< Return to Video

Ian Bogost: I Kickstarted Your Project And I Didn't Even Get The Lousy T-Shirt

  • 0:00 - 0:03
    (Kirschenbaum) Please welcome Ian Bogost.
  • 0:03 - 0:08
    (applause)
  • 0:08 - 0:12
    I'm gonna, do I have to pay extra to get
    the text I'm gonna use on my monitor?
  • 0:12 - 0:14
    (laughter)
  • 0:14 - 0:17
    Like and up-sell opportunity.
  • 0:19 - 0:23
    I'm really happy to be here.
    We've been talking about,
  • 0:23 - 0:28
    I've been talking to Matt and others
    about coming for about a year and
  • 0:28 - 0:32
    now finding I'm here, so I can't,
    I don't know if, I made this a point that
  • 0:32 - 0:37
    after a year's worth of anticipation,
    but I'm excited to talk to you today
  • 0:37 - 0:42
    because this is a little bit of a
    different subject for me,
  • 0:42 - 0:45
    I'm gonna show you some stuff that I
    haven't shown anybody, at least in public
  • 0:45 - 0:50
    before but don't get your hopes up,
    it's not that exciting, but it's maybe
  • 0:50 - 0:53
    maybe vaguely interesting, at least novel
  • 0:53 - 0:59
    And I'm thinking through some questions
    that I'm gonna try to think through
  • 0:59 - 1:02
    in front of you, as I was just
    invited to do, which means that
  • 1:02 - 1:05
    this is gonna be a little more meandering
    than my typical talk, and hopefully
  • 1:05 - 1:09
    that will make it even more entertaining.
  • 1:10 - 1:14
    So, I wanna start by talking about
    Kickstarter, and Kickstarter if anyone
  • 1:14 - 1:21
    does not know is a website crowd funding
    platform, where you can go and you can
  • 1:21 - 1:27
    create a project. You want to macramé
    a set of owls for your family and
  • 1:27 - 1:29
    you can post that with a video
    and put a bunch of details about
  • 1:29 - 1:34
    what you're doing and why and you can
    ask for contributions and anyone
  • 1:34 - 1:39
    in the world can contribute to your
    project and you have to set a goal
  • 1:39 - 1:44
    a financial goal. If it reaches that goal
    in a month's time, then you receive the
  • 1:44 - 1:48
    money minus a set of fees taken out by
    Kickstarter by Amazon Payments and
  • 1:48 - 1:53
    after a 120 days of waiting and etc. etc.
    you'll get this pile of money,
  • 1:53 - 1:56
    which you can then use to execute your
    macramé project or your video game
  • 1:56 - 2:00
    or whatever it is that you're making.
    And as of just this week,
  • 2:00 - 2:05
    this website is four years old, so
    it's been around for long enough
  • 2:05 - 2:08
    that we have some sense of what it is
    and what it might be doing,
  • 2:08 - 2:12
    what it might mean, if you
    want to put it that way.
  • 2:14 - 2:18
    When I first ran into Kickstarter.
    When I first started using it--
  • 2:18 - 2:25
    I guess I should say, it was already into
    real serious money that was being raised.
  • 2:25 - 2:28
    The first project on Kickstarter,
    I think asked for like twenty dollars
  • 2:29 - 2:33
    to someone that wanted to make
    some sort of personal art project
  • 2:33 - 2:38
    and they got thirty five dollar instead.
    But then strange things started happening.
  • 2:38 - 2:43
    You know, people were asking for $2500
    to make interesting machined metal
  • 2:43 - 2:51
    pen cases and got, you know, $300,000.
    And so the stakes rose pretty quickly.
  • 2:51 - 2:56
    This is already two years ago almost,
    that this Pen Type-A was funded.
  • 2:56 - 2:59
    Note, now this thing is interesting, and
    it's interesting to me personally
  • 2:59 - 3:02
    because I bought one although
    I didn't fund the Kickstarter.
  • 3:02 - 3:06
    I found the Kickstarter just as it was
    ending and I was able to go to their
  • 3:06 - 3:10
    website and buy one of these pens
    and what it is it's a stainless steel
  • 3:10 - 3:16
    enclosure for this particular,
    highly sought after, pen, gel pen
  • 3:16 - 3:20
    filler from Japan, which if you're into
    this sort of thing, which I wasn't
  • 3:20 - 3:24
    I was just very curious. This is apparently
    you know, a difficult kind of insert to
  • 3:24 - 3:30
    find a nice pen for. You know, and it
    raised a hundred times its goal.
  • 3:30 - 3:35
    And I funded it, you know, immediately
    after I placed my order and then I waited
  • 3:35 - 3:41
    a very long time. And by May of 2012,
    about a year ago, I received my
  • 3:41 - 3:46
    Pen Type-A, which I was totally
    disenchanted with. I mean, it was
  • 3:46 - 3:50
    it was, I had forgotten about it, for one
    thing. It was like a hundred dollars.
  • 3:50 - 3:54
    So it was not an unsubstantial investment.
    You know, a hundred dollars a year later
  • 3:54 - 3:58
    It was the opposite of
    found money-- lost money.
  • 3:58 - 4:00
    (laughter)
  • 4:00 - 4:03
    And it just was an unremarkable
    designed object, I mean it seemed
  • 4:03 - 4:07
    like it would be cool, I mean, doesn't
    it look nice? Has a ruler on it, but
  • 4:07 - 4:11
    it just kinda didn't work.
    It wasn't enjoyable to hold.
  • 4:11 - 4:15
    Something about it was just
    sort of useless and pointless
  • 4:15 - 4:19
    and it sat on my desk until, I mean I
    used it a couple times just to try it, but
  • 4:19 - 4:23
    I never used it in earnest, as a pen.
    And it sat on my desk until last week
  • 4:23 - 4:30
    when I discovered that I inadvertently
    had thrown it away while I was cleaning up
  • 4:30 - 4:34
    So this shows you kind of how invested I
    ended up being in this Pen Type-A project
  • 4:34 - 4:39
    Now, what's interesting about this example
    is that I think it's actually the norm,
  • 4:39 - 4:43
    rather than the exception. It's just
    that we'd like to think that the norm is
  • 4:43 - 4:49
    me realizing the brilliant and incredible
    design of an object like this.
  • 4:49 - 4:53
    How providing a small amount of seed
    capital, to an aggregator that allows
  • 4:53 - 4:59
    creators to realize their dreams and then,
    to take delivery of this miraculous object
  • 4:59 - 5:02
    and incorporate it into my
    life with great glee, but
  • 5:02 - 5:07
    something different seems to happen.
    Now, things got very very high stakes
  • 5:07 - 5:12
    very quickly over the past couple years
    on Kickstarter. And we even saw
  • 5:12 - 5:19
    products that were really ambitious in
    their nature, like the big Ouya,
  • 5:19 - 5:26
    open-sourced Android-based game console.
    Not only exceed their funding targets
  • 5:26 - 5:30
    enormously but also kind of used the
    Kickstarter platform as a way of
  • 5:30 - 5:33
    announcing themselves, as a way of
    launching a much much bigger project
  • 5:33 - 5:38
    so you know, this is an interesting hybrid
    product that not only got crowd funding
  • 5:38 - 5:43
    an enormous amount of money, but
    also is backed by venture capital now
  • 5:43 - 5:48
    they're actually gonna release this system
    all sorts of promises were made here,
  • 5:48 - 5:51
    but one of the things that remains
    the case is that what makes this an
  • 5:51 - 5:55
    appealing project is not
    so much the product, but
  • 5:55 - 6:01
    something more than the product. The idea
    of an open, accessible television connected
  • 6:01 - 6:05
    video game system. That's an idea that
    people like. You get your XBOX or you get
  • 6:05 - 6:11
    your Playstation and you enjoy playing
    games on the TV, but there's a limitation
  • 6:11 - 6:15
    as to what kind of games you can access
    or what kind of games people can deploy on
  • 6:15 - 6:19
    those systems because of the way the
    platform owners got control content and
  • 6:19 - 6:23
    in this promise of letting anyone make a
    game like you could make a game for your
  • 6:23 - 6:25
    Android phone that you could
    play on your computer
  • 6:25 - 6:28
    is enormously appealing to people.
    And of course you know, there's
  • 6:28 - 6:32
    other kind of, what you might call,
    mass culture, traditional culture...
  • 6:33 - 6:38
    Kickstarter successes. This is the most
    successful project, not in terms of
  • 6:38 - 6:42
    capital raised, but in terms of number of
    total contributors, which is greater than
  • 6:42 - 6:48
    90,000, like 91,000 backers for the
    Veronica Mars Movie Project.
  • 6:48 - 6:52
    And you know, again-- what you see here is
    on the one hand, yeah sure, I mean--
  • 6:52 - 6:56
    You like Veronica Mars,
    the television show from [inaudible]
  • 6:56 - 6:58
    Ten years ago?
