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The Journal of Advancing Technology Volume 2 t a b l e | o f Spring 2005 c o n t e n t s Letter from the Editors…2 A Lateral Approach to Game Development…5 JONATHAN HARBOUR Maltese Physician Takes on the Greek Gang of Three: A Review of Edward de Bono’s Theories and Publications…9 MATT JOLLY Intelligent Content Delivery and the Bottom Line: Smart Websites…17 JOE MCCORMACK Cyborging: Rhetoric Beyond Donna Haraway and the Cyborg Manifesto…23 ROCHELLE RODRIGO A Conversation with Chris LaMont…35 CRAIG BELANGER Software Development Practices: The Good, the Bad and the Ugly…46 EVAN ROBINSON Giving the Antagonist Strategic Smarts: Simple Concepts and Emergence Create Complex Strategic Intelligence…60 MARK BALDWIN Call for Submissions…70 The JAT Editors: Craig Belanger Matt Jolly Shelley Keating Advisory Board: Dave Bolman Julia T. Elefson Jason Pistillo Rebecca Whitehead A Publication of the University of Advancing Technology 2 l e t t e r f r o m t h e e d i t o r s Spring 2005 Welcome to the second issue of the Journal of Advancing Technology. Our search for knowledge in the universe continues… For this and future issues, we cast our net wide with a request that our contributors simply address the confluence of society and technology. In this issue, we believe, they have succeeded. Two articles in these pages examine disparate approaches to games and game programming, and the benefits of these approaches to our ability to think creatively and deliberately. Jonathan Harbour proposes a methodology for games programming based on the lateral thinking techniques created by Edward de Bono and famously used by the television character, MacGyver. Mark Baldwin presents a method for creating a strategic antagonist to challenge an electronic game player. Two articles in this issue address special problems technology companies may encounter as high technology grows from a very large industry into the probable future of most commercial enterprises. Evan Robinson draws on his extensive experience within the gaming and programming industry to present a survey of best, middling and worst practices—the good, the bad and the ugly—in software development (with a sly nod to the 1966 Clint Eastwood-Sergio Leone “spaghetti western” of the same name, which itself was a survey of best and worst practices in industry, albeit among thieves during the Civil War). Elsewhere, Joe McCormack sheds light on the creation of an alternative to commercially available web-tracking software. Rochelle Rodrigo dissects the essay “A Cyborg Manifesto,” by critical feminist theoretician Donna Haraway (author of Simians, Cyborgs, and Women: The Reinvention of Nature, among other critical works). A rich example of hypertextual writing, Rodrigo’s piece allows no easy access to her (or Haraway’s) material, but instead invites readers to navigate their own path through her essay and source materials, allowing for a presentation that is both organic and, ultimately, surprising. We also include a literature review and a conversation, respectively, with two of the more interesting people we have encountered lately, both of whom not only had an idea, but a fantastic idea, and have spent much of their careers proclaiming that idea to great effect. Within our pages, we examine the works of lateral thinking guru Edward de Bono, which we believe are crucial to understanding his methods and thinking systems. We also present an interview with film director and producer Chris LaMont in which he illuminates the financial and aesthetic factors involved in organizing the Phoenix Film Festival and explores the place of digital filmmaking in a world where the video game market is rapidly overtaking the motion picture industry as the most lucrative of all entertainments. Enjoy these works and plan on many more to come as we expand our horizons, tear down more boundaries between the reader and the text and continue that search for the elusive universal knowledge… --The JAT Editors 3 A Lateral Approach to Game Development Jonathan Harbour University of Advancing Technology As a teenager, I was a huge fan of the TV show, MacGyver, starring Richard Dean Anderson. MacGyver was produced by Henry Winkler, John Rich and Paramount Pictures and aired on ABC for seven seasons between 1985 and 1992. The character MacGyver was a former Special Forces agent who worked for a think tank organization called the Phoenix Foundation. MacGyver was hired to solve problems that no one else was capable of solving, and he used his vast knowledge of science (mainly chemistry) to come up with novel solutions to the problems he faced, most of which were life threatening. 4 The character MacGyver was a former Special Forces agent who worked for a think tank organization called the Phoenix Foundation. The real appeal of this show was not a broad-shouldered hero figure, bearing weapons of personal destruction, who rescued an attractive woman in distress every week. MacGyver promoted creative problem solving not just for its lead character, but for the production of the show itself, which was unorthodox and a challenge to the stereotypical shows of the 1980s. The show tackled subjects that were rarely featured on TV and made assumptions about the viewer that did not insult one’s intelligence, but instead fostered empathy for the show’s characters and their challenges. Possibly the most entertaining aspect of MacGyver was the intrigue and mystery in each episode: how will MacGyver solve the next problem using little more than his trademark Swiss Army knife, a paperclip and a candy bar? In the pilot episode, MacGyver used a chocolate bar to seal an acid leak and the lens from a pair of binoculars to redirect a laser beam. Although some of his solutions might seem improbable, they do demonstrate the A Lateral Approach to Game Development value of creative problem solving. MacGyver was a hero figure for me at an impressionable age, who led me to believe that there are always alternatives and always more than one solution to a problem. One did not always need to approach a problem from the front (or attack an enemy’s front line). In a very real sense, MacGyver taught me to think laterally as a young man, and I wholly embraced the concept, adopting this way of thinking.As an aspiring game programmer, I found that this form of thinking— which at the time I referred to as creative problem solving—helped me to solve problems in ways that surprised those around me. I developed a bit of a reputation as a problem solver among friends, relatives and fellow students. I came up with interesting ways to study for exams. For instance, rather than cramming the night before an exam, I would cram two nights before the exam, and then allow my mind to relax. I found that this method allowed me to bury the information more deeply in my mind and retain facts more effectively. This was like storing information rather than dumping raw data into my mind, as is the case with a typical “exam cram,” the goal of which is to pass a test rather than to learn something. The concept has deep roots in many disciplines and is most often illustrated by historical military scenarios wherein a military strategist is able to overcome a numerically superior enemy. How do you defeat someone who is much stronger than you? Obviously, if you cannot beat an opponent head on, you must come up with alternative strategies, and many such life-and-death situations throughout history have required lateral thinking. According to Dr. de Bono, one practical way to solve a problem using lateral thinking is to break up a problem into elements—or to itemize the factors in the problem—and then recombine them in different ways. The recombination of elements in a problem is the part of the process that requires the most creativity, although random combinations often do reveal new solutions that one might not have otherwise considered. Edward de Bono describes this type of thinking as “water thinking,” as opposed to “rock thinking.” What are water thinking and rock thinking? Water What is Lateral Thinking? The phrase “lateral thinking” was coined by Edward de Bono, a Rhodes scholar and the Rather than cramming the night before, author of more than 60 books, including the bestsellers Six I would cram two nights before the Thinking Hats,The Six Value Medals and Lateral Thinking: Creativity exam, and then allow my mind to relax. Step by Step. According to de Bono, lateral thinking “treats creativity as the is a malleable substance—a liquid—that has the behavior of information in a self-organizing ability to fill any space. Thinking in this manner information system, such as the neural networks allows us to adjust our perceptions and in the brain.” In other words, creativity is not a gift perceive things in different ways. “Rocky” but a learnable skill that everyone can utilize concepts, on the other hand, cannot be used to when thinking—creativity is a novel feature of the solve a myriad of problems because rocks are not malleable. Imagine that you have been human mind. 5 encouraged to think a certain way throughout your life. Given that, even if you are a very creative person, are you truly able to think creatively? According to de Bono, lateral thinking is a skill that can be learned. In fact, de Bono teaches that creativity is a skill, and that it can be learned through practice. Water thinking allows us to capitalize on the innate problem-solving capabilities of our brains,while rock thinking is limited to pre-packaged, if you will, problem-solving methods. How can you learn to think laterally? You can start by changing your perceptions and assumptions when you approach a problem. This is called perception-based thinking: using your brain’s innate skill at pattern recognition. In other words, if you allow your mind to perceive things without allowing your conscious effort at logical thought to get in the way, you may find powerful and elegant solutions to problems. 6 that tickles three out of five of our senses (sight, hearing and touch, excluding taste and smell). Database programs simply do not need to render complex shapes, process user input and coordinate input with an object, check for collision with other objects on the screen, and so forth.The query statements used to retrieve and manipulate data are the most complex aspects of a database application. In other words, a game programmer must write code that is entirely asynchronous and maintain a large amount of state-based information, while a traditional application is written to operate synchronously. In order to write a game, one must begin to think asynchronously in order to truly make a good game. Not only must a game programmer exhibit vivacious creativity, he must learn to apply creative problem solving to the very logical process of writing source code to construct a complete program. To understand the process that a game programmer must go Even thinking about lateral thinking through, imagine the work of a master architect such as Edward Larrabee Barnes, who is famous for having used provides new boundaries for us. the modular approach to architecture. As you might imagine, even thinking about Barnes preferred to use pre-formed concrete, lateral thinking provides new boundaries for us. stone and glass panels that not only reduced conIf you begin to see yourself as a “rock thinker,” and struction time, but also enforced modularity in his work toward expanding your boundaries to structures.Barnes was able to design complex and become more of a “water thinker,”then your inner beautiful structures using simple building blocks, thought processes are changed. What happens while also remaining flexible in his designs. when you begin to think in a different way—such as laterally? You are causing a physical change to Game programmers—not to be confused with take place in your brain. I don’t know about you, game designers (who are comparable to movie but I am absolutely fascinated by the prospect directors)—must follow the same coding that, by thinking, I am capable of changing the standards and guidelines, and use the same tools neural connections in my brain. This gives used by CS and CIS programmers (who produce the phrase “change of mind” a very tangible, commercial and business application software), literal meaning. but are also required to solve very difficult problems on-the-fly; that is, while producing a steady flow of useful code for a game.The ability Applying Lateral Thinking to to solve problems without pausing for any length Game Programming Game programming requires a whole new of time to work out such problems is a developed layer of thinking above and beyond the skill. Game programmers must use creative techniques taught by traditional computer problem solving—lateral thinking—not just to science (CS) and computer information systems get the job done, but to remain actively employed. (CIS) curriculums. Unlike a database application If you approach a game programming problem or a word processor, a game is a dynamic, head on and try to solve it with brute force fast-paced, highly complex computer program methods, this is like attacking a numerically A Lateral Approach to Game Development superior army and counting on the skill of your soldiers to overcome the odds.The problem with this approach is that a numerically superior army will always win an engagement if attacked head on, all other things being equal. Therefore, it is essentially a suicidal tactic. The best approach for a game programmer, the only approach that the most successful game programmers have learned, is to solve programming problems laterally using a creative approach. For instance, suppose you are a 3D engine programmer who is working on the very core engine of the game upon which an entire project relies to succeed. To say that you are under pressure to produce high quality code that is fast and efficient is an understatement—in fact, it is simply a given requirement of your job.You must produce an extremely fast 3D engine with a limited amount of time. Do you tackle the problem head on, with a limited amount of time (e.g., a limited number of soldiers) or do you find an alternative way to write the code? containing a game level (i.e., “the world”), and it must render the level, containing mountains, rivers, lakes, trees, houses, rocks and many other natural objects and constructed buildings. You start by writing the code to draw textured faces—also known as polygons—on the screen. You take it to the next step by drawing simple 3D-textured shapes.Your third step is to load a 3ds max file describing an entire game level broken down into individual meshes (a collection of faces/polygons). From that point forward, the engine is refined and features are added, and the rendering code is optimized. A Lateral Thinking Exercise How might you use lateral thinking to produce the game engine as quickly and efficiently as possible? More importantly, how might you write the engine with capabilities that the designer and other programmers might not have foreseen? In other words, you want the engine to be flexible, customizable and extendable. First, break down the problem into a list of elements such as the following (this is just a simplistic list): List 1 1. Faces or polygons. 2. Meshes or models. 3.Textures or bitmaps. 4. Rendering the scene. 5. Game loop. What about the popular team technique called brainstorming to solve problems? Brainstorming is a technique invented by the advertising industry to come up with seemingly random approaches to build product awareness. This technique may be useful for the recombining process, as I explain below, but not solely as a problem-solving tool. Brainstorming can, at best, give you a list of goals that you would like to achieve; brainstorming should not be used to come up with solutions. At this point, you want to come up with a list of unrelated words, perhaps at random, and this is where brainstorming may be helpful, but not in every instance. It is most helpful to write down a list of unrelated words or phrases such as the following (note that I include alternate versions of each word to help with the thought processes): List 2 1.Tree or forest. 2. Freeway or road. 3. Book or library. 4. Phone or communication. 5. Steel or metallurgy. One method for solving problems laterally is to divide a problem into elements and then recombine them in different ways in order to produce new and unexpected results. Your 3D engine must have the ability to load a 3ds max file Now apply each of the items in List 1 with each of the items in List 2 and note any interesting possibilities that the combinations reveal to you. This is where a cultivated skill in creativity may help because associations are not always obvious: 7 1. Faces/polygons AND tree/forest. 2. Meshes/models AND tree/forest. 3.Textures/bitmaps AND tree/forest. 4. Rendering the scene AND tree/forest. 5. Game loop AND tree/forest. 8 Examine these combinations: what associations can you come up with? Remember, this is an exercise in pattern recognition, not in logical step-by-step problem solving.You want to allow your mind to come up with these water associations without allowing your rocky assumptions to affect the result.While everyone’s results will be different, a real benefit to this type of exercise arises when several members of a team are able to find some shared associations. Here is what I have come up with: 1. Can new polygons be grafted onto existing polygons like leaves on a branch? 2. What if the game engine will allow new models to grow or spring up without being loaded from a file, and what if we use #1 above to help facilitate this? Then might we have just one tree model, and the engine may create thousands of variations of that tree automatically? 3. A forest is home to many animals as well as trees. What if the engine has the ability to construct a more compelling and realistic game world that is not entirely designed by using a large store of textures and models? 4. Perhaps the rendering engine will have a main “trunk” that does most of the work, and any special effects or features can be added on later using add-on modules, which are like branches. 5. The game loop needs to be as fast as possible at rendering, but timing must be maintained for the animated objects in the game.What if each object in the game is spawned off as a separate thread, like a seed falling from a tree in the forest, and that thread is self-contained with its own behaviors in the game? Final Thoughts As you can see, some of these associated results are interesting, and some are probably not useful at all, but the important thing is to follow this technique and do the associations with the other words and word phrases in the list. After coming up with associations for tree/forest, you would move on to the second item in List 2 (freeway or road) and see what associations you can make. This process need not have a finite list of words either.You might grab a random word out of a dictionary and produce a hundred or more interesting associations, any one of which may help you to solve an otherwise intractable problem. As applied to game programming, you can see that even a trivial example produces some fascinating possibilities. And that, as far as lateral thinking goes, is the whole point of the exercise. MacGyver used intelligence, a vast knowledge of science and lateral thinking to earn himself a reputation as the man to call when a difficult problem arises. Likewise, as a game programmer, if you learn to use your intelligence, your vast knowledge of computer systems and a heavy dose of lateral thinking, you may earn your own reputation and be surprised by the difficult problems you are able to overcome. References de Bono, E. (1967). New Think: The Use of Lateral Thinking in the Generation of New Ideas. New York: Basic Books. de Bono, E. (1992). I Am Right—You Are Wrong: From This to the New Renaissance: From Rock Logic to Water Logic. London: Penguin Books. de Bono, E. (1999). Six Thinking Hats. Boston, MA: Back Bay Books. de Bono, E. (2005). The Six Value Medals. London: Vermilion. de Bono, E. (1973). Lateral Thinking: Creativity Step by Step. London: Perennial. The Great Buildings Collection. Great Architects. Edward Larabee Barnes, United States. http://www.greatbuildings. com/architects/Edward_Larrabee_Barnes.html. Winkler, H., & Rich J. (1985-1992). MacGyver [Television series]. Paramount Pictures: ABC. Biography Jonathan has been an avid gamer and programmer for 18 years. He earned a BS in CIS in 1997 and pursued a software development career before being brought onto the faculty of UAT. He worked on two commercial games in the early 1990s, and has recently released two retail Pocket PC games, “Pocket Trivia” and “Perfect Match.” Jonathan has authored numerous books on game development covering several languages, such as C, C++, Visual Basic and DarkBasic. Visit his web site at www.jharbour.com. Maltese Physician Takes on the Greek Gang of Three: A Review of Edward de Bono’s Theories and Publications Matt Jolly University of Advancing Technology 9 At the root of vertical thinking is the rigid system of thinking that was defined and employed by Socrates, Plato and Aristotle. In the introduction to his text I Am Right—You Are Wrong, Dr. Edward de Bono announces the impending arrival of a new Renaissance. “The last Renaissance,” he explains, “was clearly based on the re-discovery of ancient Greek (about 400 BC) thinking habits” (1990, p. 3). The next wave, accordingly, will place greater emphasis on creative, perception-based thinking, exploration, construction, design and the future (1990, p. 26-27). In his first book, New Think (also published as The Use of Lateral Thinking), Edward de Bono coined the term lateral thinking, a concept that is central to his “new Renaissance,” and one that permeates almost all of his 62 publications (1968). By way of defining the term, de Bono contrasts lateral thinking with traditional (vertical, classical) thinking. He suggests that at the root of vertical thinking is the rigid system of thinking that was defined and employed by Socrates, Plato and Aristotle (whom he routinely refers to as the “Greek gang of three”). De Bono rejects many of the assumptions inherent in Cerebral Space, by Dawn Lee 10 classical thought, including the notion of universally accepted objective truth, argument as a tool for discovering truth (i.e., dialectic or the Socratic method, and rhetoric) and the binary structures that are foundational to logic (winner/loser, right/wrong, true/false) and which posit argument as adversarial. De Bono sees these ancient structures inelegantly practiced in many contemporary forums for social discourse: in courtrooms and legislative bodies, in classrooms (as teaching methods), in homes (as parenting methods), in the pages of scientific journals and in the op-ed sections of newspapers the world over. Classical Thought The structures of many contemporary means of discovering knowledge have their roots in the dialectical approach to philosophy. Bertrand Russell defines dialectic as “the method of seeking knowledge by question and answer” (p. 92). For example, a lawyer in a trial engages in a dialectic with a witness when he examines the witness on the stand. The aim of the dialectic is to expose—or reason toward—the truth. Similarly, a teacher might direct a discussion by asking a series of carefully