GoldieBlox have been in the news (by which I mean the blogs) a lot lately because of their Princess Machine video. In case you missed the memo, GoldieBlox do engineering toys for
girls, by which they mean a) they’re pink, and b) they’ve got stories, because girls need everything to have a story. Think I’m…
Unused footage from Godzilla Huntley’s Family Vlog covers the debate between Godzilla and her mother about whether or not Falcor, the luck dragon from The Neverending Story, is a
mammal.
A few months ago now (OK, this post has sat in drafts for a while) when I came to pick my daughter up from nursery I found her wearing a pink ‘fairy skirt’ (something like a tutu).
“Her trousers and her spare trousers both got wet and it was the only thing we could find!”…
This is not a blog post about pentesting, or any other kind of software-engineering inspired testing
of pens. Nor is it a blog post about the kind of fascination
some people have with pens and ink. Instead, this is a blog post about history and psychology.
Recently, JTA asked me what I do when I want to test a pen, and he was surprised with the answer. Before I tell you
how I answered, I’ll tell you about what I learned from the conversation. And before that, I’ll tell you about the history of pen testing. And then, finally, I’ll tell you why I think
it’s important from a psychological perspective.
Historically, the “breaking in” of a new pen was called a probatio
pennae, literally “pen test”, and would typically be a few lines of text or a short proverb: something that demonstrated the pen’s ability to write. For the entire mediaeval
period, plus several centuries besides, the principle instrument for writing would be the quill pen: the primary wing feathers of a large bird such as a goose, often hardened in hot
ashes, stripped of barbs, and cut down to size with an blade whose purpose lends its name to what we now call a “pen knife”. With such a tool, a scribe would want to be sure that the
pen could hold an adequate nibful of ink without splashing or spraying, and – despite the high value of paper – it was clearly essential to write a whole sentence or two to be sure.
A modern ballpoint pen has no such issues, but instead introduces some of its own: a plastic-lined inkwell can be gradually penetrated by the air, causing the ink to dry up; the ball
can become stuck and will not turn freely; air bubble can develop within the tube (especially if the pen is stored, or worse-still used, the wrong way up); and, of course, the pen can
run out of ink. This typically precipitates its disposal: your biro isn’t built to be re-used for anything except perhaps to perform an emergency tracheotomy, and it’s cheap enough that
you don’t want to waste your time repairing it. As a result,
our pen tests have become fast, designed to determine within a few seconds whether the pen we’ve got is working or, in the case of a stuck ball, can be made to start working with a
sufficiency of scribbling. Our culture of disposal can’t spare the time for any more than a cursory test before we give up
and grab the next one.
So what do we write? What is the probatio pennae of our times? It’s been widely-reported (although I can’t find any decent citations) that, upon being offered a new pen to try out, 97% of people will
write their own name. Now that statistic smells fishy to me (no good citations anywhere, and 97% of people use 97% as their “virtually all” number, for made-up
statistics), but I’ve been testing the hypothesis among friends these last few days, and I’ve gathered enough evidence to convince me that it’s probably the case that many or most
people will write their own name to test a pen.
Somebody had presumably asked JTA what he wrote, earlier in the day, because he took the time to tell me that when he tests a new pen, he typically writes the word
“hello”.
Now I find that pretty weird. Maybe it’s the software engineer in me, but to me the mark of a good test is that it covers all of the possible cases, in the
minimal possible effort. Writing your name is easy because it’s managed by what is popularly-called “muscle memory”: a second-season episode of Castle (correctly) used this as a
plot point, when a man suffering from retrograde amnesia was unable to remember his name, but was still able to sign his name because the act of signing it had been
rendered, by years of practice, into his procedural memory, which was unaffected by his condition. But writing a word, like “hello”… requires a comprehension of language. Unless he’s
tested enough pens to have built a procedural memory of writing “hello” to test pens, JTA’s test has a greater number of neural dependencies, which – with apologies to those of you who
aren’t interested in automated software testing – produces what we’d call an unnecessarily “brittle” test.
Me? I just scribble, which my quick survey (and several comparable ones online) show to be probably the second-most popular action to test a pen. Scribbling, to me, simply seems like
the minimal test path: the single simplest thing that can be done with a pen that will demonstrate that it’s fit for purpose. I don’t need to test that a new pen can
write words, because – to me – writing words in particular is not a function of the pen, but a function of my brain! To me, the pen’s function is simply one of
transferring ink to the paper, and any semantic meaning coming from the ink is a product of my intellect, not of the writing implement.
