All posts tagged oz

  • The Monthly story: ‘Only The Lonely’, August 2013

    A story for the July 2013 issue of The Monthly. The full story appears below; illustration by Jeff Fisher.

    Only The Lonely

    After midnight with ‘Psychic TV’

    On a dark and stormy Thursday night, broadcasting live from a TV studio in northern Sydney, clairvoyant Francis Bevan “reads” one viewer after another, using their birthdate. Margaret, born on 24 June 1961, wants to know whether she’ll ever fall in love again. Laura (12 December 1986) wonders whether she’ll have more kids. Janelle (6 December 1964) asks whether her mother is happy “on the other side”.

    Bevan next turns his attention to Eileen, the night’s oldest caller by some margin. She’ll be 70 on 15 July. In a voicemail message broadcast on the studio’s speakers, Eileen asks what the future holds, “whether there’s any money coming, and will I move?”

    Staring straight into the camera, Bevan tells Eileen she will move, in six to 12 months’ time. She’ll sell her property and end up close to water. Meanwhile, two men, one a father figure, the other closer to her in age, will watch over her.

    “We’re going to get the lovely Mal to use her psychic fingers to pull you out two tarot cards,” says Bevan, as the producer rings a bell to indicate that 90 seconds have elapsed. Malvadee McIver, the smiling, sprightly host, selects two cards from the deck. Bevan glances at the cards.

    “Definitely the sale of the property is going to happen,” he continues. “We’ve got the High Priestess here, and the Knight of Swords. This tells us there’ll be sudden decisions, but positive ones. I hope you’ve enjoyed the reading. Have an absolutely fantastic 2013.”

    This is the format of Psychic TV, a two-year-old program filmed in Frenchs Forest and screened nationally Thursday to Sunday, between 11 pm and 2 am. Queries are raised by Australian viewers and answered by a rotating cast of psychics – tonight, two men and two women – who take turns sitting at a desk beside McIver.

    Bevan, a former police officer, was 2007 NSW Psychic of the Year. He wears a dark suit with a bright pink shirt, and rarely smiles on camera. Fellow psychic healer Christian Adams wears a suit jacket over an open-neck shirt, showing off his crystal pendant, and reads auras by closing his eyes, tilting his head and gesturing wildly.

    While the men could pass for car salesmen, the two women are dressed more suitably for astral travel. Tarot reader Amira Celon wears a striking white caftan with gold accessories. Psychic medium Kerrie Erwin wears a floor-length leopard-print dress and red lipstick. All four are middle-aged.

    The three psychics not directly addressing the viewers remain visible in booths, taking live phone calls. Names, birthdates and star signs are read in a background blur. Time is money, after all. Psychic TV charges $5.45 per minute, or $4.75 for those who have registered their credit card details and authorised $100 in credit. Text messages cost $5 apiece.

    But the night – the crew’s first on the newly constructed, purple-hued set – is not without technical difficulties. At one point the show’s graphical overlay, which displays three phone numbers as well as the command prompts to reach the three psychics in their booths, suddenly disappears. Production manager Danny Stocker runs frantically between the studio and the bank of broadcasting technology stacked in the next room. On the phone to tech support, the 38-year-old barks: “It’s very urgent because we’re not making money!”

    It’s 34 minutes before the graphics reappear on screen. In the interim, McIver enthusiastically repeats the phone numbers every few minutes, but the pace noticeably slows.

    Exactly who watches Psychic TV is not clear. Free-to-air viewers find it on the digital channel TV4ME; Austar subscribers via the Aurora channel. The show’s Facebook page has 12,000 fans, 9000 of whom are women. “A large percentage of the population hasn’t heard of us,” admits Michael Charlesworth, who owns Interactive Media, the company behind the show. He yawns – he’s not usually on set this late. “That’s what we want to change.”

    An hour into the show, at midnight, the production team – uniformly youthful, some still studying media at university – ask whether I’d like a live reading. My details are sent through as a text message. “Andrew was born on 10 February 1988 and requests a general reading. He loves the show!”

    Kerrie Erwin shuffles her cards. “Put your seatbelt on, because you’ve lots of changes ahead, Andrew,” she says, specifying a new career and a move interstate, both of which are news to me. Then she switches to a picture message from Gina, 25, who asks what Erwin “can see happening in the next three months, particularly in romance”.

    Three hours of psychic television pass surprisingly quickly. There are plans to add Wednesday nights to the schedule, which would take the total to 15 hours of live advertising each week. When Bevan ends the night’s final call, the automated telephone system reports that the four psychics, plus a few others listed on-screen as working from home, have clocked 1231 minutes – a gross taking of about $6000. (The call times are rounded up, as technically the four psychics have potentially 720 minutes between them.) A producer tells me that 1400 minutes makes for a “good night”.

    It’s just past 2 am. The crew are outside in the chilly air, smoking. Amira Celon kindly offers to drive me to my destination. Her silver Toyota Yaris is making a strange noise. We travel south, along State Route 29, for ten puzzling minutes before she determines the cause: it’s the bottom of her white caftan, trailing out the door.

  • The Vine story: ‘The benign threat of using mobile phones on planes’, August 2013

    A story for The Vine. Excerpt below; click the image to read the full story.

