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On The Treatment of Coders

Dog in a ladybug costume
Coders can seem like odd creatures sometimes. Under that ladybug costume, though, they're as human as you or I.
This article originally appeared in the now-defunct online magazine Imaginary Realities. It talks about MUD administration, and draws on my experience working with Armageddon MUD, the world of Zalanthas. For those who don’t know what a MUD is, it’s a text-based roleplaying game. Here’s the wikipedia article on MUDs.

One of the sad truths of the mud world is that there are never enough coders. Builders aplenty, brimming with fresh idealism and plans for entire zones, appear (and sometimes disappear) at the drop of a hat. But coders are the unicorns of the mudding world, seldom glimpsed and ardently pursued. We are lucky enough to have three dedicated coders on Armageddon MUD: Morgenes, Tenebrius and Tiernan, as well as a few other staff members willing and able to wade through the bugs file and tinker with things upon occasion. How, then, does an administrator keep these rare beasts happy? The following four steps may help.

1) Communicate: When asking for new code, try to let the coders know exactly what is desired. For example, instead of ‘Let’s make archery more complicated,” a staff member might propose “Let’s put a range on archery, so the farther away the target is, the harder it is to shoot it.” A full description of the the idea, perhaps including examples, such as fake logs showing what the idea will look like when being used, helps make sure the originator of the idea and the coder are on the same track as far as things like syntax and usage are concerned.

The same holds true for bugs. Describing how it’s supposed to work as well to how it’s working right now helps clarify ideas. Coders want to know if the bug is REALLY a bug, or something being reported because it doesn’t work as the reporter feels it should.

With bugs, give the coders as much information as possible, including how to reproduce the bug. Examples by way of logs are great, and if they include some form of error message (or message that they’re getting that shows it’s an error), it often allows the coder to track down what section of the code needs to be worked on.

Make sure people aren’t bumping into each other. On Armageddon, we’ve got a coder’s board, where people post changes as they make them. This alerts fellow team members to what they’re doing and is also helpful if unexpected bugs crop up, enabling people to track exactly what got changed and when. Two people should not be working on the same idea at once unless they know it, and can divvy up the work accordingly.

2) Have a purpose: Will it get used? Is it something players are asking for? This one is a matter of ego, but we’re all human and we all do have egos. Seeing their work getting used, regularly and as envisioned, is a reward beyond any thanks or congratulations other staff members can give a coder. Track player requests, through entries in the bugs/ideas/typos files as well as emails to the account and posts on the general discussion board in order to convince a coder that the players want, and will use, something.

Generally, with new ideas figure out how they are moving towards some goal. A piece of code like a new skill is going to sound more interesting if it fits into some overall purpose, such as a master plan of non-combat related skills for the economy than it would if it is just a random idea. You are also going to end up getting more out of the idea if it is part of a greater whole.

Make it innovative. Some coders like to be trail breakers, to feel that they’re not just playing catch-up with another mud, but are creating ideas and concepts new to the mud community. Some ideas get requested to ‘balance’ things out between groups: guilds, or races, or mount speed. When a coder starts to feel like the code they’re doing that day only works to nullify a change made last week, then they’re going to start wondering what they will be asked to implement tomorrow.

3) Share the work: Do as much of the grunt work as you can for the coders, including helping thoroughly test, providing help files and documentation, and fleshing things out. In testing, give coders information about what is not working and how to recreate the result. Be precise about what needs to be changed: not ‘the plague of locusts spell needs to do more damage’, but ‘it needs to do about twice the damage it is now.’ When something requires a new help file or modification of an existing help file, do not expect the coder to do it, but supply it yourself. If it is something that requires building, provide the items. Teamwork of this kind, when it is working well, is terrific, and will often produce amazingly cool results.

4) Appreciate: Good coders can never be praised sufficiently. We try to make sure that players know who is responsible for new and interesting changes, by posting information about them in the news as well as in our weekly update, which is a mailing our players can subscribe to, which provides information about changes, staff and world news, upcoming recommended playing times, etc. When players write in with compliments or feedback on a code change, make sure that the note gets passed along to the person , as well as that the coder knows how cool or slick you think the ideas they have implemented are as well.

There is a tendency sometimes to regard coders as resources that spit out code at request. But the fact of the matter is that treating coders in that way will frustrate both sides, leading coders to become discouraged and unmotivated to implement new ideas and builders to feel that their coding needs are not being met. These four points may help avoid such frustration.

This article originally appeared in the April 2001 issue of Imaginary Realities.
© 2002 Cat Rambo. All rights reserved.

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The Most Recent SFWA Kerfuffle

picture of graffiti depicting an image from The Crying of Lot 49“Hey, how about that SFWA mess?” my brother asked in an e-mail.

