Quote of the Day: Opportunity Costs

Biowar

Quoth powernut

Companies will shut down profitable branches simply because they aren’t as profitable as they were pitched to management, or as profitable as the competition. From a capitalist economic theory standpoint, they can argue that they are losing “opportunity cost”, but the difference between opportunity cost and reality is the difference between a pot of gold at the end of the rainbow and a doubloon in your pocket. When leprechauns are your financial advisors, you’ve got problems.

In related news, it seems that the TORtanic is continuing its steady sinking. They try to pass off the downsizing as business as usual, but they forget that the internetubes have a long memory and we remember when they said:

Unlike a lot of other game companies that, once they launch a game, downsize their teams radically, our plan is to keep the team together and continue to focus on building content.

Uh-huh

They should have made KOTOR3 with co-op instead. I would have bought that.

I now wonder if Bioware will eventually suffer the same fate as many of the other companies that EA bought. To paraphrase:

The pattern has repeated itself more times than you can fathom. Game companies rise, evolve, advance, and at the apex of their glory, they are extinguished. Bioware is not the first. By utilizing our funding, game companies develop along the paths we desire. They exist because we allow it, and will end because we demand it.

The eventual fate of Bioware?

Epic 5-hour Dune CCG game on OCTGN.

So I spent 5 hours yesterday having an epic session in the Dune CCG on OCTGN. I was playing with two old timers of the game, JP and flaney and the game took far more than any of us expected, primarily because of the kind of decks everyone was playing.  Namely all of us where in some way focused in battle so there was a lot of pitched encounters.

I haven’t mentioned yet my work on Dune CCG and I’ve done with Doomtown and 7th Sea, but I plan to do that in the future. Suffice to say that Dune is a very deep game on a strategic level and it really supports backstabbing, scheming and careful plotting, as befits the universe of Dune. Thus the game we played yesterday.

There were 3 minor houses duking it out to see which would ascend to the high council. I was backed by the Water Sellers, JP was backed by House Corrino and flaney was backed by the Dune Smugglers with a heavy Corrino support.

Things started out fairly quickly, with JP managing to secure access to Imperial Revenues on the first turn which provided significant funding throughout the game given the amount of battles ongoing. Then on the same turn secured Carthag along with a Carthag privateer who became an instant cash cow. I was able to grab Arrakeen instead and was lucky to get a Patriarch to go with it, setting me up for the same combo that JP did, but for less money. I eventually also managed to bring in some heave defense against battles in the form of my House Shield Generator, which I foolishly hoped would make my homeworld impervious to assault. Flaney on the other hand started out slower, opting out to bring in Corrino firepower first and realizing that he’s messed his deck construction quite a bit 🙂

How the game looked like on turn 3 or so

My deck was trying to set-up command based combos. Specifically using cards which increase my persona’s command and having personas or other cards which are based on such command rank. Thus I had one Persona stealing solaris (The currency of the game) from other players equal to his command, another giving me favour the same way, and yet another who I engaged (i.e. turned sideways to mark as “used”) to get Solaris equal to his command. My hand was fairly nice to me in this way, so I ended up with a nice money-making machine that started making the two other players very nervous. So much so that by the 3rd turn, they were already scheming to take me down.

Fortunately, I had forecasted and brought a lot of battle defenses out to stave off such problems. Unfortunately, against 2 players it’s almost impossible to hold out. I was at least secure in my thoughts that my primary money maker, my own homeworld, would be secure by being backed by a house shield generator. Unfortunately disaster struck (certainly brought about by the cunning Corrino spies)

Noooo! My wonderful Shield!

Cackling with evil excitement, JP on the bottom started his offensive on the peaceful Water Sellers. I had quite a lot of defense to handle one attacker, but seeing as both other players were already planning as a team to take me down, I didn’t hold much hope.

The Sardaukar Assault begins. Already Arrakeen has fallen.

