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	<title>Comments on: Magic Crayons and More</title>
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	<link>http://grandtextauto.org/2003/12/04/magic-crayons-and-more/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: S. Williams</title>
		<link>http://grandtextauto.org/2003/12/04/magic-crayons-and-more/comment-page-1/#comment-81184</link>
		<dc:creator>S. Williams</dc:creator>
		<pubDate>Fri, 10 Feb 2006 12:32:11 +0000</pubDate>
		<guid isPermaLink="false">/?p=146#comment-81184</guid>
		<description>[I&#039;ve read part but certainly not whole thesis]
On a positive note this revealed to me that miniature gardens cuts to the chase of much of Shigeru Miyamotos work.
As a result I have gained interest in miniature gardens, and looked around the web about it, and its clear Miyamoto makes many references to miniature gardens.. even saying Hyrule is like a miniature garden.

In an online scan of a Nintendo Power magazine feature about &#039;the making of Super Mario Bros. 3&#039;, Miyamoto concisely recommends assembly language.  Perhaps that is his particular choice for recommending a magic crayon.  Perhaps there is room for both high level and low level tools.</description>
		<content:encoded><![CDATA[<p>[I've read part but certainly not whole thesis]<br />
On a positive note this revealed to me that miniature gardens cuts to the chase of much of Shigeru Miyamotos work.<br />
As a result I have gained interest in miniature gardens, and looked around the web about it, and its clear Miyamoto makes many references to miniature gardens.. even saying Hyrule is like a miniature garden.</p>
<p>In an online scan of a Nintendo Power magazine feature about &#8216;the making of Super Mario Bros. 3&#8242;, Miyamoto concisely recommends assembly language.  Perhaps that is his particular choice for recommending a magic crayon.  Perhaps there is room for both high level and low level tools.</p>
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		<title>By: B. Rickman</title>
		<link>http://grandtextauto.org/2003/12/04/magic-crayons-and-more/comment-page-1/#comment-553</link>
		<dc:creator>B. Rickman</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=146#comment-553</guid>
		<description>&quot;expressive authoring tools for non-programmers... a critical issue the field faces&quot; -- I think this notion needs some examination, this &quot;crisis of the non-programmer&quot;.



If the &quot;field&quot; suffering this crisis is New Media, then the call for non-programmer tools is wholly self-serving.  It is saying: New Media needs tools so that its students can participate in the creation of New Media without all that bother of teaching the students how to create New Media.



It is understandable that New Media would like to make itself into a self-perpetuating enterprise.  But putting tools in a toolbox is not the way to accomplish this.  New Media&#039;s perpetuation has to come about by teaching people how to build new tools.



At the same time, this crisis of the non-programmer only exists for those who are trying to push their own creative forms onto an unwilling audience, those creators of &quot;magic crayons&quot; who are frustrated by the lack of an audience.  Flash is a medium that absolutely does not suffer from the non-programmer crisis; yes, there are hordes of people who would like to know how to &quot;do Flash&quot; and are frustrated at the technological level, but there is an equal horde of non-programmers who are able to figure it out.  But Flash, as a tool, does not focus in on the problems of narrative, interactivity, &amp;c in a controlled laboratory way.  Flash is a medium, it is more than a form.