  • 6:58 - 7:01
    It'd be great to have a movie, right?
    I mean we've been talking about this
  • 7:01 - 7:04
    for a long time and sure, if you know,
    there were a movie I would go see it.
  • 7:04 - 7:07
    But at the same time, there's something
    more than just a promise of a movie
  • 7:07 - 7:13
    there's also the idea of being a part of
    the Veronica Mars Movie Project,
  • 7:13 - 7:20
    which this idea of becoming a patron
    of sorts, even a micro-patron allows.
  • 7:20 - 7:25
    And then, you know, there have been
    weirder and less, I don't know--
  • 7:25 - 7:30
    promotionally successful endeavors,
    Amanda Palmer, the recording artist
  • 7:30 - 7:33
    got a lot of flack for raising over
    a million dollars on Kickstarter,
  • 7:33 - 7:38
    going on tour, then offering her fans
    the opportunity to perform at her shows
  • 7:38 - 7:43
    for free, and you know, then she did a
    Ted Talk this year about it, so you know,
  • 7:43 - 7:46
    so there's also this sense in which this
    is like a kind of publicity platform or
  • 7:46 - 7:50
    kind of platform on which to get in
    trouble, to talk about things,
  • 7:50 - 7:55
    to introduce ideas, to do something much
    greater than just raising money.
  • 7:55 - 8:01
    And even when you do raise enormous
    amounts of money for ideas that may or
  • 8:01 - 8:06
    may not be any good, but at least capture
    people's attention, then ten million dollars
  • 8:06 - 8:11
    for this e-ink watch thing called Pebble
    got a tremendous amount of press
  • 8:11 - 8:17
    when it first launched, and of course it
    raised all these contributions, and now
  • 8:17 - 8:23
    here, I just pulled this off the internet
    today. So this was May 18th.
  • 8:23 - 8:27
    That's about a year ago. And here we are
    waiting for the opportunity to get our
  • 8:27 - 8:32
    Pebble watches, right? So there's an
    interesting disconnect between the
  • 8:32 - 8:35
    real world and the Kickstarter world.
  • 8:35 - 8:37
    Now, I want you to suspend
    your disbelief about this.
  • 8:37 - 8:41
    Don't read between the lines, I'm not
    saying that this is a failure, that Pebble
  • 8:41 - 8:44
    now owes us something, there are
    many who've levied these critiques
  • 8:44 - 8:48
    against Kickstarter including some
    attempted lawsuits for projects that
  • 8:48 - 8:52
    weren't realized, but just that there's
    something greater going on here than
  • 8:52 - 8:55
    just the funding of a product,
    the pre-order of a product,
  • 8:55 - 8:59
    the patronage to a particular
    artistic project or a design project.
  • 8:59 - 9:03
    Here's another recent example
    that shows you kind of how weird
  • 9:03 - 9:11
    that these projects can get.
    A mother on her daughter's behalf
  • 9:11 - 9:17
    launched a Kickstarter project to send her
    daughter to a RPG camp over the summer
  • 9:17 - 9:21
    she wanted to raise $800, and you know
    this is one of these things that just
  • 9:21 - 9:23
    kind of latches on to the public
    imagination, right? You know,
  • 9:23 - 9:25
    a little girl who wants to proto
    computer games and wants to
  • 9:25 - 9:28
    go to a camp to do it, and there's a
    whole story about her brothers
  • 9:28 - 9:31
    making fun of her and it got actually
    very strange, so one of the things
  • 9:31 - 9:35
    you can do is offer these, there are
    these different reward tiers, you know
  • 9:35 - 9:38
    you could contribute a dollar, ten dollars
    and you get different things, sometimes
  • 9:38 - 9:43
    t-shirts, and one of the high level reward
    tiers here was like a hand-written apology
  • 9:43 - 9:46
    from her brothers, actually kind of
    quite perverse interaction in their
  • 9:46 - 9:54
    family dynamics, wasn't exactly comforting
    but anyway, Susan Wilson raised not $800,
  • 9:54 - 10:01
    but $24,000 and then everyone started
    trying to dig into her past and figure out
  • 10:01 - 10:07
    if there was something not above board
    going on and they accused her of being
  • 10:07 - 10:13
    a millionaire and having, there was this
    photo of the mother with, what's his name?
  • 10:13 - 10:21
    The billionaire, Warren Buffet.
    She reportedly had these start-ups
  • 10:21 - 10:24
    and had all this money, and then
    there were a number of kind of
  • 10:24 - 10:30
    anti-women's rights trolls who decided
    they would use this as a platform to
  • 10:30 - 10:35
    talk about how you shouldn't
    criticize boys for programming.
  • 10:35 - 10:39
    Whatever they had in mind to express.
    It's the internet and they're gonna
  • 10:39 - 10:45
    express it. So, these scams were later
    revealed to be false or at least
  • 10:45 - 10:49
    apparently false, you know, in the sense
    that she wasn't trying to dupe anyone
  • 10:49 - 10:53
    she was out of work, she was donating
    all of the excess monies to stem
  • 10:53 - 10:55
    education sources for girls,
  • 10:55 - 10:58
    but none of that was clear when
    this Kickstarter was launched.
  • 10:58 - 11:01
    So in retrospect, you can look back on it
    if you go research it today you'll see
  • 11:01 - 11:06
    all of the kind of debriefing, right?
    Boing Boing has a good one.
  • 11:06 - 11:09
    Explaining how everyone is insane, and
    here's exactly what it looked like, but
  • 11:09 - 11:13
    when this first went off, it was not clear
    at all what was going on, it very well
  • 11:13 - 11:15
    could have been someone trolling or
    someone doing publicity because
  • 11:15 - 11:20
    those are activities that are supported
    by Kickstarter certainly. Now Kickstarter
  • 11:20 - 11:24
    when they approve these projects, does a
    kind of very cursory look at them, they don't
  • 11:24 - 11:31
    necessarily block projects from proceeding
    so long as they have a concrete outcome.
  • 11:31 - 11:35
    So once again we have here, like this
    example of a Kickstarter project being
  • 11:35 - 11:40
    something more than just the thing that
    it's raising money for. It's doing much more,
  • 11:40 - 11:44
    in fact arguably, that part of the project
    is even bigger than the purported goal
  • 11:44 - 11:49
    which is just sending a girl to camp. Now,
    these are old numbers from 2012, but
  • 11:49 - 11:53
    when you look at the statistics on
    Kickstarter projects, you'll see that
  • 11:53 - 12:01
    actually the ones that do succeed, are
    not in the minority, but by no means do
  • 12:01 - 12:04
    all of these projects succeed, and it's
    interesting thinking about what success
  • 12:04 - 12:09
    means. When you think about having
    a project succeed, all sorts of things
  • 12:09 - 12:13
    may enter your mind. You know,
    it sold well, you realized its potential,
  • 12:13 - 12:17
    that you completed it, but in this case
    what success means is that the
  • 12:17 - 12:22
    Kickstarter was successful. So, you know,
    thirty days went by, the minimum amount
  • 12:22 - 12:26
    of money that was requested was raised
    and sometimes much much more than that
  • 12:26 - 12:28
    that's what these numbers track as success.
  • 12:28 - 12:32
    Now there are other ways of
    looking at success as well.
  • 12:32 - 12:39
    This is a CNN Money survey of ship-times
    for the top fifty Kickstarter projects
  • 12:39 - 12:43
    and I can't remember what top means
    for them, I don't know if it means by money
  • 12:43 - 12:47
    or by contributors, but we'll just take it
    at its word and say these seem to be
  • 12:47 - 12:53
    some of the largest, we see the Pebble
    watch there at the bottom, and we see
  • 12:53 - 12:59
    some of the other projects, we see a
    hand stylus, which is a pen for tablets.
  • 12:59 - 13:03
    Now, some minority of them
    actually shipped on time.
  • 13:03 - 13:07
    What does that mean, on time? Well,
    it means the people who created
  • 13:07 - 13:11
    the project said, "hey, we're gonna get
    you these t-shirts in anticipation of those
  • 13:11 - 13:15
    bumper stickers in anticipation of the
    concept art, which eventually we may
  • 13:15 - 13:18
    put into a video game, which then we will
    give," right which is supposedly what
  • 13:18 - 13:23
    you were funding is this video game.
    A vast majority of them were late and
  • 13:23 - 13:30
    some of them were very very late indeed.
