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Showing posts with label technology. Show all posts
Showing posts with label technology. Show all posts

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.

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.

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.

Wootberry Joos!

Wednesday, December 5, 2012

The team behind Raglan Shire in SL has created an animation series inspired by their VR town and community.

Its adorable and I can't wait to see what else they have in store.

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.

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.

Why?

Monday, February 6, 2012



So my time in SWTOR was a bust.  I did not pay for a subscription after my 30 days of free play time expired.

Incidentally I was given promotional time in RIFT.  Which I used to create new defiant based characters on a new server.  Not long after it was announced that the server for my original characters was being downgraded to a trial server.  So all my original characters had to be moved elsewhere.  I liked my original server.  It made me sad to see it disappear.  After that event, I lost the will to keep playing RIFT.

Another game I dabble in, Wizard 101, expanded to a new area called Zafaria.  It was interesting but it didn't catch my imagination as the previous areas.  Also Wizard 101 is in a strange state, it has attracted a great many raiding gamers.  So now the game is tuned to grinding for gear in numerous raid level instances.  They have changed their gear for mitigation stats and class boosts but with barely any morale on them.  The NPCs have been given boosts in damage and health.  All of this is not really that terrible.  But considering that the game began as a hobby for young children in grammar school and junior high, the high level raid type atmosphere at end game is extremely unnecessary.  KingsIsle was in a great position to experiment with different end game experiences because their main audience was not yet used to the WOW mmorpg end game paradigms.  Did they? NOPE.  They just tacked on raids and gear grind.  Thanks KingsIsle.  Now, like other mmorpgs, Wizard 101 end game story instances are only available for the 5 to 20% of the playing audience.

I'm not even going to get into the inflation on items in the company store.  There are many threads about that in the KingsIsle forums, and none of them have been addressed.  And it looks as if they never will be addressed.

This leads me to LOTRO.  This is where I went after I left SWTOR and I've long since given up on WOW.  I liked the expansion last fall called "Rise of Isengard".  It had interesting stories and well done phased content.  However there were a great many bugs in instanced areas.  Plus I was deeply disappointed that Turbine did not commission new music from composer Chance Thomas (I'm hoping this will rectified in the upcoming expansion this fall).

But as like all mmorpgs, I've hit the raid or lie fallow paradigm.  And the more I see this gated tactic in games the more I ask WHY?  WHY? WHY?  Why spend a great amount of monetary resources on end game stories, instances, items etc that only 5 to 20% of your paying audience will see?  WHY FUCKING WHY?  It doesn't make any sense and it is the very example of insanity.  You know what happens with this gated shit?  Every night, in any given MMORPG, are spammers looking for those last few players to fill out a raid.  PST! PST! PST!  And the people willing to go on these runs are denied because they are not geared for the encounter.  Because you have to run the instance to get gear for the instance.

I'm so sick of this, it is getting to the point where I don't want to play these games anymore.  And I'm sure a great many psychologists would encourage me to give up the gaming hobby.  Yet I go on.  Something has to give one of these days.  I suppose.  Or maybe a group of developers will get it and design a game that is inclusive to all players and doesn't use the gated tactic.  Or maybe not.  Most likely not.

Viewer 3.0

Monday, August 15, 2011

Linden Lab is working on the Viewer take 2.  Unlike most, I've never really had serious problems with the official viewers.  I just muddle through the crap.  But now we will be getting Viewer 3 and the Second Life community is doing what it does best...snark galore.



When Objectivism bites you in the ass!

Saturday, June 25, 2011

I tried to play EVE Online many years ago.  And every few months kept trying to play it.  But it never took for me.  This was despite the world being lovely to behold.  One of the things that kept me back was the sheer time requirements involved for being a successful player.  Another drawback was the game absolutely required being teamed up in a corporation for any kind of game success.  Single players in that game were just cannon fodder.  But the main reason I disliked the game was it's cultic adoration of objectivism and anything Ayn Rand.

Ayn Rand has a particular and peculiar hold on the geek community. So much so to their detriment that they sit passively while Free Trade/Objectivism drains their jobs to Asia.  But that is another subject altogether.  In relation to Eve Online, it was a "philosophy' that was the very foundation of the world.  A world in which greed was the most sacred human aim, is considerably dystopian.  But dystopia was what the game company was aiming for and that is what they got.  Along with this dysfunctional social setup, they were the focus of real life scandals of game fixing and employee corruption.