Just some thoughts.</description>
		<content:encoded><![CDATA[<p>&#8220;expressive authoring tools for non-programmers&#8230; a critical issue the field faces&#8221; &#8212; I think this notion needs some examination, this &#8220;crisis of the non-programmer&#8221;.</p>
<p>If the &#8220;field&#8221; suffering this crisis is New Media, then the call for non-programmer tools is wholly self-serving.  It is saying: New Media needs tools so that its students can participate in the creation of New Media without all that bother of teaching the students how to create New Media.</p>
<p>It is understandable that New Media would like to make itself into a self-perpetuating enterprise.  But putting tools in a toolbox is not the way to accomplish this.  New Media&#8217;s perpetuation has to come about by teaching people how to build new tools.</p>
<p>At the same time, this crisis of the non-programmer only exists for those who are trying to push their own creative forms onto an unwilling audience, those creators of &#8220;magic crayons&#8221; who are frustrated by the lack of an audience.  Flash is a medium that absolutely does not suffer from the non-programmer crisis; yes, there are hordes of people who would like to know how to &#8220;do Flash&#8221; and are frustrated at the technological level, but there is an equal horde of non-programmers who are able to figure it out.  But Flash, as a tool, does not focus in on the problems of narrative, interactivity, &#038;c in a controlled laboratory way.  Flash is a medium, it is more than a form.</p>
<p>Just some thoughts.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/12/04/magic-crayons-and-more/comment-page-1/#comment-554</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=146#comment-554</guid>
		<description>Brandon, perhaps there&#039;s truth to what you&#039;re saying about capital-n-capital-m &quot;New Media&quot;, I don&#039;t really know; personally I consider myself more of an independent artist who sometimes collaborates with people in academia or industry.  But in any event, when I referred to &quot;the field&quot; I suppose I meant something more general, like the overall effort underway &#8212; whether it be by academics, artists, game companies, amateur game-modders, bloggers, &quot;hobbyists&quot;, your average game player &#8212; to create more sophisticated, expressive, interesting-to-play, interactive games, stories, worlds, experiences.



Also, I&#039;m not sure I&#039;d call the lack of expressive authoring tools for non-programmers a &quot;crisis&quot; quite yet, but it&#039;s an important issue.  My hunch is that non-programmers often feel left behind to some extent, unable to create the kinds of things that programmers can.  E.g, Flash is great, but it&#039;s still pretty limited.  (Am I just imagining this?  I don&#039;t think so.)



Believe me, I think the best solution is in fact for non-programmers to &lt;a href=&quot;http://steel.lcc.gatech.edu/grandtextauto/archives/000025.html&quot;&gt;learn programming&lt;/a&gt;, that programming will be required to achieve a maximum level of authorial control and expression, and therefore &quot;New Media&quot; educators should try their best to teach it to students.  However, it&#039;s probably unfair to require everyone that wants to be a part of this &quot;field&quot; to learn to program.  Or put another way, projects / products that do offer &quot;magic crayons&quot; will be more successful (at least in terms of public popularity) than those that don&#039;t.  Or put even another way, lately I&#039;m convinced that at least &quot;magic crayon&quot;-level competence should become part of everyone&#039;s general &lt;a href=&quot;http://steel.lcc.gatech.edu/grandtextauto/archives/000133.html&quot;&gt;literacy&lt;/a&gt; these days, along with reading, writing and &#039;rithmetic.</description>
		<content:encoded><![CDATA[<p>Brandon, perhaps there&#8217;s truth to what you&#8217;re saying about capital-n-capital-m &#8220;New Media&#8221;, I don&#8217;t really know; personally I consider myself more of an independent artist who sometimes collaborates with people in academia or industry.  But in any event, when I referred to &#8220;the field&#8221; I suppose I meant something more general, like the overall effort underway &mdash; whether it be by academics, artists, game companies, amateur game-modders, bloggers, &#8220;hobbyists&#8221;, your average game player &mdash; to create more sophisticated, expressive, interesting-to-play, interactive games, stories, worlds, experiences.</p>
<p>Also, I&#8217;m not sure I&#8217;d call the lack of expressive authoring tools for non-programmers a &#8220;crisis&#8221; quite yet, but it&#8217;s an important issue.  My hunch is that non-programmers often feel left behind to some extent, unable to create the kinds of things that programmers can.  E.g, Flash is great, but it&#8217;s still pretty limited.  (Am I just imagining this?  I don&#8217;t think so.)</p>
<p>Believe me, I think the best solution is in fact for non-programmers to <a href="http://steel.lcc.gatech.edu/grandtextauto/archives/000025.html">learn programming</a>, that programming will be required to achieve a maximum level of authorial control and expression, and therefore &#8220;New Media&#8221; educators should try their best to teach it to students.  However, it&#8217;s probably unfair to require everyone that wants to be a part of this &#8220;field&#8221; to learn to program.  Or put another way, projects / products that do offer &#8220;magic crayons&#8221; will be more successful (at least in terms of public popularity) than those that don&#8217;t.  Or put even another way, lately I&#8217;m convinced that at least &#8220;magic crayon&#8221;-level competence should become part of everyone&#8217;s general <a href="http://steel.lcc.gatech.edu/grandtextauto/archives/000133.html">literacy</a> these days, along with reading, writing and &#8216;rithmetic.</p>
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		<title>By: B. Rickman</title>
		<link>http://grandtextauto.org/2003/12/04/magic-crayons-and-more/comment-page-1/#comment-555</link>
		<dc:creator>B. Rickman</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=146#comment-555</guid>
		<description>I&#039;m glad you got something out of that, I thought it a bit rambling. :)



