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(Kirschenbaum) Please welcome Ian Bogost.
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(applause)
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I'm gonna, do I have to pay extra to get
the text I'm gonna use on my monitor?
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(laughter)
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Like and up-sell opportunity.
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I'm really happy to be here.
We've been talking about,
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I've been talking to Matt and others
about coming for about a year and
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now finding I'm here, so I can't,
I don't know if, I made this a point that
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after a year's worth of anticipation,
but I'm excited to talk to you today
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because this is a little bit of a
different subject for me,
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I'm gonna show you some stuff that I
haven't shown anybody, at least in public
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before but don't get your hopes up,
it's not that exciting, but it's maybe
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maybe vaguely interesting, at least novel
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And I'm thinking through some questions
that I'm gonna try to think through
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in front of you, as I was just
invited to do, which means that
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this is gonna be a little more meandering
than my typical talk, and hopefully
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that will make it even more entertaining.
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So, I wanna start by talking about
Kickstarter, and Kickstarter if anyone
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does not know is a website crowd funding
platform, where you can go and you can
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create a project. You want to macramé
a set of owls for your family and
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you can post that with a video
and put a bunch of details about
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what you're doing and why and you can
ask for contributions and anyone
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in the world can contribute to your
project and you have to set a goal
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a financial goal. If it reaches that goal
in a month's time, then you receive the
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money minus a set of fees taken out by
Kickstarter by Amazon Payments and
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after a 120 days of waiting and etc. etc.
you'll get this pile of money,
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which you can then use to execute your
macramé project or your video game
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or whatever it is that you're making.
And as of just this week,
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this website is four years old, so
it's been around for long enough
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that we have some sense of what it is
and what it might be doing,
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what it might mean, if you
want to put it that way.
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When I first ran into Kickstarter.
When I first started using it--
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I guess I should say, it was already into
real serious money that was being raised.
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The first project on Kickstarter,
I think asked for like twenty dollars
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to someone that wanted to make
some sort of personal art project
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and they got thirty five dollar instead.
But then strange things started happening.
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You know, people were asking for $2500
to make interesting machined metal
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pen cases and got, you know, $300,000.
And so the stakes rose pretty quickly.
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This is already two years ago almost,
that this Pen Type-A was funded.
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Note, now this thing is interesting, and
it's interesting to me personally
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because I bought one although
I didn't fund the Kickstarter.
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I found the Kickstarter just as it was
ending and I was able to go to their
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website and buy one of these pens
and what it is it's a stainless steel
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enclosure for this particular,
highly sought after, pen, gel pen
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filler from Japan, which if you're into
this sort of thing, which I wasn't
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I was just very curious. This is apparently
you know, a difficult kind of insert to
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find a nice pen for. You know, and it
raised a hundred times its goal.
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And I funded it, you know, immediately
after I placed my order and then I waited
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a very long time. And by May of 2012,
about a year ago, I received my
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Pen Type-A, which I was totally
disenchanted with. I mean, it was
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it was, I had forgotten about it, for one
thing. It was like a hundred dollars.
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So it was not an unsubstantial investment.
You know, a hundred dollars a year later
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It was the opposite of
found money-- lost money.
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(laughter)
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And it just was an unremarkable
designed object, I mean it seemed
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like it would be cool, I mean, doesn't
it look nice? Has a ruler on it, but
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it just kinda didn't work.
It wasn't enjoyable to hold.
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Something about it was just
sort of useless and pointless
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and it sat on my desk until, I mean I
used it a couple times just to try it, but
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I never used it in earnest, as a pen.
And it sat on my desk until last week
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when I discovered that I inadvertently
had thrown it away while I was cleaning up
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So this shows you kind of how invested I
ended up being in this Pen Type-A project
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Now, what's interesting about this example
is that I think it's actually the norm,
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rather than the exception. It's just
that we'd like to think that the norm is
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me realizing the brilliant and incredible
design of an object like this.
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How providing a small amount of seed
capital, to an aggregator that allows
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creators to realize their dreams and then,
to take delivery of this miraculous object
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and incorporate it into my
life with great glee, but
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something different seems to happen.
Now, things got very very high stakes
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very quickly over the past couple years
on Kickstarter. And we even saw
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products that were really ambitious in
their nature, like the big Ouya,
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open-sourced Android-based game console.
Not only exceed their funding targets
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enormously but also kind of used the
Kickstarter platform as a way of
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announcing themselves, as a way of
launching a much much bigger project
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so you know, this is an interesting hybrid
product that not only got crowd funding
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an enormous amount of money, but
also is backed by venture capital now
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they're actually gonna release this system
all sorts of promises were made here,
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but one of the things that remains
the case is that what makes this an
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appealing project is not
so much the product, but
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something more than the product. The idea
of an open, accessible television connected
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video game system. That's an idea that
people like. You get your XBOX or you get
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your Playstation and you enjoy playing
games on the TV, but there's a limitation
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as to what kind of games you can access
or what kind of games people can deploy on
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those systems because of the way the
platform owners got control content and
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in this promise of letting anyone make a
game like you could make a game for your
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Android phone that you could
play on your computer
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is enormously appealing to people.
And of course you know, there's
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other kind of, what you might call,
mass culture, traditional culture...
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Kickstarter successes. This is the most
successful project, not in terms of
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capital raised, but in terms of number of
total contributors, which is greater than
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90,000, like 91,000 backers for the
Veronica Mars Movie Project.
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And you know, again-- what you see here is
on the one hand, yeah sure, I mean--
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You like Veronica Mars,
the television show from [inaudible]
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Ten years ago?
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It'd be great to have a movie, right?
I mean we've been talking about this
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for a long time and sure, if you know,
there were a movie I would go see it.