So why is this important? Well: I have a half-baked hypothesis that the choice of what to write with a new pen might be linked to other aspects of our psychology. When I’m developing a
new template for a website, for example, I use lorem ipsum text and
dummy placeholder images as filler (just occasionally, I’ll
use kittens, because kittens are adorable). That’s because the absence of meaning to the
words that appear (I don’t read Latin, and even if I did, lorem ipsum is frequently mangled) has no bearing on my comprehension of the design: and, in fact, it can sometimes be
a benefit to be deprived of the distraction of legible content.
But I’d hypothesise that people who write words as a probatio pennae would be less-comfortable with illegible placeholder-text in a design than those who drew scribbles or
signed their name. I have a notion, from my own experience, that the same parts of the brain that is responsible for judging the quality of a writing implement are used in the judgement
of a piece of design work. Hey: maybe if that’s true, graphic designers should have their clients test pens out, in their presence, before they decide whether to use believable filler
or lorem ipsum text in the designs they’d like approved.
Or maybe I’m way off base. What do you write when you test a pen?
Disclaimer: I do not build database engines. I build web applications. I run 4-6 different projects every year, so I build a lot of web applications. I see apps with
different requirements and different data storage needs. I’ve deployed most of the data stores you’ve heard about, and a few that you probably haven’t. I’ve picked the wrong…
The story of how the Diaspora social network adopted the hip new database technology without for a moment thinking about whether it was the
right database technology.
An interview conducted in the back of a moving car with Sarah, the true talent behind Godzilla Huntley’s Family Vlog. Supplements my review to episodes 15, 16 and 17.
Dan is joined by a special co-host to help him review episodes 15, 16, AND 17 of Godzilla Huntley’s Family Vlog, in this extra-special episode. Also, you might like to see the secret bonus interview with Sarah.
Short version of the review: a few teething problems aside, we all had a wonderful time and we’d certainly consider a Daggerville game for our next murder
mystery party. The characters were, on the whole, wonderful characters well-realised and fully-developed within the constraints of the genre, the twist was clever, there were moments
of great hilarity (such as the point when we realised that there’d been a veritable conga-line of people stealthily following one another around the hotel), and the event built up to
a fun and satisfying conclusion. I’d suggest that you all keep an eye on Daggerville in the future.
As implied earlier this week, this weekend
Ruth, JTA and I had planned to host the latest in a long
series of murder mystery party nights (a handful of which have been reviewed on this
blog). Despite our earlier worries, we eventually filled the “missing” slots in our party with our friends Liz and Dean: exactly the couple we’d planned to fill it with in the first
place, but they’d been painfully slow at RSVPing.
We’ve played a lot of murder mystery games over the years: we could probably be described as connoisseurs of the genre, and that might be worth bearing in mind when you
read what we had to say about this particular event. To enumerate, there’s been:
The entire back catalogue of Paul Lamond‘s Murder a la Carte / Inspector McClue
series
And several murder mystery games that I’ve written: one in a “scripted” style, the rest in an “open” style
That said, this latest party really had the opportunity to cross the board, with Liz and Dean having never been to a murder mystery night before and (other) Liz and Simon having been to only
a few. And to top it all off, we were working with a completely new game from a creator of whom we’d had no experience. What could be more exciting?
You see: I was contacted a little over two months ago, via my web form,
by a Martin from Daggerville Games, a new murder mystery party provider of the “buy-and-download” variety. Upon
visiting their website, I was immediately struck by some of the similarities between their signup form (which asks for player names to be associated with characters, genders to be
chosen for characters whose gender can be selected based on the gender balance among the players, and email addresses to which invitations will be sent) and a prototype one of my own
design, used in the construction of my upcoming games Murder at the Glam Rock Concert and Murder on the Social Network, the first of which we hope to host in
about a year’s time. I mentioned this to Martin, in the hope that they won’t think I’m ripping them off if I eventually put some of my pieces online for the world to play, too.
The Daggerville folks, perhaps anticipating that I would be likely to blog about the event in hindsight and thus provide them with some free publicity, offered me a voucher for a free
game of my choice, which I accepted. After a little discussion, we settled upon The Ambassador’s Notebook, a 7-player murder mystery set in a rural 1920s hotel and revolving around the untimely death of a Mr.
Sullivan, presumably related to a valuable journal that was in his possession.
