Translink Annual Report – #freepublictransport

Andrew Leonard sent this link: Translink Annual Report 2010-2011 Much of the report is given up to Translink talking about new ways they have introduced to incrementally reduce the cost of transport including weekly, monthly and annual tickets, maintaining a network of 900 top-up points across the province and tax incentives. All of this expense … Continue reading “Translink Annual Report – #freepublictransport”

Andrew Leonard sent this link: Translink Annual Report 2010-2011

Much of the report is given up to Translink talking about new ways they have introduced to incrementally reduce the cost of transport including weekly, monthly and annual tickets, maintaining a network of 900 top-up points across the province and tax incentives. All of this expense and effort could be wiped out with FreePublicTransport.

They include this diagram on Page 7.

Meaningless stats

Without numbers and context, this is ultimately meaningless. If anyone can tell me the difference between “Will Be Delivered” and “A Little Behind Target But Likely To Be Delivered”, I’m all ears.

On page 10, we’re assaulted by some more statistics. First of all – CSAT numbers are meaningless for a government-subsidised monopoly. The people surveyed likely have no choice and they have nothing to compare it to.

Translink reports there were 77 million passenger journeys in 2010/11. This sounds like quite a lot. According to NISRA, of 686,644 working persons (aged 16-74) in Northern Ireland, only 47,719 took the bus or train to work. But they’re likely to have worked probably 250 days a year, maybe more, resulting in around 2.4 million journeys just for work assuming they only took one instance of public transport to work and one instance back. My mother in law, for instance, takes two buses to work and two to return home even though she lives and works in Belfast. Add to this schoolkids, unemployed persons, the retired (who get free transport) and you can see how this stacks up. Considering that Translink is only attracting less than 7% of the NI workforce speaks about the impact it is having on the economy.

Research on a sample of key corridors shows even with bus priority measures, over a ten year period (2001-11) bus speeds have reduced on average by 12%.

Considering that the average bus speeds are much lower than they need to be (see diagram above), Translink is not a viable option for most workers in the current form. This is going to be mostly due to road contention so the question is – how do you make buses run on time during rush hour? The easy answer? Less cars on the road. So how do you get 490,260 people who currently drive (or car pool) to work to consider using the public transport network? And that doesn’t include 16,011 people who use a taxi.

On page 56, we get into the meat of the report. The issue I have with the punctuality reports is that there is no context. Ulsterbus may have a 95% on-time record but that number is meaningless without context. You can expect all of the services which run between 10 am and 3 pm to run on time. And all of the services after 6:30 pm probably run on time. But the time critical services, during rush hour for work and school runs, are where the most major impact is seen. Why not strip those figures out? Because they’re bad?

I am also amused that ‘On time’ for bus services defined as within 7 minutes of timetable; for rail services within 5 minutes (local)/10 minutes (long haul). So, even if the bus or train is late, it’s still on time.

It’s obvious that our public transport system is not busy. This indicates to me that Translink is facing a death spiral where costs will continually increase while passenger numbers dwindle (even while population increases). Translink is simply not cost effective when you take into account the relative inflexibility of public transport systems.

Translink also complains that due to the economic downturn, passenger numbers decreased. Is this not the exact opposite of what you should expect for a public transport system? I would assume that cars mean financial independence and security and that trying economic times would drive people away from the increasing costs of cars and into the welcome arms of public transport. But, it would seem, the opposite occurs.

This is quite encouraging, a small loss on a large revenue. Perfect. But that’s not the whole story.

So, Translink had turnover of £187.8 million pounds and then received an additional £130.4 million to keep the service running. Considering that government is currently paying for for 41% of Translink, it’s not a stretch to imagine that they could start to pay for 100%. Especially after they realise the reduced costs in no longer needing to collect cash, issue and advertise multiple redundant promotions to sell tickets and start to monetize the service through smarter ways. And yes, we have some ideas about that.

