Category Archives: Featured

Can Second Life Be Saved?


Yes, this is an actual screenshot from Second Life.

Second Life is going through strange days.

Well, stranger than usual.

Second Life’s neo-Utopian post-hippie prefix-spawning founder, Philip Rosedale, apparently got tired of the grinding whining that accompanies pretty much every online game product ever, and stepped aside so that he could work on cool stuff and not have all those suits harsh his buzz, man. In his place, the Internet’s last best hope for Cybertopia was managed by Mark Kingdon, whose prior experience in online gaming and virtual communities involved… marketing.

Yeah, this’ll end well.

Mr Kingdon’s arrival at the company shows that the online world created by Linden Lab is growing up and getting real.

He began growing up and getting real by meeting the somewhat leery and only partially obscene residents of Second Life as “M Linden“, thus proving his mastery of digital marketing by refusing to take the time to actually type in a full name.

M’s master plan for saving Second Life? Simple – turn it into Facebook. No, wait, stop me if you’ve heard this before. Second Life’s users, only some of whom were overweight men pretending to be fashionista women, reacted about as strongly as you’d expect.

The first step in this cunning master plan was Linden Lab’s acquisition of Avatars United. With this strategic play, Second Life, a client/server application with its own virtual currency that allowed you to create avatars, now supported the ability to… create web-based avatars somewhere else, which may or may not be related to your Second Life identity, with its own virtual currency which had nothing to do with Second Life’s existing currency, with even less usability than Facebook, and in general was a poorly written hack job. After a few weeks, Linden’s response was essentially, “let us never speak of this again”.

Instead, Kingdon and Linden moved, full speed ahead, towards producing a new client for Second Life. The goal of course, was to produce an interface that was accessible beyond Second Life’s current hardcore niche of users who absolutely are not overweight men pretending to be fashionista women. Now, if you gave me, a designer of hardcore games aimed at a niche group of users who pretty much completely are overweight men pretending to be blood elf dancers, this task to spec out, I’d give you the following list of requirements:

  • Web-based, using Flash, Java or some other ubiquitous platform to minimize installation headaches
  • Very, very low system requirements, running comfortably on netbooks and older machines
  • Minimal download times
  • A very, very simple user interface that passes the “Mac user/grandmother” test
  • Searching and directory features that guide new users quickly and easily into Second Life’s already extant vast economy
  • Ability to opt into embedding into/connecting with Facebook and future social networks

So, Linden Lab, who clearly knows far more than me about this metaverse reality stuff, rolled out Viewer 2! Which featured:

  • A large client, identical to Second Life’s already existing client
  • Punishing system requirements, identical to Second Life’s already existing client
  • Essentially requiring a fast broadband connection, identical to Second Life’s already existing client
  • No ability to connect with any social network at all, including the one Linden Lab bought for some odd reason a few months earlier
  • A user interface which most users found more difficult to use and more intimidating than Second Life’s already existing client
  • A new search engine which didn’t actually list most of Second Life’s already existing event listings and advertisings, killing Second Life’s already extant vast economy. Or… it would have if anyone actually used Viewer 2.

Shortly thereafter, Linden Lab lost most of Linden Lab and Mark Kingdom lost his M, replaced by Philip “Aw man, do I have to do this stuff AGAIN” Rosedale.

So, that’s the background. The ship of Linden state is listing pretty heavily to starboard.

Wagner James Au today weighs in with his take on how to save Second Life. Most of his suggestions are fairly apt, if not obvious (and if Linden is actually looking for MMO veterans, Austin is still a smoking crater of lost dreams and forlorn hopes!). But he does miss a couple of important points.

First off, Linden Lab doesn’t appear to know what its core business is. Hint: it’s server hosting.

Second Life is, essentially, a protocol. Everything content-related – game-y things, world-y things, people-with-cat-heads-meowing-things-you-really-don’t-want-to-hear things – all of them come from the users themselves. Linden Lab just puts up the servers, and people pay Linden money to  run them. They then presumably make that money back from other users, or run them as an odd hobby, or whatever. Linden doesn’t care – and Linden shouldn’t care. Their business is as Pakleds. They make things. That make us go.

Second, after the server hosting is there and done, the second neglected feature that is killing Second Life – customer service. Or rather, the lack thereof. I’m sure it will surprise few MMO watchers that much of Linden Lab’s recent bloodletting was in customer service. After all, CS doesn’t make you money. You just pay for CS agents and they sit there and talk to users and don’t make any money and what the hell, we got new Facebook clients to write!

Yet – Linden is a service provider. Service providers have to have good customer service. It’s a requirement. Without good customer service, everything else is irrelevant, because your new user experience will consist of your new users leaving your hermetically sealed new user zone and experiencing something akin to the Democratic Republic of the Congo, but with slightly more overweight men pretending to be female fashionistas.  This is something that all successful online service providers eventually learn (Blizzard’s customer service team numbers in the thousands), and if Linden wishes to join their number, they need to learn that lesson.

Third, and most importantly, and what has apparently kept Linden Lab drowning in the ocean this past year – know your audience. I have it on reasonably good authority that Linden Lab’s perception of its current customer base is, roughly, overweight men pretending to be hot fashionista women. Guess what – that’s your audience. You don’t get a redo unless you make an entirely new product. You got lots of investor capital and media coverage based on all those overweight men pretending to be fashionistas. If you want to continue running a business that is profitable – you had best keep them happy. If they hate your new viewer and instead use an alternate third party viewer en masse – maybe this is a problem! If your business model consists of joining with a social network that emphasizes real identity as opposed to avatar anonymity, and a good portion of your user base is patronizing you specifically because they want that avatar anonymity – maybe this is a problem!

Sure, it makes you the laughing stock of Joel Stein, Something Awful and 4Chan. Gee. Given 1 million unique users a month, I’ll take a bunch of internet nerds laughing at me, too. Hint: some of them really, really want to be hot fashionistas.

Social Anonymity

Thanks to the miracle of RSS aggregators, I occasionally read Prokofy Neva’s blog. Part of it is because I still log into Second Life on occasion (if nothing else, it’s an online world entirely unlike my day job) and he is one of the few commentators on that. Part of it is because it’s just randomly fulfilling to see exactly how ad-hominem someone can go in one’s undying hatred for the net.intelligentsia that Prokofy roundly loathes. And occasionally, part of it is because he gets something right.