In order to keep the spoilers at the tail end of this blog post (there’ll be a nice big warning before you get to them, so you can refrain from reading them if you’re planning to
someday play this game yourself), I’ll cut to the chase and first provide a summary of the night as a whole.
We all had a fun time: as usual for these gatherings, there was good wine, great company, and spectacular food (Ruth had, once again, put together a wonderfully thought-out and
thematically-sound menu): honestly, under these conditions we’d be pretty-much guaranteed a good night no matter what. The murder mystery itself was a scripted affair similar to those
you’ll find in any off-the-shelf kit, but with a few quirks. For a start, as hinted above, everybody gets their fragments of the script (along with dialogue entry and exit cues) very
early on: it’s possible, permitted, and even encouraged that players read their script before they arrive for the event. Some of us were concerned that this might result in
“spoilers”, and a few of those of us who did pre-read our scripts said that they regretted doing so, so be aware: it’s a spoiler-risk.
Unlike similar-styled games, though, players aren’t given additional information outside of the script, and we all felt that this made things challenging when it came to
the discussion breaks. All that we had to go on for our deliberations was exactly what we’d all heard, just minutes before, tempered by our own speculation. Sometimes somebody would
ask, or consider asking, a valid question after somebody’s whereabouts, alibi, or history, but no answer was forthcoming because all that we had, collectively, was the script. This
caused additional confusion when, for example, Liz’s character mentioned JTA’s character by his first name, it was a surprise to everybody… even JTA, who had no idea to
begin with that it was supposed to be his name!
None of the problems we experienced “broke” the game, and we found our way to a reasonably-satisfactory conclusion. A majority of us voted correctly, determining the identity of the
murderer, and Ruth even managed to identify an important twist (albeit not based on anything more than speculation: the “flash” was a little subtle for us). There were a few
anachronisms in the script, but they’re of the kind that only nerds like us would notice (the National Theatre is mentioned despite the fact that it won’t be founded for another four
decades or so, and a character makes a reference to a frozen turkey, even though freezing of meat in the West wasn’t yet commonplace, for example). We’d have really liked to have each
had a brief – even just half a page! – to tell us each more about our own characters (their names, for example, as well some of the secrets that they might be concealing and any
established relationships they have with other characters), and if we knew that Daggerville were adding this feature, it’d make us far more-likely to buy their products in future.
The short review would be: a few teething problems aside, we all had a wonderful time and we’d certainly consider a Daggerville game for our next murder mystery
party. The characters were, on the whole, wonderful characters well-realised and fully-developed within the constraints of the genre, the twist was clever, there were moments of great
hilarity (such as the point when we realised that there’d been a veritable conga-line of people stealthily following one another around the hotel), and the event built up to a fun and
satisfying conclusion. I’d suggest that you all keep an eye on Daggerville in the future.
[spb_message color=”alert-warning” width=”1/1″ el_position=”first last”]Spoiler warning: reading beyond here could result in seeing spoilers. Don’t read on if you’re
likely to ever take part in a game of The Ambassador’s Notebook.[/spb_message]
Aside from the lack of character “introductions”, another thing we found difficult in this game were issues in the script. The script for “The Neighbour” ended up one-number out of sync
in the middle of Scene 2, where her ‘line 42’ indicated that a different person should be talking to what the rest of the scripts said. On another occasion, the script for “The
Proprietress” seemed to be missing a line (although other characters had the ‘tail end’ of that line). The character of “The Journalist” can be played by a man or a woman, and although
I selected “male” when I filled in the form, some of the scripts referred to the character as a woman! At first I thought that this might be related to difficulties some of us had had
receiving the emailed scripts (Martin at Daggerville was incredibly helpful at sending out fresh ones, though), but we found at least one instance in which one person flip-flopped
between referring to “The Journalist” as female or male!
(there’s a video I’ve put together of some of the highlights of our evening, but there’s possible spoilers in it)
Personally, though, my favourite moment of the night came right at the start, as we all introduced our characters. One of the Liz’s, an American, had decided to play her
character as an American, and introduced herself as such. “Oh,” said the other Liz, whom she’d just met, “Are you going to do an accent?”
Seeing me as a keen murder mystery game party host, new company Daggerville Games offered me a free game from their collection. We played The Ambassador’s Notebook. This video
accompanies a blog post, which is visible at.
The music is Struttin’ With Some Barbecue, performed by Louis Armstrong.