Photos from Lake Quinault

I have so much to catch up on it's crazy, but for now, a photo link:

http://tinyurl.com/quinault2009

[info]jsridler and I went hiking around Lake Quinault last weekend. This past week I was up in Seattle for the always fantastic LOGIN Conference (aka the conference formerly known as ION formerly known as OGDC). More on that later if I decide to be a good person and share information. But for now, photos.

The Olympic Peninsula in general is one of my favorite places in the world. There's a reason why they historically have hauled bureaucrats there to show them why the preservation of our natural treasures is so important -- the place does all the talking for them. I'd never been to Quinault before, and talked [info]jsridler into flying up with me on Friday before the conference so we could go hiking for my birthday. My dad grew up in Washington, so I've been there many times, and he in particular pushed us to go check out Quinault, which I was supposed to visit last year for a family reunion, but wound up not being able to go. If you get a chance, take it -- Quinault in particular is a breathtaking combination of old growth forest, rainforest, and still and moving water all compressed in a tight enough space that you can actually hike between all of them in a single day, and on top of it the Lodge offers a nice restaurant (though we didn't eat there since they weren't open for lunch when we were hungry).

Anyway, check it out, and more posts soon.

Design will save the world

Apologies for the successive shotgun posts, but have three ridiculously awesome links, first and last courtesy @pareidoliac:

http://www.inhabitat.com/2008/08/20/green-living-technologies-green-walls-produce/

http://www.inhabitat.com/2009/04/10/spring-greening-voting-extended-until-tuesday/

http://www.inhabitat.com/2008/07/23/local-river-plant-aquarium-by-mathieu-lehanneur/

http://www.backyardaquaponics.com/introduction.htm

The last two in general further ignite my recent interest in setting up a goldfish tank at home, and sway me firmly into freshwater (I'd been considering a seahorse tank). Will try a little herb garden with it and report on how it goes.

Why I’m in New York City at a ridiculous hour

Hi all. Quick update, since I realized I haven't mentioned this and it's kind of cool.

Flew out to NYC on a redeye about eight hours ago, and am hanging around in the JFK JetBlue terminal taking wifi sustenance until a more reasonable hour to head out into the city. I have meetings tomorrow and Tuesday for a project picked up rather serendipitously last year, and the folks at HumaNature are being nicely tolerant and supportive.

I mentioned awhile ago that I'd won a game design contest put out by the Games for Health initiative. This project is not related to that, but Charles, a guy from Stottler Henke, contacted me on the basis of what I'd designed for that project.

In 2004, Stottler Henke won an SBIR phase 1 grant to prototype a project called LifeSim, aimed at instructing kids -- unless I'm mistaken, specifically in low-income urban areas, though they tested it broadly across socioeconomic statuses -- on nutrition using a video game. So, pretty big coincidence that this was going on and I had no idea when I drew up the GfH design.

Last year, as one of my freelance endeavors, I worked with them to put together a proposal for a phase 2 grant, and by that I mean I spent a lot of time on the phone answering game design questions and they did all the work. They had high expectations for its passing, but -- I think particularly with the election and administration change -- it took quite a bit longer to get approved than initially estimated. But it HAS been approved, and I'm now a game design consultant working with them on LifeSim II.

It's a very cool project, and if I weren't so tired I would be beyond thrilled to be getting it started -- but it is just tremendously exciting to see something like this go from concept to actuality, especially with the wonderfully intimidating team of experts they have working on this, from the Stottler Henke folk to the partners at Columbia University's Teachers' College -- nutritionists and educators. I feel honored to be a part of it.

And I also have the Games for Health initiative to thank for prompting all of this. Turns out that contest is really having tangible results that, if we do our jobs right, will actually impact the problems of childhood obesity in the coming generation. And the NIH for providing the funds for this grant, and showing solid faith that games can make a difference.

And, uh, it's a pet game. Also, I have an iPhone.

Publications Update: Beneath Ceaseless Skies, Farrago’s Wainscot

Hi all. Behind on updates again, but just wanted to get in a quick update. More posts coming soon, including a Smeagol update -- he has a vet re-visit next Saturday. Overall, he's doing much better -- more details soon. :) Much travel ahead... NYC this weekend, Seattle next month (for LOGIN Conference, where [info]erikbethke and I will be discussing BetterEULA's second year), NYC again in June for State of Play, TNEO in July, and of course many trips to LA in between... I've given up updating my Dopplr account.

