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Showing posts with label culture. Show all posts
Showing posts with label culture. Show all posts

Ready Player One Mix

Thursday, March 10, 2016




I can't believe I didn't cross post this when I created this playlist last year on 8tracks.

Despite the tech industry totally misunderstanding the point of Ready Player One and wanting to turn us all into VR vegetables, I liked this book.  It contains a lot of touchstones from my childhood that I remember from the late 70s - early to mid 80s.  It was a great time back then and video games were considered very advanced.

I believe I received my Atari 2600 sometime in early 1982, not really sure but I did have Pac-man.  Since history websites state that Pac-Man was released for the 2600 in March 82, it had to have been around that time.  Maybe I got it for Easter that year.  Even though the price for the console had come down, it was still considered pricey at about $150 which would equal about $380 dollars now.  Not only that the price of the cartridges were about $30 ($75 today)  to $50 ($125 today) dollars a piece.

Truthfully I remember liking the games a lot.  But it never really turned into an obsession.  After the Atari craze, the game system was taken off the main TV set and attached to a rinky dinky black and white TV set in our basement rec room.  Then fell into oblivion.  My family never purchased the next latest and greatest video machine.  The next video set I owned was Playstation in the early 2000s  and subsequently Playstation 2.  I got into WOW over the consoles and never felt the need to get an extra machine.  Truthfully first person shooters never interested me.  They make me nervous.

But that time in Spring to end of 1982 was fun for a kid.  I remember hanging out with friends and fighting over who would play the next round.  I had Pac-Man, Pong, Missile Command, Asteroids, Centipede, Casino, Atlantis, Barnstorming, Demon Attack, Frogger, Night Drive, Adventure, ET (What an awful game), Raiders of the Lost Ark and of course Pitfall.  I think I had a few more titles but the ones listed are the ones I remember the most.  It is Pitfall that was the most popular.  Because we played so often, the game noises and 8 bit soundtrack became psychologically disturbing. So we would mute the sound and listen to the radio.  For the rest of my life I will always associate Duran Duran's Hungry Like the Wolf with Pitfall.   

That song is in my playlist along with other songs from late 70s to mid 80s that remind me of the early era of video games.  Most of the music listed in the book didn't resonate with me.  But on this playlist, it takes me way back, way, way back.

Priorities in Action

Wednesday, March 9, 2016

Drama couldn't make up crazy stories like the following example.

The richest of the rich in Silicon Valley are actually throwing money around the GOP in order to defeat Trump from receiving the nomination.

http://www.dailymail.co.uk/news/article-3483046/Silicon-Valley-bosses-Republican-leaders-secret-talks-stopping-Trump-s-bid-White-House.html#comments

Meanwhile their own hometown ballet company closes its doors due to lack of funding.

http://www.contracostatimes.com/breaking-news/ci_29610630/silicon-valley-ballet-shuts-down

This is the attitude of the tech elite for you in spades.  It also highlights my continual theme that these people are insane and they truly believe that they will reach the "Singularity" rapture.  They fully expect to live forever inside machines.  In fact they hate their own bodies.

So it is no surprise that an art form celebrating humanity and the beauty of human bodies would fail to thrive in their vicinity.

Here is another contrast in photos that says it all...

Techs would rather watch this...life in simulcrum




Over going to the theater to celebrate beauty like this...


These people are truly without culture and they flail around trying to create it anew.  In the process destroying everything that makes us human.  And this is all due to the fact that they hate that their own bodies.

This was cross posted at my non-tech blog

Remember when Pepperidge Farm Remembered?

Thursday, July 9, 2015

When WOW was still white hot and The Guild was all the rage in MMORPG circles?



Remember the Team Zaboo vs. Team Fawkes shipping wars?  Well I do.  I seem to be drawn to shipping wars.

Truthfully I haven't been playing many games lately.  I've been pulled into the MOOCs 8th circle of hell in which I spend my time watching video lectures, debate Greek myths in class forums and write 2 to 3 paragraph essays.  All of this voluntarily, mind you.  It doesn't leave a lot of time for MMORPG busy work.

I do have time card time for WOW and I still log in from time to time.  I've been meaning to finish the new legendary quest line for LOTRO.  But...life just doesn't give enough time.  Sigh.

But I remember when...when I spent too much time in games.  It was fun and it was frustrating, I'm not sure if I would do it all again.  But it was strange and amazing time when these games were almost mainstream.

Dinkies - That Funky Feeling

Tuesday, May 5, 2015



I came across the Dinkies cat avatar last year at Fantasy Faire.  It was so adorable, I dropped a lot of cash collecting different breeds.  At the time, there weren't a lot of clothing and accessories for them. But at this year's faire, there were clothes galore for them.  It made me take out my avatar for a spin.



I never thought to look for videos on youtube for the avatar but they are there, quite a few.  The one I linked to on this post is fantastic.

Come Smile with Noodles

Sunday, November 9, 2014



So Ciaran Laval linked to a company that has a new demo showcasing an Oculus VR experience.

What does it showcase?  Nothing more or less than a nod at the latest dystopian novel that Tech heads want to make flesh..."Ready Player One".

Thanks to Digital Cybercherries, you can go back to a 1980's arcade and even listen to old tunes.  If you've never experienced said time, no matter Digital Cybercherries has recreated this sad little mess for you to experience.

An experience that ironically captures the pathos of VR itself.  A time when people stopped looking at one another and just stared into a box.  It was the natural outcome of television but so much worse.  Because now we gained an actual gateway into psychosis.