Flaney’s Smuggler backed house followed suit, no doubt while being covertly financed by the Emperor, given that Sardaukar commanders could be seen leading their troops. Under their combined assault, even my homeworld protected by a Palace Fortress was eventually pillaged.

The Norther Pollar Sink falls

Being thoroughly subdued, I was hoping to get a breath of air, but unfortunately that was not to be. The assault continued relentless into the next round after I managed to recover Arrakeen and my Homeworld by performing an honest trade in water selling (to JP specifically). Honestly could not understand why I was being focused on so heavily, even though I was completely peaceful. After another round of Sardaukar raids, I was left once again completely subdued.

Further to my aggravation, the other player’s colluding went much further than simply ganging up on the honest merchants. Flaney was letting JP petition the imperial assembly for resources and major house allies, without the slightest of resistance. JP was getting everything dirt cheap! At this point I must admit that I started being a bit annoyed as it seemed to me that I was truly playing a 2v1 game. The only thing they weren’t doing was giving money to each other! It started looking as if all that mattered was that just that I wouldn’t win, no matter what, which is a bit unfair to tell the truth.

Unfortunately after the second round of assault, JP petitioned for Arrakeen (which he got for bargain price of course) and locked me out completely out of my money making scheme. That achieved, both players were ready to start working on their victory rather than just beating up on me, until I managed to sneak past JP’s defenses and reclaim Arrakeen by sending out my Marshal and his Laser-bearing Guard Commander flunky to restore order. This was primarily because due to a mistake, JP has forgotten to restore his House Agent, which then allowed me to poison his defending Guard.

Arrakeen then allowed me to quickly spawn 21 Solaris from it, which were primarily went to recovering from the last assault. And yet, both other players were outraged at how Solaris much my perfectly honest trading was producing, and were determined to destroy the growing free market of Arrakis. As soon as their turn came about, Saurdaukar legions once more descended and razed my Arrakeen headquarters to the round, followed by yet another Smuggler assault on my homeworld. This time I wasn’t going to recover that easily.

It was obvious that the Corrino player was working towards gaining admission to the high council by sheer force, as they quickly accumulated control of all the major deserts on Dune and both cities. Only the Dune seat of Governorship still remained in my hands. I was urgently pressing Flaney to reconsider his alliance with JP who was one single battle away from winning the game. All JP had to do, was pry the Dune Regency out of my cold dead fingers. JP knew that as well, so the first order of business after grabbing Arrakeen, was to turn on his ally.

Smuggler homeworld goes down. They retaliate on Corrino outposts and deserts

Hostilities quickly escalated to full-blown war, but I doubted Flaney could halt the progress of the Corrino who were by now making obscene amounts of money (In one turn one he brought in something like 3 Saurdaukar battalions and 2 commanders) and had significant defenses set up to prevent all assault.

At this point were going on for 4 hours of game or so. This was primarily because the other players were not so familiar with the OCTGN engine, so figuring out how to do some things, along with the general thought required from the game was taking its toll. We had all far exceeded our alloted time. I had to go to bed, Flaney had to go to work and JP had to do something as well, don’t remember what 🙂 We were all eager to see the game finished, regardless of how awesome it was, but it felt like it would go on forever.

I'm back in the fight!

Fortunately for me, JP did a fatal mistake. After the Smuggler assaults, he completely forgot to reclaim control of Carthag. I assumed because he didn’t want to destroyed again, but he told me later that it slipped his mind. So on my turn I petitioned its governorship from the Imperial Assembly after making sure that I couldn’t be opposed financially (see: Selling others some more water). This allowed me another bout of money-making, which was lower than with Arrakeen, but still significant. This in turn allowed me to recover to a large extend and start aggressively collecting spice for my admission to the high council.

Given that I sneaked this by after the Corrino player had finished, I was not in fear of being run over by the Saurdaukar again for a while, and the smugglers just didn’t have the firepower to get through my defenses. So I quickly purchased the Imperial Favor to get the initiative next turn, and with my newly controlled deserts I produced and bought the spice I needed to win before the others could mount an effective offense.

