Meaningful Play 2010, Day 2

The conference begins its second/final full day.

This morning dawned cold, as we experienced our first hard frost of the season. One disadvantage of being local to a game conference is having extra responsibilities, such as figuring out where you put the ice scraper in order to clear your windshield. Of course, the corresponding advantage is having appropriate winter clothing available without having to remember to pack it.

The morning keynote was Games that Move Us: Designing More Powerful Emotional and Social Play Experiences, presented by Katherine Isbister of the NYU Game Center (and more).  This talk was quite interesting and informative, looking at the connection between physical actions and emotional states in the realm of games, where requiring certain activities or postures can have a real and measurable impact on the players.

Professor Isbister introduced the concept of the “physical feedback hypothesis”, wherein a human being has an innate emotional response to an imposed physical position.  She first described it with the anecdotal story of a mother telling her child to stand up straight and adopt a confident posture, which in turn actually conveys an internal feeling of confidence.  Then she described (and showed pictures) of a study that proved the facial feedback hypothesis by means of a special game controller that players had to hold in their mouths.  Depending on the position of the controller, the participants mouths were “tricked” into either a simulated smile or frown, and those whose faces were made to smile were statistically more likely to report positive feelings, and to like the controller, than those who frowned.

This idea was then expanded into the concept of “emotional contagion“, where one person is (innately) influenced by the emotions of others.  I know that we experience this here all the time, when one family member is in a bad mood and it seems to rub off on the rest of the family, even without direct negative interactions.  (The next time this happens, I will to try to counter it with unbridled happiness, even if I have to fake it [a la the previous paragraph].)  In the specific area of games, the mood of players simultaneously playing a game spread to each other and to non-players in the room.  Adding the earlier concept to the equation, enticing the players to make happy/silly dance movements (for example) improve the mood and connection between players.  This was demonstrated with video of players using We Cheer as well as a custom Wii game created specifically for a study (and involving the controllers inside silly hats).

Katherine Isbister mentioned, as an aside, that studies show a hunched posture, as our ancestors might have adopted as a defensive position, evokes a physical reaction (i.e., release of hormones) that actually increases stress and blood pressure, and she noted that this is not unlike the position we take when sitting at a desk working with a keyboard.  Also, just because she mentioned it, here is a video of a cat using an iPad.  Finally, the talk ended with a call to action for deeper discourse on this idea of the actual physiological effects that games can have on players and how to harness that to make more powerful (and positive) game experiences.

During the first set of breakout sessions for the day, I attended a roundtable, Video Game Violence: Is There a Role for it in Meaningful Play.  This session dealt with both the title topic and the secondary issue of the upcoming Supreme Court case, which is particularly interesting to me, having testified before the Michigan Senate Judiciary Committee back in 2005 in opposition to a similar law restricting sales of video games.  The discussion was very active and open, and the consensus seemed to be that video games have some effect on players, certainly, but that aspect still needs significant study yet, and in any case, legal restrictions on games are a bad idea.  It is truly disappointing that politicians cannot be as thoughtful and deliberative as the people here.

I made the observation that I just wanted the law declared unconstitutional (again, once and for all) so we can then focus on the more subtle and important areas of academic research and understanding, without the threat of the blunt instrument of legislative policy interfering, for which I was later personally thanked by the primary moderator, Maria Chesley Fisk, Deputy Director of Health Games Research.  The conversation among most of the roundtable participants continued well after the session was officially over, and I did not end up leaving the room until more than 40 minutes into the lunch break.  This was a very valuable discussion.

Of course, a shortened lunch break (plus payroll) meant that I was late getting back to the conference for the next talk, Navigating the Wilderness of Educational Entertainment: Design Challenges in Man vs. Wild: The Game, presented by Nathanial McClure, Patrick Shaw, and Brian Winn.  This session was fascinating because the development was a collaboration between Scientifically Proven Entertainment (with McClure and Shaw), F84 Games (in LA), and game development students at Michigan State University (under Brian Winn).  The project also involved publisher Crave Entertainment and Discovery Channel.  I was disappointed to have missed the beginning, since the logistics of this arrangement were apparently discussed before I was there, though hearing about the design challenges for the game (to be released in early 2011) was also interesting.

