Date: Thu, 16 Oct 2014 18:31:13 -0700
From: Robert M Ochshorn
Subject: Re: "Something about Cinematic Reality" v.2
Looping back in Dave and Glen in case they’re interested in testing this. It’s a bit of a mess, but it’ll take me too long to fix it (i.e. i’ll get distracted with other things I want to do) so here follows some documentation:

1. Get the code

git clone git://git.numm.org/rmo-sketchbook
git clone git://git.numm.org/seatbelt

2. Install seatbelt (you probably want to do this in a virtualenv[1])

cd seatbelt
pip install -r requirements.txt
python setup.py install

3. Make some random symlinks

cd ../rmo-sketchbook/something-about-cinematic-reality/
cd www/reality
ln -s ../../../../seatbelt/static/seatbelt.js
ln -s PATH_TO_AN_H264_MP4_FILE v.mp4

(Webms should also work, but you’ll have to modify index.html to look for v.webm)

4. Run the server (you probably still want to be in that virtualenv)!

cd ../../
python reality.py PATH_TO_DATABASE

(The database path doesn’t need to exist yet.)

5. Navigate to http://localhost:8000/ 

(Does it work?)


Your correspondent,
R.M.O.

[1]
sudo easy_install -U setuptools
sudo easy_install pip
sudo pip install virtualenv
virtualenv .
source bin/activate



On Oct 16, 2014, at 12:01 PM, Michael Nagle wrote:

OS X (10.9.) thanks!

On Thu, Oct 16, 2014 at 10:38 AM, Robert M Ochshorn wrote:
Yes!

What's yr OS?

R



On Oct 15, 2014, at 10:07 PM, Michael Nagle wrote:

Is this something I could run locally to show a friend? 

On Tue, Oct 14, 2014 at 12:00 AM, Robert M Ochshorn wrote:
Hi Dave!

Glen, Nagle, and I just watched Jon Blow’s talk through a slightly massaged iteration of Something about Cinematic Reality. We had three laptops in addition to a shared projection, and as you can see we generated an intense heat-map of response through the 75min talk:



You’ll note a few layout tweaks:
— the video is closer to fullscreen;
— the “state” buttons have been replaced with radio buttons;
— “solo” mode is clearly indicated with red background

Another addition—every keypress is propagated to every user (and the master), so you can watch someone typing:



Interesting consequences of realtime typing showing up globally:

— conversations are possible without disrupting “the moment”;
— text is only visible while it’s being typed, so delays allow for communication;

I also printed out a receipt of all the annotations. Here’s Glen with the first version:



…and then, a version of the receipt with film stills for the annotations



Below the fold, the notes themselves[1].

Lots more ideas. Glen and I just scrawled some far-out remote-collaboration possibilities involving webcam faces moving around as mouse cursors and mixing audio levels based on proximity. To be developed. Dave: let me know if/where/when we should meet again this week!

Your correspondent,

R.M.O.


[1] …though the YT time-links are always disappointing. And they seem to not work in Safari (?!) 

00:00:43
work not well spent

00:01:21
prototype first level

00:01:27
only 8 or 9 days!! so interesting that the core concept then took 3(?) years to mature

00:02:35
dizzying not just b/c of camera

00:02:50
hypnotic

00:02:51
dies in his own game

00:05:02
leap of faith level

00:05:37
major elements of the puzzle are on the sc

00:07:23
automatically moving elements as part of timing puzzles

00:08:03
here's another same idea

00:08:52
"t=y"

00:10:06
3yrs of dev the only difference from prototypes

00:11:35
"launch the player directly into the game"

00:11:41
portrait of what the game feels like

00:12:12
most complicated level by far (the 1st)

00:12:36
"the only example of cheating in braid"

00:12:46
level editor view

00:12:46
braid music makes his talking so much more dramatic

00:13:33
these narrative elements never really worked for me as a player. i wonder why...

00:13:57
don't want the player to fight the game

00:14:24
"beginnings are the most delicate of times"

00:16:15
collect puzzle piece, intrinsically motivating

00:16:52
jumping through the bottom of platforms stuck with me when I watched this before

00:18:02
"game mechanical reasons"

00:18:47
foreground / background in divergent palettes

00:18:59
close palettes between fg and bg --> tone of comfort

00:20:27
"it works well and that's why people keep doing it"

00:20:48
this part confused me a lot

00:21:18
conflict between nonlinearity and confusion

00:23:13
I did that.