Like today, in the midst of yet another flamewar with another well-known SL blogger, Prokofy writes:

Of course, despite the always-on, always-share, Exposed Me quality of social media, we’re not supposed to ask what is behind what already seems like a deep exposure. We don’t Need to Know whether someone is 20 pounds less or ate burritos or clumps of spinach for lunch, but we’re told this Too Much Information and then…we’re supposed to shut up.

This is what I mean by social media as being such a burning lie — such a subterfuge even as it discloses and exposes.

In real life, your very close friends who would tell just you — and not the entire world — that they were losing weight because their doctor warned them of a heart attack or because they needed a new girlfriend. That is, their valiant acts would come bundled with other relavant just-for-you news.

In social media fake life. somebody broadcasts their diets all day and their health eating and you feel like you’re getting bulletins from Susan Powter and Richard, the sweating to the oldies guy, but you aren’t hearing what’s *really* up. And you don’t dare comment or ask, except in a superficial way, because then you’re rude, etc.

Social media like Second Life (which I clump together with this phenomenon, although they’re different) also creates such fake and false friends. You think someone you’ve talked to nearly every day pleasantly, with understanding, with solidarity, with shared insights, with cameraderie is your “friend,” but they aren’t really. Of course you don’t know them and can’t see their *real* setting.

Whis is true. We post things daily, hourly, minute-by-minute about our lives, not to reveal things about ourselves, but to throw out chaff so that the radar of other people can’t lock on to us. I dare say that most of you know very little about *me*, the person, because I don’t care to reveal much beyond the public persona. If you’ve friended me on Facebook you may know a bit more. If you know me in RL you may know a bit more still.

I’m pretty sure the count of people who know I’m trying to lose weight right now, and why, number at about 3.

And I don’t think the Internet, or social media, or any other buzzword, harbors responsibility for this essential alienation. I think our culture in general teaches us that we keep our enemies far and our friends farther. We don’t know our neighbors. (I’ve spoken to mine only a few times; when the police came by to inform us that one was a fugitive and asked if we had any information on him we could only shrug eloquently) We fear revealing too much online, entirely correctly, and then reveal entirely inappropriately too much at random moments (such as myself, one paragraph above this one) that, because of the shock of the reveal, is ignored and perhaps filed away to solve later, like some sort of mystery.

And tales of the sordid everyday lives of others are some of the most popular entertainment that we have. It’s not that we don’t want that connection, it’s just that we don’t particularly know what to do with it when we have it. And this is also why we flock to online worlds, for at least some of us – because it gives us very low-impact and low-danger social connections; communication outside of ourselves and our little packets of worlds.

And which is why ‘guild drama’ are some of the most compelling stories from online worlds – because we want the soap opera. We want that participation in the lives of others, even when – especially when – it all goes sour. Because it’s something outside of ourselves.

Or we could just go outside and meet other people and talk to them about things. But that’s overrated. I mean, it’s HOT out there this time of year.

You Got Your Facebook In My Orc Game

Blizzard rolled out a social network yesterday. Really! Here’s the overview:

- Ability to make initial friend connections through exchanging email addresses. This exists entirely independently of WoW; your friend displays online as their real name, and shows what server and character they are on. – Ability to make subsequent friend connections through browsing the friend lists of users on your own friend list and sending requests. – Ability to set your “What am I doing?” status.

That’s it.

Notice anything missing? You should.

The below assumes that this feature will become popular. Which, in fact, I suspect it will. There has been some thought put into the interface and chat features of this system – in fact, far more thought than has been put into World of Warcraft’s own friends list and chat system. And friends and chat are why people play MMOs. So, assuming everyone gloms onto this as the new default standard for friends listings within the community and it doesn’t, say, wither and die like “meeting stones” – consider these points.

- A minor point to most – Blizzard has abdicated from enforcing any sort of cross-team chat protection. There’s nothing protecting you from hopping on an alternate-side alt and doing your bit as a realm spy. Of course realistically, nothing prevented you from doing the same with an IM program. But this is different in that it goes counter to systems that are already in place. Why bother scrambling cross-team chat if you’re going to enable it in a different interface? It sends a mixed message, or more accurately the message that Blizzard forgot they were doing this in the first place.

- With this feature, Blizzard essentially disengages the player from the avatar. Now, World of Warcraft is only very, very peripherally a role-playing game in the sense that your character may or may not be human and may or may not cast spells at mobile bags of improvement called “monsters”. However, to this point, players have had the ability to be anonymous. That is gone. You see, the “RealID” system is keyed automatically – and unchangeably – to the name listed in Blizzard’s billing system as the owner of your account. If I wanted to be known as “Lum the Mad” – which, in every MMO to date, I have had that option to do – to protect myself from people who, just as a random casual aside, may have an unkind word or two to say to the real person behind the author of many of these blog postings – I would either have to change my name in Blizzard’s accounting system (which I’m not even sure is *possible*) or simply shrug and say, oh what the hell, it’s not like there are unstable people out there on the Internet! I mean, it’s not like I’m female or anything.

- There are no opt-outs in this system. There is no privacy protection within this system. There is no option for me to turn off the ability of my friends to browse my friends list. This system, in other words, is even more draconian about its enforced disdain for privacy issues than Facebook’s. When you make Facebook look like a paragon of privacy defense, there may be an issue or two. You can’t even opt out from the system itself. To quote Blizzard’s FAQ on the subject:

To stop using Real ID, simply remove all of your Real ID friends from your friends list, and do not accept any more Real ID friend requests.

That’s right, the opt out is to simply, you know, ignore any request you get! Also, if you’d like to opt out of our marketing list, just don’t read all the marketing we send you.

Why would Blizzard launch a social network with no privacy protection and no opt-out features whatsoever? Because they think people who are concerned about privacy are stupid and worth laughing at. And because in Activision’s august halls, someone looked at World of Warcraft’s millions of subscribers and Facebook’s billions of advertising revenue and said “Hmmm.” And no one thought any of this through.

Whee!