tailored leading questions that result in the students’ “discovery” of the subject matter. Dialectic is the primary mode of knowing that is reflected in Plato’s record of the Socratic dialogues. While the dialectical approach certainly existed before Socrates, he was the first to hone it as the sole means for discovering truth. The self-avowed myth of Socrates (as it is recorded by Plato) was that he received from the Oracle of Delphi the instruction that there was no one wiser than himself. Considering himself completely lacking in wisdom, he spent his life in pursuit of someone who was wiser. Eventually Socrates had offended so many powerful men—by reducing their “wisdom” to logical inconsistencies—that they tried him for godlessness and the corruption of youth. Plato’s Apology documents Socrates’ explanation of his dialectical approach to the jury that sentenced him: I go about the world… and search, and make enquiry into the wisdom of any one, whether citizen or stranger, who appears to be wise; and if he is not wise, then in vindication of the oracle I show him that he is not wise; and my occupation quite consumes me (1999a, p. 17). In each of the dialogues recorded by Plato, the process is fairly parallel: Socrates interrogates each of his adversaries (including politicians, poets and artisans) until he bumps up against some inconsistency in their position. He then deconstructs that position in such a way that the audience is convinced that the other speaker lacks sufficient wisdom. Maltese Physician Takes on the Greek Gang of Three: A Review of Edward de Bono’s Theories and Publications While the dialectical method of Plato and Socrates relied on reason and questioning, Plato’s pupil, Aristotle, forged a concrete connection between “the true” and another form of discourse: rhetoric. In On Rhetoric, Aristotle provides perhaps the clearest articulation (by an ancient Greek) of those foundational assumptions of classical thinking that de Bono resists: “[R]hetoric is useful [first] because the true and the just are by nature stronger than their opposites… None of the other arts reasons in opposite directions; dialectic and rhetoric alone do this, for both are equally concerned with opposites” (pp. 33-34). As opposed to the dialectical approach of Socrates, where an admittedly pompous person was badgered by a series of questions designed to expose or deconstruct that victim’s flawed logic, the Aristotelian approach to truth presents us with a veritable battle between opposing positions, where truth and justice are the likeliest victors because they are naturally easier to support and defend. In our courtroom example, dialectic exists in the examination and cross-examination of the witnesses, and rhetoric exists where the plaintiff’s lawyer and the defendant’s lawyer are engaged in the larger debate over the suit, the outcome—the truth—of which is ultimately determined by the strength of their arguments. Aristotle is also generally regarded as the founder of formal logic. His greatest contribution to this field was his development of the syllogism, a form of logical argument that presents two truths (premises) from which a third truth can be derived. The most famous example of a syllogism is as follows: Premise 1: All men are mortal Premise 2: Socrates is a man Conclusion:Therefore Socrates is mortal. This approach to truth-making is almost algebraic in its construction. De Bono aptly describes this logic as the process of managing the tools “yes” and “no.” So long as the syllogism is sound and we say “yes” to the first two premises, then we are required to agree with the conclusion. The paragraphs above have briefly introduced dialectic, rhetoric and the binary, adversarial system that underpins each. De Bono’s third concern in relation to these classical models for thinking is their dependence on objective truth: .. humans have a natural disposition to the true and to a large extent hit on the truth; thus an ability to aim at commonly held opinions is a characteristic of one who has a similar ability to regard the truth… (Aristotle, pp. 33-34). Embedded in this passage is the conviction that “the true” is a fixed, shared and innate quality of humankind. As a pupil of Plato, it’s likely that Aristotle received this notion of the good from his teacher. In The Republic, Plato makes a clear delineation between the subjective truth and objective truth: … those who see the many beautiful, and who yet neither see absolute beauty, nor can follow any guide who points the way thither; who see the many just, and not absolute justice, and the like—such persons can be said to have opinion, but not knowledge… But those who see the absolute and eternal and immutable may 11 Embedded in this passage is the conviction that “the true” is an innate quality of humankind. be said to know, and not to have opinion only (1999b, 135). He goes on to argue, in “Book IX,” that the world of the senses exists only as an imitation of the singular, true form that was created by God. For this section, Plato uses bed-making as an example, demonstrating that there is a singular form, made by God, that possesses what we might call bedness, and all other beds are created in imitation of this singular and perfect form. To possess knowledge is to have knowledge of that ultimate form, and not the imitations of it which belong to the false world of our senses (1999b, pp. 219-24). Edward de Bono’s Response to Classical Thinking Throughout Edward de Bono’s prolific career, he has repeatedly distinguished his approach to thinking from those classical structures outlined above—what he alternately refers to as “vertical thinking” (1970), “old think” (1972), “table-top logic” (1990a), “rock logic” (1990b) and “judgment-based thinking” (2000). In New Think, de Bono announces his departure from traditional logical forms: Vertical thinking has always been the only respectable type of thinking. In its ultimate form as logic it is the recommended ideal towards which all minds are urged to strive… If you were to take a set of toy blocks and build them upwards, each block resting firmly and squarely on the block below it, you would have an illustration of vertical thinking. With lateral thinking the blocks are 12 process of rain falling on a field: as it falls, the rain, in conjunction with gravity, erodes the landscape, resulting in the organization of the runoff into streams and pools (1969, p. 60). Similarly, as we encounter new information, our brain directs and organizes the data into familiar paths. The effect of this system is that humans come to rely on established, reinforced beliefs and assumptions. Logic, then, is capable of nothing more than the directing of data into pre-established and accepted channels of knowing. If we compare this cognitive model to Aristotle’s rigid logic of the syllogism, we find that in both cases new ideas can only develop out of old ones—in Aristotle’s logical system, we must present two accepted truths (all men are mortal, Socrates is a man) in order to arrive at a new truth (Socrates is mortal).At the same time, the very chemistry of our brains reinforces this thinking by relying on pre-existing patterns in order to make sense of new data. De Bono recognizes that To a large extent, de Bono sees the the self-organizing nature of the brain is a powerful tool for defining and logical structures as a manifestation understanding experience; however, he argues that it is also a significant barrier to the discovery of new ideas. of the electrical and chemical functioning of the brain. scattered around… the pattern that may eventually emerge can be as useful as the vertical structure (1968, pp.13-14). To a large extent, de Bono sees the logical structure as a manifestation of the electrical and chemical functioning of the brain. In his The Mechanism of Mind (1969), de Bono introduces a model of the brain that explains this connection. The book relies largely on inductive reasoning, examples and metaphors to demonstrate how the human brain functions as a self-organizing information system. As opposed to a passive system, where the organizational surface simply receives information (a metal-framed filing cabinet is a good example), a self-organizing system is one where both data and the surface that stores it exist in a reinforcing, fluctuating relationship. He compares the functioning of the brain to the In his 1945 History of Western Philosophy, Bertrand Russell laments that “through Plato’s influence, most subsequent philosophy has been bound by the limitations resulting from this [dialectic] method,” concluding that “the dialectic method… tends to promote logical consistency, and is in this way useful. But it is quite unavailing when the object is to discover new facts” (pp. 92-93). In I Am Right— You Are Wrong, de Bono describes argument as “the basis of our search for truth and the basis of our adversarial system in science, law and politics” (1990a, p. 5). It is the binary logic of classical argumentation that de Bono most sweepingly rejects as counter-productive: Dichotomies impose a false and sharp (knife edge discrimination) polarization on the world and allow no middle ground or spectrum… It is not difficult to see how this tradition in thinking has led to persecutions, wars, conflicts etc.When we add this to our beliefs in dialectic, Maltese Physician Takes on the Greek Gang of Three: A Review of Edward de Bono’s Theories and Publications of truth: game truth, experience truth and belief truth. The first of these is concerned with the rules that govern systems—he includes in this category mathematics and logic. The second of these is concerned with truths that are discovered through living, and these most directly correlate to the sensory world that Plato treated as an illusion or imitation of ideal forms. De Bono describes belief truth (the one most closely related to Plato’s ideal forms) as the truth “held most strongly even though the basis for it is the weakest.” He correlates “stereotypes, prejudices, discriminations, persecutions, and so on” with this kind of truth. “Whatever the actual situation,” he argues, “belief truth interprets [the data] to support that belief system” (2000, p.74). argument and evolutionary clash we end up with a thinking system that is almost designed to create problems (1990a, p. 197). As our natural system of thinking—the system that is routine and is reinforced through the self-organizing system of the brain—relies on clear and distinct binary relationships, we approach discourse as a conflict where there will inevitably be a winner and a loser, a right position and a wrong one. Edward de Bono’s Applied Theories Throughout his publishing and speaking career, Edward de Bono has always chosen the path of future-oriented, solutions-based thinking over the scholarly models of analysis, deconstruction, definition and problematization. His rejection of those academic modes manifests in subtle and overt ways. In the conclusion to Six Thinking Hats, he writes that “the biggest enemy of thinking is complexity, for that leads to confusion.” The book Practical Thinking suggests that successful communicators should limit the level of detail and complexity that they engage in when confronting a problem as that complexity relates to their needs and outcomes—a scientific understanding of the microwave, for example, is hardly required in order to warm De Bono further disagrees with those classical notions of Platonic truth. “Where [argument] breaks down,” he asserts, “is in He writes that, “the biggest enemy the assumption that perceptions and values are common, universal, permanent of thinking is complexity, for that or even agreed” (1990a, p. 5). de Bono admits that “[t]o challenge the allleads to confusion.” embracing sufficiency of truth is sheer cheek… But to challenge our treatment of up a frozen burrito. On a more fundamental truth,” he argues, “is not to recommend level, he sees the scholarly forum as having untruth but to explore that treatment” (2000, broken down in the Renaissance: “Scholarship p.74). He goes on to distinguish different kinds 13 14 Most of de Bono’s work, by extension, focuses on developing the applications for his ideas. These applications include detailed techniques for lateral thinking outlined in Lateral Thinking: Creativity Step by Step (1970), techniques for use of his “provocation operation” (Po) in Po: A Device for Successful Thinking (1972), discourse strategies outlined in Six Thinking Hats (1985), design thinking strategies presented in New Thinking for the New Millennium (2000) and lesson plans for his Cognitive Research Trust, or CoRT. Each of these texts works in some way to overcome the obstacles that de Bono sees inherent in the thinking systems that we inherited from the ancient Greeks. seeing the problem anew, using singular entry points as a way of refocusing energy and using random word generation in order to discover new aspects of the problem (1970). Each of the techniques listed above functions to direct the mind away from the primary direction of thought and onto side paths—they force the mind to move laterally away from logical, obvious conclusions. De Bono classifies these techniques into three categories: challenges, where the path to the natural conclusion is purposefully blocked; concepts, where a thinker deliberately stops forward movement in order to explore possible paths; and Po, which introduces some concept for consideration that falls outside of the realm of the question—this could come in the form of a random word, an inversion of the idea, etc. Detail from Got Bono on the Brain, by Lisa Stefani was perfectly acceptable at the time [of the Renaissance],” he argues, but “[t]oday it is much less appropriate, because we can get much more by looking forward than by looking backward” (1990a, p. 24). De Bono sees much more purpose in creating new ideas, the logic of which can be reconstituted once the solution is complete. He argues that many significant advances in science, medicine and technology have been arrived at through accident, intuition and association. For instance, in Lateral Thinking, de Bono identifies the steps we need to take in order to overcome the roadblock of judgment thinking—that mode of thought that is reinforced through the functioning of our brain as a self-organizing system. Lateral thinking, then, is an intentional mess. It is a technique that requires a purposeful willingness to disorder the subject matter, to interrupt and challenge those logical assumptions that will likely only create ordered systems of analysis rather than new ideas. These steps include (among others) challenging assumptions, suspending judgment, inviting We need some strategies for random stimulation and allowing for fractionation (the reorganization of a forcing our thinking to jump paths. problem’s structure). Some techniques that he presents include the reversal method (where De Bono explains that, because our thinking a thinker starts with some small known naturally falls into routine paths, we need some aspect of the problem and follows that small strategies for forcing our thinking to jump part out until it encompasses the whole), paths, to depart from the routine motions and brainstorming, using analogies as a way of therefore encounter problems in ways that we Maltese Physician Takes on the Greek Gang of Three: A Review of Edward de Bono’s Theories and Publications haven’t previously imagined.This leaping of the mind from a known path to an unknown path requires an interruption of the velocity of our ideas. By provoking new conceptualizations of the problems, we can then conceive new, unanticipated solutions. Where vertical thinking rests squarely on logic, de Bono’s lateral thinking rests on provocation. While the above approaches to thinking function to counteract the force of traditional thought structures, they have only tangentially approached De Bono’s concern for the adversarial nature of most contemporary discourse. De Bono identifies the dualistic underpinnings of logic as the cause of our adversarial approach. One solution to this binary system is to apply de Bono’s Six Thinking Hats to problem solving. Instead of falling into the trap of embodying the judgment-driven assumptions that argument necessitates right and wrong, good and bad, winner and loser, which we are programmatically inclined towards, de Bono urges any person involved in a dialogue to participate in each possible position as it relates to the subject being discussed. De Bono theorizes six distinct approaches to problem-solving and assigns them a representative color: information (white), feelings (red), caution (black), optimism (yellow), creativity (green) and overview (blue). He suggests that, in most cases, we confuse emotion with optimism, or caution with overview—it all gets jumbled up so that the group can’t identify what sort of information it is receiving. The six hats approach forces all group members to participate in each stage simultaneously. Not only does this approach necessitate the inclusion of all perspectives, it also validates each approach and encourages empathy among participants as each is forced to examine the problem from the others’ perspectives. In the opening pages of Po, de Bono observed that “[t]here are few things which unite hippies and big-business corporations, painters and mathematicians. The need for new ideas does just this” (p. 4). By that time, de Bono had already begun to attract a fair amount of attention to himself and his “new ideas,” having published three well-received texts that would prove foundational to the further development of his theories on thinking and creativity: The Mechanism of Mind, Lateral Thinking,and Practical Thinking. Over thirty years later, his observation proves to have been an apt prediction of the sort of career that the Maltese physician would enjoy. A search through a global news database revealed de Bono’s increasing (and increasingly varied) involvement with government leaders, commercial businesses, educational institutions, student groups and cricket teams—Australian coach John Buchanan has given de Bono a certain level of credit for the team’s 2003 World Cup victory (Independent, p. 41). The de Bono Group’s official webpage lists over seventy companies and institutions that are currently using his course materials, including companies as large as Microsoft and AT&T, the New York Times and the US Marine Corps, and the Defense Intelligence Agency (2005).While this list is impressive, it is more impressive to consider the impact that Edward de Bono might have on what he refers to as the software of the brain, that foundational, unimpeachable notion of human logic. References Aristotle (1991). On Rhetoric: A Theory of Civic Discourse (G. A. Kennedy, Trans.). New York: Oxford University Press. de Bono, E. (1968). New Think. New York: Harper and Row. de Bono, E. (1969). The Mechanism of Mind. New York: Harper and Row. de Bono, E. (1970). Lateral Thinking: Creativity Step by Step. New York: Harper and Row. de Bono, E. (1972). Po: A Device for Successful Thinking. New York: Harper and Row. de Bono, E. (1985). Six Thinking Hats. New York: Harper and Row. de Bono, E. (1990). I Am Right—You Are Wrong: From Here to the New Renaissance: From Rock Logic to Water Logic. New York: Penguin Books. de Bono, E. (1992a). Serious Creativity: Using the Power of Lateral Thinking to Create New Ideas. New York: Harper and Row. de Bono, E. (2000). New Thinking for the New Millennium. Beverly Hills, CA: New Millennium Press. de Bono Group, The (2005). What We Do. Retrieved April 28, 2005, from The de Bono Group website: http://www.debonogroup.com/what_we_do.htm. Living review life etc: Mind think yourself gorgeous; the 15 man who gave us lateral thinking now says he can make you beautiful (2004, May 30). Independent on Sunday, First Edition, Features, 41. Plato (1999a). Apology (B. Jowett, Trans.). Retrieved April 25, 2005, from Project Gutenberg Web site: http://www.gutenberg.org/etext/1656. Plato (1999b). The Republic (B. Jowett, Trans.). Retrieved April 25, 2005, from Project Gutenberg Web site: http://www.gutenberg.org/etext/1497. Russell, B. (1945). A History of Western Philosophy. New York: Simon and Schuster. 16 Intelligent Content Delivery and the Bottom Line: Smart Websites Joe McCormack University of Advancing Technology Project Vtracker was developed to meet the requirements of intelligent content delivery and also serve as a traditional statistical reporting application. Development of Vtracker A successful website is one that delivers the content a user expects to see without pushing content, such as the dozens of links, tickers and advertisements that most likely will overwhelm the user and may detract from the communication of the desired content. Large websites and website conglomerations (a network of websites owned by a single entity) can easily lose users through gigantic navigation themes, search results and a lack of structural uniformity between websites. I've found that the more options you give a user multiplies the ways you can lose that user. As an active participant in rebuilding a portal website, I found that one of the most important objectives in this task was to be able to tie intelligent content delivery (i.e., delivering relevant content) to users, while incorporating many additional features, such as these: 1. Remembering user surf patterns each time a website is visited, and maintaining surf histories for each user.This facilitates being able to tailor content for each individual user in real time. 2. Remembering the user even if that user's IP address changes or if the user switches web browsers without heavy dependence on cookies throughout multiple sessions. 17 3. Being able to cast a user to a “group” or “genre” in order to readily determine content rolls and relevance to the website's purpose. This also allows for the delivery of focused navigation themes and content, thereby reducing site navigation complexity for the user. 4. Being able to accurately determine how many visitors visit a website, whether as a new visitor who has never been to the website before, or as a visitor who has returned to the website several weeks later. 