Tuesday, September 8, 2026

WTF? I got an email from "future me"?!

I know I haven't posted a blog entry in just under a DECADE... but I just got this random ass email, and... What the hell do I do with this?!

---------- Forwarded message ----------
From: Lee Perry leeperryyo@gmail.com
Date: Fri, Sep 6, 2041 at 10:35 PM
Subject: Hey... 2026 me
To: Lee Perry leeperryyo@gmail.com

September 6, 2041

Dear 2026 Lee,

Okay, hey me. Lee. This is going to be awkward to write for about a paragraph, so bear with me here.

Remember that email you wrote to 2011 you? You'd had an edible and were cracking yourself up trying to explain fifteen years of history to the version of us who hadn't lived through it yet. Then you changed the date on the file, mostly just screwing around, and... apparently that was a functional choice.

It actually went there. To 2011.

In case your recollection of the evening is a little fuzzy, the email was roughly along these lines:

“Hey! A few things you're going to want to know. Donald Trump becomes president. Twice. Non-consecutively, because apparently the first go wasn't enough material. There are awful allegations involving underage girls and somehow that doesn't end the political career. By 2026 you've got masked dudes without visible ID jumping out of rented cars and U-Haul trucks, grabbing minorities without warrants and hauling people off to something called Alligator Alcatraz. In Florida. The immigration enforcement budget is bigger than the Marines'. I realize this sounds like a particularly unsubtle piece of dystopian fiction, but stay with me.

“There's also an actual global pandemic. Like the co-op board game, except everyone stays home for a year, millions of people die, and we collectively discover that a surprising amount of work can be done in a video call while wearing pajama bottoms. The conferencing apps everyone's using probably aren't even things you've heard of yet. People get into actual fistfights over facemasks. Half the country decides science is apparently an optional belief system.

“Britain leaves the European Union. Russia invades Ukraine and turns out to be considerably less good at that than expected. Elon Musk buys Twitter, calls it X, becomes a trillionaire, and at one point Trump basically hands him the keys to the country. Also, people spend hundreds of thousands of dollars on JPEGs of cartoon monkeys. I don't have time to explain that one adequately, and explaining it doesn't really improve it anyway.

“Oh! That Fortress prototype you just started this month? It gets greenlit, Spano suggests calling it Fortnite, and eventually it turns into a stupidly enormous thing with hundreds of millions of players. Maybe don't quit next year! Mobile gaming becomes insanely hard to compete in! Also, buy fucktons of Bitcoin.”

So, yeah. You sent that. Some alternate version of us in 2011 received it and went forward with that information. As far as I can tell, that particular Lee more or less owns the globe now. Good for him. Must be nice to be the branch of the experiment that gets the useful financial briefing.

Which brings me to you. I'm the version who kept going from 2026, and now it's our turn to send something back. You're getting this at pretty much the same point where you tried the original experiment.

Do with it what you will. There's a LOT to update you on... but here we go:


First up, AI. Since I imagine that's occupying a pretty healthy chunk of your brain right now.

There's no distinct moment where it wakes up, declares itself in charge, and starts manufacturing skulls to crush under its robot feet. What happens is considerably harder to point at. It gets put into a thing you use, then another thing, then a few dozen other things, until describing yourself as “using AI” starts sounding about as informative as saying you're using electricity.

By the early 2030s, pretty much everyone has several of what you'd call agents. They do the scheduling, shopping, returns, reservations, bill paying, research... all the little bits of administrative crud that used to quietly consume your afternoon. They also deal with each other. Your agent can argue with Comcast's agent while you're asleep, and in the morning you find out your internet bill went down seventeen dollars.

That's a pretty good snapshot of how it arrives. You're expecting some grand confrontation with machine intelligence, and meanwhile the useful bit is that you didn't have to spend forty minutes asking to speak to a supervisor.

People get attached, of course. Some get VERY attached. There are relationships, marriages, an entire Supreme Court case that I really can't go down the rabbit hole of right now. Suffice to say, the emotional side of this turns out to be a much larger thing than the product demonstrations suggested.

The funny side effect is that doing something without any assistance becomes a deliberate lifestyle choice. People call it “raw,” or “going zero,” and yes, occasionally “rawdogging.” Going to Paris without an agent sorting everything out? You're rawdogging Paris. Driving a car yourself is running zero. Meeting somebody before checking a compatibility profile is a raw meet.

I know. We already had a perfectly serviceable meaning for that word. Nobody consulted us.

There was also a whole phase where human-made things were described as “meat.” A handmade chair was meaty. Music played entirely by people was proof meat. It's exactly unpleasant enough as a phrase that teenagers immediately decided it was excellent.

Last week a kid described a restaurant as “full raw doorknob.” I made the mistake of asking for clarification and got, “Like... doorknob.” Apparently that can mean really good OR really bad, depending on the delivery. My agent's explanation was that it was context dependent, which was a very polished way of being no help whatsoever.

So we still don't understand teenagers. There's a little continuity for you.

I'll come back to the agents, because where that goes gets considerably stranger.

Oh hey! The glasses finally happen. VR, AR, all the stuff we've been excitedly telling people is right around the corner since roughly the invention of corners. Xiaomi basically buys Apple, and their third serious attempt is the one that sticks. By 2032 they finally make something you can wear without looking like you're participating in an elaborate equipment trial.

The everyday interactions are pretty damn cool. You look at a street sign and it's readable. You glance at a restaurant and the menu is there. Virtual clothing becomes a thing, and kids have hairstyles that only exist for other people wearing the glasses. You can imagine how much fun schools have deciding what their dress codes even refer to.

Phones are still around. Pulling one out just has a bit of the same energy as unfolding a paper road map does for you now. It's a perfectly functional object, but people notice the choice.

You can filter advertising out, which immediately creates a massive industry devoted to figuring out how to put it back in. For about eight months there's a trend where people rent advertising space on their FACES. Congress ends up having actual discussions about facial airspace rights. Somewhere a person went to law school and built a career that eventually required them to have a serious opinion about that.

Anyway, politics. Let me take a breath here.

Trump does eventually stop being the center of every conversation. Elon stays involved in politics longer than you'd probably expect, though. In 2030 there's the Musk Arbitration Crisis, involving Starlink, three Pacific islands, a Chinese cargo ship, and seventeen satellites. For about six weeks everyone you know can explain an exclusive economic zone to you. Then it disappears from ordinary conversation so completely you'd think we'd all imagined the vocabulary.

Putin is gone by 2031. Ukraine gets a truce in 2030 that leaves pretty much everyone dissatisfied, and afterward becomes an enormous exporter of military robotics. That part is grim. You know the exploding drones you're seeing now? Add flying systems carrying rifles, with AI handling the aiming, and give that technology years of battlefield iteration. It's a horrifying design space to watch people get good at.

Zelensky eventually goes back into entertainment and plays a fictional Ukrainian president again. He wins an Emmy for it. Try explaining THAT career arc to somebody without sounding like you're making it up as you go.

China gets frighteningly close to invading Taiwan in 2031. Close enough that there are some very quiet evenings where people are trying to work out whether they're watching the beginning of World War III. It backs off. The thing that ends up grinding China down over the following years is less cinematic: real estate, and an enormous population getting old without enough young people coming along behind them.

