Oh that is intriguing:) tech that promotes transparency

On Mon, Sep 14, 2020, 8:47 PM Alaric Snell-Pym <[email protected]>
wrote:

> On 11/09/2020 17:55, Nisha Susan wrote:
> > Hello Alaric :)
> >
> > My short stories are about all the changes Indians experiences in our
> > personal lives over the last 25 years with the arrival of the internet.
> My
> > stories are set in different contexts, big cities, small towns. The title
> > story is set in 2001 where the internet barely figures in the lives of
> two
> > young women who spend all their time in a bar. The last story is set in
> > 2018 in Bangalore in the office of a fictional internet giant.
>
> Mmm, the way technology changes people's lives is endlessly fascinating;
> it's something we as a species need to get better at understanding in
> order to design technologies to have better impacts...
>
> > What kind of things do you invent?
>
> By day, I'm usually being paid to invent computer software! I say
> "invent" rather than "write" as I try to focus on things where I'm
> making the computer do new things (which requires a lot more creativity
> and, thus, fun) rather than doing stuff that's been done before. In my
> free time I do a bit of that, combined with a smattering of electronics
> and mechanical engineering... I've just started a new job, but in the
> months between my old job that this one, I've been working on a computer
> game! So the way technology affects people has been close to my mind for
> that. There's a lot of "casual games" around right now which try to
> appeal to the bits of people's brains that get addicted to things so
> they can make money by showing people adverts, in a way that I find
> quite reprehensible. On the other hand, I want to make my game engaging
> and not something that people will get bored of - so where's the line
> between making it *interesting* and *fun*, versus making it *addictive*?
> I'd like the game to be able to make money (although my main goal is fun
> for myself and the players, I can create more fun for us all if the game
> makes enough money that I don't need to have a day job any more!), but
> how can I structure that so that my incentives are still aligned with
> the players, rather than turning them into the product?
>
> I have a long-standing distaste for ad-funded services - see
>
> https://www.snell-pym.org.uk/archives/2018/04/22/dont-fund-your-online-business-with-advertising-itll-only-make-everyone-hate-you/
> for the full rant on that - so I am drawn towards the model where anyone
> can play the game for free, but people who pay a monthly subscription
> (£5? £10?) get some purely stylistic perks.
>
> This means:
>
> - Paying money doesn't make you "better" at the game, so you're not
> driven to "pay to win"
> - As it's a monthly sub, you can't spend any more than that unless you
> sign up multiple accounts, which I'm designing the game to give you no
> in-game advantages for so doing.
> - The perks are still fun, so players who can afford it will be
> motivated to do so.
>
> However, computer games are perhaps the most user-facing thing I tend to
> get involved in - most of my inventing is low-level technical stuff! My
> specialty is systems infrastructure - programming languages, network
> protocols, operating systems, databases, that sort of thing. My new job
> is working on a mechanism for official bodies to publish registers of
> important stuff they're required to publish, in a way that can show
> clear evidence of tampering and establishes chains of trust and all that!
>
> --
> Alaric Snell-Pym   (2E0LOJ neé M7KIT)
> http://www.snell-pym.org.uk/alaric/
>
>

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