culture change is vertically simultaneous
"it's only a game" "not any more"
playing armagetron
playing on a fortress server
playing in a tronic tournament
playing to take over the world
2
3
4
press
to turn 90˚
right and left
1
hit a wall...
and... die
brakes FULL
speed 35
brakes LOW
speed 23.6
turning
brakes
accelerating
dying
speed 56.2
speed 49.6
speed 43.6
the closer you are...
...to a wall...
the faster you go!
brakes enable...
....tighter turns
this guy ain't grinding centre
big gap
defence
defend your zone
eg by grinding centre at launch
collapse enemy zone
to win round
6 points if first, 4 if second
offence
points
2 points for a kill
100 points wins the match
zones spin with numerical advantage
2v1 will win the zone
press tab for the score board
zones
1
2
3
4
get into a team or...
form one
nominate a captain...
put team on challenge board
turn up at the right server and...
the right time
play games until...
teams
captains
timing
winning
future-proof tronic progression
10,000,000 players will watch TR2N
champion the open source movement
we win
the team
the community as a whole
1
2
3
4
1
2
3
4
tronic progression
tron 's cool
viral
open source
armagetron is a classic: it's like playing snake...
...in teams...
...in self-organised tournaments...
...with global consequences
let's imagine we are playing in the TRONIC Cup with 1,000,000 players...
...and they all agree to pay a £1 entry fee
...the finalists could get prize-money
...and those beaten by the finalists
...and the original designers, developers and organisers too :)
finalists
}
if each knockout rounds lasts...
the whole competition could be played in...
timing:
the initial idea
came up with this when i discovered the game (early 2006)
and the original procedure for self-organising was simple too
players haven't realised how skillful at self-organising they have become
the design principles are simple
future-proof self-organisation means the system resolves down to the granularity of the individual player
it can work as well with 10 as well as 10 million players
it is not commercially owned, authorised by any institutional body, nor objectified as a set of impersonal rules
it is free, open, and networked
it's all about mindmass and timing
the system relies on trusting the player's self-discipline to get to the right server at the right time
be aware that traditional methods of organisation have evolved out of the necessity to move meat around
with servers distributed globally, ping becomes less of an issue
players learning the skills to converge enables regular massive tournaments
do it because you love the game
all self-organising skills can be found on the grid: the timing of a move, the trust of teammates, the drama of a match
even if high-level decisions are being made, or money is involved, always return to the experience on the grid
honour your genuine experience, be generous with your appreciation
be an amateur, always remember the first time
classics are timeless
we don't have to keep reinventing the wheel, and this goes for self-organising systems too
principles are abstractions, ideals, do not look for them in the real world, attempting to realise them is an ever-constant state
it's not about producing a fool-proof secure system, but one which relies on respect
if you don't understand, ask
make it scalable
it's all about timing
do it out of love
keep it simple
open source principles
in the back-end virtual world of programming
and in the real world of how we organise ourselves
benefits of introducing tron into school
it's FREE
learning portal for coding
experience of teamwork
easy inter-school competitions
enthusiastic after-school club
rich international engagement
learn strategy
non-proprietorial, no development costs
exclusive school-only master server
exercises mathematical spatial awareness
self-discipline
social responsibility
learning the principles of
students found playing the game during class run the risk of losing their place in the school team
staff v students on a level playing grid; adults have a chance of proving good teamwork beats even the most agile young players
the principles can be extended into normal classes: any student visiting a the wrong site in the computer suit could result in a ban for the whole class
there is no artificial reward (ie bribery), only the obvious benefits of working well together as a team or a class
leading to the deepest strategy game on the planet GO
equivalent level of abstraction to algebra
few experiences prove teamwork so well
teamplay: pro sports team v fans on a level grid; who should win?
steep learning curve
for the individual
player
perfect opportunity
for teamwork
divergent enthusiasms
of an online
community
perfect
for non-linear deliberation tools
what feels impossible for the individual...
...turns out to be ideal for a team
a good team grind at launch...
...results in outflanking at the split and...
...means a solid defence
a group of kids proved this in minutes
top-down implementation is highly efficient...
...at co-ordinating tasks for society to function
and social innovation suffers from noise...
....the horizontal equivalence of bureaucracy
genuine bottom-up growth...
...is stiffled by bureaucracy
culture change is when all levels innovate simultaneously...
...especially across a variety of roles and institutions and class
eg in your busy life, with so much information vying for your attention, can you tell if this is a good idea?
which is why culture change is effected so significantly through books, newspapers, radio and tv, and now computer networks
and if it is more than dampened by bureaucracy, upper change can result explosively as revolution
even those at the top wishing for bottom-up growth suffer from the same problems of bureaucracy
converging
at tronic ladle
=
grinding
at launch
"it's just a game"
"not any more"
=
schools and education departments
TR2N and disney marketing
developers and open source movement
simple ideals and buddhism
collaboration is an emergent phenomenon
find a detailed description of collaboration dyanmics in the confluence model http://www.lulu.com/content/paperback-book/pulse/4602415
learning
to grind
playing
against the best
when learning as a group this steep learning curve turns out to be THE way to prove teamwork
minimal team game
objective-focussed flocking
unilateral alignment to objective
rapid social feedback
clearly there are plenty of areas to improve
over three years of tournaments makes for a very stable social platform
the first ladle was played in spring 2006
prize money
funds enterprise schemes
grind at launch...