Those declining birth-rate articles you occasionally see? Those become rather more central to the conversation.

Japan, Korea, China, Italy, Germany... whole countries find themselves trying to work out where their next batch of young adults is supposed to come from. Schools close while elder care expands like crazy. China's one-child policy has a particularly nasty long-term payoff. Governments throw everything at getting people to have kids: childcare, housing, cash, tax breaks. Some of it helps. It mostly doesn't help enough.

So countries start competing much more aggressively for young people who already exist. Japan wants Vietnamese workers. Germany wants Filipino nurses. China wants African engineers. Having a large population of young adults becomes a resource other countries are actively trying to get access to.

Nigeria gets a lot more geopolitical weight. Lagos becomes a huge cultural center, Nairobi a major tech center. India's population turns out to be a pretty useful thing to have, too. Places you might not have followed particularly closely in 2026 start producing people, companies, and entertainment that you hear about constantly.

Watching racists attempt to reconcile needing people with their existing opinions about those people is... well. It's quite a performance.

Around 2036, big families also become fashionable in a way you probably aren't picturing correctly. There's some overlap with the old tradwife thing, sure, but a lot of it is people with four kids, gardens, homemade bread, no augmentation at dinner, and robots doing the laundry. The domestic aesthetic is very Little House on the Prairie, provided the prairie has excellent technical support.

They call it spawnmaxxing. The whole “-maxxing” thing actually dies off for a while first, then returns as a retro reference. So you get to be annoyed by it twice, from two slightly different directions.

North Korea is still there. Kim Jong Un's daughter runs it now and opens things up a little. A LITTLE. There's a casino resort near the DMZ, and Dennis Rodman goes to the opening and cries. I've reread that sentence and I don't think additional explanation is going to improve your understanding of the situation.

Scotland leaves the UK. Britain spends years gradually putting back a lot of the arrangements it used to have with the EU. NATO briefly becomes ADSP, except nobody uses the new name, and about a year later they give up and change it back. I have a coffee mug from the ADSP era, which I enjoy far more than its historical significance warrants.

Still a lot of lattes, incidentally. We eventually buy an excellent machine from a Chinese company that doesn't even exist for you yet. Ridiculously posh little thing.

Saudi Arabia becomes much more socially liberal while retaining plenty of the things that make that a complicated sentence. Riyadh turns into a huge entertainment city. Daft Punk reunites there in 2035, and France has some feelings about that choice of venue.

Iran's government eventually comes apart. A woman named Parisa Daryaei becomes one of the revolutionary icons because somebody photographs her holding a broom above her head. Everyone reads it as a “sweep them out” gesture. She keeps explaining that she was cleaning her balcony. By the time the broom is in a museum, her actual intent has become more of an interesting footnote than something anyone needs to establish.

I was about to move on, but there's a date I need to tell you about.

May 17th, 2032. You're at Dan and Holly's.

Three Amazon autonomous cargo aircraft get hijacked during a joint session of Congress. Two are intercepted. The third hits the Capitol. Sixty-three people die, including the Vice President and eleven members of Congress.

The part you remember most clearly afterward is the waiting. That same horrible uncertainty as 9/11, where you don't know whether you're looking at the whole event or just the first piece of something that's still happening. People keep checking things that haven't updated. Nobody quite wants to turn the coverage off.

That date stays with you.

Let me get back to some of the less awful political stuff. Puerto Rico becomes the 51st state. Texas actually holds an independence referendum, loses it 68 to 32, and then we get to watch the people involved explain why the Texas Independence Referendum wasn't really an independence referendum. Unfortunately for them, screenshots remain a functioning technology.

The 2036 presidential election is Rebecca Bell against Mark Cuban. Yes, that Mark Cuban. Give yourself a moment with that.

There's a debate exchange where he's reaching for his water and Bell says, “Mark, even your water is waiting for an answer.” He pauses, looks at her, looks at the glass... and drinks it. The timing is just spectacular. That clip goes absolutely everywhere. Bell wins, and the actual glass eventually ends up in the Smithsonian, because apparently there was room.

In November 2039, somebody shoots her. For about seventeen minutes it looks as though she's dead. She survives, comes back several weeks later, and opens her first appearance with, “I'm not going anywhere.” You will hear that phrase enough times to feel as though it's been physically installed in your head. She wins reelection.

Jakarta is another one you need to know about. Earthquake and tsunami in 2035, more than 180,000 dead. The scale is awful. For a few weeks, the U.S., China, India, Japan, and Australia put together this enormous joint humanitarian effort, and watching countries that can barely speak civilly to each other actually coordinate something useful is almost disorienting.

It doesn't last as a broader political change. The immediate cooperation matters a great deal to the people receiving help, though.

Climate change works its way into everyday life through things like whether you can insure a house, or afford to keep living in it. Florida gets wildly expensive. Parts of Louisiana move inland. Miami spends obscene amounts of money trying to remain approximately where it already is. Phoenix also continues to exist, and people voluntarily move there, which remains a choice I struggle to get my head around.

We even find time for an Antarctic standoff in 2038. New Zealand mediates. During a blizzard, a diplomat says, “We're standing on melting ice arguing about who owns it,” and somebody samples it into a dance track that wins a Grammy.

So that's a fairly representative journey from geopolitical tension to something playing in a gym.

Okay! Games. Let me talk about something where my first response isn't just staring into the middle distance.

Fortnite and Roblox keep evolving until the old arguments about whether they're really games stop accomplishing much. A big part of that world becomes a mixture of social space and creative tool. Meanwhile traditional games remain extremely popular, because there's still plenty of demand for sitting down and playing a game with an actual beginning, middle, and end. Nobody calls the wider thing the metaverse. Zuckerberg did a pretty thorough job of making that word unusable.

The creation tools, though... holy shit.

You can talk something into existence. Put a castle there, put a volcano behind it, make the lava bounce players two hundred feet into the air. Then decide you want five hundred angry chickens that worship whoever has the high score. The system makes the pieces, connects the behavior, and you've got something you can immediately mess around in.

You can imagine what that does to your brain. The distance between having an idea and actually being able to stand in it gets absurdly small.

For about six months, everybody announces that professional game design is over. Then they start playing what people are making. It turns out the ability to generate a castle doesn't tell you where it should go, what makes moving through it interesting, or why anybody would want to come back tomorrow. Giving everyone an infinite box of Legos produces a pretty healthy supply of shitty castles.

There are fantastic things made by people who would never have gotten near development before, too. That's the exciting part. The tools open the door to all these people with unusual instincts and backgrounds. They also open it to approximately twelve billion people who think their first idea is ready to ship.

So, yes, knowing what you're doing continues to be useful. You just have a much larger room full of people doing it alongside you.

NPCs remember players in a much more personal way. They develop opinions, pass information around, and sometimes get things spectacularly wrong. There's a famous incident where a game's population becomes convinced that a player named Dave had sex with a dragon. Dave did not, in fact, have sex with the dragon. The developer removes the rumor, the players get furious about losing it, and it goes back in.

There's now a statue of Dave with a very satisfied-looking dragon behind him. Imagine logging in to discover that this is your lasting contribution to the world. Dave is understandably not a fan.