    The benign threat of using mobile phones on planes

    The Vine story: 'The benign threat of using mobile phones on planes' by Andrew McMillen, August 2013One Tuesday afternoon in April, the Attorney-General of Australia, Mark Dreyfus, was sitting on a Qantas flight bound for Brisbane. While the aircraft taxiied to the runway, Dreyfus used his smartphone to check and reply to emails. His posture was a familiar sight of the modern era: head down, hands low, eyes trained on a rectangular cluster of LEDs, while fingers and thumbs silently fondled a touchscreen.

    A nearby passenger took issue with the Attorney-General ignoring the instructions broadcast throughout the cabin to switch off personal electronic devices prior to take-off. A flight attendant reminded him of this obligation. Dreyfus eventually complied, pocketing the device, but the flight attendant informed the captain of the incident and as a result, Dreyfus was met on arrival in Brisbane by an airport security manager who again reminded the Attorney-General of the rules. These events were reported nationally; some commentators wondered whether a non-politician would have received the same treatment.

    “I am a very, very frequent flyer,” Dreyfus tells me over the phone – maybe the offending smartphone in question – in early June. “I probably know by name half of the Qantas attendants; that’s how often I fly. It was a courteous, very quick reminder in accordance with the protocol that they have, of the rules – which I know.”

    Dreyfus says he’s now a changed man. “I regret the incident,” he says. “For the avoidance of error, I now switch off my phone before boarding. But I do switch it on when the plane has landed. I can recite to you all the flight attendants’ instructions, and this one is: ‘If your mobile device is within reach, you may now switch it on.’ And I do!”

    In this incident, Dreyfus acts as a stand-in for those always-on wage slaves who view air travel as an impediment to productivity, rather than a break from the demands of an era where the ability to communicate with anyone, anytime is no longer an aspiration but an expectation. RIM’s flagship smartphone has long been referred to as a CrackBerry, and there might be no greater symbol of modern technological addiction than witnessing the speed at which those tiny screens are illuminated once humans inside an aircraft return to terra firma.

    Our national airlines have relaxed their policy on mobile phone use in recent years to the point where the devices can be used until the cabin doors are closed, and switched back on shortly after the wheels hit the tarmac. Yet according to some surveys, up to 30 per cent of passengers simply ignore those incessant warnings that electronic devices may cause navigational interference, surmising that if smartphones, laptops, tablets, and e-book readers were a true menace to aircraft, there’s no way in hell that any airline would allow them in the cabin.

    A well-known Australian musician tells me that he never turns his phone off on planes. “I don’t really believe that my smartphone is going to interfere with navigation equipment,” he says. “I think it’s just a power trip from the airlines to make you stand in line.” This personal ethos has never caused any in-flight drama, though my source is always unimpressed when asked to turn off his Kindle e-book reader – a device which lacks any wi-fi or transmission capabilities. “So I have to read your shitty in-flight mag?” he sniffs. “Or I have to buy a physical book? Give me a break, fuck!”

    This particular musician – who wishes to remain anonymous, to avoid being hassled on future flights – is a self-described time management freak. “If I’m running late, I like to turn my phone on before I land to check who’s picking me up. When we’re in a holding pattern, I’ll try to get a signal to check emails and Twitter, to see what’s happened since I’ve been on the flight.” Not one of these planes has ever dropped out of the sky as a result of one phone seeking a connection to the nearest terrestrial tower; it’s unlikely that several hundred devices doing the same thing at the same time would make a difference, either.

    To read the full story, visit The Vine.

  • FasterLouder story: ‘Urthboy – The Storyteller’, July 2013

    A story for FasterLouder; a profile of the Australian hip-hop artist Urthboy. Excerpt below; click the image for the full story.

    Urthboy – The Storyteller

    Andrew McMillen charts Tim Levinson’s rise from petty criminal to one of Australia’s most important musical voices.

    FasterLouder story: 'Urthboy - The Storyteller' by Andrew McMillen, July 2013

    The middle child began acting out in his teens. Spurred by small-town boredom, a desire to test the boundaries of authority, and an absentee father, a fascination with petty crime took shape. The adrenaline rush of “bombing” public property with spraypaint cans, breaking into empty buildings, and shoplifting were all par for the course among his friends. The more audacious would steal cars and nearly run over their accomplices by accident, or go “searching” – their innocuous euphemism for the serious transgression of popping store tills, grabbing the money, and fleeing.

    Stints in juvenile detention followed for these boys, yet Tim Levinson was in awe of the wits that crime demanded. “Those graffiti artists and crims were the sharpest thinkers and quickest responders to nerve-wracking situations,” he says now. “I feel like I was never really that way inclined.” A voice at the back of his head told him, as the age of 18 fast approached, that soon, these boys would no longer be tried as children in the court system. And so the middle child and petty crime parted ways.

    Tim Levinson tells stories. His preferred medium is the song and verse of hip-hop, where he performs under the pseudonym Urthboy, a name which has no greater significance other than sounding cool, an all-important factor for a teenager registering his first Hotmail address. Levinson’s skill in this field has developed to the point at which the 35 year-old finds himself in mid-2013: surrounded by a strong national audience, critical plaudits (three of his four solo albums have been nominated for the industry-polled Australian Music Prize) and widespread respect among his peers of all musical stripes.

    For a genre that was largely derided and dismissed at the turn of the century, this country’s hip-hop culture has slowly but surely moved from the fringes to the centre. And at the centre of that culture is this particular storyteller. His father left the family home in the small Blue Mountains town of Wentworth Falls, NSW – population 5650 – when Levinson was nine, owing to issues over drinking and domestic violence.

