Hi Everyone, As you may notice I was busy working on my other projects, trying to get them some love before flying back to Fret War. I've updated Lamson to fix a bunch of really annoying bugs and put a bunch of work into Librelist. Both projects are also used by Fret War so it's a nice side benefit. Of course, that means I wasn't able to play Round 5. We got some good submissions in this round, but it's getting a little thin. Therefore, I was thinking we'd go modal with Round 6. If we went with Aeolian then we could have people playing metal, latin, some jazz fusion, funk, etc. What do people think of that? Any requests? Next up, I want to do the Fret Show sometime this week now that I have time, and I want to interview some of you. If you're able to do a short Skype interview with me for the next show then let me know. If you're in San Francisco that'd be even better since we could meet in person and get a better recording. The interview will be basic stuff about your submissions so far, and what you think of Fret War. Last order of business: I've been keeping Fret War under the radar until it's stable and has the right mix of features to interest guitarists and fans of all levels. I think once I get the gear roll working I'm going to start pimping the crap out of it and get guitarists to start joining. Which means, we'll get a lot of people who aren't coders, tons of newbs, and probably quite a few jerks. I'd love to hear if you have any ideas of features that are missing to help the next generate (TNG) of Fret War players and fans. Otherwise, have a great week. -- Zed A. Shaw http://zedshaw.com/
On Mon, Dec 14, 2009 at 8:54 AM, Zed A. Shaw <zedshaw@zedshaw.com> wrote:
> Hi Everyone,
You can interview me if you want.
As for suggestions before pimping it - read my ticket about Facebook
style notifications.
1. It should notify you via email if someone responds in the same
thread as you. I think this really kicks up the "viral" factor and
keeps people involved.
2. Text of comment should be included in the emails. You may
initially think this will not force people to go to the site as much,
but I think that the opposite may be true. For people who are
interested in the site - they may not have time to reply right now,
but if the text is sitting in their inbox, they may revisit it later
and reply. If it's just an anonymous link, it's more likely to get
trashed and not looked at.
Next up, there NEEDS to be support for multiple submissions,
Next up, as well a way to update botched submissions (such as when I
forgot to delete 2 minutes of dead air off the end). Maybe you can
leave the original one up and indicate which comments were for which
version. Gets a bit tricky, some people will try to submit a
musically "improved" version, so maybe this one is too hard for now...
Also, I agree with Hank on the rating system. There should be some
way to rank things relatively after they are in. Also, I'd like a
10-point scale. I feel kinda bad giving people a 2 if they try, and
some people are good, but not great, so it's hard to decide between 4
and 5.
And, working in something where only submitters can rank, or get more
weight, would be a good tool to keep the griefers down.
-- Chad
On Mon, Dec 14, 2009 at 10:09:23AM -0700, Chad Woolley wrote: > On Mon, Dec 14, 2009 at 8:54 AM, Zed A. Shaw <zedshaw@zedshaw.com> wrote: > > Hi Everyone, > > You can interview me if you want. Cool, I'll try to hook up you and Hank. When are you in SF again? Maybe we can save your's for in-person when you're next here. > As for suggestions before pimping it - read my ticket about Facebook > style notifications. > Yep, got that in the works. That and opt-in by default on sign-up, and also really reducing the number of steps to sign up. I figure if programmers can't figure out how to click a damn link in their email then nobody will. > Next up, there NEEDS to be support for multiple submissions, > > Next up, as well a way to update botched submissions (such as when I > forgot to delete 2 minutes of dead air off the end). Maybe you can > leave the original one up and indicate which comments were for which > version. Gets a bit tricky, some people will try to submit a > musically "improved" version, so maybe this one is too hard for now... The multiple submissions and botched submissions thing gets a little problematic when you factor in the game aspect. It's either too complex to make it fair or too easy to game. Remember, the point is that it's supposed to be like a performance, where if you screw up then you lose points. If you're allowed to constantly revise then it loses the game aspects of mistakes costing you. How about, instead of the submission going live right away, you had a chance to preview it before publishing? So you could play it, and if it was ganked then you can send in updates/delete crap? > Also, I agree with Hank on the rating system. There should be some > way to rank things relatively after they are in. Also, I'd like a > 10-point scale. I feel kinda bad giving people a 2 if they try, and > some people are good, but not great, so it's hard to decide between 4 > and 5. I'm not sure what you and Hank mean "relatively after they are in". Do you mean, "Chad is better than Hank but Hank is better than Zed, so what does that make Ahsanul. Solve for X!" :-) > And, working in something where only submitters can rank, or get more > weight, would be a good tool to keep the griefers down. Actually I thought about this, but that removes one group of people who actually do matter in what you play: the fans. Music isn't just for the players. What I was going to do instead is have part of the leader board be "best ranked by players/fans". -- Zed A. Shaw http://zedshaw.com/
> Yep, got that in the works. That and opt-in by default on sign-up, and > also really reducing the number of steps to sign up. I figure if > programmers can't figure out how to click a damn link in their email > then nobody will. > It's not so much that programmers can't figure it out, it's user experience, I live in my email client but don't always have time to casually search off links, so while I could figure out how to click the link, it'd be nicer to have the message text in the email ... and remember, this is the geek group -- the target user for whom fb or other social site might be the extent of their geekness ... they'll expect this. IMO > The multiple submissions and botched submissions thing gets a little > problematic when you factor in the game aspect. It's either too complex > to make it fair or too easy to game. > > Remember, the point is that it's supposed to be like a performance, > where if you screw up then you lose points. If you're allowed to > constantly revise then it loses the game aspects of mistakes costing > you. > > How about, instead of the submission going live right away, you had a > chance to preview it before publishing? So you could play it, and if it > was ganked then you can send in updates/delete crap? > I'm fine with all of this ... but true multiple submission support would be nice too; by that I mean in the Blues round, what if someone wanted to play #1 and #3, or play all 4 of them? Those should be multiple submissions, or you should just never do a round like that again :) That solves the problem too. > I'm not sure what you and Hank mean "relatively after they are in". Do > you mean, "Chad is better than Hank but Hank is better than Zed, so what > does that make Ahsanul. Solve for X!" :-) Yes, you have it essentially ... though it's not absolute amongst users, it's amongst submissions in a given round ... so Round #3 would have been 1-8, Round #4 1-5 and Round #5 1-3 ... Maybe this becomes less necessary when the user base is bigger ... I guess it could just be left alone and see where things are as you move from alpha into beta with this. The thing that drives this for me is that, regardless of the blind listen cowbell score, my ears haven't really been agreeing with how the standings end up ... as I said though, maybe this self corrects when there are more reviewers. > Actually I thought about this, but that removes one group of people who > actually do matter in what you play: the fans. Music isn't just for > the players. Agreed.