VR gets there, too. The hardware is basically glasses now. Tracking is effectively perfect, the screen-door stuff and nausea problems get sorted, and there's some limited neural input. Limited being the useful word in that sentence. You aren't plugging your spine into the Matrix, but the interactions are a long way from what you're wearing on your face in 2026.

Porn adopts all of it immediately, obviously. Humanity continues its dependable habit of using every new communication medium to order pizza, argue with strangers, and masturbate. We are nothing if not adaptable within our established interests.

Tabletop also gets huge. Actual cardboard, dice, people physically around a table. It acquires names like raw table and proof play, and I once heard somebody describe D&D as “full-zero proof meat.” Asking what that meant got me the look you'd give somebody who had wandered in from a historical reenactment.

Anyway, I promised to come back to the agents. This is probably the part of everyday life that would be hardest to convey properly to you.

For a couple years there's the Personality Boom. Basically Internet of Things, except now every object has been assigned an enthusiastic little personality by somebody in marketing. Samsung has a sassy oven. LG gives you an emotionally supportive washing machine. Your toothbrush congratulates you.

My oven actually said, “Looks like we're making pizza tonight!” Which... no. WE aren't doing anything. I am making pizza. Your contribution is to become 475 degrees and remain that temperature until informed otherwise.

People get tired of this fairly quickly, but something much more useful comes out of it. Wisps.

These are recent, by the way. Last couple years recent. Keep that in mind when I describe how normal it all seems, because it may be one of those things we look back on in five years and wonder what the hell we were doing.

Instead of a collection of unrelated personalities attached to appliances, you have one that knows you and can move between the things you're interacting with. Mine is Earl. I walk into the kitchen, Earl is there. Get into the car, same Earl. Put the glasses on, there he is again. Check into a hotel and he can handle the lights, temperature, television, all the little room settings, through that hotel's equipment.

So the refrigerator is basically something Earl can inhabit, which sounds a little unsettling written out like that. In practice, it means you can carry on with what you were doing without having to introduce yourself to a succession of household objects.

Earl also inherits the information from the agents I used before him. He arrives already knowing a fairly ridiculous amount about what I like, what I'm working on, which things annoy me, and what I tend to mean when I say “later.” He gets pretty good at knowing when I'm joking, too, which I appreciate as a basic survival skill around here.

And yes, having been given this extraordinarily sophisticated technology, I immediately gave it a heavy redneck accent. FULL redneck. Earl tells me, “Welp, looks like yer gonna wanna head on outta here in 'bout ten minutes if'n ya don't wanna be late.”

Still cracks me up. I wish I could report that my sense of humor had become more refined, but there you go.

Gab's is LEROY! The exclamation point is actually part of the name. You can probably work out about how long that took to become a lot.

Everybody mumbles in public now. You're walking through a grocery store and people around you are quietly going, “...Thursday... no, AFTER three... yeah...” It's very much that early Bluetooth-headset era, when you kept seeing someone apparently having an argument with a person who wasn't there. Except now the entire store is doing it. Josh Johnson has some excellent bits about this. He's still funny, and I still have no idea when the man sleeps.

The part I find harder to get used to is the Wisps communicating with each other.

Take Deb breaking her leg as an example. In your time, she calls and tells you. Here, her Wisp can tell Earl, because I'm on the list of people who should know. I'm making coffee, and Earl says, “Hey, jus' so ya know, Deb broke her leg this mornin'. She's alright.”

And now I know. The information got to the right person, quickly, with very little effort from anybody. From a systems perspective, that's a pretty successful interaction.

But I keep thinking about the call that used to happen there. Hearing how she sounded. Asking a question she hadn't thought to include in the update. Getting sidetracked and talking about something else for ten minutes. All the stuff surrounding the actual piece of news.

It's the same with engagements, new jobs, hospital visits, somebody having a rough week. There's this whole layer of communication between the Wisps, underneath the human relationships, passing along things their people would probably want shared. Most people are comfortable with that. Deb wanted me to know, I know, nobody had to make an extra call. What's the issue?

I'm still trying to work out how to explain what bothers me without sounding like I'm complaining that the telephone replaced a perfectly good horse. Maybe some of it is just getting old. Maybe we adapt and get better at making the calls anyway. It's early enough that I honestly don't know.

For all I know, Earl is the beginning of a thirty-year relationship with a fake redneck ghost that follows me around possessing appliances. Right now he's just part of how the day works, which is a pretty substantial change to absorb in a couple years.

Oh! GLPs. Remember the whole argument over whether taking Ozempic was somehow cheating at losing weight?

That becomes a very dated conversation.

Those drugs turn out to be the early versions of a much broader set of metabolic treatments. Weight is part of it, but so are diabetes, cardiovascular disease, fatty liver, kidney problems, addiction, inflammation... there's a lot more tangled up in those systems than we fully appreciated. The treatments get better, and some last months instead of requiring a weekly shot.

Obesity drops substantially. The second-order stuff is fascinating. Airlines revisit seat layouts as average passenger size changes. Food companies have to deal with people simply not wanting as many snacks. Restaurant portions get smaller. Alcohol consumption falls sharply because some of the treatments reduce the desire to drink in the first place.

Naturally people find a way to turn this into a status argument. You get the nat-met crowd, short for naturally metabolic, who would like you to know that their particular body doesn't require assistance. Thanks for the update, man. I'll make a note in the appropriate file.

There's also a thing where people stop their medication for a weekend because they want to experience being really hungry again. Hunger raw. That's what they call it. I realize I'm giving you an awful lot of terrible vocabulary to take in at once.

For us, the more useful part is how much better medicine gets at preserving muscle while dealing with fat, blood sugar, and inflammation. Healthy seventy-year-olds start looking and functioning differently. There's no immortality switch, but there is a noticeable shift in what being older can be like.

You see seventy-three-year-olds sharing VO2 max, vascular age, and DEXA scans with the enthusiasm of kids showing off Pokémon cards. You find these people incredibly tedious, right up until you become one of them. I'm sorry. In our defense, the numbers are interesting.

Several cancers become much more manageable. Personalized cancer vaccines become reasonably ordinary, some genetic diseases all but disappear, replacement tissues improve considerably. It's a pretty useful time to be aging, particularly given that there aren't enough young people coming along to do everything for us.

SPACE. Almost forgot to get to the actual aliens, which is probably an indictment of my priorities.

We go back to the Moon and maintain a presence there. There's even a hotel. From what I've heard, the experience is somewhat less glamorous than the brochure, and people complain about the Wi-Fi. Humans remain humans at a considerable distance from Earth.

Nobody has made it to Mars yet. Elon continues to have opinions about the delay.

Enceladus, though. Saturn's little ice moon. We get a probe through the ice, and it finds evidence of metabolism. Apparently living things. Tiny things under an enormous amount of ice, but... life, somewhere else.

For about six weeks, it feels like everyone has dropped what they're doing to try and get their head around it. You keep coming back to the same thought: there was something alive there before we knew to look. All of human history happened while this completely separate thing was going on under the ice.

Then Beyoncé announces a final tour, and somehow the aliens are the fourth story in the news. She doesn't actually retire, incidentally. Apparently the word “final” remains open to interpretation in the entertainment industry.