As to a crisis, I&#039;m just trying to extrapolate/exaggerate the difference between tool creators and tool users.  I think anyone seriously involved in New Media(*) is going to pursue the former, they are going to build the story engines, game engines, animation engines, &amp;c which will be handed down for students to use.  Students as content creators.  But I don&#039;t see what the ultimate goal is of teaching students how to use tools, it is simply technical training; politically it does nothing but teach them how to produce a basic form of wealth, giving them the means for their own exploitation.



I think the goal of New Media education should be to make students dissatisfied with the tools they have at their disposal, i.e. the creation of discontent.  To know the limits of, for example, Photoshop and to figure out how it works.  New Media education should be about disassembling &quot;magic crayons&quot;.  Unfortunately, most of the crayons used in colleges are proprietary.  There are three strikes against this kind of approach: the source code is not available, the applications themselves are considered sacrosanct by System Administrators, and -- thanks to recent legislation -- the reverse engineering of applications may in fact be illegal in the US.



(*) The term &quot;New Media&quot; leaves room for you to be an artist and a non-academic.  It does have some connection to New Genres, the term occasionally used to describe the new forms of art that came out of the 60&#039;s-70&#039;s, such as installation and video art.  And New Media is ambiguous; maybe it is about the things we create with digital media tools, or maybe it is about the creation of new kinds of media.  I prefer the latter.  In fact, I think I&#039;d like the term &quot;New Forms&quot; better, because I believe the activity we should be encouraging is the proliferation of new forms.  New Forms is a term that won&#039;t expire.</description>
		<content:encoded><![CDATA[<p>I&#8217;m glad you got something out of that, I thought it a bit rambling. :)</p>
<p>As to a crisis, I&#8217;m just trying to extrapolate/exaggerate the difference between tool creators and tool users.  I think anyone seriously involved in New Media(*) is going to pursue the former, they are going to build the story engines, game engines, animation engines, &#038;c which will be handed down for students to use.  Students as content creators.  But I don&#8217;t see what the ultimate goal is of teaching students how to use tools, it is simply technical training; politically it does nothing but teach them how to produce a basic form of wealth, giving them the means for their own exploitation.</p>
<p>I think the goal of New Media education should be to make students dissatisfied with the tools they have at their disposal, i.e. the creation of discontent.  To know the limits of, for example, Photoshop and to figure out how it works.  New Media education should be about disassembling &#8220;magic crayons&#8221;.  Unfortunately, most of the crayons used in colleges are proprietary.  There are three strikes against this kind of approach: the source code is not available, the applications themselves are considered sacrosanct by System Administrators, and &#8212; thanks to recent legislation &#8212; the reverse engineering of applications may in fact be illegal in the US.</p>
<p>(*) The term &#8220;New Media&#8221; leaves room for you to be an artist and a non-academic.  It does have some connection to New Genres, the term occasionally used to describe the new forms of art that came out of the 60&#8217;s-70&#8217;s, such as installation and video art.  And New Media is ambiguous; maybe it is about the things we create with digital media tools, or maybe it is about the creation of new kinds of media.  I prefer the latter.  In fact, I think I&#8217;d like the term &#8220;New Forms&#8221; better, because I believe the activity we should be encouraging is the proliferation of new forms.  New Forms is a term that won&#8217;t expire.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/12/04/magic-crayons-and-more/comment-page-1/#comment-556</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=146#comment-556</guid>
		<description>I like what you&#039;re saying.  I think you&#039;re right...  But how can we include those unable or unwilling to program?  (I&#039;m talking about more than students, also average users out there.)  Perhaps at a minimum, always be sure to explain how the tools and technology work, to suggest ways you could imagine changing it, even if you don&#039;t have the technical skills to do so.



