Quality of output, quality of life

As far as I know (please correct me!) no-one currently knows via research what the IDEAL (for the staff work/life balance) weekly *working* hours are, but assuming 14-16 waking hours a day, i.e. 70-80 waking hours a week, and assuming a work/life split somewhere between 30/70 and 70/30, you get between 21 and 56 working hours per week

Categories
PHP programming security

PHP: Anti-spam CAPTCHA using photos

I’m just finishing up a quick PHP project at the moment, which allows anyone to register an account – so as the final step before launching it, I needed to add some form of CAPTCHA system. I tried a couple of 3rd party ones and source code ones and none quite worked for me. This post gives full source for a simple user-friendly photo-based CAPTCHA in PHP. Use at your own risk – but it’s short and easy to integrate.

NB: this was more a quick-and-dirty practice exercise than a serious attempt at a CAPTCHA. I don’t believe in CAPTCHAs, generally – but if you ARE going to use them, it’s best to have a lot of them in the wild, so it’s harder for crackers to do “crack once, spam everywhere”. See the section at the bottom for links to suggestions for other people’s CAPTCHAs that I reckon would be better for production use if you can get them to work :).

Categories
bitching dev-process fixing your desktop iphone programming

Unity: First impressions

I had to do some iPhone prototyping recently, and we had a trial copy of Unity to hand. I thought this was a great excuse to try using it. First impressions of the editor/IDE/environment – at least on OS X – are not good.

NB: In general, in terms of what can be done with it etc, I’m a fan of Unity. But I’ve never developed with it directly myself, and I’m now finding it surprisingly painful / steep learning curve.

Need to know basis

None of the built-in tutorials work, flat out, because the startup code has apparently changed substantially since they were written. The tutorials keep talking about things like “create a new project; by default it will X and Y and Z” but Unity no longer does any of those by default. Sadly, the tutorials don’t tell you how to get any of those manually – because, you know, they’re done for you by default, why would you ever need to know how to do them by hand?

File Association Theft

I was also *extremely* unhappy to discover a short while later that Unity has stolen the file association for PHP files. Under OS X (thanks, Apple) managing file associations is a surprisingly irritating business, as bad as with Microsoft Windows (Apple deems users too stupid to be allowed to simply edit associations – but applications are allowed to overwrite each other with absolute trust from Apple, and no user intervention allowed), so this is a pain to fix. In particular, I have an entire *suite* of applications and IDE’s for doing web editing, including a specialized high quality PHP IDE. Not any more; Unity has clobbered that with a crappy text editor that does nothing more than basic syntax hilighting. This is pretty offensive: firstly, don’t steal my files without asking, and secondly – give me back my IDE!

NB: I have no idea how it has done this, but Unity appears to have overridden OS X’s systems for file association management – following the standard procedure (e.g. here) has no effect, and Unity keeps stealing control of the files immediately that you confirm you want to give the assocation to some other app.

At this rate, if I can’t find out what it’s done to my OS and undo it, I’ll be uninstalling and deleting Unity with extreme prejudice in the very near future. Sure, this is partly Apple’s fault for assuming all apps are perfect and all users are not, but at a simpler level I just cannot afford to have a non-functioning development computer just because of one badly behaved application.

Categories
PHP programming

PHP: how to fetch all possible values of an ENUM from MySQL

Sadly, the code snippets on MySQL’s main website for PHP are mostly untested and buggy (try running them – half of them don’t execute because of silly mistakes).

After much trial and error, here’s one that *actually works*:

// Missing feature (?) from MySQL: find the list of valid ENUM values for a given ENUM
// (actually, returns all the value-arrays for ALL the enum fields in a given table, by name)
// ---------------------------------------------------------
function fetchEnumValuesForTable( $tablename )
{
	global $db; // assuming you're using PEAR:DB here, and throughout (I use it, or MDB, exclusively)
	
	$enumresult = $db->query("SHOW COLUMNS FROM $tablename");

	// Makes arrays out of all ENUM type fields.
	// Uses the field names as array names and skips non-ENUM fields
	while( $enumrow = $enumresult->fetchRow() )
	{
		extract($enumrow);
		if (substr($Type, 0, 4) != 'enum') continue;

		$Type = str_replace('enum', 'array', $Type);
		
		// Add to array
		eval( '$tmp = '."$Type;" ); // I'm not sure why, but I had to do this
		// intermediate step to get it to work
		
		$results[$Field] = $tmp;
	}
	
	return $results; // returns an array mapping each enum's "column name"
	// to "array of elements valid fo that ENUM"
}
Categories
computer games GDC 2009

GDC09: Taking Spore seriously

Margaret Robertson

[ADAM: I missed the first quarter of the talk because I was at a long meeting, and missed the Q&A because I had to rush to another. Sigh]

Common Elements

  • No-one is using the game, they’re all using the creature-creator
  • Nearly all working with under-12 year-olds (7-12 years)
  • Teaching collaboratively because they can only afford one shared copy/laptop, so the whole class has to share
  • Exporting data digitally was key to making use of it – e.g. http://mashon.org/spore

Why are they not using the game?

  • no educational discounts from EA
  • too slow to play the game through and see the final effects of early choices [ADAM: it’s very non-casual – the game doesn’t allow you to jump in, doesn’t allow you to choose to play the bits you want, doesn’t let you speed up / fast-forward etc]
  • too complicated, user-interface keeps changing from game to game
  • prejudice against using “games” in the classrom
  • TTP (time-to-cock) is short enough that teachers are afraid of letting kids have that freedom in the classroom

Spore API

  • competition is still running [ADAM: also see my previous post on the API here]
  • it’s a laboratory, but not for the consumers: for *EA/Maxis* to learn how they could/should have made / should modify the game going forward [ADAM: it’s like an in-game-engine version of MMO forums where you get to see many things that players want, don’t want, how they are metagaming the intended game, etc]

What can crossover games learn?

  • subject-specific advocates are necessary pre-launch to avoid PR problems and knee-jerk reactionaryism from communities
  • teaching materials: pre-made save-games for teachers, etc
  • “free” saved not just teacher budgets, but also spared teachers from filing lots of paperwork to get sign-off for it. Free was overwhelmingly popular in education, but not as a philosophical thing, just a practical thing
  • lots of teachers couldn’t install the game on school PC’s because they’re not allowed admin rights [ADAM: this is amusing – Runescape learnt in 2002 that this made an orders-of-magnitude difference in success in schools. Ironically, Runescape was just a clone of an EA game (Ultima Online), but maybe EA still hasn’t learnt the lesson?]
  • it takes a long time to evaluate the outcomes and effects of using this in teaching. It’s going to take several years, not several months

What’s the most-requested feature from schools/educators?

  • easy to use, cross-game, machinima tools