28 karma · joined September 24, 2010
Frequently the reason that people don't go the extra mile of giving talks or otherwise sharing their thoughts and experiences is that they think that they're not good enough or worth less than other people. Sometimes this results in someone with a really great idea or a unique voice staying quiet.
In an industry dominated by men, women have been discouraged from participating or speaking up. It takes time and effort to reverse that damage. I'm glad that he took the time to invite women specifically, but I think his anger at the result is misplaced when it could be more effectively directed at a system that holds decades of inequality in place.
Why not empower people to spend their leisure time or their artistic pursuits in a new, challenging way?
I wrote Lonecraft as a way of replicating the Chain World idea, but using an Amazon EC2 instance as a multiplayer server with a few custom Minecraft server plugins and a Heroku instance as a web app to govern the rules of the game (to make sure only one player plays at once and no one plays more than once).
The code is here: http://www.github.com/ckolderup/lonecraft It needs some more work to flesh out the idea of resetting the world after a set number of players and exposing the blog entries of each player after the world resets, but the general game mechanic is there and functional.
My instance of it is technically up and running, too, but one thing my friends and I quickly discovered while testing it is that people who have been playing Minecraft for a while have a nasty habit of not... really... dying. Once you've learned the ropes it's pretty easy to make armor, carry food, and fight monsters. Death usually comes only occasionally and as the result of a careless mistake.
I've toyed with the idea of imposing a time limit or a number of logins that you're allowed before you're also kicked off, but that seemed to defeat the whole purpose of giving meaning to the in-game death.