    This separation shook up their lives considerably: suddenly, his mum became the breadwinner through necessity, working up to 14 hours a day to support her three children. Levinson processed this abandonment as best a child could, but would still find himself out on the front lawn some nights, alone, watching cars on the highway and wishing that the tiny headlights of his mother’s beaten-up Corolla would come home.

    Music became a refuge during this formative time. His elder brother, Matthew, introduced a raft of influences by sharing his CD and cassette collection. At first, Britpop bands like Blur and Pulp appealed, before his ears attuned to Leonard Cohen. Run DMC’s Tougher Than Leather was the first hip-hop record he truly loved. His own rhymes scribbled on pages would eventually be coupled with beats, and recorded. His first band was named Explanetary, a hip-hop six-piece that featured Levinson and two others on vocals.

    Staying in Wentworth Falls never appealed; he moved to Sydney after completing high school. His musical aspirations slowly shifted from a hobby – something done with friends, and not taken seriously – to a full-time career. Explanetary would only record one EP together: In On The Deal, released in May 2001. Twelve years later, Levinson has released four solo albums, five with influential Sydney-based nine-piece band The Herd, and worked with dozens of hip-hop artists to release their music on Elefant Traks, an independent record label that Levinson co-founded in 1998, and where he still works as a label manager.

    Despite the widespread enjoyment of this once-niche music genre nowadays, it’s worth remembering that it took quite some time for the nation’s ears to attune to Australian accents backed by synthesised beats. “Because hip-hop was such a strong Afro-American music, it was hard to hear it another way,” says Paul Kelly, who Levinson is supporting on a national tour this month. “But to me, hip-hop is like soccer: it’s very portable, adaptable, and can work worldwide. It just needed to seed for a while here, so that our own blooms could grow out of that. It’s well-suited to local vernacular, so once people get their own style, it’s going to work well, wherever it goes.”

    To read the full story, visit FasterLouder.

  • Qweekend story: ‘Goal Mining: Minecraft and education’, October 2012

    A story that was published in Qweekend magazine on October 13, 2012. Click the below image to view as a PDF (link opens in a new window), or read the article text underneath.

    Goal Mining
    Story: Andrew McMillen / Photography: David Kelly

    A video game that uses collaboration and communication to engage children online has inspired a new method of teaching.

    The first thing we need to do is collect wood. We do this by smashing our fists into tall trees until the wood disintegrates into small blocks, which then become ours to keep. Curiously, punching out the tree trunks makes no difference to their structural integrity; they continue standing tall, trunkless, while we pilfer their wood.

    The second thing we need to do is make sticks. “Using the crafting table, put one wood block on top of the other,” says James Keogh, who acts as group leader and instructs our gang of five as we navigate this strange world.  Easier said than done. Under the clear blue sky, I can’t interpret his instructions to make the most obvious and essential item.

    Sticks are the basis of the pickaxe, the shovel and the sword. I need all of these things to survive and prosper in the world of Minecraft, a computer game set in a randomly generated landscape of mountains, valleys, forests and deserts. Minecraft is unlike any game I’ve played – there are neither clear objectives nor clear instructions. The player is left to his own devices in this virtual playground, to spend his time however he wishes.

    My fellow adventurers – four 11-year-old boys who attend West Moreton Anglican College, west of Brisbane – try time and again to explain the simple process of creating sticks. I’m sweating as oblong clouds pass across the square sun. The blocky mountains surrounding us seem to be frowning at me. Dark squid float idly in the lake nearby, indifferent to my crafting struggles.

    I feel stupid and inadequate, especially in the company of these four well-travelled friends. Darcy Keogh, James’s twin brother, takes pity and gifts me a stone pickaxe, short-cutting the process considerably. It’s a relief. Without my companions, I’d be clueless; come nightfall, I’d surely be dead.

    James and Darcy have been busy using their pickaxes to excavate dirt out of the side of the nearest mountain for our “hidey-hole”, while their friend Liam Catlan patiently attempts to coach some success into me. Torrin Beverley has taken it upon himself to begin digging deeper into the earth in search of precious resources like iron, gold, and – if he’s lucky – maybe even diamond. Mining tools in hand – just a pickaxe and a shovel for now – I climb partway up the mountain and stand at the entrance, admiring their handiwork.

    James warns us that it’s almost night time. I step inside the hidey-hole, shutting the door behind me. Foolishly, Liam stays out and attempts to fight a giant spider. Anguished howls echo across the landscape as he dies at the fangs of his eight-legged foe. His now-itemless character respawns beside us. “Did you have anything worthwhile on you?” James asks. Two stone pickaxes, his friend types. “Not really much, then,” replies our leader nonchalantly.

    Torrin asks if anyone wants a sword. “Yes,” I type, before opening the door and stepping outside. It’s snowing. Pretty, digital snowflakes criss-cross the night sky, falling lazily to the ground. “Whoa,” I say to no-one in particular. It’s a beautiful sight.

    I check my inventory and find Torrin’s gift. All four boys have joined me outside, just beyond the light cast by the flames of our farthest torch. The square moon passes slowly overhead. I wonder aloud whether it’s a good idea for us to be out here, given that one member of our gang of five was so recently slain. “Not really,” says James, swinging his sword defiantly at nothing in particular.

