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	<title>Minmaxing Life &#187; People</title>
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	<description>Enjoy yourself, it's later than you think.</description>
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		<itunes:summary>Enjoy yourself, it's later than you think.</itunes:summary>
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		<itunes:category text="Society &amp; Culture"/>
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			<title>Minmaxing Life</title>
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		<title>Drukpa Kunley, the divine madman.</title>
		<link>http://www.lejade.org/2011/03/drukpa-kunley/#utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=drukpa-kunley</link>
		<comments>http://www.lejade.org/2011/03/drukpa-kunley/#comments</comments>
		<pubDate>Mon, 28 Mar 2011 14:51:28 +0000</pubDate>
		<dc:creator>Olivier</dc:creator>
				<category><![CDATA[Hedonism]]></category>
		<category><![CDATA[People]]></category>
		<category><![CDATA[Bhutan]]></category>
		<category><![CDATA[philosophy]]></category>
		<category><![CDATA[voyage]]></category>

		<guid isPermaLink="false">http://www.lejade.org/?p=494</guid>
		<description><![CDATA[A most surprising sight for a foreigner in Bhutan is that you will see penises everywhere.
Yes, you read that right. Turgid phalluses proudly painted or sculpted on houses and doors and even flying dicks hanging from the corner of roofs. No joke: it&#8217;s even worse than Second Life!
  
 
This is, in fact, to [...]]]></description>
			<content:encoded><![CDATA[<p>A most surprising sight for a foreigner in Bhutan is that you will see penises everywhere.<br />
Yes, you read that right. Turgid phalluses proudly painted or sculpted on houses and doors and even flying dicks hanging from the corner of roofs. No joke: it&#8217;s even worse than <a title="Attack of the flying penises in SL" href="http://yro.slashdot.org/story/07/01/06/2112258/Second-Life-Mogul-Challenges-Press-Freedom">Second Life</a>!</p>
<p style="text-align: center;"><a class="tt-flickr tt-flickr-Small" title="Penis on a wall" href="http://www.flickr.com/photos/lejade/5649133019/"> <img class="alignnone" src="http://farm6.static.flickr.com/5065/5649133019_abb1f2c0f4_m.jpg" alt="Penis on a wall" width="180" height="240" /> </a><a class="tt-flickr tt-flickr-Small" title="Another penis" href="http://www.flickr.com/photos/lejade/5649694662/"><img class="alignnone" src="http://farm6.static.flickr.com/5301/5649694662_e02fb11d99_m.jpg" alt="Another penis" width="180" height="240" /></a></p>
<p style="text-align: center;"><a class="tt-flickr tt-flickr-Small" href="http://www.flickr.com/photos/lejade/5649133415/"><img class="alignnone" src="http://farm6.static.flickr.com/5306/5649133415_275478bc88_m.jpg" alt="" width="240" height="180" /></a> <a class="tt-flickr tt-flickr-Small" title="Penis on top of a door" href="http://www.flickr.com/photos/lejade/5649134091/"><img class="alignnone" src="http://farm6.static.flickr.com/5269/5649134091_1ce06088d0_m.jpg" alt="Penis on top of a door" width="240" height="180" /></a></p>
<p>This is, in fact, to ward off evil spirits and honor the Bhutanese&#8217;s favorite saint: Drukpa Kunley, the divine madmen &#8211; an irreverent figure, constantly ridiculing the establishment and corrupt priests in particular. Philosophically, he is an extravagant cross between <a title="Aristippus on Wikipedia" href="http://en.wikipedia.org/wiki/Aristippus">Aristippus</a> and <a title="Diogenes on Wikipedia" href="http://en.wikipedia.org/wiki/Diogenes_of_Sinope">Diogenes</a> with a dash of <a title="Nasreddin on Wikipedia" href="http://en.wikipedia.org/wiki/Nasreddin">Nassredin Hodja</a>.</p>
<p style="text-align: center;"><a class="tt-flickr tt-flickr-Medium" title="Drukpa Kunley" href="http://www.flickr.com/photos/lejade/5654115602/"><img src="http://farm6.static.flickr.com/5230/5654115602_b275791dcd.jpg" alt="Drukpa Kunley" width="500" height="375" /></a></p>
<p>It is indeed easy to grow fond of the whimsical character after having heard of his many exploits, usually involving lots of drinking and use of his &#8220;flaming thunderbolt of wisdom&#8221; to subdue demons or enlighten women.</p>
<p>In the words of the &#8220;saint of 5000 women&#8221; himself:</p>
<p style="text-align: center;"><em>&#8220;I am happy that I am a free yogi<br />
So I grow more and more into my inner happiness<br />
I can have sex with many women,<br />
Because I help them to go the path of enlightenment.</em></p>
<p style="text-align: center;"><em>Outwardly, I am a fool<br />
And inwardly I live with a clear spiritual system.<br />
Outwardly, I enjoy wine, women and song<br />
And inwardly I work for the benefit of all human beings.</em></p>
<p style="text-align: center;"><em>Outwardly, I live for my pleasure<br />
And inwardly I do everything in the right moment.<br />
Outwardly, I am a ragged beggar<br />
And inwardly a blissful Buddha.&#8221;</em></p>
<p style="text-align: left;"><em><br />
</em></p>
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		<item>
		<title>Hatsune Miku.</title>
		<link>http://www.lejade.org/2010/04/hatsune-miku/#utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=hatsune-miku</link>
		<comments>http://www.lejade.org/2010/04/hatsune-miku/#comments</comments>
		<pubDate>Wed, 21 Apr 2010 15:43:03 +0000</pubDate>
		<dc:creator>Olivier</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Life]]></category>
		<category><![CDATA[People]]></category>
		<category><![CDATA[Hatsune]]></category>
		<category><![CDATA[Japan]]></category>
		<category><![CDATA[Miku]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[Tokyo]]></category>
		<category><![CDATA[voyage]]></category>

		<guid isPermaLink="false">http://www.lejade.org/?p=313</guid>
		<description><![CDATA[Here&#8217;s a story: a big corporation wanted to write software that could replicate a singing human voice. To do so, it needed samples from real singers. Fearing they would be rendered obsolete if the software could clone their voice too well, the singers refused. Thus, the corporation had to develop the software using samples from [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">Here&#8217;s a story: a big corporation wanted to write software that could replicate a singing human voice. To do so, it needed samples from real singers. Fearing they would be rendered obsolete if the software could clone their voice too well, the singers refused. Thus, the corporation had to develop the software using samples from well known actresses instead of professional singers. And so it did&#8230;</p>