The Strange And Terrible Saga Of The Soviet Commuter College

This is Woodbury University.

 

 

Seems harmless enough

It’s a small commuter college with a main office in Burbank, an architecture school in San Diego, and a media center in Second Life.

Oh. Wait. God. No.

 

 

Well, I suppose that does look like most people's idea of SL, doesn't it.

That’s right, Woodbury’s presence in Second Life is, well, not terribly scholarly. In fact, as best as anyone can tell, Woodbury’s mission in Second Life is to pretend to be Soviet in a years-long troll of Prokofy Neva. Over the past few years, Woodbury scholars have bought Prokofy’s virtual land and done their level best to wreck its property values by, well, making it look like the picture above. This is, of course, in addition to the usual garden-variety spamming of particles with goatse pictures painted on them, “raiding” (which in Second Life mostly consists of everyone going to one place and waiting for the server to inevitably crash) and calling Prokofy late at night muttering about cheese or something.

If you’re thinking this has nothing to do with academia, well, in most places you’d be right. However, in Bizarro Planet, one of Second Life’s most prominent resident academics, Peter Ludlow, does his level best to give Woodbury his blessing on his SL ‘newspaper’/blog, the Second Life Herald (now renamed Alphaville Herald after Linden laid down the copyright banhammer). The website is intermittently down at the moment, so I can’t confirm these links to the many, many loving interviews that Ludlow and ‘Pixeleen Mistral’, his editor (and Internet architect in his spare time) give to the various giggling and snorting denizens of Woodbury, each one of which invariably devolves to 4chanisms, self-righteous averrals of “free speech rights” and gleeful tales of “griefing Prok”.  I happened to have had one in my cache, so let me quote liberally:

 

In real life, 'she's' a soldier in Afghanistan.

 

 

 

In the few years I have been playing this game, I have owned and built several sims, started a few businesses, joined in Roleplay, and designed, built, and coded anything I ever dreamed of bringing to life on screen (lol Ravenglass Fridge). I am both a W-Hat goon and a Woodbury Channer…I believe that in order to enjoy SL you have to do whatever makes you happy, and I pick and choose my life accordingly.

 

I recently donated my sim Longcat as a sandbox/e-home locale for the members of the awesome Woodbury university…of which I have many connections with in RL, I know many of the educators (its summer rite nao) on the project personally and have been delighted in the changes and direction Woodbury has been moving in lately…Its always exciting to be a part of something as unique and pioneering as WU, especially during these web 2.0 times. (like so meta)

I also wanted to say that I am about to Leave SL until early November. RL responsibility will take me away from ANY contact with a computer (or cell phone)…and I know that when I return, the crazy world we all inhabit will be here waiting for me, somewhere in the wires…a place with Witness X baaawwwring at whatever is fresh and young, Prokofy playing the SL Ann Coulter, Intlibber/Ansche, and the landbarons buying and selling dreamworlds, Fashionistas blogging, Furries thinking all hoomans hate them, SL armies dividing and fighting, all of the uninformed players complaining that LL doesnt do enough (they obviously do not remember telehubs), What and Woodbury pushing the envelope of good taste, and Everyone on the outside looking in, wishing that they knew WHAT THE F**K is going on and how to cash in on it.

The accompanying picture is of the aforementioned “Ravenglass Fridge”, a huge box refrigerator this charming soul built on a chunk of land on the same server as Prokofy Neva, to try to drive Neva’s rental customers away.

You might think that there might be something interesting to be drawn from the perpetual cycle of griefer and griefed, with neither budging an inch over literally years, and the rhetoric on both sides becoming more and more arcanely obtuse to anyone not following along. The usually more clueful Henry Jenkins, for example, recently wrote an article about the whole subject which managed to mangle almost every fact involved. (The fact that Ludlow and Mistral, the same writers who give loving coverage of Woodbury’s every online burp, were his online tourguides when researching the story is, I’m sure, only a coincidence.)

 

 

Woodbury University's online presence, edifying all who come near (until they crash)

Among other things, there is the nagging question of why a university would pay a not-insignificant (to the tune of several thousand dollars)  monthly fee to support its “students” (most of whom were long since past their halcyon college youth and have no affiliation to the real-world incarnation of Woodbury whatsoever) in learning about new media via the artifice of tormenting a particularly grouchy virtual landlord. One suspects that Dr. Edward Clift, better known in Second Life as “MC Fizgig”, may not have been completely serious about the whole enterprise.

Here is Dr. Clift in response to Woodbury’s online presence being accused of, well, doing what they did.

 

Edward Clift, when not emitting particles in virtuality

Woodbury University is a minority-serving institution whose students are often relegated to the margins or unjustly castigated as troublemakers. The fact that Linden Labs waves Terms of Service violations around with no details or supporting evidence reminds me of the Salem Witch Hunt Trials. If people come to an educational island, they seem to say, then we know you are guilty! Let’s burn you at the stake! Look, one of the 11,000 daily visitors wrote a nasty script… Let’s turn their island to grey goo! The truth is we worked diligently to institute a security force including members of the Justice League in an effort to keep problems in check. There was never any communication from Linden until the disconnection as to whether they thought we were doing a good job or not and certainly no chance to take corrective measures in any kind of cooperative fashion.

The faculty here believes in its students and the positive differences they can make in society. I’m not going to turn away students because they don’t meet Linden Lab’s dress code or because they speak with a Spanish rather than English accent. More importantly, I’m not going to let Linden Labs dictate how students should be educated or what they should be allowed to know. The destruction of the Woodbury 2.0 campus is, in my view, an egregious shot across the bow of academia. All institutions of higher education are now put on notice that they better not do anything too ambitious or “enlightening” unless they want to risk being shunned and eventually expelled from the Holy Grid.

 

Universities should be made aware that Linden Labs maintains global surveillance on all the activities of their student members and monitors them both on campus and off-site. You will never see this tracking data but you will be held accountable for everything they say or do. Monitors at Linden Labs, by the way, will draw their own conclusions as to the meaning of any speech artifacts, scripts, or student activities. Power over the grid and possession of the surveillance tapes automatically makes them right and it is nearly impossible to dispute incorrect or arbitrary determinations. Meanwhile, the venture capitalists behind SL sit on their yachts off the coast of Panama enjoying the spectacle of hapless academics begging not to be expelled (so much for tenure!).