This brings up a related issue, in regards to the kind of interactive art/entertainment &lt;a href=&quot;http://steel.lcc.gatech.edu/grandtextauto/archives/000154.html&quot;&gt;I&#039;m interested in making&lt;/a&gt; &#8212; experiences that effect an illusion of life, a real feeling of presence.  The problem is, that effect gets busted when you start revealing how it works under-the-hood...  It&#039;s not that I feel I must hide and protect big secrets about the technology or something, it&#039;s more of a theatrical / magician way of operating.  It&#039;s hard to do theater at the same time as disassembling the stage.  Of course, there is a tradition of theater of exactly that nature, but sometimes I will want to achieve those old-fashioned qualities of immersion, catharsis, etc...</description>
		<content:encoded><![CDATA[<p>I like what you&#8217;re saying.  I think you&#8217;re right&#8230;  But how can we include those unable or unwilling to program?  (I&#8217;m talking about more than students, also average users out there.)  Perhaps at a minimum, always be sure to explain how the tools and technology work, to suggest ways you could imagine changing it, even if you don&#8217;t have the technical skills to do so.</p>
<p>This brings up a related issue, in regards to the kind of interactive art/entertainment <a href="http://steel.lcc.gatech.edu/grandtextauto/archives/000154.html">I&#8217;m interested in making</a> &mdash; experiences that effect an illusion of life, a real feeling of presence.  The problem is, that effect gets busted when you start revealing how it works under-the-hood&#8230;  It&#8217;s not that I feel I must hide and protect big secrets about the technology or something, it&#8217;s more of a theatrical / magician way of operating.  It&#8217;s hard to do theater at the same time as disassembling the stage.  Of course, there is a tradition of theater of exactly that nature, but sometimes I will want to achieve those old-fashioned qualities of immersion, catharsis, etc&#8230;</p>
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		<title>By: chaim gingold</title>
		<link>http://grandtextauto.org/2003/12/04/magic-crayons-and-more/comment-page-1/#comment-557</link>
		<dc:creator>chaim gingold</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=146#comment-557</guid>
		<description>Tool Making vs. Tool Using



At a Georgia Tech talk a couple years ago, Ken Perlin talked about how programs like Director and Photoshop, which have opened up the expressive potential of the digital medium in many new ways, were built by people with both deep programming knowledge and domain knowledge (photography, opera, animation). He also observed that being able to understand, question, and disassemble  the tools you stand on is invaluable to making new, better tools. Perlin&#039;s 3d sculpted face is an excellent example of this. By not using standard 3d modelling techniques (static geometries, geometric primitives), he procedurally constructs a face mesh out of sculpture deformation primitives that he made. A programmer who uses art assets from a 3d modelling tool would never have come up with this approach. Understanding and making tools is an important process, but it requires very special brains.



I like to make things in C++. Most of my work is done with off the shelf tools. I don&#039;t want to write my own C++ compiler, but at the same I&#039;m not afraid to make a new language that is tailored to solve a specific problem. I don&#039;t want to have to write my own graphics system, build my own computer from logic gates, or write my own TCP/IP stack. I can stand on these tools and be creative. I can also take them apart to be creative, if I want to.



The point of this is that there are two stances which I don&#039;t find contradictory at all:



- Tools that black box and encapsulate design expertise (The C++ language, a C++ compiler, Photoshop, Maya, Flash, etc...) are highly desirable and useful. Tools are good and necessary.



- It&#039;s important and useful to understand and make your own tools. Deeper understandings of somethings inner workings can help you push the envelope of what is possible. Being able to share your understanding with others in the form of a tool is one of the most sophisticated manifestations of that expertise. Everyone should become a programmer and dig deeper to break new ground.