00:23:20
this took me like an hour

00:25:29
tough puzzle

00:26:25


00:26:55
1st world as tutorial

00:27:03


00:28:47
simple -> fundamental ("Aha!")

00:29:01
puzzles pared down to essentials

00:32:18
clear here that jon is still learning his aesthetic

00:32:38
how so?

00:32:51
he didn't understand that the power was in simplicity for him

00:32:55


00:33:11
you mean in development, not in this talk

00:33:20


00:33:38
it's clear that by making this game he understands what he cares about in games much more clearly

00:34:00
right

00:34:42
everything is a visualization

00:35:47
the rabbits were intense

00:35:58
yeah

00:36:13
the sounds are so different than classical music intro

00:36:25
the sounds are much more "gamey", as are the idea of rabbits chasing you

00:36:48
also sounds more horrorshow

00:39:00
out of depth == not aware of history?

00:39:38
i really liked the infinite life part of braid

00:40:02
infinite life --

00:40:07
inf. life --> challenging not punishing

00:41:51
interesting for a game to embed its antithesis

00:42:06
?

00:42:11
the thing that makes braid braid is not really here

00:42:34
word

00:42:36
ie. restarting the level should never be needed in braid

00:43:50
again music drama ("incomplete" w/string music)

00:44:05
why is this level essential?

00:44:11
the don't rewind mechanic?

00:44:18
because it's a consequence of the game's basic rules, something interesting that happens

00:44:40
oh he wasnt talking about the dont restart part

00:44:48
hes talking about this part down here as crucial

00:44:57
right

00:48:39
"uniqueness of icons" (oxymoron?)

00:48:58
"handcrafted" aesthetic

00:49:12
"real" aesthetic, world is complicated

00:49:39
?

00:49:47
oh. i get what you mean

00:49:59
"most electronic" -- eqn of "classical" w/"good" music

00:50:25
"reprises"

00:51:50


00:51:55
serendipity turned to use

00:52:18
\i thought the music box fit so well here

00:53:56
he seems very sensitive to forums (and anti testing?)

00:54:04
"obvious"

00:54:19
"natural outcome of the rules of time"

00:54:26
i felt like i got slapped

00:55:03
i thought this reprisal was really fun

00:57:31
this is self-indulgent

00:57:40
somehow i solved these puzzles but had like 1/100th the understanding

00:58:18
"maximal pleasingness" (not only aesthetic decision)

00:58:30
i thought it sounded cool! remiiiiiiix

00:58:42
chopped and screwed version

00:59:39
would be cool to know when he became inspired by QM -

00:59:51
pre-dev or during-dev?

01:01:30
"hard time deadline" (ironic)

01:02:18
i played this world with a friend

01:02:23
i found it crazy hard to think about systematically

01:03:41
this world felt like a huge cognitive leap to me

01:03:50
was there an intermediate space to explore first?

01:04:14
I think a little

01:04:23
it does seem like a distinct idea. i don't know how it could have been bridged...

01:05:31
super hard

01:05:36
what just happened

01:05:47
he seems to be very interested in the idea of insight

01:05:54
once you know it, it's clear

01:06:01
exactly, this game is /about/ insight

01:06:14
this whole ring mechanic intimidated the shit out of me

01:06:26
how so?

01:06:30
i think the last world already seemed really hard to reason about

01:06:41
i saw this and was like wtf?

01:07:08
maybe not enough rehearsal / too fast a ramp?

01:07:18
i loved how challenging it was but also remember feeling unpleasantly confused

01:07:33
I think that was intentional. music cue is key

01:08:21
"complexity was worth something" @ this pt

01:08:35
ie minimalism as a learning device *for* this

01:09:38
remiiiix

01:10:25
this puzzle was super hard for me

01:10:37
the memory of puzzles is amazing

01:10:43
i played this 2? 3? years ago?

01:11:01
this is exactly why this ring shit intimidated me

01:11:08
the sense that it was gonna be mega fiddly

01:11:42
speed run as not just another gamey thing to do

01:15:11
"pattern breaks"

01:15:56
paused game by setting time for character to 0

01:21:56
skinner

01:22:02
skinner seems not his MO

01:22:49
which game does he mean?

01:23:09
dunno

01:25:50
purely emotional reasons for some elements at the end