Journalism Interview: Tom
Interviewed by EnigmaticGallivanter
EG: When you and Dan formed DUNG, what was it that kept both of you interested and motivated to keep going?
Tom: DUNG was a hobby project that was supposed to be occupy us for one summer after graduating college in 1996. But the Internet just happened to explode around that time and the temptation of it becoming really big was too great to pass up. Also, the networking technology was very fascinating to me; a few years prior I had no idea people could talk to each other on computers.
EG: Has there ever been a time where you thought of shutting down BYOND or just giving up?
Tom: Is the pope Catholic?
EG: How would you compare and contrast the game quality from the past 4 years (when I joined), to the games from 1999 to 2005, that is, if you have watched the community.
Tom: I don't play many games (BYOND or otherwise). Around 2000-ish we had an influx of some very creative developers who produced some cool games. Most of these games (eg: LodeWars, Tanks, Shapeshifter, Settlers) are still available. In my memory, these are the best BYOND has produced, but my memory is biased. You have to consider the context: at that time there weren't many competing venues for Internet games, so these kinds of creations really were innovative. Also, we didn't have that big of a community so when anyone made a game, they'd just announce it to the forums and people would go try it out. Now things are a lot bigger so it's harder for the little original creations to stand out. Whenever I get on BYOND to peek into games, I'm pretty impressed. I played NEStalgia a bit and thought that it was quite well done. Actually, that's a pretty good example of what I mean: that game is likely better than its predecessor DWO in nearly every way, but it probably isn't getting the same reaction because of the changes in the community.
EG: Do you ever venture into others games and play them? If so, are you secret and use another key, or do you just waltz in like you're a normal guy?
Tom: Like I said above, I don't really play games, but I'll popin from time to time just to see what kinds of new things people are up to. I usually just go in under my own key but for a while I was trying out Anime games as DBZ5150, I think it was. Then someone used WizNet to expose me!
EG: You're the defacto owner of BYOND, you lead the community and work on and update what keeps this site alive, and do you have any plans for releasing your own game on BYOND?
Tom: When we first started this project I was more of a player, and my ambition was to create a D&D-ish strategy game kind of like WarCraft I. But when I started writing it the language was really limited (you had to use reverse polish notation for everything and fundamental commands like locate() didn't even exist). So my first attempt was rather demoralizing and I didn't end up revisiting it, even 14 years later.
EG: With BYONDs updating and changing syntax, the DM guide still remains the same and is still used by some members. However this isn't teaching them the newest stuff or ways, will the DM guide ever be updated?
Tom:Well, truthfully the language hasn't changed much. We've tried to put out tutorials for the newer stuff, like the skins and the new map elements. DM itself is really just a specialized version of other languages out there. If you read through a good Python book you could make the transition with ease, I think. It would be nice to have a more complete "bible" on everything BYOND but I wouldn't say it's essential.
EG: Like other members, I have read The Blue Book and I think it does a good job getting you familiar with coding and letting you know that what you're doing is what you're telling the computer to do, will the be a reprinting or update of The Blue Book?
Tom:See above. Other users have made some attempts to update it, and I can stand behind that.
EG: Will the BYOND store come back?
Tom:I'm not sure if we ever sold anything from it. I know I never saw a check.
EG: What are your thoughts towards users creating their own BYOND products and selling them for marketing to get BYOND more public (providing they give the money over to BYOND)?
Tom:I don't have a problem with that (they can keep the money). But I think this is not really the way to market BYOND. Since BYOND is a game-building tool, it makes more sense to just make a good game and promote that.
EG: You've said before that byond.com is just a loyalty, it's not needed. What do you believe the site contributes aside from updates about the software and allowing people to join games?
Tom:This is a tricky question. I wouldn't say byond.com isn't needed. Technically, the website is important for 1) advertising/introducing people to BYOND, 2) listing/describing games, and 3) fielding questions/faqs/complaints. Where we may have gone overboard is with all of the social networking (but hey, who didn't get caught up in that when it exploded in 2003?) We have now a die-hard contingent of users who like (or are obsessed with) the BYOND drama experience and probably don't even have the software installed. It is amusing and entertaining but it also can be a big pain in the *** so...
EG: When I joined BYOND users just had a page saying when they joined and their gender, what made you decide to update the website to allow personal guilds / blogs?
Tom:Well, basically that came down to money. In 2004 or so, we realized that this project had to bring in some income to keep going. A few years prior we had tried implementing a wildly original internal commerce scheme (this predated all of the crap you see on Facebook) but it was ahead of its time-- we didn't have the audience to support it (still don't) and it ended up costing us thousands of dollars and thousands of hours of time. So we decided to go with something simpler, which was basically "donate money to keep us alive". We decided to bundle that with a few perks, one of which became the blogs. This coincided with the explosion of Myspace and social networking so it seemed like a logical direction at the time. People still seem to like them, even though pretty much every site has a blog these days.