The Water Sellers achieve admission to the high council.

Through the rubble I managed to snatch victory from the jaws of defeat. Rising through my burnt cities like a water phoenix. Free Trade thriumphant!

All jokes aside, there were certainly a few combos I abused in my deck to make obscene amounts of money but it wasn’t as overpowered as it seemed. There was a lot of investment in my personas and they all took multiple turns to recover the money I spent on them. The Corrino were making use of the same combos, albeit not so refined, and having similar money production each turn, which is why on the last turn they had something like 70 Solaris worth or cards on the table. They will undoubtedly say that even after all the beating I got, I still won, which is a testament to how overpowered my cards were, but I’ll say that to my defense they had decks that played to my strengths and I only won because of 2 key mistakes on their part.

The game ended at around the 5-hour mark, which was already stretching it. It was however such a great and thoughtful experience that we couldn’t just abandon it. You should have seen how the other 2 players were cheering each other on as they figured out a way to break through my defenses and raze everything to the ground, and then do it again each turn >_<

In the end, I only won because of 2 crucial mistakes done by the others due to tiredness. If I hadn’t secured Carthag on the last turn, there was no way I was going to be able to make enough money to recover my defenses and buy favour and spice on top of that. On the other hand, player mistakes were the only thing going for me in that game, given just how brutally I had been put in the corner and beat upon.

In the end, my victory was just as well, since JP was about to concede due to time constraints, and so was I and Flaney, so maybe they (subconsciously) let me win, who knows? I’ll take my victories where I can get them, and after being the punching-bag in such a heated game, I think I deserved it. 🙂

OCTGN reminded me how much I love programming

Just expressing how happy I am to be hacking again.

example of Python language

Ever since I’ve started coding games on OCTGN and working significantly with python, my ethusiasm for programming has been rekindled. So much so that I’ve pretty much stopped doing almost all other things I was doing lately, including reading reddit.

Today, after I went to bed coding and woke up to code afresh, I got to thinking why I ever stopped doing it. The truth is that I stopped doing it (or rather, never fully started) because I didn’t have a good base at modern programming languages and because I didn’t have a project to draw my interest in doing learning them. This is actually a big problem for me. Due to the way my ADHD-addled brain works, I find it nearly impossible to work on something that A) doesn’t excite me, B) doesn’t give me a clear short-term goal. And because of this, the thought of first learning a programming language before trying to use to code something I want to have, was overwhelming.

I always wanted to get into python, and I did start with a few introductory texts, but I quickly lost attention. Not being able to do, or having something to do with what I learned, killed my interest. And this is where OCTGN helped: It allowed me to start slow (small incremental improvements), on a working base to work on (other games), on something that interested me (making defunct CCGs I love work online).

Slowly I’ve been building up steam and learning python as I go, which is the only way I know that works for me. The result is that I spent almost all day yesterday getting the automation for the Dune CCG work, and then re-writing the code to be more intuitive and succinct. This shit’s addicting!

My hope is that once I’ve perfected all the games I want to on OCTGN, I’ll be able to use the knowledge and familiarity I’ve achieved in python to move to some of the other projects currently sitting in the back-burner of my brain.

Guild Wars 2: First Impressions

My personal impressions after the pre-purchase open beta. This game definitelly lives up to the Hype.

So, this past weekend was the first pre-order beta and after playing until the wee hours of the day, I think it’s only appropriate that I make a post about it and bore you all with my personal impressions 🙂

So, first things first: The game is everything it advertised and that is saying a lot. Most of the time, a heavily expected game just doesn’t match its hype to any extent, but Guild Wars 2 (GW2 from now on) matches it easily. I will not declare it a complete success just yet, because I’ve only seen the first 10 levels of content or so (with three different race/class combinations) and it could very well still pull an “Age of Conan” and quickly lose steam after level 25 or so, and turn into a grindfest to cover it up.

