I Was On Fox Business Network

Varney 041714Last week I was invited to appear on Varney & Company, the midday (EDT) market commentary on Fox Business Network hosted by Stuart Varney. It was an opportunity to talk about my novel, This is Rage, and how some of the themes it encompasses apply to current tensions in the Bay Area around affordable housing, income inequality, and the more heated rhetoric of late around our ability to discuss and resolve complex social issues rather than pour rocket fuel on the fire pit.

I didn’t think the live TV interview would be a walk in the woods, and to be honest, I’m not unhappy with it. Varney said what he had to say, I said what I had to say, and I appreciated the near five minutes on-air to promote my book. The strange part for me was what followed. Here are a few of the tweets:

U VILE SOCIALIST COMMIE POS I FELT RAGE WHEN U WERE TALKING!

U R a SOCIALIST donkeyshit4brains COMMUNIST traitor U DO NOT BELIEVE IN CAPITALISM OR LIBERTY I wanted to reach thru screen n STRANGLE your ignorant ass!

Ken is a fool – his comment that if you are rich you should be happy to pay whatever is asked of you – priceless!!

And this comment, posted on my Amazon page:

Saw Goldstein on a Biz program and turns out he’s just another Jew who believes government is not stealing enough from us. Why are so many Jews of this collectivist mindset?

I am not sure what I said to upset those people to that extent, nor did I go on the show to talk about tax policy. My point was rather straightforward: when you hear an outcry, listen, and before you dig in your heels and fan the flames of a conflict, ask yourself if there is something you can do to ease the tension. I do think the repercussions of widening inequality will continue to be severe, not only on moral grounds but in the name of good business. Historically it has been the buying power of the middle class that fuels corporate earnings, and that middle class can remain strong only if income levels do not further polarize. To know my career historywhich was strangely not mentioned in the introduction to the piece, though I was carefully vetted for my credentials prior to the interviewis to know that I believe in our capitalist system and have been a fortunate beneficiary of investment and free-market economics. Were Varney and I really that far apart, or were theatrics applied to make it seem we were further apart than we were? Once I was labeled an outsider in the Fox system, was I simply fair game for rejection by the loyalist audience?

You have to wonder, if someone disagreed with my point of view, would it be ludicrous to expect a tweet like this from a genuinely concerned observer who might even choose not to remain anonymous:

Ken, rent control is not a solution that works in our economy, let the market decide prices or the system will fail.

Of course it would be utopian to expect that kind of exchange, but perhaps it is not meant to be by media design. Ratings follow the heat, and there is more viral value in stirring the pot than in civil discourse. As I explore in my own book, controversy can be a form of currency, whether organic or invented. If you don’t want to engage in the brawl, your voice may willingly go unheard. A recent piece in The Atlantic by Jon Lovett entitled “The Culture of Shut Up” noted the following:

The bottom line is, you don’t beat an idea by beating a person. You beat an idea by beating an idea. Not only is it counter-productive—nobody likes the kid who complains to the teacher even when the kid is right—it replaces a competition of arguments with a competition to delegitimize arguments. And what’s left is the pressure to sand down the corners of your speech while looking for the rough edges in the speech of your adversaries. Everyone is offended. Everyone is offensive. Nothing is close to the line because close to the line is over the line because over the line is better for clicks and retweets and fundraising and ad revenue.

Lovett’s concern is that much of the manufactured outage emanating from entrenched media verticals aimed at driving inflamed social media response is antithetical to the free speech it is supposed to represent. I think he is onto something. An awful lot is being said, but how much of that speech is being crafted in considerable thought? If you do have something you feel is important to say, how willing are you to say it in a public forum if you know only seconds after the words leave your lips, strangers are at the ready to attack you, your character, and implications in any spontaneous string of words that may have slipped through your lips without the imposition of editing?

You bet, it’s scary. Want to know why a lot of people who might be good at public office have no interest in running for election? You must really have the courage of your convictions to say anything at all in a public forum, then have blubber-thick skin to weather the attack, and then the media-training skills to know when to hit back and when to walk away. Should the vitriol boil over, you might also worry whether any of those words could become expressions of violence, which curiously enough leads back to the very subject of my appearance on Varney: the outcry of people in the Bay Area being priced out of the housing market. Varney asked me whether this might become physical, to which I replied, I hope not. Some of it comes down to whether anybody is really listening to the authentic outcry, and whether they are playing it back as a media sound bite to amp up their numbers.