On Mon, Dec 14, 2009 at 1:02 PM, Hank Marquardt <hmarquardt@gmail.com> wrote: >> Yep, got that in the works. That and opt-in by default on sign-up, and >> also really reducing the number of steps to sign up. I figure if >> programmers can't figure out how to click a damn link in their email >> then nobody will. >> > > It's not so much that programmers can't figure it out, it's user > experience, I live in my email client but don't always have time to > casually search off links, so while I could figure out how to click > the link, it'd be nicer to have the message text in the email ... and > remember, this is the geek group -- the target user for whom fb or > other social site might be the extent of their geekness ... they'll > expect this. IMO Yes. I can click a link, the point is I may not want to click it RIGHT NOW, and log in to the site to read the comment (which will require me to type my password since you still don't have 'remember me'). It's about usability and user experience. Facebook gets it right - you should include the text in the email. The only reason not to do this is because you want to drive more page views, which is not a good reason, because it isn't necessarily true (or if it is, not worth the degraded user experience).
On Mon, Dec 14, 2009 at 01:12:42PM -0700, Chad Woolley wrote: > On Mon, Dec 14, 2009 at 1:02 PM, Hank Marquardt <hmarquardt@gmail.com> wrote: > >> Yep, got that in the works. That and opt-in by default on sign-up, and > >> also really reducing the number of steps to sign up. I figure if > >> programmers can't figure out how to click a damn link in their email > >> then nobody will. > >> > > > > It's not so much that programmers can't figure it out, it's user > > experience, I live in my email client but don't always have time to > > casually search off links, so while I could figure out how to click > > the link, it'd be nicer to have the message text in the email ... and > > remember, this is the geek group -- the target user for whom fb or > > other social site might be the extent of their geekness ... they'll > > expect this. IMO > > > Yes. I can click a link, the point is I may not want to click it > RIGHT NOW, and log in to the site to read the comment (which will > require me to type my password since you still don't have 'remember > me'). > > It's about usability and user experience. Facebook gets it right - > you should include the text in the email. The only reason not to do > this is because you want to drive more page views, which is not a good > reason, because it isn't necessarily true (or if it is, not worth the > degraded user experience). It seems like you both have a larger problem of not actually reading emails. Let me help: "That and opt-in by default on sign-up, ___and also really reducing the number of steps to sign up___. I figure if programmers can't figure out how to click a damn link in their email then nobody will." Emphasis added to point out what I was really talking about. Let's rephrase this clearly: 1) Yes, you are both correct. Quoted text and facebook style spamm FTW. User Experience. Yes. I agree, you guys are right. Bang on. Awesome. I agree. You are right. 2) For ********signup******* this is different. It by default has to be a little more difficult or else the site gets flooded by anonymous griefers, spammers, and other turds. What *I* want to do is relax this a little bit because... 3) As demonstrated above, nobody actually reads their emails, so having a reply-to-join plus a click-here-to-confirm is too hard. So, we were talking at cross purposes about two totally different things. Hopefully that resets the conversation and you guys have suggestions for the sign-up process. -- Zed A. Shaw http://zedshaw.com/
Guilty as charged I guess ... I somehow missed the topic transition. With respect to sign up, I didn't find it confusing and reply to or click to from a confirmation email seems pretty normal/standard. Once successful, a user never does it again, so I'd say do whatever makes your life easiest with respect to processing the signup and it's associated service inquiries. On Mon, Dec 14, 2009 at 2:47 PM, Zed A. Shaw <zedshaw@zedshaw.com> wrote: > On Mon, Dec 14, 2009 at 01:12:42PM -0700, Chad Woolley wrote: >> On Mon, Dec 14, 2009 at 1:02 PM, Hank Marquardt <hmarquardt@gmail.com> wrote: >> >> Yep, got that in the works. That and opt-in by default on sign-up, and >> >> also really reducing the number of steps to sign up. I figure if >> >> programmers can't figure out how to click a damn link in their email >> >> then nobody will. >> >> >> > >> > It's not so much that programmers can't figure it out, it's user >> > experience, I live in my email client but don't always have time to >> > casually search off links, so while I could figure out how to click >> > the link, it'd be nicer to have the message text in the email ... and >> > remember, this is the geek group -- the target user for whom fb or >> > other social site might be the extent of their geekness ... they'll >> > expect this. IMO >> >> >> Yes. I can click a link, the point is I may not want to click it >> RIGHT NOW, and log in to the site to read the comment (which will >> require me to type my password since you still don't have 'remember >> me'). >> >> It's about usability and user experience. Facebook gets it right - >> you should include the text in the email. The only reason not to do >> this is because you want to drive more page views, which is not a good >> reason, because it isn't necessarily true (or if it is, not worth the >> degraded user experience). > > It seems like you both have a larger problem of not actually reading > emails. Let me help: > > "That and opt-in by default on sign-up, ___and also really reducing the > number of steps to sign up___. I figure if programmers can't figure out > how to click a damn link in their email then nobody will." > > Emphasis added to point out what I was really talking about. Let's > rephrase this clearly: > > 1) Yes, you are both correct. Quoted text and facebook style spamm FTW. > User Experience. Yes. I agree, you guys are right. Bang on. Awesome. > I agree. You are right. > 2) For ********signup******* this is different. It by default has to be > a little more difficult or else the site gets flooded by anonymous > griefers, spammers, and other turds. What *I* want to do is relax this > a little bit because... > 3) As demonstrated above, nobody actually reads their emails, so having > a reply-to-join plus a click-here-to-confirm is too hard. > > So, we were talking at cross purposes about two totally different > things. Hopefully that resets the conversation and you guys have > suggestions for the sign-up process. > > -- > Zed A. Shaw > http://zedshaw.com/ >
On Mon, Dec 14, 2009 at 03:00:12PM -0600, Hank Marquardt wrote: > Guilty as charged I guess ... I somehow missed the topic transition. > > With respect to sign up, I didn't find it confusing and reply to or > click to from a confirmation email seems pretty normal/standard. > > Once successful, a user never does it again, so I'd say do whatever > makes your life easiest with respect to processing the signup and it's > associated service inquiries. Hehe, yeah that was pretty funny. True, but based on the database I'm finding two things with "balks" (people who don't complete the signup): 1) People with strange google hosted email that makes it so they can't receive replies, so they just never confirm via email. 2) People who confirm in the reply, but don't actually click the final confirm link. Instead they just go straight to the site. I'm currently trying to figure out the technical problem with the google hosted email. I think it's a specific weird DNS trick google is doing, or some special headers they use. For #2, I'm thinking of how I can catch them going "out of process" and herd them in the right direction, or just get rid of the final "click-to-confirm" and consider them confirmed on any first login. Thoughts? -- Zed A. Shaw http://zedshaw.com/