The final breakout sessions of the day had me attending a panel, Growing the Game Industry in Michigan: Two Years Later, which is (of course) directly relevant to our company.  As the title suggests, this was a followup to a similar panel on the first day of Meaningful Play 2008.  The lineup featured the return of Matt Toschlog (Reactor Zero),  Gjon Camaj (Image Space), and Brian Winn (moderator), who were joined this time by “Than” McClure (from the previous session), Jared Riley (Hero Interactive), and Ken Droz (formerly of the Michigan Film Office).  The discussion was mostly about the 42% tax credit for building games in Michigan, which enticed McClure to move his company to Michigan from Los Angeles; the elephant in the room was the fact that he is currently suing the state to actually receive the promised incentives, after his company was promoted as a “success story”.  All members of the panel (even despite these issues) agreed that Michigan is a great place to live and do business.

The afternoon keynote, Finding the Feeling: Experimental Development @thatgamecompany, presented by Robin Hunicke, was ostensibly about design challenges in Journey, a game currently under development by thatgamecompany, but it was also an inspirational talk that reminded me why we create games and what they have to offer players.  She spoke about the intellectual, emotional, and social needs of players, and she noted how much tone of voice and body language are involved in human-to-human connection, but is usually lost in game environments.  She concluded that, “collaboration is hard”.

I was interested to hear that they create a “thesis” for the game, and that it was, essentially, too personal to share with the audience, although earlier theses, “Together we can move the mountain” and “We all walk the path; each journey is different“, were mentioned.  Alas, I cannot properly convey the moving spirit of this presentation in a blog; suffice it to say that it was very good.

Immediately following the keynote was the MSU Ten Years of Games Happy Hour Gathering, which was a networking event at a local brew pub.  I had a chance to talk with several people, including a lengthy conversation reminiscing about the game industry, and other topics, with Rod Myers, a PhD student at Indiana University.  When Jared Riley gave his “keystone speech”, celebrating his company’s fourth anniversary, I realized how fortunate I am to still be in this industry (as one of the “old guys” at the conference).

Friday was a great day.

Meaningful Play 2010, Day 1

This academic conference begins in earnest.

This morning Meaningful Play 2010 officially got underway.  I decided to take along my iPad, so parts of this posting are being written throughout the day from the conference site.  (Alas, not all things blog are easy to manage with only a touch interface, so the final edit had to be done on a system with a mouse.)  As I grabbed my cool DirectX conference laptop bag [Thanks, again, Microsoft!], I was amused to realize that my name badge from Meaningful Play 2008 was still attached to it.  A collection is born.

The conference began with a short welcome presentation followed by the opening keynote by James Paul Gee entitled, Design, Learning, and Experience.  In the talk, Gee introduced the concept of Plato’s Problem, which he describes as people sometimes being “way smarter” in some areas than one expects them to be, and the converse, Orwell’s Problem, where people can be “way stupider” than they should be.  This latter issue was dramatically illustrated by a review of the recent mortgage crisis that led to the current downturn in the economy, and specifically the fact that anyone with any critical intelligence could have predicted that bundling a bunch of bad assets along with worse assets into a financial instrument results in a very bad risk.  (Another somewhat depressing example of this involved Glenn Beck and resulted in the conclusion that one “cannot fathom that level of stupidity.”)

In regard to (supposed) intelligence testing, he noted that in a type of logic problems involving sorting cards with various figures, such as circles and squares, 75% of people get them wrong, but putting an equivalent challenge before them in which they have a stake in, and therefore care about, the outcome, the correct solution is found 90% of the time.  Additionally, people are shown to be better able to think well when they have clear goals and must take action.

Where this applies to games is that these types of challenges are those that games can present quite well, essentially helping to draw out the innate intelligence in people.  Further, Gee asserts that games are actually the solution to Orwell’s Problem, which is caused by “re-lying” on ideas presented by others, without critical thought.  Games allow (or even force) players to think for themselves, to rediscover that process of learning and thinking, and also thereby to prepare for future learning.  It was an excellent keynote to get things rolling.

Next was the first set of breakout sessions, taking place in five different rooms.  I was considering the Puzzle Design for Educators and Game Developers workshop, but instead I decided to remain in the ballroom for the next talk, the balance tipped by a reference in the prior keynote to Filament Games.  The talk, Learning Learning Games: How to Effectively Teach New Game Mechanics, was presented by the company CEO, Dan White (rather than Dan Norton, co-founder and Lead Designer, as expected), and was a practical survey of methods for providing game tutorials.