    The boys tell me that there are zombies, skeletons, Creepers, spiders and Endermen out here, prowling the dark landscape. Horrible creatures all. We head back inside and close the door behind us. I turn and stare through the window once again at the mesmerising snowflakes, reflecting on the wide range of emotions I’ve experienced during my first 20 minute-long day/night cycle: confusion, frustration, satisfaction, wonder and, finally, fear.

    ++

    Minecraft is fun because it’s so divorced from reality that minds run free with possibility. Key attractions include its detachment from the responsibilities of daily life – school, work, parenthood, traffic, taxes – and the ease with which the digital world bends to your will. Want to dig a hole in real life? It’s bloody hard work, for starters. Then there are property rights and land ownership to consider, as well as the high likelihood of your dad going off at the sight of his well-tended lawn transformed into a crater.

    In Minecraft, though, it takes just seconds to carve into the ground, or a mountain, and begin exploring what’s beneath. (Once you’ve conquered the admittedly tricky first act of crafting your mining tools, of course.) Likewise, it’s just as easy to create solid structures in-game. Two of the most impressive mega-creations include a 1:1 scale model of the Starship Enterprise, from Star Trek, and a current project involving a few dozen people working on crafting the entire Westeros realm, from the fantasy series Game Of Thrones. Put simply, it’s Lego in a limitless virtual world where the only impediment is your imagination.

    Created by 33 year-old Swedish game programmer and designer Markus Persson, best known by his online handle “Notch”, Minecraft is an international phenomenon. Notch self-published the first “alpha” version of the game online in May 2009, charging a one-off fee of about $12 (€9.95) and updating Minecraft with new features until version 1.0 was released in November 2011 for $24.50 (€19.95). More than 10 million players have bought the game across both the PC and Xbox 360 platforms; it also boasts 42 million registered users, a figure still growing by around 140,000 new players per day.

    Few are immune to its charms, even those who struggle with the game’s mechanics at first – which is essentially everyone, as the PC version of the game offers no in-game assistance. (Minecraft Wiki – a popular first destination for the clueless – contains more than 2,000 detailed articles.) This is the kind of unorthodox design decision that few gaming studios or publishers would allow, yet since Notch created it all himself, he was beholden to no such orthodoxy. Evidently, it hasn’t hindered the game’s popularity.

    “Younger gamers are completely enthralled by Minecraft,” says Janet Carr, series producer of ABC TV’s Good Game, which screens Tuesday nights on ABC2 and attracts an average weekly audience of 108,000. “Since you create your own fun, it gives you the freedom to play it the way you want to. It’s personally satisfying because you have that feeling of discovery, and of creation. Normal game design theory would say that making it hard to play is lethal to your game. Minecraft is the complete opposite: because the kids have to work quite hard at getting a handle on it, they get invested in it really quickly, and very deeply.”

    Carr’s team also works on Good Game Spawn Point, a program aimed at gamers aged 8-12 watched by 80,000 viewers on ABC3 Saturday mornings. She estimates that half of the 10,000 emails sent to the show’s presenters each week are from younger gamers seeking answers to Minecraft gameplay questions. “It’s not even just the number of emails we get about the game that’s surprising, it’s the sophistication of the information they’re seeking,” Carr says. “It’s not, ‘how do I build a pickaxe?’ It’s ‘how do I set up my repeater units so that my mine cart will travel a few kilometres?’ Engineering questions.”

    ++

    It’s impossible to discuss Minecraft without acknowledging its potential to become truly consuming. Since the game world is randomly generated and limitless, it’s unsurprising that those who fall for its charms tend to invest serious hours in the never-ending process of day and night, mining and crafting, exploring and expanding. “A lot of parents are concerned their kids are spending too much time on video games,” says Carr, whose youngest son was obsessed with Minecraft but has since moved on. Unlike most other games, though, Minecraft is undirected. Players must use their own intelligence, intuition and inspiration to derive enjoyment from the game, rather than relying on objectives and rewards predetermined by game designers.

    “A large issue for parents is that they don’t understand what their kids are so enthusiastically raving about,” says Luke Bennett, a 49 year-old ecological consultant who lives in Castlemaine, Victoria and is the father of 11-year-old twins. “When our son first started playing, my wife and I discovered that if he played up until he went to bed, he was so mentally wired that he could not sleep. I’ve responded by letting him play, but not in large chunks of time. Minecraft is a valuable part of a complex lifestyle. You need to leaven it with the other stuff.”

    Recently, Bennett and a friend set up a private online server where about ten children aged 7-12 play online together most nights. “This means my own gameplay is now more of a moderator role, rather than just purely building,” Bennett says. “We’ve set up a blog for the kids so that they can discuss differing playing styles, and resolve conflicts. The biggest issues in the game are virtual urban and environmental planning. The kids’ default response is to ask me to intervene, which has resulted in some very odd conversations at afternoon school pick-up,” he laughs. “But I think it’s great,” adds Bennett, who now tends to play late into the nights with his middle-aged friend after their kids go to bed at 9pm. “Minecraft is a game that encourages players to think, create, solve problems, engineer, train reflexes and socialise. It’s almost education-by-stealth, in the guise of a video game. It’s like hiding cauliflower in mashed potato.”