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But at the same time, there's something
more than just a promise of a movie
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there's also the idea of being a part of
the Veronica Mars Movie Project,
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which this idea of becoming a patron
of sorts, even a micro-patron allows.
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And then, you know, there have been
weirder and less, I don't know--
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promotionally successful endeavors,
Amanda Palmer, the recording artist
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got a lot of flack for raising over
a million dollars on Kickstarter,
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going on tour, then offering her fans
the opportunity to perform at her shows
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for free, and you know, then she did a
Ted Talk this year about it, so you know,
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so there's also this sense in which this
is like a kind of publicity platform or
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kind of platform on which to get in
trouble, to talk about things,
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to introduce ideas, to do something much
greater than just raising money.
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And even when you do raise enormous
amounts of money for ideas that may or
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may not be any good, but at least capture
people's attention, then ten million dollars
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for this e-ink watch thing called Pebble
got a tremendous amount of press
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when it first launched, and of course it
raised all these contributions, and now
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here, I just pulled this off the internet
today. So this was May 18th.
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That's about a year ago. And here we are
waiting for the opportunity to get our
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Pebble watches, right? So there's an
interesting disconnect between the
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real world and the Kickstarter world.
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Now, I want you to suspend
your disbelief about this.
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Don't read between the lines, I'm not
saying that this is a failure, that Pebble
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now owes us something, there are
many who've levied these critiques
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against Kickstarter including some
attempted lawsuits for projects that
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weren't realized, but just that there's
something greater going on here than
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just the funding of a product,
the pre-order of a product,
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the patronage to a particular
artistic project or a design project.
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Here's another recent example
that shows you kind of how weird
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that these projects can get.
A mother on her daughter's behalf
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launched a Kickstarter project to send her
daughter to a RPG camp over the summer
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she wanted to raise $800, and you know
this is one of these things that just
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kind of latches on to the public
imagination, right? You know,
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a little girl who wants to proto
computer games and wants to
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go to a camp to do it, and there's a
whole story about her brothers
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making fun of her and it got actually
very strange, so one of the things
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you can do is offer these, there are
these different reward tiers, you know
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you could contribute a dollar, ten dollars
and you get different things, sometimes
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t-shirts, and one of the high level reward
tiers here was like a hand-written apology
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from her brothers, actually kind of
quite perverse interaction in their
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family dynamics, wasn't exactly comforting
but anyway, Susan Wilson raised not $800,
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but $24,000 and then everyone started
trying to dig into her past and figure out
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if there was something not above board
going on and they accused her of being
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a millionaire and having, there was this
photo of the mother with, what's his name?
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The billionaire, Warren Buffet.
She reportedly had these start-ups
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and had all this money, and then
there were a number of kind of
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anti-women's rights trolls who decided
they would use this as a platform to
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talk about how you shouldn't
criticize boys for programming.
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Whatever they had in mind to express.
It's the internet and they're gonna
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express it. So, these scams were later
revealed to be false or at least
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apparently false, you know, in the sense
that she wasn't trying to dupe anyone
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she was out of work, she was donating
all of the excess monies to stem
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education sources for girls,
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but none of that was clear when
this Kickstarter was launched.
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So in retrospect, you can look back on it
if you go research it today you'll see
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all of the kind of debriefing, right?
Boing Boing has a good one.
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Explaining how everyone is insane, and
here's exactly what it looked like, but
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when this first went off, it was not clear
at all what was going on, it very well
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could have been someone trolling or
someone doing publicity because
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those are activities that are supported
by Kickstarter certainly. Now Kickstarter
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when they approve these projects, does a
kind of very cursory look at them, they don't
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necessarily block projects from proceeding
so long as they have a concrete outcome.
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So once again we have here, like this
example of a Kickstarter project being
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something more than just the thing that
it's raising money for. It's doing much more,
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in fact arguably, that part of the project
is even bigger than the purported goal
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which is just sending a girl to camp. Now,
these are old numbers from 2012, but
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when you look at the statistics on
Kickstarter projects, you'll see that
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actually the ones that do succeed, are
not in the minority, but by no means do
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all of these projects succeed, and it's
interesting thinking about what success
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means. When you think about having
a project succeed, all sorts of things
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may enter your mind. You know,
it sold well, you realized its potential,
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that you completed it, but in this case
what success means is that the
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Kickstarter was successful. So, you know,
thirty days went by, the minimum amount
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of money that was requested was raised
and sometimes much much more than that
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that's what these numbers track as success.
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Now there are other ways of
looking at success as well.
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This is a CNN Money survey of ship-times
for the top fifty Kickstarter projects
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and I can't remember what top means
for them, I don't know if it means by money
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or by contributors, but we'll just take it
at its word and say these seem to be
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some of the largest, we see the Pebble
watch there at the bottom, and we see
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some of the other projects, we see a
hand stylus, which is a pen for tablets.
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Now, some minority of them
actually shipped on time.
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What does that mean, on time? Well,
it means the people who created
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the project said, "hey, we're gonna get
you these t-shirts in anticipation of those
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bumper stickers in anticipation of the
concept art, which eventually we may
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put into a video game, which then we will
give," right which is supposedly what
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you were funding is this video game.
A vast majority of them were late and
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some of them were very very late indeed.
You again see some of these are just
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maybe never gonna happen. The ZPM Espresso
Machine, which I don't have a screenshot of
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is an interesting example in a sense that
the Kickstarter success actually reduced
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its potential for success because
the quantities they had to make
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were so enormous that they couldn't
go about it in the kind of hand-built way
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they had planned and so in a lot of cases
and in the case of the pen, the Type-A Pen
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exactly the same. If you want to do a
small metal milling project you could
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maybe kind of make that work on a $2500
budget make a few of them, but when you're
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becoming a manufacturer then
things are much more complicated.
