Browsing the blog archives for June, 2006

Phalloi

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Culture, Games, Technology

Reconstructing this post primarily from memory.

I started off by linking to a particular article that I had come across recently. It wasn’t this article, but it was similar. The focus was on profiling artists who had moved from being amateur designers in the MMO Second Life to being paid for their work.

Naturally the starting point for any discussion of this should start with The Sims. I love The Sims game and hate The Sims’ community, or lack thereof. I don’t know how or why this happened, but sometime in lifetime of The Sims, one of the game’s fans decided to start charging money for her pixels. Others saw that she was (presumably) making money from creating content for The Sims and followed suit. Eventually the so-called community became segregated into a million little enclaves, all wanting your money before you could download content.

Meanwhile in the land of Unreal Tournament, no such petty profiteering reigns. People regularly release professional quality 3D models, animations, textures, environments, music, sounds, and even entire games — For free. In Simsland, you’d better scrounge up $1 if you want to download my neo-Victorian clock bitmap. The contrast couldn’t be more striking to me, and it astounds me to see how corrupt The Sims community is. Not surprisingly, Electronic Arts has adopted this model itself, instead of releasing free content as Epic Games regularly does, they release “bonus packs” — every four months? I can’t even keep track of the bonus packs any longer, there are so many.

The connection should be fairly obvious — The commercialization of user-made content in the game Second Life will likely parallel what happened to The Sims. For some reason I feel slightly less outrage over this. Is it because I’ve never played Second Life and thus have no particular investment in its community? Likely. Still, I have to wonder under what circumstances I find charging for content acceptable. It seems like I should have some clearly established principle for this, but it just comes down to a feeling about the value of what’s being provided.

The intriguing thing about Second Life is its model of allowing users to create their own content. My understanding, not having played it, is limited, but I yearn for the ability to make my own content in an MMO. Guild Wars provides a selection of approximately 50 or so bitmaps as icons that can be placed on a character’s cape, indicating their guild. Although there are some logistical issues that would need to be resolved, it seems like rather than having a limited number of predefined icons that Guild Wars ought to allow the guild leader to assign their own icon. I’d even go so far as to suggest that people should be able to create their own armor skins. There’s really no reason why these things shouldn’t be possible.

A week or so ago I found the website MMODIG and took some time to read the posts there. I can’t recall which post it was exactly, but Unbeliever was coming to grips with the idea of user-created content in MMOs as well. The excellent counterargument to allowing people to create their own content is that most people are idiots. Allowing guilds to create their own guild icons would mean that most guilds would probably choose a phallus as their icon, and allowing people to skin their own armor would result in horrors worse than even they could imagine.

To take a slight tangential turn here — What’s wrong with people using the phallus as a symbol? It might seem slightly immature to us, but from a historical perspective it was pretty common. The Greeks were known to march through towns carrying large phalloi, and from what I know of it they didn’t consider this to be some teenage boy’s prank. The Hindus use it as a symbol to this day. Given most MMOs seem to be in a pseudohistorical past, it seems perfectly in-character for characters to use it. I have to wonder, too, whether the roots of the practices are the same. Can we really draw this distinction between immature and mature uses?

WordPress 2.03 Update

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Technology, Wordpress

Testing out this installation of WordPress 2.03 to see if it is going to continue eating my posts, or if that was merely a one-time snack.

Update: It seems it’s working now. I guess I’ll just have to suck it up and reconstruct the post I lost from memory.

Justice on the Internet

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Culture, Politics, Technology

This has been going around for about a week now, but I figured I may as well link to it: Tucker Max vs. Antnee DiMeo. Tucker Max doesn’t seem like the sort of guy I would want to know, aspiring drunks don’t exactly appeal to me. But at least he’s got one thing right in facilitating free speech.

The situation in brief: Commenters on Max’s site posted nasty things about DiMeo. DiMeo attempts to shut down criticizing via legalized harassment of Tucker Max, instead of taking the correct stance of meeting his critics on equal footing.

I have nothing but contempt for the stuck-up moral poseur-censors like DiMeo. For all his moral talk and his outrage over the supposed damage to his reputation he certainly doesn’t seem to be concerned about the slanderous implications of his own allegations against Tucker Max or the anonymous commenters on his site. Yet another case of a glass-cannon mouth, willing to dish it out but unable to take it. Both Antnee and his facilitators, that is, his lawyer, should be exterminated from the face of the planet for the greater good of mankind.