> Hehe, yeah that was pretty funny. > > True, but based on the database I'm finding two things with "balks" > (people who don't complete the signup): > > 1) People with strange google hosted email that makes it so they can't > receive replies, so they just never confirm via email. Hmm. Don't know about this one, but everything worked fine on a straight up gmail account. I do have and use a couple domains that use google apps for email, so I can signup under a dummy account and help test when you need that. > 2) People who confirm in the reply, but don't actually click the final > confirm link. Instead they just go straight to the site. Does the click through really give value to the process? If someone is going to write a bot to sign up email addresses I'd guess they'd be proficient enough to both reply to the email and parse the final one to curl the link? Or maybe I'm giving the spammers too much credit. > For #2, I'm thinking of how I can catch them going "out of process" and > herd them in the right direction, or just get rid of the final > "click-to-confirm" and consider them confirmed on any first login. > > Thoughts? I'm guessing you know how to do this, so I must be missing the question? User has a status flag, no? Changes from 'N'ew to 'E'mail Confirmed when they reply ... then to 'A'ctive when they click the link in the 2nd confirm email ... so if you get a login where user.status == 'E', bounce them to a "Yo, Dumbass ... " page to repeat the final step or resend the email. Again though, if the final click isn't really adding value, I'd eliminate it.
I've been lurking in the background while reading everybody's emails, I think you guys bring up some great points. I haven't had problems with a couple of gmail accounts and google-hosted accounts when I tested. So I think it really comes down to people *not* reading the instructions in our confirmation emails, thinking that just a reply confirms their accounts. In that case, eliminating that last confirm click might actually be a good idea. Also, as we have a horde of 14-year olds coming in, I expect all the things you guys mentioned, including spam etc. What I'd be more worried about though, is gaming the rating system. I expect some of these users to find their niche groups, and then create more accounts to mass-rate other players' submissions. While rivalry is great to an extent, I wouldn't allow such behavior. That's probably more important than comments like "lol, yr mom", in my opinion. What do you guys think?
> Also, as we have a horde of 14-year olds coming in, I expect all the > things you guys mentioned, including spam etc. What I'd be more worried > about though, is gaming the rating system. I expect some of these users > to find their niche groups, and then create more accounts to mass-rate > other players' submissions. While rivalry is great to an extent, I > wouldn't allow such behavior. That's probably more important than > comments like "lol, yr mom", in my opinion. > > What do you guys think? Sock puppets are the bane of most sites, I think the filters will have to adapt over time, but yes a horde of puppets will suck the fun out of the site for the guys without that ability.
On Tue, Dec 15, 2009 at 7:57 AM, Hank Marquardt <hmarquardt@gmail.com> wrote: > Sock puppets are the bane of most sites, I think the filters will have > to adapt over time, but yes a horde of puppets will suck the fun out > of the site for the guys without that ability. Yeah. Only allowing submitters to rate would help that, but as Zed said it's about fans too. So, Zed needs to incorporate his cool hate-based social engineering from librelist into the comments and rating system, so that sock puppets can get slammed down :) Other ideas: * You must listen to the entire song before rating * You must also rate a certain number/percentage of other entries before your rating counts (or fully counts). -- Chad
Fretwar illuminati, I have an idea that will both allow multiple submissions, prevent gaming, and also remove the need for a 'first submission' bonus. Simply divide the round into separate submission and voting stages. Announce the round, and allow submissions and listening (but no voting) for several days - long enough to give players plenty of time to put a submission together, but not too long as to drag the round out too far. Then, close off submissions and allow a day or so for voting. This plan completely removes any benefit or penalty for being an early or late submitter, as all submissions would be given equal voting time. Also, there would be no incentive to game the submission process by entering duplicate submissions. I think the only real disadvantage is that the rounds might need to be a little longer in order to allow sufficient creative time for players to put a submission together. One possible way to save time would be to open the next round during the voting phase of the previous round. It might take a few rounds to find an ideal number of days for submissions and voting, but I think a good balance could be found with enough fine tuning. Obviously this would require a bit of work on the back end, but I don't expect it would be anything too difficult. Thoughts? Chris On Tue, Dec 15, 2009 at 11:31 AM, Chad Woolley <thewoolleyman@gmail.com>wrote: > On Tue, Dec 15, 2009 at 7:57 AM, Hank Marquardt <hmarquardt@gmail.com> > wrote: > > Sock puppets are the bane of most sites, I think the filters will have > > to adapt over time, but yes a horde of puppets will suck the fun out > > of the site for the guys without that ability. > > Yeah. Only allowing submitters to rate would help that, but as Zed > said it's about fans too. > > So, Zed needs to incorporate his cool hate-based social engineering > from librelist into the comments and rating system, so that sock > puppets can get slammed down :) > > Other ideas: > > * You must listen to the entire song before rating > * You must also rate a certain number/percentage of other entries > before your rating counts (or fully counts). > > -- Chad >
On Fri, Dec 18, 2009 at 6:34 AM, Chris <lawlor.chris@gmail.com> wrote: > I think the only real disadvantage is that the rounds might need to be a > little longer in order to allow sufficient creative time for players to put > a submission together. One possible way to save time would be to open the > next round during the voting phase of the previous round. It might take a > few rounds to find an ideal number of days for submissions and voting, but I > think a good balance could be found with enough fine tuning. > Obviously this would require a bit of work on the back end, but I don't > expect it would be anything too difficult. > Thoughts? This is a good idea, but it may reduce the amount of people who actually vote, because: A) They don't want to take the time to rate everything at once. B) They may not want to (or be able to) return to the site later Overall, I think these are minimal concerns, and we should consider this approach. -- Chad
