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When I first heard the name "Safari"

donmelton.com

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Re: When I first heard the name "Safari"

#171

I feel like I am pretty good at naming things (I dont think about it for too long, if that matters). Describe to me a product and I'll name it for you.

An app that lets your remotely control monitor on/off & sleep/hibernate/shutdown/wake your PC.

sombal?

Re: When I first heard the name "Safari"

#172

Earlier quoted context omitted.

We use Pokemon. The reason? Nobody gets too attached to the name Jigglypuff.

That's a great idea I might steal. I'll go through the names in dex order, as I happen to know at least the first 151 in order... Also I'm pretty sure that they make new Pokémon faster than anyone starts projects...

You can switch to Digimon if you run out of Pokémon.

Re: When I first heard the name "Safari"

#173
post #3

Calling the browser 'Safari' is weird, if you think about it. I remember trying to teach my mom how to use the iPad to access the internet: "First press the home button" "Ok" "Now tap on Safari" "But I don't want to see animals" "..." And that's when I realized why Internet Explorer was so successful.

I really wish that MS didn't also name their file manager 'Explorer'. "Okay, now open Explorer... no, not Internet Explorer..."

Re: When I first heard the name "Safari"

#174

Earlier quoted context omitted.

Oh yeah, that sounds familiar! But that DEFINITELY was not the legendary name we all forgot. SimHouse and a few names like that were floated around, but they were't very exciting or apt, since the focus evolved from the architecture to the people. The big problem was that nobody had any idea what players would think of it, so we just kept developing it and playing it and changing the design, while wondering about wha…

SimCity 2000 was one of my favorite games ever. The Sims was novel and fun. But every Sim-themed game my family has bought since has just not held interest for more than a couple hours at best. Any thoughts on what happened to later Maxis games?

First I'll describe why I think that SimCity was so successful, and The Sims was even more successful:

Will gave a talk about designing user interface to simulation games back some time around '96, to Terry Winnograd's user interface design class at Stanford (at the time I worked with Terry at Interval Research), and I sat in on the class and took these notes:

http://www.art.net/~hopkins/Don/simcity/WillWright.html

He demonstrated an early version of The Sims, at the time called "Dollhouse", which he'd shown me an even earlier version of about a year before. At the time I was skeptical that he could get the AI to work, and I suggested he punt on the AI and just make an online multi player game. In retrospect, I sure was wrong!

In the talk, he discussed why previous Maxis games were successful, and gave a demo of "Dollhouse," describing what he thought would be interesting about that game, which eventually became The Sims. The key to the AI was putting the intelligence in the objects, instead of in the characters, and making it possible to plug in new objects with their own content and programming, to expand the game on an open-ended way.

The reason Will explained that SimCity was successful was that people already know a lot about the way cities work, so it's engaging, and it doesn't have to simulate details as much as just imply them, and let your imagination do the heavy lifting and colorful illustration. Computer games are much better at implicating than simulating, because any simulation is necessarily a vastly simplified caricature of reality, while your imagination is unlimited and has its own built-in "ai" and common sense knowledge base to draw on.

There are two important models involved in a simulation game: the sparse digital model in the computer, which stays the same, and the rich organic model in your brain, which grows and changes as you play and explore the behavior and limitations of the game. As you play the game, the computer is downloading the details of an organic model into your brain, which elaborates them based on what you already know, and links them into your global understanding.

It can be educational in that it makes you think about the issues you're dealing with, but you learn more by thinking about what you already know (and having your curiosity stimulated and being inspired to learn more), than it teaches you about what its simulation actually knows about. Instead of taking the simulation at face value as an accurate representation of reality, you explore and find the edges and limitations of the simulation, and compare them to reality. As you find the limitations of the game's model (in order to figure out how to take advantage of its limitations and cheat), you scoff at the game because you understand the world is much more complicated and nuanced than a computer game. But that's a good exercise to think about, and it stimulates you to discuss it with other people and learn more through other channels!