The focus of the talk was particularly towards tutorials in educational games, where the player may not even be a willing participant.  Dan White framed the problem as game tutorials being the last designed, but first experienced, part of a game, and then he listed nine different techniques that can be used, demonstrating most of them via contrasting some of their early game prototypes with the finished (or revised) versions.  The end of the talk moved to the topic of play testing, which (unfortunately) got short shrift due to time constraints, but was the main topic of the question and answer period.  The speaker made the great point that they have to remind or explain to play testers that it is the game that is being tested, not the players, so they cannot fail.  My (final) question to him was whether they filtered their testers based on target audience, and the short answer was basically that they did not for alpha (internal) testing, but that they did for beta (external) testing, and were usually contractually obligated to do so as well.

Although there was no time for a followup question, which would have been to ask how they weight the feedback from testers outside their target audience, the question did trigger a wonderful conversation on the topic with Laurie Hartjes, who will be presenting her paper, Life and Death in the Age of Malaria: A risk-reduction game for study abroad students, tomorrow.  Among other things, she told me that for this topic (which boils down to teaching players how to stay alive), she learned that it was necessary to greatly simplify the game, after opening with some attention grabbing headlines, for the bulk of her audience; however, she found that the 5% of players who self-identified as “gamers” really enjoyed the more complex (resource management) version of the game.

After this chat, I took a long lunch to deal with some important business issues, so I missed the LEGO (which was limited to 15 participants anyway) and Hermit Crab Game Design workshops, which were the last for the duration of this conference.  The closing keynote on Saturday is about LEGO, though.

I returned to the MSU Union, where the conference is being held, just in time for the afternoon keynote, What Will Great Serious Games Look Like?, presented by Ben Sawyer, with whom I had some online association a few years before he became the “lead goose” of the serious games movement (as he was introduced).  When I read the name of the session aloud my business partner (and wife) answered, simply, “Like other games.”  She was absolutely right, in my opinion, and I expected a similar discussion, but the talk was a little askew from supporting or refuting that idea.

Ben’s first important slide read, “All Games are Serious.”  I agree with this sentiment (games that, literally, deal with ‘life or death’ information notwithstanding), and it defuses some of the debate about the term “serious games” that has apparently erupted recently in some online/academic communities.  After this, the talk turned toward the technical support frameworks that need to be in place for this type of (non-commercial) game, a topic that did not interest me much, quite frankly (not being an evangelist for this movement).  There were some decent takeaway points, though, including the need for accessibility, including for color-blind players, and that “connectedness” between [serious/educational] games and the real world is necessary to further the message or learning.  In other words, the games should supplement existing methods, especially those involving human interaction, rather than replace them.

There was a dinner break prior to the conference reception, game exhibition, and poster session, held at the East Lansing Technology Innovation Center, a local technology business “incubator”.  Honestly, I only popped in very briefly to scan the posters and then glimpse the numerous games on display.  I did get a longer look at Undercover UXO, a landmine education game developed for the OLPC (One Laptop per Child) system by the MSU MIND Lab.  I was very intrigued with the CombiForm idea (and hardware), though my time was running out (and the controller handle was too small for my big hands to fit through, so holding it was quite uncomfortable), so I did not see the full demonstration despite the enthusiasm of the designers/presenters.

I left early for another obligation (in which I scored a goal), and now I just look forward to tomorrow.

Meaningful Play 2010, Day 0

This academic games conference prepares to start.

Today is the night before Meaningful Play 2010 gets underway.  This is an academic conference about, as the tag line says, “designing and studying games that matter.”   It takes place here in East Lansing, Michigan, on the campus of Michigan State University, over the next three days.  The sessions at this conference are less about implementation details (so no SRO technical sessions with Michael Abrash or John Carmack) and more about broader issues, such as how to make games more effective as learning tools, and what makes gameplay meaningful.

The last (and first) edition of this conference was held two years ago, and you can read my detailed information on that conference in my post Meaningful Play 2008, and in the next three entries for Day 1, Day 2, and Day 3.  Of course, I will be attending, and reporting from, the conference again this year.  In fact, I have already attended the first associated event (and picked up my badge).