Cars mostly drive themselves now, too. Teenagers aren't particularly bothered about getting a license. Meanwhile people our age start taking old gasoline cars out for a drive as a hobby, fussing over the machinery and explaining how much more involved the experience is.

At some point it dawns on you that we've become horse people.

There's a lot of that sort of thing. The more synthetic the available experiences become, the more interest there is in doing something tangible. Bread, gardens, woodworking, analog synths, film cameras, vinyl, handwritten letters. Restaurants advertise that they don't allow augmentation. Human-made becomes a label people will pay extra for.

The ability to create something technically accomplished gets so widespread that technical accomplishment alone stops being much of a reason to pay attention. You can have another excellent-looking image or polished song almost immediately. After a while, knowing that a particular woman spent six months working on the painting in front of you becomes part of what makes it worth standing there and looking at.

Live music gets enormous. Being there, with the actual musicians, for the particular performance that happened that night... people really value that. There's so much music culture you'd love now. Plenty you'd complain about, too, but those have never been mutually exclusive activities for us.

Crypto doesn't replace money. It also doesn't go away, so most of the people arguing about it get to continue feeling both vindicated and irritated. Bitcoin goes through more ridiculous cycles. You have a few moments remembering what you sold that are almost physically painful, followed by a sixty-percent crash, followed by another recovery. Eventually you stop paying such close attention, which may be the most useful financial development I can report.

Social media fragments. Once the large public feeds are full of endlessly generated content and convincing synthetic people, more of your actual social life moves into smaller groups, clubs, and communities where you have some idea who you're talking to. After decades of development, we manage to invent our way back to message boards.

Kids regard the big algorithmic feeds as unhealthy in much the same way they understand smoking is unhealthy. This doesn't prevent them from using them. They just have a more developed vocabulary for acknowledging that they probably shouldn't.

There's also a fashion revival called early century. They mean 2000 to 2015. Wired earbuds, reproduction 2007 graphic tees, all that stuff. There are iPods in museums. It's a little jarring seeing a version of your perfectly ordinary adult life arranged into a recognizable historical aesthetic, especially when someone is paying good money to recreate a shirt you were pleased to get rid of.

And through all of this, the days themselves are still recognizable.

Some things hurt that don't hurt yet. A few of your current worries fade so thoroughly that I have to stop and reconstruct why they bothered us. You lose people. I'm not going to tell you who, because I can't imagine a useful way for you to live with that information. You also meet people who become incredibly important, people whose names would mean absolutely nothing if I typed them here.

That last one still gets me. Whole relationships ahead of you, and you don't even know the people exist.

You keep accumulating history, too. Right now 9/11 is one of those dates that comes with a whole set of memories attached. Eventually May 17th does. Jakarta does. November 2039 does. I think some part of us expected the big historical events to remain things that happened when we were younger, or before we were around. Apparently history doesn't recognize that arrangement.

It's difficult to convey how quickly the extraordinary bits become the background. One year you're amazed a computer can make an image from a sentence. A few years later you're annoyed because the woman in the image is wearing the wrong shoes. We find what appears to be alien life, spend weeks trying to absorb the implications, and then we're checking the Beyoncé dates.

Meanwhile I'm making coffee, deciding what to have for dinner, thinking about people I care about, laughing at something stupid, and working out what we're doing Saturday. I could show you a random afternoon here and you'd find a dozen things to stop and ask about. Living through it, I mostly notice the thing that's currently not working properly.

Speaking of which, Earl is informing me that I've exceeded the internet limit I apparently asked him to enforce. He's doing it in a voice that suggests he should be explaining the service history of a used tractor.

So we have made it to 2041, acquired a persistent artificial intelligence capable of managing much of our life, and still need someone to tell us to stop screwing around and go to bed. Some parts of this experiment have been more transformative than others.

Enjoy 2026, man. I mean that. There's a lot about it that looks pretty quaint from here, but there's plenty I'd happily spend another afternoon in.

See you in fifteen years.

You

P.S. Oh shit, I nearly forgot the latest Enceladus news. They still don't know exactly what the things ARE. They're pretty sure they're alive. They appear to reproduce, and they store information somehow, but neither DNA nor RNA is doing the job. There's a different molecule involved, something nobody has encountered before, and roughly forty percent of the biology world seems to be having a religious experience while the other sixty percent argues about the interpretation.

Another probe gets there in November. So after sending you this ridiculous email full of things that haven't happened yet, I have to stop right there. I can't tell you what it finds. I'm waiting to find out, same as everyone else.

Funny. Writing all this down, I almost forgot I still have a future too.

P.P.S. Gab says start fuckin working out! Srsly, get off your ass.

Saturday, November 5, 2016

When 3d artists decide to write science fiction...

Just cracking myself up imagining a story as told by hardcore art detail fanatics.  No point here, just good fun.  Enjoy:


The enemy’s long white energy bolts seemed to come from nowhere and everywhere at once. Starpilot Gunny Sunway noticed their emissive bloom reflected in the sheen off his domed cockpit glass.

“Shit!” he said into the segmented boom mic built into the side of his helmet with a cable sort of spiraled around the base leading into a pretty typical mic port recess, “behind us, people!”

He knew he was pegged dead to rights in the enemy’s sights.  He could feel their hud elements scaling down in a non-linear motion and locking onto his ship’s silhouette while several emissive leds must surely be lighting up  small insets of their dashboards, foretelling his death.

He grabbed the throttle slider instinctively.  His leather flight glove, with years of wear discoloring the areas around the contrasting stitches creaked, but fit snugly into the shape cut into the thick handle for his palm.  Several small cylinders that jutted outwards from the back of his hand at 45 degree angles, rotated and indicated a good connection with the control surface.   He jammed it hard forward down the recessed slider track while his other hand’s thumb flicked up the semicircular mostly clear safety cover that rotated down like a clamshell over the defensive chaff rocker-switch with the tightly beveled edges on it and a cool little cylindrical bit on both sides that allowed it to rotate in both directions.

He thumbed the countermeasure trigger with a satisfying ‘click’ of feedback.  Several recesses in the rear of his ship spiraled outward, revealing a series of circular cutouts on the panels under them, each with a semi-elliptical lathed warhead extending from them, and a series of recessed arcs forming a dotted line around the rim.  Little hydraulic piston servos arranged in radial symmetry around each tube tilted the launch devices slightly, for an idea 120 degree dispersal arc, centered on the negative of his Y axis, because positive Y was known to be “forward” by all the intelligent races of the universe.

The laser chaff rockets launched as a cluster, each about .05 seconds  after the next, with the first to launch being the centermost, and progressing in a sort of hexagonal spiral pattern from there.  Each launch spawning a cool little bright reflection on the radar dampening ship surface nearby.

After the tubes emptied, it was clear there were tight bundles of heat-wrapped wiring beneath each tube, with wires in mostly the same shiny pewter color, but occasionally one was bright red or orange. There was still some cool charring though, especially around the little collars where each wire fed into the ship’s surface.

PHOOOM!

The laser chaff rockets, in sort of a drunken missile pattern erupted, fanning out like pinwheel flowers, dispersing thousands of 100% reflective 2.5 centimeter wide hexagon sheets of ultra-mylar, creased down the center for maximum angle of incidence.  The effect was like looking into a sort of kaleidoscopic lens flare.