That is one aspect of what Seymour Papert and Alan Kay refer to as "Constructionist education": http://en.wikipedia.org/wiki/Constructionism_(learning_theor...

Anyway, SimCity was successful because it was about a domain everybody knows a lot about. And The Sims was even more successful since it was even "closer to home", so to speak.

But most people don't know much about plate tectonics, ant colonies, evolution or galactic conquest, so while SimEarth, SimAnt and Spore might teach you something about those topics and stimulate your curiosity, they weren't able to engage people and play off of their vast existing knowledge as much as SimCity and The Sims did.

But independent of how engaging or commercially successful it was, I think Spore was a very interesting and successful experiment in several important aspects of game design, which had to be done.

When Will described the early concept to me, of an online game with multiple levels that moved at different time scales, the first obvious problem I saw was that it would be impossible to coordinate the independent timelines in a massively multiplayer online game, since at each level, time moved at a different speed, so different players would be traveling through time at different rates, and it would be impossible for them to interact with each other in real time.

But Spore solved that problem by being an "Massively Single Player Online Game", where players shared content asynchronously, but didn't directly interact together synchronously.

I think the idea of sharing user created content asynchronously online is a great one, and Spore performed it very successfully.

The other important concept that dovetails with that was tackling in-game content creation tools. And I think those were a wonderful success, and paved the way for other games to do similar things.

With games like The Sims, it has some easy-to-use in-game tools for building architecture, but you have to go outside of the game and use tools like Photoshop to make skins, 3D Studio Max to make meshes, Character Studio and Biped to make animations, etc.

We made some simplified tools for The Sims (like Transmogrifier) that let you make objects by exporting and importing bitmaps and editing them with 2D tools like Photoshop instead of requiring 3D tools like Max, which opened up content creation to a lot of people, but making 3D objects still remained a very tough problem, and we never released the tools we developed internally to do that, since they were very hard to use and had a lot of environmental dependencies (like requiring expensive commercial products).

Building 3D editing tools into the game the way Spore did was very ambitious, and I think it worked extremely well. The user interface was very easy and fun to use in and of itself, and it gave players a huge amount of freedom to make everything from walking penises to hopping penises to flying penises to crawling penises, and even penis huts, penis houses, penis towers, penis planes, penis trains, and penis mobiles.

http://www.youtube.com/watch?v=LFOVYx90Ni8 http://www.youtube.com/watch?v=Cv-NjbyhXFo http://www.youtube.com/watch?v=puv6pwG_AZo

Spore had some great and successfully executed ideas about building and sharing user created content in it, but since it was an amalgam of several different games, and each sub-game was kind of like a tribute to an existing classic game, those games in themselves were not any better than the existing games, and they were not very well integrated.

Here are some notes I took from Will's talk at GDC, which I had him review for accuracy at the time:

http://www.donhopkins.com/drupal/node/35

You can compare it to what Spore actually delivered, and see the differences. There was a big gap between the ideal design as he articulated at that time, and what they were able to finally deliver. Of course that was inevitable, when working for a big company like EA, even with the freedom they gave him.

There was an overall high concept that the stack of sub-games was a ladder you would climb to get to the higher level storytelling based game, and that you would then swoop down into the sub-games to perform scenes of the story. (The "T shaped game".) But the sub-games were never consequentially integrated enough for that to work. So I don't think the storytelling game was ever fully realized.

That gap between the original design and the final product was of course because of the harsh constraints of reality and the necessity to ship something. They had to simplify it a lot, of course. And different people had ownership of each level, and the design decisions that one person would make at a lower level would spill over to the next levels as constraints and limitations they had to work within.

I think the essential problem of how can each level consequentially effect the other levels in a way you can make a high level storytelling game around is a very hard one.

