Finished. It’s finished. Nearly finished. It must be nearly finished.

Last week, Marie and I posted the last entry to Playlist Club, a 51-track compilation featuring an appearance from all the contributors of the last year. It was the end of a year-long project, and it wasn’t an easy thing to do. As I said over on PC:

Hopefully, you’ve found one or two new songs or artists that you hadn’t heard before, or rediscovered some forgotten gems, and that we’ve done our bit.

Our time is up now, kids. These 12 months — and the shedload of songs, stories and elevenses they have brought — have been a lot of fun, but it’s time to move on. A year seemed about right, and there are lots of excellent new ways of discovering music that have popped up since we started (a favourite of which is This Is My Jam, say hello & hai! ), and perhaps our purpose is served.

The other side of that, is that it got a bit tiring. I have endless respect and admiration for the people behind the 365, curating a person to contribute every day, needs full-time editors. Marie and I jumped in head-first without really thinking it through. I’m glad that we did it, after calling her on a flippant comment, but harrying people every week — with occasional anxiety about missing our set publication time — came to be a bit of a drag. When people are dead into it, they are dead into it; when they’re a bit lackadaisical, it’s a bit frustrating. Of all the weeks, we only missed one day (cheers, Brandon) and had a couple of late shows. Not bad, I think.

Anyway, so the ending of it. We’d got tired early December, but decided we would stick with it until there was a natural moment to break it up. A whole year, 52-weeks, seemed as arbitrary as it did good, so we decided that mid-February would see the end of Playlist Club.

It seemed so final. We’ve got a real URL, a proper logo (thanks Kipi), shiny badges (shout if you want one) and a massive stack of people who still wanted to contribute (sorry, pals). We’ve put in many hours to this thing, often with minimal reward, but it was a fun thing.

Importantly, it was a thing, but its life had run and we put it to bed. I thought that maybe we could just tweak it, make it a monthly thing and lighten the burden on us, but it would just slowly diminish and lose any lustre that it had. This way, it may be a bit disappointing to a few people now — but we’re not disappointing everyone for a long time.

It was good to do. I’ve been thinking about endings, off and on, for a while now. There seems to be a disjunct between ending Real things and Digital things, even if they’re not that different. In the ‘real world’, it is easy to put things to an end. Artists end their own stylistic periods, musicians kill off personae/bands (“Mount Eerie is a new project. The Microphones was completed, or at least at a good stopping point. I did it because I am ready for new things. I am new.“), narratives are drawn to a close (Gold Blend couple) and we all sup the last of the tea.

I’ve noticed an odd trend of the concept of time in Digital. In ‘the past’, time has been planned, forward. Things plotted against and things made to arrive on a certain date, for a certain reason. An ad campaign would have its lifespan for as long as it could afford screenspace, newspaper ads, or billboards, or backs of buses. The product was locked into time and – because of that – had to end. Digital has given the illusion that time is some how more real now. Things are always on and always available, Day V Lately from the Yellow Pages campaign could be, right now, looking for his record in Vinyl Tap — so he will tell you about it, right now.

But what happens when he definitely is not?

https://twitter.com/#!/DayVLately/status/68308117401767936

He gets busy, doesn’t have time for us any more. Takes a break. Or goes on holiday:

https://twitter.com/#!/BertrumThumbcat/status/130905850901573632

It might be a bit facile to pick two fictional characters from ad campaigns, but they’re indicative of the difficulty in letting go. There’s the illusion that they could always come back, but there’s a slight hint of desperation — if what we’ve got lined up doesn’t work out, we’ll be back.

There’s no desire to sever the ties, but I think that’s important for getting on with new things.

Instagram and Other People’s Shopping Lists.

Since October last year, Instagram has ruled my photograph taking. It’s done what Flickr should have done and what twitpic, yfrog and the like thought they were doing — a simple, single-purpose photo sharing mobile app.

It gets a lot of flak from people moaning about the use of filters, but that misses the point of what it really is. Like criticising twitter for people’s spellings. As a social space, it’s probably my favourite at the moment. It reminds me of the early days of twitter – the days when you followed a fairly small, but diverse, group of people. When you shared ideas – occasionally what was for lunch – and didn’t have to worry about blocking all the SEO spammers or niche retail outlets from Kentucky, or people shouting for attention.

Double-tap to like

Post Future-O-Matic.

A year ago, Russell posted his sketch for the Future-o-Matic Theory Maker.

Future-o-Matic; Russell Davies.

I think at the moment, there is little need for any column except the second one. I have noticed quite a lot of Peak Slow and Post Long recently. These are mostly as attempts to mediate content overload, such as the trend towards #longreads in blog posts and Russell’s own reshaping of Interesting this year.

Of course, the Big Dark is never far away.

Crosspost: “Fatalism in Game Design”

It’s been a bit quiet here lately, my apologies. To make it up to you, I am going to republish a post I wrote for the Mudlark blog recently. It’s about an iPhone ‘game’ that’s a year old, but accidentally touches on some interesting ideas. Or it’s easy to extrapolate them from the game.

Read on if you like. but I wanted original content!