I urged my student group to engage the primum materium of SL and not simply recreate the traditional ivy-covered buildings and chalkboard lecture hall classroom found elsewhere. The invisible “matter” of SL is the creation and interaction of alters and apparently we were the first to study and creatively experiment with these social relationships in an educational setting. Such an approach, as we have seen, can potentially antagonize the owners of a media channel seeking to naturalize its own operations. The Terms of Service agreement used to vaporize our campus is a distraction designed to hide the insufficiency of the technical architecture of Second Life itself. Isn’t it time to stop blaming the customer?

A lot of words come to mind reading this, such as, say “self-absorbed” or perhaps “sociopathic”. Clift, of course, is capable of speaking normal human as well as academia word-salad, as this interview from his presumably more serious day job shows:

The dangers of poor communication do not end at the door of the company. Huge external risks face all organizations, but especially those operating on a global stage. These include natural disasters, forced changes in ownership or management, powerful stakeholders, ideological challenges and direct attack.

 

Strategic communication dictates that any business become conscious of these potential perturbations to its viability. It should then use its observations to strategically design a robust set of internal and external communication practices.

Hm. Come to think of it, I’m not sure what interview is worse.

 

There’s a history of academics behaving badly, and in that case too, one wonders how much of this is simply a young professor seeking to justify his own online gaming habits and manage somehow to get paid for them in the bargain. Or perhaps I’m being a bit too cynical. After all, I’m sure much was learned by the online denizens of Woodbury University, such as the finer points of setting giant phalluses free to waft along the wind, that they never would have encountered elsewhere were it not for Clift’s hands-on and caring intervention.

There’s also the natural desire of many academics, such as in Jenkins’ piece, to try to draw parallels between nascent group behavior online and how it relates to group dynamics in the real world. However, as Jenkins’ writing admirably demonstrates, a Gorillas-in-the-Mist style travelogue only serves to enshrine the Mary Sue-style bad roleplay of all the participants (such as “the Justice League United”, a group of people who roleplay crimefighting superheroes and tangled with Woodbury’s supervillains briefly, including such antics as leaking private wikis and message boards by the artifice of appearing to be a cute girl. You know, the sort of thing that happens in pretty much every online game since MUDs.)

But really, in the end, there isn’t a lot of deep hidden meanings to be drawn – a group of teenage kids, or more accurately people roleplaying teenaged kids, acted like jacktards. And in virtual worlds, what happens to jacktards?

That’s right, folks, even in the libertarian-stupid world of Second Life, you can eventually get banned. And so Woodbury finally did, en masse. No one knows what the final straw was. My guess is that someone in Second Life’s customer service finally got very, very, very tired of yet another one of these “raids” where the “elite hax0rz” spam particles until either the land owner kicks them or everyone is lagged offline. Or maybe they really did get sick of Prokofy Neva’s 97,003,582nd email on the subject (although one suspects they are quite used to those by this point). But I doubt that – proper customer service is a constant, and it doesn’t matter how tendentious the wronged party is, if in fact they are wronged. And only the most drug-addled academic or clueless mainstream reporter would believe otherwise.

Let’s bring in the addled academics and clueless reporters, then!

In an interview today with The Chronicle, Mr. Clift said the university had never encouraged or condoned vandalism. Its virtual campus included educational spaces designed mostly by students, including a mock representation of the former Soviet Union and a replica of the Berlin Wall. “It was a living, breathing campus in Second Life,” he said.

 

The professor said he felt that the virtual campus did not conform to what Linden Lab wanted a campus to be—with buildings and virtual lecture halls. And, he said, company officials objected to letting any users become affiliated with the virtual campus, whether or not they were enrolled at Woodbury. Mr. Clift said he felt that allowing a diverse group of participants and setting up an open facility was the best fit for the university’s mission.

“Woodbury is sick of this,” he said, referring to the ban. “Our brand is being maligned, and our 125-year mission is being trampled on.”

Jordan Bellino, a senior at Woodbury who had been an organizer of the virtual campus, said the incident suggests the dangers of online meeting spaces’ being run by companies, which get to decide who participates and who doesn’t. “It took years and thousands of dollars to make that [virtual campus] happen,” he said, “and it all vanished in a matter of an hour because Linden Lab pushed a button.”

Yes, Jordan, ‘companies’ shouldn’t run virtual worlds. They should be run by random piles of fish, or perhaps very small cats. Or maybe they should be run by the people who frequent them. But that would take all the fun out of Woodbury, wouldn’t it? After all, without the rest of the metaverse to grief, Woodbury would be left with just themselves, in a virtual chat room full of cacaphonic Soviet fetish porn.

 

I’m sure the below screed by Jordan Bellino, in his persona as “Tizzers Foxchase”, head of Woodbury’s proto-Soviet online presence, which originally appeared at Woodbury’s website (no, not the respectable one, the other one) but since has been deleted would have nothing whatsoever to do with the above news story:

Dr. Clift is currently fueling the jets of his legal team, and they will be contacting Linden Lab soon. In the meantime I will be busy waging a media campaign. They might have nuked our little virtual playground, but that doesn’t mean we’re going away. Woodbury will be a thorn in the side of Linden Lab until the day they close their doors.

 

We are also contacting the ACLU.

I’m sure they’d be vastly, vastly amused to defend the civil rights of spoiled children and middle aged men pretending to be pixies to harrass other spoiled children and middle aged men pretending to be pixies. Oh, wait, probably not.

Claiming that his First Amendment right to free speech had been infringed upon, the banned player had been asking for pain and suffering damages, as well as an injunction preventing Sony from banning other players in the game. Last week, a district court judge dismissed the case, saying that with few exceptions, the First Amendment protects people only from having their right to free speech violated by the government, not from private companies.

So, alas, the civil rights of Woodbury students to construct interesting and valuable SomethingAwful memes such as below on the University’s dollar may have finally come to an abrupt end.

 

 

See, you just don't get it, do you.

But one thing is definitely true in all of the online Woodbury’s public relations campaigning:

 

Woodbury is sick of this. Our brand is being maligned, and our 125-year mission is being trampled on.