And yet no one has made the connection between Ayn Rand love and the disintegration of the social contract both in game worlds and in the real world.

Anyway, Eve Online and CCP are now involved in yet another scandal involving a micro-transaction store.

A leaked document surfaced within the past week in which CCP discussed an in-game store and the tones of it were considerably less than exemplary.  Many of the game's fans hoped that it was grief stunt but alas the leaked company document is the real deal.  In one week, the "hardcore" fans of EO had a wake up call to the fact that Objectivism isn't just a game.  That in fact, they are being gamed.  Because lets face it as the old saying goes, all games have a patsy and if you can't figure out who that person is, than the patsy is you.

Now, to be rational, it isn't really the concept of micro-transactions that cause gamer's anger.  What is causing the anger is that EO may allow game breaking merchandise to be sold through the game store and at astronomical prices.  It would skew the game to such an extent that anyone who can't afford to pay for "SuperdooperStormTrooper" Ship A will be unable to compete with the players who can pay and pay numerous times over and over.  So it would seem that no one wants to live in an Objectivist world, even a dream world, in which naked self interest is the norm.

The controversy is still raging on the EO forums, in the game itself, and on gaming blogs and news sites.  CCP is sticking to it's plans and sitting out the controversy.  Another tactic that is beloved by all game developers.  However past events shows that this is not the best plan of attack.  Blizzard had to back down from their identity swipe fest that was REAL ID and even Turbine had to scramble to make up for their "grindaversary" celebration scandal.  In fact, I would think all developers would have learned by now to ignore popular uprisings only metastasize the mobs not lessen them.

Many developers are watching CCP now and gaging how successful they are in this Randian money grab.  They are also measuring how far gamers can be pushed.  This fight is more important then many know or realize.

ETA:  I've seen some rants mention Second Life regarding the EO debacle.  I have no doubt that game companies are curiously fascinated by Linden Lab's game/world.  And as much as I like to rag on LL's policies, no, they are not charging their gamers 60 fucking dollars for a virtual eyepiece.  Nor are the gamers in SL who create items, charging that much for clothing or accessories.

One thing that never ceases to amaze me is that most game heads think SL is heralding the birth of Cthulhu.  I've never understood the hatred for little old Second Life.  It perplexes me.

Empty Universe

Thursday, April 28, 2011



Linden Lab is slowly but surely working on new features in their browser. Some of them are a bit boggling (transferring profiles outside the world), amusing (body jiggle) and beautiful (shadows/Depth of Field).  The newest features (shadows/DoF) are still experimental and can only be turned on in the advanced menus or a player can download one of the sanctioned 3rd party browsers.

Anway, the above machinima showcases SL at it's best and the work of it's many players as well.

The location in the video is Japan Dream Kenjin, a quiet little sim that emulates a small Japanese fishing town in the early 60's.

Proof of Concept

Thursday, March 24, 2011

Feeling Blue

I just watched a video feed of a conference from Gametech in Orlando via Metanomics in SL.

One of the issues that came up about VRs and their application to the military was regarding price.  As in how to make it all less expensive.  Particularly in regards to content portability.  There was a great concern that they (as in military companies and providers) couldn't take their toys to all ports hither and thither.  That they were stuck on proprietary platforms.  All of this kind of talk reminded me of a comment once made by Prokofy Neva.  That little Second Life was at the epicenter of enormous interest by various parties and it was trying all it could to remain autonomous.  That this was most likely one of the main reasons why the company culture was so insular.

This led me to look upon the whole issue of various groups fighting over content, control and platform direction as a battle over a very successful proof of concept venture.  Second Life is not a commercial platform.  It is an experimental proof of concept to the world that a non-game virtual environment can be done.  How well is open to personal opinion.  The company is not public it is still under the domain of private capital.  As such, it is at the mercy of the various whims and ideologies of it's investors.  The investors still look at Second Life as an experimental prototype with it's direction still open to change.

