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January 23, 2012

Book Review: Marketing Lessons from the Grateful Dead

Marketing Lessons from the Grateful Dead: What Every Business Can Learn from the Most Iconic Band in History

by David Meerman Scott and Brian Halligan

ISBN-10: 0470900520

ISBN-13: 978-0470900529

Pros:

  • A great sense of humor.
  • Serious analysis of the success of the grateful dead.
  • "Bite-sized" lessons with examples and analysis.

Cons:

  • You may not get into it if you're not at least passingly familiar with The Dead.

Summary: A smart and deep book on how the Grateful Dead did everything right in marketing.  Great for progeeks because it is a geek phenomena analyzed in-depth.

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January 20, 2012

Review: "Get Noticed" By Marcus Taylor and Rob Lawrence

Get Noticed: How to master the process of getting noticed

By Marcus Taylor and Rob Lawrence

Amazon Kindle

http://www.wegetnoticed.com/ 

PROS:

  • Systematic guide to networking by being noticeable.
  • Encourages you to ask important questions.
  • Easy, intelligent, readable style.
  • Easy to re-read

CONS:

  • WIll cover familiar territory for some.

SUMMARY: A good guide to networking by getting noticed - that helps make it into a system and helps you explore your goals and options.

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January 06, 2012

Review: Nollywood Babylon

If you make films or any media, if you're interested in film culture beyond the usual geekonomic US-Japan-Bollywood-UK group, then you need to see the movie "Nollywood Babylon."  It's right here at Neftlix and you can read a summary here at IMDB.

If you're still wondering why I'm saying this, as opposed to following my every word unthinkingly, let me sum up the film.

This is a look at the Nigerian film industry, an industry that differs so vastly from ones in other countries (yet is huge), and is such a different look at filmmaking, it's incredibly informative.  It will make you think about media, culture, and technology - if you have an interest in film culture in Africa, that's a plus, but that's just one thing you'll learn about.

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December 16, 2011

Oddball Review: "Just Enough"

This is probably one of the strangest book reviews I've done.

"Just Enough: Lessons in Living Green From Traditional Japan" By Azby Brown
ISBN-10: 4770030746
ISBN-13: 978-4770030740

This is a strange book to review, because I'm not really reviewing it as a progeeky career book.  I'm reviewing it as an example of a book that is a product of a very geeky mind and passionate interest.  It may not be a book you want to read - but it's an example of a book you may want to write.

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September 29, 2011

Pottermore Review

After the books and after the movies, the Harry Potter series is undergoing a third incarnation.  Pottermore is an interactive reading experience with a touch of a gaming aspect to it.

First, I’ve got to say kudos to those who took the risk to make it.  Pottermore is a new thing.  It’s not the Harry Potter version of Facebook, nor is it a Harry Potter MMORPG, nor a Harry Potter-fied anything.  This is new, and it is an interesting experiment.  That said, I can’t see it working again with a different series.  Too much of Pottermore is coasting on the popularity of the books/movies, and in my opinion, this type of website would not have been worth it for another series.  I believe that Harry Potter lends itself to an immersive experience because of the incredibly detailed worldbuilding JK Rowling has done.  Equally popular stories with less worldbuilding, such as “Twilight” or “The DaVinci Code,” would have fallen flat in this format.
Takeaway: You can only rely on hype if you’ve already got something that’s earned its hype.  You can only invite the audience into your world if you've made an impressive world for them.

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August 06, 2011

Lost in Translation 5 - A +3 Adaptation, +5 Versus Reboots

This entry is going to veer away from the visual medium. Reboots don't just happen on screen. Adaptations can still be informative even when in a different genre. In the case of this entry's subject, a reboot can be polarizing.

In 1974, Tactical Studies Rules, a small company in Lake Geneva, Wisconsin, released what would become a culture-changing phenomenom. The original release of Dungeons & Dragons was a three-booklet boxed set, adapting the company's previous Chainmail fantasy miniatures rules for fantasy role-playing. As the game's popularity grew, the rules were revised and expanded. The expansion resulted in a split as Dungeons & Dragons and Advanced Dungeons & Dragons were released. The former kept to the previous rules; non-human characters were classes in and of themselves. AD&D, however, allowed non-humans to take on roles such as fighter, thief, magic-user, or cleric.

The game exploded in the 80s. Ads for the game appeared in comics, in magazines, even on TV. AD&D entered the cultural subconscious. To be fair, it was never a smooth ride. People looking for a scapegoat latched on to the "D&D is Satanic" bandwagon. (Oddly, that didn't hurt sales. Something about forbidden fruit being the most tantalizing.) Sure, the game got tagged as a nerd pastime, but those who played enjoyed it.

After about a decade of rules revisions published through various supplements and through Dragon Magazine (TSR's own house publication), a new edition was released. The second edition brought together the various rules updates and cleaned up some of the problem spots. Around this time, TSR's licensing included computer and video games, cashing in on the new trend that was inspired by AD&D. The 90s, though, saw a boom in the number of RPG publishers competing with TSR for the top spot. Although none really came close, several companies, including White Wolf (Vampire: the Masquerade) and Steve Jackson Games (GURPS), rose up with their own systems and gained their own followings.