18 Project Vtracker was developed to meet the requirements of intelligent content delivery and also serve as a traditional statistical reporting application. The use of current statistical tracking software (i.e., a server-based application that tracks hits to web pages, browsers being used, etc.) at the inception of the project seemed to be a logical solution in this instance described above. However, one of the problems with commercial tracking software, such as WebTrends, is that there are no mechanisms in place to dynamically influence website content delivery based on previous visit data on an individual user basis to individual users in real-time (this is one problem–I will discuss other significant and related issues as well). The most challenging aspect of Vtracker, both during its inception and its later development, was envisioning how the four points above could be seamlessly integrated into a robust architecture by developing new, imaginative methods using current technology to derive a real-world solution to the deficiencies of other applications. In this case, I was able to rely on server-side technology only, without having to resort to installing any software on individual users' computers or becoming reliant on specific features of a handful of web browsers. Despite this, it took less than a month to move from inception to development and then completion of an application that would support the requirements. Vtracker Features Vtracker–the “brain” of the portal site–can not only gather statistical data that is available with common tracking software, but can also directly control how a website serves content to each individual user; it also has the capacity to tailor such content delivery over time for each user as their habits change. Because Vtracker is able to remember users across multiple sessions and maintain histories for each user (see Figure 1), website traffic and marketing effectiveness can be tracked with a greater degree of precision compared to Figure 1: Example of a user's history across multiple sessions. Intelligent Content Delivery and the Bottom Line: Smart Websites Figure 2: Tracking where the user has come to this web page from. Also, this captures an IP Usage History. traditional tracking applications. One of the reasons why Vtracker is more precise at delivering statistical tracking information (such as web page hits) is that it can distinguish between new and repeat users. Vtracker can remember exactly where and when a user does something on the website; this data is available under the section labeled “User Surfing Pattern On Site” (Figure 1). Vtracker easily remembers date of access, time and what page the user has hit, even across multiple sessions. Maintaining histories is vital, particularly from a marketing perspective and from the perspective of those who monitor a company's bottom line: the effectiveness of an advertising campaign can be more accurately determined by distinguishing new visitors (who may be visiting the website after seeing an ad) from visitors who are simply revisiting the site and may never have seen the ad. Vtracker also categorizes visitors into interest groups automatically and can dynamically update categorizations in real-time as user interests change, as seen under “User ‘Genre’” (Figure 1). Because many advanced web development and maintenance issues are sensitive to the type of web browser the user employs, Vtracker remembers the web browser type. This, aside from assisting a web development team with development concerns, can also show web browser trends and market shifts.The same also holds true for the “Language” column (Figure 1); in this case, Vtracker has identified the user as an English speaker by “en-us.” A side benefit of being able to remember and track users across multiple sessions is that a history of IP addresses the user has used can be referenced in the event of security issues that may arise (Figure 2). Vtracker also has the capacity to remember where a user comes from and can even track the time at which the user came from another website. This is illustrated by “Sites User Has Been Referred From” (Figure 2). This can impact marketing campaigns and the bottom line by showing which websites are referring the most visits. The more links that originate from a particular website may indicate that the website is generating a lot of interest; this may contribute to marketing decisions that may be made in relation to such a website. 19 Figure 3: Example of user-agent gathering. 20 Figure 4: Separation of users from web bots. Another statistical feature of Vtracker is that it tracks browser, user languages and web bot activity over time. This is a collective reporting feature available in a different section of the program (Figures 3 and 4). Vtracker is more precise at delivering statistical tracking information (such as web page hits) because it is able to differentiate real users from web bots–programs that may be used to artificially inflate the reported website traffic of a website–by separating them and reporting their percentage of bandwidth consumption (by number of requests and via percentage). This function allows quick identification of such activities so that unbiased traffic numbers can still be gathered. As indicated earlier, this summarization shows the Intelligent Content Delivery and the Bottom Line: Smart Websites popularity of various web browsers among the user audience and also shows the access rates of different web bots. Being able to maintain surfing histories on each user can not only identify which web pages a user prefers the most (Figure 5), but also allows the fundamental process of delivering custom content and navigation, allowing the website architects and webmasters to do the following: 1. Identify the most visited web pages. 2. Identify probable content pages that a user may be confused with. 3. Identify how long a user stays on the website per session each time they visit. 4. Identify how users are going through the website per session each time they visit. Since Vtracker was developed around the core capability of being able to cast users into “groups” or “genres” by remembering users and their activities, areas of the website can be associated as belonging to a “group.” From a statistical standpoint, this allows Vtracker to report where a user goes after entering a key page associated to a “group” (Figure 6). The Future of Vtracker The inherent abilities of Vtracker, i.e., being able to remember users across multiple sessions, as well as what they do during those sessions, opens the door to webbased, persistent artificial intelligence systems scalable to individual users. Imagine a website-based AI system that could communicate in some manner with the user, then learn from that user and provide help to locate content for the user. As a practical reference, which could be developed with technology available currently, let me put forth the following concept: let's say that a visitor comes to a website and starts surfing. If no patterns can be discerned as to what they are doing, it may indicate that the visitor is curious, bored or simply confused. Vtracker could be programmed to invoke a trigger that would spawn a “virtual person” in the user's web browser. After the virtual person is active for that specific user, the virtual person might initiate dialogue via text or voice synthesis (if the user's connection can support it). Because Vtracker can already associate the user to a history,Vtracker's “brain” could be easily expanded to support storing more information about the user, such as dialogue transactions, for instance, between the virtual person and the user. Through the dialogue transactions, the virtual person would Figure 5: Ranking web page user interest. 21 Figure 6: Reporting the top web pages users go to after hitting key pages. 22 be able to narrow the user as being either curious, bored or confused, and then could offer assistance accordingly. More “building blocks” could be applied to Vtracker's foundation to push the envelope of a persistent artificial intelligence system. One block at a time, Vtracker and the virtual person visual representation of it could evolve into sophisticated action and reaction to users on an individual basis. Over time, Vtracker could also have in-depth knowledge of a user Impossibility only exists if you can’t change perception. and be able to interact with the user on multiple levels that may not be directly related to the website's purpose. For example,Vtracker may learn that the user really likes a certain baseball team; using simple methods, Vtracker could access data on the baseball team, such as current standings, and communicate relevant data to the user the next time the visitor goes to the website. Impossibility only exists if you can't change perception. Biography Joe McCormack, an alumnus of UAT and an instructor, has been involved with web development using a wide range of programming languages on different server platforms since the mid 1990s. Joe has published two books on the subject of server/web-based programming and actively develops new methods and processes to automate and streamline functions to improve performance and task-handling abilities of web-based applications on different server platforms. Joe is also the author of two books on Perl/CGI programming. Cyborging: Rhetoric Beyond Donna Haraway and the Cyborg Manifesto Rochelle Rodrigo Mesa Community College with the JAT Editors Socialist feminism should use the concept of the cyborg as a metaphor to theoretically describe and enact a feminist agenda. To the reader Rochelle Rodrigo’s “Cyborging: Rhetoric Beyond Donna Haraway and the Cyborg Manifesto” was not written for the static page. It is a hypertext, a collection of sixteen distinct, interrelated vignettes that orbit a single theme. Each page of the original online version of this document includes layers of images and language so that a reader positioning the mouse over a section of text or clicking on an image might reveal complementary text beneath;we indicate these in our version by the use of alternating text colors which also serve to distinguish between the different authors whose works are cited throughout the essay.Furthermore,each page of the online version includes hyperlinks to other pages within the work, allowing the reader to choose the direction of their reading based on their reactions to the linking words. Hyperlinks,in our version,are indicated by the arrows which traverse these pages; follow them to see where a mouse-click would have taken you on the web page. The form of this essay contains significant meaning for the Journal of Advancing Technology. The hypertext medium challenges readers’ expectations for linear order, authorial control and completion.Where a traditional, printed work moves from the first sentence to the next,from the first page to the last,the hypertext essay has no distinct beginning or end, a condition which is reflexive of most content in the contemporary online world. Instead, the reader participates in the ordering of this text in much the same way that someone might organize sixteen 23 separate pictures into a collage. Where the traditional text depends on an author to control the movement of the work, the hypertext shares the responsibility of authorship with the reader. Meaning, in this essay, is found through making connections more than it can be found in a single thesis. In this way, the hypertext medium is one that places discovery over order, description over prescription, and meaning-making over comprehension. What you will read in the following pages is a version of the essay—one of many possible versions—that has been decided for you by the editors of this journal. To read this essay in its original form,visit http://www.mc.maricopa.edu /~rrodrigo/cyborg_theory/Cyborg_Theory.htm. Note: If citing this work from this print journal, the author requests that the editors of the journal be acknowledged as secondary authors. If citing it from the online version, please include yourself as the secondary author. 24 Introduction In 1985, Donna Haraway published “Manifesto for cyborgs, science, technology, and socialist feminism in the 1980s” in the Socialist Review, volume 80. In this piece, Haraway theorizes that socialist feminism should use the concept of the cyborg as a metaphor to theoretically describe and enact a feminist agenda. Haraway argues that the innate duality of the cyborg can be a positive role model for socialist feminist women to combat hierarchized dichotomies that inevitably discredit their subject positions. However, until the readers of the “Cyborg Manifesto” clearly see, even better understand, the physical connection between the physical parts of Haraway's cyborg, her myth remains trapped in the metaphorical image of hard technology next to organic flesh. Without understanding the connection, the interface she places so much emphasis on, individuals cannot emulate the existence of the cyborg nor act out the socialist-feminist goals Haraway calls for. She does make a call to action; however, a lack of understanding about how to be a cyborg slows the reader's participation in answering Haraway's hailing. A more complex understanding of that connection will allow for a different, possibly more actively engaged, understanding of and participation in Haraway's manifesto. In this essay, I develop a better picture of how to imagine Haraway's physical connection between technology and the flesh, that physical connection that is so important to her political metaphor. I use Elizabeth Grosz's theory of queer desire, and corporeal feminism to help explore Haraway's language of connection–the terms, images and metaphors she uses to describe the interface between technology and organic life–and her emphasis on the cyborg's role in pleasure and survival. Haraway calls for a "cyborg theory of wholes and parts" that addresses issues of race, gender and capital (181). Answering her call, I argue Haraway's “cyborg” needs to become a verb; a verb that describes the action, interfacing, that occurs between her cyborg subjects. I also use Mark Taylor's theory of complexity and network culture to help expand the concept to cyborg as a form of rhetorical invention. Cyborg Legacy Haraway's “Manifesto” has started its own line of cyborg studies that include both texts that further theorize the cyborg as a metaphor for various postmodern ways of being and studies of actual cyborgs in fiction and the “real” world, along with studies that juggle both; for example some of these texts include: • Technoculture (1991) • Feminism and the Technological Fix (1994) • The Cyborg Handbook (1995) • The War of Desire and Technology at the Close of the Machine Age (1995) • Electronic Eros: Bodies and Desire in the Postindustrial Age(1996) • Technologies of the Gendered Body: Cyborging: Rhetoric Beyond Donna Haraway and the Cyborg Manifesto Haraway uses the metaphor of flesh and machine found in the cyborg as a metaphor to theorize a way to overcome binaries in an attempt to achieve various socio-political goals. Simply, the cyborg is a metaphor for the hope, desire and possibility of overcoming binary differences to complete some action. Haraway does not necessarily give detailed directions on how this interfacing is possible. In other words, how might someone be Haraway's cyborg? Reading Cyborg Women (1997) • Virtual Culture: Identity and Community in Cybersociety (1997) • Cyborg Babies: From Techno-Sex to Techno-Tots (1998) • Growing up Digital: the Rise of the Net Generation (1998) • Cyborgs@Cyberspace: An Ethnographer Looks to the Future (1999) • How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics (1999) • Cyborg Citizen: Politics in the Posthuman Age (2001) • Natural Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence (2003) Layered Readings This layered reading of Haraway begins a cyborg rhetorical theory of invention. To become Haraway's cyborg we must interface; to interface, we must desire to connect with others that rub us the right, wrong, and every which way. Through that interface, we change ourselves and the world with which we interface. Grosz theorizes lesbian sexuality as interfacing between different physical entities. Grosz's description of the physical interface gives a more detailed description of how Haraway's cyborg actually starts to interface. Grosz's theory also emphasizes how the cyborg is made up of parts that do not merge into one; in other words, the interface is not a melting pot. The interface is a temporary connection to achieve some goal. 25 To move beyond the theories of Foucault, Derrida and Baudrillard, Taylor theorizes how individuals at the dawn of the 21st century must interface with the world around them, a world of “unprecedented complexity” where “speed becomes an end in itself ” (3). Although Taylor's theory is not specifically about technology, he realizes that the changes he theorizes are derived from “the development of cybernetic, information, and telematic technologies” (4). Taylor theorizes how individuals make meaning and participate through the interface that is the current techno-culture. Beyond Binaries Thoughout the essay, Haraway describes how the cyborg acts as a metaphor for other “couplings” trapped as binary opposites. The cyborg's connection between man and machine represents the possible connections between all other binaries: Self Mind Culture Male Civilized Reality Whole Agent Other Body Nature Female Primitive Appearance Part Resource (Haraway, p. 177) conceal and to show. Enacting what it designates, screen implies that concealing is showing and showing is concealing. Screen, screening, screenings: Verb Show Reveal Presence Purity Light Noun Hide Conceal Absence Pollution Darkness Forever oscillating between differences it joins without uniting, the meaning of screen remains undecidable. Far from a limitation, this undecidability is the source of rich insight for understanding what we are and how we know. In network culture, subjects are screens and knowing is screening” (Taylor, p. 200). Cyborging cy•borg (sï'bôrg') v. cyborged, cyborging, cyborges. To willingly unite two, or more, different agents for a desirable purpose and action. 26 Since Haraway argues that there is no origin or center to the cyborg myth, the definition of “cyborg” replicated from Haraway's myth has no essential qualities to ground the definition of cyborg as a noun. There is no common essence, piece of “T”ruth, to the cyborg image allowing for a solid definition. Instead, Haraway's cyborg represents a call for action; in that light, “cyborg” should define the action that Haraway calls for in the “Manifesto.” "This duplicity of the screen is captured in the verb: to screen means both to There is no origin or center to the cyborg myth; the definition of “cyborg” has no essential qualities to ground the definition as a noun. “Cyborg,” as a verb, demonstrates the connection, affinity, coupling, marriage, coalition that is made between cyborgs. The cyborg act is rhetorical, it is situated. Individuals or parties cyborg only when desired. Cyborging is dependent on space and time; therefore, the picture of the cyborg changes. Haraway calls for a cyborg-action between women of various races, ethnicities, classes, genders and sexualities with the “task of Cyborging: Rhetoric Beyond Donna Haraway and the Cyborg Manifesto recoding communication and intelligence to subvert command and control” (p. 175). images and ideas of a forced, violent sexual connection. These cyborg “In the midst of these webs, The participants anxiously desire the networks, and screens, I can no more be certain where I interface between the meeting pieces. am than I can know when and where the I begins and ends. I am connections are made willingly, all plugged into other objects and subjects (leaving the possibility for more than in such a way that I become myself in two) the participants anxiously desire and and through them, even as they await, possibly anticipate, the interface become themselves in and through me” between the meeting pieces. (Taylor, p. 231). If there is a challenge here for Pleasurable Encounters cultural critics, then it might be Grosz concludes that erotic desire is: a mode presented as the obligation to make our of surface contact with things with a world knowledge about technoculture into that engenders and induces transformations, something like: intensifications, a becoming something other. Not simply a rise and fall, a waxing A hacker's knowledge, capable of and waning, but movement, processes, penetrating existing systems of rationality that transmutations (p. 204). might otherwise be seen as infallible; If thinking is not to be the eternal return of the same, it must recast in ways that refigure nature and culture as well as body and mind so that neither remains what it was believed to be when it appeared the opposite of the other. Instead of promoting apocalyptic other worldliness through new technologies, what we need is a more radical style of incarnational thinking and practice (Taylor, p. 224). From the start, Haraway's cyborg is sexualized, described in terms of desire. She continues, arguing that the “Manifesto” is “for pleasure in the confusion of boundaries and for responsibility in their construction” (150, her emphasis). Emphasizing the existence, even necessity, of “pleasure” in the space between the “boundaries” –the cyborg interface between the technological and the organic–gives this reader the freedom to describe the cyborg-body's connections in terms of the sexual act and desire. By emphasizing “pleasure,” Haraway also eradicates A hacker's knowledge, capable of reskilling, and therefore rewriting the cultural programs and reprogramming the social values that make room for new technologies; A hacker's knowledge, capable also of generating new popular romances around the alternative uses of human ingenuity (Ross,p.132). Boundaries Although both Grosz and Haraway emphasize the two interfacing zones remain separate functioning identities, both also agree that the boundaries between these separate spheres do not hold. Grosz states that during an erotic contact the "borders blur, seep, so that, for a while at least, it is no longer clear where one organ, body, or subject stops and another begins" (p. 198). The strange logic of the parasite makes it impossible to be sure who or what is parasite and who or what is host. Caught in circuits that are recursive and reflexive yet not closed, each lives in and through the other. In these strange loops, 27 nothing is ever clear and precise; everything is always ambiguous and obscure (Taylor, p. 98). Haraway similarly describes the cyborg as "fluid," "ether," "quintessence," both "material and opaque" (153). While describing the specific interface between women's bodies and technology, Haraway claims the bodies are "permeable" (169) and claims that same technology is "polymorphous"(161). She also describes another binary boundary–“between tool and myth, instrument and concept, historical systems of social relations and historical anatomies of possibly bodies" –as "permeable" (p. 164). 