Can we have an intelligent discussion and debate about inequality in this country without throwing out memes like “class warfare” and “tax-the-rich socialism”? I think so. I like investing, I like motivating talent to achieve heroic goals, I like serving customers, and I like the longterm rewards that come from years of hard work. I also maintain a sense of empathy for those who are down on their luck, for those who are not in the right place at the right time, and for those who try hard but nobly fail at any endeavor. Are those radical views that cannot be reconciled when we talk? Well, if they can’t, maybe we shouldn’t talk. And there goes free speech.

When I sat in the little windowless room waiting for the prompt in my ear bud for the first question from Varney, I wasn’t thinking about tweets or memes or nasty reactions to my words. I was thinking about what he might ask me, and what I might say, and whether I would come across as credible. Maybe that was naive. Maybe I should be more worried about trying to exchange ideas where the intersection of those ideas is more valuable than what either of us might devise on our own. I had asked my dad the night before how to handle the interview if it got tough. He told me to just be myself. I think that was good advice. That’s who you see on the video. I’m okay with that.

A Very Good Year for Good Men

GMPI started writing for The Good Men Project in its second year of life, offering to share some of my thoughts on business, creative leadership, and management also published on my own blog. In its third year I joined the board of directors and became a strategic advisor to the CEO. As we embark now on its fourth year, I continue onward, helping to accelerate our growth, invigorated by what our CEO and team have accomplished in driving, “The Conversation No One Else is Having.”

What is this Good Man Project? It’s an editorial content destination you’ll find on the web and through mobile, riding the wave of digital publishing through curated editorial viewpoints on topics ranging from love and parenting to ethics and sports. Founded by entrepreneur Tom Matlack, our vision is never to tell anyone what we think a good man might be, but to share the considered points of view of thousands of vetted contributors on the uneasy questions surrounding the issues of being a man in the 21st century. Why Good Man and not Good Person? We observe that there are any number of sites dealing with the broader issues faced by both genders, but almost none taking a serious approach to some of the deeper issues faced by men. Curiously, we have found our audience to be half men and half women, with our contributors mirroring that dichotomy. Perhaps more interestingly, we find no bias as to whether a topic is covered by a man or a woman, and in the often hundreds of comments that follow our stories, we observe men and women talking with each other about subjects you seldom observe strangers discussing and debating without invective or attack. It’s a wild line we walk, and we love it.

How are we doing after three years on the playing field? Here are a few metrics that make us especially proud:

  • We have surpassed 150 million cumulative page views.
  • We have published over 22,000 articles.
  • We have ranked as high as #243 in Quantcast.
  • We average about 3 million page views per week, with more than half our stories getting over 5000 views and our best stories over 100,000 views. And of course we occasionally have runaway hits that are off the charts.
  • We have over 60,000 Facebook fans and over 100,000 Twitter followers.
  • Our work is overseen by more than 30 editors from the U.S., Canada, Costa Rica, Malaysia, Spain, and the U.K.

What do we think about this? We call it a decent start. If you had asked anyone at the launch of The Good Men Project how far into the future 100 million page views would be, I promise you no one would have said 3 years–not a chance! So when we think about what our business might look like a year from today, it is impossible for us to predict much of anything other than to say we aspire to do better.

When asked to what do I attribute our joyous success to date, that’s easy: People, Products, Profits, in that order. Yes, that happens to be my life mantra for innovation and the theme of my blog, but like I say, for me, these aren’t words, it’s a mandate. Recently I was reviewing a draft of our annual report with our CEO–more about her in a moment–and as we edited our slides, I got fixated on a virtual org chart that we didn’t have a year ago. It was a matrix of our editors and the categories they cover every week. In looking at that chart and how it tied back to our exponentially increased workflow, it was once again obvious to me that none of this would be possible without the immense talent in our community; these are the People who create our Product. That Product, our collection of stories and voices to which we add new material almost every waking hour of the day, is what our customers experience. The excellence of that Product is our lifeblood, and our unending commitment to improve it is what has graciously allowed us to create an embraced customer experience. Customers mean the world to us, their experience is what matters most, but it is our team that creates that experience, and that is where we focus our energy. And I’ll let you in on a little secret, having focused on People and Products, we are already modestly profitable, albeit at a very early scale, enough to let us recommit to our core values.