EG: Some fan games will take donations or charges in return for special in-game things, yet it seems BYOND doesn't do much to stop this (see Falacy), will BYOND eventually take action? Or will action only be taken when outside forces come into play?
Tom:We don't encourage games (fan games or otherwise) charging for anything that might result in a game imbalance. For games abusing copyrights, we simply respect the wishes of the copyright holder. We had one issue a cease-and-desist and we complied by removing the entry from the hub. That's really all of the jurisdiction we have since games aren't hosted or stored on our site.
EG: Some of BYOND's population is Brazilian hence the BR type of games we have. They have to translate things themselves. My question is, will BYOND support multilingual changing, IE changing the sites language into Brazilian(er Portuguese)? Hebrew? Mandarin?
Tom:I think they speak Portuguese in Brazil. We have trouble enough maintaining the English site right now.
EG: Another great thing about the site is how it updates to mainstream holidays; however they're mostly Christian or US specific. Will there ever be themes for other religions or countries such as a Hanukkah theme? Kwanza?
Tom:Festivus for the rest of us.
EG: The BYOND software has been changing for years and right now we've already moved from custom interfaces, and now Isometric maps and games, can you give us any spoilers or anything telling us about the future of BYOND?
Tom:We're working on a Flash version of the client. It should be ready by about the time Flash is dead. J/K... it actually is coming along quite nicely, but I'm not going to commit to any deadlines just yet.
EG: With the make .exe function being easier to use, Some games like Teridal already have you sign up on your own without making a BYOND key will it get to the point where BYOND users will be able to make custom downloaders and eventually be at the point where they don't need the site to download the software needed to get the game?
Tom:See above.
EG: Do you think the new Hidden Post blog page, and Approved Post blog page, will help ease tensions of users that are bothered by getting their posts hidden?
Tom:If not, I'll just hide their complaints.
EG: Some BYOND members want a new form of moderation, and this has been brought up and you've addressed, what do plan to do towards user moderation?
Tom:I'm hoping we can spend less time worrying about the 1% of users who depend on BYOND for their daily drama. That said, we have some minor features in the works to make the moderation more transparent by listing the reasons for hidden posts and allowing others to view them if desired.
EG: ATP Hosting is a service offered by Airjoe to provide BYOND users some of the best hosting servers or private servers they could want. Do you think that these services benefit to BYOND and what do you think of them as a (w)hole?
Tom:I don't think Airjoe is an "a hole"; that's not nice. Affordable game hosting seems like something that would appeal to a lot of developers, and I have discussed integrating that into the site. Airjoe needs to get back to me, though (Airjoe: check your email!)
EG: The @byond.com is the ending e-mail address of BYOND Staff and the support e-mail. Do you think that BYOND members will eventually be able to get a @byond.com e-mail address? Whether through certain donations, or otherwise?
Tom:If there is a demand for this, sure, we could make that happen.
EG: The big question some people want to know that haven't received the answer is, where is Dan? Did he move on to something new? Or is he still lurking behind the scenes?
Tom:Dan is off being a family man & doing physics in Wisconsin (last I checked).
EG: How did staff members like Nadrew and Lummox JR join the team and contribute to BYOND's current state?
Tom:They were users of the software, just like you. After working briefly in the corporate world, I realized that you only want to hire people who are legitimately enthusiastic about the project you are working on, so what better way to find help than from within the community?
EG: Do you think that BYOND will go on and grow over the next few years?
Tom: I don't think I could kill BYOND if I tried at this point.
EG: What is your opinion towards all of the source leaks and carbon copies of source leaked games on BYOND? Do you think they devalue the site in away or lesser the creative atmosphere of the site?
Tom: My opinion on this has actually changed over the years. I used to have a very laissez-faire approach to this: the public would drive the games, and clones would only survive if that's what they was in demand. We'd stay out of it and what happened, happened. I guess I was a lot more optimistic back then, because deep down I believed that people would flock to the original games and the system would right itself.
Now it's clear the clones are a problem; not so much for the frequent BYOND user who knows what games he likes, but for incoming users who become discouraged when they see that the community is really a lot smaller than it first appears, once you remove all of the rip volume. We have taken measures to try to remedy this: if you actually look at what gets returned in listings and searches and such, it's pretty chock-full of original games (or at least original when given the context of the other games on BYOND). The problem is that the player base is still concentrated in rips, because that's where the demand is. I suspect that if we can get some more mainstream traffic-- something I'm hoping to do with more social network integration with the new Flash stuff-- this effect will be mitigated. But it's a bit of a chicken/egg problem, because right now we're surely driving away users due to this first impression.
EG: Where do you think you would be if you and Dan didn't come together and make DUNG?