    Janet Carr agrees that playing with children, rather than observing their behaviour from a bemused distance, is the best way to appreciate their enthusiasm and set limitations around gameplay. “If everyone in the household understands the rules, it doesn’t become an issue,” she says. “If you’ve got a child who’s really wanting to spend all their time talking about Minecraft, you’re almost beholden to get a great understanding of it yourself so at least you can have high levels of conversation about it, and talk about how to manage that time.”

    Steven “Bajo” O’Donnell is co-host of both Good Game shows. “I hate the word ‘addictive’, because it has a negative association,” he says. “I like to use the word ‘compelling’ instead. Minecraft compels you to go back into it, and keep playing it, and keep building.”

    His co-host, Stephanie “Hex” Bendixsen, agrees. “I don’t think it’s necessarily addictive in the way that [online role-playing game] World Of Warcraft is addictive, because that game offers you constant rewards for ‘X’ amount of hours that you’ve put in. Whereas Minecraft doesn’t really have any kind of reward system; it’s really about what you get out of it personally. It may be hard for people to stop playing, but that’s really due to their own experience rather than something that the game is doing.”

    The Good Game hosts regularly hear from teachers who’ve had to ban the game from their schools, or allocate specific times when kids can go into the computer labs at lunchtime to play. “Some teachers use it as a system of reward: if the students get through a computing studies class, then they’re allowed to play for 15 minutes at the end, because they just can’t stop kids from playing it,” says Bendixsen. “They’ve had to try to find ways to work it into school life. Since it’s a game that doesn’t have any kind of guns or shooting, and encourages kids to be imaginative to work cooperatively, it works quite well in the classroom.”

    ++

    High above the clouds, I’m standing on a transparent platform bathed in the orange glow of twilight. At the edge of one horizon, a square sun dips; behind me, a square moon rises. Underneath the platform is an enormous mass of blue-green. It’s the kind of view only an astronaut would see in reality: star-speckled blanket of infinite space above, stable blue marble below. Suddenly, a man in a white labcoat appears next to me. The glowing yellow text above his head reads “Elfie”. He begins giving me a virtual science lesson while showing me around his greatest Minecraft creation – an animal cell he built for his biology students.

    “The whole idea of these first platforms was to give the kids an overall picture of the cell, because it’s very hard to imagine what it looks like from the outside once you’re in there,” says 32 year-old Stephen “Elfie” Elford, who teaches science, maths and humanities at Numurkah Secondary College (enrolment: 300) in north-eastern Victoria.

    As we travel between observation decks by right-clicking on teleportation terminals, we’re getting closer to the giant blue-green mass. Its curvature is reminiscent of the human brain. On the fourth and final deck, I’m presented with the option of teleporting to four unfamiliar, scientific-sounding stations. I choose “Golgi”, the first option. Now I’m inside the giant mass, and before me is a roughly rectangular prism that represents the Golgi apparatus. Right-clicking on an information block at the edge of the platform gives a text overview of its function, written in the same straight-talking language Elford would use while standing at the head of his classroom. “This is an animal cell,” says Elford. “As my biology students tour the cell, they fill in a booklet. I wanted to deepen that understanding and give them a good visual representation they could call on, when needed.”

    So Elford invested six months, on and off, in creating this three dimensional, to-scale replica of how he understands the inside of an animal cell might look. He estimates that he’s moved two million virtual blocks during the 50-hour building process. The brightly-coloured textures of this fascinating structure bear little resemblance to the lifelike shades of the world I explored with the four 11-year-old boys.

    Elford’s animal cell is a remarkable, inspired piece of work from Australia’s foremost expert on MinecraftEdu, a modification (or “mod”) based on the existing game engine. Developed in collaboration by teachers in Finland and the United States, the mod’s disparate but growing network of Games-Based Learning practitioners see efforts like Elford’s as a way to engage the next generation of “digital native” students. (Elford runs a blog called “MinecraftEdu Elfie” where he shares his learning experiences with teachers throughout the world. He has also uploaded dozens of videos to YouTube showing how his classes have interacted with the game.)

    For the last eight years, Elford had taught Nurmurkah’s science students about animal cells from the textbook, two or three times a year. “I was kind of over it,” he reflects. “I don’t know if it was a seven-year itch a year late; I just didn’t feel like I was enjoying myself. And then this came along, and now I’m enjoying my job again. It’s given me that little bump to keep going.”

    Rather than learning through Elford’s descriptions and the biology textbook, it’s much more engaging for students to see his scientifically accurate representation of an animal cell with their own eyes. I didn’t take any science subjects in senior high school, partly because it all seemed so dry and dull. Had MinecraftEdu existed when I started year 11 in 2004, though, I could well have been drawn in by the technological lure.

    Elford is the first to admit that fanciful creations like this won’t entirely replace traditional teaching methods. In fact, he has used this incredible virtual environment in-class once so far, for a total of two hours. He has plans to upload the map so that other teachers can use the animal cell in their own classes. “The time and effort I put in is far outweighed by the students’ immersion in this cell,” Elford says. Using the game, he’s also led students through reaction time experiments; he’s explained the transformation between solids, liquids and gases (by setting his students on fire, in-game, of course); and he’s run an assignment wherein students built energy-efficient houses, then recorded video tours of their new creations. Despite these breakthroughs, MinecraftEdu is only used on occasion at Nurmurkah, when it’s appropriate to the learning at hand.