    You again see some of these are just
  • 13:30 - 13:35
    maybe never gonna happen. The ZPM Espresso
    Machine, which I don't have a screenshot of
  • 13:35 - 13:40
    is an interesting example in a sense that
    the Kickstarter success actually reduced
  • 13:40 - 13:44
    its potential for success because
    the quantities they had to make
  • 13:44 - 13:49
    were so enormous that they couldn't
    go about it in the kind of hand-built way
  • 13:49 - 13:53
    they had planned and so in a lot of cases
    and in the case of the pen, the Type-A Pen
  • 13:53 - 13:57
    exactly the same. If you want to do a
    small metal milling project you could
  • 13:57 - 14:01
    maybe kind of make that work on a $2500
    budget make a few of them, but when you're
  • 14:01 - 14:05
    becoming a manufacturer then
    things are much more complicated.
  • 14:05 - 14:11
    This is another personal example for me
    that I think kind of draws things together
  • 14:11 - 14:17
    this is a clever idea, it's a little
    miniSD holder that you put in the
  • 14:17 - 14:23
    SD card slot of your MacBook or your
    MacBook Air that can add up to 64GB
  • 14:23 - 14:26
    of flash storage which you'd use
    as a hard disk and you could use
  • 14:26 - 14:30
    for backups or whatever, I thought this
    was really great and I had had not only a
  • 14:30 - 14:34
    hard drive failure, but also a
    time machine failure and I was
  • 14:34 - 14:38
    quite worried about the state of my data
    at this moment when this started to arrive
  • 14:38 - 14:43
    and so I bought one of these and again,
    here what I was thinking about was
  • 14:43 - 14:49
    not really the product, so much as my own
    anxiety about my data and then, let's see
  • 14:49 - 14:53
    it reached its goal on August 2 of 2012,
    sometime about a month ago, I finally
  • 14:53 - 14:59
    got my mini drive and I got this new 11"
    MacBook Air in the meantime which
  • 14:59 - 15:03
    doesn't have an SD card slot, so
    they're literally just sitting on my desk
  • 15:03 - 15:06
    in their packaging, and like a year will
    go by and I'll probably throw them away
  • 15:06 - 15:09
    like the pen or I'll give them away to
    somebody, right? So again,
  • 15:09 - 15:15
    my participation in this project isn't
    something that I feel cheated from
  • 15:15 - 15:20
    exactly, but it's something bigger,
    weirder than just me buying a product
  • 15:20 - 15:23
    on a website or me funding
    somebody to do something that
  • 15:23 - 15:27
    seems like it might be an exciting idea.
    Now, you know, many of these projects
  • 15:27 - 15:31
    are successful, for various degrees of
    success, we can see here how Ouya is
  • 15:31 - 15:35
    still on Amazon and it's about to ship
    and they've been sending out dev kits
  • 15:35 - 15:38
    and I've got a dev kit, you know,
    this is like a going concern,
  • 15:38 - 15:42
    that wasn't at all obvious back when
    the project launched but we can look at it
  • 15:42 - 15:46
    in retrospect and say oh, well
    they managed to pull it off
  • 15:46 - 15:51
    I don't think we can know whether they
    pulled it off because of, in spite of,
  • 15:51 - 15:55
    irrespective of the Kickstarter campaign.
    But nevertheless it's an example of a
  • 15:55 - 15:58
    Kickstarter project that's
    gonna become a reality.
  • 15:58 - 16:04
    But the important thing to me is to
    recognize that this thing, the machine
  • 16:04 - 16:09
    the product, is different, this is gonna
    sound really obvious when I say it, but
  • 16:09 - 16:13
    bear with me here,
    this is different from this. Right?
  • 16:13 - 16:18
    So when you go to this webpage,
    is bigger than this thing. Okay?
  • 16:18 - 16:23
    When you buy this, and someone will go
    and buy it from Amazon or from GameStop
  • 16:23 - 16:27
    or wherever they sell it, and they will
    have a completely different experience
  • 16:27 - 16:30
    as well as a common experience, right,
    but a completely different experience
  • 16:30 - 16:37
    than someone who got this, so when you
    buy Ouya by funding their Kickstarter,
  • 16:37 - 16:41
    you're buying something different than
    when you buy Ouya when you go to the
  • 16:41 - 16:44
    GameStop. What this says to me is that...
  • 16:47 - 16:51
    the experience, the Kickstarter
    experience itself
  • 16:51 - 16:54
    is worthy of consideration, and
    in fact, maybe the most interesting
  • 16:54 - 16:59
    thing about Kickstarter as a platform
    is not the crowdfunding features,
  • 16:59 - 17:01
    which is one of the things that's
    celebrated about it, not the idea that
  • 17:01 - 17:05
    a bunch of people can get together and
    make something happen, we want an open
  • 17:05 - 17:09
    an open source, television connectable
    Android-based game system,
  • 17:09 - 17:13
    let's make it happen. That's kind of the
    rhetoric of the internet, right?
  • 17:13 - 17:15
    Everybody gets together and then miracles
    happen and we all get what we want.
  • 17:16 - 17:20
    No, the most interesting thing is that
    the people are participating in a kind of
  • 17:20 - 17:24
    activity that they weren't participating in
    before, at least something is different
  • 17:24 - 17:27
    about the way they were participating
    in that activity and the closest thing
  • 17:27 - 17:33
    I can think of to compare to the
    Kickstarter experience is maybe QVC
  • 17:33 - 17:38
    where, you know, you buy stuff, and
    you really are buying it at some level,
  • 17:38 - 17:43
    you get it, it comes in the mail eventually
    maybe, but the experience that you're
  • 17:43 - 17:47
    participating in is much larger and very
    different from walking into the store and
  • 17:47 - 17:53
    buying whatever the Shania Twain
    best hits or here's another QVC example,
  • 17:53 - 18:00
    A lot of the things we buy, we also
    don't intend to use as products,
  • 18:00 - 18:04
    so I like this screenshot because not only
    does it have QVC, but also it has these
  • 18:04 - 18:09
    excercise kits, right? You know, that
    you're gonna go out and excercise,
  • 18:09 - 18:12
    actually, the vast majority of excercise
    gear and equipment and health and
  • 18:12 - 18:18
    diet related stuff, you buy it in order
    that you can promise yourself something
  • 18:18 - 18:23
    and then you use it once, or you get the
    Bowflex or you got the Ab ripper or
  • 18:23 - 18:27
    whatever the latest gimmick is, and you
    have it and by buying it you got something
  • 18:27 - 18:31
    Right? What you got is a sort of sense of
    yourself, about a promise to yourself
  • 18:31 - 18:34
    an idea of what you might be,
    and that was real whether or not
  • 18:34 - 18:38
    you did anything about it. And it's
    easy to say, well I mean, you're just
  • 18:38 - 18:42
    buying random crap on QVC, but then you
    kind of go back and you look at this stuff
  • 18:42 - 18:46
    and I mean, what's the difference between
    buying random crap on the internet and
  • 18:46 - 18:51
    buying random crap on QVC, and you know,
    the big difference is one of class maybe,
  • 18:51 - 18:55
    one of the different kinds of communities
    who participate in these activities,
  • 18:55 - 19:02
    but I do think that the QVC viewer is
    more aware of their relationship to
  • 19:02 - 19:08
    television sales than the Kickstarter
    backer is to their relationship to
  • 19:08 - 19:12
    whatever it is that Kickstarter is doing.
    Right? They know what's going on.
  • 19:12 - 19:17
    And we started to see this kind of
    bleed out into the Kickstarter campaigns
  • 19:17 - 19:22
    themselves of all the discussion
    around them and you see this is from
  • 19:22 - 19:27
    the Veronica Mars Kickstarter further
    down the page, and you know, it's got the
  • 19:27 - 19:33
    kind of voice of the character
    here too, but these are the updates,
  • 19:33 - 19:37
    part of the updates that were running
    on this site, we really wanted to do
  • 19:37 - 19:40
    these things, we wanted to be the fastest
    Kickstarter project to reach a million dollars
  • 19:40 - 19:46
    in funding, we wanted to have the
    largest number of backers. Why?
  • 19:46 - 19:49
    What does this have to do with making
    movies? Well, it has nothing to do with me
  • 19:49 - 19:52
    well, I suppose you could say with
    the more people backing your movie
  • 19:52 - 19:56
    then the kind of the greater success you
    might have, but actually if we zoom out
  • 19:56 - 20:01
    and you can read about this, the
    Kickstarter for Veronica Mars was
  • 20:01 - 20:05
    less about funding the movie than it was
    about proving something about the
  • 20:05 - 20:09
    hypothetical movie to the studio that was
    gonna do the really expensive work of
  • 20:09 - 20:13
    marketing and distributing, right?
    Making a Veronica Mars film
  • 20:13 - 20:16
    doesn't cost nothing, but it costs
    much less than making a successful
  • 20:16 - 20:20
    Hollywood production does. And so,
    and whether or not this is apocryphal,
  • 20:20 - 20:23
    we'll never know, but according to the
    film-makers, and they made this very
  • 20:23 - 20:27
    clear in the Kickstarter by the way,
    the who is it-- Warner Brothers or...