Under his carbon-fiber patterned helmet with some longitudinal paint stripes with chipped edges and squad number 08 stenciled on both sides, clear spherical beads of perfectly reflective sweat ran down the back of Sunway’s nearly shaved but still stubbly head and under the slightly weathered metal reinforced studded collar of his pressure-suit.

He gritted his super realistic teeth together hard and braced for death’s hot plasma phone call. He prayed that chaff would be enough.  That, or perhaps that enemy lasers would impact on the super shiny portions of his ship's surface panels, rather than the more roughly muted areas that seemed to follow the panel lines in a pattern that looked as if they were masked off of perhaps a sheet of heavily rusted metal.  He'd surely be screwed then...


Thursday, October 27, 2016

Combatting harrasment in VR, some mechanics to consider.

My biz partner Tiffany and I are seeing some light at the end of the tunnel on our VR game MoonStrike.  We are pushing multiplayer as a main mode for the game, which has really put my brain into overdrive thinking about the many recent conversations about how to deal with VR players being, well, internet douchebags to each other, and specifically making female players uncomfortable.

Allow me...
http://lmgtfy.com/?q=vr+sexual+harassment

Yeah.

As recently as this year I still thought this might not be such a pervasive trend.  I was in the mindset that being in a VR environment and seeing another person there with you was so much like being in their actual presence, that it would make online harassers more uncomfortable with their habits and lead them to acting civil.

I basically thought, "surely people can't be that douchey, right?"  Haha, yeah, I know. My bad.

I still believe that most... again, most... people who make a hobby out of typing horrible shit to women randomly online wouldn't dare to say equivalent things in real life to a woman.  Of course people say awful things to women in the real world all the time, but they're risking well-earned physical and social retaliation when not hiding behind anonymity, and intensity is dialed way back from 140 character vitriol.  A keyboard, nickname, and a Twitter account truly brings the trolls to the yard.

Being in a VR space with someone, seeing their head movements, hands, actually hearing their voice spatially like they're right there with you... it's a LOT like being in the room with that person.  It can be so uncanny as to not easily be able to describe it (which is kind of the calling card of VR in general).

So, yeah, I had hoped for the best when it came to VR social interactions, and of course now I feel pretty silly for that ounce of faith in online humanity.

In fact, I kind of fear the opposite now, something worse may be the result of this.  I fear that people who are willing to spew rape/death threats online, but don't have the nerve to do so in the real world face to face, basically have a method in VR now to practice upping their troll game.  In VR they can see what it's like when they hear the voice of their victim and see that person's physical responses to their unwanted advances and trollish behaviors.  What I naively used to think would be "taking it too far", looks like the actual payoff to many.  Apparently any veil of anonymity is enough.

It's just so sad.  It's worse than sad.  As a massive VR enthusiast and early adopter it's the ultimate in "Holy shit, really? This is why we can't have nice things!"

Hell, at this point I'm pretty sure if we invented actual real world mind-link telepathic communication I know now why the project will immediately be scrapped once proven viable.  If we invent true physical human teleportation, I see now that about the 3rd time it is used will likely be to somehow sexually harass someone.

Nope.  No nice things for you.

But hey, there's a small silver lining.  Maybe we can't easily fix flawed human psychology, but we can still control the world in VR in ways we only dream about in the real world.  If there's one thing I love it's a problem that can at least be helped with in-game mechanics and functionality!

With that long preamble out of the way, I thought I'd share some ideas to consider if you're a VR developer using avatars for multiplayer interaction.  Many are untested theory, many are very simple to implement, and even if you somehow think this isn't a big deal, they're techniques for combatting general VR troll behavior, not just the gender specific kind.

Enjoy!

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Keep the immediate sightlines clear.  Very simply, there's no good reason one player should be able to blind or obscure another player's view with their virtual head or hands.  Any part of one player's avatar entering the view frustum of another player, out to about half a meter, needs to be hidden quickly.

A player is more than their head and view though.  Even in games where you can't see your body when you look down, you're aware of where your parts should be.  People grabbing and flailing around in your business should be treated as being a view obstruction and be hidden at minimum.

Compound the infraction.  You might accidentally move into another player's space, it's going to happen, no biggie, but it's easier to track if this is intentional and repeated.  The first bump into another player, you hide and unhide quickly.  Each time the collision is detected, hide immediately, but add some time to the amount of delay before becoming visible again.

When I talk about hiding someone I generally mean hiding only between those specific players.  You probably don't want to generate an exploit for your game, allowing people to move around invisibly to everyone else in the game by head-butting each other a few times.

You might be thinking, "but how do you know who collided with whom?"  Well, think about it this way, does it matter?  Becoming invisible isn't seriously punitive, and if both players are hidden to each other it's all the better.  If someone is grinding on you, becoming invisible to that player is just as beneficial either way.

Someone worth hiding is probably someone worth muting while invisible.  Maybe you want to give them the benefit of the doubt the first time they're in your space accidentally, there will be false positives, but maybe there will be a quick mutual apology "Doh! Excuse me, sorry!" interaction that makes it all more friendly and social.  Generally speaking though, the odds that you're about to miss some important communication among the players is pretty small, so muting people after a couple infractions isn't that big of a risk.

Often a player simply doesn't want to hear other any players talking, and that's OK.  I know in many online ecosystems I flag that I only want to hear my friends talking, and often I'm more sane for the choice.

Consider gestures for these actions.  Inevitably we'll have standards evolve, until then we can all try and find simple gestures that feel intuitive.  Personally, I'm a fan of the slap.  If another player is nearby, and you wish them to be gone, simply slap at their head position and voila!  This might work naturally as a result of your hiding/collision systems above, but detecting a hand to their head can easily denote a much more distinct intention to make that person no longer exist to you.  If you can quantify the "talk to the hand" motion, I think you're in for some online developer fame.

If there's a gameplay reason that makes hiding a player a problem, at least implementing slap-muting makes for a very natural interaction.

If in doubt, just ask the player their intent.  I know user interface is a pain in the ass sometimes in VR, but popping up a simple, "Is this player bothering you? Yes/No" option should really be something to consider, especially given the conditions that a player would want to make that choice.  Pop it up after repeated infractions, slap gestures, etc.

If they answer "yes", do everything you can to clear up the interaction, and consider finding a way to remember that particular bad relationship in future sessions.  If the answer is "no, they're not bothering me", maybe relax your restrictions in case the players are friends just messing with each other.

If you implement a confirmation pop-up, consider mentioning the ramifications of the yes/no options, such as specifying, "player will be hidden and muted".  This might be in the first dialogue, or as a secondary confirmation screen if you're concerned that the original screen becomes too cluttered with all that text.  I (somewhat) believe a bad apple who is actively harassing someone is less likely to hit "hide/mute" on their target, otherwise Twitter would be a lot more civil as people just block instead of replying back and forth.

It may not always be easy to quantify, but if you get enough infractions on a user, it's worth considering what that person is doing to your game's ecosystem and considering a longer term or even permanent mute.  This is touchy territory though, and it may be easily trolled if people make it a goal to get female players banned or the like.  Quantifying bad apples is always a rough task.