    “Personally, I think it should be in every school,” says Elford as he wraps up his tour of the animal cell while we stand outside, gazing up at the monolith. “The opportunities it provides for students to create, and to be creative, is something I haven’t found anywhere else in my time as a teacher.”

    Meanwhile, 15km north-west of Cairns at Kamerunga in far North Queensland is Peace Lutheran College, a prep-to-year-12 school of 585 students. Andrew Wright, 40, is eLearning mentor at Peace. He’s the one who drove the college’s IT department to adopt MinecraftEdu for the first time this term, across two classes of 25 students. “It’s been fantastic,” says Wright, who also teaches Year 7. “We’re studying Ancient Rome at the moment. We found a MinecraftEdu map of that, where the pupils started off in the Colosseum, then partnered up and walked around Rome to have their photographs taken outside iconic landmarks such as the Pantheon. They then went away and researched what that real building would have been used for, and made a presentation about it. You walk around [the virtual] Rome yourself and you think, ‘wow, someone must have spent years doing this!’”

    Though a classroom of 25 kids running rampant in MinecraftEdu sounds chaotic – despite the availability of teacher-only crowd control tools that can instantly freeze, mute or teleport students – Wright assures me it’s quite the opposite. “Because the students want to be learning, and they want to be engaged, they’re very respectful of the game and of each other,” he says. “That’s what we try and teach them – within the game, you have to cooperate, you have to use all the skills that you’d need in the real world. Collaboration, communication; it’s all there. There’s a real learning curve going on because the Year 7s are teaching the Year 1s.”

    Wright, who is now in his fifth year of teaching at Peace, says that “addictive” is “a strong word” when used in the context of Minecraft. “As a teacher, if you’ve got something that the students are keen on using, and you can use it in an educational way, you’re on to a winner. It can be seen as taking up a lot of time, but as with anything, you have to manage that time. When parents see their children coming home and working on this stuff after doing their homework, I don’t think you can put a value on that.”

    ++

    James and Darcy Keogh are showing me around their virtual world one week before my first in-game experience. It’s the first time I’ve seen Minecraft in action. James walks through their well-tended farm of pumpkins, melons, wheat, sugar cane and cacti while playing on a laptop that’s connected to a widescreen television in the living room of a house in Chuwar, about 6km north-west of Ipswich.

    Parents Robert and Grace, who are separated, watch intently from the lounge as their 11-year-old sons walk them through a world they understand a fraction as well as their youngest children do. Throughout the 90 minutes the twins spend pumping me with information, they chatter constantly, challenging one another on which elements of the game to demonstrate and how best to describe its complex functions. It’s a dizzyingly detailed language spoken by twins fluent in Minecraft-speak.

    “There are different ranks of tools,” James explains. “You start with wooden, which is the worst, then upgrade to stone, iron, gold and diamond.”
    “But you’ve got to mine all that stuff to make it,” says Robert, who has himself dabbled with the game.
    “You’ve got to chop down the trees to get the wood,” Grace adds. “That’s the first thing you do – punch a tree. I never got past wooden tools,” she says, with a hint of regret.
    “When you play, you just muck around,” James gently cajoles her, “putting blocks down anywhere …”
    “You’re not fanatical like some!” Robert interjects. The Keogh family laughs together.

    Countless hours sunk into this intriguing world built on blocks, mining and crafting. Millions of players absorbed by the limitless promise of what this game represents better than any before it – a tangible, tantalising sensation of freedom. Two 11-year-old boys who have been playing video games as long as they can remember, and who have played this particular game practically daily since their eldest brother, Brendan, first showed it to them in 2009.

    “So why do you guys play?” their father asks.
    “Because it’s creating, and you can basically do anything you want to,” replies James.
    “Where most games are just, ‘you do this, then you do that …’” says Darcy, “and you don’t get to …” James interrupts by finding the right word for his twin.
    “Most games are linear,” James says. “Minecraft isn’t linear.”

  • GameSpot story: ‘The State of the Aussie Game Development Industry in 2012’, September 2011

    A feature story for GameSpot. Excerpt below.

    The State of the Aussie Game Development Industry in 2012

    In the wake of THQ’s studio closures in Brisbane and Melbourne, GameSpot AU investigates the path forward for the Australian game development industry.


    The State of the Industry

    Fortitude Valley, Queensland. Four years ago, this suburb functioned as the central nervous system of the tight-knit Australian game development industry. Employees of the five big studios–THQ, Krome, Pandemic, Auran, and The Creative Assembly–all worked within walking distance of one another. It was an extraordinary period of growth, wherein contracts to build licensed games for overseas publishers were relatively easy for development houses to secure, and to profit from. Studio executives, developers, and the Queensland government’s “Smart State” flag wavers toasted each other’s success.

    One by one, these companies were faced with insurmountable difficulties: new IP failing to attract adequate market attention; cost reductions by overseas headquarters; and licensed game contracts drying up, due to a rising Australian dollar. In early August 2011, another death knell sounded across the community: THQ’s sudden “right-sizing” saw the shuttering of its Brisbane and Melbourne studios, resulting in the loss of around 200 jobs. Less than a year ago, Krome Studios–once the country’s largest independent game development company, home to more than 400 employees across three cities–ground to a halt.