None of this would be possible without the ceaseless commitment of our CEO, Lisa Hickey. Lisa’s passion for this subject is exemplary, and her evangelism for our brand and our community is a source of pride for everyone involved with this mission. I honestly don’t think she sleeps. She is at the helm of every aspect of The Good Men Project from uptime to story selection to ad sales to social media integration. And yes, Lisa is a woman guiding The Good Man Project, and that is a big part of what makes us unique. She is welcoming, encouraging, open-minded, and forward-thinking. Most of all, she is a great partner, and I will have to twist her virtual arm to leave this paragraph in the post.

We thank everyone involved–our readers, our commentors, our writers, our editors, our sponsors, and our suppliers–for being part of this launch. We hope if you are a regular, you will sign up for our free email list (we publish a fantastic daily digest) or consider becoming a premium member for a small fee that includes a welcome gift. If you haven’t visited The Good Men Project in a while, come see how we have shaped and molded and evolved our site over the first three years, then join our community and help us take it together into the future. Like I said, we’re just getting started. We have a tremendous amount of work to do, and we can’t do it without you!

Wings: Remastered and Revisited

Wings_coverA few decades back, before I became a software and media executive and long before I returned to writing, I wrote the “screenplay” for a succesful computer game called Wings.  That “interactive movie” — as it was marketed — was a World War I flight simulation that followed the lives of the very first fighter pilots, trying to make combat sense of fragile biplanes curiously equipped with machine guns.  It was published by an early innovator in gaming known as Cinemaware, which set out to make games look, feel, and tell stories more like movies.  Recently the Cinemaware brand was resurrected via a Kickstarter campaign to fund a mobile version of Wings, that if successful will contain the entirety of the many pages of story and dialogue, plus a lot of new material.  I have no financial interest in the new Wings, but it does bring back fantastic memories, a slice of life from an earlier time.  The new team asked me to do a text interview to support their campaign, which I decided for nostalgia to publish here as well.  Enjoy!

Please provide a brief bio of yourself.

At the moment I’m a first time novelist, my book This is Rage: A Novel of Silicon Valley and Other Madness just released last month to good reviews.  I’m also an investor, a start-up board member, an executive coach instructor, a blogger, and former corporate executive.  I was CEO of SHOP.COM, Executive VP of Disney Online, and VP Entertainment and Education at Broderbund Software.  I read a lot, follow the L.A. Dodgers, study wine, and am active in children’s welfare issues as well as local government.  If that’s not brief enough, cut everything except the part about reading and the Dodgers.

How did you originally join Cinemaware and get to work on Wings?

I met some of the Cinemaware team at a UCLA conference called The Future of Television in the late 1980s.  They told me they were creating interactive movies.  I had just written a spec screenplay called Miniatures about radio controlled model aircraft that sort of predicted the U.S. drone program.  It was the first thing I had written on a computer, a monochrome XT.  They asked me if I ever thought about working on a computer game.  I said No.  They showed me Rocket Ranger and It Came from the Desert on the Amiga.  Then I said Yes.  Quickly.

How was it working with the Wings team on the Amiga?  What do you remember most about that time?

It was a magical time, a time of possibilities.  I had experienced five years in traditional media of hearing why we couldn’t do certain things, how everything had to be done a rigid way, and how little respect there seemed to be for the writer.  Everything at Cinemaware was, yeah, let’s try that and see if we can make it work, why not?  I also remember writing on a Mac SE/30 for the first time, and I couldn’t believe why anyone would use anything other than that — so much for my XT.  And I remember when our competitor, Origin Systems, leaked a demo of their outer space saga Wing Commander, and our team was like, hmm, that’s a pretty compelling 3D engine, but our story is way better, so back to the drawing board, and they completely rewrote our flight simulator in about 2 weeks to be more state of the art.  Oh, and I remember when someone brought in the first Amiga with a 20MB hard drive and we could install both floppy disks without having to play with disk swapping or a slow seeking second external floppy drive, and that just seemed like the best possible gaming experience you could ever have — until we heard rumor about something coming called a CD-ROM.

How did you go about doing research for the game?