<p style="text-align: left;">Sounds like the pitch for a bad cyberpunk novel, right?</p>
<p style="text-align: left;">Except the story is true. The big corporation is Yamaha and the software &#8211; known as <a title="Vocaloid on the web." href="http://www.vocaloid.com/index.en.html">Vocaloid</a> &#8211; is licensed to smaller corporations who then sell it as &#8220;voice packs&#8221;, complete with a name and a face such as<strong> Hatsune Miku</strong> &#8211; from Hatsu (初, first), Ne (音, sound), and Miku (未来, future) thus meaning &#8220;the  first sound to the future.&#8221;</p>
<p style="text-align: center;"><img class="size-full wp-image-339" title="Hatsune Miku" src="http://www.lejade.org/wp-content/uploads/2010/04/hatsune_miku3.jpg" alt="Hatsune Miku" /></p>
<p style="text-align: left;">Listen to her <a title="Miku Hatsune's first song" href="http://www.youtube.com/watch?v=UnpSAMnGi78&amp;feature=related">launch single</a> (warning: J-Pop inside!), or her greatest accidental hit the &#8220;<a title="Miku sings the Levan Polkka" href="http://www.youtube.com/watch?v=kbbA9BhCTko">Levan Polkka</a>&#8221; (fan made) or even the <a title="Miku sings Mario" href="http://www.youtube.com/watch?v=CfSnrozj4iI&amp;feature=related">theme song from Mario Bros</a> or <a title="Miku sings Tetris" href="http://www.youtube.com/watch?v=LfChu8XXwyE&amp;feature=related">Tetris</a>.</p>
<p style="text-align: left;">Decent singing for a computer &#8211; it holds a lot of promise for the future indeed &#8211; but nothing really earth shattering yet&#8230;<br />
So all of this would only be mildly interesting if it were not for this surprising fact: Miku is a huge hit here in Japan!</p>
<p style="text-align: left;">It really dawned on me while walking around Akihabara (the <a title="Otaku on wikipedia" href="http://en.wikipedia.org/wiki/Otaku">otaku</a> district in Tokyo) this evening. Around 08:00pm, after work, grown men and women waiting in a queue to play the recently released &#8220;Project Diva Arcade&#8221;&#8230;</p>
<p style="text-align: center;"><a class="tt-flickr tt-flickr-Medium" title="P4220497" href="http://www.flickr.com/photos/lejade/4540424121/"><img src="http://farm5.static.flickr.com/4009/4540424121_a64ae6896c.jpg" alt="P4220497" width="500" height="375" /></a></p>
<p style="text-align: left;">&#8230;look closely: these are not kids nor crazed teenagers. They are well behaved, twenty to thirty, salary men and women&#8230;</p>
<p style="text-align: center;"><a class="tt-flickr tt-flickr-Medium" title="P4220496" href="http://www.flickr.com/photos/lejade/4541058042/"><img src="http://farm3.static.flickr.com/2770/4541058042_322a56e067.jpg" alt="P4220496" width="500" height="375" /></a></p>
<p style="text-align: left;">&#8230;who just desperately want to play the arcade version of a <a title="Project Diva on Wikipedia" href="http://en.wikipedia.org/wiki/Project_diva">PSP game</a> featuring Miku Hatsune and her songs!<br />
In fact she&#8217;s all over the place. In the streets, in the stores, from  the anime shops to the UFO catchers:</p>
<p style="text-align: center;"><a class="tt-flickr tt-flickr-Medium" title="P4220498" href="http://www.flickr.com/photos/lejade/4540424817/"><img src="http://farm5.static.flickr.com/4032/4540424817_a350553ea1.jpg" alt="P4220498" width="375" height="500" /></a></p>
<p style="text-align: left;">It&#8217;s Miku everywhere!</p>
<p style="text-align: left;">But I don&#8217;t really understand why&#8230; As a singer she&#8217;s barely decent, as an anime character she&#8217;s nothing out of the ordinary and the game is just an average rhythm game. So why? If anyone reading is well versed in otaku culture, I would love to hear a coherent explanation for this surprising popularity.</p>
<p style="text-align: left;">So far the only theory I could come up with is that her success is largely due to the fact that people can make her sing whatever they want. Fans can create their own songs with her voice and share it all over the internet. This gives them a sense of ownership over their idol that might justify her meteoric rise.</p>
<p style="text-align: left;">Hatsune Miku, future of the music industry and first <a title="User Generated Content on Wikipedia" href="http://en.wikipedia.org/wiki/User-generated_content">UGC</a> star?</p>
<p style="text-align: left;"><strong>EDIT</strong> (11/10/10) &#8211; This story keeps getting better: Miku now goes on <a title="Miku Hatsune live" href="http://www.youtube.com/watch?v=DTXO7KGHtjI&amp;feature=player_embedded#at=16 ">live tours</a>!</p>
]]></content:encoded>
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		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Eric Viennot : l&#8217;interview mirroir.</title>
		<link>http://www.lejade.org/2009/06/eric-viennot/#utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=eric-viennot</link>
		<comments>http://www.lejade.org/2009/06/eric-viennot/#comments</comments>
		<pubDate>Tue, 30 Jun 2009 14:54:05 +0000</pubDate>
		<dc:creator>Olivier</dc:creator>
				<category><![CDATA[French]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[People]]></category>
		<category><![CDATA[Eric Viennot]]></category>

		<guid isPermaLink="false">http://www.lejade.org/?p=213</guid>
		<description><![CDATA[Eric Viennot répond a ses propres questions dans un interview mirroir autour de la création et des jeux.]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="size-full wp-image-214" title="Éric_Viennot_-_nesposit_-_2007" src="http://www.lejade.org/wp-content/uploads/2009/07/Éric_Viennot_-_nesposit_-_2007.jpg" alt="Éric_Viennot_-_nesposit_-_2007" /></p>
<p>Faut-il encore présenter Eric Viennot ? Fondateur du studio Lexis Numerique, créateur de l&#8217;Oncle Ernest et d&#8217;Experience 112, pionnier des ARG en France avec In Memoriam, Eric est indéniablement un créateur de jeux accompli. Comme si cela ne suffisait pas, il tient également l&#8217;un des meilleurs blogs en français sur les jeux vidéo, sur le site du quotidien Libération. Il y a de cela quelques semaines, il a eu la gentillesse de nous y faire une petite place, mon comparse Florent Castelnerac et moi (<a href="http://ericviennot.blogs.liberation.fr/ericviennot/2009/04/lejadecastelnerac-linterview-des-francstireurs-1.html">partie 1</a>, <a href="http://ericviennot.blogs.liberation.fr/ericviennot/2009/04/lejadecastelnerac-linterview-des-francstireurs-2-1.html">partie 2</a>). Curieux de savoir ce qu&#8217;il aurait répondu à ses propres questions, je lui ai proposé une interview mirroir. En beau joueur, il a accepté de se prêter à l&#8217;exercice. Voici donc ses réponses&#8230;</p>