    Around 40 of Krome’s best talent were kept on and quietly folded under the banner of KMM Brisbane, a local arm of Kennedy Miller Mitchell’s Sydney-based animation and development studio. Yet, recent online rumours suggest that once KMM Brisbane’s current project, Happy Feet 2, is completed, the studio’s lights will be switched off. (GameSpot AU contacted a KMM Brisbane producer for comment, but they would not respond; an anonymous source said that four artists were laid off in the first week of August, that “most” would be laid off at the end of the month, and that “a core few” would stay until October, when the game ships.) Once again, some of this country’s most experienced and talented developers will return to an ever-contracting job market.

    On the first floor of an unremarkable office building, on Warner Street in Fortitude Valley, sits Sega Studios Australia, an 80-strong outfit that was known as The Creative Assembly until June 2011. They’re deep into the development of London 2012, an Olympic Games tie-in for the Xbox 360, PlayStation 3, and PC. The walls are adorned with interesting artwork and materials that can’t be described, due to the nondisclosure agreement signed upon entry.

    “We’re now the biggest developer in Brisbane, and probably Australia,” says Gareth Gower, director of studio marketing. “We’ve got a bit of a responsibility to nurture as much talent as possible, and help the industry that way.” They’ve got only two vacancies at the moment, both high-level positions: studio art director and senior engine programmer.

    “It’s brutal. Absolutely brutal,” says studio director Marcus Fielding of the job market. He held the same role at Krome at the time of its closure in late 2010. “I’m seeing people at the local gym who can’t believe it’s happened again. They’re asking the question of me, ‘Is Sega secure?’ All I can do is work really hard to ensure that we are secure.”

    Of the studio’s 80 employees, 60 are full time; the other 20 are contractors, mostly animators. Fielding introduced GameSpot AU to several staff from a range of disciplines. Senior environment artist Chris Conte began his career with online gambling developer Eyecon in 2004 and then spent nearly five years with Krome and, later, KMM Brisbane. Senior animator Adam Dowley started with Ratbag Games, an Adelaide-based outfit that was acquired by Midway Games in 2005. After being closed by Midway, Krome rehired many of Ratbag’s staff and established Krome Studios Adelaide before eventually closing the doors in August 2010.

    “It throws your entire life into disarray,” recalls Dowley of the closure. “When Krome went down, I’d just bought a house in Adelaide.”

    “I’d just bought a house here in Brisbane, too,” says Conte. “It’s scary. It puts you in a mind-set where you don’t know what’s going to happen. I think we’re pretty good here at Sega, but there’s always that thought at the back of my mind now: ‘What happens at the end of this game?’ It’ll be there probably for the rest of my career, now; once we get to wrap-up time, what’s going to happen? Are we going to be able to do another project?”

    “It’s a fear that’s in the back of every developer’s mind,” says technical director Mark Rowley. “As an industry, it’s far more fragile than most.”

    “The problem is that people are very specialised in this industry,” adds Dowley. “They don’t have skill sets that are applicable to other industries. Game designers; where can they go? I can animate; how do I use that outside of games or film?”

    “You’ve specialised yourself for the love of the job,” replies Rowley.

    “You love it so much that you’ve kind of doomed yourself!” concludes the senior animator. He and his colleagues laugh knowingly.

    For the full story, visit GameSpot.

    Further reading: A Matter Of Size: The State of Triple-A Game Development in Australia

  • The Vine interview: David Roads of Airbourne, June 2011

    An interview with Airbourne for The Vine. Excerpt below.

    Interview – Airbourne

    Airbourne are a rock and roll band from Warrnambool, Victoria. On face value, it appears that they like loud guitars, open chords, beefy drums, headbanging, and climbing scaffolding at festivals. They write songs with titles like ‘Too Much, Too Young, Too Fast’; ‘Blonde, Bad and Beautiful’; and ‘Cheap Wine & Cheaper Women’. At times, they sound a lot like AC/DC; which is to say, all of the time they sound a lot like AC/DC.

    Their website URL claims ‘Airbourne rock’. The cover of their most recent album, No Guts. No Glory. (yes, the punctuation is compulsory), features an artful drawing of the four band members looking very rock ‘n’ roll amid evocative “rock” symbolism. Which, to their credit, tells you exactly what Airbourne are all about before you even hear a distorted G chord.

    Witness: a smoke-belching industrial factory, including masculine workers exiting the gates, fists aloft; a doe-eyed woman in a bikini drinking a martini while covered in cash, empty shot glasses by her side; some young rockers/punks hoisting a skull-adorned flag on the edge of a cliff; and, best of all, a semi-trailer busting through a wooden barrier while being pursued by two helicopters and a light aircraft. The semi-trailer is driven by Lemmy – of Motorhead fame, who also appeared in their video for ‘Runnin’ Wild’ – but that’s not even the weirdest part of the album cover; which essentially a combination of everything that any teenaged male has ever mindlessly doodled in the margins of his high school notepads. No; the weirdest thing is that Lemmy’s semi is inexplicably pursuing a mini tornado. Yes.