The Internet returns to its rightful balance.

Cyber Olympics Part 2

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Culture, Games, Politics

The reason why I expect the market for videogame leagues to expand is obvious: Videogames can be competitive. Not every videogame, mind you, but the participants in the videogames I showed before are athletes of a sort, and they are competing in a sport, for lack of a better name, that, though young, is growing. To be sure, I join in the ridicule of the notion that cybersports deserve a place in the Olympics — the fact that an activity requires training, skill, and natural talent does not ensure it a place in the Olympics. Were that so, Chess would be considered a sport, as would Poker. But the distinction I see here may be one of acculturation and not nature; people in the future may decide that cybersports indeed do deserve equal status with the 100m dash.

Virtually from their inception videogames were competitive endeavors. The most popular measure of success was the scoreboard and competition was over achieving the top score, not reaching an end point or any other tangible reward. The reward was the experience.

Before we move further, let’s define our terms. First some facts: Women comprise, according to these statistics, roughly 50% of the online game-playing population and 40% of the entire gaming population. I can’t vouch for the methodology here — My own definition of a “game-player” undoubtedly is more selective than the criterion “has played a ‘game.’” Still I find it amusing how much press this issue constantly receives when the issue itself is trivial and the much-lamented gap is so small. Maybe someone should write an article about Correcting the Gaming Gender-Gap in order to correct the nigh-10% disparity in female to male college students. Perhaps the key to achieving gender-parity in the university is to introduce girls to more videogames, causing them to abandon their life goals and instead play videogames while living in their parents’ basements!

Perhaps I am overstating my case here, but I’d argue that fundamentally the reason for a substantial gender gap (if such a thing exists) between men and women in video games derives from the game industry’s early inability to provide compelling goals other than score. Score as a motivation invites competition, and competition as a reward unto itself is not something that most girls I know enjoy. Modern games do not necessarily rely entirely on score, but the games which are dominated by men, the games that are professionally played, all rely upon competition to drive their success. Competitive games are First-Person Shooters, games which hearken to gladiatorial combat, and Real Time Strategy games, which hearken to tabletop wargaming, itself an abstraction of the process of waging war. Is it any surprise these things are dominated by men?

A link from 2Blowhards points me towards this article by Fred Reed:

A friend recently sent me a story from the New York Times about “survival schools” in which men, mostly young and urban, paint themselves in camouflage and pretend to be soldiers or survivors of plane crashes.

Somebody said (or if no one did, I will) that women are realists pretending to be romantics, and men, romantics pretending to be realists. Yes. The male desire is to explore, to fly higher and higher, to invent and dare and go and see. The Apollo landings were not inspired by a desire to know the nature of lunar rocks. A man does not get on a rice-burning crotch-rocket on a desert road in Arizona and scream through the hot vastness, wap-wap-wap through the gears, 95, 105, 120…125 (go baby, get it on, do it for me), because it is particularly practical. It is the sheer glory of the thing, the speed and power, controlled but on the edge.

I can’t really think of any more appropriate way to put it than that — Take a look at the difference between male gaming teams and female gaming teams. The former put everything on the line as skilled players, dedicated in the extreme and to a degree that could be called foolish and insane, whereas the latter leverage their game playing with pragmatic sex appeal and appeal to political orthodoxies.

The dirty secret to the gender-disparity claims is that no one cares about female dominance of demographics in many games (such as The Sims or Second Life). The gender disparity argument is one that seeks to shame the games industry for, above all, the first-person shooter genre — one of the driving forces, if not the driving force, behind better and better graphics and physics simulation in games. There’s no need for characters made from millions of polygons, utilizing anti-aliasing, anistropic filtering, displacement mapping, HDR lighting, and any other hot techniques of the moment. Games would do fine without them, yet it’s from that one narrow, male-dominated corner of development that comes forth so many advancements. The argument seeks to shame this segment for its success, to shame for the unabashed celebration of masculinity that such cyberathleticism promotes.

But the old words still hold their meaning, and that spirit cannot be erased.