<p><strong>- Comment êtes-vous venus à travailler dans l’univers du jeu vidéo ?</strong></p>
<p><strong>Eric Viennot :</strong> Etant plasticien de formation, je suis venu à la création de jeux vidéo en travaillant tout d’abord dans la 3D et le graphisme multimédia. Avant de développer des jeux, Lexis Numerique a été pendant plusieurs années un studio de design graphique spécialisé en images de synthèse. La rupture s’est opérée en 97-98 au moment où nous avons lancé notre premier titre l’Album secret de l’oncle Ernest, un jeu PC/Mac pour enfants qui a eu beaucoup de succès et qui nous a permis de nous développer rapidement. Comme beaucoup de confrères de ma génération j’ai donc appris mon métier sur le tas, sans pouvoir bénéficier de formations comme l’Enjmin qui n’existaient pas à l’époque.</p>
<p><strong>- Comment définiriez-vous votre métier ? Game designer ? Producer ? Créateur ? Développeur ? Lequel de ces termes (ou un autre) vous semble le plus important dans la fonction que vous occupez au quotidien dans votre studio ?</strong></p>
<p><strong>E.V :</strong> Il y a deux cas de figure : les concepts de jeux dont je suis à l’origine et que je supervise de A à Z, comme l’oncle Ernest ou In Memoriam et les jeux de notre studio que je ne conçois pas mais dont je suis la production. Dans le premier cas, je travaille seul pendant une période pour définir le concept doc, la direction artistique générale, le scénario, le background du jeu. A ce niveau, mon expérience de plasticien et de graphiste m’aide beaucoup pour penser le jeu en termes visuels. La définition du game design détaillé et du level design se fait ensuite souvent en équipe, parce qu’elle nécessite une plus forte implication technique. Dans ce premier cas, je joue le rôle de lead game designer.<br />
Le second cas concerne les jeux conçus par d’autres personnes au sein de notre studio. Dans ce cas, la plupart du temps, j’interviens peu dans la production. Je fais confiance au talent des collaborateurs qui m’entourent. Je me contente de superviser ces projets de loin en lisant les concepts doc et surtout en testant les jeux à des moments clés : premiers protos, alpha, béta… Je n’interviens qu’en cas de problème pour tenter d’apporter une solution ou pour arbitrer sur tel ou tel point de game design ou d’ergonomie. Dans ce second cas, je joue davantage un rôle de directeur de création.</p>
<p><strong>- En préambule, j’ai évoqué le terme de game design militant à votre sujet. Il me semble effectivement, qu’à travers vos créations, perce une certaine philosophie de ce que devrait être, pour vous, les jeux vidéo, en dehors de critères purement commerciaux ? Est-ce que ce terme vous parait juste et pouvez-vous préciser comment cela intervient dans votre démarche ? </strong></p>
<p><strong>E.V : </strong>Quand j’ai créé l’oncle Ernest, je trouvais que les jeux vidéo manquaient cruellement de poésie  (encore aujourd’hui, ils en manquent encore beaucoup trop à mon goût !). L’oncle Ernest répondait d’une certaine façon à ce manque. J’ai voulu créer, à travers ce jeu pour enfants, une forme de récit interactif  à la fois nostalgique et déjanté. Quelques années plus tard, avec In Memoriam, j’ai voulu créer une nouvelle forme d’expérience à travers laquelle réalité et fiction se confondraient, apportant au joueur un sentiment d’immersion totalement nouveau. Ces deux exemples montrent que ce qui motive avant tout ma démarche de créateur c’est l’envie de faire avancer notre domaine en comblant des manques. L’oncle Ernest c’est le jeu que je ne trouvais pas pour mon gamin. In Memoriam, c’est le genre de jeu que je ne trouvais pas pour mes amis. Comme disait Carl Andre, un sculpteur minimaliste que j’admire : «  a man climbs a mountain because it is there. A man makes a work of art because it is not there. » C’est une façon de revendiquer ma liberté de créateur, ma façon à moi de militer.<br />
Selon moi, un game designer militant c’est un game designer qui parvient à créer une nouvelle brèche, qui permet à notre art d’avancer, parfois en allant même jusqu’à élargir la définition même de ce qu’est un jeu vidéo. Je trouve terrible qu’un art naissant, et en perpétuel changement, soit déjà figé dans des dogmes et des définitions.</p>
<p><strong>- Comment jugez-vous l’évolution actuelle de l’industrie, notamment cette scission de plus en plus importante entre des blockbusters produits avec des dizaines de millions d’euros et des productions indépendantes peu couteuses qui ont souvent certaines difficultés à trouver leur public, notamment sur Wii et DS ?</strong></p>
<p><strong>E.V : </strong>Je regrette cette scission parce qu’elle oppose l’originalité et les moyens. D’un côté, vous avez des titres à gros budget mais qui, à quelques exceptions près, manquent cruellement d’originalité, de l’autre des petites productions originales mais qui, par défaut de moyens et de temps, manquent de souffle et d’ambition. Les uns ont pour eux le spectaculaire, les autres la fraicheur, mais il est dommage qu’il n’y ait pas d’alternative entre les deux, c&#8217;est-à-dire des projets portés par une vision d’auteur à qui l’on donne des moyens à la hauteur de leur ambition. Dans le cinéma vous avez d’un côté les blockbusters hollywoodiens populaires, soutenus par des investissements marketing colossaux et, à l’autre extrémité, de petits films d’auteur qui ont du mal à trouver une distribution internationale. Pourtant, entre les deux, il y a de la place pour des films intermédiaires portés par une vision d’auteur et, en même temps, capables de toucher un large public. Je pense aux films de Clint Eastwood, de Martin Scorcese (à ses débuts), ou plus récemment aux films de Steven Soderbergh, James Gray ou Alejandro Gonzalez Inerritu par exemple. Dans le jeu vidéo, il y a peu de créateurs comme Ueda, ayant une véritable  démarche d’auteurs tout en bénéficiant de budgets AAA.</p>
<p><strong>- Vous dirigez un studio indépendant et vous êtes fortement attachés à cette idée d’indépendance  vis-à-vis des constructeurs et des éditeurs ? Pour quelles raisons ? Ne pensez-vous pas qu’on puisse faire d’excellents jeux en étant intégrés ou adossés à un gros éditeur ou à un constructeur comme Ueda (Team Ico) avec Sony ou les frères Houser (Rockstar) avec Take 2 ?</strong></p>