So, writing stuff!

Here are some links:

In Beneath Ceaseless Skies, also check out Marie Brennan's "Driftwood", and, if so inclined, her wonderful post about the magazine on her LJ. If podcasts are your thing, also check out the mag's audio fiction.

In Farrago's Wainscot, also check out other great stories by Bruce Boston & Lee Ballentine, Toiya Kristen Finley, Jason Fischer, Jason Heller, S. J. Hirons, and Matthew Kressel, poetry by Miranda Gaw, and a very interesting experimental word piece by Jeffrey Barnes.

Go forth and read!

Optimization and game mechanics

So, because the big project at the new place is large and Flash-based, right now we're doing a systematic analysis of Ferry Halim's Orisinal games. They're some of the most beautiful and innovative Flash games on the market, so worth studying when it comes to thinking about what kind of interactive mechanics you can put into a flash game environment.

This is only explain, though, why I'm taking a screen capture of the flash index to the Orisinal website and chopping it into its components. It's simple grunt work, but there are 56 icons there -- a lot of chopping.

I've been on this kick lately of reading about cognitive processing in a deeper way than I did in college. For some reason it just didn't stick at the time -- I think part of it is that the friends I had who were learning about it were mostly talking about John Searle, whose thinking seemed entirely wrong to me in ways I couldn't immediately articulate, so I just dismissed the whole field. I borrowed The Mind's I from [info]erikbethke a few months ago and started reading it, though, and it's sparked a much deeper interest and investigation. On the basis of that book I looked up Douglas Hofstadter (the editor of that essay collection), who was known for getting the Pulitzer in 1980 for Goedel, Escher, Bach -- I ordered a used copy of that, but I started reading his more recent I Am a Strange Loop because it was immediately available on Kindle. Also on Kindle was Bertrand Russell's The Analysis of Mind, so I've started that, too.

There's lots to talk about all of these, but suffice it to say that I've been thinking more about the basic components of thought and what the mind is doing when put to a particular task. Language is a whole massive kettle of fish, but something simple came up when I was pulling out these icons -- the title of one of the games is "The Perilous Voyage", which, when I was saving its icon, I transposed to "The Perilous Journey". The cognitive element in that error is very interesting. Because I was distracted (I might even have been thinking about writing this post) I substituted a synonym. There are a lot of reasons why this could have happened -- maybe I've heard "perilous journey" a lot more often than "perilous voyage", so there was an existing brighter neural pathway that I defaulted to when I wasn't paying full attention. But the nature of error in language is very interesting and is perhaps tied to the way language tends to mutate and, for instance, how people frequently misquote things others have said, in movies, etc.

Anyway, what was more interesting was the optimization process I automatically fell into while doing this annoying task. If I had to repeat something more than three or four times, I started altering how I was performing it, in an attempt to try and get it done faster. By the time I'd gotten through all of the icons, I estimate I was chopping about five times faster than when I started -- maybe even more. I started by figuring out how I could use keyboard shortcuts rather than clicking around with the mouse, and at one point realized I was redrawing the copy box every time instead of just moving the one I'd created for the last icon -- anyway, it was incremental and should-have-been-obvious stuff that only became apparent once I'd repeated a task three or four times. But it was a very basic training behavior at work.

We harness this in games in a variety of ways. A basic IPM chart (introduce - perform - master) lays out this successive learning process system even for something as simple as a side-scroller. The challenge in a larger system is to create an environment with a sufficient number of variables to be able to reward experimentation. Then you lay an achievement structure on top of it (in my case I had to get through 56 icons) and away you go. But I was lucky in that there were enough avenues for optimization available that I could keep figuring out ways to make the process go faster. If my attempts at optimization had failed, or, worse, actually made the process slower, my frustration threshold would have ramped very quickly.

I wonder how often we think about game mechanics in terms of optimization. It's common to think about it in terms of the performance of a basic mechanic, but most design seems to rely on accidental emergent behavior out of a system rather than actually orchestrating levels of variability. It's a little unintuitive because you almost have to design the system in reverse -- its optimized state, and then its base state, with strata in between.