28 In a world where signs are signs of signs, and images are images of images, all reality is in some sense screened.The strange loops of information and media networks create complex self-organizing systems whose The interface is not about penetration or acquisition, it is about peaceful "rearrangements." structures do not conform to the intrinsically stable systems that have governed thought and guided practice for more than three centuries (Taylor, p. 78). Although the individuals remain true to self, the interface merges, melds, blurs and rubs. The interface is not about penetration or acquisition or occupation, it is about peaceful "rearrangements" of participating factions. According to complexity theorists, all significant change takes place between too much and too little order.When there is too much order, systems are frozen and cannot change, and when there is too little order, systems disintegrate and can no longer function. Far from equilibrium, systems change in surprising but not necessarily random ways (Taylor, p. 14). Never Complete Although Haraway imagines the cyborg transforming “wholes from parts,” she also emphasizes that the cyborg, unlike Frankenstein's monster, does not seek completion (p. 151), nor “rebirth”; instead, “cyborgs have more to do with regeneration.” According to Haraway, cyborgs both build and destroy “machines, identities, categories, relationships, space stories” (p. 181). Grosz's lesbian desire is also not about heterosexist "complementarity." As boundaries become permeable, it is impossible to know when and where this book began or when and where it will end. Since origins as well as conclusions forever recede, beginnings are inevitably arbitrary and endings repeatedly deferred (Taylor, p. 196). That is what constitutes the appeal and power of desire, its capacity to shake up, rearrange, reorganize the body's forms and sensations, to make the subject and bodyas such dissolve into something else, something other than what they are habitually (Grosz, p. 204). If we are to study cyborgs, the technoscience that makes them possible and the phenomenon around them, we must reexamine our romanticism for the “Whole,” our desire for the transcendent, and our notions of the human (Hogle, p. 214). While exploring the work of Alphonso Lingis on erotic sensibility, Grosz states that desire's temporality “is neither that of development… nor that of investment… Nor is it a system of recording memory… In this case, there is not recollection but recreation, or rather, creation, production” (p. 195). In both cases, the cyborg and desire, the connection is never stable, always Cyborging: Rhetoric Beyond Donna Haraway and the Cyborg Manifesto remade for a specific time and space, a specific purpose. Invention Haraway's cyborg seeks otherness, seeks difference, seeks "illegitimate fusions" (p. 176), seeks "potent fusions, and dangerous possibilities which progressive people might explore as one part of needed political work" (p. 154). Contemporary interfaces involve mutual reshaping and resignification of the body. Cyborgs show little respect for crass dualisms (e.g., technologies/bodies), but prefer to mobilize the polymorphous effects which emerge from fields of techno-social dynamics. It is the (in) ability to maintain distinct boundaries which facilitates new readings of cyborgs. We have attempted to advance retroand pro-spective interpretations of the textualities in which hybrid figures appear (Macauley & Gordo-Lopez, p. 442). Modes of greatest intensification of bodily zones occur, not through the operations of habitual activities, but through the unexpected, through the connection, conjunction and construction of unusual interfaces which re-mark orifices, glands, sinews, muscles differently, giving organs and bodily organization up to the intensities that threaten to overtake them, seeking the alien, otherness, the disparate in its extremes, to bring into play these intensities (Grosz, p. 198) If information is “a difference which makes a difference,” then the domain of information lies between too little and too much difference. On the one hand, information is a difference and, therefore, in the absence of difference, there is no information. On the other hand, information is a difference that makes a difference. Not all differences make a difference because some differences are indifferent and hence inconsequential. Both too little and too much difference creates chaos. Always articulated between a condition of undifferentiation and indifferent differentiation, information emerges at the two-sided edge of chaos (Taylor, p. 110). Haraway's cyborgs, Grosz's desires and Taylor's subjects do not do the expected; they revel in the unexpected. Haraway goes further, claiming that "no objects, spaces, or bodies are sacred in themselves; any component can be interfaced with any other" (p. 163). All three theories recognize that potent and powerful things emerge from interfacing with the known and the unknown, cyborging with the new and the old. Changed Separately To cyborg is to change and transform. In coming together to act, for pleasure and survival, the individuals that cyborg can not help but change. Haraway's cyborg, the ideal member of a cyborging, "is a kind of disassembled and reassembled, postmodern collective and personal self" (p. 163). The cyborging cyborg is one and many, 29 Conclusion While discussing epistemology and rhetoric, Gage claims there are two primary relationships between rhetoric and knowledge: One is that rhetoric consists of techniques for successfully communicating ideas which are either unknowable or are discovered and tested by means which are prior to or beyond rhetoric itself; and . . . The other way of regarding this relationship is to view rhetoric itself as a means of discovering and validating knowledge (Gage, p. 203). individual and collective, fragmented and whole, never returning to one subjectivity as the early individual before, always having changed during the interface. 30 Haraway argues the cyborg skipped “the step of original unity,” and therefore does not “expect” its “completion” (p. 151). Later she claims we, cyborgs, have “the confusing task of making partial, real connections” (p. 161). Their relations cannot be understood in terms of complementarity, the one completing the other (a pervasive model of the heterosexual relation since Aristophanes), for there can be no constitution of a totality, union, or merger of the two. Each remains in its site, functioning in its own ways (Grosz, p. 197). Noise is not absolute but is relative to the systems it disrupts and reconfigures, and, conversely, information is not fixed and stable but is always forming and reforming in relation to noise. Forever parasitic, noise is the static that prevents the systems it haunts from becoming static (Taylor, p. 123). A cyborg rhetoric is definitely an example of the later. The cyborg's emphasis on invention through interface constructs rhetoric as both a psychological and physical connection to others, whether they are a person, place or thing. Cyborg rhetoric also acknowledges that cyborgs are always communicating, whether they explicitly are aware of sending and receiving or not. Most importantly, a cyborg rhetoric acknowledges that interfaces are always different–even if two individuals rub against the same texts, those experiences will not be the same. Part of the pleasure of cyborg rhetoric is comparing experiences, interfaces and interpretations. A cyborg rhetoric is never done, it is only waiting for the next interface so it may transform into something new and different. Haraway argues that the cyborg myth is "for pleasure in the confusion of boundaries and for responsibility in their construction" (p. 150). The zone between the physical manifestation of the body and the virtual has perhaps permanently altered the way we gather, process and understand knowledge (Flanagan, p. 449). What constitutes the appeal and power of desire, its capacity to shake up, rearrange, Cyborging: Rhetoric Beyond Donna Haraway and the Cyborg Manifesto reorganize the body's forms and sensations, to make the subject and body as such dissolve into something else (Grosz, p. 204). The moment of writing is a moment of complexity in which multiple networks are cultured (Taylor, p. 198). Cyborg ReSources On the one hand, Taylor claims “any adequate interpretive framework must make it possible to move beyond the struggle to undo what cannot be undone as well as the interminable mourning of what can never be changed” (p. 72). However, he also outlines the characteristics of complex systems which appear to leave space for Grosz's rewriting and reclaiming. • Though generated by local interactions, emergent properties tend to be global. • Inasmuch as self-organizing structures emerge spontaneously, complex systems are neither fixed nor static but develop or evolve. Such evolution presupposes that complex systems are both open and adative. • Emergence occurs in a narrow possibility of space lying between conditions that are too ordered and too disordered. • This boundary or margin is “the edge of chaos,” which is always far from equilibrium (pp. 142-143). Cyborg Resources Continued No medium today, and certainly no single Haraway and Grosz want to reclaim images media event, seems to do its cultural and ideas that appear to be finished. work in isolation from other media, any Grosz, in "Experimental Desire," wants to more than it works in isolation from use "a set of rather old-fashioned concepts other social and economic forces. What and issues that [she] believes remain is new about new media comes from the useful and can be revitalized if they are particular ways in which they refashion reconsidered in terms of the politics and older media and the ways in which older media refashion themselves to answer to the challenges of new The moment of writing is a moment media (Bolter and Grusin, p. 15). • Complex systems are of complexity in which multiple comprised of many different parts, which are networks are cultured. connected in multiple ways . theory of lesbian and gay sexualities” • Diverse components can interact (p. 207). She wants to “rewrite,” “reclaim” both serially and in parallel to and“clarify some of the issues that [she] generate sequential as well as believes are crucial to the area now known simultaneous effects and events. as 'queer theory'” (p. 207). She refuses “to • Complex systems display spontaneous give up terms, ideas, strategies that still self-organization, which complicates work, whose potentialities have still not interority and exteriority in such a been explored, and which are not quite way that the line that is supposed to ready to be junked just yet” (p. 208). separate them becomes undecidable. Significant inventions are like omelets: • The structures resulting from you have to break some eggs to make spontaneous self-organization emerge them happen. But we would do well to from but are not necessarily reducible spend some time contemplating those to the interactivity of the components broken shells, to learn more about the or elements in the system. 31 32 discards and miscarriages, the “creative destruction” that propels all high-tech advancement (Johnson, pp. 207-208). Haraway's use of the cyborg idea is a similar attempt to rewrite, reclaim and clarify a term she refuses to junk just yet. Although The Terminator (1984)–one of the American culture's predominate images of the "bad" cyborg–was just released as Haraway published the "Cyborg Manifesto,” there were plenty of both good and bad cyborg images around, both in science fiction literary texts and films. Some of the most notable bad images of cyborgs, prior to both The Terminator and the “Cyborg Manifesto,” are Mary Shelley's Frankenstein, Star Wars (1976), Blade Runner (1982) and Videodrome (1982). Haraway's choice to use Blade Runner, Anne McCaffrey's The Ship Who Sang (1969), Joanna Russ's The Female Man (1975) and Vonda McIntyre's Superluminal (1983) demonstrate her ability to rewrite, reclaim and clarify science fiction, predominately feminist science fiction. When I think of cyborgs and Blade Runner, I always remember the Rutger Hauer character, the "bad" cyborg. Haraway, on the other hand, reminds the reader that the character Rachel "stands as the image of a cyborg culture's fear, love, and confusion" (p.178). Goals Haraway, Grosz and Taylor share similar goals. The subtitle to Grosz's essay "Experimental Desire" is "Rethinking Queer Subjectivity." Similarly, Haraway begins the "Cyborg Manifesto" with, "This chapter is an effort to build an ironic political myth faithful to feminism, Cyborging: Rhetoric Beyond Donna Haraway and the Cyborg Manifesto socialism, and materialism.” Later in that same introductory paragraph, Haraway further defines irony, an important aspect of her "political myth," as a "rhetorical strategy" (p. 149). Taylor attempts “to show how complex adaptive systems can help us to understand the interplay of self and world in contemporary network culture.” All three want to theorize a new rhetorical strategy, a new subjectivity that gives agency and power to their intended material audiences, socialist feminists, queers, and participants of the emerging network culture, respectively (Haraway, p. 177). I had hoped to show both that there is, and must be, a place for the transgression itself; that there must be a space, both conceptual and material, for (perpetually) rethinking and questioning the presumptions of radicality, not from a position hostile to radicalism or transgression (as the majority of attacks are) but from within (Grosz, p. 5). I argue that the relationship between information and noise can clarify recent philosophical and critical debates about interplay between system and structure, on the one hand, and, on the other, otherness and difference ( Taylor, p. 15). I am making an argument for the cyborg as a fiction mapping our social and bodily reality as an imaginative resource suggesting some very fruitful couplings (Haraway, p. 150). Exigency Grosz, in "Animal Sex," hypothesizes new ways of understanding how desire functions both within the individual and within society. She theorizes about a new way to understand desire, especially lesbian desire, so it is not explained in terms of "(heterosexual) norms of sexual complementarity or opposition, and reducing female sexuality and pleasure to models, goals, and orientations appropriated for men and not women" (p. 188). In other words, Grosz is theorizing a new way to make desirable connections between subjects, surfaces, fragments and/or pieces. This is exactly the same type of connection Haraway's manifesto and Taylor's theory relies on. Using Grosz to further explain Haraway's and Taylor's connections works since all three are trying to theorize a way of bonding, for both pleasure and agency. Survival is the stakes in this play of readings (Haraway, p. 177). The task we now face is not to reject or turn away from complexity but to learn to live with it creatively (Taylor, p. 4). … a desire to show the complex interplay between embodied forms of subjectivity and arguments for disembodiment throughout the cybernetic tradition (Hayles, p. 7). References Bolter, J. D. & Grusin, R. (1999). Remediation: Understanding New Media. Cambridge: MIT Press. Cameron, J. (Director). (1984). Terminator, The [Motion picture]. United States: Orion Pictures. Clark, A. (2003). Natural Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence. Oxford: Oxford University Press. Croissant, J. L. (1998) “Growing Up Cyborg: Development Stories for Postmodern Children.” Cyborg Babies: From Techno-Sex to Techno-Tots (pp. 285-300). New York: Routledge. Cronenberg, D. (Director). (1983). Videodrome [Motion picture]. United States: Universal Pictures. David-Floyd, R. & Dumit, J. (1998). Cyborg Babies: From Techno-Sex to Techno-Tots. New York: Routledge. Flanagan, M. (2002). “Hyperbodies, Hyperknowledge: Women in Games, Women Cyberpunk, and Strategies of Resistance.” Reload: Rethinking Women + Cyberculture (pp. 425-454). Cambridge: MIT Press. Gage, J. T. (1994). “An Adequate Epistemology for Composition: Classical and Modern Perspectives.” Landmark Essays on Rhetorical Invention in Writing (pp. 203-219). Davis, CA.: Hermagoras Press. Gray, C. H. (1995). Cyborg Citizen: Politics in the Posthuman Age. New York: Routledge. 33 Gray, C. H. (2001).The Cyborg Handbook. New York: Routledge. Tapscott, D. (1998). Growing Up Digital: The Rise of the Net Generation. New York: McGraw-Hill. Grosz, E. (1995). Space, Time, and Perversion: Essays on the Politics of Bodies. New York: Routledge. Taylor, M. (2001). The Moment of Complexity: Emerging Network Culture. Chicago: The University of Chicago Press. Hakken, D. (1999). Cyborgs@Cyberspace?: An Ethnographer Looks to the Future. New York: Routledge. Haraway, D. (1997). Modest_Witness@Second_ Millennium.FemaleMan©_ Meets_OncoMouseTM: Feminism and Technoscience. New York: Routledge. Haraway, D. (1991). “A Cyborg Manifesto: Science Technology, and Socialist-Feminism in the Late Twentieth Century.” Simians, Cyborgs, and Women: The Reinvention of Nature (pp. 149-181). New York: Routledge. Hayles, K. N. (1999). How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics. Chicago: University of Chicago Press. Hogle, L. F. (1995). “Tales from the Cryptic: Technology Meets Organism in the Living Cadaver.” The Cyborg Handbook (pp. 213-216). New York: Routledge. Johnson, S. (1997). Interface Culture: How New Technology Transforms the Way We Create and Communicate. New York: HarperEdge. Jones, S. (1997). Virtual Culture: Identity and Community in Cybersociety. London, England: Sage Publications. 34 Lucas, G. (Director). (1977). Star Wars [Motion picture]. United States: 20th Century Fox. Macauley, W. R. & Gordo-Lopez, A. J. (1995). "From Cognitive Psychologies to Mythologies: Advancing Cyborg Textualities for a Narrative of Resistance." The Cyborg Handbook (pp. 433-444). New York: Routledge. McCaffrey, A. (1969). The Ship Who Sang. New York: Ballantine Books. McIntyre, V. N. (1983). Superluminal. New York: Pocket Books. Penley, C. & Ross, A. (1991). Technoculture. Minneapolis: University of Minnesota Press. Ross, A. (1991). "Hacking Away at the Counterculture." Technoculture (pp. 107-134). Minneapolis: University of Minnesota Press. Russ, J. (1975). The Female Man. New York: Bantam Books. Scott, R. (Director). (1982). Blade Runner [Motion picture]. United States: Columbia TriStar. Shelley, M. (1985). Frankenstein: or the Modern Prometheus. London: Penguin Books. Springer, C. (1996). Electronic Eros: Bodies and Desire in the Postindustrial Age. Austin: University of Texas Press. Stabile, C. A. (1994). Feminism and the Technological Fix. Manchester: Manchester University Press. Stone, A. R. (1995). The War of Desire and Technology at the Close of the Machine Age. Cambridge: MIT Press. Biography Rochelle (Shelley) Rodrigo teaches a variety of writing and film courses, presented in a myriad of methods and modes, at Mesa Community College, Mesa, Arizona. She is also completing her doctoral studies at Arizona State University with a dissertation about how faculty cope with technological change. Shelley's research includes studies about writing instruction, distance learning, teaching with technology, and professional development. Almost all of her studies involve issues of how people interact with different technologies. Shelley has published chapters in Strategies for Teaching First-Year Composition, Composition Pedagogy & the Scholarship of Teaching and an article in Teaching English in the Two-Year College. A Conversation with Chris LaMont Interviewed by Craig Belanger I was a filmmaker when I was in 4th, 5th, 6th grades, all the way into high school, and I was sort of an island unto myself. Filmmaking is a collaborative art, and there was no one really around me who was doing film. Chris LaMont is a filmmaker, producer and screenwriter who has been making films since the 4th grade. He has been instrumental in the growth of the local film community in Phoenix,Arizona,in his roles as the founder and President of the Phoenix Film Foundation, founder of the Phoenix Film Project (www.phxfilmproject.com),Advisory Board member of the Project (its filmmaker community support program), and member of the Phoenix Film Society, a membership-based film appreciation organization that screens independent films and hosts film events in the Valley of the Sun. Chris is an Associate Faculty member at Arizona State University, teaching independent film appreciation and production courses,and is a member of the Scottsdale Community College Film and Television Program. He is also the co-founder of the International Horror & Sci-Fi Film Festival,which is scheduled to debut in October 2005. He and his business partner, Golan Ramras, as well as an army of volunteer staff, initiated the first Phoenix Film Festival in 2000. That first year, as he explains in our conversation, festival attendance reached 3,000 people; in 2005, festival attendance reached 15,000 attendees, a five-fold increase in just five years. In this conversation, Chris LaMont discusses the inherent difficulties in creating a successful film festival, the community aspect of presenting films to festival audiences, and the effects of the video game industry and the digital film revolution on the motion picture industry. 35 Journal of Advancing Technology: Why did you start the festival in Phoenix? What were some of the funding and sponsorship issues that you encountered? 36 Chris LaMont: We started in Phoenix simply because I grew up in Phoenix. I was a filmmaker when I was in 4th, 5th, 6th grades, all the way into high school, and I was sort of an island unto myself. Filmmaking is a collaborative art, and there was no one really around me who was doing film. I had to learn the way on my own, and I basically went through the schools–Phoenix College, Scottsdale Community College, ASU–but there was no formal film program here in Phoenix at all. Then I went to Los Angeles and came back because I hated Hollywood. What I discovered after I came back was that I wanted to be John Sayles, I wanted to make my own movies, I wanted to chart my own course. And so I started doing direct-to-video movies, nothing of significance, but Phoenix wasn't really a place where you could shoot a film. You couldn't buy film here, you couldn't develop film here; everything happened out of L.A., even though Phoenix had some great locations. Fast forward to the year 2000: I did a short film parody of the movie Fight Club, directed by David Fincher. My partner, Golan Ramras, and I had done this movie, and we'd sent it to a website called MediaTrip.com.They bought the film the day they got it. It's a very good parody, shot like a movie trailer for this movie called Film Club, and it's basically [about] frustrated independent filmmakers trying to make movies. And so they're sweating in a basement, you know, shooting film. Film Club spoke to me as: “If you're frustrated with something, do something about it rather than let the frustration eat you apart.” So we did this film and it got sold and we were on DVD and on the Internet and were wondering one night why there wasn't a good film festival in Phoenix to show the film. And it sort of dawned on us that–at the time Phoenix was the sixth largest city in the country–every large city serves a film festival. And so Golan and I just sort of looked at each other and said, “Why don't we be the guys to start it?” So we put aside our personal production calendar and spent the next six months getting the first Phoenix Film Festival up and running. JAT: What was the initial reaction from people in Phoenix that you were starting a film festival here? CL: A lot of people didn't really know what a film festival was. They'd heard of Sundance (everybody's heard of Sundance) but if you ask someone, “Have you been to a film festival?”, nine times out of ten they'll say “No,” which made it very hard to market the festival, because we weren't just marketing a festival, we were also educating the population about what a film festival is–what happens and the kind of product you see at the film festival. It's been tough, but as we have grown–we're in the fifth year now–knowledge of, and the marketing impact of, the festival is at its highest point ever.We have several marketing partners, like the largest newspaper in Arizona, the biggest news talk radio station in Arizona, the biggest alternative rock station...These are all partners of the festival, so they're helping us to market the event.We have the art film theatre chain, Harkins Theatres; that's actually where we hold the festival. We're slowly gaining ground through that marketing, but as an educational tool as well as a marketing tool, the brand is out there. But with that has to be: “Here's what the festival's all about.” So it's almost a two-tiered approach. You asked earlier about funding. In year one, we had no money.We literally had no money, because to support anything, people have to see it, people have to know what it is, and what we found was people were willing to trade out and give us support but not actually write a check or give us dollars. I wrote the first check for the festival for about $1,500 to create our marketing and sponsor package so we could go and try to solicit funds and partners. The first partner we ended up getting was the City of Phoenix Film Office, A Conversation with Chris LaMont (from L-R) Executive Festival Director Chris Lamont, Festival mascot Camerahead, actor Tom Arnold and Senior Festival Director Golan Ramras at the 2005 Phoenix Film Festival. Arnold presented an award to Lion’s Gate Films executive Tom Ortenberg and appeared at the Arizona premiere of the film, Happy Endings. Photo by Charles Gabrean and although they had no money–like every municipality in the world, it seems, they had no money–they said, “We'll give you a desk and a telephone and a computer to help you get things started,” so we had an office and an idea to start a festival, and we were able to move from there. JAT: What films were on that first Phoenix Film Festival program? CL: It was pretty thin. We did get about 200 films submitted to the festival that year. Compared to now: we're at 800 this year. To quadruple that amount in five years is pretty impressive. We called a lot of people who we knew already had independent films and asked them, “Can we show your movie?” And they let us show their films for free. We also slated a retrospective of Clerks, El Mariachi and Reservoir Dogs and showed those as Midnight Movies to further add to the slate. But we did have some short film blocks, and we actually got a couple of films from local Arizona filmmakers, but we didn't actually have our Arizona short filmmaking competition until year two. We were lucky, though–we actually got Allison Anders, the director of Gas Food Lodging. She came out because she had a friend she wanted to see in Phoenix. She came for the weekend and got a free hotel room. The comedian Tommy Davidson, who was in Spike Lee's Bamboozled, came out because he could book a comedy gig the night before; he did our awards ceremony and did a celebrity conversation with us. So we had some stars and some pretty good movies: a local feature called How to Be a Hollywood Player or How to Be a Star, something like that. We worked really hard trying to spread the word locally. Our hope was to have 500 people come out. JAT: How many showed up? CL: 3,000.We were able to break even on the first festival year. It made us feel great. It was like, “Alright, we've done our job, we created a festival, we're done.” JAT: The festival ends after year one and you decide what? That it's a success, more than a success? 