<p><strong>E.V : </strong>Les créateurs qui ont carte blanche pour créer leur jeu au sein d’une major compagnie sont rares. En même temps, ils bénéficient de budgets qui leur donnent le luxe d’expérimenter. Pour moi le luxe ce n’est pas de travailler avec 200 personnes. C’est plutôt de pouvoir prendre son temps, comme Ueda qui sort un jeu tous les 4 ans, en travaillant avec une équipe à taille humaine. L’indépendance c’est la liberté. Et rares sont les créateurs totalement libres au sein d’une major compagnie. C’est pour cela que je suis très heureux d’être indépendant, pour avoir la liberté de développer des jeux que j’ai envie de créer. Mais la liberté n’est rien sans un minimum de moyens. C’est pour cela que chez Lexis nous avons toujours eu une politique éditoriale mixte : d’un côté nous prenons 4 ans pour développer un In Memoriam, ou un Experience 112, de l’autre nous produisons des projets de commande comme le Livre de la Jungle pour Disney ou Alexandra Ledermann pour Ubisoft, qui nous permettent d’investir dans des projets risqués.</p>
<p><strong>- La relation développeur / éditeur est souvent conflictuelle. Pourtant, il y a parfois des partenariats harmonieux comme par exemple la relation Nadeo-Focus. A votre avis, quelles sont les conditions d’une collaboration fructueuse entre développeurs et éditeurs ?</strong></p>
<p><strong>E.V : </strong>Une société, un éditeur, c’est avant tout des hommes. Quand on a, face à soi, des hommes ou des femmes passionnés par un projet, motivés avant tout par l’envie de le voir se concrétiser, alors en général ça se passe bien. Et souvent les projets nés de cet état d’esprit laissent une trace durable parce que chacun, à son niveau, a mis tout son talent et son expérience au service du projet. En revanche, si vous avez face à vous, de petits chefs dont la seule ambition  c’est d’abord de se faire bien voir de leurs supérieurs en pressant les studios avec lesquels il travaillent, là c’est souvent plus conflictuel et ça aboutit dans le meilleur des cas à des jeux moyens.<br />
Un projet c’est comme une personne. Il faut saisir cet élément impalpable (son âme diraient certains) qui fait son identité, son originalité et faire en sorte de creuser cette vision, de tout mettre au service de cela. Et de ne pas l’oublier en route. Il m’est arrivé de rencontrer des gens passionnés chez de petits éditeurs comme Focus ou Micro-Application et aussi dans de grands groupes comme Take 2, Sony, Ubisoft. Mais ils sont encore trop rares. La plupart des grands éditeurs sont dirigés par des gens intelligents qui ont fait des grandes écoles, qui sont sans doute de bons managers mais à qui il manque cette envie de marquer leur époque avec des jeux originaux.</p>
<p><strong>- L’explosion des jeux on-line est justement en train de bouleverser les relations développeurs-éditeurs. Quels changements pensez-vous que cela apportera en termes de mode de production et, au-delà, en termes de création et de jouabilité ?</strong></p>
<p><strong>E.V : </strong>Effectivement on sent un véritable tsunami s’opérer dans l’industrie avec le développement des jeux on-line. Ce changement va permettre à certains studios de pouvoir créer leurs propres marques en contact direct avec les joueurs, à l’image de ce qu’a réussi Ankama. Mais au-delà, je pense que c’est une révolution plus importante encore qui se prépare autour de cette idée de convergence à laquelle j’ai apporté ma petite contribution avec In Memoriam. L’idée de fiction interactive et participative revient à la mode, avec les rapprochements qui s’opèrent autour du on-line entre acteurs de la télévision, des télécom, de l’Internet. Le jeu vidéo sera au centre de cette révolution du divertissement numérique de demain parce que les créateurs de jeux maitrisent mieux que les autres toutes les technologies qui l’accompagnent : la création d’univers virtuels, de systèmes participatifs riches et complexes, les mécaniques de narration interactives, d’intelligence artificielle, les techniques d’animation réalistes…</p>
<p><strong>- Afin d’être complet sur le même sujet, que pensez-vous du service de distribution Onlive, ce système de console unique « dématérialisée », qui a été présenté à la dernière GDC ?</strong></p>
<p><strong>E.V : </strong>Je n’ai pas eu l’occasion de tester ce système. Certains doutent de ses capacités une fois lancé à grande échelle. Peut-être que ça peut marcher avec des serveurs locaux comme c’est déjà le cas pour les MMO. Quoiqu’il en soit, la dématérialisation des jeux est un processus irréversible : ce n’est qu’une question de mois et d’années. Même si ce type de console ne remplacera pas certaines pratiques liées à la mobilité, et qu’il a peu chance de s’imposer auprès de tous les joueurs PC, il répond à une façon de jouer qui tend à se développer de plus en plus. Le succès des plateformes comme le live arcade en témoigne : des sessions de jeu courtes, variées, conviviales, peu onéreuses, Même si Onlive arrive sans doute un peu tôt, ce type de système a des chances de se généraliser à l’avenir parce que chacun y trouvera son compte :<br />
-       Les développeurs parce qu’ils sont nombreux à espérer pouvoir concentrer leurs efforts sur une console unique.<br />
-       Les éditeurs qui seront davantage à l’abri du piratage.<br />
-       Les joueurs parce qu’avec un système d’abonnement peu onéreux ils pourront avoir accès de chez eux à des tas de jeux différents. En ce sens, cela pourra fonctionner comme la télévision du futur.</p>
<p><strong>- Parmi les jeux auxquels vous avez joués dernièrement, lesquels vous ont paru les plus marquants et pourquoi ?</strong></p>
<p><strong>E.V : </strong>J’ai beaucoup aimé Little Big Planet. C’est pour moi un exemple assez réussi d’univers ouvert et collaboratif. Mais c’est surtout Flower qui m’a scotché récemment parce qu’il apporte de manière magistrale la preuve qu’on peut faire des jeux poétiques, basés sur un gameplay accessible centré des sensations simples. Pour ceux qui s’intéressent à Flower, je renvoie au <a href="http://ericviennot.blogs.liberation.fr/ericviennot/2009/02/flower-1.html">billet que j’ai écrit sur mon blog</a>. De manière générale, je trouve que les game designers pensent trop souvent au fun mais pas suffisamment à l’émotion ressentie par le joueur. Il est temps que les game designers se coltinent avec cette dimension centrale qui est au cœur de tous les arts : l’émotion.<br />
Il n’y a pas de raison qu’on laisse cela aux autres : aux cinéastes, aux romanciers, aux plasticiens… Nous avons des moyens vertigineux à notre disposition. Grâce à la force de l’interactivité, grâce au sentiment d’immersion que nous pouvons générer, grâce aux systèmes que nous pouvons créer, nous pouvons faire vivre aux gens des quantités d’expériences et d’émotions nouvelles.</p>