This can also be a way of measuring difficulty of an action. One of the trickier things in system design is balancing difficulty. But if a system can be solved through a slow method (rather than having only a fast method and a failure state), the risk of losing the player to frustration greatly diminishes, while achievement markers for an optimized state can keep a sharper player satisfied of continuing challenge. Not that knowing this makes it easy to accomplish. :)

On writing the other

This is going to be my one and only contribution to the conflagration that shall not be named, mostly because it's too ironic to resist. If you want more details, Mary Anne Mohanraj has a wonderfully thoughtful post on it, which also links to this great video. Most of the remaining bases have already been covered. I wish we could just be people. (Actually, I wish we could just be living things.)

So, this is from the questionnaire you take before taking any of the tests on Project Implicit, also linked from Mohanraj's post (and according to which I have a slight preference for black people over white, and a strong preference for Obama over McCain; hmm).



I guess I should get to writing, then?

Also in the realm of interesting timing, in the craziness last week I forgot to mention that I have an op-ed up in the technology section of the Georgia Straight (which I'm told is the largest weekly newspaper in Vancouver) called "Finding a Greater Humanity Through Play".

What do you study?



I went out for lunch yesterday and came back with a large skull that tested the (thus far) good-natured tolerance of my new coworkers. It's a sculpted replica from a Phorusrhacos, a five-foot-tall mid-Miocene flightless raptor ([info]skkyechan, are they technically raptors?) from Patagonia. When I saw it in the window I thought it might have been from an argentavis and initially had this falsely confirmed, but all that really mattered was that it's a giant carnivorous bird skull and I had to have it.

It came from The Bone Room, which is dangerously close to my new office and therefore at high risk of taking all of my moneys. The shopkeeper said she could get me a confuciusornis by special order. And they have tons of bugs. And a bumper sticker reading "Australopithecus ends in 'US'!"



Flighted ancestor or not, it's probably the closest I'm going to get to a gryphon anatomical reference without commissioning something unnatural. There don't seem to be commonly available casts of argentavis parts, but if there were, they'd probably look more vulture-like than I'd like anyway. (But they'd be damn cool.)

The store likely exists because of our proximity to Berkeley's Museum of Paleontology and associated research departments, so the fact that I was asked "what do you study?" was perfectly reasonable. But apparently I had the wrong answer, because I was asked twice by the same person in the course of my information gathering on how accurate this stuff was and, uh, whether I could get a confuciusornis. And this after I'd explained that I work up the street at a game design company. I even said "video game design", which probably still didn't compute. Yes, sorry, I am a non-scholar, a dirty impostor, in your shop and asking entirely nerdy questions about your bones. But she did sell me the skull anyway. And then asked what I studied again.

The appropriate response, which (in my exuberance over the phorusrhacos) I missed, was: I'm a game designer. I study everything.

Hearts and such

Valentine's Day dinner at home: steaks broiled with garlic and pepper, twice-baked potatoes with horseradish cheddar and scallions, spinach sauteed with shallots and garlic. And I know it's good because I set off all three smoke detectors with the steaks. Dessert was supposed to be raspberry lemon souffles, but I can't find the beaters for my mixer in our sea of boxes, so they're postponed.

We are established up north, having a couch and as of today a Playstation 3. Of the last 14 days officially in the new place (and job) I've spent five down in Burbank -- half of each week. So all email and online things are a little disjointed, though we do have internet at home now, so should be catching back up s00n.

Hope that you all have a Happy Valentine's Day, whether with one special person or simply the bodacious Obama-love of all righteous mankind. Or both.

What Game Designers Actually Do

A very short prologue: I've been very lousy about actually posting game-related topics since I first set up philomathgames.com. The site also needs a better skin. Largely, I don't say much about games because I've always felt that the volume that I'm learning still dwarfs what I already "know". But I've realized 1) this will probably always be the case; 2) some of this stuff, it's been pointed out to me, might actually be helpful for others. So I'm going to try to post about it a bit more.