37 CL: Oh, we were happy to break even, lots of people came out, it was a good thing, so we went back to making movies for six months. And that's kind of the building process for all things: first, you have to prove you can make it, then you have to prove that not only can you make it, but you can make it successfully, and then continue to build on it and make it grow. Every year we've had more films submitted. Attendance has grown. If we ever start backtracking, then it tells me that something's wrong with the business model and what we're doing. If we don't sell enough tickets, if we don't have enough movies coming in, we need to fix that, but right now, the growth has continued exponentially since year one. JAT: Why do you think this film festival is so successful? 38 CL: We have a 99% volunteer staff. They have a passion for film and a passion for the event, and they work hard, although they do not get paid monetarily for this. But they love the event and the event is important to the community. It's important to a metropolitan community which is now the fifth largest in the country to have an arts and entertainment Kevin Bacon and Kyra Sedgwick at the 2005 Phoenix Film venue like this that they can experience. Festival. Bacon and Sedgwick were both honored at the festival and attended the Arizona premiere of the film, Loverman. The more that community funding Photo by Charles Gabrean is cut–in theatre programs, music And then we started wondering, “Hey, are we programs–the more important it is to going to do this again?”(laughter). We still had actually hold on and support things like the the office over at the City of Phoenix. I can't film festival within the community, and we've say “office”–we had a cubicle at the City of been very very blessed to have such great Phoenix. So we said, “Well, sure, let's give it supporters, great volunteers, great staff in one more shot. We'll see what happens with order to maintain the momentum of the this, but you know, we gotta raise some festival. And without that core, the festival money.” It was really hard trying to raise would not be where it is today. money, so we went out and tried to do that with sponsor packets, and I think we ended up I suggest to anyone who ever wants to raising about $8,000, maybe, in total cash that make something successful happen in this year from a couple of different sponsors. The world, you can't do it by yourself. You've got thing was, the people that had come that first to build a team around you of diverse year had seen what it was like and they were opinions, perceptions and ideas and work willing to provide more resources in the together towards a common goal. They say that it's a lot easier for a million people to second year. move a mountain than just one. I think that's A Conversation with Chris LaMont how they built the pyramids; it wasn't just one JAT: And now it's become a standard film guy pushing blocks in Egypt. That's the festival that filmmakers consider when mentality that we've taken with the festival, submitting work. Filmmakers who are and it's been very successful. A reason for thesuccess that I suggest to anyone who ever wants to we've had in the country and internationally is unparalleled. make something successful happen in There's only one other festival that's more successful than us this world, you can't do it by yourself. which started within the last five years, and that's the Tribeca Film Festival, looking to see where Phoenix itself might fit because they had a million dollar check from in with the film world at large... American Express, and they have Robert De Niro and Tribeca [Entertainment] and Martin CL: There [are] two reasons for that. One is Scorsese. Everything we've done has been very this: when we first started the festival, we grassroots, but we're now changing to a realized that we had to have a niche to get business model–a year-round business model– films submitted to us. You can't just have a and the volunteers and staff had a large, festival. You can't just say, “Hey, we're the important role in that development. Phoenix Film Festival!” and “Hey, we're showing movies here!” There's got to be a JAT: The Phoenix Film Festival also has an reason, an incentive, why a filmmaker would send us their film. For the first four years, we educational outreach program, doesn't it? actually focused on low-budget independent CL: Educationally, the festival is very filmmaking. The way we did that was to say important to this community. I recognized that all of the features in competition must that as far back as my childhood: I was this 4th have been made for under a million dollar grader trying to make movies with my best budget. So we got some very eclectic films friend with a Super 8 camera, not knowing that people really didn't see on the big screen, that anybody else in the world had a love for films that ultimately ended up going straight this art the way that I did. And so what we've to video and DVD, but the audience members done with the festival is to create an were appreciative of the filmmakers coming educational outreach program where grade out. We make sure that there's a filmmaker school students and high school students and representative for every competitive feature college students are getting involved and are at the festival, because there's a Q&A understanding that there's a collaborative afterwards. That's the difference between community out there that wants them to make going to a festival and the cinema multiplex: movies, wants them to be creative, to put there's a filmmaker there who's going to their vision out there and find that introduce the work and afterwards will be special thing that they're about, that there to talk about what you've seen and unique perspective of the individual. Our answer your questions about the filmmaking educational outreach is growing year after process, what inspired them and how they year with something that I personally wanted made the movie. Establishing that was to initiate because of my experience growing important–it helped us to really break up. I didn't want to see the kids of Phoenix ground, really get accelerated. We actually struggle like I did to understand my gifts and took off the million dollar cap this year talents and to encourage them, to put a because we found our feature submission camera in their hands, to write a script, go amounts were not increasing. Our shorts get some software and start editing and were increasing (in the amount we were getting every year) but the features weren't. make a movie. We discovered that the producers don't want 39 can do that. The landscape, then, has changed in the last five here in Phoenix, and it's struggle like I did to understand my gifts years making things a lot easier from a filmmaking perspective. And and talents and to encourage them... also, as the filmmaking has grown here (and the quality has grown greatly since anyone to know what their budgets are–if you we started the festival), there's a greater know they're in our festival, then you know interest in film overall. We decided, then, to that their budget was under a million. Because launch–near Halloween–the Phoenix Horror everybody wants to make more money from and Sci-Fi Film Festival. [It's] not like your the distributors. So they were not willing to typical science fiction and horror convention: send their movie to our festival.This year, we this is showing movies with an expo, a costume went from 125 features submitted [for the party on Saturday night, an opportunity for 2004 festival] to 175. Because we do ask for Horror and Sci-Fi film lovers to get together and the budget amount, [we found that] some of enjoy some movies that maybe they haven't seen those films were made for less than a million on the big screen in a while. dollars, but it doesn't matter because we're not printing that. The stigma is gone, so our JAT: Such as… volume of films has increased greatly. I didn't want to see the kids of Phoenix JAT: What are your plans for future festivals? 40 CL: What we realized was that the festival can't be a once-a-year event. After year one, we took six months off and then said, “Hey, let's do that again.” Year two, we went up to 4,000 people, we had more entries. And then year three was our big breakout year: we had 7,000 people, John Waters came out, Edward Burns, James Foley. It was really big. We realized from a financial standpoint that we couldn't just have a once-a-year event. It was impossible, especially after we got kicked out of City Hall after three years. So we had to rent an office and put a roof over our heads. The model that I had switched to was one of adding revenue sources and adding ongoing activities on a monthly basis to turn us from a once-a-year event to a continuing, ongoing organization. One of the things we've seen is that, as the film industry here in Phoenix grows–it is growing by the way. That time I talked about when you couldn't buy film, when you couldn't develop a film, that no longer makes a difference here in Phoenix because the digital revolution is taking care of that. Now, you can shoot on HD, edit and film in, you know, closets and bedrooms, and then send your movie to Hollywood. Literally, you CL: Such as the Evil Dead movies. We're hoping that Bruce Campbell might be involved in the festival. We've invited him to be our Honorary Director. How great would it be to go, as a film fan of the Evil Dead series, to go see The Evil Dead or Evil Dead 2, and then Bruce Campbell comes out and does a Q&A. There's a specific and very, very excited audience for genre films, especially the horror and sci-fi genre, and they will support an event like that. We're kind of going back to our roots for how we'll be modeling the festival–it's only going to have three screens, it's going to be a smaller festival than we normally do. It's not going to have the prestige of getting on the back of DVD boxes, like the Phoenix Film Festival; there are certain films where you can see the palm leaves saying “Official Selection” and “Award Winner” for a number of movies from the Phoenix Film Festival.We're looking at this as more of a fun, fan-based festival. Then, to specifically address the population of Phoenix, we're going to start a Hispanic film festival sometime in early 2006.We've already had some interest from Univision and a number of places. The idea is that, because of who we are and what we've done in the past, instead of going out blindly like we did in year A Conversation with Chris LaMont aware that you can create film or tell stories with a not-necessarily huge budget, where the story and character are more important. When you see one of these characterdriven DV films, as compared to your big blockbuster SpiderMan 3 or whatever it is that gets on the big screen at the multiplex next, filmmakers for the most part… When I took my 16mm live action class at ASU, just to do a one minute short film without sound, it cost me $400. I can go get a DV camcorder, a $5 tape and make that same exact movie for $5. If I had access to a camera and some lights, now, as a filmmaker, the difference is that I can practice the language and understand how to tell a story before I have to invest a lot of money in film. A lot of people, especially in Hollywood, will still look down on digital: it doesn't matter that 28 Days Later or Open Water or Celebration or any of the Robert Rodriguez films that are shot on DV–even Star Wars: Episode Two and Episode Three, which were shot on digital or HD–people still want to see 35mm film. In the past, it's always been, “Well, unless you can get the money, you're not really a filmmaker.” It's a Darwinian system: you've got to be able, with your talents, to raise enough money to be at this particular level, to shoot on 35mm, for example. Now, you don't have to do that, necessarily, to get a good movie. With Film Club, the total budget of that film was less than $5,000. We took it to Los Angeles and showed it to managers, agents, producers; they all A guest at the 2005 Phoenix Film Festival poses with the festival mascot, Camerahead. Photo by Charles Gabrean one and hoping for support, we have a reputation and people know we can accomplish events, they're more willing to partner with us and provide us with resources and marketing to actually bring these things to life. JAT: Let's move away from business and talk more about the digital film revolution. How has that changed films? Not just making them, but watching them. What is the effect of digital video (DV) on cinema? CL: Digital has done, in my opinion, two things. One is that it's made the tools and resources available to filmmakers at a much lower price, and, two, it's made film audiences 41 thought it was a $50,000 short, because, in reality, nobody knows how much it cost unless you tell them, and if you can tell the story well, to a point where the audience is engaged, cost doesn't matter. It doesn't matter how much you can spend as long as you are able to engage the audience emotionally or intellectually. you're seeing a film that isn't genuinely good because there was one vision that was piled onto another vision that was piled onto another vision and so on. Film is collaborative, but it gets to a point where it's ridiculous. Film, especially Hollywood film, gets stuck in the games of accounting and lawyering, rather than worrying about making movies.They call it “show business” for a reason, not “show fun.” The business side of the motion picture industry is so much more important–I use the word “product” a lot when I'm talking to studios because to them, it's not a movie, but a product. They have invested a lot of So DV is giving these resources and tools to filmmakers so they can do that.They can hone their skills, and with filmgoers, all they appreciate is a good story. It doesn't matter how bad the film looks: OpenWater looks like a camcorder movie, but, because the story is engaging, it's thrilling because you care about the characters and the story. That's why you It doesn't matter how much you can spend watch the movie, and that's why it made a few as long as you are able to engage the million dollars at the box office. audience emotionally or intellectually. 42 JAT: Let's discuss the divide between the people in the media industry who hold the key to film technologies: the large, expensive equipment that make a $5,000 film become a $50,000 film, and the creative teams behind them. Are you seeing an evolution in filmmaking, with these less cumbersome technologies and lower expenses being introduced into the film system to make it cheaper? Where does the big money go? And what power does it hold over the filmmakers? CL: Big money in Hollywood, generally, is going into two places: special effects and actors’ salaries. That's where a large portion of budgets go. That's how it affects filmmakers, because now you're also at the beg and mercy of the special effects designers and the actors, the bankable actors who you sign for $20 million so that you can open your movie. It doesn't matter how much money you spend–it comes down to the idea of the story and the screenplay being the really important thing, because it doesn't matter. Sometimes, you go see these Hollywood movies and they have six or eight screenwriters who have worked on the project, and generally when you see that, money into putting this product in the marketplace for consumers to purchase and that's how it is seen in Hollywood. It's a tremendous investment–the average budget of a Hollywood film is $72 million. That's the average budget! So, for every $180 million Troy, you've got a $30 million The Life Aquatic With Steve Sizou. A Conversation with Chris LaMont JAT: Which, depending on your artistic taste, may or may not be worth it (laughter). What about narrative? It seems to be both evolving and devolving at the same time. You talked about films that have eight screenwriters and half of the budget went to the special effects team and one actor. We know what to expect when we see something like that–a Terminator 7 being, to us, representative of narrative devolution or degeneration; that is, it's the same story as the first six episodes, only the pyrotechnics are bigger. But what about the types of narrative changes which have been popularized by, say, Pulp Fiction... CL: Pulp Fiction, Memento, Adaptation… Narrative has become very avant-garde in that respect. In the past, you've dealt with a system that's been so rigorously set in place–the mentality of Hollywood is to say, “No.” Because so many jobs are riding on a project sometimes that, if one film doesn't do well financially, the entire studio management slate could be removed. Pictures getting made in this environment are screened by multiple committees. Now, these types of films–Pulp Fiction and the others that have non-traditional narratives–have changed the way that stories are told, but they're all smaller films. Nobody's taking a huge gamble of $150 million on a movie that they don't think is going to play well to an audience. These kinds of films require a different audience altogether to appreciate them. Your popcorn munching, lock-your-brain-in-thecar-before-you-enter-the-multiplex audience isn't necessarily going to appreciate a movie like The Usual Suspects or Memento or The Others because it requires them to actively engage and pay attention. It's easier to force feed them everything, from a studio's standpoint, because you don't want people thinking too hard about your film, which is why you see these experimental narratives taking place on the indie film side.This brings us back to why the film festival exists in the first place: to be able to give the filmmakers the opportunity to tell those kinds of stories and show them to audiences and see what the reaction is. Bryan Singer, the director of The Usual Suspects, did a film called Public Access, which I actually saw when it made the festival rounds. It's a very dark film about a stranger who takes over a public access TV show and starts revealing all of the dark secrets of the town, a film that never would play. It was buried and gone–it barely got any distribution at all–but he knew how to tell a story, and the festival circuit gave him an opportunity to do that. The Charlie Kaufmans of the world are anomalies because, now, people know a Charlie Kaufman script and he's a name unto himself. He could get any script made that he wants to, now, because of who he is. But how long was he working in obscurity, trying to make Being John Malkovich or Adaptation before someone finally said, “That's a good idea and I'm willing to take a chance with you?” But pushing the envelope has always been part of the collaborative process, and it should always be encouraged and it always will be encouraged. But certainly not by Hollywood. JAT: In our view, a film festival actively engages the audience. Yes, there's the side where the festival presenters decide what the audience will watch, but that decision is made based on “This is good, this is artistic, this is beautiful, etc. and it's something special for an audience.” Now, in that world, directors like Bryan Singer, John Sayles, Yasujiro Ozu, Andrei Tarkovsky or Ingmar Bergman have a place in our society. It seems, though, that their only place is at a film festival, a place where things are carefully considered and 43 Film, especially Hollywood film, gets stuck in the games of accounting and lawyering. delivered to an audience. Is there a way to move that kind of art beyond one specific audience? CL: There’s always going to be specific audiences for everything. What the web and the Internet have really done is to fracturize audiences. Technology today has changed so 44 many things: when you think about things, say, 25 years ago, when there were four TV networks and everyone got their information from those four sources, maybe you also had a newspaper and a radio station in there somewhere. But now, there are so many niches. In Phoenix for example, there are several film festivals: the Jewish Film Festival, the Gay and Lesbian film festival, the Black film festival.We're trying to do one that invites all audiences. Now, how do you move these works outside of the festival audience? The most important marketing for any product or piece of art or anything comes from word-ofmouth and audience awareness. Bringing people to a festival and getting them to see a movie they've never experienced before, going back and telling their friends, “I saw this great movie at the festival”–that