<p><strong>- A votre sens quels sont les points essentiels sur lesquels un game designer devra centrer son attention dans les prochaines années ?</strong></p>
<p><strong>E.V : </strong>J’insiste beaucoup auprès de mes équipes sur l’ergonomie. Je crois que c’est une composante essentielle de notre travail qui continuera à être primordiale dans les années futures avec la popularisation des objets communicants, de nouvelles interfaces hommes/machine. En relation avec ce premier point, tout ce qui tourne autour du social gaming, de la frontière de plus en plus ténue entre réalité et fiction me parait également important.<br />
Sinon je pense que les notions de narration émergente, de gameplay narratif, propres à notre médium, vont se développer car tous les arts ont dans un premier temps formé leur grammaire autour de problématiques narratives.<br />
Voilà pas mal de chantiers passionnants à explorer. C’est ce qui est fascinant dans notre industrie : en 30 ans quantité de choses déjà été faites mais tout reste à faire !</p>
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		<title>Goodbye, Randy Pausch.</title>
		<link>http://www.lejade.org/2008/07/goodbye-randy-pausch/#utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=goodbye-randy-pausch</link>
		<comments>http://www.lejade.org/2008/07/goodbye-randy-pausch/#comments</comments>
		<pubDate>Fri, 25 Jul 2008 13:38:32 +0000</pubDate>
		<dc:creator>Olivier</dc:creator>
				<category><![CDATA[People]]></category>
		<category><![CDATA[RandyPausch]]></category>

		<guid isPermaLink="false">http://www.lejade.org/?p=48</guid>
		<description><![CDATA[For those who have not heard of him, Randy Pausch was a professor of computer science at Carnegie Mellon University working on subjects closely related to video games. He was one of the creators of Alice, a software that tries to teach children programming while having fun. He was a brilliant speaker and you should [...]]]></description>
			<content:encoded><![CDATA[<p>For those who have not heard of him, <a title="Randy's website." href="http://download.srv.cs.cmu.edu/~pausch/">Randy Pausch</a> was a professor of computer science at Carnegie Mellon University working on subjects closely related to video games. He was one of the creators of <a title="Alice.org" href="http://www.alice.org/">Alice</a>, a software that tries to teach children programming while having fun. He was a brilliant speaker and you should not miss his <a title="The Last Lecture on youtube" href="http://youtube.com/watch?v=ji5_MqicxSo&amp;feature=related">last lecture</a> if you haven&#8217;t seen it yet. He was a hell of a minmaxer with excellent tips on <a title="Randy Pausch on time management." href="http://www.youtube.com/watch?v=oTugjssqOT0">time management</a> (his best video in my opinion). He was all that and much more until today when he finally lost to pancreatic cancer. He will be sorely missed.</p>
<p>Randy found out the hard way that it was later than he thought but he nevertheless kept having fun and enjoyed the game until the end. So &#8211; as one lucky enough to still have a ticking clock &#8211; the next time I hit a wall, I will knock it down in memory of Randy Pausch.</p>
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		<title>GDC 08: Ray Kurzweil</title>
		<link>http://www.lejade.org/2008/02/gdc08-ray-kurzweil/#utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=gdc08-ray-kurzweil</link>
		<comments>http://www.lejade.org/2008/02/gdc08-ray-kurzweil/#comments</comments>
		<pubDate>Fri, 22 Feb 2008 21:59:46 +0000</pubDate>
		<dc:creator>Olivier</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[People]]></category>
		<category><![CDATA[GDC]]></category>

		<guid isPermaLink="false">http://www.lejade.org/2008/02/23/gdc08-ray-kurzweil/</guid>
		<description><![CDATA[Anyone who&#8217;s been around me long enough has eventually had to suffer through one of my long winded tangent on the societal impact of technology and the probable advent of the Singularity. So, of course, Ray Kurzweil&#8217;s book&#8217;s &#8220;The Singularity Is Near&#8221; takes the place of the bible on my bed stand and it was [...]]]></description>
			<content:encoded><![CDATA[<p>Anyone who&#8217;s been around me long enough has eventually had to suffer through one of my long winded tangent on the societal impact of technology and the probable advent of the <a title="The Singularity on Wikipedia." href="http://en.wikipedia.org/wiki/The_Singularity">Singularity</a>. So, of course, Ray Kurzweil&#8217;s book&#8217;s &#8220;<a title="The Singularity Is Near on Wikipedia." href="http://en.wikipedia.org/wiki/The_Singularity_Is_Near">The Singularity Is Near</a>&#8221; takes the place of the bible on my bed stand and it was with great anticipation I headed to South Hall yesterday morning to hear his keynote on &#8220;The next 20 years of gaming&#8221;.</p>
<p>However, it hasn&#8217;t been as exciting as I was hoping for since he basically gave the same speech I heard him give years ago at Siggraph. It&#8217;s a quick overview of his central idea &#8211; the <a title="The law of accelerating returns on Wikipedia." href="http://en.wikipedia.org/wiki/Law_of_accelerating_returns">law of accelerated returns</a> &#8211; and its corollary that technological development follows an <a title="Expoential growth on Wikipedia." href="http://en.wikipedia.org/wiki/Exponential_growth">exponential growth</a> curve.  So the keynote went along these lines:</p>
<p>Exponential growth is very surprising and people usually don&#8217;t think that way: they make linear projections.</p>
<p>His interest in technology trends came from his desire of becoming an inventor. Timing is essential in building products so he makes mathematical models to project the evolution of trends.</p>
<p>It&#8217;s hard to predict the future on a specific project but much easier to do it on trends. He gives all his usual examples Arpanet, computer chess &amp; Kasparov, etc&#8230; Then switches on to the democratizing effect of technology on tools of creativity, of production.</p>
<p>Technological trends are predictable, exponential in nature. An exponential trend is very powerful. There will be a billion fold increase in price/performance in the next 25 years. The effects go way beyond technology. It affects everything we care about: health and medicine (RNA interference allows to turn genes off), energy (solar energy efficiency is doubling every year).</p>
<p>He did throw into the mix a few interesting sound bites relevant to games:</p>
<p>- It&#8217;s unfortunate we use the name &#8220;game&#8221; because it makes it seem like it&#8217;s all pretend (oh, it&#8217;s just a game) when real things happen in game. Just like virtual reality or AI are unfortunate names.</p>