Are these stances contradictory? I don&#039;t think so.</description>
		<content:encoded><![CDATA[<p>Tool Making vs. Tool Using</p>
<p>At a Georgia Tech talk a couple years ago, Ken Perlin talked about how programs like Director and Photoshop, which have opened up the expressive potential of the digital medium in many new ways, were built by people with both deep programming knowledge and domain knowledge (photography, opera, animation). He also observed that being able to understand, question, and disassemble  the tools you stand on is invaluable to making new, better tools. Perlin&#8217;s 3d sculpted face is an excellent example of this. By not using standard 3d modelling techniques (static geometries, geometric primitives), he procedurally constructs a face mesh out of sculpture deformation primitives that he made. A programmer who uses art assets from a 3d modelling tool would never have come up with this approach. Understanding and making tools is an important process, but it requires very special brains.</p>
<p>I like to make things in C++. Most of my work is done with off the shelf tools. I don&#8217;t want to write my own C++ compiler, but at the same I&#8217;m not afraid to make a new language that is tailored to solve a specific problem. I don&#8217;t want to have to write my own graphics system, build my own computer from logic gates, or write my own TCP/IP stack. I can stand on these tools and be creative. I can also take them apart to be creative, if I want to.</p>
<p>The point of this is that there are two stances which I don&#8217;t find contradictory at all:</p>
<p>- Tools that black box and encapsulate design expertise (The C++ language, a C++ compiler, Photoshop, Maya, Flash, etc&#8230;) are highly desirable and useful. Tools are good and necessary.</p>
<p>- It&#8217;s important and useful to understand and make your own tools. Deeper understandings of somethings inner workings can help you push the envelope of what is possible. Being able to share your understanding with others in the form of a tool is one of the most sophisticated manifestations of that expertise. Everyone should become a programmer and dig deeper to break new ground.</p>
<p>Are these stances contradictory? I don&#8217;t think so.</p>
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		<title>By: B. Rickman</title>
		<link>http://grandtextauto.org/2003/12/04/magic-crayons-and-more/comment-page-1/#comment-558</link>
		<dc:creator>B. Rickman</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=146#comment-558</guid>
		<description>Chaim - I think your two stances deal with two different activities, and I&#039;m not sure if those activities are opposite but equal.



On one side there is the technical activity of using tools.  This is the activity which makes good tools &quot;desirable and useful&quot;.  But this desire is, generally, immature and unrefined.  Tools-that-do-more-things are not better than tools-for-specific-leverage, as anyone who has ever gotten a 50 piece modular screwdriver set can tell you.  Give me a real screwdriver every time.



On the other side is tool making, a vague process that might be called design, development, programming, capital production, and so forth.  Confusion arises because most of those terms are also used for the &quot;technical&quot; application of tools, in particular with digital tools, because the digital hardware is the, er, substrate on top of which both activities occur -- technical operations are performed in the same place where new operations are being constructed.



Now it just so happens that the substrate is itself the result of certain technical operations,  the software was &quot;written&quot;, the hardware was &quot;engineered&quot;.  But this doesn&#039;t make digital technology unique in respect to the traditional arts.  A painter works with a canvas and pigment, and bother canvas and pigment can be re-engineered  to change the way they behave as a medium.  The great painters didn&#039;t just paint with the tools they had, they were forced to make new tools, to design new brushes, new supports, new pigments and new colors.



And in the end, it might be to your advantage to write a new compiler or TCP/IP stack.  You don&#039;t have to work only at that level, but you do need an awareness of that level. 



Now I&#039;m not advocating this as an educational program for everyone, only for the self-selected group who want to pursue New Media/New Forms and related fields.



Andrew - I have to take you to task for choosing the &quot;illusion of life&quot; as an interesting goal.  Every system falls apart when you look at it too closely, and if the success of what you do requires you to prevent people from looking at it too closely then I&#039;m not sure of its value.  It is an animistic practice; spirits make the leaves move, not the wind.  I do like the magician analogy, but it is the closing off of the backstage that irks me.  It is kind of a Microsoft way of doing things.</description>
		<content:encoded><![CDATA[<p>Chaim &#8211; I think your two stances deal with two different activities, and I&#8217;m not sure if those activities are opposite but equal.</p>
<p>On one side there is the technical activity of using tools.  This is the activity which makes good tools &#8220;desirable and useful&#8221;.  But this desire is, generally, immature and unrefined.  Tools-that-do-more-things are not better than tools-for-specific-leverage, as anyone who has ever gotten a 50 piece modular screwdriver set can tell you.  Give me a real screwdriver every time.</p>
<p>On the other side is tool making, a vague process that might be called design, development, programming, capital production, and so forth.  Confusion arises because most of those terms are also used for the &#8220;technical&#8221; application of tools, in particular with digital tools, because the digital hardware is the, er, substrate on top of which both activities occur &#8212; technical operations are performed in the same place where new operations are being constructed.</p>
<p>Now it just so happens that the substrate is itself the result of certain technical operations,  the software was &#8220;written&#8221;, the hardware was &#8220;engineered&#8221;.  But this doesn&#8217;t make digital technology unique in respect to the traditional arts.  A painter works with a canvas and pigment, and bother canvas and pigment can be re-engineered  to change the way they behave as a medium.  The great painters didn&#8217;t just paint with the tools they had, they were forced to make new tools, to design new brushes, new supports, new pigments and new colors.</p>
<p>And in the end, it might be to your advantage to write a new compiler or TCP/IP stack.  You don&#8217;t have to work only at that level, but you do need an awareness of that level. </p>
<p>Now I&#8217;m not advocating this as an educational program for everyone, only for the self-selected group who want to pursue New Media/New Forms and related fields.</p>
<p>Andrew &#8211; I have to take you to task for choosing the &#8220;illusion of life&#8221; as an interesting goal.  Every system falls apart when you look at it too closely, and if the success of what you do requires you to prevent people from looking at it too closely then I&#8217;m not sure of its value.  It is an animistic practice; spirits make the leaves move, not the wind.  I do like the magician analogy, but it is the closing off of the backstage that irks me.  It is kind of a Microsoft way of doing things.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/12/04/magic-crayons-and-more/comment-page-1/#comment-559</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=146#comment-559</guid>
		<description>I&#039;d love to respond more to the above comments, but sadly I don&#039;t have time at the moment. 



Brandon writes, &lt;i&gt;Andrew - I have to take you to task for choosing the &quot;illusion of life&quot; as an interesting goal.&lt;/i&gt;



Yes, please do :-)   Let&#039;s start a new blog post thread on the topic in the near future.  If you want, you could start off, and I&#039;ll post your comments for you as the top-level post that begins the discussion.  Otherwise I&#039;ll create a post at some point, to start the discussion.</description>
		<content:encoded><![CDATA[<p>I&#8217;d love to respond more to the above comments, but sadly I don&#8217;t have time at the moment. </p>
<p>Brandon writes, <i>Andrew &#8211; I have to take you to task for choosing the &#8220;illusion of life&#8221; as an interesting goal.</i></p>
<p>Yes, please do :-)   Let&#8217;s start a new blog post thread on the topic in the near future.  If you want, you could start off, and I&#8217;ll post your comments for you as the top-level post that begins the discussion.  Otherwise I&#8217;ll create a post at some point, to start the discussion.</p>
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		<title>By: Jim Andrews</title>
		<link>http://grandtextauto.org/2003/12/04/magic-crayons-and-more/comment-page-1/#comment-560</link>
		<dc:creator>Jim Andrews</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=146#comment-560</guid>
		<description>I just finished a tool called Windows for Shockwave 4.0 (http://vispo.com/wfs4 ). I&#039;m selling this online and have sold $1500 of it in less than a month so far. It&#039;s a tool for Director developers.



I didn&#039;t set out to make this tool as a commercial product. I needed windowing in my shockwave art, and needed menus and so on, and it just isn&#039;t supported natively for Shockwave, though it is for projectors (exe&#039;s). So I had to write it myself if I really wanted it.