But now with this new groovy VR step, you can live the psychosis.  You can be in the 80's with the box strapped to your head, entering a black box space only to stare into a virtual black box with old arcade graphics.

Are you living?  Or are you lying down on that bed with Noodles hitting that opium only to smile like a daft idiot.

Oh in the past, everything was so much better.  Its much easier to hide there and not face the problems of today.  Easier than actually getting out to do something about inequality and loss of freedom/privacy. It's so modern, so futuristic, so like "Ready Player One".

As usual the tech heads failed to take away the one main theme of the book they idolize.  The character Halliday created his VR to hide from the world.  When he hid, he lost out on love and life because an hallucination was more attractive.  In the process he pulled his whole fictional world into that VR opium dream along with him.

Noodles likes the past, he wants to go no further.  Do you want to join him?

Long Live the New Flesh

Tuesday, August 19, 2014

There is a ramping up of motion capture hype in regards to Philip Rosedale's new VR Hi-Fi.

And of course, it is all another sign of what Mediabastard (another SL alumnus) calls the aptly named Media Induced Psychosis or MIPS for short.  Mediabastard was the one who really tuned me into Marshall McLuhan and the Medium is the Message theory.



Watch the video, then read the comments...also read Ciaran Laval's blog about the video here.

Now imagine if you were face to face with someone in deep conversation.  But what you saw were the "expressions" that were "captured" for the Hi-Fi avatars.  Honestly...would you accept those expressions in every day life?  Or would you deduce that there was something wrong with your conversation partner if his/her mouth continually hung open?

One of the things that Mediabastard and Jaron Lanier write about is dumbing ourselves down to accept the new media hype, the latest thing.  Lanier wrote that current AI is only acceptable because we have to take ourselves down to its level.  In a way that we would never do for another human being.  In essence, we are denying our own humanity and highly evolved senses to buy into AI/VR media hype.  Because it is cool and the idea is exciting, we are willing to accept the good enough, the very large shortcomings.  People may think, that it is only temporary but it isn't.  It changes us.  This technology is not making us better.  It is devolving our own advanced social processes.  This would not be the first time we have all degenerated because of technology.  Lanier pointed out that people now feel more comfortable typing into devices rather than having conversations.  That young people have a harder time with eye contact due to technology.  He also concluded that this is no surprise since technology is developed by a group of people who by and large have problems with the interpersonal aspects of life.

Technology people are more likely to suffer from forms of autism or have conditions on the spectrum.  They use technology to cope with a world that at times baffles them or even frightens them.  I have nothing but empathy for them.  Not being able to hold a comfortable level of eye contact nor being able to properly read facial expressions is akin to being blind on a very basic level.  Imagine all the visual information about friends, loved ones, and strangers that is lost simply because you can not see it.

These are the kind of people now involved with motion capture in VR technology.  They can't see where they are going wrong.  But they are asking people who do know, to get excited over the promise of Mocap not the shoddy way it is designed.  The great majority of it depending upon all of us dumbing ourselves down to accept a facsimile of "human expression" in VR that in real life we would rightly conclude is evidence of mental disability.

Mocap could lead to problems of a new generation not being properly able to read real facial expressions much in the way young people now cannot hold eye contact.

Where Mediabastards MIPS theory comes in, is that no one can see that they are making gargantuan amends to accept these poor simulacrums because the ideas are so alluring.  We are embracing the illusion, the psychosis over the reality.  THAT is quite frightening.

So...death to videodrome...long live the new flesh indeed.

Ready or Not Player One

Sunday, June 22, 2014



Above is my current avatar standing in one of the patches of land that I rent.  At the time it was taken, this SL visit was just like any other day.  Little did I know that a few days later I, and other SL players, would discover that Second Life is basically over.  And not over by any other company than its parent company Linden Lab.  Due to a planned or unplanned leak, Linden Lab has confirmed that it is building another virtual world.

At first I was excited.  Second Life needs a great many quality of life upgrades which are mostly out of reach due to the age of the platform.  A new place with better avatar tools would be great.  But as I came down from my high, other more logical questions started to surface.

Mainly about land. The land market is now essentially dead and that is a little frightening.  Because Second Life's revenue stream is land.  Prokofy Neva wrote a great post about it from the rental business viewpoint.  This could potentially be a fiasco that could be a bigger than the Zindra shakeup a few years back.  Ebbe Linden answered a few basic questions on Sluniverse.com regarding the new world.  He mentioned that they were thinking about lowering land costs in favor of item taxation.  A concept which I thought was strange.  Does the lab think that they can make more from adding fees to creators and buyers?  Did they have an accountant look into this?  Or is this another pie in the sky idea from some insane ideology that Silicon Valley people love to worship?

How will LL plan to deal with all the landholders, including myself, who are now holding the bag for worthless land that costs a monthly fee?  Granted I only hold almost a quarter of mainland.  Not a lot compared to people like Anshe Chung, Prokofy Neva, etc.  but it is still a big investment compared to most single users in the world.  This isn't including the land I rent from themed estates that I love such as Winterfell and 1920's Berlin.  I admit I spend much more on land in Second Life than I should.  But I look at it as an entertainment expense on par with going to the movies.  When all is said and done, I would spend the same amount attending the local movie house.  But I get more joy from Second Life than I've ever received from passive film watching.

Will there even be land, as we know it, in the new place?  Already people on sluniverse are screaming for no setup fees or tier fees.  They are campaigning for bubbles (like the failed Cloud Party) that will disappear when their users are not logged into the world.  So there will be no world, no places to visit, and no homes or landscaping to admire.  That would be a deal breaker for me.  I simply would not move over but stay in old SL until the lights go out.