<p>- Play is the principal way in which we learn. We can learn real skills in games.</p>
<p>- Eventually &#8220;virtual reality&#8221; will be fully competitive with &#8220;real reality&#8221;.</p>
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		<title>GDC 08: Chris Hecker</title>
		<link>http://www.lejade.org/2008/02/chris-hecker-gdc-08/#utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=chris-hecker-gdc-08</link>
		<comments>http://www.lejade.org/2008/02/chris-hecker-gdc-08/#comments</comments>
		<pubDate>Thu, 21 Feb 2008 15:57:33 +0000</pubDate>
		<dc:creator>Olivier</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[People]]></category>
		<category><![CDATA[GDC]]></category>

		<guid isPermaLink="false">http://www.lejade.org/2008/02/21/chris-hecker-gdc-08/</guid>
		<description><![CDATA[Chris Hecker is one of those guys really worth following. He has been very active in the game community for years where he&#8217;s notoriously known as a super brilliant guy, that has never released a game. But that&#8217;s all going to change very soon as he&#8217;s gone directly from that to helping Will Wright on [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Chris on Wikipedia." href="http://en.wikipedia.org/wiki/Chris_Hecker">Chris Hecker</a> is one of those guys really worth <a title="Chris Hecker's Homepage." href="http://chrishecker.com/Homepage">following</a>. He has been very active in the game community for years where he&#8217;s notoriously known as a super brilliant guy, that has never released a game. But that&#8217;s all going to change very soon as he&#8217;s gone directly from that to helping Will Wright on Spore&#8230;</p>
<p>He gave a profound speech today that is obviously directly influenced by his work on Spore and his life, trying to cross the bridge between art and science. I need more time to digest it fully. I&#8217;m left with the vague impression he&#8217;s wrong on his main hypothesis but I can&#8217;t exactly pin down why yet. Anyway there&#8217;s more than enough insight and deep thinking in there to make it worth anyone&#8217;s time, so here are my raw notes on the speech (<em>italics are mine</em>):</p>
<p><strong>Chris Hecker &#8211; Structure vs Style.</strong></p>
<p>Usually he tries for a speech that is</p>
<p>Concrete &#8211; specific &#8211; fancy demos &#8211; big name game &#8211; provided solution</p>
<p>Not this time.</p>
<p>Question : What technology has had the most profound impact on games?</p>
<p>He claims it&#8217;s the texture map triangle.</p>
<p>Because :</p>
<p>Powerful structure. The computer can reason about the triangle at a deep level&#8230; (morphology &#8211; topology)</p>
<p>AND</p>
<p>Expressive Style: the artist can represent subtle but rich designs.</p>
<p>Other examples: skinned mesh &amp; bones, wavetable synthesis, mocap processing, html+css, typefaces</p>
<p>This decomposition is everywhere hard interactive problems are being solved.</p>
<p>What is a hard interactive problem ?</p>
<p>Not &#8220;<a title="Wicked problem on Wikipedia." href="http://en.wikipedia.org/wiki/Wicked_problem">wicked problems</a>&#8220;.<br />
Not &#8220;How to make this game fun&#8221; problems.<br />
Not &#8220;easy&#8221; problems (nothing with a quantitative success metric).<br />
So we&#8217;re <strong>not</strong> talking about about CPU, RAM even P or NP&#8230;</p>
<p>it IS problems at the intersection of technology, aesthetics, interactivity &#8211; the last one of which differentiates us from other media.</p>
<p>His theory: &#8220;<strong>I think solutions to hard interactive problems will aways have a deep Style vs Structure decomposition.</strong>&#8221;</p>
<p>Interactivity demands that the computer be in the loop but Emotion and Aesthetics demand that the human be in the loop.</p>
<p>Humans can create or execute algorithms<br />
Humans can generate or illustrate or judge data<br />
We often thinks of Humans vs computers when it should be Humans &amp; computers.<br />
We need to be finding out what computers are good at and what humans are good at and sort accordingly.<br />
Because it&#8217;s not possible to bridge the gap yet. (<em>he&#8217;s basically saying no one proposed a valid and complete top down model for AI. Although that&#8217;s true at this time, I strongly believe <a title="Jeff Hawkins on Wikipedia." href="http://en.wikipedia.org/wiki/Jeff_Hawkins">Jeff Hawkins</a> is seriously closing in with his <a title="Memory-prediction framework on Wikipedia." href="http://en.wikipedia.org/wiki/Memory-prediction_framework">memory-prediction framework</a></em>).</p>
<p>What technology SHOULD have hade the deepest impact?<br />
Artificial Intelligence.<br />
But it has not. We have not yet found a structure vs style decomposition for AI.</p>
<p>So what is Structure and what is Style?</p>
<p>Structure is the static specification of the Degrees Of Freedoms (DOFs) describing the object.<br />
Style is the Values for the DOFs describing the object.<br />
Static structure (<em>This reminds me strongly of invariant representation in the brain</em>): you can reason about it, You can write code that reasons about it.<br />
Malleable Style : you can write code that changes it. IT&#8217;S DATA.</p>
<p>Choosing Style DOFs is an Art. It needs to be intuitive, expressive, frugal, blendable, efficient = it took a long time for the triangle to &#8220;win&#8221;. In physics the rigid body has not yet won.</p>
<p>Structure vs Style for AI ?<br />
There will be structure vs Style decomposition for AI. Its style will NOT be based on code. There will be a &#8220;Photoshop of AI&#8221;. (<em>That&#8217;s mostly where I have the feeling he&#8217;s wrong</em>)</p>
<p>Does behavior require code? He used to think yes, but he&#8217;s not so sure anymore.</p>
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		<title>GDC 08: Sid Meier</title>
		<link>http://www.lejade.org/2008/02/meier-and-hecker-gdc-08/#utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=meier-and-hecker-gdc-08</link>
		<comments>http://www.lejade.org/2008/02/meier-and-hecker-gdc-08/#comments</comments>
		<pubDate>Thu, 21 Feb 2008 08:53:25 +0000</pubDate>
		<dc:creator>Olivier</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[People]]></category>
		<category><![CDATA[GDC]]></category>

		<guid isPermaLink="false">http://www.lejade.org/2008/02/21/meier-and-hecker-gdc-08/</guid>
		<description><![CDATA[Who&#8217;s never heard of Sid Meier? Having designed Civilization is enough to make him a legend in game circles.