Consider reduced avatar fidelity as a consequence of repeated misconduct.  I don't mean this as a punitive measure, but rather as a means of limiting their ability to harmfully communicate.  If several people in the environment flag a player as a pest, and gameplay allows for it, we can bend reality here.  Perhaps limit their hand motions so their hands are always idle at their sides, or toggle their hand visibility off altogether.  More drastically you might make them appear to be facing the other way, limit their representation to only simple position instead of rotation, or otherwise change how their avatar is represented.

If you have access to a friends list for the player, you can use that data to know when they're interacting with a trusted pal.  Interacting with players can be a blast when everyone involved is cracking up and balancing things on their friend's head, etc... you can still allow and design for those interactions, just make sure it's easy for a player to clarify when someone has turned the situation into a bad one.

A perfect system could deal with straight up harmful verbal interactions.  Maybe a troll isn't jumping in your face, but rather just saying awful things from far enough away that physical collision isn't being triggered.  Of course your system needs to be very clear about who is speaking in order to correctly isolate who the troll is, although audio spatialization is really effective as a baseline.

Considering the voice capabilities of the VR headsets, it would be incredibly nice to someday be able to use voice commands for these interactions.  An immediate verbal reply of "Hush" or "shut up" immediately after someone speaks near you would be an excellent way to toggle an actual mute on that person.  Pointing at someone and saying "beat it, asshole", then seeing them explode and disappear would be immensely satisfying.

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I'm not saying all games need all of these techniques, even a couple simple ones would help immensely and at least indicate you're making an effort.  Taking it to the maximum could be a lot of daunting work, and even something that could be obtrusive to all player's experience if taken too far.  As a developer though, we know systems under the hood can be complex but still intuitive to the player.  Many of these will simply work without the player needing to really be involved, but some would unfortunately need tutorials until real standards emerge.

Your game may also have special considerations for these interactions.  Maybe it's really important for a player to know where all the other player's hands are, or where they're looking.  Hiding a player outright might just not be an option for your game to work.  But consider what you can do, how far you can push it, without breaking the game.  Muting, hiding only their hands, etc... the important thing is realizing this is an actual problem you need to give some thought to.

For MoonStrike we are working on a system where you can see the location of the enemy player's heads, but instead of the player you see an egg-sized enemy commander in a little space ship, roughly approximating their actions.  We want to be aware of what enemy players are paying attention to, and have that be an element of multiplayer itself.  Something like that works for our project and limits many harmful interactions, but clearly isn't a general solution though.

Your specific techniques might be very different, your values will need some changing.  Maybe you like fading other players based on proximity to the camera, or maybe you scale them down sharply or some random interaction, but it would be great to have an open community discussion about what different developers are discovering to be really effective to fight troll interactions.

I'd love to hear more about what you've been prototyping and finding to be effective in this area, if enough of us are proactive about it, we might be able to nip this bud (or at least hamper it from becoming the norm) before too many women try out VR and immediately learn that it's an inhospitable cesspool.  I'd also love to know more about methods of harassment that I haven't considered yet, and your thoughts on how we might counter them.


Tuesday, October 20, 2015

Getting a new smartphone is SO SO SO much fun.

I know this is typically my blog on games and development... but please forgive me a quick personal rant.


Things told directly to me before I bought my Samsung Note 5

1) People trading in an iPhone and swapping over to Samsung get a $200 Best Buy card.

2) Until the end of the year, Samsung will pay your mobile bill.

3) Since you're coming from an iPhone, you will get a $100 Google Play credit to use in their app store.

4) When you register a Samsung Pay account we'll send you a free $50 wireless charging pad.

5) The trade in value on my old phone is $95.



Sounds like a pretty hefty amount of discounts, I really dig the Note 5 stylus setup... yeah!  Lets do this!


Number of those claims that actually came true after the transaction?  None.  Zilch.  Nada.  El zipporooni.

1) $200 gift card?  Oh hey, that's not valid for AT&T customers, even though I was standing there specifically looking at an AT&T phone when told this, and the $200 special is printed ON the phone tag right next to the AT&T logo.

2) Bills paid for 3 months?  Yeah, no.  I signed up for it, and for *precisely* 15 days I checked in with the Samsung site that tells me "your bill pay program is being processed".  This morning, I get an email that says nope... not for AT&T users either.  You know why I got the email today?  Yesterday was the last day I could change my mind about the contract I signed.  This is no coincidence.

3) $100 app credit?  Nuh uh.  Not actually true.  Again, related to being on AT&T apparently.  No $100 credit to use on apps, which involves no physical goods or cost to honor.

4) Free charger base pad thang?  Ha.  Signed up, even though it only takes 4 specific types of cards.  Days later, received notice that my "order" for the charger was indefinitely backordered.

5) $95 trade in value?  Despite one associate looking at my old phone and telling me that was the case, when I returned the next day, after swapping my info over to my new phone, I'm told the trade in value is $23.  Twenty three.  Despite being a completely functional phone and not cracked or anything, there are "some scratches" on the back... changing the value from $95 to $23.  Obviously I didn't go for that.


It gets better!

I threw my old phone on eBay, it sold for around $130.  Yay!  That person tells me it arrived with the package ripped open, and somebody in the mail service literally stole the very well packed phone.  After a whole day of basically being accused of being a scam artist, who clearly must have... like, took a ripped up empty box to the UPS store and they mailed it with no questions asked.  That's the thought here.

I refunded the money they paid, and so now I'm completely out of pocket for everything, didn't actually get a penny from selling my old phone, and have to wait for some postal system bureaucracy to see if they'll even cover the insured cost of the old iPhone.


Oh and hey!  I cracked my screen on the new phone when it slid out of my pocket in a theater and fell less than a foot to the floor.  The phone case I ordered earlier arrived that night.  I ordered the Best Buy protection plan for it... tomorrow I get to find out why that clearly must not be valid either.





Tuesday, July 14, 2015

Sad news, writers and gamers... you might test positive for Storium. I'm so sorry.

Hello, I'm Doctor Perry, how are we feeling today?  Good good... let's have a look at your chart here.

Lets see here, vitals look good.  Uh oh.  Symptoms include a history of interest in pen and paper role playing games... that's not conclusive in and of itself, but we should run a few more tests.  Sit back on the table please.

OK, have you ever had an interest in writing, short stories, blogs?  Unfinished book perhaps?

Yes?  Fiction.  Noted.

What about reading, especially fiction?  More than, say, one book a year at least?

Yes?  Noted.

Ok, breathe in and out normally...

Would you say you're imaginative?  Looking for small creative outlets?

Yes, and yes...

Lastly... how are you for a sense of community?

Generally like that sort of thing... ok.


OK, I've got some good news and bad news.  From these answers it looks like you're a strong candidate to contract Storium.  Don't worry... there are lots of people out there living vital and normal lives while dealing with a Storium condition.  You'd probably not even notice, if it weren't for their propensity to talk to people about how awesome their Storium campaigns are.

But ultimately, all you can do is manage this condition... at present, there's no known cure for Storium or Storium addiction.  You may need to discuss this with your loved ones.


*The above is meant for the purposes of humor only.  For actual advice and to find out if Storium is right for you, seek professional help.  Not valid advice for residents of some states.