According to Ciaran Laval's site, he pointed out a Linden post on sluniverse that Second Life isn't on par with World of Warcraft but more like the old Everquest.  Which just flabbergasts me.  Why is an employee of the company downplaying the success of the company's core product?  What possibly good could that do in the public image?  This indicates to me that LL, as well as the rest of the VR tech community, are still beguiled by the Snowcrash/Ready Player One fantasies.  Fantasies that have been shown time and time again to be just fantasies.  WoW didn't get made with fantasies that there were about 10 million people out there waiting to play its game.  They were hoping for old Everquest success of a few hundred thousand to a million people.  That they attracted more was an outlier.  So developing the next VR with the idea that millions of people will pile on is laughable.  Especially when it has been proved that only a small number of people feel comfortable with the avatar experience and an even smaller who are capable of self directed play time.

Recently there was a news story which stated that children who don't learn their letters through penmenship (just by typing or tracing letters on a computer pad) are not forming the same neural connections as people who did learn their alphabet by writing.  Technology is literally changing the human brain.  And I'm beginning to suspect that this has a large bearing on Virtual Worlds.  Mainly because the audience for a free form virtual world that only LL offers (SL) has an audience that skews older.  The known, guaranteed audience for virtual worlds are old as in old enough to have gone through the schooling system before new technology.  This is something that must be taken into account and in fact should worry virtual world creators.  If this is the case (as it appears to be)  their audience is old and getting older with no one to replace their numbers.  I speak from experience.  I'm in middle age and getting older than that soon, I love SL but my young niece was wary of it.  All the people who grew up in new technology either gravitate to on the rail games or just hang out in Facebook like interfaces but mainly text message/twitter.  Twittering, by its very nature, doesn't encourage exploration, it doesn't encourage deep thinking.  What it does encourage is burp like exclamations about lunch and bathroom habits.  That is not the kind of thinking that takes well to virtual world experiences.

Despite warning signs, I really hope that it will be Linden Lab that creates the next popular platform.  Mainly because I'm more comfortable with the devil you know over the devil you don't idea.  Linden Lab does like doing things its own way but it also has consistently changed its direction due to public feedback.  Granted many changes were due to outcry but at least things got changed.  Worlds don't get made without protest or the ability to protest.  Unfortunately the fascistic turn that real world and the tech world are experiencing actively discourages protest.  Where will that leave us?

Right now, we are left in a holding pattern.  Land will become a lot cheaper as people dump their holdings in preparation for the new place.  But I don't see much of this land being purchased.  Who would want to buy something that will not carry over to the new place?  I'm at the max of the tier I can pay, I should probably dump what I have but I can't do it.  Not yet.  I already came to the conclusion that I will not recoup my expenditures.  Not only will the land market suffer but I see people holding back on home purchases such as housing and landscaping.  Maybe fashion will be able to hold up.  But really why spend loads of money on things that will not transfer.  This is worrying because by all accounts the new place will not even be ready for another two years.

Whatever the case someone's goose is being cooked.  Just whose it is, is not clear.


He who walks behind the Mega-Grid...

Monday, June 2, 2014



The SVVR conference is still all the news in Second Life circles.  Mostly the discussion centers around Palmer Luckey's (one of the Oculus crew) pontificating about the future of VR.

Of course, he has joined the chorus that Second Life is too old and too difficult to use.  He, like many other people in the VR biz (including SL founder Rosedale), is in a very keen display of downplaying SL's success.  SL's influence is being minimized to the point of ridiculousness. This is really underhanded and awful because if we all step back and look at reality...SECOND LIFE IS THE ONLY VR ON THE MARKET.  It is the only one successful and still standing.  I reiterate again, the other contenders failed.  They failed big time.  They failed because they didn't take into account what makes SL successful.  The reason they didn't take into account was all about ideology and an almost religious fundamentalism.

1) Ideology - Most VR bigwigs are extremely invested in Creative Commons.  Which means the little people, us, give up our intellectual property rights.  While the bigwigs get to keep theirs AND profit off of ours.

2) Religious Fundamentalism - Many in the tech biz, out of fear of death, are enthralled by the idea that they will transcend their bodies and become one with computers.  No, I'm not making this up.  They really think they will be post human.  They are so deluded by this fantasy, that they are actively coding our technology with an eye to when they will experience their IT Rapture.  The left behind (us) will have to deal with their crappy software architecture.

The main crux with their problems regarding Second Life are that people who use it fought hard for their VR rights (and we are still fighting) and we may be the only audience for VRs.  Second Life grew as much as it could and reached just about all of the people who are comfortable with the VR experience.  This is worrying for VR creators.  Because that means the dystopic fantasy VR they want will never come to pass and their dreams of enslaving everyone into VR will not be attainable.

Audience question for Palmer: You and Carmack talk about building the metaverse as a moral imperative - why? 

Palmer: "This is one of those crazy man topics", he begins, but says it comes down to this: Everyone wants to have a happy life, but "it's going to be impossible to give everyone everything they want", such as expensive consumer items. With VR, however, you can do that. It's easy for us to say, living in the great state of California, that VR is not as good as the real world, but a lot of people in the world don't have as good an experience in real life as we do here. Also, it's going to be useful for training, and education, "There's a lot of reasons that it's imperative we create a perfect virtual reality."  Ed Mason also mentions people who are bedridden can benefit from VR. 

Luckey Palmer - The Mix Agency May 19, 2014

There you go, straight from the horse's mouth at the recent SVVR.  Scary isn't it?  The moment I read that, I immediately thought of that crazy old horror film Children of the Corn.  Luckey Palmer is Issac.

Instead of using his influence and billions to fight for the rights of people in technology, Palmer wants to feed off our misery.  Tech people are all about rights for themselves and kicking the ladder out behind them rather than give a helping hand to their fellow man.  Its their mentality.  I'm not saying that they haven't created great tech for everyone, but I am saying that they are deluded enough and rich enough to make a real everlasting and horrifying effect on our lives.  As drug companies and insurance companies have turned the wheels to benefit their business over the public, as food companies have turned the wheels to make sure that the food they want to sell takes precedence, so will tech companies turn the wheels to sell that they want.  Our rights be damned.

The VR Hat trick

Wednesday, May 14, 2014




The hype is starting.  The VR hype.  The Snowcrash fantasy that never dies, now colored by Ready Player One fantasies.  Also a side helping of transhumanism via Singularity.

I'm not adverse to big dreams, big hopes, and big ideas.  But there comes a point where reality needs to take the main stage.  Reality has not come to the VR business, in fact most ignore it.  As in they ignore the fact that Second Life is the one and only successful VR ever.  But because it didn't fulfill some fantasy from a science fiction book, it is decried as a failure.  A failure that is losing customers, losing money, losing content and, most pointedly, it is not Snowcrash.

Is Second Life declining?  It is hard to really argue that it is not.  Like it's MMORPG sister juggernaut, WOW, it is an old warhorse platform that is starting to really show its age.  But as of yet, nothing more advanced or more attractive has taken its place.  There have been contenders, from the many opensim worlds to the more advanced Blue Mars and Cloud Party.  Blue Mars failed and was sold to Ball State University who use it as research.  Cloud Party was just as empty and sold to Yahoo as soon as it received the offer.  The Opensim worlds remain remote also rans that no one ever visits except for those who are disappointed in Second Life.  So if Second Life is the only VR left standing...why is it a failure?  Most likely because the populace turned it into their fantasy, fantasies that are more life affirming than Snowcrash.

You see the problem with the Snowcrash VR mavens and the transhumanists is that they have a dirty little secret.  They WANT the fascistic world, the outright misery of a world gone bad that forces the fictional people in their favorite books to hide inside a VR.  Inside that VR, they become the gods, the artists, the politicians and the enforcers.  They want us to dance to their tune.  They want us to experience their rights free world in which a twisted form of corporate communism reigns with an iron fist.  Our only recourse to individuality is the ability to choose a funky avatar.

Damn did they try hard to push that sop in Second Life.  Fortunately, the people in SL fought tooth and nail for "land" rights, intellectual property rights and free speech while wearing funky avatars.  We didn't eschew real world living for a fantasy prison.  We didn't "move" into a VR and make it more real than real.  Instead we made VR an extension, a playground for relaxation.  Second Life is a virtual Club Med not a dystopic altworld.  That was what got up the nose of Philip, Mitch, Corey and the rest.  We just weren't good enough, we were real and not fictional.

So like Vladimir and Estragon they all wait for Godot Snowcrash.  He is coming don't ya know!  He is just a few hours away and he promises to arrive.  If they just get more people and more technology, Godot Snowcrash will appear with his holy Oculus device.  All the while they ignore the flesh and blood reality of the only successful VR ever made.  My forecast is that the Snowcrash will never arrive.  But the second coming of a Club Med Second Life?  Almost certainly.

And hopefully, sometime in the near future, someone will take away Lucky Kurzweil's hat.

Secret!

Monday, April 28, 2014


This is an advertisement for a popular store in Second Life called The Secret Store.  I've loved all their clothing for awhile now. Unfortunately, my VR inventory is exploding and I have a serious moratorium against buying anything new.

As I've noted at New World Notes, this is the Second Life I see when I'm in world.  Its a place of sophisticated VR art and items and motivated people doing what they love.  Unfortunately that isn't the SL most people see when the read about it in the local news or on TV.  They still see SL being a backwards place with lousy graphics and sleazy people.

And if they do by chance see anything like this, the world is set up that getting started is hard to conquer.

Quote of the Day

Tuesday, April 22, 2014

Suzan Mazur: David Orban, founder and director of Singularity's Institute for Artificial Intelligence Europe, told me at a robotics conference in Bergamo a few months ago that people who don't embrace robotics in the future will not be able to survive. Do you agree?

Jaron Lanier: First of all, I think it's the stupidest institute ever. It's purely about this religious fantasy of superiority. The whole basis of it is repulsive. Yet the people there are great friends of mine. I admire them. We have fun together. And I tell them all this to their faces. I've also given talks at Singularity about how ridiculous I think it is. Here's the problem. They say people won't be able to survive if we don't have robotics. Well, how is that different from saying, "Oh, if we don't like the way people are, we'll kill them." What is the difference, ultimately? There's a way in which the new sort of vaguely Asperger-like digital technocrat is absolutely lacking in any self-awareness of ethics or morality. It astounds me, again and again. They're my friends, and we like each other, but I do think it's astonishing.

 Huffingtonpost Interview

I'm so glad that someone who is big in Tech circles is finally taking a stand against the fascist, body/tech purity elitism that is Singularity.  I hate that it has its odious claws in the tech we use and influences its development.  Talk about a concept not being user friendly, it actually hates its users.

I launched an IPO and all I got was a Lousy T-Shirt!

Tuesday, March 25, 2014

Welly, Well,  Well, Well

http://massively.joystiq.com/2014/03/25/facebook-pays-two-billion-bucks-to-acquire-oculus-rift-company/

Facebook just purchased the current darling, Oculus Rift.  They thank the fools who invested through Kickstarter and saved them money in research and development.  Now they can pick up patents and an almost shelf ready project for peanuts.  Obviously they expect the technology will be worth more than just 2 billion in the future.

This sale goes beyond VR for the masses.  It will spell the end for Kickstarter.  Simply because the "investors" AKA Suckers will now realize that IPO investing requires more than just cheap t-shirts and early access to whatever they funded.  Especially when a company like Oculus used that goodwill money not to allow small investors company ownership via stock options, but to roll it over into a company sale.  This is an ethics free move on Oculus' part and their small investors could rightfully sue for fraud.

Kickstarter is just another get something for nothing that Silicon Valley LOVES.  They want programming for free via open source.  They want workers for free via work clubs (more like online sweatshops).  They want graphics and art for free via social networks like Flickr, Pinterest and Tumblr.  They want content for free via Creative Commons.

Is anyone seeing a pattern here?

The only reason why these companies and owners get mega millions/billions is because they are depending on free work, free content and free money from the customers.  They have no development overhead because all of us are paying for it.  The rest is just gravy.

We, the investors, need to step back and demand more for our money.  We have to make demands and get off the animal farm.  Because that is all we are now to the tech industry, slaughterhouse animals.


Oh Bother

Sunday, June 9, 2013



Eve Online, yeah, EO.  *sighs and shakes head*

What do you think about when this game is mentioned?  Spaceships? Space? Wild scandals in which players gang up on other players in order to make them commit suicide?  More scandal in which a popular blogger (Mintchip) was hired as community manager by CCP and led to slander and pillaging of her character?  Ayn Rand idol worship?

So having only 4% of the player base claim to be female is surprising?

Although CCP claims not to worry about this minuscule number, I have a feeling that they do anyway. Why?  Because, even though most male gamers don't admit it, any game that attracts a large female player base makes money.  Lots and lots of money.  Really, what developer would turn up their nose at money?

So now CCP has a hit a wall with subscriptions and their mostly male player base holds part of the blame.  But still the majority of the blame is due to CCP's lax policing of outrageous behavior.  They don't govern against harassment, threats, cheating (in fact their own devs took part in early cheating scandals), the list goes.  The player government had that famous scandal with the Goon Squad suicide campaign.  I haven't looked into what happened to Mintchip, but I've seen the comments on her recent vlog post and they weren't nice.

I do have to say that the hiring of Mintchip is due to CCP holding out a tentative hand to female players.  Mintchip has a fun vlog and she is one of the few female gamers who is very enthusiastic about EVE Online and it's sister game DUST.  At times I have been leery about Mintchip's giggly female persona but I never thought that she wasn't serious about her gaming hobby or the games she enjoyed.  The reason for my hesitant support was not because of jealousy over a younger, pretty female gamer but because her behavior was bound to attract misogynist male gamers of every age.  It also made me angry that I even had to worry about this, because it shouldn't matter if Mintchip wanted to be flirty.  She is young and pretty and has every right to enjoy being so.  But now she is accused of sending sexy photos to someone for game money.  Is it true?  Don't know.  More likely it was embellished by jealous male gamers to get her fired.  Even it if was true, SO FUCKING WHAT!  None of us know the details except for the stories spewed on game boards and youtube comments from a bunch of men screaming like sexually frustrated, hysterical Church types.

I'll be pissed if CCP folds for these screechers.  Seriously these men need someone to get Freudian on their asses.

Anyway besides the previous story, why doesn't Eve Online attract women?

Is it because the avatars are just spaceships?  Partially, I've written about that in previous posts.  But not totally.

Is it the PvP?  There are plenty of women who enjoy PvP.  My friend who got me into games (WoW) played on a PvP server and she enjoyed it immensely.  I, myself, loved WAR to death.

You know why it doesn't attract women?  Take a look of that screenshot in the header that I've included with this post.  Look at that godawful UI.  I mean seriously.  You want another gander at it?  Look at an official screenshot of it.


Holy CRAP!  What the hell is going on in there?  It literally takes a few weeks to learn all the menu and sub-menu systems.  There has to be a better way.

How do you drive your ship?  Do you see it on that nightmare of a UI?  Nope.  

Another reason, there is no codified attempt to guide the player into missions or crafting.  After the tutorial (which is better than when I first signed up), the new players are left high and dry.  The developers figured that the rest of the training would be completed by the many player corporations in the game.  Which considering the bullying scandals, is laughable.

The questing....whatever there is of it,  is enjoyable.  However, and a BIG however, whatever questing there is in the game is spotty, ridiculously arcane and purposely obscure.  Even if a player manages to follow the quests/agent missions in the game, there is a ridiculous jump in skill levels.  Since the game does not label its levels or allows easy tracking of skills, it is possible for a player to accept a mission that they cannot complete but won't know it until they accept the mission.  That leads to the PvE faction that gave the quest to permanently ban the player from future quests.  Nice.

I won't get into the crazy that is mining/crafting.  The UI doesn't even tell you how to fly your ship much less how to mine.

Whatever.  I would say to CCP, if you want to attract female players do the following:

1 - Properly police your user base in game and out (forums), even the popular players/corporations.
2 - Clean up that UI
3 - Ban obscurity in everything.  The mechanics of every feature must be transparent.  It isn't dumbing down.  Believe me, the main features of the gameplay can stay as is without alteration.  But it is not shameful to allow the player to easily understand how, why and what.

I have a feeling though, that CCP has painted themselves into a corner.  Any change would alienate the players they have, but no change will continue to keep females out of the game.

Jaron's Internet Class critique

Monday, May 13, 2013

Jaron Lanier's book "You are Not a Gadget" was so revolutionary and clear headed in its critique of internet culture or really, lack of culture.  In fact, Lanier presented evidence that the internet was actively destroying culture.

His main argument was that cultural music, films, photos, television shows were being decontextualized from their time period, mixed and mashed into meaningless bits.  Our cultural heritage, both high art and pop, were  being ground into meaninglessness.  In turn, new ideas were being subjected to the same grindstone so that nothing new was taking hold.  The music of the 1960's and 1970's into the 1980's had a distinct sound.  But everything past the 1990's, when the internet culture took hold, is generic and rehashed.

In essence our culture has frozen in time.  We are in stasis.

Unfortunately, Lanier's amazing book did nothing to wake anyone up from their dreams.  The Internet class is still spouting off the decayed and contaminated mantra of the opensource web.  While unable to see that it destroys IT jobs and benefits only the richest few.

Now Lanier is back with a new book that carries on with what he discovered in his last.

He granted an interesting interview with Salon


This time Lanier digs deeper into why the internet and its no culture locust mentality is actively destroying the middle class.  His interview reveals that outlier success ventures on Youtube and other social networks are masking the damage being done to the middle class worldwide.

The interview goes into interesting views on the fall of Kodak and that internet success story of Jenna Marbles is built on a mountain of failure and ponzi scheme dynamics.

Anyway the his new book, "Who owns the Future" has my attention and I plan to get my hands on it as soon as possible.

The closure of a game...

Saturday, November 17, 2012

Summer's Day

A few days ago, Tiny Speck announced that they will be closing Glitch.

I am rather saddened by the news but also extremely unsurprised.

When I started to play the game last year, it amused and charmed me.  It also had a rather grim, creepy, horror tale vibe that appealed to me.  Despite its cartoony graphics, the game reminded me of the more involved gameplay in such games as Second Life and Eve Online.  Strange as it may seem, Second Life and Eve Online share quite a number of gamers between them.  Glitch entered this strange relationship and became a third in a gaming triangle of weird, wacky, dangerous and thought provoking games.

Tiny Speck's announcement that its closure was partly due to being unable to find a large audience, unspoken was that the audience it did have didn't pay it enough.

Well I don't think the game's audience should be blamed for outright mismanagement on Tiny Speck's part.

They didn't promote their game enough.  They heavily relied on the word of mouth viral idea.  Which isn't a bad thing but it should be done ALONG with regular marketing.  The viral needs to get started than as people become more curious more professional marketing should take up the slack.  Tiny Speck just did the viral and never backed it up with concrete advertising.  The actual marketing they did do was in the form of one release trailer two years ago, that baffled prospective fans and gave them no idea what was actually IN the game.



I mean really, even myself (a fan of the game), said WTF WAS THAT?

Consider that the trailer was released two years ago and it stated that release was Spring 2011.  By the time I joined, Fall 2011, the game was barely out of beta.  It wasn't even accepting open sign ups.  I believe I just sent in an email to Tiny Speck and a few weeks later, I received an invite.  Truthfully I don't even know how I won this invite because I heard that a lot of people never received one.  Was it a lottery system?

Why did a newly released game need a lottery system?  Why did it need to throttle and bottleneck its audience?  Again, it could be my previously stated thought that the game wanted to be a viral success.  But we also need to get a more reality based reason, this game could not properly scale with its potential audience.  Prokofy Neva, in regard to Second Life, has often thought that Linden Lab purposefully throttled its audience due to scaling issues.  I think Tiny Speck did the same with Glitch.

In fact they slowly allowed more and more people into the game Fall 2011 into Winter 2012.  And most of these new people were due to established players sending out personal invites.  Mind you, there were still potential fans waiting for invites from their emails to Tiny Speck.  Apparently most of these people were ignored.  And that had to create a kind of blacklash to the Viral goodness that Tiny Speck was trying to establish.

One of the major signs that the game was not scaling properly was centered in the issue of housing.  The housing in Glitch of Fall 2011 consisted of the player becoming authorized with a game permit.  This required the player to apply and wait in a crazy office staffed by lazy NPC monsters asking inane questions.  It was a hilarious send up of any professional bureaucracy.  After receiving a permit, the player had to gather up game money then buy a house in a desired district.  Each district had its own style of houses and different sizes from hovel to mansion.  However within each district was a number of "streets" shared between a few players.  Once these streets were full, the housing was sold-out.  It turned out to be an incredibly popular gameplay option with the game's fans, it forced Tiny Speck to constantly be spewing out new districts along with their streets.

As I said, the game was failing in the scaling area.

Instead of working with the issue, Tiny Speck did the worst possible thing to do, they pulled their game out of release state and sent it straight back to Beta.  Yes.  Crazy wasn't it?  Whatever marketing they had planned (and it had to have been more than just that one awful trailer) was nixed and signups were closed.  Even personal invites were no longer an option.

What did this mean for the game?  Their audience was kept small ON PURPOSE!  It was not allowed to grow.  They never left BETA.  They used the illusion of all those potential fans, languishing on a wait list, as a reason to throw more money away on the game.  They counted the proverbial birds in the bush rather than the one in their hands.  So folks, they ballooned their costs in man hours, game assets and other development on an illusion of more fans.  Meanwhile back in reality, those potential fans chalked off their unreceived invites and rightly deduced that the company was mismanaging its game, then moved on.