The monkey wrench in all the works are the regular users.  As far as we are concerned Second Life is done.  We erroneously thought that becoming a social entertainment VR was what Second Life was all about.  However all the jabs that Linden Lab made at becoming entertainment have been half hearted.  But once again they are trying to give themselves direction as entertainment and as a result hired Rod Humble (an exec with experience in the gaming industry) as the new CEO.  Truly everything hinges on whether or not Rod Humble is successful in turning SL into some kind of attraction like a regular mmorpg game.  Because if he isn't, I believe Second Life as we know it today will cease to exist.

The military and it's satellite company providers are now very large investors in the Second Life prototype.  Recently they purchased the Enterprise platform subdivision of SL.  And it is truly no surprise why.  Second Life is a reliable and working platform.  There would be no need for the US Military to commission it's providers to program a working alternative.  Of course since they did spend a lot of money for this variation of the platform, they are looking to cut corners off in other areas.  They want their purchase to come with benefits.  Benefits such as getting rid of proprietary content restrictions.      Its all under that cynical notion that content should be free to move.  But what it means is that the military doesn't believe in Second Life as a stand alone company with proprietary rights to it's IP.  Now why would they have that opinion?

I think about the track record of the various big names of LL, including Philip Linden, and all of them support the notion that the platform of SL should be like some kind of utility.  That it should be a jump off point for some kind of mega grid with free highways to move information.  This led me to a deeper understanding why these people hated the notion of land arbitrage and shopkeeper economy in SL.  These money making elements depend on proprietary systems.  They depend on lawful restrictions to protect property of the guinea pigs who thought Second Life was about them.  Meanwhile, we guinea pigs in SL were just an example that the grid was workable.  An example to various interested parties that many would do high grade graphic work and accept chump change for payment.

Many of the VC bigwigs of Second Life don't really care if Second Life becomes a big entertainment platform.  They just wanted to create a "Snowcrash" world and go down in the history books as the first founders of this mega grid.  They already made their billions, so SL's success as a stand alone company wasn't of utmost priority.  Now that the military is sniffing around, the same entity that funded and launched the internet itself, this group is getting excited.  I have a fear that they will happily throw Second Life users out the window,  requisitioning our content to placate the Military complex.  Especially if it means it will launch the Snowcrash.

Fascism and Sexism in the Internet Class

Thursday, November 4, 2010

Fascism of the tools

The irony of the "liberal" class today is that they don't see reality.  They see fantasy constructs of reality just the same as conservatives do.

For example, the whole internet machine prides itself on being open to "democracy".  The powers that be pride themselves on being standard bearers for freedom.  Which is ridiculous because the very coding they use to build their posting systems are fascistic.

What kind of freedom do you have on internet sites?

Your comment can be down ranked to oblivion.

If someone doesn't like what you have to say or just wants to be an asshole, your participation in any forum debate can be erased from history.  Now THAT is freedom.  Every site contains this form of jackboot in the face of others option.  They call it the thumbs up/thumbs down rating, or the fan rating or the heart rating.  As others thumbs up or thumbs down your comment it will either rise in relevance to stay in the debate or it will disappear.

You can not reply to people who debate your comment.

Some sites will cut off any ability to debate by disallowing any threads longer than one reply.  So it cuts you off from replying to anyone who has replied to your original comment.

These kind of tools proliferate all over internet sites which has turned everything into echo chambers.  The problem of the Yes men/women of the net is all due to these site tools that allow the erasure of comments.  These tools don't stop trolls they create rabid tribes.  All of like mind whose first intent is to protect themselves from naysayers

Are we that weak that we can't bear to hear anyone say I don't agree or air their opposing opinions?

There can be no democracy if the ability to say "no, I don't agree" is taken away.

Sexism in Games

This is a societal problem that is still hampering women.  Especially in male dominated areas such as games.  Sexism pops up in ways that at first seem benign but are such mainstays that eventually a person must acknowledge they are dangerous.

Skimpy Gear

Female characters get to wear chainmail bikinis even though the same type of gear makes a male toon look like an armor plated mack truck.  Developers can't ever forget to pander to the male eye or they get an extra zing from the knowledge that they are causing humiliation to female players.  It is true that some women don't mind sexy gear.  But from the female friends I've spoken to who game and around female gaming sites, this issue is always considered a problem.