Tom: I probably would have gone on to get an advanced degree, maybe a PhD in Comp. Sci. I was a physics major but realized midway through my third year that I am only smart enough to fake like I know physics to people slightly more clueless than me.
I'm pretty sure I wouldn't have been able to hang in a corporate environment regardless. I did try that for a few years and found the experience to be very unsettling, even though the job was pretty damn good (and the only time in my life I've had any money). What I realized was that there is a lot of unjustified money out there (excessive gov. funds, big lawsuit payouts, that kind of thing), and this stuff drives the big corporate salaries (including what I was drawing, which wasn't even that big relatively speaking). I just don't want to be a part of that. I like the barter system where you do pay what you think is fair. Unfortunately it's hard to make minimum wage in this system because what service can I provide that's worth $10 an hour to someone?
To support myself during the many years BYOND hasn't made anything, I've had to do little contract jobs through university connections and so forth, so maybe I would have ended up doing that in a full-time capacity. I've been spending a bit of time on a little spinoff idea that hopefully can pay some dividends (financial or otherwise) down the line (this, while I make Lummox JR do all of the real work, mwuahahaha).
EG: BYOND has a report bug and request feature system, does this feature easily allow you to see what the community wants / when something is wrong, or does it only ease the tensions?
Tom: The bug & feature trackers (created by the brilliant Mike H.) have been wonderfully useful. We try to address bugs as quickly as we can and I think we've done a decent job at that. The features obviously don't get looked into as frequently, since we have a lot of stuff already on the docket, but it does give us a good glimpse into the community and we keep that in mind when deciding what to work on next.
EG: What has been the most fun you've had working on/with BYOND, and what has been the hardest thing?
Tom: Sadly (and I think this is true of just about any startup), the best times were just in the first few months, when we started formulating this project. It was just supposed to be a game, you see, a NETWORKED GRAPHICAL GAME (this was REVOLUTIONARY in 1995, I tells ya!) I remember going online to find out if this had ever been done (which was hard because there was no Google) and the best I could find was a MUD that someone had tacked on these scene-graphics to. So when, in the first week, we already had a guy moving around on a screen, that was very exciting!
I gave a talk to my old college in 1997, after we'd been working full-time on this project for about a year, and that was a lot of fun. I was really enthusiastic then and starting to see the real potential of the Internet, and I think some of the students there saw it too. I feel like Dan & I were really close to something big-- right time, right general arena, but not enough foresight to get some financial backing and probably too pigeonholed to this concept when there were zillions of good ideas out there.
I can't think of one particular hardest thing. People will tell you that doing a startup project is hard, but it really isn't if you are willing to live cheap. You get to do pretty much what you want and you do have either have a little money (my parents gave me a chunk to start, which was amazing) or a way to generate some (that took a while). Really, the hardest thing for me is the lifestyle. You work alone most of the time and when the project gets tedious, it is a very, very lonely existence. If I were to try another startup, I wouldn't try to bootstrap it and I'd make sure to have a few friends involved from the get-go, so there'd always be dialogue. Without that, you end up going crazy and talking to yourself. Right? Right.
EG: Do you think that BYOND ever get new admins or contributors in the future? With only 2 or 3 people working on this, the work load can get hard, hopefully Lummox isn't getting all that work!?
Tom: We've had a number of contributors, some still here, some long gone. I don't expect that to change. And yes, Lummox gets most of the work but at the moment he makes most of the money too!
EG: What do you like to do in your free time to relax and get your mind off of things?
Tom: I hike and bike with Mike H. and the BIKE GODS (http://www.bikegods.org), but it never really gets my mind off things.
EG: Now we know what you went into college for and what you are now, as a child everyone had that ideal career they wanted to be, what did you want to be as a child and how did your "career goal" change over the years?
Tom: I really idolized my dad when I was a kid (still do, he's a great guy). He's a scientist, so that's what I wanted to do. It just seemed like the most noble profession-- having all the answers to the universe.
But I didn't realize until much later (in college), that I'm just not very good at science. It is humbling how many really smart people there are out in that world. I mean, I was a pretty damn good student but sometimes I'd be talking to my fellow students or a professor or something and thinking, "when is he going to figure out that I don't know WTF he's even talking about?" The worst thing is, my dad is one of those guys!
I got lucky (or unlucky, depending on how you look at it), getting into computers. I worked for my dad for about six summers and had access to these fantastic 256-color (!) graphics powerhouses called SGI Indigos, and that's where I learned C and graphics programming. At the time (I don't know if this is still the case), they didn't really teach programming in school, just computer science theory, so I had a real edge on the other kids and that gave me some confidence. Ironically, I was probably very well qualified for to get an industry job then, just because I had some experience. Now, with every kid starting to program when they are 10, it's a little more competitive!
When I stare at the darkness at night, I think that I would have liked to be a novelist or a filmmaker. Maybe one day.