Yes, on that I think everyone can agree.

Activision: Moving From Sucking All The Fun Out Of Development To Actually Killing Your Dog

Pretty much everyone I know is talking about Activision’s incredible achievement of taking the studio that made them over a billion dollars into a back room and shooting it in the head.

Today West and Zampella, the two studio heads unceremoniously escorted out of the studio they created by, apparently, rented goons, had their say, through the filter of lawyers. Except… well… it wasn’t that filtered.

Activision conducted the investigation in a manner to maximize the inconvenience and anxiety it would cause West and Zampella. On little notice, Activision insisted on conducting interviews over the President’s Day holiday weekend; West and Zampella were interrogated for over six hours in a windowless conference room; Activision investigators brought other Infinity Ward employees to tears in their questioning and accusations and threatened West and Zampella with “insubordination” if they attempted to console them; Activision’s outside counsel demanded that West and Zampella surrender their personal computers, phones, and communication devices to Activison for review by Activision’s outside counsel and, when West and Zampella asserted their legally protected privacy rights, Activisions counsel said that doing so constituted further acts of insubordination.

If Activision’s executives, on-staff lawyers and rented goons wanted to, say, LARP being the caricature of the most brutal power-mad clueless management possible, this would be a really good way to do it.

Except that – they really did that. (You know, assuming that West and Zampella, through their lawyers, aren’t outright lying. Which I kind of doubt. Too much detail and all that.) Let that sink in a moment. Activision took one of the linchpins of their company, the studio that produced one of the best selling games of all time, and strongarmed them like a bunch of Mafia punks shaking down the local grocer for protection money. This is how they rewarded people who earned them over a billion dollars.

I’ve already said in a column for MMORPG.com how this affair shows the dysfunctional nature of the relationship between publishers and developers, and how setting them up as mutual antagonists ensures that no one is effective. I wrote this before the documents that West and Zampella filed came out. At that time, I was willing to assume that Activision wasn’t evil, merely part of – and a key component in – a system that was failing.

I’m not willing to make that assumption any more. That sort of fascist hardball isn’t done by people with a moral compass. And given the lack of ethics that sort of conduct broadcasts, it makes it easier for me to believe West and Zampella’s core argument – that Activision’s hostile takeover of Infinity Ward (and that’s what it is, with an efficiency that would make the expropriators of Yukos Oil blush) was motivated simply by a desire to not pay the makers of Modern Warfare the money they were owed. Apparently, Activision decided it was cheaper to destroy the studio and entangle its founders in legal tar. Something they anticipated in their 10-K SEC filing:

The Company is concluding an internal human resources inquiry into breaches of contract and insubordination by two senior employees at Infinity Ward. This matter is expected to involve the departure of key personnel and litigation. At present, the Company does not expect this matter to have a material impact on the Company.

Which, it is important to note, was written and filed before West and Zampella were fired.

Bobby Kotick, Activision’s CEO, a man with no interest in games save as methods of exploiting profit, who began his career as someone who rented out nightclubs, and couldn’t understand why anyone would go to them, is already on record as saying:

 

“The goal that I had in bringing a lot of the packaged goods folks into Activision about 10 years ago was to take all the fun out of making video games.”

 

“We are very good at keeping people focused on the deep depression.”

The games Activision Blizzard didn’t pick up, he said, “don’t have the potential to be exploited every year on every platform with clear sequel potential and have the potential to become $100 million dollar franchises.”

Surprisingly, this does not engender a lot of loyalty among people who, you know, don’t see gaming as a packaged good created by frightened line workers so that it can be exploited on a yearly basis. So I guess that would explain the whole lawyers, goons, and lack of money thing.

And this is where the recession comes in – it works in Kotick’s and Activision’s favor, at least until now. When jobs are scarce and companies closing their doors regularly (EA laying off workers the day Activision shot Infinity Ward in the head, coincidentally enough), you don’t have the luxury, often, of having the courage of your convictions.

Yet, I have to believe that given two founders, who while everyone would admit are wildly egotistical, still have every reason to be and have worked for the interests of their team members, unceremoniously ejected and replaced by “packaged goods” functionaries so that the studio could be overseen by a “business unit” – at some point, the people in the trenches have to realize that no amount of job security is worth that.

Or maybe we really are just packaged goods, waiting to be exploited on a yearly basis.

For more notes on the situation see Dave Taylor and Jake Simpson. I’m sure there will be more. I can’t think of any developer who isn’t violently outraged at how this is developing.

#EAFail

The totally awesome and not at all insulting to

  • women who resent being viewed as a walking support system for attractive curves and to
  • men who resent being viewed as a random collection of lustful urges

EA advertising campaign is attracting a bit of attention.

 

Just a bit.

Zubon at Kill Ten Rats has a modest proposal.

Since the approach is apparently, “any publicity is good publicity,” I’m just not going to mention any EA games for the rest of the year unless this is somehow made right.

Sorry, Bioware! A commenter at Ars Technica has some experience, being an actual attractive female company representative at conventions. You know.

Have any of you BEEN a “booth babe”? No? Then STFU. Myself, I’ve been a “booth babe” at many comic, scifi and anime cons for the last several yrs. I was also the training manager for ALL employees, running the booths and overseeing the product of two major companies. I also happen to be attractive and enjoy wearing costumes. I have a four-yr degree and my day-job is in the comic industry. But I guess I’m ASKING to be groped because I’m one step up from a hooker, right? Even if I WAS a fucking hooker, that gives no one the right. I can walk around in a thong and pasties and it’s nobody’s license to touch.

The irony: this has happened before. Last year we had legendarily creepy LiveJournal ‘celebrity’ “The Ferrett” announce that you know, it would be a better world if he could just walk up to random strangers at ComicCon and feel their boobs. And being a totally Aspergian geek, he MADE IT OPEN SOURCE.

 

We talked about this. It was an Open-Source Project, making breasts available to select folks. (Like any good project, you need access control, because there are loutish men and women who just Don’t Get It.) And we wanted a signal to let people know that they were okay with being asked politely, so we turned it into a project:

 

The Open-Source Boob Project.

 

Why would anyone take offense at this? WHY GOD WHY? Oh.

