No men clature

For reasons that will become clear around the first of April, I find myself needing a good name for a baby girl. And because it’s me, I want a name that has some resonance. I am called James because my parents liked the name James. I should have been Thomas, the name given to the first male in every other generation of my family, except nobody bothered to remind my father of this until it was too late.

But names are important. One of the reasons that I became the person I am was the Jameses who were presented to me by media and education: James Watt, James Burke, James Cook, James I, James Bond, James Hunt, James and the Giant Peach. They weren’t exactly role-models but they were seed-crystals for my early ideas about what I could do and who I could become. And I want to give my new daughter the same sense that she’s part of a chain of illustrious forebears who shared her name, and had skills and attitudes that will serve her well in the twenty-first century.

I also want a name that only idiots can mis-spell.

Of course, when I say I need a name for a baby girl, I mean that I need a name for a baby girl, a girl child, a teenage girl, a twentysomething woman, a career-woman, a mother and the future goddess-empress of the universe. Though I have a suspicion her older sister is first in line for that job.

So a propos of nothing and because I don’t want to see my research on the subject go to waste, I thought I’d compile a short list of good names for daughters of geeks. More suggestions welcomed.

  • Ada. After Ada Lovelace, who worked with Charles Babbage on his difference engines and who thus was the first computer programmer. (Which would make Babbage the first sysadmin, I suppose. Though wasn’t one of the difference engines clockwork? (“It’s crashed, you say? Have you tried running it down and winding it up again?”)
  • Eliza. After the software robot Eliza, designed by Joseph Weizenbaum in 1966. Designed to mimic the behaviour of a Rogerian psychotherapist, Eliza is noted for being small and asking a lot of questions. On early evidence (2.5 years into the trial), naming your daughter after a chatbot is a self-fulfilling prophecy.
  • Florence. After Florence Nightingale, who revolutionised healthcare and saved thousands of lives through the application of scientific principles. She was also a gifted mathematician and the first female member of the Royal Statistical Society.
  • Heddy or Hedwig. After Heddy Lamarr, the great golden-age film actress, who also held one of the first patents on frequency-hopping spread-spectrum communication techniques. Stuff she invented is in your mobile phone. Bizarre but true.
  • Lara. Nothing wrong with fictional role-models.
  • Marie. For Marie Curie, obviously. First woman to win a Nobel prize, first person to win two.
  • Maya. The leading 3D animation program, though it’s also the Sanskrit word for ‘illusion’ which is a bit “Uh, wha?” I have the same reaction to kids called ‘Maya’ as I do to kids called ‘Cassandra’—did their parents really not do the reading?
  • Roberta. After Roberta Williams of Sierra Online, games designer and creator of the classic King’s Quest series of graphic adventures.
  • Ursula. After the sainted LeGuin.
  • Valentina. After Valentina Tereshkova, the first woman in space.
  • Zelda. The largely ineffectual princess from the eponymous games. I am less convinced by this one, but then I’ve never been a Nintyhead. Of course you’ve also got Zelda Fitzgerald, if you wanted to name your offspring after a alcoholic schizophrenic.

No school like the old skool

For all of us who are sick of smug SXSWers filling the bolognasphere with “I am eating a pankace at an American pankcae palce in Austen in America join me #eatingpankachesinausten” messages… Well, Nolan Bushnell is speaking at BAFTA on Thursday night.

That’s the Nolan Bushnell whose Wikipedia  entry ought to reach out of the screen, grab you by the throat and go “Motherfucking NOLAN BUSHNELL, man! NOLAN BUSHNELL! You don’t know who he is? What’s WRONG with you?”

It’s Nolan Bushnell. He’s not the daddy, he’s the granddaddy. And he’s not in Austin, he’s in central London. You can see him talk for a very reasonable £7.50. Also you get to go into BAFTA, which is frankly a bit ordinary inside and the bar’s lousy expensive, but it means you can wander round the next day going, “Yeah, I was at BAFTA last night… listening to motherfucking NOLAN BUSHNELL.”

(As for SXSW… I may be unfair. We Tell Stories, which I worked on at Six to Start (people may recognise my style in the structure of a couple of the interactive storytelling games), just won the Experimental category of the SXSW Interactive Web Awards, and also the Best in Show award. So not all bad, then.)

2009 upside down is ‘b00Z’

A brief update, because briefness is all I have right now. My plate is full to overbursting, and I don’t have time for idle musings on game-stuff, much as I’d like to. Why? Well…

1. I am about to become a visiting lecturer at the University of Westminster. Starting on Monday I will be talking to their computer-game students about games design, with an emphasis on tabletop games and paper prototyping. This is an extended dance-remix of the one-day workshop I did at the London Games Festival, and will include a heavy practical element. I was tempted to get the students playing turn-a-day Diplomacy for the duration of the series of lectures/seminars/workshops/play-dates, but then I realised that they’re mostly first-years and it’d be a good idea if they were prepared to talk to each other for the rest of their degree courses.