This “pre-conference talk” was Hanging Out, Messing Around and Geeking Out: Connected Learning and Play in a Digital Age, presented by Mimi Ito of the Humanities Research Institute, University of California, Irvine.  In her presentation, she noted and illustrated these three main conflicts between traditional methods of education and learning via new media: originality versus sharing, stock versus flow of information, and top-down versus peer-to-peer.  She discussed and defined “connected learning”, involving three main elements: being interest-driven, involving peer interaction, and tying formal and informal methods together.  As much as I sometimes feel disconnected from the current social technologies, this definition clearly put my own educational experience at the forefront of the connected learning movement.

One piece of the presentation that clearly brought home the issues being discussed was a video, A Vision of Students Today, by Michael Wesch from Kansas State University.  It is particularly noteworthy that this video was created more than 3 years ago; think about how much things have changed even since it was produced.

After the talk (which was actually open to the general public), I skipped the reception for a personal errand, but I did return to (a different location in) East Lansing in time to pick up my badge at registration.  Of course, there was also a bit of swag, too, including a very nice zippered bag with pockets, the obligatory conference t-shirt, and other goodies.  Now I ask you:  How many professional/academic conferences provide a chocolate bar in the swag bag?  Great idea.

I will admit to being pleased to know the conference organizers and have them note that they were glad to have me attend again.  Now I just need to review the schedule book, highlight the interesting sessions and workshops (possibly all of them), and decide which portable electronic device to carry with me, or whether to go “old school” and take notes with a pen and paper.

… and I need to get some sleep.

Most Popular Action Solitaire

Two more product updates were released.

Over the past few weeks, Goodsol Development has published updates to two more of our titles, Most Popular Solitaire and Action Solitaire.

MPS 2.03 for Windows and Mac OS XActSol 1.40 for Windows

Frankly, we have been so busy lately with programming and development of projects on four different platforms that I have fallen a bit behind the release schedule with these blog updates, but this particular posting brings me current (at least until next week, when yet another product update will ship for both desktop platforms).

Most Popular Solitaire 2.03, a Solitaire title for Windows and Mac OS X with 30 different varieties of games (plus 13 bonus game variants in the full version), was released on September 14.  This update was a maintenance release to fix every reported bug in the project.  Just about a month later, as I write this, Most Popular Solitaire still holds the #2 position on Apple DownloadsCard & Puzzles category, and still ranks #5 in the overall Games category.

Action Solitaire 1.40, an arcade Solitaire product for Windows (only), was released last week.  This is a significant update, adding 5 more games, bringing the total to 70 games, while also reducing the price to only $19.95.  The new version is free to existing customers.  The new games are Classic Scorpion, Sea Towers Kings, Baker’s Game, Klondike Free, and Black Hole (and only in the latter game has anyone bettered my high scores yet).  Honestly, I am hoping that many more people buy this addictive software so we can justify porting the game to our other platforms.

We still have three more releases for desktop platforms (Mac OS X and Windows) scheduled for the coming weeks, plus the first of our iPad titles is due before the end of the year.

I stand with Stan

A comic book legend weighs in on video games.

As we approach the upcoming arguments before the United States Supreme Court concerning video games and the protection of free speech in this country, legendary comic creator Stan Lee has contributed some historical perspective to the issue, finding a direct parallel with attacks upon the comic book industry half a century ago.  That is why Stan Lee supports the Video Game Voters Network.

If you prefer your commentary irreverent, fast-paced, and visual (or even if not), I recommend viewing this video by Zero Punctuation (a.k.a., Ben “Yahtzee” Croshaw) explaining the importance of VGVN.

Our Games.  Our Rights.

Join Now.

When I testified before the Michigan Senate Judiciary Committee back in 1995 in opposition to proposed game restrictions in Michigan, one Senator (while I was still on the stand) equated the game industry with prostitution and essentially implied that I was a whore. When our government makes judgments that some expressions (such as his) are more worthy of protection than others, such as those reflected in video games (or books, movies, newspapers, etc.), they dishonor the Constitution and a fundamental principle of the United States of America.

By the way, for those who did not follow (or do not remember) the story at that time, Michigan went on to pass the legislation (which was similar to the California law currently under review), it was signed into law, and then it was ruled unconstitutional by a federal court and overturned. In addition to the immense waste of time (not to mention, good will), the State of Michigan was forced to pay an extra $182,349 to game industry groups in restitution for legal fees amassed while opposing this foolhardy bill.