However, there’s a few things that work in GW2’s favour in this regard, and it has to do with some of the fundamental designs of the game. I’ll go through that in the next sections. For now, I  want to talk about the hyped things I knew about and how they turned out.

(I won’t go into details on some of the things I’ll talk about, as you’ll find multiple sources explaining them in far more depth than I could. I will provide links when possible though.)

Dynamic Events

This is one of the things I was the most excited about, and after playing a considerable amount of time with them, I must say that I love them. The idea that you find things to do in the world as you explore is almost alien to all other MMORPGs out there at the moment. After playing Star Gars: The Old Republic beta a few months ago, where it would almost cynically bundle all quest givers for your particular level in a “hub” (i.e. a small safe area with merchants and so on) which you’d have to finish before moving on, this was a serious breath of fresh air. I honestly do not like the hub approach as it feels just so forced.

With dynamic events, I could just go exploring in the generic area of an appropriate level and I would find exciting things to do. And we’re talking about exciting, not silly “kill 10 rats” quests. For example, one of the last ones I played, which I found randomly when I went harvesting (i.e. I was just exploring, looking for crafting materials, and bumped into this dynamic event). It went like this:

I discovered a small outpost in the wild, which was being attacked by some things called “crawlers” I believe. I started defending the area with another player and after losing ground at the start, a few others came around and we managed to drive them off. Soon after that, everyone left to go do their own things, and I was hanging around a bit selling some junk and buying some other stuff. Once I was done, every other player that had helped me was gone. I was alone.

I noticed a quest giver (Note: There are a few “quest givers” around, but they are not as you’d expect. They are also fairly rare) so  I decided to talk to him. He was a scholar who wanted to research some relic or something (was 3am, wasn’t paying too much attention). I accepted the quest and we started an escort mission. I needed to get him to a location for him to study something and protect him from dangers. The dangers were some Ice Wyrms popping up from the frozen lake we walked upon, and some still rampaging crawlers.

Once I accepted the quest, a Dynamic Event started about it. Which means anyone approaching my area would notice it, and get a marker on their map. I started escorting alone, but soon, another player joined and (this is fairly stunning in it’s brilliant simplicity), started helping out. Think of this for a moment: In any other MMORPG this would be fairly impossible. Either you’d have to start the quest while in a party already, or you’d have to specifically invite another player to help, by sharing the quest, which would take a lot of communicating effort and…well it’s a mess which is why it’s not done that much.

So I was escorting this dude, killing out wyrms and crawlers and by the time we reached the end, there were 3 of us. The event finishes, I get some small reward. Now another event starts. We need to destroy the corrupted relic he found there. As we start doing it, we start getting swarmed by Wyrms, as well as a few solo enemies defending it. Some of us are attacking the relic, some are defending them and so on, all is well. And then a swarm of defending raiders run outside a nearby cave and start kicking out asses. We fall back and desperately try to hold them off. Then a group of like 5 new players descents from a hill to help out. Quickly the battle turns and we drive them back. Soon, the relic is destroyed and the event finishes. Soon another event starts. A hostile shaman approaches to recreate the corruption, so we have to prevent him. Now the event really bumps up the difficulty. By now there were like 10-15 of us and I think there was a a partial wipe by all the enemies swarming in. I respawn and run back to the battle, by now there’s some portals with summoned enemies opened (another event) which is what caused us to lose the previous battle. So we all concentrate on destroying those first. We finish this event and run to the relic location to stop the Shaman. There is now something like 20 players and the Shaman event has become a Boss Fight. Special AoE attacks falling from the sky, enemies spawning in and a “bullet-sponge” shaman that needed the combined might of 20 players to bring down. In the end, we manage to get him down and the event is also finished. The area is now calm.

