Last night's Twitter experiment was interesting. Drive is a new Fox show made by Tim Minear, the same guy who made Firefly. It stars Nathan Fillion, the same lead actor. Fox decided to offer director commentary during the premiere of the show Sunday night.
Sadly, the show itself was pretty lame. I'm sure there are some very disappointed Firefly fans out there. It definitely didn't hold my attention well, so you'd think I could have easily kept up with the tweets. It didn't really work that way, though. Twitter is very fast, but it's not real time. Doing standard DVD-style commentary and saying "we wanted to do x here..." doesn't work. By the time the tweet is delivered, "here" has passed. I'm sure sometimes it was the 140 character limit keeping any more descriptive info from being included. If that's so, then perhaps this isn't the right medium (or 140 characters isn't the right cutoff point) for real time commentary.
That said, I think this was a clever experiment. I'm sure we'll figure out better ways to do this sort of thing. We'll look back on this first attempt and why some things weren't more obvious to us. I still think advertisers have to love this sort of thing. They're all scrambling to find ways to deliver ads to people with DVRs. Well, here's one way. Normally I'd record the show so I could watch it later and fast forward through the commercials. Instead I watched it in real time so I could get the commentary, which means the advertisers got my partial attention.
I'm sticking with Twitter. I still believe it (or something very similar) is going to become an important tool.
The screen shot is obviously not the Twitter web site - it's a sweet little Mac desktop widget called Twitterrific.
You can 
There's plenty of chatter going on about whether or not
4th and final day. Recap: the first panel of the day for me was Web Typography Sucks, which proved to be far more in depth than I expected - I learned a fair amount and got some good suggestions for working around the traditionally poor type treatment provided by most blog engines. I'll share them here once I've ha a chance to check them out. After that I went to Combinatorial Media as Self Expression, which was a fun, engaging panel. Text, audio, video, mashups, comics, roll-your-own community - where are all these varied forms of media headed? The panel discussed what is, ultimately, the 2007 version of "multimedia", and what it means for playful and/or artistic content as well as more serious/educational purposes. Again, I have lots to look into as a result, and I'm really looking forward to sharing what I did up with everyone.
In most world-building games, you create an environment that entices settlers. The better you run your government (city/settlement/country), the more your community grows in size, wealth, and sophistication. Spore has several modules - you start with a single cell, navigating around the primordial ooze, until you consume enough matter that and evolve enough to move onto the land. You must learn to survive on the land, mate, and eventually be part of a tribe. The creature into which you evolve depends on the earlier play and on choices you make. The creature-creator (six legs? eight? one eye? four eyes? purple? red?) is incredibly flexible, allowing you to stretch and mold as much as you want, taking milliseconds to render beautiful, complex creatures. You then move on ... you must run a city, get civilized, and eventually achieve the ability to travel in space. Now the universe is your oyster, and you can visit planets created by other users. You have complete terraforming capabilities, so your world will be out there too. The worlds will be populated by creatures evolved within other players' games. You may well visit a planet populated by a species that wants nothing more than to eat you, or you may find a compatible species with whom to settle. Will says it's not a Massively Multiplayer Online Game (MMOG) so much as it's a Massively Single-Player Online Game.
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