I don't object to this model, but the more I think about it, we really should give the current one a stress test first before making lots of changes. I think the cowbells thing will work out better when there are more reviewers and if each submission gets over a dozen or two reviews, the calculations will be reasonably good ... I think they kinda suck for low volume reviews like we have with 10 of us ... the SDs are too high. I do think that if you wait till everyone has submitted before voting you will have people more naturally do relative rating all by themselves ... I know I would ... Listen to 10 submissions and 1 or 2 will end up being 5s ... they become the benchmark ... I personally would never give a 1 to genuine effort but I'm sure others will ... everyone else distributes withing the bell curve. On Fri, Dec 18, 2009 at 10:34 AM, Chad Woolley <thewoolleyman@gmail.com> wrote: > On Fri, Dec 18, 2009 at 6:34 AM, Chris <lawlor.chris@gmail.com> wrote: >> I think the only real disadvantage is that the rounds might need to be a >> little longer in order to allow sufficient creative time for players to put >> a submission together. One possible way to save time would be to open the >> next round during the voting phase of the previous round. It might take a >> few rounds to find an ideal number of days for submissions and voting, but I >> think a good balance could be found with enough fine tuning. >> Obviously this would require a bit of work on the back end, but I don't >> expect it would be anything too difficult. >> Thoughts? > > This is a good idea, but it may reduce the amount of people who > actually vote, because: > > A) They don't want to take the time to rate everything at once. > B) They may not want to (or be able to) return to the site later > > Overall, I think these are minimal concerns, and we should consider > this approach. > > -- Chad >
On Fri, Dec 18, 2009 at 11:29:03AM -0600, Hank Marquardt wrote: > I don't object to this model, but the more I think about it, we really > should give the current one a stress test first before making lots of > changes. > > I think the cowbells thing will work out better when there are more > reviewers and if each submission gets over a dozen or two reviews, the > calculations will be reasonably good ... I think they kinda suck for > low volume reviews like we have with 10 of us ... the SDs are too > high. I do think that if you wait till everyone has submitted before > voting you will have people more naturally do relative rating all by > themselves ... I know I would ... Listen to 10 submissions and 1 or 2 > will end up being 5s ... they become the benchmark ... I personally > would never give a 1 to genuine effort but I'm sure others will ... > everyone else distributes withing the bell curve. Yep, and also I think a way better winnars page will help too. There wasn't enough data to do a "leader board" originally, so I just did each round. Now I can do a leader board that's more than just cowbells for each round. -- Zed A. Shaw http://zedshaw.com/
Also, I think the call to action could be much clearer on the landing page. That is the kindest way of putting it. There are like 6 options and none are visually distinct. I think improving the flow alone would help greatly with voting and submissions/new user sign ups. Maybe this is intended to keep FW under the radar. But I thought I'd bring it up at least. On Fri, Dec 18, 2009 at 8:34 AM, Chad Woolley <thewoolleyman@gmail.com> wrote: > On Fri, Dec 18, 2009 at 6:34 AM, Chris <lawlor.chris@gmail.com> wrote: >> I think the only real disadvantage is that the rounds might need to be a >> little longer in order to allow sufficient creative time for players to put >> a submission together. One possible way to save time would be to open the >> next round during the voting phase of the previous round. It might take a >> few rounds to find an ideal number of days for submissions and voting, but I >> think a good balance could be found with enough fine tuning. >> Obviously this would require a bit of work on the back end, but I don't >> expect it would be anything too difficult. >> Thoughts? > > This is a good idea, but it may reduce the amount of people who > actually vote, because: > > A) They don't want to take the time to rate everything at once. > B) They may not want to (or be able to) return to the site later > > Overall, I think these are minimal concerns, and we should consider > this approach. > > -- Chad > -- Dylan Clendenin 831.331.1484
On Fri, Dec 18, 2009 at 09:13:19AM -0800, Dylan Clendenin wrote: > Also, I think the call to action could be much clearer on the landing > page. That is the kindest way of putting it. There are like 6 options > and none are visually distinct. I think improving the flow alone would > help greatly with voting and submissions/new user sign ups. What would you put on the front page? And, remember there's two types of people: players and fans. So it's not six, it's three each. > Maybe this is intended to keep FW under the radar. But I thought I'd > bring it up at least. Partly. That's more why the signup is kind of a bitch and a half. The front page is more that way because I couldn't think of another way to do it so that it told people wtf FW was about, and let them see what's going on. So if there's ideas for the front page lay 'em on me. I'd love to have something that showed in a snapshot what was going on right then (kind of like a sports caster), but they could also figure out what FW was all about. -- Zed A. Shaw http://zedshaw.com/
On Fri, Dec 18, 2009 at 9:39 AM, Zed A. Shaw <zedshaw@zedshaw.com> wrote: > On Fri, Dec 18, 2009 at 09:13:19AM -0800, Dylan Clendenin wrote: >> Also, I think the call to action could be much clearer on the landing >> page. That is the kindest way of putting it. There are like 6 options >> and none are visually distinct. I think improving the flow alone would >> help greatly with voting and submissions/new user sign ups. > > What would you put on the front page? And, remember there's two types > of people: players and fans. So it's not six, it's three each. visually there are still 6 buttons/links with a different action. they are categorized but existentially there are still 6 things that are not too visually distinct. > >> Maybe this is intended to keep FW under the radar. But I thought I'd >> bring it up at least. > > Partly. That's more why the signup is kind of a bitch and a half. The > front page is more that way because I couldn't think of another way to > do it so that it told people wtf FW was about, and let them see what's > going on. > > So if there's ideas for the front page lay 'em on me. I'd love to have > something that showed in a snapshot what was going on right then (kind > of like a sports caster), but they could also figure out what FW was all > about. > I think all the signup and commenting actions of fans should be hidden from the landing page and only on the point of actual need do you expose those actions. Like the landing page is all about the current round, nothing else. All user activity presupposes the current round. I think all you need on the front is a link to the music submissions for the current round (which explains what the theme or challenge is) and a way to signup in order to add your submission to the round. Fans and commenters can be presented ways of signing up at the point they actually need it—on a particular submission page. I don't think Fans, at this point or really ever, need to get the prominence of first page real estate like they do currently. Fans are nice and we want people to comment and vote and say what they think. What you have at the bottom I think is actually the most useful: "Playing Fret War is easy. Just signup for an account and then send your submissions to play@fretwar.com." That is the essence. I think the players and participants are the ones that should receive the most attention and focus. > -- > Zed A. Shaw > http://zedshaw.com/ > -- Dylan Clendenin 831.331.1484