Now, I'm not against bikini wear in general.  I'm against bikini wear when it makes no sense.

My main in Warhammer Online is a Sorceress.  This toon's whole wardrobe is based on revealing gowns.  But it makes sense thematically.  It is relevant to the game's storyline.

WAR is one of those games which has not forced female players into the bikini chainmail paradigm.  Tanks in WAR wear the same gear no matter if their character is male or female.  Tanks look like tanks and wear plate.

Another game that doesn't force the bikini issue is Lord of the Rings Online.  The gear is all standardized and created to fit both male and female characters in the same way.

As much as I love Warcraft, it fails miserably in gear standardization.  Although I will say, the gear that was released for Lich King was better designed.  My Paladin was not forced to look like "I Dream of Jeannie".  Since the world is being overhauled in the new expansion, perhaps the ridiculous hot pants gear of the lower levels will be changed as well.  I'm not counting on that though.

Females in Distress!

Almost invariably there will be a damsel in distress.  And in distress because some damn foolish thing was attempted on the damsel's part.

I recently deleted a game called "Vindictus" from my HD because of this subtle jab at women.  The opening quest consisted of a pet gone rabid.  The town guard were all set to shoot it down.  Which was quite reasonable considering it was a gigantic rabid spider tearing apart the town.  But does this happen? Of course not.  In comes the Kawaii female, looking like a school age girl but yet has an important position as town advisor.  The game and the player has to follow some fool plan to allow this girl to speak to the spider.  I guess they have some psychic connection.  Whatever...moving on.

As you can surmise the plan goes horribly wrong.  All the guards are taken out and it is up to the player to lead this fool to the spider. And in the process the fool faints and it is up to the player to CARRY her ass past monsters.  Even though in the very next cut scene it is shown that the character was quite capable of movement.

And the end result...spider killed.

Now I'm not against escort/savior quests.  But I hate when consistently these quests show female characters doing ridiculous things while the male characters are always sensible.  The whole attitude of "Bless those little womens, they just want to help".  How these quests treat female characters is really a reflection of how male gamers treat female gamers.

It isn't only obscure games that resort to female in distress.  Even WoW did this by debasing two of their strongest female characters in a quest leading up to the end game Lich King fight.  The players are "assisting" Jaina and Sylvanas in their attempt to bring Arthas back to sanity (Jaina) or seek revenge (Sylvanas).  Both women end up failing miserably and the players essentially save their backsides.  There aren't too many similar quests involving male characters portrayed in that fashion.  Maybe you can count the saving of Thrall from prison, but really in that dungeon Thrall does most of the work.  The players just need to keep enemies occupied while he does his magic.  So it isn't the same at all.

Most people argue that the character in "Vindictus" was showing sensitivity.  Just another sexist stereotype of female behavior.  As if our sensitive natures regularly get in the way of common sense.  I'm pretty sensitive, I'm a female, when faced with that opening quest my attitude was shoot the spider.  Why endanger the town guard in order to calm down a rabid animal.

The whole carrying the character when she was capable of walking just made angry.  In all the years I've been playing games, I've never been required to carry male characters past danger.  Never.  But it happens all the time to female characters.

Its these cues that encourage the general chauvinism in games.  In the past I've tended to overlook them.  But now with my time and money stretched to the limit, I jettison games that are not woman friendly.

Lord of the Rings Online

Sunday, October 10, 2010

Lindon Elf


I signed up for LOTR before it changed from subscription to Free2Play.  But I never had a chance to play it until now.

I'm not a big fan of the free to play model.  When done well, as in Wizard 101, it feels like a perk on top of the game.  But in other games it seems as if it is being used to milk money in any way possible.  The LOTR model is bad marriage between the two.  It's store has nice perks but the game also makes you pay for things that are needed in the game.  Lets discuss basics such as mounts.  In the Wizard 101 plan,  mounts are a perk you can buy from the get go.  In fact it is presented as a pay option from the start.  There is no farming a player can do in game to get a permanent mount.  It is a perk and customers know they must factor in the cost if they want a horse, shark, tiger or unicorn.  In LOTR, the F2P customer must buy the option to ride a mount plus the mount.  This just strikes me as a bit of gouging.  The game will let you grind your way to a mount but considering the economy in game, that could take a long, long time.