  • 20:27 - 20:31
    whatever the network is that owns
    this property, you can make a film
  • 20:31 - 20:35
    talking about it as one of these cult
    classics, the fans want a film, etc. etc.
  • 20:35 - 20:38
    you've got to prove to us that there's
    a market. Part of this is just like the
  • 20:38 - 20:41
    Hollywood gimmick, you know, the
    executive made you go run through loops,
  • 20:41 - 20:46
    just show me something. Make it blue.
    So then, this Kickstarter said
  • 20:46 - 20:49
    you need to show us, you need to commit
    and then we'll be able to get this project
  • 20:49 - 20:52
    green lit. Now my guess is that it was
    green lit already and that this was a
  • 20:52 - 20:57
    marketing gimmick in the way of presenting
    the idea of participation because when you
  • 20:57 - 21:02
    have a cult film or a cult TV series
    like this, what do the fans really want?
  • 21:02 - 21:05
    Well they want to be a part of it and they
    want to feel as connected to it as possible.
  • 21:05 - 21:08
    They go to conventions. In the case of
    Veronica Mars, they're not necessarily
  • 21:08 - 21:12
    doing cosplay or fan-fiction,
    but I'm sure there's some of that
  • 21:12 - 21:17
    out there you could find and so these
    selling points were less about the
  • 21:17 - 21:21
    financial aspects of the project,
    especially since if they wanted to
  • 21:21 - 21:26
    the stars and the producers could fund it
    themselves and they've got the resources
  • 21:26 - 21:31
    to do it, it's rather about creating
    a kind of mythos, a sense that you're
  • 21:31 - 21:38
    participating in this project. And they
    give you stickers, t-shirts, all sorts of
  • 21:38 - 21:41
    other paraphernalia that you could
    only get if you back the Kickstarter
  • 21:41 - 21:46
    and then they wouldn't be offered again.
    So, one way to think about Kickstarter is
  • 21:46 - 21:52
    that it is a form of entertainment.
    In the way that QVC is a form of
  • 21:52 - 21:55
    entertainment. Or if you don't like
    the word entertainment, it's a form of
  • 21:55 - 21:59
    distraction, it's a kind of leisure
    activity in the same way that Facebook
  • 21:59 - 22:03
    is a kind of leisure activity. Even though
    it's also a communication platform.
  • 22:03 - 22:06
    Or the way that Twitter is a kind of
    leisure activity, even though it's also
  • 22:06 - 22:10
    some kind of communication platform.
    And that you can sit there online
  • 22:10 - 22:13
    like many of you might be doing right now
    and just sort of look at stuff, right?
  • 22:13 - 22:16
    Oh there's these things happening, and
    I'm just kind of taking in the things
  • 22:16 - 22:19
    that are going on and that's what happens
    when we watch television, when we flip
  • 22:19 - 22:24
    through the channels and so when you have
    this kind of very competitive, interesting,
  • 22:24 - 22:28
    nail-biting in some cases, experience of
    watching a Kickstarter play out,
  • 22:28 - 22:31
    is it gonna make its funding targets,
    and then they add stretch goals,
  • 22:31 - 22:35
    you know if we reach additional money
    then these new things that will unlock
  • 22:35 - 22:39
    and everyone will benefit from them.
    Watching that process play out,
  • 22:39 - 22:44
    is its own kind of entertainment, its own
    kind of experience. And this is something
  • 22:44 - 22:49
    that is very difficult for us to understand.
    So just yesterday, or two days ago,
  • 22:49 - 22:55
    a friend of mine in the game development
    community named Scott Jon Siegel posted a
  • 22:55 - 23:00
    blog post about this new game
    Kickstarter called Road Redemption.
  • 23:00 - 23:04
    I don't actually know anything
    about the game but Scott called it
  • 23:04 - 23:07
    everything wrong with Kickstarter game
    development condensed into a single
  • 23:07 - 23:11
    Kickstarter campaign and he went through
    and delineated all of the different things
  • 23:11 - 23:14
    that he thought were troublesome
    and then he's right about all of them.
  • 23:14 - 23:17
    It's things like the creators had said,
    we're gonna launch on all of these
  • 23:17 - 23:21
    platforms simultaneously and we're
    a bunch of guys who maybe know
  • 23:21 - 23:24
    how to make games, I don't know.
    We're not gonna tell you much about that.
  • 23:24 - 23:28
    We want to raise $160,000 and
    we're gonna use $90,000 of that
  • 23:28 - 23:33
    for salaries and there's nine of us. Okay,
    well how's that work out? I don't know
  • 23:33 - 23:39
    but they don't provide any detail, so
    Scott went and he showed how all of the
  • 23:39 - 23:44
    kind of risk and anxiety and even some of
    the design problems associated with games
  • 23:44 - 23:48
    are kind of being reproduced in these
    Kickstarters which have now become
  • 23:48 - 23:53
    like lottery tickets. Maybe if you have
    the right Kickstarter and you really
  • 23:53 - 23:57
    manage it well, then you get a bunch more
    money than you asked for and it's unclear
  • 23:57 - 24:01
    whether this will be the case, but these
    guys are only well, two-thirds of the way
  • 24:01 - 24:06
    through and they already have
    half of their goal. So this is right,
  • 24:06 - 24:10
    in some sense. Scott is right that maybe
    this is a stupid game, and maybe it's a
  • 24:10 - 24:15
    terrible way of going about justifying
    your project to a public who will then
  • 24:15 - 24:19
    have something like an investment in it,
    but that also doesn't matter maybe.
  • 24:19 - 24:24
    And when I talk to people who
    back Kickstarters, a lot of the reason
  • 24:24 - 24:29
    they do it is just, they just don't know.
    They just like it. It's like QVC, I dunno.
  • 24:29 - 24:33
    I don't know why I'm buying these things.
    I wanted to have a connection with it.
  • 24:33 - 24:37
    I wanted to have a moment. In some
    cases they know the creators.
  • 24:37 - 24:42
    A lot of these projects are funded by
    trust networks. Oh, I'm familiar with their
  • 24:42 - 24:46
    previous work. I don't have it in here,
    but if you think about the...
  • 24:49 - 24:53
    Tim Schafer's Double Fine Adventurer
    project, which was I think the
  • 24:53 - 24:57
    second highest grossing after Veronica
    Mars now, a lot of the reason to contribute
  • 24:57 - 25:03
    to that has nothing to do with your desire
    to receive and or play the game that they
  • 25:03 - 25:08
    are promising to make, but rather you
    remember playing Tim's adventure games
  • 25:08 - 25:11
    for Lucas Arts and enjoyed those games
    and you kind of want to have a memory
  • 25:11 - 25:15
    of that moment and if that costs you
    a dollar or five dollars or fifty dollars,
  • 25:15 - 25:20
    okay. It was worth it. Now, I think
    some of this attitude is starting to be
  • 25:20 - 25:27
    reincorporated into creators' sort of
    sense of what they are doing with their
  • 25:27 - 25:31
    Kickstarter projects, and what I mean
    by that is that we've developed a little
  • 25:31 - 25:35
    bit of self-awareness that something is
    greater than just the funding regime
  • 25:35 - 25:39
    that's at work in these projects, this
    just launched today. Sissy Fight 2000.
  • 25:39 - 25:44
    A common trope for these Kickstarter
    projects a re-release of an old game
  • 25:44 - 25:48
    or movie or something that's being remade
    or revamped. In this case it was a kind of
  • 25:48 - 25:54
    early, ahead of its time, multi-player
    game made by Eric Zimmerman and
  • 25:54 - 25:57
    some other folks and it's been
    offline for some time and
  • 25:57 - 26:01
    they wanna bring it back and they have a
    small goal that they're trying to reach
  • 26:01 - 26:04
    and they want to release it
    out into the wild again
  • 26:04 - 26:08
    and Naomi Clark who worked on this game
    originally is also part of the new Kickstarter
  • 26:08 - 26:12
    when she announced it this morning.
    She had these like immediate
  • 26:12 - 26:17
    clarifications, right? So, she tweeted
    the link and not a moment later.
  • 26:18 - 26:22
    If anybody's interested, it's for a free
    playable online version and we're
  • 26:22 - 26:25
    gonna release all the source code.
    So we're kind of already presenting
  • 26:25 - 26:29
    evidence that this is not a scam.
    We're anticipating someone is like
  • 26:29 - 26:34
    Oh my God, another one of these game
    remake projects! I've had enough of this.
  • 26:34 - 26:37
    No no, there's something different there.
    So, I was already aware of that.
  • 26:37 - 26:41
    And then, this isn't a profit-making
    Kickstarter for pre-ordering products
  • 26:41 - 26:45
    we're trying to restore a lost game,
    so we're recasting the project
  • 26:45 - 26:52
    as almost like an archival effort, right?