But that&#8217;s far, far from all he did. Here are my slightly reworked notes on his interview at GDC today (Italics are my added thoughts).
Standing the test of time: a Q&#38;A with Sid Meier, questions by Noah [...]]]></description>
			<content:encoded><![CDATA[<p>Who&#8217;s never heard of Sid Meier? Having designed <a title="Civilization on Wikipedia." href="http://en.wikipedia.org/wiki/Civilization_%28computer_game%29">Civilization</a> is enough to make him a legend in game circles.<br />
But that&#8217;s far, far from <a title="Sid Meier on Wikipedia." href="http://en.wikipedia.org/wiki/Sid_Meier">all he did</a>. Here are my slightly reworked notes on his interview at GDC today (<em>Italics are my added thoughts</em>).</p>
<p><strong>Standing the test of time: a Q&amp;A with Sid Meier, questions by Noah Falstein. </strong></p>
<p><strong>On the development and design process:</strong><br />
Sid, born before video games, played board games as a kid (<em>Risk and Monopoly &#8211; blech!</em>).  He feels game design has been more about evolutions than revolutions. So we should be cooperative on ideas and not be too protective. &#8220;Games are a series of interesting decisions&#8221; as he famously said. The development philosophy he follow is to make the historical research <strong>after</strong> the game is done. Fun comes first and build the game around that and only when that&#8217;s done, research the theme and make it fit the gameplay. Keep the cycle of play/improve during all development. It&#8217;s all about iteration and collaboration. &#8220;The more people you can have playing and giving you feedback, the better. I&#8217;m just the gatekeeper.&#8221; The audience today is much broader, not just hardcore gamers, so it&#8217;s important to also widen the scope of your design accordingly. The word &#8220;casual&#8221; is a tough one to pin down : it can be about either the cost or the complexity of the game. He&#8217;s personally not interested in &#8220;simple&#8221; games he&#8217;s interested in &#8220;complex&#8221; games (<em>duh! He made Civ!</em>), but he&#8217;s attracted to working with smaller teams. &#8220;Bring the player&#8217;s imagination in the game&#8221; : working with so much limitations in older games forced them to do that. And that imagination is still around but not being tapped as much now that we have fancy graphics.  Extra stuff he said when replying to audience questions at the end:<br />
Reward system : &#8220;people need some sort of validation at the end of the game&#8221;.<br />
The prototyping process is not pretty but it&#8217;s important to try out as many ideas as possible in order to find what works. Having a working prototype is essential.<br />
He draws a solid wall behind the &#8220;game logic&#8221; and the &#8220;presentation&#8221;.</p>
<p><strong>On creating Civilization:</strong><br />
Like in <a title="Will Wright on Wikipedia." href="http://en.wikipedia.org/wiki/Will_Wright_(game_designer)">Will Wright</a>&#8217;s Sim City, the idea of creating and building was one of the driver behind Civ, as opposed to just blowing stuff up as was the norm in strategy games.  Adding different systems, each clearly understandable on its own, increased complexity in a way that made the sum greater than the parts.</p>
<p><strong>On the subject of narration: how do you feel about story ?</strong><br />
One of our key role as a game designers is to pay attention to &#8220;who&#8217;s having the fun&#8221;. The player should be having the fun and the game designer not so much. He feels the player is more interested in his own stories than the ones the game designer can come up with so he designs in this way (<em>sooooo true</em>).</p>
<p><strong>On balance:</strong><br />
Balancing has a lot to do with iteration. It&#8217;s about allowing rich choices but keep the complexity at a level that&#8217;s manageable to the player. The computer can manage a very high level of complexity but the player can&#8217;t necessarily follow that. Later on, to an audience question: &#8220;Our approach is really to play the game and keep playing. And if something is imbalanced it will show up.&#8221; But balance is not the end all: a positive experience is more important overall.</p>
<p><strong>On addiction: did you expect it would be that addictive and how do you feel about it?</strong><br />
He did not expect it and was scared about it at first when he heard stories of severe addiction. It was a revelation and at the time they felt that this gave a glimpse of the future and how people would be willing to spend a lot a time in games. As this was pre-internet, people came to convention with the need to speak about their &#8220;Civ experience&#8221;: they did not have any message board were they could express how they felt. &#8220;It&#8217;s always scary the effect your game has on people&#8221;. To the audience, later on: &#8220;I&#8217;m more confused by why people are not addicted to games! (&#8230;) What do we do with this industry/art form? We are already influencing people but do we take responsibility for that?&#8221;</p>
<p><strong>On Dinosaurs: </strong>(<em>a game project that was canceled one year in development because he couldn&#8217;t find the fun</em>)<br />
An idea that he has not given up on. &#8220;We all have failures and it&#8217;s important to recognize them early and let go as soon as possible.&#8221;</p>
<p><strong>On Civilization Revolution: </strong>(<em>the <a title="Civilization Revolution on Wikipedia." href="http://en.wikipedia.org/wiki/Civilization_Revolution">console port of Civ</a> he is currently working on</em>)<br />
The approach with Civ revolution is to put you back in that &#8220;king seat&#8221;. Giving you the feeling that you are making important, high level decisions. Finding what is &#8220;fun managment&#8221; and was is &#8220;micro managment&#8221; and get rid of the latter so that &#8220;every decision is interesting&#8221;.</p>
<p><strong>More opinions on games: </strong>(<em>mostly extracted from audience questions</em>)<br />
- It&#8217;s kind of a golden age for gaming. Games he liked recently : Grand Tourismo, Mercenaries, Halo &#8220;of course&#8221; (<em>Unbelievable!</em> <em>I would never have thought Sid Meier enjoyed twitch games&#8230;</em>), &#8220;when you do something all day, you want something else&#8221; which is why he&#8217;s not playing so many strategy games.<br />
- What motivates you to make games: &#8220;The fundamental desire to play a game that hasn&#8217;t been done before.&#8221;<br />
- Would he collaborate with American McGee on &#8220;Trains in Hell&#8221;?: No, each designer has his own approach so two designer working together you&#8217;d probably get the worst of both as opposed to the best of both.</p>
<p><strong>Last question:</strong><br />
Q: With <a title="Spore on Wikipedia" href="http://en.wikipedia.org/wiki/Spore_%28video_game%29">Spore</a>, Will Wright is attempting a combination of everything he&#8217;s done before. Do you have any ambition of making some kind of monumental game that would sum up all the mechanics you&#8217;ve build along the time.<br />
A: &#8220;NO!&#8221;.</p>
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		<title>Money != Happiness</title>
		<link>http://www.lejade.org/2008/02/money-happiness/#utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=money-happiness</link>
		<comments>http://www.lejade.org/2008/02/money-happiness/#comments</comments>
		<pubDate>Sun, 03 Feb 2008 11:15:33 +0000</pubDate>
		<dc:creator>Olivier</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Hedonism]]></category>
		<category><![CDATA[People]]></category>

		<guid isPermaLink="false">http://www.lejade.org/2008/02/03/money-happiness/</guid>
		<description><![CDATA[Apparently, the good Dr Kawashima &#8211; who inspired the Brain Age games that sold over 17 million copies worldwide &#8211; does not want a single yen from the 22 million dollars in royalties he is due:
&#8220;Everyone in my family is mad at me but I tell them that if they want money, go out and [...]]]></description>
			<content:encoded><![CDATA[<p>Apparently, the good Dr Kawashima &#8211; who inspired the Brain Age games that sold over 17 million copies worldwide &#8211; <a href="http://afp.google.com/article/ALeqM5gMwDe1ovbiILhtf3JKM2Ez79rGvA" title="No money for Dr Kawashima.">does not want a single yen</a> from the 22 million dollars in royalties he is due:</p>
<blockquote><p>&#8220;Everyone in my family is mad at me but I tell them that if they want money, go out and earn it.&#8221;</p></blockquote>
<p>he says, because</p>
<blockquote><p>&#8220;to hear this may put you off, but my hobby is work.&#8221;</p></blockquote>
<p>Score one for passion, zero for money!</p>
<p>Also interesting, his comment on work versus play:</p>
<blockquote><p>&#8220;Having fun is not studying. Making them study is not to entertain children but to pressure them to make efforts. People fall to lower and lower places unless they are driven to go higher.&#8221;</p></blockquote>
<p>This correlates with my own observation that strictly favoring fun over anything else prevents one from learning those skills that demand hard dedication and self-discipline. Unfortunately, there are some things in life we don&#8217;t (yet) know how to teach in a fun way but that still need to be learned&#8230;</p>
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		<title>Garrett Lisi: &#8220;that surfer dude&#8221;.</title>
		<link>http://www.lejade.org/2007/11/garrett-lisi-that-surfer-dude/#utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=garrett-lisi-that-surfer-dude</link>
		<comments>http://www.lejade.org/2007/11/garrett-lisi-that-surfer-dude/#comments</comments>
		<pubDate>Tue, 20 Nov 2007 20:51:15 +0000</pubDate>
		<dc:creator>Olivier</dc:creator>
				<category><![CDATA[Hedonism]]></category>
		<category><![CDATA[People]]></category>

		<guid isPermaLink="false">http://www.lejade.org/2007/11/20/garrett-lisi-that-surfer-dude/</guid>
		<description><![CDATA[Garrett Lisi simply rocks. He might very well turn out to be the guy who cracked the Theory of Everything with his &#8211; tongue in cheek &#8211; Exceptionally Simple Theory. But whether he&#8217;s right or not, the simple fact that he managed to have a shot at this after having spent the last 10 years [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://sifter.org/~aglisi/" title="Garrett Lisi's website">Garrett Lisi</a> simply rocks. He might very well turn out to be the guy who cracked the <a href="http://en.wikipedia.org/wiki/Theory_of_everything" title="Theory of everythin on Wikipedia">Theory of Everything</a> with his &#8211; tongue in cheek &#8211; <a href="http://en.wikipedia.org/wiki/An_Exceptionally_Simple_Theory_of_Everything" title="Garrett's theory on Wikipedia">Exceptionally Simple Theory</a>. But whether he&#8217;s right or not, the simple fact that he managed to have a shot at this after having spent the last 10 years surfing around is nothing short of amazing. Not everyone has been zombified by teevee after all!</p>
<p>As if that wasn&#8217;t cool enough, the <a href="http://slashdot.org/~pensano/" title="Garrett's user page on Slashdot.">slashdot reading</a>, self-declared &#8220;contemplative hedonist&#8221;, says stuff like:</p>
<blockquote><p>&#8220;I want intense pleasures from life. This means not spending too much time in a lab but finding balance between thinking and having fun&#8221;.</p></blockquote>
<p><em>(loosely translated back to english from <a href="http://www.lemonde.fr/web/article/0,1-0@2-3244,36-979854@51-979860,0.html" title="Lisi interviewed by ">an interview in Le Monde</a>)</em></p>
<blockquote></blockquote>
<p>and</p>
<blockquote><p>&#8220;The best thing there is to do on this planet is surf. There&#8217;s just nothing else that even comes close to generating the feeling you experience as you paddle like crazy to catch a wave, drop down the face, crank a hard bottom turn in the pit, and pull into the barrel as the lip throws out over your head. The desire for those perfect waves wreaks holy hell with the rest of your life. It makes you spend all your dough on plane tickets to crazy places just so you can risk your butt paddling over jagged reef and camping out on lonely beaches.&#8221;</p></blockquote>
<p>All that and he doesn&#8217;t believe in string theory. And he hangs out at <a href="http://en.wikipedia.org/wiki/Burning_man" title="Burning man on wikipedia">Burning Man</a>. And he still finds time to teach. So yeah, I&#8217;m a total fanboi but seriously: how much cooler can you be and what more do you need to revive your faith in humanity? Now if only kids would pick him up as a role model instead of the usual cretinous MTV celebs&#8230;</p>
<p>Live long, Garrett Lisi and keep catching those waves!</p>
<p><em>EDIT: another <a href="http://backreaction.blogspot.com/2007/08/garrett-lisis-inspiration.html" title="Lisi interview on Backreaction">nice interview</a> he gave, complete with a Douglas Adams reference and a picture of E8.</em></p>
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