movie may then later get a chance to come back theatrically. That's what happened with a movie called What the Bleep Do We Know!? It was shown at the Sedona film festival. Dan Harkins, who owns the Harkins theatre chain, saw it and said, “I'd like to play that movie.” It's been playing for 13 straight months now at the Valley Art theatre. The goal of most film festivals is to get distributors and appreciative audiences to these festivals to see these films, to show that there is an audience for that kind of picture and see if it can platform out from there. Worst case scenario, you're talking about companies like Blockbuster and Netflix, who are pushing indie film as hard as they push the big Hollywood blockbusters because people are tired of brainless entertainment. That's where I see everything really working together: the more indie film is shown at these events, not just ours, but at ongoing events, through contests and exhibitions, through the Independent Film whatever means, the more people are engaged and discuss them. There's a communal aspect, and that's probably the biggest thing about the film festival experience. It's not just [about] seeing a bunch of movies, but rather a bunch of movies you've never heard of before with an audience who are all there to experience the same thing. In fact, the community aspect of ours in particular is one of the most important things about it because, unlike some film festivals like Sundance, where there are three or four different venues (where you have to take a bus or tram all over the place), the sense of community gets a little bit lost. We actually take over a wing and six screens of the Cine Capri, and we have a patio tent and give seminars. Everything is concentrated in one area, and what happens is it's a synergy of community where people are talking about what they've seen (“Did you see that one?”, “We have to go see that one,” etc.). It's not just seeing the films that's attractive, but finding other people and talking–people you've never met before whom you meet in line, sharing an experience. It's pretty great. Because of the Internet, it's all about the individual experience; the more communal experiences we still hold sacred in this world. Getting art to these people, that's where the film festival holds a special place in the world. JAT: Recently, we sat through a presentation by Habib Zargarpour, an art director for Electronic Arts (EA). One of the points he made was that the video games EA produces have tended to, and are in danger of doing so, usurp traditional film narrative as an entertainment for certain audiences. The example he gave was the video game, 007: Everything or Nothing. He There's a communal aspect, and that's mentioned that the reason no James Bond film was released probably the biggest thing about the last year was that all of the resources, including the actors and probably a good portion film festival experience. of the budget for what would Channel–the more there's an appreciation for have been that year's Bond film, went into these kinds of stories on film or TV or making the video game instead, essentially A Conversation with Chris LaMont producing the film experience in an interactive setting. JAT: It's not as meaningful an experience as creating something… CL: The gaming industry scares the crap out of me and I'll tell you why: right now, the video game industry is a $6 billion a year industry. Hollywood is a $5 billion a year industry.Video games are making more money than movies, and it's because of the interactive experience and also the high price–you have to move less product to make more revenue from a video game release. They're $50 apiece now, compared to your $10 movie ticket, plus the shipping cost of the print, plus the piece of the pie for the theatre owner. This will continue. Hollywood recognizes that the revenue being taken by video games needs to come back to Hollywood. I see a lot of the synergy getting closer and tighter. That's the film company contracting with the video game manufacturer to make a game, but a good portion of the money is going back to the movie studio rather than staying at the video game company, the idea that you can actually have interactive video games where you control the adventure, basically. Interactivity is something that CL: It's regurgitating. It's taking someone else's creativity and adopting it and putting your own spin on it, but it's still imitation rather than true creativity. There should always be a place in society for that creativity, that personal vision, or else we become mindless robots. We stop thinking, and we're just taking in data without processing any of the knowledge we have. I'm curious to see how things will progress. Certainly, if you love film, continue to go out and watch movies but understand that video games are highly entertaining and can provide you with a great interactive experience–and it's a different experience–but there has to be respect on both sides. JAT: So we can agree that 007: Everything or Nothing is not going to sit alongside the Bergman box set at retail? CL: No, and there are people who have every Bond movie on DVD who don't play video games, and there are people who have every hot video game Interactivity is something that everyone and no Bond films. Again, these are specific because of loves but there will always be a need to audiences the way that society is becoming fracturized. watch a good story, to see characters, to see You'reappealing to very specific people with actors and for you not to control them. these products, and being able to educate everyone loves, but there will always be a need an audience and market appropriately, these to watch a good story, to see characters, to see are the kinds of things these companies need actors and for you not to control them. I think to do to make it work well. An older generayou want to see stories, you want to find out tion that is weaned on films is not the generahow things are going to go. There's a place for tion that is now weaned on video games. both in the world. Film lovers will always love Understanding who your audience is and seefilm, video gamers will always love video ing how film fits in with that specific audience, games, and they will cross-pollinate. I've seen that's the trick. some video games where you can be a filmmaker, if you will, by choosing among scenes and can cut them into your own little movie, but that's not actually making a movie. 45 Software Development Practices:The Good, the Bad and the Ugly Evan Robinson TheGameManager.com with Sara Robinson You kids have no idea. You 46 sit there with your fancy 3GHz machines, with a gig of RAM and a terabyte of drive space at the ready. I'm a geezer–been in the business of building games and shrink-wrapped software for over two decades. Seen a lot of change, I have. Back in the day, we programmed for target machines with 1MHz CPUs, 48K of RAM, and 88K disk drives–barely enough juice to run an electric toothbrush today. The best screens had 240 x 192 resolution and gave you a palette of 16 beautiful colors to choose from. Support libraries? Hah. We were lucky to have compilers: most of us just did it all in assembly language.The runtime code on most of our projects was in the 8K and 16K range. There was no such thing as Jolt Cola. We had to write code day and night, without lowercase letters, three miles through the snow with no shoes, uphill both ways. You kids have no idea.You sit there with your fancy 3GHz machines, with a gig of RAM and a terabyte of drive space at the ready. Your 3 megapixel displays put up millions of distinct colors.You compile your code using third and fourth generation languages with runtimes that support thousands of library functions, generating megabytes of code and gigabytes of supporting content. You've got interpreted scripting languages for describing in-game behavior. You've got iPods and Red Bull and Software Development Practices: The Good, the Bad and the Ugly Aeron chairs. It's a hell of a long way from the cold garages we started off in. But some things never change, even when they should.The projects you're building today are 10 to 15 orders of magnitude larger than the ones I built in the early 1980s. You've got more power, more money, more content and more profit riding on the outcome. That's a hell of a lot more to keep track of. So why are so many of us still managing software projects using essentially the same concepts and techniques that we used 20 years ago? Last November, a post by a user known as ea_spouse on LiveJournal (http://www.livejournal.com/users/ea_spouse/) struck a chord of sympathy (and horror, as well as some derision) so strong that over 3,000 people responded to it in just the first few weeks1. It launched an industry-wide debate on how we manage the process of building software. All of us have been there: endless months of required overtime, 80+ hour-perweek super-crunches, upset spouses, kids we never met. All of this only proves that the management techniques we use to build game software are failing us in some very important ways. This article examines the good, the bad and the ugly among today's common software development practices. I'll talk about why the good is good, and what we can do to turn the bad and the ugly into something at least a bit more endurable. The discussion will focus on several clusters of issues in which the biggest gains stand to be made. The information is out there.We just have to put it to work. DEFINITIONS First, I'd like to clarify a couple of terms. Most people use the terms “software development,” “software engineering” and “programming” more or less interchangeably. However, I'll be using them specifically. “Software engineering” refers to best practices and techniques used by programmers and software engineers in the creation of source and object code. “Software development” is a more inclusive term, covering the full range of disciplines used to coordinate the efforts of programmers and software engineers (as well as other creative, professional and supporting disciplines) to finish a shippable product. “Programming” refers to the actual act of creating code. Thus, “software development” is largely a management discipline, while “software engineering” and “programming” are programming or engineering disciplines. LIFE CYCLE ISSUES Game development culture has a historical bias toward chaotic development. In the old days, we used to mess around with our computers until we found some cool idea, then wrapped other things around that core until we had something we thought we could sell. But as games got bigger–beyond the scope of a single lone wolf–things became more formal. We needed a life cycle process that would coordinate all the activities and work products involved in creating a game: requirements specification, product design, software design, implementation, testing, release and maintenance, not to mention the coordination with Marketing on stuff like boxes, ads and manuals. Enter the Waterfall. Waterfall Life Cycle: Bad Back when I was a Technical Director (TD) at Electronic Arts (EA), my fellow TDs and I realized that many, if not most, of the problems we were seeing came about because the company had no hard and fast definitions of “alpha” and “beta.” So we wrote some, and they looked roughly like this: Alpha–First version of the software containing all required features. Features may be buggy or require tuning. For Position Only (FPO) art may be present. All further programming work will involve 1 Editor’s note: This post, entitled “EA: The Human Story,” appeared on LiveJournal in November 2004. In this post, ea_spouse–whose significant other is (or was at the time of the post) an Electronic Arts game programmer—considers the physical, emotional and financial effects of stressful and possibly illegal working conditions on programmers working to complete a project, as well as on their families, and questions whether a change in policy might not, in the end, benefit both employers and workers. 47 debugging, adding art or sound resources, and/or tuning existing features. Beta–First version of the software with no further resources or additional feature tuning required and no known blocking bugs. All further programming will be debugging. These definitions reflected the fact that, back of today's game products are still developed using something approximating the EA waterfall model. Now, however, we've got another option that's much more appropriate for the vast size and complexity of today’s projects. Iterative Development: Good Many game teams are now experimenting 48 around 1984, EA started building its business structures around a waterfall development process. The above definitions, along with other pieces of the process we defined, grew legs and have since become widely adopted throughout the game industry. Fifteen years later, they are still codified in various development contracts and embedded in management practices such as the Technical Design Review (TDR), Go To Alpha decision and the weekly Product Status Meeting (PSM). The odd thing about this is that, even back in 1984, everybody knew that a pure waterfall process–full design, full implementation, debug without redesign, ship–had serious flaws. For one thing, it's unlikely to be strictly followed. For another, it's statistically unlikely to produce a valuable product. But, even so, many with “iterative” or “evolutionary” life cycle planning techniques, which bring the product to release quality several times during development. This kind of development is sometimes also called “feature-based” because each iteration adds one or more quantum “features” to the software. Sometimes a feature is added over several successive iterations, with each bringing more functionality to the feature. The iterative life cycles offer some strong advantages: • You can cut off development and ship on relatively short notice, since most iterative cycles run no more than four to eight weeks; • You have greater insight into the actual state of the project at any given moment; Software Development Practices: The Good, the Bad and the Ugly • There's more opportunity to test the product on stakeholders or focus groups early and often; and • It works better with “agile” development methodologies like eXtreme Programming (XP) or Scrum. Agile Methodologies: Good If you know who your customers are, XP and other agile methodologies make it easier to match your project to their actual wants and needs. From the beginning, you can hand them a prototype; just as quickly, you can do so in response to their desires. Agile development systems can shorten development times, improve reliability (if only by avoiding the creation of features that nobody wants) and vastly improve the responsiveness of a development organization. Mutant Life Cycle Forms: Ugly As we've seen, the waterfall process is embedded in the game industry's cultural DNA, to the point where all of our conversations about scheduling, resource allocation and accountability occur within its frame. As we move toward iterative development, however, we're going to need to consciously re-think all of those foundational assumptions in order to make room for these new processes and technologies and allow them to change the way we manage our projects. Some forward-looking companies (usually younger firms with less investment in old ways of doing things) are already onto this. They're openly embracing iterative development and building their business structures to support it fully. But other groups are having a harder time. They've done well with the old waterfall model. Sure, there are pitfalls. It never worked all that well, and its flaws are becoming more obvious as projects grow exponentially bigger. But it's the devil they know, and they're reluctant to let go of it. But these methods are not a silver bullet that will solve all development problems. Nor are they suitable for all development styles. Among the common pitfalls are these: 49 • Strictly limiting design and development work to 30-day cycles (as an unUnfortunately, this ambivalence can sabotage enlightened Scrum-master might) makes a company's attempts to integrate iterative it difficult or impossible to design and approaches and agile development implement more elaborate features. technologies. Half-heartedly adopted, poorly Obviously, one must be able to plan and thought through, under-supported by upper execute longer-term work. management, timidly implemented by middle • One of the “rules” of XP–“Don't write management and often not well understood code you don't need”–can also be by the programmers themselves, it's not translated as “Don't plan for the future.”This may be a good rule for vacations, but it won't get the Back in 1984, everybody knew that product out the door. • The short-cycle development style a pure waterfall process–full design, can tempt you into extensive, unnecessary rework and thrashing. full implementation, debug without • Implementing these techniques properly requires more investment redesign, ship–had serious flaws. and training than most organizations are willing to commit to. It's not surprising that the results are usually less enough to buy your developers a couple successful and less repeatable than a more of books and tell them to start using XP. carefully-envisioned, committed and deliberate They're the next hot buzzword–but no adoption process might have been. revolution comes easy or cheap. At the Game Developers Conference (GDC) 2005, one speaker discussed his team's Scrum process, or, I should say, partial process: he kept saying things like, “We didn't do [project phase] using Scrum because we'd already done it in waterfall. I'm looking forward to seeing what it's like in Scrum.” Sadly, this account couldn't accurately describe the benefits (or the pitfalls) of Scrum-based development, because it wasn't fully Scrum-based. And the lessons that this team may have learned from the experience may not be useful in the future because every half-thought-out unholy hybrid of waterfall and iteration is going to be different.This way lies madness. Sane, well-designed hybrids may indeed meet your needs. Mutant ones cobbled together by necessity and brute force will probably not. Choose your life cycle with your eyes wide open, and change it only when you fully understand a) why you need to, and b) how you plan to go about it. 50 WORK ENVIRONMENT ISSUES Elementary management books like Fred Brooks' The Mythical Man-Month, Tom DeMarco and Timothy Lister's Peopleware and Edward Yourdon's Death March all make it plain that the working environment is a critical factor in programmer productivity. Simple things like enclosed offices, phones that turn off, quiet periods, adequate development equipment and sufficient time to think and recharge are not luxuries; rather, they're absolutely essential to getting the most productivity out of your people. If you don't provide a supportive work environment, you can expect huge amounts of time leakage. Appropriate Development Tools: Good I've worked with managers (and, no doubt, so have you) who refused to invest $4000 in a faster computer for a $70K/year programmer, even though that small outlay would have added an hour or two each day–about 15% per year–to his productivity. There is no excuse for not providing adequate equipment for your developers, unless you're running an under-funded startup. The Return On Investment for high-end tools and computers beats any dot-com investment you could have made in 1998. Use the old machines for testing. Give them to managers who aren't front-line developers any more (no matter what they think they are) and whose needs are limited to testing, word processing, project management and e-mail. Assign them to the administrative assistants. Keep them around as spares. But don't make your primary developers use them. The same goes for software tools. Back when I started, good game development tools were so hard to come by that even reputable companies begged, borrowed and bootlegged them from other developers. These days, programmers creating PC games have access to a strong selection of modern source control management, project management, compiling, debugging, content development and other tools. Game console programmers don't have quite the same embarrassment of riches, but even they've got stuff we'd have bogarted in a minute in the old days. If you want a top-end game, start with top-end tools. Software Development Practices: The Good, the Bad and the Ugly It's harder to find good asset-management tools. Best-of-breed source control systems are expensive to buy and maintain–but plenty of companies that make the investment don't follow through by training their managers and developers to use them fully and well. In particular, I'm often amazed at how many managers ignore the extremely useful branching and merging features. More stunningly, many teams don't use asset-management tools at all, even though they can get high quality packages online for free. Interruptions: Bad and Ugly DeMarco and Lister's book, Peopleware, is a must-read for anyone trying to improve their development process. One of their key insights is that knowledge work requires a certain state of mind. The best work is done within a particular state which psychologists call “flow.” During flow, you tend to lose track of time as the work output just seems to, well, flow out of you: immersion, you're not really doing work (DeMarco and Lister, 1987, p.63). I won't go so far as to agree that you're not doing work, but you're definitely not doing your best work. Every time you break out of the flow state, you lose at least fifteen minutes of your most productive time. That means your environment must support you being uninterrupted. This is why most industries (and most non-game software companies, as well) prefer offices with doors. They're not popular in the games industry because many of us prefer the “creative ferment” of cubes and bullpens. But that ferment comes with a large productivity cost that needs to be accounted for. If you must put people in cubes, encourage them to use headphones and arrange their desks so that they face the cube's opening–few people feel entirely safe sitting with headphones on at a computer screen with their backs to an open doorway. 