...or be kicked
survive
for a round
}
}
steepest learning curve; we lose a lot of players at the launch
second learning curve:
dying every minute is tough
long, slow learning curve:
contributing usefully to team
}
1
2
3
4
by introducing the game in closed communities such as schools, noobs survive for longer
a simplified user interface specifically designed for fortress can make entry into the game easier, providing a range of server skill levels
one of the best way to improve is to play with better players, so being part of a team playing in tournaments creates plenty of challenge
self-organised convergence
task-orientated specialisation
sustainable
multiple strategy collaboration
just a game?
self-disciplined education
collaborating with big business
perfect
conditions to
generate trust
lack of faith
in players
skills
}
self-organising principles involve trust; players converge to play tronic ladles
}
horizontal networks can lead to dissipation or stagnation
1
2
3
4
coders, admins, promoters all playing in concert
{
however you call it
make the decision
date name comment
090709 david pinto
090716 adil abrar
started prezi
@100k players, translator
first threshold: appreciating the steep learning curves in fortress playing culture
second threshold: acknowledging the learning curves of an open source community
this player...
...this player is doing
teamwork: to play locally so it works well relative to the collective level
...has very little idea of what...
an early move in GO may prove decisive...
...BUT ONLY if it is used well
have no doubts about this: we are all players in the global game and our current play is critical...
...only the most radical wear suits
the consequential net movement/change for an undirected dense collective is often very slow
exclusive inwardly-looking attention stagnates a community
fear of engaging the world misses opportunities for the community to benefit from favourable external conditions
too many directions at once leads to dissipation of energy
the barrier to entry is lower than traditional organisation, but power dynamics still exist
the tyranny of developers ensures implementation along technical lines or their favoured interests
respect for the originator often collapses into a father-complex requested to resolve community crises
linear tools of organisation eg forums produces inefficient voting democracies
horizontal networks enrich a community by cultivating a diversity of perspective
horizontal networks can evolve to adapt faster than traditional corporate structures
specialised teams pursue mutual goals, co-ordinating with each other because of transparent open architecture
pursuing multiple strategies enables the community to become open to respond to existent conditions as they unfold presently
non-linear tools eg wikis enable a collective to generate multiple strategies by avoiding premature encorfced agreement
a larger external event inspires unilateral participation and alignment
bounded groupness increases barrier to entry
(not work-money exchange)
the collective wisdom of a community is its ability to include outliers
TR2N team A
TR2N team B
tronic ladle organisers
tronic league organisers
main developers
fortress specialist developers
promotion team A
promotion team B
world championship organisers
heads in the sand
school team A
school team B
http://globalsensemaking.wik.is/About_GSm/Existing_Sm_Tools/Collaboratorium
self-select teams which take on the responsibility of a specific task such as producing videos for promotional purposes, or getting the game into schools, or producing a fortress-specific client application
continue to organise tronic tournaments keeping in mind the future-proof principles of scalability, timing, keeping it simple and love
adopt non-linear deliberation tools to enable deeper engagement of the topics and the tendency to consensus to emerge
aligning to an external goal eg TR2N enables players, subgroups and the entire community to self-align, as well as encourage multiple strategies to run concurrently, their efficacy determined by unfolding conditions and not by argument
complex multi-faceted problem
with mutual exclusive
solutions
perfect
for mutual strategising
and multiple implementation
aligning to real-world change now
education is radically shifting from information to process
get this put on your local school's server and volunteer to organise lunchtime and after-school clubs along the lines of more traditional chess or football clubs
generate a private school network and produce a specialised fortress-specific client for schools to ensure security and teacher-friendliness
progress without capital buy-outs
amass 100k players before approaching the official distributors of TR2N to ensure that the community dictates the rate and manner of growth
listen to clay shirky, read the tipping point and get yourself up to speed with current social innovation -- but don't go so far as the singularity theory
1
2
3
4
}
}
{
apply to local entrepreneurial funding bodies such as unltd for eg £5k as a start-up to improve local self-organising strategies and seed-fund this global initiative
5
our individual perspective is limited...
...just like a single GO stone's
"big picture" view is necessarily subjective too
....or maybe sunglasses
how close to the edge
do you take your
learning?
perfect
for deciding how steep
you want your learning curve to be
learning to survive
for longer than
a minute
perfect
place to learn
preventative thinking
"it's just a game"
"not any more"
how can a game
revolutionise
education?
consider
how olympic games
catalysed change in ancient greece
why would big business
be interested in an
OS game?
consider
how football
was commercialised
we are all pieces in a game...
...how much are we players?
cogs in a machine?
players in a game?
thanks
esc
of the million+ downloads, only a certain quality of player can hack the fortress server
what kind of tournament would we have if all those who registered on the forum played...?
recent player stats...
minimal team game
self-organising tournament
perfect proof of teamwork
exercise for self-discipline
viral for TR2N
virtual classic: future-proof
segue to GO
third threshold: realising open source principles in the real world
word
could a better film be made with OS principles...?
TRON
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