John Cutter, the game’s visionary designer, and I got ourselves invited backstage at the Air & Space Archives in San Diego, where we discovered a lot of the old U.S. Army Air Corp files were stashed.  We were blown away by how welcomed we were there, the military librarians spent hours with us digging out old files, it was a smorgasbord of history, and they couldn’t have been more helpful.  They kept bringing out boxes and boxes of dusty old papers and black & white photographs and let us have at it.  It was a super find and let us dig deep into a very special time of innovation, courage, and pain.  We devoured stacks of books on World War I (we even included a bibliography in the Aviator’s Briefing Manual, I’m guessing the first bibliography for a computer game).  We watched the 1927 silent movie Wings — winner of the first Academy Award for Best Picture — and The Dawn Patrol (1930) so many times on VHS by our QA release date I think we could recite the storylines in realtime without anything on the monitor — then we chose to borrow only the atmosphere: the title, the sets, the costumes, font styles from the text cards, but none of the stories or characters.

What do you think makes Wings such a special gaming experience?

I think it really was the first computer game to try to tell an epic story that was more theater than shoot ’em up, but we kept plenty of shoot ’em up.  We tried extremely hard to make the character role-playing real, to get inside the head of a 19-year-old kid who probably had about as much chance coming home alive as he did surviving enough sorties to live long enough to become squadron commander.  We obsessed on details of the period, used every pixel wisely, created a true sense of responsiveness in the story, something that would set off endless discussions about the true nature of interactivity.  We also kept the game controls immensely simple.  It wasn’t a super complex gravity based simulation where you had to be an engineer to takeoff and land the plane or fight virtual physics to keep the contraption airborne.  We simply “cut to” you in the air and said Just Fly and Shoot.  We brought in a lot of non-gamers with that simplicity, but funny enough, the hard-core gamers praised us for it as well.

Can you tell us what the team wanted to implement in the game, but didn’t have the time or resources to do?  Any special hidden gems or trivia for Cinemaware fans?

First you have to remember what we were dealing with getting the game to ship on two 512K floppy disks, as if any big blockbuster developer today could comprehend how little data that is.  Our programmers were masters of compression, and kept squeezing and squeezing.  The music  was astonishingly intelligent, but the short redundant loops made our composers crazy, so I’m sure they will be delighted with the enhanced score on the remastered version.  Every screen shot was a big hit to storage, and I remember the artists begging to include more storyboards, but that wasn’t possible.  Luckily for me text was as economical to store then as it is now, so I didn’t feel the same thrashing.  I do remember the branching tree logic making me nuts and having to write multiple outcomes for every mission, wondering if it was humanly possible to cover every fork in the story and how many people would care that on a given pass through the game they would only see fractions of the screenplay (we positioned this as a customer benefit, creating replay value).  I remember when the marketing folks “requested” we cut from three floppy disks in beta down to two in order to improve gross margin on wholesale, which almost created a revolution in the hallways.  Our indefatigable producer, Jerry Albright, reminded us it was OK for them to ask, and that we had to respect them for trying, then emphatically told them not a chance.  Then somehow our miracle programmers pulled it off and we shipped the master on Reel 1 and Reel 2.  I also remember a few brainstorms we had after we realized what a unique product we had developed, one for a CD-ROM version with recorded spoken dialogue that of course never happened, and one for a Wings sequel that would have been set in WWII, and who knows where that would have taken us.

If Cinemaware had a chance to expand on Wings, what do you think could be better developed or explored?

That’s sort of like asking the creative team who made the original movie version of Wings how they would have made it a talkie.  The remastered version being funded on Kickstarter is doing all the right things — improved graphics, enhanced music, more missions, improved physics in the engine — all of that brings out the best in what we did so long ago.  The important thing is that we gave the game heart, layered grounding in reality staying true to the source material, emotional resonance woven through a role-playing experience.  As long as you remain true to heart, the polished production values will fully bring out the best.

Ken, you also pledged for this campaign, thank you so much for the support.  What made you do it?

It is a very small sum of money to let an entirely new generation of gamers see where we started as an industry, and maybe a few grown-up parents will get to share the experience with their kids.  Really, it’s not much money for a lot of game, and it is a fun game, part of what got us here.  It’s kind of like the silent movie version of Wings we watched over and over — what if someone hadn’t bothered to preserve it, can you imagine having lost a gem like that?  I can’t, no way.  We all come from somewhere, it’s important to remember that and even more important to share the memories.

Pilot Shot