So, most of the people I know actually have next to no idea what it is I do by 'day' (and sometimes night). The short answer is "it's complicated". Whereas most people have a general notion of what a carpenter does, or even a computer programmer, there is no established archetype for something still perceived to be as "new" as game design. Most people assume I am either a programmer or a graphic designer (I get "so do you use Photoshop?" a lot. I do, but not in the way they think, which also confuses things.). I don't think that game design is new at all -- but what possibly is new is there being enough people trying to make a living practicing it that they have to start sorting out what they do in common. And that's the other difficult part about explaining game design: like writing, it can be approached from a number of different directions to comparably valuable levels of success -- but also like writing, a given game designer is likely to think their way is the ONLY WAY. The reality about both professions (and recognize my bias in the fact that I even compare game design to writing -- a lot of people don't) is that the craft is so complex that most people who do it don't really have a solid notion of why what they do works -- so they often take a very regimented approach with their own methods and theory so as not to lose what they've got. But the truth, and most designers that I've talked to agree on this, is that many roads can lead to the broader field of game design, while at the same time there are certain anchors -- among them mathematics, psychology, and traditional 'design' -- without a basic mastery of which a game designer is going to be in serious trouble eventually, the same way a writer is going to be in hot water pretty quickly without a grasp of grammar and storytelling archetype. Every craft has its tools.

I'm fortunate in tackling this question in that Phil O'Connor from Codemasters wrote an article for Gamasutra on "how to hire game designers" back in October that gives me some good points to reiterate and others to argue with. Mostly, the article is very good, and he's tackling a very difficult concept, which is how to quantify the instinctive way in which one game designer can often recognize another game designer. I remember talking to Jay Minn about this at last year's ION conference (now "LOGIN") -- within about five minutes of conversation one game designer can often recognize another. I don't know why this is, precisely -- and I vehemently do not think that any person with sufficient drive cannot become a competent game designer -- but there are certain focal points that certainly lend to the notion that "game designer" is a "type", beyond the vague ways they're often described -- "jack of all trades", "wide interests", "multitaskers" -- though all of these things often have to be true as well.

A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects."
-- Lazarus Long,
Time Enough For Love, Robert Heinlein


This quote seems to be a favorite among designers that I know. I certainly found it pretty young and latched onto it.

The major criticism, from the comments, levied at Paul's article is the apparent contradiction between his assertion that a good game designer should be effectively obsessed with games and also have broad interests and know a lot about many different aspects of the world. I also agree that this seems to fundamentally contradict, but I also understand the spirit with which it was expressed.

I think the safe way to navigate this problem is to say that for game designers, and generally for game developers as a whole, passion is a problem. It's a really persistent, really fulfilling problem. I personally do deep down feel that games are at the heart of everything, being, as Elliot Avedon says (in what I think is one of the most important books for game designers (and there aren't many), though out of print -- The Study of Games), "encapsulated systems" of nearly anything that exists in the world. You can make a game out of anything. You can write a book about anything. Some subjects lend themselves better to game mechanics than others, but there is no genre that games have not or cannot permeate and absorb.

So while a good game designer generally does approach life with a deep passion for what a game is and means and can mean -- the same way, hopefully, any craftsperson approaches their profession, deeply analyzing how it fits into the world even when they're not on the clock -- I don't think that means a good game designer has to be playing games at every spare moment. It is a contradiction to say that they should be worldly and game-obsessed at the same time. At one time it may have been possible to know every game there was, but it's simply not possible anymore -- some filtering is necessary. And Paul covers some of the pitfalls of existing only in games with his section on the difference between a game fan(boy) and a game designer. Game critics, I think, and game analysts and historians, have a much greater burden to be exhaustive and encyclopedic in their knowledge of games. At a certain point such things may actually hurt a designer, though they should never resist exposure to different types of games. So these are the natural tensions that exist and are exacerbated by the sheer breadth and depth that games as a field have become. Games, anthropologically, have historically grown in complexity when society grows in complexity. Kurzweil's Law, anyone? Aka, making games in today's market is damn hard, and sometimes requires some forceful reductionism to keep the "play" objective in mind.

So what do you do?

Right.

The nuts and bolts of the design process aren't all that different from architecture, only instead of planning a building we're planning an experience. It starts with "pre-production", the "core" design phase, where a project is concepted out and assessed for its place in the market. This isn't the farting of ideas, keep in mind -- it involves, or should, intense analysis of the market, how the game will be communicated to that market, and how it will be placed in the marching timestream of game releases to be relevant and appreciated.