I winced, because I knew exactly what he meant. In my capacity as the lead of the moderating team on the SFWA internal forums, I’d been reading about it for the past few days – and working to keep the discussion — on those boards, at least — somewhat sane. There was a whole lot of shouting going on. And some of it, I think, could be avoided if some of the shouters had actually taken the time to listen to (by which I mean read) what was being said.

That’s a problem happening on both sides (and honestly, there aren’t really “two sides”. There’s a lot of possible takes on this and part of the problem is this idea of “us vs. them”.) “OMG they are attacking Mike Resnick!” screams one group. “OMG old white dudes telling us what to do!” shouts another.* There’s assumptions being made that’s there’s no room for the organization for both sides and that each is trying to somehow oust the other.


So…I’d urge you to actually read what’s under discussion, as well as how it’s being discussed. The article in question was third in a series of what seem like bad moves on the SFWA Bulletin’s part. First there was a cover that many felt was inappropriate for a professional magazine. This was accompanied by an article in the same Bulletin written by Barry Malzberg and Mike Resnick that, while doing an admirable job of trying to document the role women have played in the early days of SF, also applied appearance standards to those women in a way that did not seem congruent with how they’re applied to men, as well as emphasizing how anomalous these creatures were by appending “lady” to editor, so we have editors and lady editors. Since very few of us lady editors actually manipulate the keyboard or pen with our vulvas**, the need to specify gender seems a little unnecessary, but okay. That was followed by an issue with a column in which the writer used Barbie as an example in what seems like a misguided rhetorical strategy. (I am trying to be somewhat neutral about all this, but you can no doubt tell that my sympathies do lie more on one side than another.)

And then came a third issue, containing a rebuttal to the criticisms by Malzberg and Resnick, which did exactly what I’m talking about. I’m forced to believe that since they identify the criticisms as “anonymous,” they didn’t bother to go read any of them, in which case they would have noticed that they weren’t anonymous but that people were quite willing to attach their names to them and had been doing so from the start. And the reply — well, go read it and decide for yourself whether or not you think of it a reasoned response to criticism.

Since then tempers have continued to flare, some people have resigned from SFWA while others decided to stay, a task force has been formed to try and figure out how to make the Bulletin more professional, and on and on, including lots of shouting about “PC” and censorship. So what I’d like to say is, if you decide to weigh in, exercise a little due diligence and do your homework beforehand. That means read the pieces as well as some of the discussion. Don’t rely on how someone else is interpreting or framing the debate, because that’s just lazy. Don’t rely on someone else’s summation of events (including this one!) but decide for yourself. Jim Hines has put together a list of some of the commentary. If you’re a SFWA member, come on over to the forums and take a look. If you don’t understand some of the objections, take the time to figure out what’s underlying them. Because ain’t nobody shouting just for shouting’s sake.

And remember – SFWA’s not a monolithic entity. There’s close to two thousand members, and that’s a whole lot of different points of view.

One of the great things about this is that there are useful, informative, and interesting discussions going on. There are changes being made, there’s awareness being raised. In the past I’ve sometimes ranted to my spouse about the odd forms of Luddism that sometimes appear on the part of some people writing about the future, and it seems to me this convulsion is helping drag SFWA into the 21st century as well as a more professional form. I look forward to seeing what’s to come.

* I should note that this is a rough paraphrase of a couple of the shouts and not an encapsulation of everything that’s been said.
** Feel free, fellow “lady editors,” to correct me on that if I’m wrong.

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Today's Wordcount and Other Notes (8/22/2014)

Street art - mural.
Street art in Jaco, across from the sushi restaurant.
What I worked on:

1007 words on Circus in the Bloodwarm Rain, although I really need to start going back and making some of the early parts make more sense. Right now there’s an awful lot of leaping about between the original short story it’s based on (news of that coming soon) and the final outline for the novel.

1005 words on Prairiedog Town (working title)

Total wordcount: 2012, but there’s still time to get a little more in

Today’s new Spanish words: la abeja (the bee), cienca ficción (science fiction), mamar (to suck, as it mother’s milk), el mamon (a kind of fruit), el lavavavillas (the dishwasher), el rastro (the flea market).

We walked down to the farmer’s market in the morning and bought lovely fruit, including bananas and rambutan. After some work in the afternoon, we took a swim break and tried out the pool here, which was delicious. But holy cow, I’d forgotten how tiring swimming can be, and what it’s like to step out of the water and feel gravity reclaiming what was just light and buoyant.

Later on, we went for an evening walk and were forced by rain into a sushi restaurant where we had terrific sushi (although the spicy tuna was a bit too much for me). We’ve been told that Jaco picks up considerably during the weekends, when everyone from San Jose comes down to spend some time here, and it does seem a good bit livelier this evening.

And a little translating! I’ve started “Panecillo tostado, con devoción para acompaña” and am undoubtedly mangling it considerably, all in the name of practice.

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