Turning the amount of advertising Translink puts out there to advertise it’s own services into opportunities to advertise third party products to their captive audiences and, at the same time, sell premium services, seems to me like a no-brainer.

The flexibility and convenience of a car cannot be matched by public transport. This is obvious. Even when you consider the rising costs of fuel and the recent rise in parking fees, cars remain extremely competitive in the face of our heavily subsidised public transport system. For a public transport system to be used by the general public,

I want to challenge the assumption that public transport competes with private transport. It’s a different thing entirely. But there must be a way to both increase usage of public transport and convince people to use their cars less.

The question being: has anyone in government investigated this? And if not, why not?

the city guarantees the right of mobility for everyone

From CityOfTomorrow.org From Wikipedia: Hasselt#Transport Hasselt made Public transport by bus zero-fare from 1 July 1997 and bus use was said to be as much as “13 times higher” by 2006. The town lines (called H-lijn) have been free for everyone including tourists since Tuesday 1 July 1997. Other bus lines are free for the … Continue reading “the city guarantees the right of mobility for everyone”

From CityOfTomorrow.org

From Wikipedia: Hasselt#Transport

Hasselt made Public transport by bus zero-fare from 1 July 1997 and bus use was said to be as much as “13 times higher” by 2006. The town lines (called H-lijn) have been free for everyone including tourists since Tuesday 1 July 1997. Other bus lines are free for the inhabitants of Hasselt while travelling in the territory of Hasselt.

The regional transport services, or so-called Red lines, are free for residents of Hasselt, who can travel without fare as long as they show their identity card to the driver of the bus. Red regional route bus stops are marked with signs indicating the beginning or end of the Hasselt bus network.

Non-residents of Hasselt pay the usual area tariff, except for children under 12 who have zero-fare travel. “Blue” regional lines incur a fare in the normal way.

The mobility policy in Hasselt developed into an example of cooperation between the bus line, the Flemish government and the city of Hasselt, under the motto “the city guarantees the right of mobility for everyone”.

Following the introduction of the new zero-fare policy, the usage of public transport immediately increased by 800-900% and has remained high, being currently more than 10-fold compared to the time of the old policy.

Free Public Transport

This is an email I sent out tonight to twenty people who work in the public sector (or are interested parties) in Northern Ireland: Hi all, Sorry for the anonymous email. Thought this might be of interest considering the difficulties we have had getting route and timetable data out of Translink. Three years later and … Continue reading “Free Public Transport”

This is an email I sent out tonight to twenty people who work in the public sector (or are interested parties) in Northern Ireland:

Hi all,

Sorry for the anonymous email.

Thought this might be of interest considering the difficulties we have had getting route and timetable data out of Translink. Three years later and we’ve still not managed it.

http://www.theatlanticcities.com/commute/2012/04/estonias-capital-pursues-free-public-transit/1883/

Considering the support Translink gets and the ever-increasing fares (coupled with increasingly empty buses), it seems reasonable to assume that full buses are more valuable to the economy than the poor system we have in place. It would be possible to monetise the service through advertising (we have tried to communicate options for this to Translink with, as usual, no response).

The benefits of free public transport would mean, inevitably, reduced congestion on the roads across the province. If anyone can provide me with information on the subvention or the numbers of actual passengers and/or tickets sold in conjunction with passenger and bus numbers out on the network, I’d be very appreciative.

It’s a real vision of the future to make transport across the province free of charge. A bit like making sure we have free WiFi at every tourist location (especially areas of the country like Donaghadee which is badly served by mobile carriers).

Please pass this on to interested colleagues or by confidentially suggesting other folk who may be interested.

At the very least, it would make a great gesture to make every bus in and around Derry free for the whole of 2013.