    All of which makes them a very easy target for ‘serious music fans’—which, if I’m being honest, I probably consider myself to be. Meaning I’ve never paid much attention to Airbourne. The closest I’ve come is seeing them at festivals, watching from a hundred metres back with a smirk on my face, not really paying them attention or respecting them in any way whatsoever. Yet they’re probably among the most recognisable Australian bands at an international level—they’re signed to Roadrunner Records and are frequent festival bookings in both Europe and the United States. Yes, although there is a fair bit of cultural cringe attached to Airbourne,  it’s tough to deny that they’re good at what they do. And strangely, I couldn’t help but develop a newfound respect for Airbourne after chatting to guitarist David Roads (above, far right) for the first time, here now on TheVine.

    What does an average day look like for you, when you’re not out on tour?

    We’re very busy lately. We’re currently working on album number three. So at the moment we’re just kind of based in Melbourne and we’re rehearsing a lot. With the tour coming up next week, we’re starting to rehearse a lot more because we’re going back and [getting] the old stuff ready for the tour.

    What gets you out of bed each morning? What do you look forward to when you first wake up?

    Well lately, a sunny day! [laughs] The weather’s been so crappy here down in Melbourne. But, you know, we’re focused on what we’re doing at the moment with the album—I want to get in there and just make a rockin’ album. I guess our head’s in that at the moment, but [we’ll be] back around Christmas time. And we just got back from tour. We’re trying to have a bit of a break. We still did Big Day Out and stuff, but we’re kind of still in ‘work mode’.

    Do you view music as a job?

    Yeah, we’re full-time with the band. If we’re not off the road, we’re on the road, touring. And when we release new albums, we go overseas for the majority of the year. Last year we were over there for 10 months touring for No Guts. No Glory.

    If music is a job for you, what’s the most stressful part?

    You can call it a job. It’s our living but it’s not really…I guess job’s a bad choice of word. It’s a lifestyle for us. As musicians, we love playing rock and roll, we love touring as a rock band. There’s nothing real stressful. There’s a lot of fun involved. It’s like, if you love what you do, you’re living the dream, I guess. We have a lot of fun when on tour and all that kind of stuff.

    I guess sometimes it can get a bit stressful when you’re on the road. Sometimes when you’re sick of touring you can get sick with the flu, or a bad cold. That gets pretty hard, because the show goes on. You get up and have got to play that night. That can be about as stressful as it can get, really, I guess. But when you’re making an album it’s a bit stressful, because you’re still writing an album that’s going out to the world. You get in there and just do the best job that you can.

    For the full interview, visit The Vine. The music video for their song ‘Bottom Of The Well‘ is embedded below.

  • IGN Australia story: ‘A Matter Of Size: The State of Triple-A Game Development in Australia’, February 2011

    A feature story for IGN Australia. Excerpt below.

    A Matter Of Size: The State of Triple-A Game Development in Australia

    IGN AU looks at whether the Aussie scene can still support big studios… and whether it should even want to.

    Judging by the tropical imagery splashed across QueenslandGames.com – in which a solitary human sits, gazing out across the placid ocean toward distant sand dunes – a naïve game developer intending to work for a Queensland-based company might expect to write code while breathing in salty air and wriggling their toes between the sand. The reality, of course, bears no resemblance to this image, which makes its ongoing usage questionable. Especially considering the rather dismal state of the wider Australian game development industry in 2011.

    It used to be that mutually profitable relationships with international publishers saw Australian developers working on console titles that would be marketed across the world. In the past, Australian talent had a hand in working on mega-selling licenses like Star Wars, Transformers and Jurassic Park. This trend continues, in a limited capacity: Canberra-based studio 2K Marin played a significant role in the development of both Bioshock and its sequel, and is the lead studio working on the new XCOM game; Team Bondi is currently putting the finishing touches on the May-due PS3 and Xbox 360 title L.A. Noire, on behalf of Rockstar Games. It will be the first time since 2002’s State Of Emergency that the company is outsourcing development of a Rockstar product to a non-Rockstar studio.

    But locally, these contracts are, by and large, drying up. And with the decrease in work comes the decrease in employment, as seen in the recent collapses of Auran, Pandemic, and, late last year, Krome Studios. All three were Brisbane-based. All three are no more.

    “The big oak trees have fallen; it’s time for the little seedlings to get stuck in there,” IGDA Brisbane coordinator Jane ‘Truna’ Turner told IGN last year in the wake of Krome’s demise. Indeed; much noise has been made about the success of smaller, independent Australian game devs, with Halfbrick Studios, based in Kelvin Grove, universally showered with praise for the remarkable sales of Fruit Ninja, as has Firemint, with its Flight Control and Real Racing games. But let’s not forget that smaller companies, by nature, employ fewer people. While those 40-odd staff who’re housed comfortably under Halfbrick’s umbrella are likely thanking their lucky stars nightly, what of the hundreds of skilled staff shaken loose from the big oak trees in the past few years?

    With few real opportunities to work on big, ‘triple-A’ titles – the kind that sound great on your resume – here in Australia, such talent is left to either shift overseas, or consider alternative careers. Either way, the Australian industry loses out. The dominant mindset – that this country is unable to support triple-A-level development – continues, and everyone involved continues to downgrade their expectations of what Australia is capable of in terms of games.

    What, if anything, can be done to stimulate this process? Are we really headed toward a local industry consisting of a mere handful of bigger, publisher-owned studios – like SEGA’s Creative Assembly and THQ’s Studio Oz, both based in Brisbane – and a galaxy of smaller, agile developers concentrating on mobile platforms? Is Australia no longer a viable market for foreign publishers to invest in game development?

    For the full story, visit IGN Australia.