This, for me was an amazing experience. From a single-player escort quest, it became a 5 player destruction quest, then a 10 player survival quest, then 15 player destruction raid and finally a 25 player boss fight. By this time, it was like 4am, but at no point could I extricate myself from it, because I couldn’t just abandon the other players. And take note that this wasn’t just people fighting. There were some dropping down support AoEs, some running around reviving people, some trying to tank the enemies and so on. The naturally emerging teamwork was glorious! And at the end, everyone got rewarded, depending on how much they participated. I got the most reward because I was there from the very first escort mission (so basically I got a reward for each finished event in the “chain”) while others got only the rewards for each event they participated in.

This is the definitely the best way to do quest in MMORPGs. It just works so well and naturally. It really puts the MMO back into the RPG.

Renown Hearts

These worked similarly to dynamic events with two main differences: The progress for each heart is specific to your character and there’s many ways to fill the completion bar. This means that any player there can do the quest on their own pace and at their own preference. Most of them allow you to complete them without any combat. In fact, there are many that don’t involve any combat at all. Unfortunately it means that there’s not a lot of cooperation, even though many of them have ways to complete that involve helping others but it’s a minor points because the main purpose of Renown Hears from what I understood is different.

They are there to serve as beacons to focus players in a specific area (each heart is marked for its level, and players can easily participate in areas that are up to 1-2 levels higher than them with some skill) so what happens is that player will travel towards the heart (if they don’t like aimless exploring that is) and in the way find various dynamic events to take part. Then, the renown heart will hold them interested in the area for a bit,  long enough for various dynamic events to start, which puts you into an event chain, thereby hooking you. Fairly brilliant.

I also loved that many of them are a nice break from combat. Some of them are their own mini games, like the one where I had to find and bring bunny food to a guy, while dodging leaping bunnies all the way. Other players could help by scaring the bunnies away from others players. Another one I had to play snowball fights with kids or fight off enraged guards who turned into bears! Another was turning into a snow leopard and hunting giant chickens and bunnies in the bushes. Yet another was answering riddles! I loved the fact that if you wanted a break from combat, you got it quite often and if you didn’t like the mini games, there was almost something else to do in the area, or a way to complete it via combat.

Sidekicking

What happens when you want to play with your friends but realize that their character is 5 levels ahead of you? Either both of you make an alt and promise not to play them without the other, or you suck it up and quickly grind your way to their level, losing a lot of the story in the meantime, so that you can play the same content.

I started playing GW2 with a friend at some point, where we both made the same character, so that we can start in the same area. At some point I was having a break and he was trying a different class. Then I came back and he went into a break so I started trying our a new character class myself. When he came back, neither of us wanted to really play the characters we started together, but rather our current ones. But there was a problem. He was level 9 and I was level 4.

Hah, I’m joking, there was no problem whatsoever. All he needed to do was grab a portal to my own area and then we could continue question together seamlessly, as he was automatically adjusted downwards in level, so that he was always just 1 level above the current area’s recommendation. This means that the enemies were a bit easier for them, but nowhere near a walk in the park.

This works brilliantly because the game is not based on quests, but rather dynamic events. So there’s no way you’ll have done a particular quest and not able to do it again. You can always take part in dynamic events happening around you, which means that you will always be able to play with your friends. We played the last day with those 2 characters. The level different was a complete non-issue. How cool is that?

Combat

Combat in the world of GW2 is visceral and skill-based. You have your first 5 skills that you quickly get by simply using a weapon of choice and then as you level up, you slowly grab your race and class skills which where the real customization happen.

Initially, I thought that the dodge ability would be a gimmick, something that you use once or twice for not much effect. But now that I’ve played some other characters I realize that there’s a lot of other skills that allow you to perform extra blocks and evasions, and they’re all skill/timing based. When I used my engineer with shield and pistol, I had a block & stun skill, that I had to press at just the right time. With my Sword&Dagger wielding ranger, I had 3 different evasion skills to call upon. This means that for the lightly armored ranger it became imperative to learn when and how to dodge my enemies, because even same-level enemies hit hard. Melee with more than 2 enemies was always a very risky proposition and most often than not, I couldn’t handle it.