The high level storytelling missions don't really require you to go back to the previous levels you climbed to get up to the galactic conquest level, and I have a hard time imagining how they could even do that. ("Go down to the protozoa level and conquer the evil amoeba who is about to sabotage the delicate diplomatic negotiations, by making the president throw up in the prime minister's lap!")

Re: When I first heard the name "Safari"

#175
post #157
post #139

Earlier quoted context omitted.

I had been a Phoenix user for several months when I heard it had run into problems with the name. When I heard it was going to be called Firefox, I thought it was the most ridiculous name I'd ever heard! Funny, now I really like it. When I first heard the name Barack, though... http://rense.com/general84/brck.htm

Sincerely hope you posted that link in jest

Neurosis is the inability to tolerate ambiguity. - Sigmund Freud

Re: When I first heard the name "Safari"

#176

Earlier quoted context omitted.

Ah, now "Internet Explorer" there's a name! What does it do? Explores the Internet of course!

I still have a fondness for the name "Netscape Navigator". It seems a shame that we never started using the term "netscape" to refer to the internet.

There were people who did ("You can see my new page on netscape!") but maybe not in the way you're thinking. At the time (1994) we all called the browser "Netscape", once we got used to not calling it "Mozilla".

Re: When I first heard the name "Safari"

#177
post #72
post #40

"We could ship a browser in a year" he missed the second part "thanks to work done on kHTML which we based it on"

I would think it is more 'did not feel fitting for this story' than 'missed'. He isn't mentioning any other parts they built on either (Cocoa, the Mac OS Unix-based networking code, the font designers for Mac OS system fonts, the GNU project for gcc, K&R's progamming language design, etc)

Shipping a browser in a year, starting with a browser, is less impressive than shipping a browser in a year starting from a GUI toolkit.

(To be fair, Mozilla shipped a browser in a few months after founding, and Konqueror didn't work well enough for me to use it as my primary browser at the time that the Safari guys took it. And, as the other comment pointed out, it actually took the Safari guys a couple of years.)

Re: When I first heard the name "Safari"

#178

At Maxis, we didn't arrive at the totally obvious name The Sims until very late in development. At first there was the secret development name, Project X, but everybody had a Project X, and we certainly couldn't ship with that. Then there was Jamie's obvious name, Dollhouse, which was quite descriptive, but boys would hate it. Then there was Will's quirky name, Super Happy Friends Home, which only the Japanese would…

hen there was Will's quirky name, Super Happy Friends Home, which only the Japanese would love. ? I just saw a talk by him yesterday where he confirmed what you can read (and see) here, http://www.will-wright.com/willshistory7.php Not that it has anything to do with your point, but still :P

Oh right, I totally forgot about the name "TDS", which stood for "Tactical Domestic Simulator" and survives in the name of some of the tools like TDSBuild: http://www.scribd.com/doc/117493077/The-Sims-TDSB

Re: When I first heard the name "Safari"

#179

Earlier quoted context omitted.

SimCity 2000 was one of my favorite games ever. The Sims was novel and fun. But every Sim-themed game my family has bought since has just not held interest for more than a couple hours at best. Any thoughts on what happened to later Maxis games?

First I'll describe why I think that SimCity was so successful, and The Sims was even more successful: Will gave a talk about designing user interface to simulation games back some time around '96, to Terry Winnograd's user interface design class at Stanford (at the time I worked with Terry at Interval Research), and I sat in on the class and took these notes: http://www.art.net/~hopkins/Don/simcity/WillWright.html H…

What a great reply! Yes, we actually have gotten quite engaged with Spore.

You should consider pasting this into a blog post or somewhere that's slightly less ephemeral than an HN thread.

Re: When I first heard the name "Safari"

#180

Earlier quoted context omitted.

Were you going to call it "The Buds"? I don't think that's a very good name, but if I was high, I'd probably think it was perfect.

By god, that very well might be it! I will have to test that theory be recreating the circumstances as accurately as possible. To science!!!

Perhaps "Best Buds"?
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