 

This sort of thing happens frequently at cons. Don’t believe me? Ask isako or purpletophat. Women who wear skimpy outfits at cons or even slightly flesh bearing outfits at Cons hear this all the time. Or worse, people just go ahead and do it. I’ve slapped many a fanboy hand.

 

The idea that you can touch whatever on display is not body positive. It hearkens back to the common plea: “Well officer she deserved it! She was wearing a mini-skirt! She asked for it.” That idea is frankly repugnant. To be fair, I think however that this is more the writer’s salivation than the project’s.

 

To be fair, I don’t actually believe that the EA marketing droids that came up with this juvenile drivel thought for a moment that they were encouraging the mauling of female convention-goers. Given the history of the marketing for their project, they were really just pulling a Madonna and dancing in front of a burning cross because, hey, fire pretty. Thoughts about consequences? That’s for lame-os!

That doesn’t make their ‘I’m sorry you were offended by our witty marketing, oh, and please buy our game!’ standard corporate straight-from-image-management pseudo-apology any less disgusting.

We apologize for any confusion and offense that resulted from our choice of wording,

And I apologize for any confusion in how I worded my belief that your marketing team was devoid of common sense, views its female employees as sexual objects, and reflects poorly on our entire industry in its juvenile pursuit of attention.

and want to assure you that we take your concerns and sentiments seriously.

How nice for you.

I wish I could be surprised. Unfortunately – not really. Really, the only way this sort of complete and total nimrod idiocy will ever get addressed is if the industry as a whole starts actually, you know, hiring women and promoting them, so that at some point the fratboy “huh huh” atmosphere breaks down and sexual harassment isn’t viewed as a clever in-joke.

Outsized Personalities

So now that I’m home and can look up from wikis and playtests, some reflection on part of today’s news.

It’s probably no secret that Mark Jacobs and I have had our differences in the past – in particular, after some of my more critical writings about Mythic and Warhammer, it’s safe to say I’m not on his holiday card list. After a day of following various commentary on Mark’s departure around the darker corners of the Intarwebs, though, I think some things need to be noted publicly.

To say that Mark was an outsized personality does an injustice to outsized personalities. When I started at Mythic, I got an inkling of what I was in for when Mark grilled me over the phone – for three hours – before I started over an intemperate forum posting on my old site in a post about gay rights, to make sure that the newest addition to the Mythic family wasn’t an intolerant gay-basher. (Mythic was heads and tails above the gaming industry in hiring diversity, something I never appreciated enough until I left.)

In case I hadn’t gotten the message, it was reinforced when a week later, after I spent a night in a DAOC IRC channel enjoying the ego boost of being ‘a developah’, he showed up at my desk with a detailed, annotated chat log of the multitude of mistakes made, with the unspoken message that the new guy who was third tools programmer from the left probably didn’t have a lot of business doing community relations, no matter how much of an Internet badass he thought he was.

One of the most irritating mistakes the media makes when covering games is treating games as the personal project of their most visible namesake – World of Warcraft coming from Rob Pardo or Jeff Kaplan, Assassin’s Creed coming from Jade Raymond, or, in this entirely too risible snippet Old Man Murray found on IGN once upon a time:

“There’s a tendency among the press to attribute the creation of a game to a single person,” says Warren Spector, creator of Thief and Deus Ex.

Except that in Mythic’s early days, it wouldn’t have been too far off. Mark wasn’t just a visible figurehead – in many ways Mythic was his. Mark wasn’t intimately involved in DAOC’s design or production (although I do remember him whiteboarding crafting systems a lot) but for him, Mythic was his family. He was immensely proud of how none of the original Mythic staffers had left for years. When Dark Age of Camelot shipped and was a commercial success, the ensuing bonuses (which I had just made it under the wire to qualify for) were generous – in my case a significant portion of my salary, and carried over long after DAOC was no longer as profitable. Because he saw them as his family.

It was a family he was very protective of, as I found out when I joined the merry band, and that aspect changed little over the years. Unfortunately, Mythic rapidly grew beyond the 25 or so that shipped DAOC, and as that family atmosphere changed, it was easy to see that Mark wasn’t happy about it. He would occasionally drop into my office and others as the years passed, either to trade insights on the industry or on entertainment in general (and for him, a Joss Whedon MMO would probably have been the perfect storm).

Then there was Imperator. Imperator was very much Mark’s project – he came up with the backstory, was deeply involved with the design, and was far more hands on in its production than I had seen him in years. Unfortunately, it didn’t work (something I later came to be very sympathetic with) and as the company smoothly shifted gears from Imperator to Warhammer, he took great pride in how almost everyone was able to keep their jobs in the process. Mythic was still his family, even if it was too large for him to actually know them all any more.

By that time, though, it was a family I didn’t want a part of any more. When I posted my initial farewell, I noted that my motivation for leaving was to move to Texas from northern Virginia. That was certainly true – I’m currently typing this from the living room of my house, and making that statement true in NoVA would have cost me about a half a million more than it did here. But it wasn’t the entire truth – Mythic had, by that time, grown to the point where it was no longer a family, but a company, and a company with the usual office politics, mismanagement, and frustrated career paths. In retrospect, if I worked for me, I would have fired me; as it was, Mythic was good enough to let me find my way out the door (even after, in one memorable Homer Simpsonesque moment, I arrived back to work from a job interview to find out someone at the company I interviewed at IMed a producer to ask what I was doing there. Whoops.)

And on my last day, after I was ordered to leave the building early – by Mark – I was asked to come back to talk – by Mark. He wanted to know why a family member was leaving. And so I told him, and mentioned in passing, given the then in-progress EA buyout to watch his back, that there were people there who did not have his best interests at heart.

Those people are still there. Mark isn’t. And while I wouldn’t work with them again – and most likely would have significant issues working with the lead designer of Warhammer and Imperator – the Mark of the DAOC launch team, I would have taken a bullet for. I’m pretty sure everyone involved feels the same.

But given the outsized personality that Mark is, I’m 100% sure that we have not heard the last of him, either in the near term (he does have a blog he seems to have forgotten about – and he certainly has more qualifications for drive-by pontification than nearly anyone else, including myself) or in the long term.