51 Not all work roles require that you attain a state of flow in order to be And, as a side note: all doors need windows. productive, but for anyone involved in engineering, design, Every time you break out of the flow development, writing, or like tasks, flow is a must. These state, you lose at least fifteen minutes are high mometum tasks. It's only when you're in flow of your most productive time. that the work goes well. Legend has it that, in the early days of EA, the Unfortunately, you can't turn on flow like a company's founder escorted a group of switch. It takes a slow descent into the investors to the boardroom for a presentation subject, requiring fifteen minutes or more only to find the windowless door locked, of concentration before the state is curtains drawn and the room apparently in locked in. During this immersion period, active use for a, uh, non-work-related private you are particularly sensitive to noise and meeting. Since that episode, EA has built interruption. A disruptive environment windows into every door and conference can make it difficult or impossible to room, a feature that spread across the industry within a few years. attain flow. Once locked in, the state can be broken by an interruption that is focused on you (your phone, for instance) or by insistent noise... Each time you're interrupted, you require an additional immersion period to get back into flow. During this Refuse-able Communication: Good It must be possible to mute phone alarms. Most modern phone systems come with signal lights that can be used instead of audible alarms, allowing employees to ignore them until they're ready to be interrupted. E-mail is, on the one hand, ignorable communication and, on the other hand, a constant stream of requests for your energy. For most of us, it's better than phones or instant messages, as long as you only read your e-mail a couple of times a day or when you've already been interrupted. If you answer your e-mail when you arrive at work, when you return from lunch and just before leaving the office, you'll have two long uninterrupted periods in which to do real work. This advice does not apply to managers.Their job requires constant monitoring and attention to others, so they need to check their e-mail and instant messages frequently. 52 TRAINING ISSUES One of the most striking things about the games business is the huge number of people running development groups who have little or no formal management training. This long tradition has left us with some dysfunctional attitudes toward management that bear examination. Management by Default: Ugly Often, people become managers in this business not because they had any burning desire to manage, but because they were the best or most senior programmers, testers or artists in a company where only the managers were eligible for top salaries and bonuses. Once they hit the top of their pay grades, they had to move into management or stop getting raises. Of course, this makes about as much sense as giving the lead singer's job to the head roadie just because he's been hanging around the band a long time and knows where the stuff goes on stage. There are two problems here. First, being the company's most valuable programmer or artist should, on its own, be enough to put you in the top salary tier and qualify you for any perk the company offers. Second, those who do make the transition from production into management (as I did) don't often realize how much they need to learn if they're going to play the game as a pro. If you want to get into management, then it's time to go back to school. Lack of Professional Training: Bad There's a great deal of mischief that can be easily avoided by simply recognizing management as a separate discipline from programming or art or testing, and treating it as such. Any company lawyer worth his Gucci loafers will warn you that a manager who doesn't understand basic hiring, promotion, contracting and firing regulations is a lawsuit waiting to happen, so the first thing all new managers need is some coursework on the legal aspects of their jobs (at Adobe Systems, we called this the “Don't Get the Company Sued Because You're a Jerk” class sequence). This is a good start, but it shouldn't be the end. Rising leaders also need to master day-to-day people and process management techniques in order to do their jobs competently. They need to know how to use the company's planning tools and how to make sound estimates of time, resources and features, and they should understand at least the fundamental principles of software engineering. Until they've gotten all of this, they're not ready for prime time. Management salaries are expensive and management mistakes can be catastrophic. Short-changing your managers on the training they need to do their jobs properly can lead to a company-wide disaster. Formal Management Education and Training: Good Fortunately, you can get professional management training almost anywhere. The Software Engineering Institute (SEI) at Carnegie Mellon has software evaluation and training programs. So does your nearest college with a Computer Science degree program. For more general management education, find out who's minting MBAs in your area and go see what they can offer. Software Development Practices: The Good, the Bad and the Ugly However, don't make the fatal mistake of confusing management training with management experience. An MBA fresh out of college is as well-qualified for his job as a programmer fresh out of college is for hers. You wouldn't hand a $10 million project budget over to a lead programmer with no practical experience at her craft, so why should that project lead answer to a manager with no practical experience at his? Fresh managers need to be seasoned the same way fresh engineers are–by gaining experience in smaller projects and by careful mentoring and supervision. Whatever you do, make sure that the people you promote to management a) are there because they truly want to manage, and have the essential organizational and interpersonal skills to handle the job, and b) are supported with a strong investment in ongoing management training that will sharpen their existing skills and help them acquire new ones. Knowing the Literature: Good A general rule of thumb is that all knowledge workers should spend 10% of their time keeping current with new information and techniques in their field. That means committing half a day a week just to taking classes, attending conferences and reading the literature. I've never worked anywhere that supported this rule adequately, although several employers have at least been willing to purchase technical books and periodicals that would help me stay current. The good news is that the past fifty years have produced a vast body of literature on software development for project managers to draw on. The bad news is that the lessons discussed in these classic works are obviously still unlearned and unheeded in some mainstream software development houses.This isn't surprising: at his presentation during GDC 2005, Steve McConnell of Construx Software asserted that the average programmer reads less than one book on software development per year2. If names like DeMarco, Boehm, Jones, Yourdon and McConnell are unfamiliar to you, get familiar with them. They are the institutional memory of the software business. Want to know when a design is precise enough? It's in DeMarco's Controlling Software Projects3. Want to know whether your people should be in cubicles or offices? It's in 1987's Peopleware, by DeMarco and Lister. How about a survey of best practices? Try McConnell's Code Complete and Rapid Development. Curious about the ways that software projects go bad? Check out T. Capers Jones' 1994 book, Assessment and Control of Software Risks, modeled on the American Public Health Association's Control of Communicable Diseases in Man. 2 “The average software developer reads less than one professional book per year (not including manuals) and subscribes to no professional magazines”(Construx, n.d.). 3 “The human brain seems to make use of a number of different working buffers, each with limited capacity. Some applications fit well into the brain without overloading any one of its limits. I shall characterize such applications as tiny. Anything other than a tiny system requires a qualitatively different approach. Long before my time, engineers had discovered the essence of this different approach: First Modeling Guideline: When a system is larger than tiny, partition it into pieces so that each of the pieces is tiny. Then apply traditional methods to the pieces” (DeMarco, 1982, p.43). 53 If names like DeMarco, Boehm, Jones, Tracking Tools: Good and Ugly Yourdon and McConnell are unfamiliar to The industry's embrace of basic project management software like Microsoft Project you, get familiar with them. is an encouraging trend. The Then there's the simple practicality of popular way this software intrudes on developer management books. The One Minute Manager workdays is not.To do the job better, you need by Ken Blanchard and Spencer Johnson distills an improved tracking and reporting tool, a an amazing amount of information into an source control system that integrates with your easily digestible 60 minute airport read. Not scheduling program and decent bug tracking every popular work is also a good one but you tools as well. can quickly pick up some very useful skills with a small investment at a good bookstore. I'm confused and bothered by the widespread failure to use automated estimation tools. Plenty of websites offer management Estimation (and the related disciplines of advice and experience. Some provide training. modeling, specification and scheduling) is dry, I highly recommend Johanna Rothman's difficult work, but it lies at the very core sites, Managing Product Development of effective software management. If half the (www.jrothman.com/weblog/blogger.html) energy expended on avoiding specification and Hiring Technical People (www.jrothman. and estimation were instead spent on doing it com/weblog/htpblogger.html). The SEI at well, we'd all be a lot better off. Carnegie Mellon (www.sei.cmu.edu) hosts documents and offers degree programs Failure to Use Productivity Metrics: 54 and other training. Joel on Software (joelon Bad and Ugly software.com) provides insight into a variety Humans have an almost infinite genius for of software and management related topics. misinterpretation and rationalization. We Construx Software (www.construx.com) is often convince ourselves that our opinions Steve McConnell's development management and/or prejudices have the force of natural consulting company. For more of my own law. Careful measurement cuts through writings, check out my software development such self-delusions and tells us objectively management blog at The Game Manager (www.the gamemanager.com). PLANNING ISSUES Planning, estimation and the measurement of actual productivity are some of the hardest issues most project managers face. It's natural to want to avoid them in favor of more exciting aspects of the job, but, at the end of the day, these activities are the job. As such, they deserve your full attention. whether one process is better, faster or cheaper than another. Most organizations take pains to measure money flowing out. Far fewer measure Software Development Practices: The Good, the Bad and the Ugly output from a software development team. Some companies give up on this entirely and instead rely on the default metric: “The product shipped and made X amount of money.” While this is indeed the metric that matters most to your investors, it's not very useful if you're trying to improve your development process. These companies duck the issue because measuring the output of individual programmers and teams is hard. Deciding what constitutes a unit of output from a programmer is much tougher than establishing a unit of output for an automobile assembly line. There are a lot of obvious things you can measure–number of lines of code, number of features completed, etc.–but every one of them has its limitations and can easily deliver wrong information if you're not aware of the pitfalls. Besides the sheer difficulty, programmer output tracking can be expensive, not to mention tough on a team's morale. And, deep down, it's possible that you don't really want to know the answer anyway. Good measurements may shake up your assumptions regarding what's working and what's not. Nobody likes finding out that they've been doing things the wrong way for years, no matter how useful it may be to find a better way. If you want your software development organization to improve, a metrics program is essential. If you need resources, the SEI (http://www.sei.cmu.edu/) is a good place to start. RESOURCE ALLOCATION ISSUES In Project Management 101, you learn that scheduling and construction (of anything) can be plotted on three axes: Features/Quality (Good), Time/Length of Schedule (Fast) and Cost/Resources (Cheap). The relationship between these axes is simple. You can pin down any of one them within a reasonably large range, and still have a wide variety of options open to you. Once you pin down the second one, however, you are left with no choices at all because the third one must be left to vary as it will, or, as the popular phrase sums it up, “Cheap, fast, good: pick any two!” The key to managing this Holy Triangle is to consciously decide up front where you want your trade-offs to be. Working All Three Axes of the Triangle: Good In game development, the Holy Triangle generally plays out in one of two ways. In some projects, we lock down the features list when we choose a specific design. Team size and budget put a cap on the resources available. With those two axes pinned, the remaining axis, the schedule, is now uncontrollable. This is often the reality (if not the plan) for brand new products that have never been attempted before. Much more often, however, we start by locking down the ship date (schedule) and establishing the team size (resources). Once that's done, the only flex point left in the system is in the product design (features). If the schedule is not long enough, or if you outrun your resources, features will eventually get dropped. We tend to go into a new project assuming that we're locked into one of these two scenarios, but I'm suggesting that you examine that assumption very closely and don't lock yourself down to any point until you absolutely have to. For example, some of the most successful products are those with a narrow focus, not a huge number of new features. You may find that you'll come up 55 with a better game design and have more flexibility in deploying your resources if you can at least take the time to scope the project before trying to pin down a ship date. Learn to accurately evaluate all three axes of the Holy Triangle, and choose your limitations instead of letting them choose you. Humphrey (the man behind the SEI's Capability Maturity Model and the Personal Software Process) puts “unrealistic schedules” first in his list of five major reasons software projects fail (2001). Unrealistic schedules lead to failure largely because one of the usual solutions to it–long-term crunch mode–is the ugliest common practice there is. It's so common and so bad, in fact, that it gets a special section all its own below. It would be wonderful if we could all sit down hand-in-hand and agree that we shall “ship no software before its time.” Realistically, that's not going to happen. Still, we can recognize that some software projects do not require hard deadlines.We can recognize that we must tailor either team size or feature requirements to our deadlines (instead of assuming that two years worth of work can be done in a single year if we all just “work harder”), and we can recognize that short development times require additional support from other departments (marketing, IT, upper management) instead of simply demanding that development people take up all the slack on their own. 56 Hard Ship Date: Bad and Ugly (but also unavoidable) As stated above, most game projects start with a hard ship date. Usually, there's no way around this: the game has to be in stores by the start of the season, the movie release date or Christmas. But hard ship dates inevitably create schedule pressures. In turn, these pressures just as inevitably lead to a cascade of desperation-driven management decisions that may, in the end, put the entire project at risk. Capers Jones' Assessment and Control of Software Risks cites excessive schedule pressure as “the most common of all serious software engineering problems” (1994, p.118). Watts TIME ALLOCATION ISSUES And here we come down to the issue that sparked the whole discussion: crunch mode. As we've seen, crunch mode is a natural by-product of hard ship dates. Since fixed ship dates are usually unavoidable, given the nature of our business, many managers just assume that crunch mode is a necessary way of life for game developers. But, like many articles of faith, this one doesn't stand up to the cold light of reason. Many studies, dating back more than one hundred years4, have proven conclusively that long-term crunch mode is destructively counterproductive. If you're interested in 4 Among the studies from which I draw this conclusion are the following: Psychophysics in Cyberia(http://work less party.org/wlit blog/archives/000653.html), Work Less Institute of Technology, November 18, 2004; Psychology and Industrial Efficiency (http://psy chclassics. yorku.ca/Munster/Industrial/chap17.htm), Hugo Münsterberg, 1913, available at Classics in the History of Psychology, (http://psychclassics.yorku.ca/) maintained by Christopher D. Green, York University, Toronto, Canada; Samuel Crowther’s interview with Henry Ford (http://www.worklessparty.org/timework/ford.htm), World’s Work, 1926, pp. 613-616; Scheduled Overtime Effect on Construction Projects (http://www. curt.org/pdf/156.pdf): Business Roundtable, November 1980. For a summary of construction overtime studies dating back to the 1940s, see The Revay Report, vol. 20, number 3, November 2001 (http://www.revay.com/english/v20n3eng.pdf). Software Development Practices: The Good, the Bad and the Ugly seeing this research, my white paper reviewing some of the highlights can be found at the websites for the International Game Developers Association (www.igda.org /articles/erobinson_crunch.php) and The Game Manager (www.thegamemanager.com /why-crunch-mode-doesnt-work). Here, I'll just briefly critique current management practices, based on the conclusions I’ve drawn from these studies. Short-Term Crunch Mode: Good but Ugly When used in short bursts (typically under four weeks), crunch mode can be an effective tool for increasing total output. (The extant literature includes discussions of how to calculate the break-even point beyond which a short-term crunch becomes futile.) as a “death march”) is any crunch mode that lasts longer than a few weeks. It is a practice that is completely without economic justification, and it deserves to be abolished. This is heresy, but it's a heresy I've already defended at length. LTCM is the single most expensive way to get the work done. Studies over the past hundred years5 conclude that it creates an almost immediate drop in hourly productivity and that this drop accelerates with increasing speed until, within just a few weeks, the lost productivity more than outpaces any gains achieved during the extra hours worked. It's a law of nature: the hurrier you go, the behinder you get. Other studies show that mental function declines even more rapidly than physical function under the stress of long hours and lost sleep, which means that knowledge workers are significantly more sensitive to exhaustion than other types of workers Even when used judiciously, though, short-term crunch mode (STCM) should always be regarded as a management lapse. If you're paying close attention to all the used in short bursts 57 other factors I've discussed above, When crunch mode–either long- or shortterm–should never be necessary. Those (typically under four weeks), crunch responsible should not be rewarded because a lot of people worked mode can be an effective tool for really hard. Sun Tzu said: “Those skilled in war subdue the enemy's army without increasing total output. battle.” I say: “Those skilled in scheduling and management get the project done without studied. Most critically, LTCM exposes the crunch mode.” entire company to greatly increased risk of catastrophic failure, key employee loss due to Still, despite the morale-crushing nature of health and family problems, a missed ship the beast, it's a sad fact that any game date or shipment of an unusable or company getting by with only STCM is unmarketable product. probably already way ahead in the quality-oflife sweepstakes. A company that compensates Good managers respond to schedule pressure employees for the extra hours (by paying by improving processes, information flow, overtime, granting some legal version of equipment and tools, training and the work compensatory time or giving bonuses close to environment. LTCM does not increase what overtime would cost) is in the running worker output. In fact, it inevitably sends productivity into a tailspin from which the for the grand prize. project may not recover. Given the risks LTCM poses to programmers, projects, Long-Term Crunch Mode: company assets and the bottom line, we Ugliest of All Long-Term Crunch Mode (LTCM–also known need to join the many other capital-intensive 5 Ibid. Especially note The Revay Report (http://www.revay.com/english/v20n3eng.pdf). 