I wanted to comment. I've participated in Fretwar through 3 rounds (I believe) and wanted to share my experience and observations. First of, I think it is an honor to be asked for feedback on a cool concept like fretwar. I may seem a heretic here for saying but it is just a fundamental question, is competition necessary? For me, the best thing about fretwar was creating something, recording it, sharing it and getting feedback from other musicians. The premise currently is that you must be better than your peers or else you lose. I mean who can take me seriously (after all aren't I the guy that got last place three consecutive times in a row?). Kidding aside, I feel legitimate issues are raised through my experience. I'd like to learn how to record digital music better and progress in my practice as a musician without necessarily feeling like I got to face a voting panel. Should players of my mentality be told to go somewhere else to find a place where musicians can just do whatever they want? I generally like the concept of having a challenge (a specific musical exercise or style to try to create) and a deadline by when it must be submitted. For me the whole war of fretwar was getting my recording to sound good and submitted on time. I don't know what to really propose here or whether my experience has any relevance in the overall mission of this FW endeavor. I guess I'd like to propose that FW become a place that encourages and pushes creativity, excellence, challenges to learn new styles and techniques and receive feedback. Perhaps war and creative challenge are not mutually incompatible ends and there is a way to encourage and promote both purposes. I'm curious how others have had similar or different thoughts on this same vein. On Fri, Dec 18, 2009 at 5:34 AM, Chris <lawlor.chris@gmail.com> wrote: > Fretwar illuminati, > I have an idea that will both allow multiple submissions, prevent gaming, > and also remove the need for a 'first submission' bonus. Simply divide the > round into separate submission and voting stages. Announce the round, and > allow submissions and listening (but no voting) for several days - long > enough to give players plenty of time to put a submission together, but not > too long as to drag the round out too far. Then, close off submissions and > allow a day or so for voting. > This plan completely removes any benefit or penalty for being an early or > late submitter, as all submissions would be given equal voting time. Also, > there would be no incentive to game the submission process by entering > duplicate submissions. > I think the only real disadvantage is that the rounds might need to be a > little longer in order to allow sufficient creative time for players to put > a submission together. One possible way to save time would be to open the > next round during the voting phase of the previous round. It might take a > few rounds to find an ideal number of days for submissions and voting, but I > think a good balance could be found with enough fine tuning. > Obviously this would require a bit of work on the back end, but I don't > expect it would be anything too difficult. > Thoughts? > Chris > > On Tue, Dec 15, 2009 at 11:31 AM, Chad Woolley <thewoolleyman@gmail.com> > wrote: >> >> On Tue, Dec 15, 2009 at 7:57 AM, Hank Marquardt <hmarquardt@gmail.com> >> wrote: >> > Sock puppets are the bane of most sites, I think the filters will have >> > to adapt over time, but yes a horde of puppets will suck the fun out >> > of the site for the guys without that ability. >> >> Yeah. Only allowing submitters to rate would help that, but as Zed >> said it's about fans too. >> >> So, Zed needs to incorporate his cool hate-based social engineering >> from librelist into the comments and rating system, so that sock >> puppets can get slammed down :) >> >> Other ideas: >> >> * You must listen to the entire song before rating >> * You must also rate a certain number/percentage of other entries >> before your rating counts (or fully counts). >> >> -- Chad > > -- Dylan Clendenin 831.331.1484
Interesting thoughts Dylan ... I understand all your points ... and have to say that I agree with most of them as I too just do this for fun, to get better at both playing recording, as before this I'd been simply a basement 'noodler' with no focus since I quit band playing 20 years ago. So a feedback only user class might be interesting .... But ... The site is Fret*WAR* and from inception was designed to be a competitive site, so creating the non competing user class before the site even launches seems to dilute the concept and the brand. So while we can voice our opinions on that, that call is really Zed and Ahsanul's I lived the 80's as a guitar player ... speed was king and the whole scene was a competition ... I've no desire to relive that, I like that I've learned to phrase and not just shred, yet at the same time I think that while I may not be the fastest, nor the best composer, or have the best production, I can score reasonably high in all of those such that the total package/product will stand a chance in competition ... so for that reason I'm OK with the competitive part even though my drive is closer to yours in what makes me do this. On Fri, Dec 18, 2009 at 11:09 AM, Dylan Clendenin <dylan.clendenin@gmail.com> wrote: > I wanted to comment. I've participated in Fretwar through 3 rounds (I > believe) and wanted to share my experience and observations. > > First of, I think it is an honor to be asked for feedback on a cool > concept like fretwar. > > I may seem a heretic here for saying but it is just a fundamental > question, is competition necessary? For me, the best thing about > fretwar was creating something, recording it, sharing it and getting > feedback from other musicians. The premise currently is that you must > be better than your peers or else you lose. > > I mean who can take me seriously (after all aren't I the guy that got > last place three consecutive times in a row?). Kidding aside, I feel > legitimate issues are raised through my experience. I'd like to learn > how to record digital music better and progress in my practice as a > musician without necessarily feeling like I got to face a voting > panel. Should players of my mentality be told to go somewhere else to > find a place where musicians can just do whatever they want? > > I generally like the concept of having a challenge (a specific musical > exercise or style to try to create) and a deadline by when it must be > submitted. For me the whole war of fretwar was getting my recording to > sound good and submitted on time. > > I don't know what to really