Unfortunately, the way the combat works now, coupled with the low skill of most players, means that melee combat is avoided by most, even though it has more damage potential (it hits faster/harder and it seems that all attacks his everyone in front of you). Basically if you went into the melee pile or toe-to-toe with a boss, you almost always fell on the grown in no time flat. The boss can wipe you with one hit, and the bundled mobs just focus fire you. With 1-3 players in an event, it’s still manageable, but when there’s 20 players and all the mobs are granted double the highest player level in order to last, then it’s a nightmare. As such, AoE skills and Ranged attacks rule the day. Even warriors play with guns and bows.

I think the main reason for this is three-fold. One, as I said is the low skill of most people playing currently, which made combat seem much more difficult, since you cannot dodge well (especially with the crazy lag we had).

The second reason is that because of all the newbies, all the starting areas were swamped. Which meant that any event had something like 20-30 people going at it, which not only is a clusterfuck by definition, not only does it boost the mobs so much that they’re mini-bosses into themselves, but it grinds most computers to a snail’s pace due to performance hit and lag. At a big battle around a lake,with something like 30-40 people fighting, I was having 14 FPS with the PC I built less than a year ago.

I don’t know if there’s any plans to address this, but I think one way to somehow about this is to make new enemies spread out a bit more. Right now they’re all pretty much in the same pile, which makes AoE effect and ranged attacks the best way to fight them. If the enemies instead spread out so that each attacks only one player if possible and gives preference to players that are not close to allies (i.e. so as to avoid creating a pile, by the enemies charging a group of players standing together) while ranged attackers focused on those not engaged in melee, then it would achieve the following:

1. Nobody would be safe. You couldn’t just stand on the back and fire arrows and AoEs into the clusterfuck. You would be sniped by archers or charged by melee enemies.

2. AoE wouldn’t be that effective, as there would be less of a mob in one spot. It would make achieving results with an AoE more about positioning yourself and hitting charging enemies or clusters or archers, rather than a mindless “fire into the clusterfuck” action.

3. Melee would not be suicidal. Since you’d be fighting 1 or two at most, you’d be able to actually utilize your evades and blocks and wouldn’t die in 3 seconds.

Hmm, I should probably suggest this somewhere (But where? The forums?)

On a sidenote: This is just my impressions for PvE, especially on large scale dynamic events. I’m guessing that combat in a PvP scenario would be something entirely different, as players would definitely focus fire players and go after the squishy ones first.

Story

The story is the one thing that didn’t really grab me. Although some of the quests in the story are interesting – such as transforming into a minotaur to trick some raiders, or masquerading into a bandit and then infiltrating their camp just to steal information – the story itself was very forgettable. I could somehow follow the story of my Norn huntress because it was a simple “find out what the hell is going on with the minotaurs” thing, but I’ve completely forgotten what I was fighting for with my Human engineer or Charr guardian.

There’s also a small issue in that while being able to play the co-op is nice, not giving the co-op player anything to do except combat in a storyline mission is not optimal. In non-combat quests, the accompanying player was just bored. It would be nice if the players could coordinate their strengths a bit, so that during the infiltration attempt I mentioned before, one player charms a bandit, while the other pickpockets another, even if the main player wasn’t a thief.

Other than that, the storyline quests were OK. Perhaps they get better later but for now I can’t say they really drew me.

And finally, I’d like to quickly mention some thing that bothered me.

Racism/Sexism

I’m afraid the ArenaNet dropped the ball on this one. Not that I had particularly high hopes about it.