Matt

De-Makes

While surfing around, I spotted this. It’s a spoof of the Left 4 Dead game mechanic re-told in terms of Super Mario Brothers. The irony being that it helps you realise that the episodic content of Left 4 Dead is just Mario, regurgitated for your pleasure (and with zombies). which reminded me of… An 8 … Continue reading “De-Makes”

While surfing around, I spotted this. It’s a spoof of the Left 4 Dead game mechanic re-told in terms of Super Mario Brothers. The irony being that it helps you realise that the episodic content of Left 4 Dead is just Mario, regurgitated for your pleasure (and with zombies).

which reminded me of…

Little Big Planet, 8-bit
Little Big Planet, 8-bit
Mirrors Edge, 8 bit
Mirrors Edge, 8 bit

An 8 bit re-make of Little Big Planet. This is kinda what Minecraft already delivers (in pixelated 3D). But making it 2D could be a lot of fun as well. The joy, in terms of the player enjoyment, is not only the variety of backgrounds and scenarios but also the customisation of characters which would involve the player a lot more (because it’s theoretically easier to place pixels than to build 3D models). Games like Cordy or Paper Monsters deliver some of this but without the 2D charm.

You feel like you’re watching a Mario clone. The backgrounds are different but the object of the game is the same. Jump this, solve that and do it quickly before the time runs out.

So, if you had to make a 2D version of the rather brilliant Mirror’s Edge on iPad game, it would look like this. Not surprisingly similar to the iPad version, really, and miles better, IMO, than the First Person Shooter version that I have on PS3. The touch controls, especially, make this game a little bit special.

You can see more of this on 8-Bit Demakes..

What I’d like to do, probably this summer, with some of our university and college students, is have an 8-bit remake Game Jam. A couple of teams, a few great programmers, a selection of students and industry people and let’s make some 8-bit de-makes of classic (or just popular) games.

Giving Permission for Player Engagement

Paul Wedgewood, Splash Damage, talking about Player Engagement: “You’ll have seen this recently with games like Mass Effect 3 — we really think that the future of video game development and content marketing is going to rely on you being able to take a general idea for a universe and bring it to lots of … Continue reading “Giving Permission for Player Engagement”

Paul Wedgewood, Splash Damage, talking about Player Engagement:

“You’ll have seen this recently with games like Mass Effect 3 — we really think that the future of video game development and content marketing is going to rely on you being able to take a general idea for a universe and bring it to lots of different platforms so people can enjoy it in different ways and at different times,” he says.

“It’s frustrating to be obsessed with a fantastic free-to-play game on PC, and then not be able to do anything when you’re on your iPhone, or in a browser, and so on.”

This is why forums matter so much. My brother and I share an interest in video games though, in my opinion, he takes it to a level that I simply cannot. Joining clans, producing training videos…

There are lots of ways to make this easier for players to interact with your game (their friends, their clans, their loadouts) and the game world (the factions, the supply chains, the narrative) when not in front of the main console.

If your game is good, players will seek out ways to interact with it. The trick is to make it possible for them to easily create their own ways to interact. You can make it easy to record games, to produce screenshots, to post their own content within the game (like the Spray command in Valve games), the individual customisation of characters, creation of emergent virtual currencies (the ‘hats‘ thing). Let them love you.

Market Research

Tomorrow I’m off to the InvestNI Business Information Centre to do some research in mobile and games for the planned Games Development Cluster, BLOC54. The problem is that you end up looking at market data reports from companies like Forrester: “The iPhone will not substantially alter the fundamental structure and challenges of the mobile industry,’” … Continue reading “Market Research”

Tomorrow I’m off to the InvestNI Business Information Centre to do some research in mobile and games for the planned Games Development Cluster, BLOC54. The problem is that you end up looking at market data reports from companies like Forrester:

“The iPhone will not substantially alter the fundamental structure and challenges of the mobile industry,'” Charles Golvin, an analyst at Forrester Research Inc., said in a report this month. (link)

or pay attention to the geniuses at Bloomberg:

The iPhone is nothing more than a luxury bauble that will appeal to a few gadget freaks. In terms of its impact on the industry, the iPhone is less relevant. (link)

This puts the researcher at a bit of a crossroads. Interested parties (whether that’s InvestNI or private investors) will want to see some market research. They’ll want to see predictions on where the market is going, thoughts on what niche you’re going to play in and they’ll want these verified by companies like Forrester, Gartner, Deloitte. The dilemma is that when the numbers from these companies agree with what you want to present then they are visionaries. And when they disagree, they’re buffoons.