propose here or whether my experience has > any relevance in the overall mission of this FW endeavor. I guess I'd > like to propose that FW become a place that encourages and pushes > creativity, excellence, challenges to learn new styles and techniques > and receive feedback. Perhaps war and creative challenge are not > mutually incompatible ends and there is a way to encourage and promote > both purposes. I'm curious how others have had similar or different > thoughts on this same vein. > > > > On Fri, Dec 18, 2009 at 5:34 AM, Chris <lawlor.chris@gmail.com> wrote: >> Fretwar illuminati, >> I have an idea that will both allow multiple submissions, prevent gaming, >> and also remove the need for a 'first submission' bonus. Simply divide the >> round into separate submission and voting stages. Announce the round, and >> allow submissions and listening (but no voting) for several days - long >> enough to give players plenty of time to put a submission together, but not >> too long as to drag the round out too far. Then, close off submissions and >> allow a day or so for voting. >> This plan completely removes any benefit or penalty for being an early or >> late submitter, as all submissions would be given equal voting time. Also, >> there would be no incentive to game the submission process by entering >> duplicate submissions. >> I think the only real disadvantage is that the rounds might need to be a >> little longer in order to allow sufficient creative time for players to put >> a submission together. One possible way to save time would be to open the >> next round during the voting phase of the previous round. It might take a >> few rounds to find an ideal number of days for submissions and voting, but I >> think a good balance could be found with enough fine tuning. >> Obviously this would require a bit of work on the back end, but I don't >> expect it would be anything too difficult. >> Thoughts? >> Chris >> >> On Tue, Dec 15, 2009 at 11:31 AM, Chad Woolley <thewoolleyman@gmail.com> >> wrote: >>> >>> On Tue, Dec 15, 2009 at 7:57 AM, Hank Marquardt <hmarquardt@gmail.com> >>> wrote: >>> > Sock puppets are the bane of most sites, I think the filters will have >>> > to adapt over time, but yes a horde of puppets will suck the fun out >>> > of the site for the guys without that ability. >>> >>> Yeah. Only allowing submitters to rate would help that, but as Zed >>> said it's about fans too. >>> >>> So, Zed needs to incorporate his cool hate-based social engineering >>> from librelist into the comments and rating system, so that sock >>> puppets can get slammed down :) >>> >>> Other ideas: >>> >>> * You must listen to the entire song before rating >>> * You must also rate a certain number/percentage of other entries >>> before your rating counts (or fully counts). >>> >>> -- Chad >> >> > > > > -- > Dylan Clendenin > 831.331.1484 >
On Fri, Dec 18, 2009 at 11:22:04AM -0600, Hank Marquardt wrote: > Interesting thoughts Dylan ... > > I understand all your points ... and have to say that I agree with > most of them as I too just do this for fun, to get better at both > playing recording, as before this I'd been simply a basement 'noodler' > with no focus since I quit band playing 20 years ago. So a feedback > only user class might be interesting .... But ... Hmmm, "basement noodler"... that was me too. Maybe that should be the user type to focus on initially. Interesting. -- Zed A. Shaw http://zedshaw.com/
On Fri, Dec 18, 2009 at 09:09:33AM -0800, Dylan Clendenin wrote: > I wanted to comment. I've participated in Fretwar through 3 rounds (I > believe) and wanted to share my experience and observations. > > First of, I think it is an honor to be asked for feedback on a cool > concept like fretwar. Yeah, you're the only bassist since James Golick is a giant whimp and won't play. "Waaah my fretless is out of tune. Waaaahh!" :-) > I may seem a heretic here for saying but it is just a fundamental > question, is competition necessary? For me, the best thing about > fretwar was creating something, recording it, sharing it and getting > feedback from other musicians. The premise currently is that you must > be better than your peers or else you lose. Yes! I knew it. Ok, *you* want the next feature I want to add after I get gear working: blogs. I was thinking about people who don't necessarily want to compete, but really do want to publish their music online and get feedback. That's basically a blog. I was thinking you'd send your submission to blog@fretwar.com and it'd make you nearly the same submission page, but it's not part of the round. Just you and your buddies. It'd have the usual RSS feeds, comments, ratings, etc. But, it's just for you and people who comment on your site. But, I wasn't sure if adding blogs would overload fretwar. Now I'm thinking the blogs for musicians could be the "beginner to intermediate" player's domain, or just for people who aren't interested in competing. You could put your stuff on your blog and have people check it out, and when you start getting good enough you can then try and compete. What do you think? -- Zed A. Shaw http://zedshaw.com/
Well Zed, I agree James Golick needs to get his shit together and face me in a bass-off. Perhaps I didn't stress the fact that I do *like* the structure FW enforces—the deadline and the specific target to shoot for. It is the camaraderie of other stringed musicians and trying to meet the challenge before us before a deadline that makes FW different and unique. If I just wanted to share my music only I think there are probably better sites to do that. I use a free account on soundcloud.com for that. Adding a kind of musical diary area to fretwar may dillute it but I can't be 100% sure either way, it would have to be tested probably and I support the idea in theory. But there is the ideal and then there's the way stuff actually gets used in real-life. Maybe all submissions go to the same place but users can opt-out of the ratings and just allow comments. Those submissions could never be the winner or the loser but still be a player in the round. Maybe the more agressive Fret Warriors amongst us will think that is too passive. Not sure though. On Fri, Dec 18, 2009 at 9:48 AM, Zed A. Shaw <zedshaw@zedshaw.com> wrote: > On Fri, Dec 18, 2009 at 09:09:33AM -0800, Dylan Clendenin wrote: >> I wanted to comment. I've participated in Fretwar through 3 rounds (I >> believe) and wanted to share my experience and observations. >> >> First of, I think it is an honor to be asked for feedback on a cool >> concept like fretwar. > > Yeah, you're the only bassist since James Golick is a giant whimp and > won't play. "Waaah my fretless is out of tune. Waaaahh!" :-) > >> I may seem a heretic here for saying but it is just a fundamental >> question, is competition necessary? For me, the best thing about >> fretwar was creating something, recording it, sharing it and getting >> feedback from other musicians. The premise currently is that you must >> be better than your peers or else you lose. > > Yes! I knew it. Ok, *you* want the next feature I want to add after I > get gear working: blogs. I was thinking about people who don't > necessarily want to compete, but really do want to publish their music > online and get feedback. > > That's basically a blog. I was thinking you'd send your submission to > blog@fretwar.com and it'd make you nearly the same submission page, but > it's not part of the round. Just you and your buddies. It'd have the > usual RSS feeds, comments, ratings, etc. But, it's just for you and > people who comment on your site. > > But, I wasn't sure if adding blogs would overload fretwar. Now I'm > thinking the blogs for musicians could be the "beginner to intermediate" > player's domain, or just for people who aren't interested in competing. > You could put your stuff on your blog and have people check it out, and > when you start getting good enough you can then try and compete. > > What do you think? > > -- > Zed A. Shaw > http://zedshaw.com/ > -- Dylan Clendenin 831.331.1484