2. Dragon Warriors looks like it’s found its niche in the games market, sales are strong, and there’s a good demand for supplements. This means, of course, that Mongoose Publishing want to release more titles from Magnum Opus Press: more DW stuff, and also more new RPGs. I’d like to do the latter, but given the state of the market and my stated reasons for getting back into game-publishing (have I not blogged about that yet? I will, eventually), it only makes sense if I write them. But most of my writing time is being taken up with…

3. The deliberately enigmatically named ‘James Wallis Sekrit Projekt’, which will be doing a trial run in early February. Some of the writers I respect most in the world have agreed to help me test-run a prototype creative infrastructure I’ve designed, to build—well, that would be telling. But along the way we’ll be seeing if you can apply software-design methodologies to writing books, and whether I can persuade a major British publisher to give me a quarter of a million pounds.

4. I may be talking about some stuff relating to the Sekrit Projekt at Book Camp this weekend, if I’m not heads-down trying to get my notes and slides ready for the first lecture on Monday morning.

5. Other projects, involving at least two other books and just possibly a screenplay.

6. Inevitably and tragically, World of Warcraft.

I think I forgot to write about Dragon Warriors

We relaunched Dragon Warriors. Did I forget to mention that? We relaunched Dragon Warriors last week, and this week we’re launching the Dragon Warriors Bestiary, and next month we’re launching Sleeping Gods, the first campaign-book for Dragon Warriors. If you’re looking for Christmas presents for young friends who like fantasy and games, I just solved all your problems.

Dragon Warriors is a traditional face-to-face RPG, first published in 1986 by Corgi Books as a series of six paperbacks. It was written by Oliver Johnson, who went on to write the Lightbringers Trilogy, and Dave Morris who was the highest-selling author in the UK in 1991. Our edition reformats the material from those six paperbacks into a big, chunky hardcover and a series of smaller softcovers, but it is essentially the same game and absolutely the same post-Crusades medieval Europe-ish background. In a nutshell, if the medieval world had functioned the way that its population thought it did—magic exists and is scary, goblins turn the milk and steal your children, dragons exist but are a long way away, the dead sometimes rise but the power of God is stronger, the old king sleeps under the land and will rise when his country needs him, the current king is a prat, &tc. &tc—then that’s Dragon Warriors.

It does not feature warriors who are dragons, or dragons who are warriors. The etymology of the title is unclear.

Sales so far have been great. We know that a lot of UK retailers sold out of the rulebook on the first day of release. Mongoose, our co-publishers on the book, have been deluged with so many mail-orders that they can’t keep enough copies in the warehouse to send me the freebies I need to pass on to authors and artists. This is all excellent and bodes well.

This Saturday is Dragonmeet, London’s friendliest games convention (which, for the hard of memory, I set up in 2000 and ran for its first three years… or was it four?) in Kensington Town Hall, and we’re doing a big launch event for the game there. Most of the principals involved in the new edition will be doing a panel and Q&A at 11.30 (including me, lead artist Jon Hodgson and adventure-creator Frazer Payne and, we hope, either or both of Dave and Oliver), then a signing at 12.30, and a very boozy lunch at 1.30 to which you’re not invited. If you’re planning to be at the convention, or if you remember Dragon Warriors from your mis-spent youth, then do come and see us. It should be good.

A Thing of Beauty is a Stout Green Toy

Playful 08 was a gas: like Russell Davis’s Interesting crashed head-first into a crowd of games-heads. There were many fantastic talks. Lots of hardware hacking (Roo Reynolds on turning the Rock Band guitar into an actual musical instrument, Matt Biddulph of Dopplr on the possibilities of the Wiimote, Matt Brown of LastFM on Trumpet Hero and making sock-puppets sing), lots of technology stuff (Chris Delay of Introversion demoing his company’s procedural generation software), lots of game theory and ideas, and some completely out of the blue—two in particular here:

Eric Clough of 212box, who designed and built this apartment in New York, describing how he did it. That latter was truly awesome, inspiring, tears-in-eyes stuff. More of this kind of thing, please.

Jolyon Webb of Blitz Game Studios talking about why CG characters have such unrealistic teeth, and along the way effortlessly transcending the uncanny valley. One of the pieces of video he showed demonstrates two CG heads, one of which sustains a major impact trauma and–well, you can watch it here, second video on the list. You could have heard a pin drop. I could feel my body reacting to the experience of watching this happen. Very odd.

My talk, ‘A Thing of Beauty is a Stout Green Toy’, a description of how a large percentage of the modern games industry can trace its roots directly to one three-page piece of experimental French writing from the mid-1960s, seemed to go down well. Judge for yourself: I’ve uploaded it here, interspersing the slides with the text. Slideshare seems to have done something odd with several of the fonts, but I’m sure you’re big enough to get past that.

You are invited…

The event is being held in collaboration with pervasive-gaming mavens Sandpit (who are paying for some of the drinks). There will be a variety of novel games to play, including a pro-celebrity demonstration of the Baron’s game at 7PM. Admittance is free but there’s a 100-person limit on the venue.

The other reason

The other reason I’ve been unable to access my blog lately is that a couple of weeks ago the ceiling of my study fell in, quite unexpectedly, leaving interesting dents in my PC, monitor, both printers, new gaming keyboard (a fortnight-old Logitech G15) and laser-mouse (Logitech MX Revolution, I am a complete tart for Logitech kit). It almost left interesting dents in me, but I felt a trickle of Victorian plaster on the back of my neck and got out sharpish.

The PC in question is the machine I use for the majority of my DTP work, and also for storing the names and email addresses of everyone who had asked to be emailed about the release of Baron Munchausen and Dragon Warriors. So if that’s you then, uh, sorry.