This isn’t really a problem because the smart money will know the story and it’s likely that while you’re making your pitch the panel will be unlikely to be reading reports from competing organisations to try and find you out. They’re going to give you the benefit of the doubt – at least during your 3 minute pitch.

The important thing is that, positive or negative, you need to do the research.

Another Life (persistence in games)

Peter Molyneux at Eurogamer: What I love about cloud computing – and this hasn’t been explored yet – is that it allows for something that we as gamers haven’t had since the start of gaming, and that is persistence. We don’t have worlds or experiences that can continue and last for extended periods of time. … Continue reading “Another Life (persistence in games)”

Peter Molyneux at Eurogamer:

What I love about cloud computing – and this hasn’t been explored yet – is that it allows for something that we as gamers haven’t had since the start of gaming, and that is persistence. We don’t have worlds or experiences that can continue and last for extended periods of time. We need to get rid of saved games.

I think game designers are afraid of persistence. You have to figure out the consequences of persistence or figure out a way to fudge it. You have to explain what is going to persist, why and what happens when the game is a year old.

Look at Call of Duty. Are the wars persistent? What about the damage to buildings? And what about the dead? Eventually the bodies will start to smell. How you add persistence to an FPS will change the game. Who’s making the ammunition? We’ve bombed all the factories?

Look at Warcraft. Eventually you’ll have chopped down every tree and mined every mine. Eventually the Undead will likely take over by amassing huge shambling armies. Adding persistence means thinking about the long term consequences.

And what happens in persistent worlds with clues and traps? Do you come across the body of previous players? Or do you brave the terrors of the dungeons only to find the burial chamber contains only the burned out campfire of the guys who looted it before you?

But I don’t think Mr Molyneux is being particularly prophetic. Persistence is the Next Big Thing in games. The challenge will be in not making it awful.

Some companies will deal with it in terms of expansions. More new places to go. Others will use resets. Once a year, everything gets ‘reset’ after a fashion. Others still will place their game in a sandbox. New resources will be supply drops.

What I’m interested in is a game where the structures are built by people playing Sim City or Minecraft. They’re destroyed by people playing Call of Duty and Warcraft. Supplies are generated by people playing FarmVille and shops are staffed by people playing Dead Hungry Diner. Bystanders in the street are Sims, crossed with GTA.

They don’t have to be playing the same game. But what’s to stop a Sim shopkeeper (in real life, a lawyer from Seattle) playing out an interaction with a grizzled CoD veteran (in real life, a 35 year old video store clerk from Miami). The CoD player is playing his favourite FPS and from his point of view is trying to track down the whereabouts of a possible insurgent in the area. The Sim player is interacting via SMS messages and emotes on his mobile phone. He’s dialled up the realism so later that day, he’s interacting with a GTA mugger (in real life, a 17 year old college student on her summer holidays) and escaping with his life but not his wallet.

Isn’t that what Second Life should have been?

How can I do something great?

There is a theory that if you pay your team enough so they don’t have their personal finances on the mind, they become much more goal-orientated. They begin to go from thinking ‘how can I earn my wages’ to ‘how can I do something great?’ – Develop [UPDATE} Conor McNally replied: Related posts: Focus London, … Continue reading “How can I do something great?”

There is a theory that if you pay your team enough so they don’t have their personal finances on the mind, they become much more goal-orientated. They begin to go from thinking ‘how can I earn my wages’ to ‘how can I do something great?’ – Develop

[UPDATE} Conor McNally replied: