[Glyph-discuss] Metaphysical Toaster
Glyph Lefkowitz
glyph-discuss@twistedmatrix.com
Thu, 3 Apr 2003 01:22:39 -0500
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I have been traveling a lot this past month. I'll have photographs up
a little later, but I've been waiting to write up these experiences for
far too long.
First, at the beginning of March, I went to the Game Developers
Conference (GDC) in San Jose, California.
It was an interesting conference in more ways than I can talk about on
my weblog: game developers are fond of informal NDAs :-). I got to
meet with Brian Warner and Donovan Preston while I was out there, which
was fun. However, California (or at least Silicon Valley) is like
outer space. It was really a horrible place to do anything but have a
conference; I did absolutely nothing tourist-like and couldn't even
manage to get a cup of coffee on a saturday. (Starbucks that *doesn't
open on weekends*?? What were they THINKING?)
As to the conference itself: it is encouraging to see that the industry
as a whole is repeating the same mistakes that it was making three
years ago, when I was better connected to the grapevine. There is
still no appreciable respect for gamers outside of what must be the
poorest market segment in the universe (14-18 year old males who like
D&D). As far as I could tell, there was no attempt to make games or
high-level game infrastructure that were flexible enough to be
customized for micromarkets (stamp collectors, curling fans).
Similarly, there was no interaction with, and almost no awareness of,
the open source community.
The one concession to sensible business practices was the "Mobile"
track, which I sadly attended very little of. The entertainment
industry as a whole seems to be regarding mobile phones with a sort of
apprehensive fascination. They know there's something to be done
there, but they don't know what it is because nobody's really done it
yet. I imagine that when someone does something innovative and cool
with cell phone gaming, the publishers will all heave a collective sigh
of relief, and promptly produce ten bland recreations of the same thing
with different graphics.
The hardware manufacturers, though, are quite serious. Nokia's N-Gage
appears to have hardware accelerated 3D graphics, and the next
generation of phones are getting even better than that.
As was to be expected, there was quite a bit of unemployment. It was
depressing to see so many people with signs taped to their
laptops/shirts/faces that said things like "I AM A PROGRAMMER LOOKING
FOR WORK PLEASE TALK TO ME".
However, I did encounter a surprising amount of idealism there. It was
really good to see that a lot of the people in the industry care about
what they're doing, they know they have amazingly cool jobs, and they
are still trying to have entertain people and have fun doing it.
Unfortunately, none of the idealistic people have money right now.
Our (me and Sean Riley) "Python in the Gaming Industry" roundtable was
relatively well-attended and I think we did a good job with it. It was
difficult to encourage discussion, though, because most of the people
there were either only considering python or just starting out using
it. Furthermore, the few people who had actually used Python had very
few complaints. The most realistic one I heard was "python is hard to
fit onto a PS2".
The highlight of the conference for me was meeting with Ragnar, who was
the guy I nominally replaced on the UO2 project. He attended my
roundtable, and had a lot of useful things to say. (Probably the most
useful things said by somebody I didn't already know). What made this
the high point of the conference was that I demoed a bit of the work
we've done in TR so far and he seemed to think it was pretty
interesting. Considering that this guy worked on UO and EQ, I was
almost surprised that he would think my work was worthwhile :)
I also spent quite a bit of time with Jason Asbahr and John Cooney. I
also met up with two new folks through them who were quite interested
in the whole open-source-game-infrastructure thing, and got to spend
one crazy night trying to install a Debian system for usage in an
arcade. I literally worked until I fell over.
After GDC, for reasons that remain unclear to me, I flew to Boston,
where I spent quite a bit of time with cyli before heading down to
PyCon in Washington DC.
PyCon was the BEST CONFERENCE EVER. I talked to so many people I don't
even remember half of them. If you tried to talk to me at PyCon, and I
didn't have time, I'm sorry. This did assuage my fears about not being
able to find clients. It's pretty obvious that a lot of people know
about Twisted, and a lot of people are interested in what we're doing
with it. Ironically this means I will be spending a lot less time on
looking for consulting work: I can work on divmod full-time without
worrying about moving on to the next project or having a back-up plan,
because I know there will be some people (even, perhaps, the federal
government - I'm glad this took place in DC) interested in picking up
some Twisted talent should the need arise.
So, a few things of note: not much coding happened, because having the
sprint before the conference did not allow us much time to plan
features we wanted to get implemented, and people were arriving by ones
and twos during the whole thing.
Twisted also had its first serious legal issue. Zoteca got a
cease-and-desist letter from the band "Twisted Sister" while he was
there, because of the unfortunately named Twisted package which I
cannot name for legal reasons, but which will probably be called
"twisted.sibling" in the future. I'll be putting up a page for those
of you with lots of google-juice to link to so that future web searches
for Twisted Sister will turn up some mention of this legal notice.
The presentations at PyCon were excellent (they're now available in
Twisted CVS as doc/historic -- slides for the "New Reality" and
"Deferred Execution" talks are pending), and the whole Twisted team
deserves kudos for putting together what amounted to an entire track.
In particular, I think that Allen and Travis's talks went over well
(for the less Twisted savvy, those were the New Reality and Twisted Web
talks - text-game and web servers). I was surprised to see so much
interest in Twisted Web, but apparently an easy-to-configure but still
"fast enough" webserver is a sore spot for existing technology. I'm
glad, since I think Twisted Web is really great and it's a pity that
people keep re-implementing the same crap toy webserver over and over
in lots of different python projects :). I even got to talk to a few
of the Webware folks about potentially using Twisted's server
infrastructure, which would be great for both projects.
However, what was really awesome about it was getting the whole group
together in a physical space and just talking about stuff. We didn't
get as much implementation done as I had hoped, but too many useful
things came out of this conference for me to even summarize here. I am
convinced much more than ever (as well as empowered more than ever) to
turn Twisted Matrix Labs into a real thing so that the Twisted team can
get together in physical space and produce the kinds of amazing stuff
that the 10x productivity increase associated with that implies.
Speaking of kudos, Gus also showed up with DDR pads and we plugged her
playstation into the conference center's absurdly expensive audiovisual
hardware, with help from the staff there. It was a blast; pretty much
the whole Twisted team got to dance a bit, including myself. Looking
at photos of myself, I definitely look less goofy than I used to when
playing this game. Ying decided not to dance there, but when we got
back to Boston she immediately decided to get a PS2 and a DDR pad.
They just arrived today and she has played 3 or 4 times already.
Now I'm going to try to meet up with a few friends in Boston before
heading home (on April 10), and then stay in austin for AT LEAST a
month before attempting to travel around the country again. Hopefully
one or more of the Twisted developers will be spending some time in
Austin soon, so I will have someone to pair program with.
This seems like an unreasonably short summary of the last month, but I
still have to finish tweaking my USENIX paper and get back to
programming, so I will post those photos later!
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