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This is another personal example for me
that I think kind of draws things together
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this is a clever idea, it's a little
miniSD holder that you put in the
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SD card slot of your MacBook or your
MacBook Air that can add up to 64GB
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of flash storage which you'd use
as a hard disk and you could use
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for backups or whatever, I thought this
was really great and I had had not only a
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hard drive failure, but also a
time machine failure and I was
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quite worried about the state of my data
at this moment when this started to arrive
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and so I bought one of these and again,
here what I was thinking about was
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not really the product, so much as my own
anxiety about my data and then, let's see
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it reached its goal on August 2 of 2012,
sometime about a month ago, I finally
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got my mini drive and I got this new 11"
MacBook Air in the meantime which
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doesn't have an SD card slot, so
they're literally just sitting on my desk
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in their packaging, and like a year will
go by and I'll probably throw them away
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like the pen or I'll give them away to
somebody, right? So again,
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my participation in this project isn't
something that I feel cheated from
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exactly, but it's something bigger,
weirder than just me buying a product
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on a website or me funding
somebody to do something that
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seems like it might be an exciting idea.
Now, you know, many of these projects
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are successful, for various degrees of
success, we can see here how Ouya is
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still on Amazon and it's about to ship
and they've been sending out dev kits
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and I've got a dev kit, you know,
this is like a going concern,
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that wasn't at all obvious back when
the project launched but we can look at it
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in retrospect and say oh, well
they managed to pull it off
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I don't think we can know whether they
pulled it off because of, in spite of,
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irrespective of the Kickstarter campaign.
But nevertheless it's an example of a
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Kickstarter project that's
gonna become a reality.
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But the important thing to me is to
recognize that this thing, the machine
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the product, is different, this is gonna
sound really obvious when I say it, but
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bear with me here,
this is different from this. Right?
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So when you go to this webpage,
is bigger than this thing. Okay?
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When you buy this, and someone will go
and buy it from Amazon or from GameStop
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or wherever they sell it, and they will
have a completely different experience
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as well as a common experience, right,
but a completely different experience
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than someone who got this, so when you
buy Ouya by funding their Kickstarter,
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you're buying something different than
when you buy Ouya when you go to the
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GameStop. What this says to me is that...
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the experience, the Kickstarter
experience itself
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is worthy of consideration, and
in fact, maybe the most interesting
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thing about Kickstarter as a platform
is not the crowdfunding features,
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which is one of the things that's
celebrated about it, not the idea that
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a bunch of people can get together and
make something happen, we want an open
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an open source, television connectable
Android-based game system,
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let's make it happen. That's kind of the
rhetoric of the internet, right?
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Everybody gets together and then miracles
happen and we all get what we want.
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No, the most interesting thing is that
the people are participating in a kind of
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activity that they weren't participating in
before, at least something is different
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about the way they were participating
in that activity and the closest thing
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I can think of to compare to the
Kickstarter experience is maybe QVC
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where, you know, you buy stuff, and
you really are buying it at some level,
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you get it, it comes in the mail eventually
maybe, but the experience that you're
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participating in is much larger and very
different from walking into the store and
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buying whatever the Shania Twain
best hits or here's another QVC example,
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A lot of the things we buy, we also
don't intend to use as products,
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so I like this screenshot because not only
does it have QVC, but also it has these
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excercise kits, right? You know, that
you're gonna go out and excercise,
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actually, the vast majority of excercise
gear and equipment and health and
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diet related stuff, you buy it in order
that you can promise yourself something
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and then you use it once, or you get the
Bowflex or you got the Ab ripper or
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whatever the latest gimmick is, and you
have it and by buying it you got something
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Right? What you got is a sort of sense of
yourself, about a promise to yourself
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an idea of what you might be,
and that was real whether or not
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you did anything about it. And it's
easy to say, well I mean, you're just
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buying random crap on QVC, but then you
kind of go back and you look at this stuff
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and I mean, what's the difference between
buying random crap on the internet and
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buying random crap on QVC, and you know,
the big difference is one of class maybe,
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one of the different kinds of communities
who participate in these activities,
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but I do think that the QVC viewer is
more aware of their relationship to
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television sales than the Kickstarter
backer is to their relationship to
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whatever it is that Kickstarter is doing.
Right? They know what's going on.
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And we started to see this kind of
bleed out into the Kickstarter campaigns
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themselves of all the discussion
around them and you see this is from
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the Veronica Mars Kickstarter further
down the page, and you know, it's got the
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kind of voice of the character
here too, but these are the updates,
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part of the updates that were running
on this site, we really wanted to do
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these things, we wanted to be the fastest
Kickstarter project to reach a million dollars
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in funding, we wanted to have the
largest number of backers. Why?
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What does this have to do with making
movies? Well, it has nothing to do with me
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well, I suppose you could say with
the more people backing your movie
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then the kind of the greater success you
might have, but actually if we zoom out
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and you can read about this, the
Kickstarter for Veronica Mars was
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less about funding the movie than it was
about proving something about the
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hypothetical movie to the studio that was
gonna do the really expensive work of
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marketing and distributing, right?
Making a Veronica Mars film
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doesn't cost nothing, but it costs
much less than making a successful
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Hollywood production does. And so,
and whether or not this is apocryphal,
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we'll never know, but according to the
film-makers, and they made this very
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clear in the Kickstarter by the way,
the who is it-- Warner Brothers or...
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whatever the network is that owns
this property, you can make a film
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talking about it as one of these cult
classics, the fans want a film, etc. etc.
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you've got to prove to us that there's
a market. Part of this is just like the
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Hollywood gimmick, you know, the
executive made you go run through loops,
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just show me something. Make it blue.
So then, this Kickstarter said
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you need to show us, you need to commit
and then we'll be able to get this project
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green lit. Now my guess is that it was
green lit already and that this was a
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marketing gimmick in the way of presenting
the idea of participation because when you
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have a cult film or a cult TV series
like this, what do the fans really want?
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Well they want to be a part of it and they
want to feel as connected to it as possible.
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They go to conventions. In the case of
Veronica Mars, they're not necessarily
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doing cosplay or fan-fiction,
but I'm sure there's some of that
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out there you could find and so these
selling points were less about the
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financial aspects of the project,
especially since if they wanted to
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the stars and the producers could fund it
themselves and they've got the resources
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to do it, it's rather about creating
a kind of mythos, a sense that you're
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participating in this project. And they
give you stickers, t-shirts, all sorts of
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other paraphernalia that you could
only get if you back the Kickstarter
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and then they wouldn't be offered again.
So, one way to think about Kickstarter is
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that it is a form of entertainment.
In the way that QVC is a form of
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entertainment. Or if you don't like
the word entertainment, it's a form of
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distraction, it's a kind of leisure
activity in the same way that Facebook
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is a kind of leisure activity. Even though
it's also a communication platform.
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Or the way that Twitter is a kind of
leisure activity, even though it's also
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some kind of communication platform.
And that you can sit there online
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like many of you might be doing right now
and just sort of look at stuff, right?
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Oh there's these things happening, and
I'm just kind of taking in the things
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that are going on and that's what happens
when we watch television, when we flip
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through the channels and so when you have
this kind of very competitive, interesting,
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nail-biting in some cases, experience of
watching a Kickstarter play out,
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is it gonna make its funding targets,
and then they add stretch goals,
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you know if we reach additional money
then these new things that will unlock
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and everyone will benefit from them.
Watching that process play out,
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is its own kind of entertainment, its own
kind of experience. And this is something
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that is very difficult for us to understand.
So just yesterday, or two days ago,
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a friend of mine in the game development
community named Scott Jon Siegel posted a
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blog post about this new game
Kickstarter called Road Redemption.
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I don't actually know anything
about the game but Scott called it
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everything wrong with Kickstarter game
development condensed into a single
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Kickstarter campaign and he went through
and delineated all of the different things
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that he thought were troublesome
and then he's right about all of them.
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It's things like the creators had said,
we're gonna launch on all of these
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platforms simultaneously and we're
a bunch of guys who maybe know
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how to make games, I don't know.
We're not gonna tell you much about that.
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We want to raise $160,000 and
we're gonna use $90,000 of that
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for salaries and there's nine of us. Okay,
well how's that work out? I don't know
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but they don't provide any detail, so
Scott went and he showed how all of the
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kind of risk and anxiety and even some of
the design problems associated with games
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are kind of being reproduced in these
Kickstarters which have now become
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like lottery tickets. Maybe if you have
the right Kickstarter and you really
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manage it well, then you get a bunch more
money than you asked for and it's unclear
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whether this will be the case, but these
guys are only well, two-thirds of the way
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through and they already have
half of their goal. So this is right,
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in some sense. Scott is right that maybe
this is a stupid game, and maybe it's a
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terrible way of going about justifying
your project to a public who will then
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have something like an investment in it,
but that also doesn't matter maybe.
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And when I talk to people who
back Kickstarters, a lot of the reason
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they do it is just, they just don't know.
They just like it. It's like QVC, I dunno.
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I don't know why I'm buying these things.
I wanted to have a connection with it.
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I wanted to have a moment. In some
cases they know the creators.
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A lot of these projects are funded by
trust networks. Oh, I'm familiar with their
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previous work. I don't have it in here,
but if you think about the...
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Tim Schafer's Double Fine Adventurer
project, which was I think the
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second highest grossing after Veronica
Mars now, a lot of the reason to contribute
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to that has nothing to do with your desire
to receive and or play the game that they
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are promising to make, but rather you
remember playing Tim's adventure games
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for Lucas Arts and enjoyed those games
and you kind of want to have a memory
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of that moment and if that costs you
a dollar or five dollars or fifty dollars,
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okay. It was worth it. Now, I think
some of this attitude is starting to be
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reincorporated into creators' sort of
sense of what they are doing with their
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Kickstarter projects, and what I mean
by that is that we've developed a little
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bit of self-awareness that something is
greater than just the funding regime
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that's at work in these projects, this
just launched today. Sissy Fight 2000.
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A common trope for these Kickstarter
projects a re-release of an old game
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or movie or something that's being remade
or revamped. In this case it was a kind of
-
early, ahead of its time, multi-player
game made by Eric Zimmerman and
-
some other folks and it's been
offline for some time and
-
they wanna bring it back and they have a
small goal that they're trying to reach
-
and they want to release it
out into the wild again
-
and Naomi Clark who worked on this game
originally is also part of the new Kickstarter
-
when she announced it this morning.
She had these like immediate
-
clarifications, right? So, she tweeted
the link and not a moment later.
-
If anybody's interested, it's for a free
playable online version and we're
-
gonna release all the source code.
So we're kind of already presenting
-
evidence that this is not a scam.
We're anticipating someone is like
-
Oh my God, another one of these game
remake projects! I've had enough of this.
-
No no, there's something different there.
So, I was already aware of that.
-
And then, this isn't a profit-making
Kickstarter for pre-ordering products
-
we're trying to restore a lost game,
so we're recasting the project
-
as almost like an archival effort, right?
Eric also [inaudible] effort.
-
And this is really interesting because
first it shows me that some of this
-
self-awareness is already kind of bleeding
through back into the computer space.
-
But also it seems to provide evidence that
there's some truth to the lottery ticket
-
reality of Kickstarter. In other words,
maybe the default assumption
-
we have now is that when you make a
Kickstarter, really what you want to do is
-
win the lottery. You say, aw,
only twenty thousand dollars.
-
and then two million dollars comes
your way and then yeah, you kind of
-
do some minimal amount of work
to make your game or whatever it is
-
that you're making work, and then maybe
you can just bank some of that money away.
-
It's a way of taking advantage of
the trend. I don't mean to sound
-
cynical about it necessarily, it's just
kind of how the world works these days
-
right? You find a trend on the upswing
and then you try to get your foot in the
-
door and do something. I think
a lot of people are going about
-
their business that way. At least to the
degree that now it seems necessary.
-
Or at least recommended, or at least
beneficial to hedge and say no, no, really
-
I'm a goodie. I'm not trying to take
advantage of you. I'm just doing this
-
in order to strike it rich on Kickstarter.
Now, the problem here, is that this is
-
boring. Right? Like whenever you
think about Sissy Fight, the moment
-
oh, ok. You're just doing an archival
thing? Okay. That's cool, good for you.
-
It seems like a worthwhile project.
I guess I'll see ya around. Right?
-
I mean, it's just not the kind of thing
that makes you as excited as a
-
project that you can
experience as entertainment,
-
but the weird thing is that this is
kind of exactly what Kickstarter was
-
made for actually. Was allowing people
to get things done in a kind of modest way
-
that they wouldn't have been able to do
otherwise. Jason Rohrer made a game
-
a few years ago for the NintendoDS called
Diamond Trust of London and he had
-
a very complex and troubled relationship
with a series of publishers trying to get it
-
out on that platform and without going
into enormous detail, there's a grave
-
complexity to publishing a game on a
platform like the Nintendo DS
-
because you can't just do it yourself.
You've got to meet Nintendo's requirements
-
you've got to order a certain number of
units. They've got to do all the manufacture
-
it's very complicated. So, Jason hadn't
released this game, but he had it made
-
and it was made specifically for the DS
and it didn't make sense to just
-
release it on the PC and so he made a
Kickstarter and he calculated and
-
Jason being the kind of very intricate
mathematical mind that he is,
-
he did a budget. He had everything laid
out in enormous detail. Shipping and the
-
manufacture, the cartridges. All he was
looking to do was to get this game out
-
to people who wanted to buy it. He made
some special editions and so forth.
-
This is kind of a perfect Kickstarter,
right? He asked for, I mean, look:
-
$78,715, right? He knew exactly what he
wanted. He got that and a little bit more
-
you could say is gravy and maybe he'll,
he already lives on a shoestring budget
-
so who cares about contributing
a little extra to Jason Rohrer?
-
It's not like he raised two million dollars
for a game he'd already made.
-
Again, this is kind of a perfect
Kickstarter, just like the Sissy Fight
-
one is. At the same time, it doesn't
provide us with that same experience.
-
So we have this kind of weird situation
which is a cognitive dissonance between
-
the way that Kickstarter seems to
want to work. The thing that it
-
thinks it's doing. Or the thing that we
think it's doing. And the thing that it
-
really does best. There's a space or a
gap between them and Kickstarter
-
has really not been very helpful at
helping us think through this with them.
-
This is one of the founders Kickstarter
Yancy Strick(ler) talking to FastComany
-
I think earlier this year. And the context
for this quote. It was a story about these
-
big budget Kickstarters like
the Veronica Mars thing.
-
"I would never want to scare the girl who
wants to do a $500 lithography project
-
'cause that's why we started this thing.
We think we have a moral obligation to her."
-
And, you know. I mean, that sounds good,
but then the projects that are making
-
the most money and of course they take
a cut, not to mention the most that are
-
getting the most attention are
in fact, exactly the opposite
-
of this kind of project. So, I mean
you might have a moral obligation
-
to someone which you can fulfill. I guess
that could be the meaning of this quote,
-
we have a moral obligation and really
my moral obligation is telling you,
-
the press, that I have a moral obligation
and now we're done with that.
-
And again, I don't mean to be cynical,
I just mean to point out that the rhetoric
-
of this kind of conversation, it does not
match the reality of what takes place
-
on the site and at the same time
when we look at projects that are
-
effectively a $500 lithography project,
which Diamond Trust of London isn't
-
a $500 project, but it's essentially that.
None of this money is going into
-
anybody's pockets except all of these
distributors and manufacturers.
-
It's just a way to get something in the
world that wouldn't be possible otherwise
-
that's kind of exactly this kind of
project. But at the same time,
-
that's kind of not where the site is the
most successful. So, thinking about this,
-
I've realized, well maybe this isn't
unique to Kickstarter at all.
-
Maybe it's just happening the most on
Kickstarter, maybe Kickstarter is a signal
-
for other kinds of activities like this.
And indeed, if you look around
-
you'll see all sorts of this kind of
Kickstarter-like pre-product
-
entertainment content. This is a game
that's currently being produced and
-
they've raised a million dollars for it
and the game may or may not ever
-
exist, but it's a kind of activity that
you can participate in whether or not
-
you participate in the game. This is off
of Kickstarter and there's many other
-
crowd-sourcing venues too. Or even just
do pre-sales and if you build enough
-
sort of momentum for yourself, then that
seems to work. The best example of this is
-
probably Minecraft, which was just a...
I remember when I first heard about
-
Minecraft and I tried it, and I was like,
"this isn't going anywhere," and now
-
they make hundreds of millions of dollars
a year on Minecraft by pre-selling it and
-
building, so, you know, there's an idea
that this has worked in the past,
-
so maybe it'll work for me, but the
mistake is that that's gonna be the
-
lottery win, like one in a million of
these will succeed at that scale and
-
what the rest of them are really providing
is this kind of experience, kind of
-
entertainment experience. Or even just
like Steam, this is just one of the many
-
sites that tracks price changes on Steam
and other digital download services.