On Fri, Dec 18, 2009 at 10:42:59AM -0800, Dylan Clendenin wrote: > Well Zed, I agree James Golick needs to get his shit together and face > me in a bass-off. Yeah, I guess fetlife leaves no time for bass. > Maybe all submissions go to the same place but users can opt-out of > the ratings and just allow comments. Those submissions could never be > the winner or the loser but still be a player in the round. Maybe the > more agressive Fret Warriors amongst us will think that is too > passive. Not sure though. Hmm, let me think this over. I feel like there's something here but I can't quite articulate it. You're right that letting people compete but not compete is kind of unfair, but there needs to be someplace for people who are easing their way into being competitive. -- Zed A. Shaw http://zedshaw.com/
On Fri, Dec 18, 2009 at 08:34:30AM -0500, Chris wrote: > Fretwar illuminati, You are a pope. :-) > I have an idea that will both allow multiple submissions, prevent gaming, > and also remove the need for a 'first submission' bonus. Simply divide the > round into separate submission and voting stages. Announce the round, and > allow submissions and listening (but no voting) for several days - long > enough to give players plenty of time to put a submission together, but not > too long as to drag the round out too far. Then, close off submissions and > allow a day or so for voting. It sounds like the general theme about the "multiple submissions" can be broken down into two requirements: 1) I have multiple bad ass takes I want the world to hear, so let me post them both and play them. 2) DAMN! I sent in my song and I totally forgot the bass line and I'm getting creamed in the ratings! I need to correct it! Let's call #1 "multiple renditions" and #2 "multiple takes". For multiple renditions I basically have to get off my ass and make flowplayer play them both, and add a way for people to rate each rendition. Letting people play both is easy, just a couple tweaks to the javascript that runs flowplayer. Letting them rate one, then another, etc. is a little more involved, but pretty easy. The real question is how your stats would look. Do you get the average of all your submissions? Is there a limit to how many? Now, what you're suggesting is a solution to the multiple takes problem. My desire was that you had to get it right the first time, which adds to the game elements of the site. A big part of making a game fun is that someone can come up from behind and take the lead because the current leader makes a dumb mistake. One of those mistakes could simply be they sent in a screwed up submission by not paying attention to the final recording. I think what you're asking for Chris is "staging", but if the entire round is run in a staged/stepwise way then the game becomes more like a rules oriented musical D&D. I doubt many musicians would find that fun. Coders, yes, but not many others. However, what if *your* submission was staged. When you submit, you get a backstage area where you can edit it, fix up typos, or send in a new cut if you goofed it. But, once you hit that publish button you're done. You've done your performance and you've gotta deal with the consequences. What do you think? That way it improves usability of submissions, but you can still screw up and lose the lead, just not because you messed up an email. -- Zed A. Shaw http://zedshaw.com/
On Fri, Dec 18, 2009 at 12:36 PM, Zed A. Shaw <zedshaw@zedshaw.com> wrote: > > > For multiple renditions I basically have to get off my ass and make > flowplayer play them both, and add a way for people to rate each > rendition. Letting people play both is easy, just a couple tweaks to > the javascript that runs flowplayer. Letting them rate one, then > another, etc. is a little more involved, but pretty easy. > > The real question is how your stats would look. Do you get the average > of all your submissions? Is there a limit to how many? > I think averaging would work. Probably don't need a limit - it takes time to craft a good submission and the rounds aren't really long enough to submit more than two or three. That could change once the user base opens up though. > Now, what you're suggesting is a solution to the multiple takes problem. > My desire was that you had to get it right the first time, which adds to > the game elements of the site. A big part of making a game fun is that > someone can come up from behind and take the lead because the current > leader makes a dumb mistake. One of those mistakes could simply be they > sent in a screwed up submission by not paying attention to the final > recording. > However, what if *your* submission was staged. When you submit, you get > a backstage area where you can edit it, fix up typos, or send in a new > cut if you goofed it. But, once you hit that publish button you're > done. You've done your performance and you've gotta deal with the > consequences. > That would be awesome. As it is now, my song description from the initial email submission usually doesn't make it to the site for whatever reason, it seems I have to send two or three emails before it actually 'takes' on the site. Probably my mistake. But it would be great to be able to tweak those things on the site itself, rather than through email. I think that is more aligned with user expectations as well. Once the user base expands, there will be tons of "Where's the 'edit' button?" questions. Chris > > >
On Fri, Dec 18, 2009 at 01:31:26PM -0500, Chris wrote: > On Fri, Dec 18, 2009 at 12:36 PM, Zed A. Shaw <zedshaw@zedshaw.com> wrote: > > That would be awesome. As it is now, my song description from the initial > email submission usually doesn't make it to the site for whatever reason, it > seems I have to send two or three emails before it actually 'takes' on the > site. Probably my mistake. But it would be great to be able to tweak those > things on the site itself, rather than through email. I think that is more > aligned with user expectations as well. Once the user base expands, there > will be tons of "Where's the 'edit' button?" questions. Ok I'll look at implementing that. Let's see if I can bang it out for this weekend before we start round 6 and then everyone can try it out. -- Zed A. Shaw http://zedshaw.com/
On Fri, Dec 18, 2009 at 10:36 AM, Zed A. Shaw <zedshaw@zedshaw.com> wrote: > However, what if *your* submission was staged. When you submit, you get > a backstage area where you can edit it, fix up typos, or send in a new > cut if you goofed it. But, once you hit that publish button you're > done. You've done your performance and you've gotta deal with the > consequences. Good idea. Should still have multiple renditions, though. Averaging them sounds like a good idea, that will prevent some exploits, but not all.