The penny pinching over mounts in LOTR is just annoying, especially when they are ignoring the truly pay dirt pay options such as housing.  I'm sure Wizard 101 makes a bundle with vanity housing.  You cannot buy housing in LOTR as a pay option.   Plus there are limits within the game on housing, such as only one house to an account on one character.  If you want more housing, you need to create another account.  You must buy the housing with in game gold (slow in the gathering) plus be subjected to weekly rent.  Also the player has limits to housing size and limits to what can be placed inside of the house.  Mansions are only available to guilds (called kinships).  This set up just strikes me as insane.  Especially when Turbine could be charging real money for this option with no limits and people will buy it.  They would and will buy multiple houses for each character.  I've checked out their forums and there are rumors that Turbine is looking to changing the set up, but nothing is concrete.  Many on the forums have speculated that the code the housing is built upon will not scale.  So that is why the game puts so many caveats on the option.

Tom Bombadil's House


LOTR is graphically gorgeous to behold.  The creators have truly worked hard to create Tolkein's world in VR.  The avatar creation process is simple yet holds numerous possibilities in looks and background stories.

Champion from Dale


There are two, instanced starting areas for all 4 races (Men, Dwarves, Hobbits and Elves).  One start area is shared by Elves and Dwarves the other by Hobbits and Men.  So there is quite a bit of overlap in the quest story lines.  As players level, they all end up on the main quest line which converges in Bree Town.  Basically players are just a few steps behind the story written by Tolkein in his trilogy.

The fight mechanics are the same as any mmorpg where LOTR excels is the graphics and the IP it is based upon.  Lord of the Rings gave birth to the modern fantasy genre so visiting this mmorpg is rather like being able to visit fantasy's Ur.  All the important landmarks have been lovingly recreated by the graphic designers.  Truly no expense was spared when it came to creating the visuals.

Ruins

The game play is strictly PvE and the player will never run out of quests to complete.  If one is an explorer there are even more hidden quests with found objects and from lonely NPC travelers.  The number of quests do depend on the type of subscription the player is working on.  If F2P, there is an option to buy more quests.   Premium players (those who use the Turbine store) get a few more perks.  But to truly get everything the game offers (with the exception of a few designer classes), VIP is the way to go.  VIP is a monthly pay subscription to the game.

Hobbit Minstrel

The PvP option is not as large nor seems that popular with the players.  It is embodied as something called MonsterPlay, which only VIP customers can access.  Monsterplay allows players to build an endgame level Orc to fight against players on the side of Frodo & Co.  I haven't tried it yet, so I can't properly review it.

The training system for classes and professions is well done.  There is also the well loved fishing hobby included in the game play.  A past time that I never understood the love for in WoW or in this game.  There have been players in Wizard 101 and WAR asking for Fishing to be added.  Why?  Fishing doesn't feel like playing a game...well...whatever.  If you love virtual Fishing, it is in LOTR.  And like the rest of the game, it is beautifully animated with appetizing fish and gorgeous fishing hole locations.  LOTR even includes a profession that I've only seen in Asian mmorpgs, which is farming.  The farming areas are located in Hobbit villages such as Michel Delving, Straddle and Buckland.  Just throw out seed and reap the rewards.  Although the produce can only be used by players who have cooking as a sister profession.

The economy is slow.  It is a black mark it shares with Asian mmorpg's such as Jade Dynasty.  Which means the rewards gotten from quests are really chump change.  The AH is inundated with junk and basics.  Which means it will take a player a long, long, long time to make that first gold piece.  On the other hand, if you do manage to slog all the way to level 20, then the rewards will improve and drops from monsters get better as well.  So it does get better.

What is not slow is the population.  I'm on a server that is very busy.  Which is good to see.  It seems that the free option has attracted more players and not scared away older, paying players.  While sometimes it can turn into a fight fest to get to monster NPCs first or farm nodes, it is better than playing in totally empty areas.

To sum up this game has a lot to offer.  While it does have some drawbacks in it's F2P option, it makes up for it in wonderful game looks and play.