    Eric also [inaudible] effort.
  • 26:52 - 26:56
    And this is really interesting because
    first it shows me that some of this
  • 26:56 - 26:59
    self-awareness is already kind of bleeding
    through back into the computer space.
  • 26:59 - 27:04
    But also it seems to provide evidence that
    there's some truth to the lottery ticket
  • 27:04 - 27:08
    reality of Kickstarter. In other words,
    maybe the default assumption
  • 27:08 - 27:13
    we have now is that when you make a
    Kickstarter, really what you want to do is
  • 27:13 - 27:16
    win the lottery. You say, aw,
    only twenty thousand dollars.
  • 27:16 - 27:19
    and then two million dollars comes
    your way and then yeah, you kind of
  • 27:19 - 27:22
    do some minimal amount of work
    to make your game or whatever it is
  • 27:22 - 27:25
    that you're making work, and then maybe
    you can just bank some of that money away.
  • 27:25 - 27:28
    It's a way of taking advantage of
    the trend. I don't mean to sound
  • 27:28 - 27:31
    cynical about it necessarily, it's just
    kind of how the world works these days
  • 27:31 - 27:34
    right? You find a trend on the upswing
    and then you try to get your foot in the
  • 27:34 - 27:37
    door and do something. I think
    a lot of people are going about
  • 27:37 - 27:42
    their business that way. At least to the
    degree that now it seems necessary.
  • 27:42 - 27:47
    Or at least recommended, or at least
    beneficial to hedge and say no, no, really
  • 27:47 - 27:50
    I'm a goodie. I'm not trying to take
    advantage of you. I'm just doing this
  • 27:50 - 27:55
    in order to strike it rich on Kickstarter.
    Now, the problem here, is that this is
  • 27:55 - 28:00
    boring. Right? Like whenever you
    think about Sissy Fight, the moment
  • 28:00 - 28:04
    oh, ok. You're just doing an archival
    thing? Okay. That's cool, good for you.
  • 28:04 - 28:09
    It seems like a worthwhile project.
    I guess I'll see ya around. Right?
  • 28:09 - 28:13
    I mean, it's just not the kind of thing
    that makes you as excited as a
  • 28:13 - 28:16
    project that you can
    experience as entertainment,
  • 28:16 - 28:19
    but the weird thing is that this is
    kind of exactly what Kickstarter was
  • 28:19 - 28:23
    made for actually. Was allowing people
    to get things done in a kind of modest way
  • 28:23 - 28:27
    that they wouldn't have been able to do
    otherwise. Jason Rohrer made a game
  • 28:27 - 28:31
    a few years ago for the NintendoDS called
    Diamond Trust of London and he had
  • 28:31 - 28:35
    a very complex and troubled relationship
    with a series of publishers trying to get it
  • 28:35 - 28:39
    out on that platform and without going
    into enormous detail, there's a grave
  • 28:39 - 28:43
    complexity to publishing a game on a
    platform like the Nintendo DS
  • 28:43 - 28:46
    because you can't just do it yourself.
    You've got to meet Nintendo's requirements
  • 28:46 - 28:50
    you've got to order a certain number of
    units. They've got to do all the manufacture
  • 28:50 - 28:55
    it's very complicated. So, Jason hadn't
    released this game, but he had it made
  • 28:55 - 28:58
    and it was made specifically for the DS
    and it didn't make sense to just
  • 28:58 - 29:02
    release it on the PC and so he made a
    Kickstarter and he calculated and
  • 29:02 - 29:07
    Jason being the kind of very intricate
    mathematical mind that he is,
  • 29:07 - 29:12
    he did a budget. He had everything laid
    out in enormous detail. Shipping and the
  • 29:12 - 29:16
    manufacture, the cartridges. All he was
    looking to do was to get this game out
  • 29:16 - 29:20
    to people who wanted to buy it. He made
    some special editions and so forth.
  • 29:20 - 29:22
    This is kind of a perfect Kickstarter,
    right? He asked for, I mean, look:
  • 29:22 - 29:27
    $78,715, right? He knew exactly what he
    wanted. He got that and a little bit more
  • 29:27 - 29:34
    you could say is gravy and maybe he'll,
    he already lives on a shoestring budget
  • 29:34 - 29:36
    so who cares about contributing
    a little extra to Jason Rohrer?
  • 29:36 - 29:39
    It's not like he raised two million dollars
    for a game he'd already made.
  • 29:39 - 29:43
    Again, this is kind of a perfect
    Kickstarter, just like the Sissy Fight
  • 29:43 - 29:47
    one is. At the same time, it doesn't
    provide us with that same experience.
  • 29:47 - 29:51
    So we have this kind of weird situation
    which is a cognitive dissonance between
  • 29:51 - 29:55
    the way that Kickstarter seems to
    want to work. The thing that it
  • 29:55 - 29:59
    thinks it's doing. Or the thing that we
    think it's doing. And the thing that it
  • 29:59 - 30:03
    really does best. There's a space or a
    gap between them and Kickstarter
  • 30:03 - 30:07
    has really not been very helpful at
    helping us think through this with them.
  • 30:07 - 30:12
    This is one of the founders Kickstarter
    Yancy Strick(ler) talking to FastComany
  • 30:12 - 30:17
    I think earlier this year. And the context
    for this quote. It was a story about these
  • 30:17 - 30:20
    big budget Kickstarters like
    the Veronica Mars thing.
  • 30:20 - 30:24
    "I would never want to scare the girl who
    wants to do a $500 lithography project
  • 30:24 - 30:28
    'cause that's why we started this thing.
    We think we have a moral obligation to her."
  • 30:28 - 30:34
    And, you know. I mean, that sounds good,
    but then the projects that are making
  • 30:34 - 30:37
    the most money and of course they take
    a cut, not to mention the most that are
  • 30:37 - 30:40
    getting the most attention are
    in fact, exactly the opposite
  • 30:40 - 30:43
    of this kind of project. So, I mean
    you might have a moral obligation
  • 30:43 - 30:46
    to someone which you can fulfill. I guess
    that could be the meaning of this quote,
  • 30:46 - 30:50
    we have a moral obligation and really
    my moral obligation is telling you,
  • 30:50 - 30:53
    the press, that I have a moral obligation
    and now we're done with that.
  • 30:54 - 30:58
    And again, I don't mean to be cynical,
    I just mean to point out that the rhetoric
  • 30:58 - 31:01
    of this kind of conversation, it does not
    match the reality of what takes place
  • 31:01 - 31:04
    on the site and at the same time
    when we look at projects that are
  • 31:04 - 31:09
    effectively a $500 lithography project,
    which Diamond Trust of London isn't
  • 31:09 - 31:13
    a $500 project, but it's essentially that.
    None of this money is going into
  • 31:13 - 31:16
    anybody's pockets except all of these
    distributors and manufacturers.
  • 31:16 - 31:20
    It's just a way to get something in the
    world that wouldn't be possible otherwise
  • 31:20 - 31:22
    that's kind of exactly this kind of
    project. But at the same time,
  • 31:22 - 31:28
    that's kind of not where the site is the
    most successful. So, thinking about this,
  • 31:28 - 31:32
    I've realized, well maybe this isn't
    unique to Kickstarter at all.
  • 31:32 - 31:35
    Maybe it's just happening the most on
    Kickstarter, maybe Kickstarter is a signal
  • 31:35 - 31:39
    for other kinds of activities like this.
    And indeed, if you look around
  • 31:39 - 31:45
    you'll see all sorts of this kind of
    Kickstarter-like pre-product
  • 31:45 - 31:51
    entertainment content. This is a game
    that's currently being produced and
  • 31:51 - 31:57
    they've raised a million dollars for it
    and the game may or may not ever
  • 31:57 - 32:03
    exist, but it's a kind of activity that
    you can participate in whether or not
  • 32:03 - 32:06
    you participate in the game. This is off
    of Kickstarter and there's many other
  • 32:06 - 32:10
    crowd-sourcing venues too. Or even just
    do pre-sales and if you build enough
  • 32:10 - 32:14
    sort of momentum for yourself, then that
    seems to work. The best example of this is
  • 32:14 - 32:17
    probably Minecraft, which was just a...
    I remember when I first heard about
  • 32:17 - 32:19
    Minecraft and I tried it, and I was like,
    "this isn't going anywhere," and now
  • 32:19 - 32:24
    they make hundreds of millions of dollars
    a year on Minecraft by pre-selling it and
  • 32:24 - 32:27
    building, so, you know, there's an idea
    that this has worked in the past,
  • 32:27 - 32:30
    so maybe it'll work for me, but the
    mistake is that that's gonna be the
  • 32:30 - 32:34
    lottery win, like one in a million of
    these will succeed at that scale and
  • 32:34 - 32:37
    what the rest of them are really providing
    is this kind of experience, kind of
  • 32:37 - 32:43
    entertainment experience. Or even just
    like Steam, this is just one of the many
  • 32:43 - 32:48
    sites that tracks price changes on Steam
    and other digital download services.