There’s practically no people of colour that I saw in the game. Almost all the humans and Norn are the whitest of whites. Almost no dark-skinned people, no people with asian features, almost nothing. Maybe 1 in 20 NPCs you saw would be a PoC. Even on character creation you’d be hard pressed to make a character that had facial features that were distinctively non-caucasian. Well, at least (when I was paying attention) 1 in the 8 classes in the selection was dark-skinned.

And then there’s the presentation of women. The good news is that female armour from what I saw does not egregiously increase the skin-showing percentage, so most of the time, you can be a woman who dresses seriously for battle. The bad news is that of all the starting archetypes for women were wearing ridiculous shit. The Norn Mesmer was the most absurd, showing off as much a skin as if she was going to a sexy gala, and not in the midst of battle. All the others followed similar motifs, showing boob windows, thighs and midriffs whenever possible. The only exception was the Norn-Engineer who was wearing a bad-ass leather trench coat. Pity she doesn’t start with it 🙂

There’s other issues here that bothered me. Such as the fact that all the character you can create, range from wispy to well-trained young adults. You cannot seemingly be old or frail. You also cannot be overweight. I don’t understand why MMORPGs don’t provide these options which would really improve the look of the game as you’d see a variety of characters as PCs and NPCs, and not the (for all intents and purposes) identical body type running around.

On the bright side, the Charr females are awesome. Since the Devs didn’t feel the need to cater to the Male Gaze on the Charr, their women look bad-ass from the get go. Easily on par with the males.

A small problem with the party system and overflow servers

One thing that really annoyed us when there were two of us playing, was on how the overflow got in the way of us playing together. You see, the overflow server is where you get put to play the game, when your own server’s world instance is full. This isn’t an issue at all normally, but the fact that you and a friend might join the main instance and one of you gets put in the overflow and the other doesn’t is a bit annoying. Because you can’t see each other anymore and you can’t even join the same instances like that. The only solution we found was for one to teleport out and in again, and hope we end up in the same instance of the main world.

The lag. Oh my gawds the lag!

The start of the pre-order beta weekend was a disaster. For the first 3 hours that I tried to connect on Friday, it was impossible. When I did manage it, it had so much lag that it was almost unplayable. On Saturday things were better and I was happily playing until 8pm or so, at which point the USA woke up and started trying to login, which promptly brought down the authentication servers and kicked me off. I only managed to reconnect at 1am or so. Sunday had no problems, so that’s good.

What Frames per second

The game was not using my graphics card at all. At least according to the info I’ve found, this is deliberate, and the game is CPU-bound. Fortunately I won’t get situations with 12 FPS again in the released version.

Crafting / Junk Collection

While crafting is not anything particularly annoying by itself. It is made so by the fact that to craft you need to bring your shit from the bank, drag them to the crafting bench and then go back to the bank to store them. And if you forget one, do this again. With the Charr, fortunately the bank was close, but with the humans and Norn, it involved a teleport. This was just annoying.

There’s some good ideas, like the fact that you can “teleport” crafting material to the bank when you find them in the world, thus saving you some inventory space. Unfortunately you can’t do this for all material, so you end up carrying a lot of teeth, bones and blood with you. Not a particularly big deal. What more annoyed me is all the junk you gather from the game and how they clutter your inventory. They are not a big deal by themselves and I don’t mind them taking a bit of inventory space, but I would really prefer if they had a secondary inventory called “junk” and they put all that stuff there, just so that I don’t have to shift through them every time I wanted to look at what useful stuff I’m carrying. They also need a “Sell all junk” button on merchants.

Content

This is more of a concern than a complaint. Given how common dynamic events were in the world, I am concerned on if they’ll manage to keep up this level of content for 80 whole levels, plus dungeons and renown hearts and whatnot. This is a lot of content to fill and I am afraid that there just won’t be enough time and ideas. I wouldn’t want to start the game and quickly discover that after level 25-30, there’s something like 1 dynamic event per level.

the good news is that because of the level adjustment that happens when one goes to a lowe level, there’ll always be “end-game-content” to do, in the form of all the renown hearts and dynamic events you haven’t done in the rest of the world. In this case, the “questing” system that GW2 by itself saves the day, as you are not locked out of content just because you’re exceeded its level requirements. I am not sure if the rewards for it scale as well, but I think I read somewhere that they do.