I even saw this problem and left the game because of it.  The ill conceived beta was mainly to deal with the housing issue.  In place of what the game had, the houses were now all free, turning a previous achievement and valuable commodity into something worthless.  The new houses were ugly as sin.  The ways to "expand" these new houses were slipshod and unappealing.  Of course, the small fan base was ecstatic over these changes.

However the game never opened up its signup page again.  It didn't even allow players to send personal invites until just before the closure announcement.

And their announcement had the gall to state that the game never received the audience they thought it would attract.

Well its hard to get an audience if you don't allow them into the front door.

Of course, there was also a problem of the game being built on Flash.  Which is dying and being superseded by HTML 5.  Obviously Tiny Speck wasted all of its money on the jackass BETA ONCE AGAIN plan instead of getting a start on reconfiguring its code into the new standard.

Well no use crying over the mistakes.

It is a shame.  The game had potential, it had a potential audience.  Which the company allowed to slip away.  A cautionary tale.

Hamster Lovin

Friday, September 21, 2012

The Arcade


Second Life was the first program that got me into massive multi-player worlds. In fact, I think I found SL so easy to learn because I was not a gamer. So the arcane UI was not a hinderance. It did however make learning WoW's UI a torturous experience. Anyway games come and go but I always find time to wander a bit around SL. A lot of people find the place daunting and unfriendly but to people willing to stick out the learning curve it becomes more like "Cheers". Fall is the best time in Second Life. People are starting to gear up for the holidays and the major shopping events and hunts begin all over the grid. Right now the place for SL hipsters to be is The Arcade Gacha Event.

The Gacha events have taken up the slack of the much missed and very much loved Seasons Hunt event. Unlike treasure hunt events, Gacha events are a bit like going to Atlantic City. You put a bit of money into a slot machine and win various different prizes. It can be addictive. Especially for popular items. The Arcade Gacha Event is set up like an old Victorian, Atlantic City pavilion. It is filled with little slot machines which contain numerous variations of prizes that consist of furniture, clothing, knick knacks and avatars. The big hit of this event is Beetlebones' Hamster.

Beetlebones Hamster-002


This adorable hamster is a mesh based avatar that a player can wear. It comes in various colors. The price to play and win a coveted color is 100L (around a $1 real money). So far, I have only 4 colors.

Pistachio at Home-003


The Arcade event is extremely crowded and I haven't been able to get back after my first visit. But I will be heading back to bet on more hamsters and other fancies.

Pistachio at Home-001


For those interested, Second Life will be coming to Steam soon. There are some changes being made to accomodate this new partnership. Perhaps it will even out the steep learning curve. Who knows? If it does, then you too can be a hamster.



The Hamster vid is from Larcoco's Flickr stream

Hypothetical Gaming of Reality

Sunday, August 5, 2012



This eerie and frightfully prescient little short film was showcased on HuffingtonPost.com today.

Yes we can laugh at the absurdity and shudder at the thought of people sitting zombie like in empty rooms staring into a Facebook inner space.  But the reality is, is that gaming tech developer's are already trying to make this dystopia a reality.

Check out my posts previous posts about gaming reality here and here.

The Third Cat

Friday, August 3, 2012

THE THIRD CAT from gorrr aka. Mosmax on Vimeo.

This was featured on New World Notes today in honor of the passing of filmmaker Chris Marker.

The machinima was created by Max Moswitzer in collaboration with Chris Marker.  It is a love note to "The Third Man" but this time around, starring Chris Marker's lovable feline.  It also features some of the most spectacular builds in Second Life.

Guild Wars 2 Beta Review

Tuesday, July 24, 2012


Gunslinger

I have to admit the only reason why I was involved in the GW2 Beta events was due to a mistake. TERA was a game that I was not interested in but GW2 had garnered my interest due to the chatter about it around the WAR community.  Supposedly it was the game that would save the poor neglected PvP masses from the failing Warhammer Online.  Anyway TERA was released around the same time pre-ordering took place for Guild Wars 2.  I mixed up the grand opening date of Tera with GW2 and pre-ordered GW2 to my eventual dismay.  Because at the time of pre-order way back in April there was no opening date for GW2. ArenaNet placated the frothing fans by scheduling a number of Beta preview weekends every month.

The release date was finally announced and it will be August 28.  Grand opening for pre-orders will be August 25th.  Interestingly GW2 scheduled its release not long after Turbine's release announcement for its much awaited Riders of Rohan expansion.  Which caused quite a bit of comments since GW2 will be opening barely a week before ROR.  Many others wondered if Blizzard would counteract both and release the Mists of Pandaria expansion early to trounce all competition.  But so far they have remained silent on the Pandaria release date.  But they have canceled their beloved Blizzcon event this year.

In regards to Guild Wars 2.

It is a very good game.  I'm hesitant to pump it up anymore than it has been in the gaming press.  Because frankly it is at overkill even now.  There is also a problem of building false expectations in the community as a whole which was what happened to the Star Wars The Old Republic mmorpg.

Is it going to topple WoW?  No chance in purgatory.  But then again, no game ever will.  WoW is a phenomenom that could only happen in an exact place and time.  The time and the place have occurred and will not occur again.  So it would be best to put all thoughts of WoW collapsing in a failed heap out of mind.