During the 90s, where various activist groups such as Bothered About Dungeons and Dragons failed, upper management succeeded in the destruction of TSR. As a result of some poor decisions by upper management, the company declared bankruptcy. Its assets were sold off; the biggest asset being the D&D trademark. The game was picked up by Wizards of the Coast, the creator of Magic: The Gathering.   A new edition came out, called Dungeons & Dragons. The system changed the mechanics drastically, switching to a pure d20 plus modifier core mechanic, but kept the key ideas (classes and levels, Vancian magic) intact. Overall, D&D 3rd Edition was successful; the game was still the 800 pound gorilla of the industry. WotC also released the rules as part of an Open Gaming License, letting other companies use the core rules for their own settings. The 90s saw many small companies releasing settings that used the d20 rule set.

With the very brief history of D&D out of the way, we come to the subject of this entry - Dungeons & Dragons 4th Edition. As with the previous editions, the third edition rules gained a lot of cruft, adding to the complexity to an already complex game. In 2000, a fourth edition was released. The d20 mechanics were kept, but characters' abilities had undergone a massive change. Vancian magic, that is, magic where the caster forgets the spell after casting, was gone. Instead, characters of all classes gained powers at each level. Wizards no longer were a one-shot wands of Magic Missile at first level, nor did hostile cats pose a lethal threat to them. Fighters saw their abilities with swords improve with each level; no longer were they the meatshield at lower levels and cannon fodder at higher ones.

The potential drawbacks were vast. Would the new rules be accepted as D&D? Internet flame wars still rage over that very question. The new mechanics also saw a return to D&D's miniatures heritage. The new edition almost required minitures on a battle map. Gone was the exploration aspect of previous versions; the fourth edition changed abilities to an encounter-based economy. A good DM could bring in exploration, but the core mechanics didn't allow for a random encounter. With the new rules, a wizard could take a hit from an orc with a longsword and still fight; whether this is good or bad depends on the player.

Not all the changes were accepted by players. One common criticism is that the game feels more like a collectable card game (CCG), not a role playing game. Each power, whether a wizard's arcane spell, a priest's divine miracle, or a fighter's martial exploit, had a set of rules of its own. With the character builder, software to assist in character creation, players could print the power cards and play them like a CCG. Various players' books have been released, with some players and DMs feeling that they need to get each one to stay current. And, yet, D&D is still the 800 pound gorilla of the RPG industry. The game continues to evolve with the release of the Essentials line, a streamlined version of the fourth edition rules.

Dungeons and Dragons 4th Edition shows that there is a limit to how many changes a fanbase will expect. A too large change of focus can alienate fans. Yet, the current version of the game is successful. New players keep coming in, partially through the efforts of WotC's Encounters  series of games which play to the strengths of the new rules. It is possible to overcome a gap an adaptation creates by supporting the new fans. And sometimes, it is impossible to avoid alienating a portion of the existing fanbase, no matter what is done.

Next time, a young boy and his hero's adaptation.

July 21, 2011

Review of "How To Be A Business Superhero" by Sean Wise

Sean Wise is a venture capitalist business expert and a comic book geek.  His book ties these roles together.  As many geeks know, comics are about a lot more than spandex-clad warriors throwing punches.  "How To Be A Business Superhero" is about incorporating those underlying lessons into real life business strategies.  In this book, Wise discusses:

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July 07, 2011

Review of “Reality is Broken” by Jane McGonigal

“If I’m going to be happy anywhere,
Or achieve greatness anywhere,
Or learn true secrets anywhere,
Or save the world anywhere,
Or feel strongly anywhere,
Or help people anywhere,
I may as well do it in reality.”

- Eliezer Yudkowsky, futurist.

Ever wonder why the daily grind is so bloody boring?  Or why tacky “team-building exercises” are more humiliating than engaging?  Or why video games are so fun?  Intuitively, one might guess that it’s because work is work and games are leisure, but that would imply that humans are happiest sitting around doing nothing.  And as gamers know, sitting around doing nothing is a boring waste of time.  This message is occasionally lost in mainstream culture, however, as one of the biggest misconceptions out there is that gaming means sitting around doing nothing.

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June 22, 2011

KinToki-Con: Review Part 2

After reviewing KinTokicon in general, I wanted to focus specifically on their Progeek activities - and what your con can learn from them.

First of all, the convention right off the bat, first year, made sure they had a professional track.  They noted it specifically, noted the interest in their audience, and divided up events appropriately.  This was a classy and smart move - and it set the stage for future growth.

A lesson to learn here is that to really do a professional track - it helps to kind of just do it.  I also think calling it out gave the con a professional atmoshpere.

Secondly there was a nice mix of pro panels to start.  I think that's also foundational - you want to mix it up, within the limits of your audience's interests.

Third, they did something I want to see more of - they invited a college of art and design to have a table there.  The people were thrilled to be there and got a surprising amount of attention.  As I've said, I've seen this done before - but mostly at larger cons.  They did this from the start.

Toss on these foundational elements to a con already well-run?  Definitely hit one out of the ballpark.  I think they showed a lot of promise for the first year, but these two moves show an inclination toward professionalism I want to see more of.

Well, heck, I plan to be back, so I'll be there encouraging it directly.

- Steven Savage

June 21, 2011

KinToki-Con: Review Part 1

This is actually going to be a two-parter on attenting KinToki-con.  First a review - and then my impressions of their professional focus.

KinToki-Con is a new anime-themed convention in Sacramento, CA.  Since I've never been to Sacramento, and since they invited me, I wanted to give it a shot.  Of course I did some career panels - along with some creativity panels.  I'll let you know how those went.

So let's get to it!

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