  • 32:48 - 32:53
    And you can see like 50-75% off these
    games on Steam so what most people do
  • 32:53 - 32:56
    when they buy games on Steam is
    they'll go and they'll wait and
  • 32:56 - 32:58
    a new game will come out, okay, I'll wait
    until it goes on sale, and it goes on sale
  • 32:58 - 33:03
    for like 70% off, costs a couple dollars
    now, and you buy the game and you
  • 33:03 - 33:07
    end up with this enormous Steam library
    and you don't play any of the games.
  • 33:07 - 33:10
    And you know that's kind of okay. Like
    how many books on my shelf
  • 33:10 - 33:14
    have I not read? More than I'm willing to
    admit. I know I buy them because
  • 33:14 - 33:17
    I want them in my life or I really do
    intend to read them, or I want to be
  • 33:17 - 33:21
    the person who will have read them.
    You know, and it's okay.
  • 33:21 - 33:24
    It's not a problem, you know, they say
    something about me, I can display them,
  • 33:24 - 33:27
    you know, Steam's library is a little bit
    like a bookshelf in that regard,
  • 33:27 - 33:31
    you can't necessarily share it as well,
    but it's a place where you store
  • 33:31 - 33:35
    the stuff that might be important to you.
    You don't know yet, because you haven't
  • 33:35 - 33:40
    played any of them. So from the creator's
    perspective, what would we rather have?
  • 33:40 - 33:44
    Would you rather sell fewer of your games
    to more people who will play them,
  • 33:44 - 33:48
    or your films or whatever, or sell
    more of them to people who,
  • 33:48 - 33:50
    they probably won't play
    or watch them,
  • 33:50 - 33:52
    but maybe they wouldn't
    have done so anyway.
  • 33:52 - 33:57
    Maybe a kind of honesty in this, at some
    perverse level, but no matter the case,
  • 33:57 - 34:01
    the point is that this kind of activity is
    taking place more and more.
  • 34:01 - 34:04
    And one of the reasons it's taking place
    more and more is that anything that we
  • 34:04 - 34:10
    get digitally is cheap if not nearly free.
    What I mean is not necessarily that it is
  • 34:10 - 34:14
    free to make or free to create or
    manufacture or distribute,
  • 34:14 - 34:18
    but the digital version of it, the idea
    of it, the distribution in the case of a
  • 34:18 - 34:23
    Steam game or the rendering of the
    Kickstarter page-- that is essentially
  • 34:23 - 34:26
    essentially free. In fact, you can go
    watch the Kickstarter campaign without
  • 34:26 - 34:29
    paying a cent. So it's like free
    entertainment, like television.
  • 34:31 - 34:37
    Liz Losh has this argument in her work on
    digital rhetoric about the kind of public
  • 34:37 - 34:41
    function of different digital projects and
    this has been really important to me
  • 34:41 - 34:44
    over the years because it's exactly the
    opposite of what I was doing for so long
  • 34:44 - 34:48
    and I had to face the harsh reality of her
    kind of critique of some of my ideas of
  • 34:48 - 34:52
    what digital rhetoric meant or how it
    worked and the example I always use
  • 34:52 - 34:56
    to describe this is a game we made at my
    studio a number of years ago called
  • 34:56 - 35:00
    Fat World about the politics of nutrition
    very complicated simulation game
  • 35:00 - 35:07
    funded by the ITVS and distributed as this
    kind of documentary game about the
  • 35:07 - 35:15
    inner relation between food politics and
    health. And this was a miserable failure
  • 35:15 - 35:17
    at all sorts of levels, which I'm
    not going to talk about, but
  • 35:17 - 35:22
    we can talk about it later if you want.
    But it had a really strong argument.
  • 35:22 - 35:25
    Procedural argument that connected
    some of the dynamics of politics and
  • 35:25 - 35:32
    corporate interest to general health in
    America, and if you compare this
  • 35:32 - 35:36
    example of a procedural argument with this
    other kind of digital argument, the kind that
  • 35:36 - 35:39
    Liz talks about, this is the other one:
  • 35:39 - 35:42
    The White House's Apps for Healthy
    Kids Contest. You can see the difference
  • 35:42 - 35:47
    immediately. What this is is a contest the
    White House put on for people to make apps
  • 35:47 - 35:52
    about exactly the same topic, about
    nutrition and obesity and that's it.
  • 35:52 - 35:56
    And they'll give away some money
    and this is one of the winners,
  • 35:56 - 36:02
    which proportedly allows children to
    become empowered by choosing between
  • 36:02 - 36:05
    carrots and cake. You know, the kind of
    standard nonsense to be seen with
  • 36:05 - 36:10
    entertainment. So the thing about the Apps
    for Healthy Kids Project is that from a
  • 36:10 - 36:16
    rhetorical perspective, it didn't really
    have to do anything other than exist.
  • 36:16 - 36:19
    And so the White House in particular,
    the [inaudible], it's got these kind of
  • 36:19 - 36:24
    big form fields, and happy web 2.0
    looking stuff on the internet it says,
  • 36:24 - 36:28
    we're tech savvy. It allows the White
    House to communicate a sense of
  • 36:28 - 36:33
    engagement with current trends in, not
    necessarily crowd sourcing in this case,
  • 36:33 - 36:37
    but in contests, and like the X Prize
    and so forth. Makes them look hip
  • 36:37 - 36:40
    whether or not any of the products
    that are created for it are any good,
  • 36:40 - 36:43
    it doesn't matter. In fact, it's maybe
    better if they're not any good because
  • 36:43 - 36:47
    if they were it would just detract from
    the real rhetorical project, which is
  • 36:47 - 36:53
    making the administration appear a certain
    way. Now, so Liz Losh's argument about this
  • 36:53 - 36:57
    is that this is a kind of digital rhetoric
    this way of making arguments public.
  • 36:57 - 37:02
    You know, when you say we're investing in
    a video game to train soldiers about
  • 37:02 - 37:06
    cultural differences in the Middle East,
    you don't even have to make the game.
  • 37:06 - 37:10
    It doesn't matter if anybody plays
    the game, but you've told a story
  • 37:10 - 37:14
    about what you're doing or what you
    could do with a piece of digital media,
  • 37:14 - 37:17
    which is itself kind of the result.
    So, this has been happening
  • 37:17 - 37:23
    for a while now, and I kind of realized
    now that it's a part of everything.
  • 37:23 - 37:27
    And here I'm gonna shift gears a little
    bit, but I promise it'll come back around.
  • 37:27 - 37:31
    So, I think a lot about computer platforms
    and I've done research on computer
  • 37:31 - 37:33
    platforms, I'm interested in the history
    of computer platforms and I've got this
  • 37:33 - 37:37
    series of books called platform studies,
    where people can write about computer
  • 37:37 - 37:42
    platforms, so when I saw a project like
    the Ouya, it really piqued my interest
  • 37:42 - 37:45
    not just in the perspective of 'what does
    this tell us about Kickstarter,' but
  • 37:45 - 37:49
    What does this tell us about the creation
    and development of computer platforms
  • 37:49 - 37:56
    more broadly speaking. It made me realize
    that actually, this trend of using a platform
  • 37:56 - 38:01
    development project as a way of talking
    about or performing a set of identities
  • 38:01 - 38:05
    and practices that are bigger than
    what we might do with the system.
  • 38:05 - 38:09
    This is actually not new at all, in fact
    we've seen this happening long before
  • 38:09 - 38:15
    Kickstarter with many of these hardware
    prototyping platforms like Arduino.
  • 38:15 - 38:20
    So I started taking a deeper look into
    these systems as a part of some
  • 38:20 - 38:25
    research that we're doing at Georgia Tech
    in conjunction with the Intel Science and
  • 38:25 - 38:29
    Technology Center for Social Computing.
  • 38:29 - 38:33
    So over the past few-- I'll come back to
    Arduino-- the Kickstarter-like example
  • 38:33 - 38:37
    from the past year or so, is this small-
    scale computer called Raspberry Pi.
  • 38:37 - 38:41
    And the interesting thing about Raspberry
    Pi is, well there's lots of interesting things
  • 38:41 - 38:46
    but to me the interesting thing is that
    it's really just a bare bones Linux system
  • 38:46 - 38:49
    that you couldn't buy and you couldn't buy
    it because they couldn't manufacture it
  • 38:49 - 38:52
    quickly enough because they
    didn't anticipate demand, and so
  • 38:52 - 38:57
    right before Christmas, this broke out of
    the kind of populous community and
  • 38:57 - 39:01
    hacker community and kind of "maker"
    community into the general population
  • 39:01 - 39:04
    a little bit. In fact I had what my wife
    was asking me and about half of
  • 39:04 - 39:08
    friends of hers had heard about it,
    and so what the Raspberry Pi became
  • 39:08 - 39:13
    was the kind of Tickle Me Elmo of last
    year and this is the thing you want but
  • 39:13 - 39:17
    can't get and the reason you want it
    is not really even because you know
  • 39:17 - 39:21
    what it is, right? I mean, what is
    that for any random person?
  • 39:21 - 39:24
    It looks computery, but what does it do?
    Who knows? Just like you don't know
  • 39:24 - 39:26
    what the Tickle Me Elmo is.
  • 39:26 - 39:27
    (laughter)
  • 39:27 - 39:29
    Or why you would want it
    anyway. I guess I want it because
  • 39:29 - 39:33
    it's an Elmo, right? So, you know, these
    things kind of overtake the reality
  • 39:33 - 39:37
    and they become bigger than what we
    really were participating in when we were
  • 39:37 - 39:42
    participating in the Raspberry Pi craze
    was the idea that we might be the kind of
  • 39:42 - 39:46
    individual or family or whatever for
    whom this would be an important
  • 39:46 - 39:49
    part of our lives, right? This is
    something... or, just like when you
  • 39:49 - 39:54
    buy the Tickle Me Elmo, what you're really
    doing is saying something about yourself
  • 39:54 - 39:57
    as a parent, right? This is what I've
    done to get you this Christmas present
  • 39:57 - 40:01
    that you wanted. Now, turns out there are
    examples of these kinds of hardware
  • 40:01 - 40:06
    development projects on Kickstarter
    itself. This is one called Twine, which is
  • 40:06 - 40:11
    a so called "internet of things" system
    that allows you, it has sensors built in,
  • 40:11 - 40:14
    it connects to a wifi network, and it can
    provide signaling you can use to send
  • 40:14 - 40:18
    text messages or other things. I'll come
    back and talk about this in more detail.
  • 40:18 - 40:21
    You can see that they were actually
    successful in their Kickstarter.
  • 40:21 - 40:27
    And here's another one called blink(1),
    which is a light that you plug into your
  • 40:27 - 40:31
    USB port and it can change colors and
    you can program it to do different things.
  • 40:31 - 40:38
    Now, the guy who is behind Thing M
    actually, also backs Kickstarters,
  • 40:38 - 40:40
    and I talked to him when I first started
    researching this idea of what
  • 40:40 - 40:45
    Kickstarters are and even before he
    launched his project, he was very aware
  • 40:45 - 40:50
    of this dynamic and said, you know,
    "I back projects I want to see exist,
  • 40:50 - 40:54
    even if I never get anything back
    in return." And so I think he had
  • 40:54 - 40:58
    the sense, and this is kind of a savvy
    business sense to have, that maybe
  • 40:58 - 41:01
    what I want to do is present an idea
    that's simple and compelling enough
  • 41:01 - 41:06
    that people want the idea of it, whether
    or not they want the product, right?
  • 41:07 - 41:12
    He also told me that even if he doesn't
    need it, or even if it's too expensive,
  • 41:12 - 41:15
    or even if it's just, you know, there's
    too much stuff in my world already,
  • 41:15 - 41:19
    I don't need another gadget, maybe I'll
    back it just because this is a thing that
  • 41:19 - 41:22
    I want to endorse, like clicking the
    'like' button, right? But you can do it
  • 41:22 - 41:28
    with your wallet. So, thinking about these
    kinds of dynamics with Kickstarter, with
  • 41:28 - 41:30
    this kind of idea of participating
    in the entertainment or leisure
  • 41:30 - 41:35
    of the idea of things, one of my PhD
    students, Tom Jenkins and I started
  • 41:35 - 41:39
    taking a look at as many of these hardware
    prototyping platforms like Arduino and
  • 41:39 - 41:45
    Raspberry Pi as we could get our hands on.
    And we tried to look at the functions.
  • 41:45 - 41:50
    The stated functions. The purposes
    to which these would be put and we
  • 41:50 - 41:55
    found some patterns, not surprisingly.
    Many are educational apparatuses, or
  • 41:55 - 42:00
    they aspire to teach students basic
    electronics skills, and there's some
  • 42:00 - 42:03
    argument that all of them are like this,
    all of them are kind of educational
  • 42:03 - 42:07
    platforms, but some of these systems
    have framed themselves explicitly.
  • 42:07 - 42:10
    This is the Propeller Board, which is,
    you know, explicitly talks about being
  • 42:10 - 42:14
    conceived to educate users on the
    uses of a particular pattern of a
  • 42:14 - 42:20
    microprocessor, right? The Raspberry Pi
    is another example. It's creators see
  • 42:20 - 42:25
    it as an educational apparatus
    and describe it as this tiny, cheap,
  • 42:25 - 42:28
    computer for kids, about $35 to buy one,
    and in fact, they have a kind of back-story
  • 42:28 - 42:33
    about students at the University of
    Cambridge who arrived in the 1990s
  • 42:33 - 42:38
    and exhibited more of the traits of low-
    level hobbyist programmers than those
  • 42:38 - 42:42
    who arrived a decade later and they're
    trying to recuperate some of that kind of
  • 42:42 - 42:45
    natural inborn capacity with, not
    necessarily with electronics, but just
  • 42:45 - 42:50
    even with programming or being able to
    operate a machine like a computer on a
  • 42:50 - 42:55
    lower level, so you know, education
    is certainly one of these goals.
  • 42:55 - 43:00
    Other platforms seem to be intended as
    kind of toys, as recreational apparatuses,
  • 43:00 - 43:05
    as hobbies, and it's sometimes difficult
    to separate the toy use or the fun use
  • 43:05 - 43:09
    from the educational use, it's that kind
    of chocolate covered broccoli business.
  • 43:09 - 43:14
    So this is littleBits, which is really
    meant for play, but it's also
  • 43:14 - 43:17
    an educational electronics system, you can
    connect these different components together
  • 43:17 - 43:23
    This is called the MaKey MaKey, which is
    essentially a kind of fun electronic
  • 43:23 - 43:29
    interface creator where you can wire it up
    with, you know, bananas or like Play-Doh
  • 43:29 - 43:33
    and paper to control a video game.
    So, you know, it tries to make
  • 43:33 - 43:40
    experimentation interesting and fun
    and rewarding. And another use is
  • 43:40 - 43:44
    art and design and certainly, a lot of
    these platforms were conceived as a
  • 43:44 - 43:49
    way for artists and designers who
    don't have a deep electrical engineering
  • 43:49 - 43:53
    or computer science background to
    make things, especially physical hardware
  • 43:53 - 43:58
    apparatuses with computers. It starts with
    the wiring system, which was an open-source
  • 43:58 - 44:02
    electronics prototyping kit that was
    influenced by the processing software
  • 44:02 - 44:05
    environments, you could kind of do the
    same creative coding with hardware
  • 44:05 - 44:10
    you could do with visual design and
    processing, which had been itself
  • 44:10 - 44:13
    influenced by John Maeda's Design by
    Numbers project, so this idea of
  • 44:13 - 44:20
    [inaudible] creativity. And you know,
    Arduino and its related forms and shields
  • 44:20 - 44:24
    and all of the extensions to it also
    rise out of the wiring project,
  • 44:24 - 44:30
    from 2000 onwards and these things are
    emerging along with new programs that
  • 44:30 - 44:34
    inner-mesh art and culture at
    universities at NYU, at USC,
  • 44:34 - 44:38
    at Carnegie Mellon, at Georgia Tech and
    other institutions. And these things found
  • 44:38 - 44:41
    homes very quickly in these programs.
    It's almost like running a textbook.
  • 44:41 - 44:46
    Nobody reads it except you get in the
    course and to some extent these devices
  • 44:46 - 44:52
    have served that niche. And another common
    usage for these systems is monitoring.
  • 44:52 - 44:56
    Systems that intend to provide event
    notification for different conditions.
  • 44:56 - 45:00
    Here we can return to the Twine.
    One of the example uses of this device...
  • 45:00 - 45:04
    This is from the website, kind of
    from their marketing, you know...
  • 45:04 - 45:08
    if the temperature is over 27 degrees,
    and the Twine is facing up then send a
  • 45:08 - 45:11
    message to Eric that John is at the lake,
    and this is a ridiculous example, but
  • 45:11 - 45:14
    it gives you a sense of what you could
    do with it as a temperature sensor
  • 45:14 - 45:18
    and a moisture sensor, so, you know,
    if your basement is going to flood,
  • 45:18 - 45:21
    you could put the moisture sensor down
    there and it would send you a text message.
  • 45:21 - 45:27
    The blink(1), it kind of has the same
    features, right? A notification from Skype
  • 45:27 - 45:32
    or something like that, so all of these
    functions are interesting, but, but...
  • 45:32 - 45:37
    if you kind of back up and think about it,
    all of these devices sort of suffer...
  • 45:37 - 45:41
    or benefit, depending on your perspective
    from the same issues that Kickstarter does.
  • 45:41 - 45:44
    In a sense that what does one really--
    are you really gonna do this with your
  • 45:44 - 45:47
    Twine, you spend like 150 bucks on this
    thing, you throw it down in your basement
  • 45:47 - 45:51
    with the moisture sensor and you kind of
    forget about it? Is this a use that
  • 45:51 - 45:55
    corresponds with the real world, or just
    with people who like the idea of using
  • 45:55 - 45:58
    these hardware tinkering platforms?
    And same for the blink(1) or even for
  • 45:58 - 46:03
    the Arduino. In Raspberry Pi, you can see
    all the people talking about getting one
  • 46:03 - 46:08
    I already used that example, and in some
    sense if we have to draw one thread
  • 46:08 - 46:13
    all the way through all these systems, one
    commonality, it's a kind of vagueness that
  • 46:13 - 46:18
    a general purpose computer has a clear
    set of possible uses: for communication,
  • 46:18 - 46:25
    for work, for advertising, whatever, but
    the materials and supporting devices for
  • 46:25 - 46:31
    Arduino and Fidgets and Twine, they
    don't explain much about them, right?
  • 46:31 - 46:34
    There's a kind of measure of circular
    reasoning in this platform space.
  • 46:34 - 46:39
    On the one hand, they are supposed to
    offer simpler, easier, more accessible
  • 46:39 - 46:42
    entry into hardware development, but
    on the other hand, they don't provide
  • 46:42 - 46:45
    much scaffolding to do that, actually.
    And they don't really give you many
  • 46:45 - 46:50
    examples of valid viable uses, you're just
    supposed to discover them, apparently.
  • 46:50 - 46:55
    So, the abstract values of being engaged
    with play or education or experimentation
  • 46:55 - 46:58
    or comfort or empowerment, that's really
    the function that these are serving, right?
  • 46:58 - 47:01
    I mean, you might adopt one as a
    way of feeling a certain way and
  • 47:01 - 47:05
    maybe carrying out that feeling, right?
    But primarily by kind of performing a
  • 47:05 - 47:09
    certain identity, right? So, one of the
    things that we've been interested in
  • 47:09 - 47:13
    in my lab, Tom and I have been recasting,
    re-framing these particular platforms
  • 47:13 - 47:19
    as what we call tinkering platforms and
    trying to kind of reclaim some of the
  • 47:19 - 47:23
    lost opportunity, so, you know, the idea
    that you would spend several hundred
  • 47:23 - 47:28
    dollars on a Twine device and sensors
    in order that you could then, again, like
  • 47:28 - 47:32
    throw it into your basement so that
    it could tell you if it was flooding,
  • 47:32 - 47:36
    this seems like a less viable kind of
    direction for the actual use of this system
  • 47:36 - 47:41
    than something else that we might be able
    to invent, and the same is true for Arduino
  • 47:41 - 47:45
    and Raspberry Pi. It's almost
    like the, they're in-viable actually,
  • 47:45 - 47:49
    as real products, and so we should treat
    them for what they are, which is these
  • 47:49 - 47:52
    kinds of aspirational products, but that
    doesn't stop us from imagining what
  • 47:52 - 47:56
    real versions of products like this might
    look like, and for Tom and I, we've been
  • 47:56 - 48:00
    exploring a kind of return to the hardware
    store mentality as an alternative.
  • 48:00 - 48:03
    So, you kind of go in to the hardware
    store or the RadioShack and you
  • 48:03 - 48:06
    rummage through some bins and you find
    some components that cost a few dollars
  • 48:06 - 48:09
    and you solve a little problem in your
    world and nobody needs to know
  • 48:09 - 48:15
    about it even. So we've been designing
    systems that use the PIC microprocessor.
  • 48:15 - 48:21
    And one of the reasons you choose an
    8-bit microprocessor with 16 bytes of
  • 48:21 - 48:25
    memory is because it's cheap, usually
    twenty cents. They have to be programmed
  • 48:25 - 48:28
    in assembly that's relatively straight-
    forward and so again, the context of this
  • 48:28 - 48:32
    this ISTC we started building little
    computers that are very modest
  • 48:32 - 48:35
    and don't aspire to much,
    but they only cost a couple bucks,
  • 48:35 - 48:39
    we're trying to get it down to a dollar,
    and a few sensors for input and output,
  • 48:39 - 48:42
    here's a light that's blinking,
    we milled some boards,
  • 48:42 - 48:48
    and we've been kind of experimenting
    with methods of development for this.
  • 48:48 - 48:50
    And one of the things we've been doing is
    just going and talking to people who are
  • 48:50 - 48:55
    in the community about really random
    specific needs that they have and to
  • 48:55 - 48:59
    see if we can solve them. So Concrete
    Jungle is a local organization in Atlanta
  • 48:59 - 49:05
    that reclaims neglected produce from
    public spaces, so we've been working
  • 49:05 - 49:10
    with them as an example of this kind of,
    to keep us honest, something we don't have
  • 49:10 - 49:13
    necessarily have a strong commitment in,
    but we would like to be able to solve,
  • 49:13 - 49:18
    on fruit ripeness detection, so we built
    some prototypes and so [inaudible]
  • 49:18 - 49:21
    when we do this, we use these laminate
    bags and so forth, and then we can kind of
  • 49:21 - 49:26
    build these small apparatuses that
    allow us to detect fruit ripeness.
  • 49:26 - 49:30
    This is one very stupid example of how
    you might use this, but it's kind of like the
  • 49:30 - 49:34
    more stupid examples I have, the better.
    This is really what I'm going for.
  • 49:34 - 49:40
    So, to close out and kind of to return to
    Kickstarter, I think if you think of
  • 49:40 - 49:45
    Kickstarter less as a funding platform and
    more as an entertainment platform, then
  • 49:45 - 49:47
    you have the right start, but
    actually what you need to do is
  • 49:47 - 49:51
    take that even further and think of
    Kickstarter as primarily an entertainment
  • 49:51 - 49:54
    platform in the same way that like
    Facebook has become more of an
  • 49:54 - 49:58
    entertainment platform than a
    communications platform. And so,
  • 49:58 - 50:04
    while it's true that the Pen Type-A is
    more than that $100 metal pen that
  • 50:04 - 50:08
    never gets used, it is indeed this kind of
    memento of my excitement and interest
  • 50:08 - 50:12
    in the design project itself and the
    students who were pursuing it.
  • 50:12 - 50:16
    There's also a sense that it would be nice
    if there were an alternative world in which
  • 50:16 - 50:20
    it were also a pen, in which we can
    also get pens. At least occasionally.
  • 50:20 - 50:25
    And I actually think what's happened is
    that making things like pens is actually
  • 50:25 - 50:30
    much much harder now than making ideas
    about pens or about games or about films
  • 50:30 - 50:34
    or about computers or about whatever.
    And part of that is because of the
  • 50:34 - 50:38
    incredible surplus of targets for our
    attention. All of the different things
  • 50:38 - 50:42
    that we could possibly be looking at
    at any given time, but I think it's also
  • 50:42 - 50:47
    partly because our idea of what a real
    pen or a real game or a real film or
  • 50:47 - 50:53
    a real computer or whatever, that it has
    become too grandiose. That there's really
  • 50:53 - 50:56
    no reason why this needs to exist in the
    form that it does. It was actually just fine
  • 50:56 - 51:01
    to have the pen, and so when I reflect
    on kind of the philosophy that we've been
  • 51:01 - 51:05
    using and thinking about tinkering
    platforms, one of the ideas is that
  • 51:05 - 51:10
    maybe what we want when we make things
    these days are more modest goals,
  • 51:10 - 51:14
    rather than more ambitious ones, to find
    those kind of small pockets where we can
  • 51:14 - 51:18
    actually affect just little tiny change
    in our own individual personal lives
  • 51:18 - 51:22
    and then we can kind of recast the
    experiences that we have with these
  • 51:22 - 51:26
    entertainment projects in a different way.
    To be aware of what they are in the
  • 51:26 - 51:30
    same way that we want to be aware that
    QVC is more than just a place to buy things.
  • 51:30 - 51:35
    So, that's it. Thanks.
Title:
Ian Bogost: I Kickstarted Your Project And I Didn't Even Get The Lousy T-Shirt
Description:

more » « less
Video Language:
English
Team:
MITH Captions (Amara)
Project:
BATCH 1

English subtitles

Revisions Compare revisions