Combat

The Combat mechanics were simple but interesting.  A character must use a weapon in order to learn its moves.  Hence if your character doesn't equip for example a two-hand sword, he/she will not know advanced moves special to two-hand weapons.  You will not be able to purchase knowledge of these weapons from a trainer.  That being said, training new weapons is not an overly time consuming undertaking.  Across all beta events, I thought the unlocking of new weapon skills occurred in a reasonably quick time.  If you take part in a combat event, you can unlock your weapon skills even faster.

What was nicely simplified is that there are not a great many moves to learn.  Most weapons only have about 5 to 6 skills.  The trickiness comes in on learning how to time these skills for great effect.  Some skills will stun monsters others will heal other players in the vicinity.  Also each weapon has a specialization.  A Guardian class character can wield a DPS two-hander or use a tank DPS/threat oriented shield and one hander.  Or a Guardian can choose a healing two hander and/or shield and one-hander.  Supposedly any character can switch between weapon specializations mid-fight.  However I personally noticed that I could not switch between a shield/one hander to a two-hander during a fight.  Whether this changes in the real game, I don't know.  But during Beta it was not allowed.

Combat is also subject to your proximity to the target and how well you can dodge the target's attacks.  A quick hit to the strafe buttons will move your character out of the way of a target and its attacks.  Some character's dodges are more fun than others.  A Norn will just roll out of the way but a little Asura will leap and somer sault through the air.  These special strafe/dodge moves are subject to cool downs and power supply.  So you cannot spend your time rolling or leaping out of the way in PVE or PVP.

PVE

There are no set questing objectives except for a character's main story quest.  The main bulk of experience building is taking part in group "heart" quests that help various NPC's in an area, exploration, crafting and PvP.  That being said, I didn't notice a terrible grind between story quests.  However I would reach points where I didn't know where to go next.  So I spent a lot of time studying my map and deciding where to go.  But it never got to the point where I felt as if I were on a treadmill ala an Asian mmo grinder.

Difficulty?  This is hard to say because the difficulty levels for the story quests, heart quests, and events varied wildly during each Beta.  During the last Beta some of the story quests were akin to impossible and required exact usage and timing of skills.  The last Beta relaxed the difficulty level considerably.  I'm not sure if it will stay this way or be somewhere in between.

Class Areas/Graphics

Every area for each race is beautifully designed.  The human area is a typical medieval type village complete with big city.  The Norn race has a wonderful wintery area with rivers and fjords.  The Charr and Asura areas are filled with rather steam punk designs since they are both technological races.  The Slyvari is a pretty little forest area with various levels and tree house like city.

The graphics are very well done and look good across all levels.

The Bad or Character Selection/Armor

So far everything has been great about the game.  But what GW2 does bad, they do very, very, very bad.

Character selection is lackluster with no opportunity to craft a unique look.  Body types are the same shape no matter what is chosen.  The worst of the worst being the Norn and Human characters.  The facial characteristics of both male and female characters skew towards young.  And I mean very young.  Human characters in particular look as if their average age is 13 years old.  There is one old bone thrown to the players with one face being about 25 to 35 in both male and female selection.  Some players claimed they could change the facial characteristics more with the minimal sliders provided but I could not.  A 13 year old face will stay a 13 year old face no matter how much you change the shape of the eyes or nose.

The armor.  Oh God the armor.

Someone on the development team thought this outfit was fantastic and that every Norn and Human female character of the magic class should wear it.

GW2-002

I can not describe the true nature of its hideousness.  Or how much it looks like a clown outfit when compared to the soberly dressed NPCs and other character classes.

And when it is paired with the too young female faces, the game descends into truly creepy, Humbert Humbert territory.  Some players claimed that this look was to pander to Asian audiences.  So apparently, in their quest for more money, ArenaNet will force Western fans to play as underage schoolgirl characters in pink tutus with plenty of upskirt shots because Asian audiences like young flesh.

This is something no game should pander to, no matter what the culture.

The forums were filled with complaints about this awful design each Beta since April.  But there was no response from ArenaNet. Which can only mean they are dead set about keeping the underage jailbait characters.  Frankly that is a deal breaker for me if this character design is not modified.  I can only write off the box price as a loss and just leave the game alone.  And since ArenaNet doesn't consider me or anyone who feels the same as a true target for its game, I don't think they will see it as a loss.

Conclusion

It remains to be seen if this game will be a success.  I can see stumbling points in their character design and perhaps over-emphasis on PvP.  Who knows how their cash shop will fare in this weakening economy.  Truthfully I can only seem them holding on to the PvP players who are desperate to leave WAR and filling a niche spot in mmorpgs.

The rest, the rest will go to the Mists of Pandaria.  Even though they claim they won't.

Shadow of the Argonath - Chance Thomas

Sunday, July 1, 2012



Although I really liked the "Rise of Isengard" expansion last fall, one of the main disappointments I had with it was that it did not have a new music score.  I believe one of the main reasons why I fell in love with LOTRO so much was the beautiful score composed by Chance Thomas.  His music captured the spirit of Middle Earth wonderfully.

Since ROI, I noticed that I was not the only one who wanted a new score.  The forums had a few posts regarding the absence of new music.  It seems Turbine took this into account and commissioned Chance Thomas to write new music for Riders of Rohan.

ROR will be released on Sept 5 and Turbine is in the midst of drumming up excitement by releasing snippets of Thomas' new score.  It sounds as gorgeous as the original score for the game.  I can't wait to hear more of it.  Turbine has also dropped hints that they may rerelease the old soundtracks along with the new one for sale.