The big legal event is scheduled.

Of course, the really major upcoming issue is Schwarzenegger, Governor of California v. Entertainment Merchants Association (#08-1448) being reviewed by the Supreme Court.  The case is on the docket and arguments are scheduled to be heard on November 2, 2010.  It is supposed to be the first case (of three) presented on that day.

Ultimately, the ruling by the Court could have a substantial impact on the game industry, either by curtailing the repeated attempts by legislators to treat games as an unprotected form of expression and erode the concept of free speech, or (if they rule incorrectly) by opening the door to many more of such restrictions, leading us to war games where soldiers bleed green and mature games being banned from sale altogether.  Fortunately, every court so far has ruled against these kinds of laws, including against this particular law twice previously.

For more information, please see my previous posting, Video Games facing Supreme Court review.

“Why does this matter?  Because if you restrict sales of video games, you’re chipping away at our First Amendment rights to free speech.”Stan Lee

FreeCell Plus 4.02

Our package for FreeCell enthusiasts is updated.

As mentioned in my previous post, FreeCell Plus 4.02 was released at the end of last month, continuing the Goodsol Development autumn release party (which should continue into November).

FreeCell Plus splash screen

FreeCell Plus is a Solitaire game program available for both Windows and Mac OS X.  It includes the best version of FreeCell, one of the most popular types of computer Solitaire, along with 11 similar games (8 of which are playable in the trial version).  This free update fixes a few minor bugs on each platform and updates it to using the latest engine.  FreeCell Plus 4.02 is still available to purchase for the low, low price of only $9.95.

So, where have you been for the last three weeks?

Me?  Well, first of all, I have been recovering from a bad cold.  Perhaps it would not have been nearly so bad had I taken the time to actually get over it, but one disadvantage of working at home (and having a heavy release schedule) is the opportunity/pressure to keep working through illness.  Fortunately, the outcome has been positive.  (See below.)

Secondly, in a quirkily parallel situation, our server had some issues in presenting the blog.  Disappointingly, a system upgrade downgraded our copy of WordPress, effectively reversing all of the recent improvements, and caused some difficulty.  When I thought I had the problems fixed, it turns out that in my foggy state I missed one important file, so the blog was actually broken until this week.  (The fact that comment spam completely stopped should have a been a clue…)

Finally, and most importantly, I was working on a version of FreeCell Plus for a popular touch device developed by a company on Infinite Loop in Cupertino.  Internally, we have a playable version in the prototype phase, and we are now actively working on our recliner-based test methods.  Stay tuned to find out more in the near future.

Pretty Good Solitaire Mac Edition 2.12 (and more!)

A new version of our premier Solitaire for Mac OS X is released.

Pretty Good Solitaire iconThe autumn release schedule at Goodsol Development was kicked off with the release of Pretty Good Solitaire Mac Edition 2.12 on August 17th.

Pretty Good Solitaire Mac Edition is a Solitaire program that (currently) supports 200 different solitaire games.  PGSME 2.12 is a maintenance release that fixes a number of minor issues that have been reported by users.  You can download this free update here.  All registered users will be eligible for a free upgrade to PGSME 2.2, with 300 games, when it is released later this year, so Buy Now!

There is something for Windows users, too.

Of course, the flagship product is Pretty Good Solitaire (for Windows), so the same day also saw the release of Pretty Good Solitaire 12.4, which increases the total number of different Solitaire games to 750 (adding 10 new games).  You can purchase a copy here or download an upgrade/trial version here.  This release is the special 15th Anniversary Edition.

Unlike other Goodsol titles, these two versions of Pretty Good Solitaire are built from completely different code bases, in different languages, by different programmers.  I developed the Mac OS X version, and Thomas Warfield has been writing/improving the Windows version since 1995!  The dual release turned out to be almost double the usual work for a single “SKU” release (for Thomas, not me) so the upgrades are likely to be staggered going forward.

Even more is yet to come.

In the coming months, there are going to be releases every couple of weeks, with upgrades to all of the other major titles in Goodsol’s product lineup, including Most Popular Solitaire, Goodsol Solitaire 101, Pretty Good MahJongg, and even Action Solitaire.  Those who are paying attention will note that a “couple of weeks” have already passed, and true to this schedule, FreeCell Plus 4.02 was released two days ago.  I will write more about that next week.

Enjoy!

A cloud is forming

Changes to this Gamecraft blog are underway.

I am currently in the process of revamping Gamecraft to make it more useful for readers and easier to find the desired content.  I am also trying to improve the marketing and SEO (search engine optimization) for the site in order to bring more visitors, and hopefully the changes will help them become regulars here.

The quest to improve my blog began with a post in the asp.members.marketing newsgroup of the Association of Software Professionals.  Responses from fellow members suggested that there was not problem with the focus or content of the postings, but rather that the organization was not ideal, especially for new visitors.  In particular, it was suggested that I add a “tag cloud” to the side bar, which I have done, and tag my posts appropriately, which process is underway but may take a while (since there are nearly 300 posts to update).

To be honest, I never really considered a tag cloud before, but now I definitely see the benefit, making the topics of the blog available at a glance.  I actually needed to make some CSS modifications to the theme in order for the one here to appear more as a cloud and less like individual lines of alphabetical keywords.  For the moment, certain keywords (e.g., “Mac”) are overrepresented based on recently activities and releases, but it is an improvement.

Other changes included moving the ‘Archives’ column to the far right, so that its length does not displace other groups, moving the ‘Categories’ column up, and adding a ‘Recent Posts’ column.  (At least some of these changes may have been made previously and then lost in a WordPress or theme update.)  In the near future, I am planning an ‘About your host‘ page for those who want to know more about me and my extensive experience, as well as a ‘Best of Gamecraft‘ section with links to some of the most useful and popular articles.

I sincerely invite any suggestions or criticism of the style, content, and organization of the blog, either via comments to this posting, or directly via email to seelhoff@sophsoft.com.  Praise, of course, would be accepted as well.

Pretty Good MahJongg Mac Edition 1.0

A favorite product is now available on a new platform.

This week, Goodsol Development released Pretty Good MahJongg Mac Edition 1.0, our very first published Apple Mac OS X version of this award-winning title.  Pretty Good MahJongg Mac Edition is a MahJongg solitaire game which has 160 different tile matching layouts, but also 32 original solitaire games played with MahJongg tiles, as well as a custom layout editor (only available in the full/purchased version).

The develoment of Pretty Good MahJongg Mac Edition took longer than originally anticipated, due at least in part to working on three different products for three different platforms simultaneously.  The end result, though is very satisfying, and this Mac Edition has all of the same gameplay features as the Windows version, including downloadable tile sets.  The next major update of PGMJME will bring the number of solitaire games (and tile matching layouts) even with its 8-year-old sibling, but that is in the (not too distant) future.  For the moment, I am looking for the expected 50% productivity gains on the other two major upcoming releases.

You can download a trial version of PGMJME 1.0 from the Mac Edition web site, and you can purchase Pretty Good MahJongg Mac Edition for only $24.95.  (Registered users of the Windows version can find a link for a discount coupon on the Goodsol web forum.)  What a deal!

I challenge anybody to catch me in Free Klondike (one of the original solitaire games in PGMJME, and my favorite) playing in climb mode.

RIP: Mike Dulin (1943-2010)

A friend and colleague passes away.

Last Wednesday, July 28, 2010, Michael Dennis Dulin died from complications of pulmonary fibrosis; he was 66.  [Here is his Obituary from the Janesville [Wisconsin] Gazette.]

Mike Dulin

Mike Dulin at SIC 2006

Mike Dulin was the founder of SharewareJunkies.com and other related web sites.  Within the shareware industry, he was perhaps better known as a perennially upbeat attendee at industry conferences, an advocate for software entrepreneurs, and the driving force (and voice) behind SharewareRadio.com.  (He interviewed me for his site back in 2007.)  Mike always had a story at the ready, including some amusing anecdotes from his previous career as an air traffic controller at Chicago O’Hare.  He qualified as a true “character” (in the best way), living and working in both Finland and Guatemala, commuting a couple of times each year.

At the time of his death, Mike Dulin was serving as the President of the Association of Software Professionals, a position to which I was instrumental in appointing him back in 2008 (when I was ASP Chairman of the Board).  Mike remained in that role and was still performing his duties for the ASP at the Software Industry Conference less than two weeks before his passing (and I am sorely disappointed that I was not there at SIC 2010).

Rest in Peace, Mike.  You will be missed.