-
And you can see like 50-75% off these
games on Steam so what most people do
-
when they buy games on Steam is
they'll go and they'll wait and
-
a new game will come out, okay, I'll wait
until it goes on sale, and it goes on sale
-
for like 70% off, costs a couple dollars
now, and you buy the game and you
-
end up with this enormous Steam library
and you don't play any of the games.
-
And you know that's kind of okay. Like
how many books on my shelf
-
have I not read? More than I'm willing to
admit. I know I buy them because
-
I want them in my life or I really do
intend to read them, or I want to be
-
the person who will have read them.
You know, and it's okay.
-
It's not a problem, you know, they say
something about me, I can display them,
-
you know, Steam's library is a little bit
like a bookshelf in that regard,
-
you can't necessarily share it as well,
but it's a place where you store
-
the stuff that might be important to you.
You don't know yet, because you haven't
-
played any of them. So from the creator's
perspective, what would we rather have?
-
Would you rather sell fewer of your games
to more people who will play them,
-
or your films or whatever, or sell
more of them to people who,
-
they probably won't play
or watch them,
-
but maybe they wouldn't
have done so anyway.
-
Maybe a kind of honesty in this, at some
perverse level, but no matter the case,
-
the point is that this kind of activity is
taking place more and more.
-
And one of the reasons it's taking place
more and more is that anything that we
-
get digitally is cheap if not nearly free.
What I mean is not necessarily that it is
-
free to make or free to create or
manufacture or distribute,
-
but the digital version of it, the idea
of it, the distribution in the case of a
-
Steam game or the rendering of the
Kickstarter page-- that is essentially
-
essentially free. In fact, you can go
watch the Kickstarter campaign without
-
paying a cent. So it's like free
entertainment, like television.
-
Liz Losh has this argument in her work on
digital rhetoric about the kind of public
-
function of different digital projects and
this has been really important to me
-
over the years because it's exactly the
opposite of what I was doing for so long
-
and I had to face the harsh reality of her
kind of critique of some of my ideas of
-
what digital rhetoric meant or how it
worked and the example I always use
-
to describe this is a game we made at my
studio a number of years ago called
-
Fat World about the politics of nutrition
very complicated simulation game
-
funded by the ITVS and distributed as this
kind of documentary game about the
-
inner relation between food politics and
health. And this was a miserable failure
-
at all sorts of levels, which I'm
not going to talk about, but
-
we can talk about it later if you want.
But it had a really strong argument.
-
Procedural argument that connected
some of the dynamics of politics and
-
corporate interest to general health in
America, and if you compare this
-
example of a procedural argument with this
other kind of digital argument, the kind that
-
Liz talks about, this is the other one:
-
The White House's Apps for Healthy
Kids Contest. You can see the difference
-
immediately. What this is is a contest the
White House put on for people to make apps
-
about exactly the same topic, about
nutrition and obesity and that's it.
-
And they'll give away some money
and this is one of the winners,
-
which proportedly allows children to
become empowered by choosing between
-
carrots and cake. You know, the kind of
standard nonsense to be seen with
-
entertainment. So the thing about the Apps
for Healthy Kids Project is that from a
-
rhetorical perspective, it didn't really
have to do anything other than exist.
-
And so the White House in particular,
the [inaudible], it's got these kind of
-
big form fields, and happy web 2.0
looking stuff on the internet it says,
-
we're tech savvy. It allows the White
House to communicate a sense of
-
engagement with current trends in, not
necessarily crowd sourcing in this case,
-
but in contests, and like the X Prize
and so forth. Makes them look hip
-
whether or not any of the products
that are created for it are any good,
-
it doesn't matter. In fact, it's maybe
better if they're not any good because
-
if they were it would just detract from
the real rhetorical project, which is
-
making the administration appear a certain
way. Now, so Liz Losh's argument about this
-
is that this is a kind of digital rhetoric
this way of making arguments public.
-
You know, when you say we're investing in
a video game to train soldiers about
-
cultural differences in the Middle East,
you don't even have to make the game.
-
It doesn't matter if anybody plays
the game, but you've told a story
-
about what you're doing or what you
could do with a piece of digital media,
-
which is itself kind of the result.
So, this has been happening
-
for a while now, and I kind of realized
now that it's a part of everything.
-
And here I'm gonna shift gears a little
bit, but I promise it'll come back around.
-
So, I think a lot about computer platforms
and I've done research on computer
-
platforms, I'm interested in the history
of computer platforms and I've got this
-
series of books called platform studies,
where people can write about computer
-
platforms, so when I saw a project like
the Ouya, it really piqued my interest
-
not just in the perspective of 'what does
this tell us about Kickstarter,' but
-
What does this tell us about the creation
and development of computer platforms
-
more broadly speaking. It made me realize
that actually, this trend of using a platform
-
development project as a way of talking
about or performing a set of identities
-
and practices that are bigger than
what we might do with the system.
-
This is actually not new at all, in fact
we've seen this happening long before
-
Kickstarter with many of these hardware
prototyping platforms like Arduino.
-
So I started taking a deeper look into
these systems as a part of some
-
research that we're doing at Georgia Tech
in conjunction with the Intel Science and
-
Technology Center for Social Computing.
-
So over the past few-- I'll come back to
Arduino-- the Kickstarter-like example
-
from the past year or so, is this small-
scale computer called Raspberry Pi.
-
And the interesting thing about Raspberry
Pi is, well there's lots of interesting things
-
but to me the interesting thing is that
it's really just a bare bones Linux system
-
that you couldn't buy and you couldn't buy
it because they couldn't manufacture it
-
quickly enough because they
didn't anticipate demand, and so
-
right before Christmas, this broke out of
the kind of populous community and
-
hacker community and kind of "maker"
community into the general population
-
a little bit. In fact I had what my wife
was asking me and about half of
-
friends of hers had heard about it,
and so what the Raspberry Pi became
-
was the kind of Tickle Me Elmo of last
year and this is the thing you want but
-
can't get and the reason you want it
is not really even because you know
-
what it is, right? I mean, what is
that for any random person?
-
It looks computery, but what does it do?
Who knows? Just like you don't know
-
what the Tickle Me Elmo is.
-
(laughter)
-
Or why you would want it
anyway. I guess I want it because
-
it's an Elmo, right? So, you know, these
things kind of overtake the reality
-
and they become bigger than what we
really were participating in when we were
-
participating in the Raspberry Pi craze
was the idea that we might be the kind of
-
individual or family or whatever for
whom this would be an important
-
part of our lives, right? This is
something... or, just like when you
-
buy the Tickle Me Elmo, what you're really
doing is saying something about yourself
-
as a parent, right? This is what I've
done to get you this Christmas present
-
that you wanted. Now, turns out there are
examples of these kinds of hardware
-
development projects on Kickstarter
itself. This is one called Twine, which is
-
a so called "internet of things" system
that allows you, it has sensors built in,
-
it connects to a wifi network, and it can
provide signaling you can use to send
-
text messages or other things. I'll come
back and talk about this in more detail.
-
You can see that they were actually
successful in their Kickstarter.
-
And here's another one called blink(1),
which is a light that you plug into your
-
USB port and it can change colors and
you can program it to do different things.
-
Now, the guy who is behind Thing M
actually, also backs Kickstarters,
-
and I talked to him when I first started
researching this idea of what
-
Kickstarters are and even before he
launched his project, he was very aware
-
of this dynamic and said, you know,
"I back projects I want to see exist,
-
even if I never get anything back
in return." And so I think he had
-
the sense, and this is kind of a savvy
business sense to have, that maybe
-
what I want to do is present an idea
that's simple and compelling enough
-
that people want the idea of it, whether
or not they want the product, right?
-
He also told me that even if he doesn't
need it, or even if it's too expensive,
-
or even if it's just, you know, there's
too much stuff in my world already,
-
I don't need another gadget, maybe I'll
back it just because this is a thing that
-
I want to endorse, like clicking the
'like' button, right? But you can do it
-
with your wallet. So, thinking about these
kinds of dynamics with Kickstarter, with
-
this kind of idea of participating
in the entertainment or leisure
-
of the idea of things, one of my PhD
students, Tom Jenkins and I started
-
taking a look at as many of these hardware
prototyping platforms like Arduino and
-
Raspberry Pi as we could get our hands on.
And we tried to look at the functions.
-
The stated functions. The purposes
to which these would be put and we
-
found some patterns, not surprisingly.
Many are educational apparatuses, or
-
they aspire to teach students basic
electronics skills, and there's some
-
argument that all of them are like this,
all of them are kind of educational
-
platforms, but some of these systems
have framed themselves explicitly.
-
This is the Propeller Board, which is,
you know, explicitly talks about being
-
conceived to educate users on the
uses of a particular pattern of a
-
microprocessor, right? The Raspberry Pi
is another example. It's creators see
-
it as an educational apparatus
and describe it as this tiny, cheap,
-
computer for kids, about $35 to buy one,
and in fact, they have a kind of back-story
-
about students at the University of
Cambridge who arrived in the 1990s
-
and exhibited more of the traits of low-
level hobbyist programmers than those
-
who arrived a decade later and they're
trying to recuperate some of that kind of
-
natural inborn capacity with, not
necessarily with electronics, but just
-
even with programming or being able to
operate a machine like a computer on a
-
lower level, so you know, education
is certainly one of these goals.
-
Other platforms seem to be intended as
kind of toys, as recreational apparatuses,
-
as hobbies, and it's sometimes difficult
to separate the toy use or the fun use
-
from the educational use, it's that kind
of chocolate covered broccoli business.
-
So this is littleBits, which is really
meant for play, but it's also
-
an educational electronics system, you can
connect these different components together
-
This is called the MaKey MaKey, which is
essentially a kind of fun electronic
-
interface creator where you can wire it up
with, you know, bananas or like Play-Doh
-
and paper to control a video game.
So, you know, it tries to make
-
experimentation interesting and fun
and rewarding. And another use is
-
art and design and certainly, a lot of
these platforms were conceived as a
-
way for artists and designers who
don't have a deep electrical engineering
-
or computer science background to
make things, especially physical hardware
-
apparatuses with computers. It starts with
the wiring system, which was an open-source
-
electronics prototyping kit that was
influenced by the processing software
-
environments, you could kind of do the
same creative coding with hardware
-
you could do with visual design and
processing, which had been itself
-
influenced by John Maeda's Design by
Numbers project, so this idea of
-
[inaudible] creativity. And you know,
Arduino and its related forms and shields
-
and all of the extensions to it also
rise out of the wiring project,
-
from 2000 onwards and these things are
emerging along with new programs that
-
inner-mesh art and culture at
universities at NYU, at USC,
-
at Carnegie Mellon, at Georgia Tech and
other institutions. And these things found
-
homes very quickly in these programs.
It's almost like running a textbook.
-
Nobody reads it except you get in the
course and to some extent these devices
-
have served that niche. And another common
usage for these systems is monitoring.
-
Systems that intend to provide event
notification for different conditions.
-
Here we can return to the Twine.
One of the example uses of this device...
-
This is from the website, kind of
from their marketing, you know...
-
if the temperature is over 27 degrees,
and the Twine is facing up then send a
-
message to Eric that John is at the lake,
and this is a ridiculous example, but
-
it gives you a sense of what you could
do with it as a temperature sensor
-
and a moisture sensor, so, you know,
if your basement is going to flood,
-
you could put the moisture sensor down
there and it would send you a text message.
-
The blink(1), it kind of has the same
features, right? A notification from Skype
-
or something like that, so all of these
functions are interesting, but, but...
-
if you kind of back up and think about it,
all of these devices sort of suffer...
-
or benefit, depending on your perspective
from the same issues that Kickstarter does.
-
In a sense that what does one really--
are you really gonna do this with your
-
Twine, you spend like 150 bucks on this
thing, you throw it down in your basement
-
with the moisture sensor and you kind of
forget about it? Is this a use that
-
corresponds with the real world, or just
with people who like the idea of using
-
these hardware tinkering platforms?
And same for the blink(1) or even for
-
the Arduino. In Raspberry Pi, you can see
all the people talking about getting one
-
I already used that example, and in some
sense if we have to draw one thread
-
all the way through all these systems, one
commonality, it's a kind of vagueness that
-
a general purpose computer has a clear
set of possible uses: for communication,
-
for work, for advertising, whatever, but
the materials and supporting devices for
-
Arduino and Fidgets and Twine, they
don't explain much about them, right?
-
There's a kind of measure of circular
reasoning in this platform space.
-
On the one hand, they are supposed to
offer simpler, easier, more accessible
-
entry into hardware development, but
on the other hand, they don't provide
-
much scaffolding to do that, actually.
And they don't really give you many
-
examples of valid viable uses, you're just
supposed to discover them, apparently.
-
So, the abstract values of being engaged
with play or education or experimentation
-
or comfort or empowerment, that's really
the function that these are serving, right?
-
I mean, you might adopt one as a
way of feeling a certain way and
-
maybe carrying out that feeling, right?
But primarily by kind of performing a
-
certain identity, right? So, one of the
things that we've been interested in
-
in my lab, Tom and I have been recasting,
re-framing these particular platforms
-
as what we call tinkering platforms and
trying to kind of reclaim some of the
-
lost opportunity, so, you know, the idea
that you would spend several hundred
-
dollars on a Twine device and sensors
in order that you could then, again, like
-
throw it into your basement so that
it could tell you if it was flooding,
-
this seems like a less viable kind of
direction for the actual use of this system
-
than something else that we might be able
to invent, and the same is true for Arduino
-
and Raspberry Pi. It's almost
like the, they're in-viable actually,
-
as real products, and so we should treat
them for what they are, which is these
-
kinds of aspirational products, but that
doesn't stop us from imagining what
-
real versions of products like this might
look like, and for Tom and I, we've been
-
exploring a kind of return to the hardware
store mentality as an alternative.
-
So, you kind of go in to the hardware
store or the RadioShack and you
-
rummage through some bins and you find
some components that cost a few dollars
-
and you solve a little problem in your
world and nobody needs to know
-
about it even. So we've been designing
systems that use the PIC microprocessor.
-
And one of the reasons you choose an
8-bit microprocessor with 16 bytes of
-
memory is because it's cheap, usually
twenty cents. They have to be programmed
-
in assembly that's relatively straight-
forward and so again, the context of this
-
this ISTC we started building little
computers that are very modest
-
and don't aspire to much,
but they only cost a couple bucks,
-
we're trying to get it down to a dollar,
and a few sensors for input and output,
-
here's a light that's blinking,
we milled some boards,
-
and we've been kind of experimenting
with methods of development for this.
-
And one of the things we've been doing is
just going and talking to people who are
-
in the community about really random
specific needs that they have and to
-
see if we can solve them. So Concrete
Jungle is a local organization in Atlanta
-
that reclaims neglected produce from
public spaces, so we've been working
-
with them as an example of this kind of,
to keep us honest, something we don't have
-
necessarily have a strong commitment in,
but we would like to be able to solve,
-
on fruit ripeness detection, so we built
some prototypes and so [inaudible]
-
when we do this, we use these laminate
bags and so forth, and then we can kind of
-
build these small apparatuses that
allow us to detect fruit ripeness.
-
This is one very stupid example of how
you might use this, but it's kind of like the
-
more stupid examples I have, the better.
This is really what I'm going for.
-
So, to close out and kind of to return to
Kickstarter, I think if you think of
-
Kickstarter less as a funding platform and
more as an entertainment platform, then
-
you have the right start, but
actually what you need to do is
-
take that even further and think of
Kickstarter as primarily an entertainment
-
platform in the same way that like
Facebook has become more of an
-
entertainment platform than a
communications platform. And so,
-
while it's true that the Pen Type-A is
more than that $100 metal pen that
-
never gets used, it is indeed this kind of
memento of my excitement and interest
-
in the design project itself and the
students who were pursuing it.
-
There's also a sense that it would be nice
if there were an alternative world in which
-
it were also a pen, in which we can
also get pens. At least occasionally.
-
And I actually think what's happened is
that making things like pens is actually
-
much much harder now than making ideas
about pens or about games or about films
-
or about computers or about whatever.
And part of that is because of the
-
incredible surplus of targets for our
attention. All of the different things
-
that we could possibly be looking at
at any given time, but I think it's also
-
partly because our idea of what a real
pen or a real game or a real film or
-
a real computer or whatever, that it has
become too grandiose. That there's really
-
no reason why this needs to exist in the
form that it does. It was actually just fine
-
to have the pen, and so when I reflect
on kind of the philosophy that we've been
-
using and thinking about tinkering
platforms, one of the ideas is that
-
maybe what we want when we make things
these days are more modest goals,
-
rather than more ambitious ones, to find
those kind of small pockets where we can
-
actually affect just little tiny change
in our own individual personal lives
-
and then we can kind of recast the
experiences that we have with these
-
entertainment projects in a different way.
To be aware of what they are in the
-
same way that we want to be aware that
QVC is more than just a place to buy things.
-
So, that's it. Thanks.