58 industries that stigmatize it as the hallmark of incompetent management. References Summary The current state of game software development is not dire, nor is it healthy. The techniques we use to manage people, resources, time and processes are largely out of date, or known to be suboptimal, although many of them have staunch defenders. Our casual attitudes toward skills training and management education have also taken a toll. In particular, we do not pay enough attention to measuring productivity, and we rely on dysfunctional tactics like crunch mode rather than invest in other measures that will enhance output. Blanchard, K. & Johnson, S. (1983). The One Minute Manager. New York: Penguin Putnam. There are bright spots. These include the adoption of incremental or evolutionary life cycles and the recognition that effective tools are a worthwhile expense. Another bright spot is the promise of agile development methodologies, especially the increased visibility they may provide into what has traditionally been a rather opaque process. One final bright spot is the tremendous potential for improvement. With a new generation of game consoles and multiprocessor workstations around the corner, we have both great incentive for Benenson, A. S. (1995). Control of Communicable Diseases In Man. Washington, DC: American Public Health Association. Brooks, F.P., Jr. (1995). The Mythical Man-Month: Essays on Software Engineering, Twentieth Anniversary Edition, Reading, MA: Addison-Wesley. Brunies, R. & Emir, Z. (2001, November). The Revay Report (vol. 20, number 3) Calculating Loss of Productivity Due to Overtime - Using Published Charts - Fact or Fiction http://www.revay.com/english/v20n3eng.pdf. Carnegie Mellon Software Engineering Institute (n.d.) http://www.sei.cmu.edu/. Construction Industry Cost Effectiveness Task Force. (1980, November). The Business Roundtable. Scheduled Effect on Construction Projects. Overtime http://www.curt.org/pdf/156.pdf. Construx. (n.d.). Individual Professionalism. Retrieved March 25, 2005 from http://www.construx.com/professional dev/individual/. Crowther, S. (1926). HENRY FORD: Why I Favor Five Days' Work With Six Days' Pay. An excerpt from World's Work, 1926, pp. 613-616. http://www.worklessparty.org/timework/ford.htm. DeMarco, T. & Lister, T. (1987). Peopleware: Productive Projects and Teams. New York: Dorset House Publishing. DeMarco, T. (1982). Controlling Software Projects. New York: Yourdon Press. We do not pay enough attention Ea_spouse. (2004, November 10). EA: The Human Story [Msg 1]. Message posted to http://www.livejournal. com/users/ea_spouse/274.html. Game Developers Conference. (2005, March 7-11) http://www.gdconf.com/. to measuring productivity, and we rely on dysfunctional tactics like crunch mode. improvements and great opportunities for our own benefit. Relatively simple changes in the way we plan our processes, train our managers and allocate our resources can bring us great returns and prepare us to manage software development more intelligently in the future. Humphrey, W. (2001). Winning With Software, Boston, MA: Addison-Wesley. International Game Developers Association. (n.d.). Why Crunch Mode Doesn't Work: 6 Lessons. http://www.igda.org/articles/ erobinson_crunch.php. Jones, T.C. (1994) Assessment and Control of Software Risks. Upper Saddle River, NJ: Yourdon Press. McConnell, S. (2004). Code Complete (2nd ed.). Redmond, WA: Microsoft Press. McConnell, S. (1996). Rapid Development. Redmond, WA: Microsoft Press. Münsterberg, H. (1913). Classics in the History of Psycholog. Psychology and Industrial Efficiency. http:// psychclassics.yorku.ca/Munster/Industrial/chap17.htm. Robinson, E. (n.d.). The Game Manager. http://www.the gamemanager.com. Robinson, E. (n.d.). The Game Manager. Why Crunch Mode Doesn't Work: 6 Lessons. http://www.the game manager.com. Software Development Practices: The Good, the Bad and the Ugly Rothman, J. (n.d.). Managing Product Development. http://www.jrothman.com/weblog/blogger.html. Rothman, J. (n.d.). Hiring Technical People. http://www. jrothman.com/weblog/htpblogger.html. Spolsky, J. (n.d.). Painless Software Management. http:// joelonsoftware.com. Work Less Institute of Technology. (2004, November 18). Psychophysics in Cyberia. http://worklessparty.org/ wlitblog/archives/000653.html. Yourdon, E. (2003). Death March (2nd ed.). New York: Prentice Hall. Biography Evan Robinson (TheGameManager.com) started making games professionally in 1980 and moved to computer games in 1983. Following many successful years as an independent developer, he served as a Technical Director at EA and the Director of Games Engineering at Rocket Science Games. He also worked as an Engineering Manager and Senior Software Engineer at Adobe Systems. A frequent presenter at early Game Developers Conferences, he writes and consults on game programming, project management and development management. Sara Robinson entered the games business in 1986 as a writer for EA. She has contributed to over 100 games for LucasArts, Disney, Sega and dozens of other companies. A former contributing editor and columnist for Computer Gaming World, she was among the early creators of the GDC. The Robinsons live in Vancouver, B.C. 59 Giving the Antagonist Strategic Smarts: Simple Concepts and Emergence Create Complex Strategic Intelligence Mark Baldwin Baldwin Consulting University of Advancing Technology 60 Not all games have active challengers like an opponent in a chess game or an opposing coach, but many do. To control these challenges, one needs intelligence. Introduction In order for a game to provide entertainment, there must be barriers or challenges to be overcome by the game player. The act of succeeding in overcoming challenges is where much of the entertainment value comes in for a player. These barriers can be passive, such as figuring out which gem to choose in a simple puzzle, or active, such as that Big Dragon sitting on top of the treasure that you so desperately want, glaring at you as he prepares to burn you to cinders. Of course, that dragon will probably have an artificial intelligence (AI) that responds when you attack it, but for much of the game it just sits there in a vegetative state brooding over its treasure, or, at most, it is concerned with its own personal goals within the game world, independent of your own goals. However, there can be a third type of barrier: an intelligent antagonist that is reacting to every decision you make and that is actively putting barriers in your way, an intelligence that is controlling its own units, resources or characters striving for the same goals that you are, but trying to accomplish them first. This Giving the Antagonist Strategic Smarts Figure 1: The game of Capture the Flag. intelligent antagonist is your equal in the game, normally working under the same rules and resources as you are. It might be your opponent in a game of chess, or the coach of the New England Patriots as you try to beat him in the Super Bowl. For the purposes of this argument, however, the example I will use is an opponent in a simple game of Capture the Flag. While not all games have active challengers like an opponent in a chess game or an opposing coach, many do. To control these challenges, one needs “intelligence,” either in the form of another human–as in an online chess game–or in the form of AI. Decision making in this form of challenge is typically strategic in nature and quite complex. The computer as the antagonist must manage and coordinate a complex set of resources towards a goal that is in conflict with the protagonist, i.e., the game player. Strategic Smarts Over the years, I have developed a number of methodologies to solve this problem. For example, I spent a great deal of time trying to find practical ways to implement neural networks for an antagonist AI. One that I find to be both practical and effective, and on which I have given a number of lectures over the years, is a methodology I describe as Project AI. The reason for the label will become apparent later in this paper, but I would like to build up to it piece-by-piece. 61 First, let us look at the problem and some of its components, the most important of which is the goal. In theory at least, the goal of a Decision making in this form of challenge is typically strategic in nature and quite complex. good antagonist AI is to win the game and in so doing defeat his opponent (again, the game player). In practice, this is not quite true. Instead of trying to win the game, the goal of the antagonist is to entertain the game player. Trying to win is a means to that end. Normally, winning the game is accomplished through victory conditions, perhaps to destroy all of the enemy or to gain the highest score. The player achieves this victory by Figure 2: Level 1 – Random decision making (Brownian motion). 62 controlling a large set of resources (units, people, money, etc.) in a coordinated and complex manner. where there are a large number of strategic decisions being made to control a large number of unique resources. Although I could select a number of models to describe this process, let us use a simple game, Capture the Flag. Consider a computer game of Capture the Flag, where each player controls five members on his own team. The object of the game is to capture the opponent's flag by moving a player onto it, but he may also eliminate opponent players by shooting at them (see Figure 1). In this example, the player (be it human or computer) must control units (resources) in a coordinated manner. There is a decision cycle in which the player issues orders to his resources, the game progresses, the results are observed and new orders are then issued. There is an objective or victory condition that is mutually exclusive for all players of the game: there can only be one winner. And the decisions can both move the player towards this victory condition and/or prevent the opponents from doing so. Although I will be looking at this Capture the Flag example, this can be applied to any complex strategic game To develop our ideas, we need to start with the simple and build to the complex. I will do this by looking at levels of complexity from which the decisions of the AI will be made. Each level will be explored based on the previous level, and I will examine both how it would be implemented and some problems that might occur. Level 1–Brownian Motion For our first level, let's keep things simple. In each decision cycle, let us examine each unit, build a list of possible orders that can be given to the unit and then pick one randomly. In other words, look around and do something (see Figure 2). The problem with this level of decision making is that the units are not directed in any way towards achieving the computer player's goals, i.e., winning the game or preventing the opponent from achieving his goals. It's just Brownian motion (the random motion of Giving the Antagonist Strategic Smarts VICTORY! Figure 3: Level 2 – Taking an Action that wins a game. atoms), but it might have the advantage that it would confuse the heck out of any opponent. Level 2–Grab the Win Let's address the problem of Brownian motion. Instead of random decisions, for each unit let us pick an action that achieves the game's victory conditions.To be specific, look around for each unit and try to determine if there are any victory goals achievable by the unit. If so, implement it. In Figure 3, I moved a unit near an opponent's flag to show this. When there are alternate actions that achieve the same goal, there is no filter in differentiating equal or nearly equal actions. Also, in most games except for the most simplistic, any one decision or action cannot achieve a victory condition. This puts our decisions back to random decisions like Level 1. Level 3–Head Towards the Goal Expanding on the ideas of the Level 2 process, we can evaluate each alternate action by how well it moves us towards the victory conditions. The actions are not evaluated in a true/false analysis like the last level but, instead, by creating an evaluation function and giving each decision a numerical value. The action with the best value would be the one chosen. For example, a decision that would move a unit to a victory location in two turns 63 All of the information exists in one place (the player's mind) and the barriers of communication are therefore removed. would be worth more than a decision that would move the unit to a victory location in ten turns (see Figure 4). Note that no unit is shooting at any other unit because that doesn't move us towards our victory conditions. So what problems do we see with this level? For one thing, we attribute no value to decisions that support reaching the conditions but that, in and of themselves, do not achieve victory; an example of this might be killing an opposing unit. Level 4–Using Sub-goals Many actions that units can engage in cannot be directly attributed to the victory goals of a game. The solution is to develop sub-goals which assist the AI in achieving the victory conditions, but which are not victory conditions per se. These sub-goals are generally easier to accomplish in the short term than the primary game goals may be. When making a decision for a unit, the AI evaluates the possibility of achieving these sub-goals. Such sub-goals might include killing enemy units, protecting the flag, maintaining a defensive line or achieving a strategic position. If the sub-goal creation and evaluation process is done judiciously, each resource will then be taking some action that moves the player towards the final victory goals. Because of this, using sub-goals can actually produce a semi-intelligible game (see Figure 5). 64 However, even though we are starting to get a playable AI, there are still problems: each unit makes its decisions independent of all others, but it is playing against a human who does coordinate his resources. It's like pre-Napoleonic warfare: it works well until the opponent starts coordinating their forces. Level 5–Coordination How, then, do we allow for this coordination? Let us allow the AI making a decision for a unit to examine the decisions being made for other friendly units. Weigh the possible outcomes of the other units’ planned actions and then balance those results with the current unit's action tree. Now we are balancing our resources with the goals that need to be accomplished and are not engaged in overkill or underkill. This allows for coordination, but not strategic control of the resources. However, this level is actually beyond what many computer game AI's actually do today. One of the big problems is that it can lead to iterative cycling: the process of changing a unit's decision based on other unit's decisions then requires the other units to evaluate, and their decisions thus have the potential of creating a circular continuous process that is either not resolved or consumes a great deal of resources to resolve. Level 6–A Command Hierarchy This is where it gets interesting. Let us create a strategic (or grand tactical) decision- Figure 4: Level 3 – Making decisions that move your resources towards the goal. Giving the Antagonist Strategic Smarts Figure 5: Level 4 – Using sub-goals to make decisions. making structure that can control units in a coordinated manner. This leads us to the problem of how does one coordinate diverse resources to reach a number of sub-victory goals. This question may be described as strategic level decision making. One solution would be to look at how the problem is solved in reality, i.e., on the battlefield or in business. The solution on the battlefield is several layers of a hierarchical command and control. For example, squads 1, 2 and 3 are controlled by Company A, which is controlled by a higher layer of the hierarchy. Communications of information mostly go up the hierarchy (e.g., information about a squad 20 miles away is not relayed down to the local squad), while control mostly goes down the hierarchy. On occasion, information and control can cross the hierarchy, and, although it's happening more now than 50 years ago, it is still relatively infrequent. As a result, the lowest level unit must depend on its hierarchical commander to make strategic decisions. It cannot do this itself because a) it doesn't have as much information with which to make the decision as its commander, and b) it is capable of making a decision based on known data different than others with the same data, causing chaos instead of coordination. First cut solution, then: we build our own hierarchical control system, assigning units to theoretical larger units or, in the case where the actual command/control system is modeled (V for Victory), the actual larger units. Allow these headquarters to control their commands and to work with other headquarters as some type of “mega-unit.” These, in turn, could report to and be controlled by some larger unit (see Figure 6). However, there seem to be some problems here: the hierarchical command system modeled on the real world does not make optimal use of the resources. Because of the hierarchical structure, too many resources may be assigned to a specific task, or resources in parallel hierarchies will not cooperate. For example, two units might be able to easily capture a victory location near them, but, because they each belong to a separate 65 Squad 2 Move to better position Squad B Squad A Squad 1 Protect Flag Move to Enemy Flag Kill Unit Figure 6: Level 6 – Using a command hierarchy to make decisions. 66 command hierarchy (mega-unit), they will not coordinate to do so. Note that if, by chance, they did belong to the same hierarchy, they would be able to accomplish the task. In other words, this artificial structure can be too constraining and might produce sub-optimal results. Additionally, a single human opponent does not have these constraints. All of the information exists in one place (the player's mind) and the barriers of communication are therefore removed. First, we must ask ourselves this: if the hierarchical command and control structure is not the best solution, why do businesses and the military use it? The difference is in the realities of the situations. As previously noted, on the battlefield, information known at one point in the decision-making structure may not be known at another point in the hierarchy. In addition, even if all information was known everywhere, identical decisions might not be made from the same data. However, in game play, there is only one decision-maker (either the human or the AI) and all information known is known by that decision-maker. This gives the decisionmaker much more flexibility in controlling and coordinating resources than does the military hierarchy. In other words, the military and business system of strategic decision making is not our best model. Its solution exists because of constraints on communication, but those constraints do not usually exist in strategy games–command and control are considered perfect in this context–and therefore modeling military command and control decision making is not our perfect model to solve the problem in game play AI. We want the best technique of decision making that we can construct for our AI. Below, then, is an alternative Sixth Level attack on the problem. Project AI–A Level 6 Alternative This leads us to a technique I call Project AI. Project AI is a methodology that extrapolates the military hierarchical control system into something much more flexible. Giving the Antagonist Strategic Smarts The basic idea behind Project AI is to create a temporary mega-unit control structure (called a Project) designed to accomplish a specific task. Units (resources) are assigned to the Project on an as-needed basis, used to accomplish the project and then released when not required. Projects exist temporarily to accomplish a specific task and then are released. Therefore, as we cycle through the decisionmaking process of each unit, we examine the project the unit is assigned to (if it is assigned to one). The project then contains the information needed for the unit to accomplish its specific goal within the project structure. Note that these goals are not the final victory conditions of the game but are very specific sub-goals that can lead to game victory. Capturing a victory location is an obvious goal here, but placing a unit in a location with a good line of sight could also be a goal, although less valuable (see Figure 7 for an example of this). Let's get a little more into the nitty gritty of the structure of such projects and how they would interact.What are some possible characteristics of a project? • Type of project–What is the project trying to accomplish? This is basically our goal for the project. Project type examples: Kill an enemy unit. Capture a location. Protect a location. Protect another unit. Invade a region. • Specifics of the project–Exactly what are the specifics for the project? Examples are “kill enemy unit 2,”“capture location 4,” etc. • Priority of the project–How important is the project compared to other ongoing projects toward the final victory? This priority is used in general prioritizing and killing off low priority projects should there be memory constraints. • Formula for calculating the incremental value of assigning a unit to a project–in other words, given a unit and a large number of projects, how do we discern what project to assign the unit to? This formula might take into account many different factors including how effective the unit might be on this project, how quickly the unit can be brought in to Project A Move to strategic position Project 1 Defend Flank Project 2 Defend Flag Project B Kill Unit Project 3 Kill Unit Project 1 Defend Flag Project C Defend Self Figure 7: Project AI – Using the project structure to make decisions. 67 support the project, what other resources have already been allocated to the project or what is the value of the project, among others. In practice, I normally associate a different formula with each project type and then each project carries specific constants that are plugged into the formula. Such constants might include enemy forces opposing the project, minimum forces required to accomplish the project and probability of success. • A list of units assigned to the project. • Other secondary data. How do we actually use these projects? Here is one approach: 68 1. For every turn, examine the domain for possible projects, updating the data on current projects, deleting old projects that no longer apply or have too low a priority to be of value, and initializing new projects that present themselves. For example, we have just spotted a unit threatening our flag, so we create a new project which is to destroy the unit, or, if the project already existed, we might have to reanalyze both value and resources required considering the new threat. 2. Walk through all units one at a time, assigning each unit to that project which gives the best incremental value for the unit. Note that this actually may take an iterative process since assigning/ releasing units to a project can change the value of assigning other units to a project, which means that we may have to reassess this multiple times. Also, some projects may not receive enough resources to accomplish their goal and may then release those resources previously assigned. 3. Reprocess all units, designing their specific move orders taking into account what project they are assigned to and what other units also assigned to the project are planning to do. Again, this may be an iterative process. The result of this Project structure is a very flexible floating structure that allows units to coordinate between themselves to meet specific goals. Once the goals have been met, the resources can be reconfigured to meet other goals as they appear during the game. One of the implementation problems which Project AI can generate is that of oscillations of units between projects. In other words, a unit gets assigned to one project in one turn, thus making a competing project more important, grabbing the unit the next turn.This can result in a unit wandering between two goals and never going to either because, as it changes its location, the decision-making algorithms would then reassign it. The designer needs to be aware of this possibility and protect for it. Although there can be several specific solutions to the problem, there is at least one generic solution. Previously, we mentioned a formula for calculating the incremental value of adding a unit to a project–the solution lies in this formula.To be specific, a weight should be added to the formula if a unit is looking at a project it is already assigned to (i.e., a preference is given to remaining with a project instead of jumping projects). The key problem here is assigning a weight large enough that it stops the oscillation problem but small enough that it doesn't prevent necessary jumps in projects. One may have to massage the weights several times before a satisfactory value is achieved.This is a trial and error type of process and can almost be an art in developing the proper values. And onward… One can extrapolate past the “Project” structure just as we built up to it. One extrapolation might be a multilayer level of projects and sub-projects. Much could be done in developing methods to resolve the iteration cycles to improve performance. There are other possibilities as well to explore. This methodology has been used and improved in a number of my games over the years, including Empire,The Perfect General Giving the Antagonist Strategic Smarts and Metal Fatigue. It is an effective technique for giving the computer opponent strategic smarts. Biography After earning a master's degree in Engineering, Mark Baldwin initially had a successful career working on the Space Shuttle as a flight designer. Jumping careers during the mid 1980s, he moved from being a rocket scientist to a game designer. Since then, he has written, programmed, designed, directed and/or produced over 30 commercial computer games and has won numerous awards for his games, including “Game of the Year.” He is currently a consultant in the game industry as well as a computer games teacher. 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