This is, mostly, documentation, though it can also, and probably should also, involve prototyping. The core skills here are concise, communication-oriented writing (learn to love bullet-point lists), flow-charting, and research. (If you want to know more about the pitch process, I have a chapter on it in Professional Techniques for Video Game Writers, which also contains several very excellent offerings by folk like [info]rdansky.) Most gamers probably think of this when they think of game design.

But this is where design begins, not where it ends. The concept document and larger game design document should establish core vision and be a reference guide throughout the development process, but it must also be flexible, and it IS going to change. If it were chess, this is the opening -- killer important, but really only the first less-than-a-third of the whole process.

The Middle Game
Aha, so now this blog post has morphed flexibly into a chess model. The middle portion of the design process is involved but less purely creative and cognitive -- this is where the sausage factory begins (and no, I'm not referring to gender ratios, tempting as that might be). Communication is at the forefront here -- and, frankly, a lot of personality management, both overcoming one's own personal limitations (I used to be very shy) and adapting to the collective personality of the team. Things like cultivating personal relationships can go a long way toward pulling this phase of the project together, and so you start getting into the "five dysfunctions of a team" management-type territory. But this is real game development.

The middle phase is the longest, and is also where the game is liable to change the most. I say that communication is important, and by that I mean the designer needs to be aware of where the project is on its trajectory (is it ahead, behind? what needs to be cut, what can be added?), and checking in with the various parts of the team to ensure that the actual implementation is staying consistent with design, or, if it's not, making sure that the documentation is updated for new directions. Very few game projects run top-down, which is one reason why Scrum has grown so popular -- great games come when every member of a team is engaging with the project and making it into a game, not just a collection of features.

The last note about the middle section is that your whole opening game, to a certain extent, doesn't matter here. People -- not just the team, but the producer and the publisher -- are going to read your documents, but realistically only in a cursory fashion. Hopefully they're going to refer back to them when they have questions -- but more likely they're going to call you over or talk to you in a morning meeting about how a particular aspect of the game should go. If you're not an effective and confident communicator, you risk not only losing control of the direction of the project, but instilling doubt and lack of confidence in your team. If a team doesn't have confidence in its designer, or if it thinks one part of the team is going in a different direction, and these difficulties aren't hashed out, bad things happen, and this is where the problems Paul talks about when it comes to designer credibility tend to rear up -- especially if you're dealing with developers (or publishers) who think that they're designers. (And they're really, really not.)

The Endgame
The final phases of a project are by far the most difficult and stressful, even in the most optimal of projects. In less optimal projects, this is where things become brutal. The role of design in this phase is polish, and often becomes hands-on, if it hasn't been already, which is where and why you hear that game designers should know a bit about how to program and how to create art and sound, depending on the size of the team (on smaller teams, everyone does a bit of everything, usually). If you don't, you'll learn, or you'll be out of a job.

In this phase design also switches over to domains more familiar to sociology -- game testing. If there is any formal testing, and even in informal testing, the designer's primary function is to be present and observe intensely how new players interact with the game. What confuses them? What parts do they really enjoy? And then the polish process shifts toward magnifying those uniquely compelling elements and smoothing over confusing UI or gameplay sequences. This part can be harrowing, because people are wild cards, but it's also where you get to see whether unbiased people think your baby is ugly or not. Easy, right? Especially if it's a project you've been working on for 8+ months in a stretch, as many projects these days are. So this phase is about analysis, polish, and prioritization -- because there are going to be about a thousand things you WANT to do and only a small percentage of them will make it through to the end. You have to know when to cut the cord, particularly since, as deadlines approach and pressure increases, further tampering runs a great risk of damaging a product.

Oh, and the endgame is where a game ultimately lives or dies. No pressure!

Whew, this thing is getting long. So, that's the game development process. That's what you do, or at least that's what I've experienced, and I'm sure it isn't all of it.

Lastly, on a few things I agree with Paul completely, and must emphasize--

Game designers must be marketers. They absolutely must. This includes "selling" the game to one's internal team in order to keep he project going in the right direction, "selling" the game to the publisher continuously (if you have one) so they don't cancel it, and, finally, selling the game to the people who will actually play it. And, as Russ Carroll said very eloquently in his 2007 Independent Game Summit presentation;, if you're waiting until the game is done to market it, you're dead. It didn't work out so well for Van Gogh, not being appreciated in his time, and it doesn't work out so well for underappreciated games and their designers, either. A game can't just be dropped into the rolling ocean of the game market -- if it's going to succeed, meaning get played and appreciated and make you fabulously wealthy, it needs to be constructed from its core to surf that ocean, to be aware of the world and respond to it, and to respond to what the gaming community wants at a particular time.

And here's the thing: it's entirely possible to be a phenomenal designer and have the full gamut of one's skill not matter a damn bit. If you have incredible design vision and are doing everything exactly right from the purest sense of what "game design" can be defined to mean, you can still get royally fucked if you don't know a lot about project management and marketing. And while most game designers, like writers or creative people in general, on some level often deeply hate these things, the bottom line is that great games don't get made by design alone. They come through a long, grueling, iterative process, and if you make it to the finish line, there's a lot involved, including a good measure of dumb luck. This is not to say that you can be unskilled and make it -- you probably can't -- but if you focus exclusively on the High Art that is Game Design in all its hallowed splendor, you run the serious risk of making crap games, unless you're working alone on a project that can be completed by a single person.

So that's my brain spew on game design. It's really more a quick-and-dirty explanation of the process than it is an explanation of what game design actually is, but that's the peculiar thing about it: the practical application of game design, what game design is as a profession, differs greatly from what game design is as an art. One can, on a good day, pay your bills -- the other you don't need to be a professional game designer at all to practice and achieve great things with. We'll see when I gather the energy for an explanation of what game design is, if my own would be actually relevant.

(And did you see how sure of myself I sounded up there? That's game design, too -- the part of it that's perception management, which is marketing.)

Happy holidays, and publishing update things

I am slowly clawing my way out of internet desynch, having foolishly made an initial attempt right before the holidays commenced their usual brain-eating. 2147 mails in my inbox, but the good news is only 384 of them are unread!

[info]jsridler has fallen full throttle into the livejournal thing, as I thought he would long ago, and so also made his one request before flying back to Kingston today that I manage an update, so here I am -- specifically with the news that Space and Time has purchased "Lightning Over the St. Lawrence", a poem of mine they'd been holding. It is much happiness. I picked up the summer issue of S&T at BookPeople in Austin last September, and enjoyed its poetry (and stories) greatly. In other Austin news, [info]anguirel should, I think, be on the road toward there by now, and I have told him to hie himself to BookPeople upon arriving. I still don't have my Cold War Unicorns.

In other poem and story news, I quietly added this to my profile awhile ago, but never announced here -- I have my contract now, so I think it's officially official -- I also sold a poem, "Osteometry", to Sheila Williams at Asimov's Science Fiction, which of course I was ridiculously excited about but didn't know when I could mention it. Getting Asimov's wirelessly delivered is one of my favorite things about owning a Kindle, and it'll be decidedly weird but cool to be in its TOC. If you aren't a subscriber, you may want to pick up the current issue -- among its usual pleasing offerings it has a stirring story by Stephen King and "Lion Walk" by Mary Rosenblum, which may be the best thing I've read published this year -- I'm anxious to hunt down her Water Rites based on its excellence. After many back-and-forths, "Impress of the Hills", short hillbilly fantasy, was also officially accepted by Spacesuits and Sixguns last month or thereabouts.

Check out the new Ideomancer Livejournal group if you get a chance, too. I never mentioned largely because I wondered if we were supposed to be a sort of mysterious shadow council, but I've been reading slush for the magazine since May or so, and hopefully will be pitching in more as time goes on. Mentioned there recently is [info]ecbatan's review of Ideomancer this year, which includes a nice note for George S. Walker's wonderful "Zorroid", the first thing I fished out for them (no credit to me; Walker wrote a great story, I was only fortunate to be a minor conduit -- I link it here mainly because you should go read it). I've always liked the magazine, from mission to content to staff and so on, so this is fun, and the LJ group is newly pretty and organized. Expect great things, if so inclined.

I'm half starved, so I think that's all for now. Hope that you all had a terrific holiday of your choice, and hopefully are still so having. I'm off until Friday, which is nice, and working on slowly un-congealing my brain. I have managed to keep fairly up on twitter, if any of you are there, and I updated dopplr with at least the next three months' planned travel. Inch by inch and all that. :)

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