If you insist on doing what you really want to do, it can take you a long while. So you have to be pretty selective about what you insist on. WFS 4 took me about 9 months.



But the alternative is to do stuff that probably others are doing also. Which is OK if you want to do stuff that others are doing. But I don&#039;t. Kafka&#039;s hunger artist ( http://www.lundwood.u-net.com/ahunga.htm ) says at the end that he&#039;d have been a regular eater and drinker like the rest if only he&#039;d found food he liked. But he never did. He was a hunger artist only because there was no food that he liked. Then he died.



So it&#039;s not looking good any way you cut it, but if you want to do something that&#039;s your own, you should either leave things like Flash and Director alone or learn how to program.



But that&#039;s a tall order. It&#039;s a lifetime. Learning how to program and also knowing other arts and media. But there&#039;s the hunger artist. 



ja</description>
		<content:encoded><![CDATA[<p>I just finished a tool called Windows for Shockwave 4.0 (<a href="http://vispo.com/wfs4" rel="nofollow">http://vispo.com/wfs4</a> ). I&#8217;m selling this online and have sold $1500 of it in less than a month so far. It&#8217;s a tool for Director developers.</p>
<p>I didn&#8217;t set out to make this tool as a commercial product. I needed windowing in my shockwave art, and needed menus and so on, and it just isn&#8217;t supported natively for Shockwave, though it is for projectors (exe&#8217;s). So I had to write it myself if I really wanted it.</p>
<p>If you insist on doing what you really want to do, it can take you a long while. So you have to be pretty selective about what you insist on. WFS 4 took me about 9 months.</p>
<p>But the alternative is to do stuff that probably others are doing also. Which is OK if you want to do stuff that others are doing. But I don&#8217;t. Kafka&#8217;s hunger artist ( <a href="http://www.lundwood.u-net.com/ahunga.htm" rel="nofollow">http://www.lundwood.u-net.com/ahunga.htm</a> ) says at the end that he&#8217;d have been a regular eater and drinker like the rest if only he&#8217;d found food he liked. But he never did. He was a hunger artist only because there was no food that he liked. Then he died.</p>
<p>So it&#8217;s not looking good any way you cut it, but if you want to do something that&#8217;s your own, you should either leave things like Flash and Director alone or learn how to program.</p>
<p>But that&#8217;s a tall order. It&#8217;s a lifetime. Learning how to program and also knowing other arts and media. But there&#8217;s the hunger artist. </p>
<p>ja</p>
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		<title>By: Jim Andrews</title>
		<link>http://grandtextauto.org/2003/12/04/magic-crayons-and-more/comment-page-1/#comment-561</link>
		<dc:creator>Jim Andrews</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=146#comment-561</guid>
		<description>It&#039;s interesting how the people in this discussion acknowledge the value of programming to &#039;digital writing&#039;. It strikes me this morning how far away we are, then, from the notion of &#039;the writer&#039; that most &#039;digital writers&#039; would recognize (or possibly approve of). 



That measure of distance travelled, that metric, can apply not only to &#039;the writer&#039; but the work. 



The work can be as far from &#039;writing&#039; as the sort of writer we&#039;re implicitly describing can be from the previous writer. You feel it. And in the antagonism, also, the hostility you encounter to this sort of change in writing. But it might be a sign you&#039;re doing something right, also.
</description>
		<content:encoded><![CDATA[<p>It&#8217;s interesting how the people in this discussion acknowledge the value of programming to &#8216;digital writing&#8217;. It strikes me this morning how far away we are, then, from the notion of &#8216;the writer&#8217; that most &#8216;digital writers&#8217; would recognize (or possibly approve of). </p>
<p>That measure of distance travelled, that metric, can apply not only to &#8216;the writer&#8217; but the work. </p>
<p>The work can be as far from &#8216;writing&#8217; as the sort of writer we&#8217;re implicitly describing can be from the previous writer. You feel it. And in the antagonism, also, the hostility you encounter to this sort of change in writing. But it might be a sign you&#8217;re doing something right, also.</p>
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