And I would hazard a guess that the Mark of Dragon’s Gate will be a far happier guy then the Mark of EA Mythic. And that’s what counts among family members.

I Hate WoW Achievements

As the title says, I hate WoW achievements.

Why?

Because I enjoy PvP in WoW. Specifically, in battlegrounds. Yes, I’m sure that’s not hardcore enough for you leet gank groups that cut your teeth on the blood of the damned in Darkfall or blow up Titans in Eve with your tackler or whatever. I enjoy killing things, and WoW lets me do that and rewards me with points so I can buy new pants. It’s a win-win, usually.

I can’t play this week. Why? Because Blizzard’s version of Children’s Week this week has, as a quest to unlock an achievement, capping flags in several popular battlegrounds.

Note: in a given game of Warsong Gulch or Arathi Basin, not everyone caps a flag. That’s not how the game is designed. It’s designed to be played as a cooperative team endeavor. In fact, everyone can’t cap a flag because only one person can at a time. And don’t even get me started about Eye of the Storm, because (a) the flag is in one spot where you are basically turned to paste anyway and (b) I play Alliance, and Alliance are never allowed to win Eye of the Storm. It’s in the rules. But hey! Someone thought it would be a brilliant idea to make an achievement for taking your little orphan sprog out to the battlegrounds, and spent about 3 minutes writing it up. Awesome.

Which means, currently, battlegrounds in WoW currently consist of nothing but achievement hustlers, frantically trying to unlock the achievement in the one week open to them before next year so they can get their purple pulsating flying manhood compensator (the flying mount, the fastest in the game, that you get for unlocking all the event-based achievements) trying desperately to outclick other players in clicking a flag, regardless of what actually is going on around him. Or, even worse, the achievement for Warsong Gulch where you have to return a dropped flag. Which results in entire teams camped around their flag in the hope that one foolhardy opponent actually tries to play the game as intended.

This is monumentally retarded, and here’s why.

  • You don’t force people into PvP who don’t enjoy it. My god, this is basic MMO Design 101. Blizzard usually plays in the big leagues, and then goes and makes a junior varsity mistake like this that makes me wonder if the adult designers went on holiday this month. PvP is an entirely different playstyle. You incentivize it, you reward it, you don’t make it a requirement, and you especially don’t make it a requirement for achievement playstyles who are collecting achievements instead of, you know, doing PvP.
  • You don’t make single player achievements that screw over other players. I literally wonder if the designer who made this achievement ever set foot in a battleground, so disruptive is it to gameplay. This incentivizes players – who, thanks to the point above, are there even though they have no interest in the actual gameplay – to screw over their teammates and be the first to win the CLICK CLICK CLICKY contest to unlock their precious little dingy achievement unlocked window so they can stop trying to screw over their presumptive allies and go back to doing what they enjoy. This is not good design. This is not even bad design. This is incompetent design. Anything that rewards players for pissing off other players is incompetent design.

I know. It’s only for a week. At least they didn’t include my favorite BG (though it seems awfully hard to queue for lately!) I should stop being a whiny …whatever the insult is for someone who just wants to kill people and right now wants nothing more than to kill his own presumptive allies (and lest we forget – I play Alliance. I *already* have a burning, unslaked desire to kill night elves) because Blizzard decided it’d be funny to direct the locust swarm of achievement whores through the wilds of PvP.

 

Just in case you think I’m being a whiny baby? Here’s what noted rantsite WoW Insider had to say:

Nightmare.

 

This…is not going to be a lot of fun.

School of Hard Knocks requires you to enter the four pre-Wrath battlegrounds and capture/return flags or assault nodes with your orphan out. It may sound simple, but think about the length and frustration factor of the average pugged battleground, and then think about the length and frustration factor of a pugged battleground where your own team’s sole concern is beating everyone else to an individual achievement.

This is going to work in one of two ways: either you get these achievements for being close to a captured/returned flag or a captured node, or you have to do it yourself. If it’s the former, then this achievement is suddenly a lot less nightmarish. (Editor’s note: it’s not. You have to be the one to return/cap the flag.) If it’s the latter…I really don’t know what to tell you that might help. Your best bet is to try to organize a premade (if your guild isn’t doing one already), rotate people into flag and node captures, and hope everyone sticks around long enough for everyone to get their achievements done, although this is obviously going to be a tall order by the time you hit the 40-man AV.

I’m looking forward (well, not really) to seeing a series of Warsong Gulches where no one plays offense, Arathi Basins where no one plays defense, Alterac Valleys where no one plays defense, and EOTS where the entire game is a writhing, howling mass of players clustered around the center trying to be the first to click the flag. Oh, and to make things even better, with the huge decline in arena participation and the relative ease of raiding, few players at 80 have serious resilience gear, making it easy for burst DPS on the opposing team to annihilate people in the run for a flag or node.

I return to my previous statement; nightmare.

Hey! Blizzard! Why not for next month’s event? Make an achievement that requires you to get an arena rating of 2000! That’ll be a hoot!

 

I hate WoW achievements. I want my game back, goddamit.

"I wonder if your feelings on this matter are clear, Lord Vader?"

Bit of a tempest in the nascent Star Wars: Old Republic community boards today, when a player discovered that such words as “gay”, “lesbian” and “cryptofascist” were added to the obscenity filter. The forums nerd raged about this until the Bioware CM, Sean Dahlberg posted that the words were being filtered because

As I have stated before, these are terms that do not exist in Star Wars.

 

Thread closed.

The fine, fine moderate journalists at Kotaku thus immediately posted a story with the words “BIOWARE: THERE ARE NO GAYS IN STAR WARS” which caused the nerd rage to explode into a fury of POLITICAL nerd rage, ending only with Dahlberg apologizing directly to the player making the original post.