Headache Interludes

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Personal

I’ve got a bevy of unfinished drafts sitting around in my WordPress install — minor aside, still have yet to upgrade from 2.02 to 2.03 — hopefully soon I’ll be able to finish off a few of them. In particular the “Cyber Olympics” post needs to be followed up, considering I explicitly noted that it would be, and there are a variety of other things that I’ve been itching to comment on.

Alas, lately I’ve been caught off guard with some unexpected birthdays. Yesterday, though running on little more than three hours of sleep I forced myself to head off to the birthday of one of my newer friends. Naturally, that kept me up quite late, and yet I woke up today after only five hours of sleep. Strange and disturbing. Fortunately it’s Sunday, and although the lack of sleep is catching up with me I can indulge without regret. As I have been cleaning up around here I received a call notifying me of another party planned in two days for one of my best friends.

I feel strange that I don’t keep track of these things — Are birthdays something that people really care about? Sometimes I forget my birthday, or how old I am. What I really need is some kind of iCal-like program that I can use to keep track of communications information, addresses, and birthdays, as well as organize my schedule. Unfortunately I’m forced to use my Windows machine as my primary computer due to work, so I’d like to have something that would work with Windows.

All-in-all, that means not only will social activity be taking a big chunk out of my time today but also tomorrow, Tuesday, and Wednesday. It’s amazing how little things have built up to the point where it’s almost too much. Being a recluse sounds like it would give me room to be much more productive. But maybe I just need to manage my time better.

Update: I found, in my journey through the halls of Google, a link to Monocalendar, which seems to attempt to replicate iCal in Windows. Seems interesting, and better than nothing. I also found a Mozilla project called Sunbird which seems to attempt the same thing; the program, Sunbird, is in alpha currently, so I am steering clear until it hits beta releases.

Cyber Olympics

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Culture, Games

This is probably slightly incoherent, but I’ve been coming across a number of things in this vein recently so I may as well start coalescing thoughts on the matter.

To start off with, some videos. These are all 1-on-1 deathmatch. Personally I consider 1-on-1 deathmatch to be a perversion, as it rewards what I consider to be the worst tactics — Timing powerups, camping critical areas, and spawnkilling. While these tactics come into play in regular deathmatch, in a 1-on-1 game situation it’s far, far easier to use these strategies without unexpectedly having your game plan interrupted.

Fatal1ty vs. Aim, QuakeCon ’02. (Side note: The map here is from Quake 3, but is actually one of the most popular UT2004 maps. Just goes to show how much UT2kX is similar to Quake.)
Fatal1ty playing at E3, the competition was a promotion claiming that Fatal1ty could defeat any and all comers without any challengers having a positive score.
Rocketboy vs. PMS V3nus. Beware, this is a long video, about an hour in total, and the matches don’t start until 21 minutes in.

In many ways this is retroactive construction — I actually found the above gameplay videos after looking at these articles. The first of these is the news about adding videogames to the Olympics. Patently ridiculous of course. Still, I’m convinced professional videogaming will continue to grow and gain legitimacy (particularly in multi-player gametypes like capture the flag and real deathmatch). There’s already several leagues, both intra-games and inter-games(CPL and MLG, and so on).

More later.

Chinese Economy Wreckers

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Culture, Games

Maybe this should be more appropriately entitled, “Chinese Economy Wreckers, US Cheaters and Lazy Sods, Game Company Exploiters and Sadists.” But I figured that was too long of a title for the post. In case you’re not familiar with the Triumvirate of Evil that I’m referring to here, it’s about the tendency of (a) Chinese players to play online games utilizing questionable tactics and extreme endurance to “farm” rare items in games, (b) US players to seek to use real cash to buy their way to the top of online games, and (c) Game companies to create environments in which “grinding” is necessary to obtain the best items in the game for status and competitive advantages.

Anyway, this is a fairly interesting video I found via YouTube that takes you inside a Chinese gamer farm,


(Link)

It seems like it’d be fairly fun to do, at least for awhile. Play games, play games with like-minded people in a perpetual LAN party, eat Chinese food (ha). Unlikely to ever work in the US, although I might wonder if professional gaming teams could be considered an American alter-ego to this phenomenon?