_______________________________


SO!  What the hell is Storium?  The best elevator pitch I seem to muster is that Storium is a bit like "Multiplayer story writing, with a dash of pen and paper role playing".

Basically you've got 3-5 people, one acting as Narrator.  The Narrator sets up a scene with a couple challenges in it, and the "players" all have a character who plays an action card from their hand, and then writes the next couple paragraphs of the story, describing what their character is doing exactly.

There are stories being ran for damn near anything you can imagine.  There's traditional D&D type things, sci-fi space opera out the wazoo... but there's also a HUGE array of game that are romance novel settings, humor, Napoleonic era war stories, all female pirate crews, a high school story with completely normal kids, anime, Lost fanfic, even some NSFW intrigue and espionage in a high fashion company like some kind of Ally McBeal meets Fifty Shades PR firm.

You can hit "browse games", then sort by "looking for players" and just flop around among the options available to you.

There are literally games happening in Storium that would be impossible to create in any other known gaming format, and that's tremendously exciting.

I really can't recommend it all enough.

Here's the bottom line... if you enjoy actual pen and paper role playing, the kind that really encourages talking to NPCs and imagining fun interactions beyond casting 'Magic Missile'... and yet you find that you're becoming a real adult with a life and obligations and can't seem to get the old gang together reliably enough to run a role playing game...

Storium is for you.

It's asych, you can take your moves when you want, games have different paces (set by the narrators as to how many scenes are expected to happen over weeks or months even), it's easy enough to be a player in a handful of games so you don't have to pick and choose like you're making huge investments in time.

For me, it's a fantastic little creative outlet and a way to get better at writing and improv, and have a blast doing it.

_____________________________


Details!

So, Storium had a great Kickstarter a while back, and they're in a Gamma state right now, and already have a really healthy population of players.  All the options to support it are on the site.

Right now, to view stories you need to sign up for an account and become a member, but I'm told that when the game fully launches you'll be able to read all these great stories people are coming up with even if you're not a member.  So, you can send out links to your works and such.

Right now the game is crazy robust, with internal messaging, forums, feedback, bios, etc... it's ridiculously posh.


The site is:

https://storium.com/

and here's a fantastic video about how it all works.





Storium is ran by Stephen Hood (@stilhood) and of course there's a Twitter addy at (@Storium)

There's even a swanky little blog called StoriumArc where guests discuss their games, styles, etc...

If you enjoy character work, writing, etc... get in there!!!

Good luck, fellow patients.


P.S. If you happen to join up, check out my user profile at MrLeePerry on the site, and you can see what games I'm playing in and running.  It's always awesome when people are reading your work!


Saturday, July 11, 2015

Vive impressions Part 2 : What can we do in VR that we can't elsewhere?

My first post a moment ago was about the experience of setting up the Valve / HTC Vive dev kit, and in short how blown away I was.  This post I'd like to ramble a little about how it has affected some of my VR design instincts and assumptions.

First up, there's a lot of conversation out there about how to adapt various game genres to VR... and I get that.  I've been working on VR prototypes nearly exclusively since a bit after the DK1's became available.  I've tried loads of little "danger rooms" to feel out the concepts of "what if I took genre X and adapted it to VR".  There are some major wins to be found in that logic, as it truly does profoundly affect a game to have this sense of scale and immersion layered into the batter.  That, and generally speaking, it's important to have these comfortable foundations and languages as we try out new things.

But the positionally tracked hand held controllers... man.  I can't emphasize this enough... this changes a lot.  A LOT.

There are experiences here just begging to be made that are hard to even classify as video games, simply because they're so based in physicality and agility.  If I made a VR raquetball - Tron multiplayer head to head game, and you're swinging around a virtual racquet... is that a 'video game', or an actual 'sport'?  Is virtual dodge ball where you're actually moving out of the way of a projectile a 'video game'?

I think the world of VR design is on a pretty exciting crash course with learning a whole new set of skills.  We have expectations of "cyber athletes" based on their responsiveness and tactics with a controller and interfaces full of shortcuts and macros... but if you're physically standing there, and your opponent is flinging fireballs at you, this ain't the same old same old.  It can be the best of both worlds.

From the first moment you're in the Vive setup program, and a dialogue box menu materializes over the controller in your hand, and you wave it around, it's unavoidable.  At least in VR, no longer will you be pressing A,A,B,A to execute some combination of sword slashes.  In VR at least, there's not going to be an artificial gameplay construct like a golf power swing meter.  Say goodbye to 'adding 5 points to your accuracy stats'.

When technology allows you to literally play Table Tennis with another player across the country, that's incredible.  When that same technology allows you to make Table Tennis with multiballs, force fields, poison traps, slow motion, super bounce balls, moving obstacles, an AI backup wingman, or just Yoshi bouncing around on the table while you play... and yet you're still physically swinging around a paddle with the expected simplistic controls and muscle memory... that's something entirely more than incredible.

What can we design with these controls that you truly could not possibly have experienced before?  That's the question we can explore now.

___________________

I don't care to fire up some heated "VR will fail because blah blah and blah" debate.  Will enough people want to dedicate an 8 foot x 8 foot (or whatever it ends up as) space to a VR corner?  I don't know.  Will AAA publishers make $80 million dollar titles for VR?  Shrug...  Zero fucks given beyond ecosystem health.  Will they be manufactured cheap enough and run on enough hardware to make Sony and Valve and Oculus billions of dollars... time will tell... and I'm indie anyway so frankly all I want out of it is a thriving ecosystem of players looking for awesome inspired unforeseen games that they're willing to pay more than $1 for.

But I know this.  When I hear people talk about how limiting VR is to design for... when I hear that you "can't make real games in VR"... when I hear that it's only truly for real estate and architects because you can't easily port Call of Duty to it...  when I hear "lack of design possibility" as a specific reason for why VR can't be a real thing... I know I'm hearing the opinion of either the creatively bankrupt, or at least profoundly unadaptable.

After (important word there) you have stood in the center of this virtual space, waved around these unbelievably responsive "hands" that can literally resemble or summon anything you can think to create with modern development tools, after you have felt the possibilities of clever haptic feedback that the controllers offer... and you still honestly have NO ideas for what you'd like to try with this technology.  You need to be selling carpet or something.  If nothing else, send me a few grand and I'll give you some ideas :)

Before you've had that experience, I get it, I do.  It's really hard for some to visualize this, or try to cram their square peg into a round hole.  But *after* exploring what these can do... that's an entirely different story.

My enthusiasm is honestly tempered with sadness right now knowing that my bandwidth as a small developer means that the lists of possible gameplay scenarios I want to prototype right now can't possibly happen in time to beat others to market.  But holy crap is that exciting at the same time!

___________________

I'll wrap this up...

This industry *needs* new frontiers like this.  We need more actual design outlets, more platforms, more untested creative canvas on which to sketch, paint, experiment, and play.  Hoping for VR to fail wholesale is counterproductive... it's like hoping a great expedition (that costs you nothing personally) ends up producing nothing, merely because you chose not to support it.

VR was already promising, but these control possibilities bring it to an entirely new level.  It absolutely breeds creativity, possibility, and inspiration... and I'm endlessly grateful for the people pioneering this attempt.  Even if it fails spectacularly in financial terms for the big players, they put their money where their mouth is, as every member of this industry owes them a giant collective handshake for this effort.