I wonder if the with a 10 pt scale you get any more striation in the bi-modality ... though without actually reviewing the math, I don't think the 1-5 (or 1-10) counts for much, the attributes carry more weight in the SD calc that drives the cowbells. I do thing that once the user base expands, the bi-modal scale will materialize at 1-5 ... we're all pretty polite and encouraging amongst ourselves. I expect with a 100 fold increase in users, you'll see plenty of "This sucks" comments and 1's given ... haven't seen any of those with our little geek group; and little fanboy cliques will form that hand out un-deserved 5's Maybe the scoring should just be left alone till we see how people game the system ... though I stand by my relative rank order desire after close of submissions. On Mon, Dec 14, 2009 at 11:09 AM, Chad Woolley <thewoolleyman@gmail.com> wrote: > On Mon, Dec 14, 2009 at 8:54 AM, Zed A. Shaw <zedshaw@zedshaw.com> wrote: >> Hi Everyone, > > You can interview me if you want. > > As for suggestions before pimping it - read my ticket about Facebook > style notifications. > > 1. It should notify you via email if someone responds in the same > thread as you. I think this really kicks up the "viral" factor and > keeps people involved. > 2. Text of comment should be included in the emails. You may > initially think this will not force people to go to the site as much, > but I think that the opposite may be true. For people who are > interested in the site - they may not have time to reply right now, > but if the text is sitting in their inbox, they may revisit it later > and reply. If it's just an anonymous link, it's more likely to get > trashed and not looked at. > > > Next up, there NEEDS to be support for multiple submissions, > > Next up, as well a way to update botched submissions (such as when I > forgot to delete 2 minutes of dead air off the end). Maybe you can > leave the original one up and indicate which comments were for which > version. Gets a bit tricky, some people will try to submit a > musically "improved" version, so maybe this one is too hard for now... > > Also, I agree with Hank on the rating system. There should be some > way to rank things relatively after they are in. Also, I'd like a > 10-point scale. I feel kinda bad giving people a 2 if they try, and > some people are good, but not great, so it's hard to decide between 4 > and 5. > > And, working in something where only submitters can rank, or get more > weight, would be a good tool to keep the griefers down. > > -- Chad >
On Mon, Dec 14, 2009 at 12:07:58PM -0600, Hank Marquardt wrote: > I wonder if the with a 10 pt scale you get any more striation in the > bi-modality ... though without actually reviewing the math, I don't > think the 1-5 (or 1-10) counts for much, the attributes carry more > weight in the SD calc that drives the cowbells. I do thing that once > the user base expands, the bi-modal scale will materialize at 1-5 ... > we're all pretty polite and encouraging amongst ourselves. I expect > with a 100 fold increase in users, you'll see plenty of "This sucks" > comments and 1's given ... haven't seen any of those with our little > geek group; and little fanboy cliques will form that hand out > un-deserved 5's Yeah, actually this is kind of the reason there's also 5 qualitative ratings too. It is effectively a 10 point scale, it's just that 5 of the 10 points has a meaning and each gets their own distribution. > Maybe the scoring should just be left alone till we see how people > game the system ... though I stand by my relative rank order desire > after close of submissions. That's pretty much how I'm going at it. So far it's holding up really by the match. I think really what's next is some better displays of who's on top for what. I'm thinking if there was a better /winnars that showed who's on top overall, then the most accurate players, best at interpretation, etc. Rounds could then each have these too. Another thing to keep in mind is with only about 4-10 players you can't really see how the rankings work. It's too small of a sample. Anyway, off to work, I'll have more thoughts later today. -- Zed A. Shaw http://zedshaw.com/
Not sure I have anything particularly interesting to say, but if you want to interview me, that's fine ... my skype is tycodemonkey ... of course I've never done voice on skype ... it's just our im of choice in the office ... I'll have to scare up a mic somewhere. Yes, Aeolian is pretty universal, but almost to the point of boring ... it'd end up being 'do whatever you want' round 1 ... I'd prefer something with a little color anyway Dorian, Mixolydian, Lydian, but if Aeolian is the answer, so be it. I say open the floodgates, get some testosterone fueled teenagers living in Mom's basement and playing 15 hours a day submit ... that's where the logical user base is. Don't know what to tell you about how to balance those folks though ... I'll probably just quietly disappear if the jerkage factor gets too high, I'm old and do this for fun, not to have another place to put out flames ;) There's part of me that still isn't sure about the rating system, the 'war' part of Fretwar seems to be missing -- I get the blind listening thing and agree with it, but it seems that after the round closes there should be some facility to rank order all the submissions in relation to each other, not just in their absolute little world during the listen .... perhaps that could/should just be limited to those submitting, not sure. Perhaps given the small sample size of submissions we just don't have enough reviewers for the cowbells to work and we should just wait and see when there are perhaps 100 reviews per sub rather than 4 ... maybe it'll all work out then. Really just me thinking out loud. On Mon, Dec 14, 2009 at 9:54 AM, Zed A. Shaw <zedshaw@zedshaw.com> wrote: > Hi Everyone, > > As you may notice I was busy working on my other projects, trying to get > them some love before flying back to Fret War. I've updated Lamson to > fix a bunch of really annoying bugs and put a bunch of work into > Librelist. Both projects are also used by Fret War so it's a nice side > benefit. > > Of course, that means I wasn't able to play Round 5. We got some good > submissions in this round, but it's getting a little thin. > > Therefore, I was thinking we'd go modal with Round 6. If we went with > Aeolian then we could have people playing metal, latin, some jazz > fusion, funk, etc. What do people think of that? Any requests? > > Next up, I want to do the Fret Show sometime this week now that I have > time, and I want to interview some of you. If you're able to do a short > Skype interview with me for the next show then let me know. If you're > in San Francisco that'd be even better since we could meet in person and > get a better recording. > > The interview will be basic stuff about your submissions so far, and > what you think of Fret War. > > Last order of business: I've been keeping Fret War under the radar > until it's stable and has the right mix of features to interest > guitarists and fans of all levels. I think once I get the gear roll > working I'm going to start pimping the crap out of it and get guitarists > to start joining. > > Which means, we'll get a lot of people who aren't coders, tons of newbs, > and probably quite a few jerks. > > I'd love to hear if you have any ideas of features that are missing to > help the next generate (TNG) of Fret War players and fans. > > Otherwise, have a great week. > > -- > Zed A. Shaw > http://zedshaw.com/ >