 

Well, isn’t that special. My take on all this:

  • This isn’t a tempest in a teapot, it’s a tempest in a thimble that may someday, possibly, hold a tea leaf. The “community” for SW:TOR doesn’t have a lot of actual game to discuss, so they talk about things like, oh, the political implication of words in your censor file. This is a pretty powerful argument that there’s no real reason to, you know, host forums for a game that is years from actually technically existing. The rabid fans who want to discuss their own personal views of how SW:TOR will implement womprat husbandry can do so on someone else’s dime. Kotaku wouldn’t have cared less if IGN added “lesbian” to their autocensor filter.
  • But say TOR was actually in beta, or up and running. My initial reaction is that there’s a suite of topics, mostly involving politics, religion, and the various convergences thereof, that simply aren’t appropriate for an official MMO discussion board. There are many topics that you just simply don’t want to worry about moderating. An intelligent moderation is key here – discussing LGBT-friendly guilds and issues raised from that (mostly involving 12 year olds saying “ghey” a lot) is on topic. Discussing your views on California’s Proposition 8 isn’t.  Real world politics is not a morass you want to dive into, because people with very valid opinions that differ violently from yours are still your paying customers. Note: simply adding words like “lesbian”, “gay”, “mormon” and “Arlen Spector” to your autocensor file does not count as  intelligent moderation.
  • Gay marraige is a third rail at the moment. The folks at Turbine (who have tended to be fairly liberal politically) punted on the issue for LOTRO by simply saying that it didn’t work with the license. Blizzard has been fairly conservative on the issue, to much distress. (Ironically, one of the guild names listed in that story as protesting Blizzard’s actions is a crystal clear TOS violation, or would be if anyone at Blizzard knew what it meant. Hint: it’s not Stonewall Champions!)  There is no good answer here. If you disallow same-sex marraige, you piss off a solid minority of your player base. If you allow same-sex marriage, you piss off a solid minority of your player base. If you disallow ANY marriage, you piss off a solid majority of your player base. So really, just do what you feel is right, since there’s no right answer here. I tend to the Sims solution – just let the players do what they want, and be completely agnostic about it. Which – not surprisingly – will piss off a solid minority of your player base.
  • You guys DO know Alec Guiness was bisexual, right?
  • Sanya Weathers thinks the issue is a bit simpler.

In case you’re wondering, I think that banning any kind of virtual relationship between avatars makes you look like a reactionary monkey. I also think that most in game relationships are between people who are male in the physical world. Finally, I think that if the Jedi council were real, they would think this entire discussion is for mental midgets without any awareness or comprehension of the serious issues endangering the citizens of the galaxy.

The REAL question of course, is which way Boba Fett swings. Because, you know, which ever way he does? That way is correct.

 

Helpful Lum Is Helpful: Design Blogs And You

i want to make game it may be awesome or not i want to make game

Matthew Weigel’s awesome whiteboard haiku/commentary on game development

Do YOU want to make game? Then you probably blog about it! Cuppycake tried to be controversial and failed on the topic, because everyone agreed with her. (Aww, it’s OK. Just belittle a PvP game, that usually works for me.) It’s already created a fiesta of trackbacks, and instead of saying yet another “yeah, what they said”, I’ll chip in with my own experience.

 

See, I’m still fairly new at the whole game design thing. Sure, I’ve been wanting to do it approximately since I was 10, but that’s beside the point. So I do a lot of reading on the subject so that I don’t completely suck at it. Most of which are… well, game design blogs.

Use a blog reader. This may seem an obvious point, but the best blogs you find in this field are not going to be updated often, because the people who write them do other things besides blog. You know, like work on games. You WANT to read the stuff from the guy that never updates, ever, because she usually has something good to say when he does.

Don’t get deluded by star power. Resume != competence. And more importantly skill != writing ability. As Raph Koster noted in his comment on the subject, just because one is a good game designer, it doesn’t necessarily follow that they are a good writer. And some of the best design discussions I’ve found have been written by amateur designers. Critical thinking and analysis is required here. It’s required for coming up with healthy game designs, too, so you need the practice.

Get outside your comfort discipline. There are great discussions of game theory and development on blogs that theoretically have nothing to do with design. Given that a good designer is also, most likely, going to work hand in glove with art, marketing, engineering, community, and production, an appreciation of their challenges is vital. A bad designer will write – or worse, not bother to write – documentation that exists in its own bold and creative space outside of any possibility of implementation. Don’t be a bad designer. It makes the coders laugh at us during lunch.

Don’t pretend Twitter and Facebook are relevant to your job. Unless you’re making a Facebook game (and I hope you’re pushing it out quick, because everyone else is). They’re social networking tools. Your job may well involve coming up with a coherent social network design, but be honest, you’re not playing Mafia Wars or obsessively following @ashtonkutcher to learn about how people process connections. It’s a time sink, not a resource. Be aware of this. (This blog you are currently reading, also 99% of the time counts as a time sink. Just so you know.)

MMO-specific message boards are actually relevant to your job. But they’re still time sinks. Enjoy the contradiction, and don’t get tangled up in flamewars on the political forums, because someone WILL throw your job in your face at some point. If you’re smart, you’ll make a completely anonymous account and use that for interacting on forums. You’re not smart.

Things You Should Read, Please:

  • Damion Schubert’s Design Doc Presentation. No, really, if you read ONE thing on the Internet about design, learn to write frakkin design docs. It’s the one bitch I constantly hear from experienced developers about inexperienced designers. I could just direct link it but instead I’ll send you to his site and you can view trying to find it as a test (note that if you fail, he also is one of the aforementioned good bloggers who never update because they’re busy on wanting to make game.)
  • Raph Koster writes about everything but lately he’s been writing about all the emergent games that everyone with WoW-lock have avoided paying any attention to. You could pay attention to them. Or you could be a dinosaur and wait for your extinction-level event. Your choice, really.
  • You probably are cloning World of Warcraft. Just admit it. And if you are, the best design discussions on what you’re cloning are over on Elitist Jerks (which despite its name is not particularly jerky, though it can be fairly elitist). Tobold’s blog is also a good place for player-centric commentary.
  • Daniel Cook’s blog isn’t very MMO centric. Read it anyway. Thinking about the why behind style and presentation is why that iPhone in your pocket is so ineffably awesome. (If you have a Blackberry you are dead to me.)

This list is pretty short. Partially it’s because I’m not including the literally dozens of blogs by clueful amateur designers, live team veterans, and industry analysis. And partially it’s because, well, there’s just not that many blogs specificaly focused on the how and why of game design. Well, that are very good, anyway.

 

(See, Cuppycake, THAT’S how you do it! :)   )