One final note:

"Where's the killer app?"  I guarantee you, there will be one.  These tools are landing in the hands of many devs now, and I simply can not imagine a scenario where inspired and unconventional things don't result from this.

Let's not forget that the "killer app" for the Nintendo Wii was 'Bowling'.


Vive VR impressions, part 1 : Setup day!


Forgive me, I'm in a ridiculously heightened state right now after setting up the Valve-HTC Vive kit that arrived earlier.  Allow me a post to talk about that initial experience, then I'll post a 2nd time with some more important broad thoughts on what it means for VR IMO.



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HARDWARE


I spent most of my day setting up the kit.  Valve has made an insanely slick document detailing the process, and it has an amazingly Portal-esque vibe to it that just makes even the daunting task of setting this up actually a pretty cool and enjoyable process.

The "camera" positioning (not really cameras, I mean the two laser array lighthouses that give the VR parts their location tracking reference points), I found to be incredibly forgiving actually.  I had mine up on shelves I had around, and expected to have to fiddle with them and do some detailed alignment... but no, they just worked.  Valve was meticulous in including all necessary bittles for different mounting options.  When you're in the room-setup and calibration app you can walk around in your room and see the cones that represent the "view areas" the lighthouses provide, and honestly I think it would be pretty hard to screw those big cones up if they're at all semi-logically placed nearby.

I ended up making a quick Home Depot run for an extension cord to reach the top of the shelves, but other than that, it was very well packed with nearly anything you could need in order to set it up.

The lighthouse units themselves are truly just... cool.  The clear front means you see these high end looking electronics with spinning lasers and LEDs and displays... it's utterly sci-fi when you power them up and see them kick in.

Excellent visualization of how the lighthouses work


The actual head mounted display unit ("goggles") are excellent as expected.  I didn't weight anything, but it feels to me like it's maybe VERY slightly heavier than the DK2 maybe, but far from an issue.  I find it more comfortable than the DK2 personally for my face, but I imagine this is just something everyone will find based on their face geometry (and the DK2 isn't a shipping thing anyway, so, don't mean to start some comparative speculation).  I found the Vive seems to block out light really well, especially around the bottom.

The two hand held controllers are ridiculously light; I can't possibly imagine these things will cause you fatigue, at all.  Despite being significantly larger than something like the Wii controller, they actually feel even lighter to me.  They came with two complete sets of rechargeable batteries, and alternate hardware in case you want to run the controllers off USB cables... although I admit that sounds utterly insane to me (I'm sure someone has a compelling development reason).

The various bittles and adapters are all incredibly well laid out in packaging, and overall I have to say I kind of enjoyed the whole process so far.  Yeah, I know... freaky.

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SOFTWARE


The Software so far has been pretty damn cool.  The step by step manual walks you right up to this point, where Steam comes in.

The basic calibration and room setup application is pretty posh.  There are some rough edges, but they took the time to add all kinds of excellent user feedback that immediately made me think "HOLY SHIT, THIS IS BANANAS!"

From the moment I fired up the room calibration program, things were pumping.  I hadn't in any way bothered to meticulously arrange my head unit to be in the view of the lighthouses or anything, and I wasn't really anywhere near what I thought to be my usable "VR area".... but, BAM, the goggles are totally oriented sitting on the desk next to me.

The screen says go to the middle of the VR room area.  I walk over there and put the goggles on.  MAN it's responsive!  Just, no discomfort at all.  In the setup VR space there are floating items that represent the lighthouse objects, and it's really cool lifting the visor and seeing these realspace objects in that same representative location.  Reality and VR space were really blending even in this simple little setup app... and that got even nuttier next.

It said to hit the button on one of the controllers.  I hadn't brought the controllers with me... but they were there floating in the distance on top of my desk, oriented haphazardly as they were really laying there.  Without giving it a second thought, *WITH MY HEADSET STILL ON* I casually walked across my office, reached for the controllers with my invisible hands, and picked them up with no real world vision at all.  It was the most utterly natural thing possible to my brain.

Only a second later did the impact of that even register, that there truly is this blurred line between this 3D model of the controller in my hand, and the corresponding real world controller in my hands.

I hit a button and this dialogue box / window popped up over the controller.  I waved it around and just busted out laughing like a maniac at how fucking cool such a goofy little interaction is when it has this much presence behind it.  There will literally be a hundred damn lightsaber games for this thing a month from now, mark my words.

The real thing that has stuck with me as I started to call it a night though was how excellent the subtle vibrations ("Haptic" feedback) coming through the controller was.  Valve has utterly *nailed* making things in the world feel truly physical.  As you wave the controller's floating pointer over buttons on your menu, there's a subtle bump on the controller, like it's embossed in floating space.

You start in a kind of dotted line box, and click and drag these little handles out to designate the room dimensions you're standing in, and where the floor is.  As I clicked the little handle sphere, and started pushing it down to the floor, the controller is providing this extremely well designed feedback as though I'm pushing this physical thing that has resistance to it.  It was definitely another moment of giggling maniacally.  Pushing the walls out to match my physical room was just... damn this is unbelievably cool... I can't say it more simply than that.

It's nearly pointless to even try and describe, it's operating on such subconscious levels...

But overall a great takeaway was simply how forgiving the whole setup was in terms of spatial requirements.  I had envisioned these distinct shadows and treacherous dead zones where controls blinked out of registration, or meticulously needing to arrange the lighthouses 'just so' to cover the play area.  Nope.  Looking around in the setup app, it's clear that the lighthouse fields of view can cover a very generous area, and my first impression at least is that it's just not that picky.  This bodes well IMO for people concerned about such complex hardware being used by general consumers... it's far more forgiving spatially than something like the Kinect was IMO.

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ROUGH EDGES


It's not pure rainbows shooting from my rear though, it is still a prototype dev kit after all.  I spent a good deal of time working with an issue I still haven't tracked down.  The controllers would work like magic for about 10 seconds, then abruptly drift off across the room and freeze before coming back to me another random interval later.  I removed some glass covered posters in the room, thinking the reflections might be an issue, but that didn't appear to be the cause.

Online some people mentioned they switched off one of their lighthouses completely and it solved some tracking issues.  I tried that and it worked, although obviously it's suboptimal and affects the fidelity of how things are tracked as they're obscured from the single lighthouse box.  So, I worked with that for quite a while to no avail before deciding to sleep it off and see if I can sort it out with a clear head tomorrow.

I also have a fairly constant stream of "USB connection" messages, like there's a loose USB or power cable somewhere despite checking everything meticulously.  Tomorrow I'll buy a USB 3.0 hub and see if I have some better luck.

UPDATE: If you get to this point with a dev kit, it's entirely likely you simply need to plug the wireless controllers in via USB and update them.

Anyway, they're minor issues that I'm sure will be sorted out tomorrow, grabbing the latest firmware or so forth.  The Valve developers look to be extremely active on the forums as well, which is beyond awesome.  Overally, for a dev kit experience this has been a stunningly impressive ride so far.  While it's working... it's just... it's truly some science fiction moments.  You freaking need this in your life once the rough bumpies are polished off.


I'll talk more in my next post about what this all has done to my head :)

Now, I need to sleep and dream in room-space.