Epilogue

Whew, that was a larger post than I expected

I will say that after playing this first beta, I’m just as much, if not more excited for the game than I was. In the next pre-order beta I think I’ll concentrate more of PvP scenarios, particularly on WvWvW just to see how they play, and also to avoid spoiling all the single player experience for when the game comes out.

In the end, I truly think GW2 has some amazingly good innovations that will certainly change the way MMORPGs are made in the future. Yes, It is that good.

 

Where Moviebob basks in his elitist ignorance

Moviebob criticises the critics by shoving his foot squarely in his mouth.

So The Game Overthinker decided to address the controversy about the ending of Mass Effect 3 and in it, Moviebob manages to cram so many stawmen, that I thought my PC would overheat. As someone who has played the Mass Effect games (extensively), unlike Moviebob who feels capable of expressing an opinion on hearsay and assumptions, I felt compelled to point out that many many ways that he has completely failed to address the issue at hand, in favour or basking in his own elitism.

“You can’t have a different ending for each minor choice”

First of all, he is amazed that people are upset that there aren’t many different endings for “every little variable”, which just shows not only the fact that he hasn’t even heard someone explain the ending to him, but he hasn’t even bothered to do cursory research on the extent of the lack of choice in the endings and why fans are upset about it. Seriously, this is not hard to find, and for someone who has already claimed he will probably never play the games, the use of spoilers should not be an issue in their drive to do justice to the critics and other point of view.

But this is not done in the slightest, because it wouldn’t then be as easy to paint critics “entitled” brats much as he is expecting due to how he has seen comic nerds act.

So let me make this clear, Bob, this is not part of the criticism in the slightest. Almost nobody is asking to have a different ending depending on each minor choice we made in the game. You would have known this had you done your homework. It would have been nice to have, but most people wouldn’t have minded had the minor stuff been ignored ((Althought I fail to see how they couldn’t even address these within a text-only epilogue)).

“Nobody won a Pulitzer for Choose-Your-Own story books”

This argument is given to show that audience-driven choice is counter-productive to good story telling. This is based on absolutely nothing but some previous bad books and live theatre. This is only used as a beach-head to once again point out gamer entitlement when he claims that “people think they should be part of the story team, and the story should thus be changed to cater to their preferred whims”. This is so stunningly inaccurate on where the criticism actually is, that it can only be seen as a deliberate insult.

Bob completely misses the fact that almost everyone admits that Mass Effect 3 was brilliant, except for the 10 last fucking minutes. For a story driven by something that can only be as good as a “fucking choose-your-own story book”, this seems to be a resounding success. The only reason ME3 is not being hailed as an immense success of the audience-guided model of storytelling is because the ending so thoroughly sucked that it was bad enough to retroactively go back in time and make Mass Effect 1 and 2 feel less good as well. If they hadn’t managed to fuck the closure so absolutely, you wouldn’t be here making this argument, Bob.

It is not a “whim” to point out that the ending was downright atrocious. You are acting like an insufferable elitist jerk to imply that we’re trying to modify the story in a hundred different ways. We’re trying to modify the story in a way that makes sense, acknowledges some of our major choices, even a bit and hopefully provides some closure. This is not a lot to ask for, Bob, in a game built around choice. The failure to provide these is not a failure of the choice-driven storytelling. This is a failure of the developer who can’t even provide the absolute minimum of their fans expectations. The absolute minimum, Bob.

You would know that had you played the game, or read about the criticism, or, you know, engaged in any way with the community you broadly paint as entitled brats…

“If your choices are different in some way, depending on the choices you made, then Bioware didn’t lie”

Then, after Bob allows us to be upset (jeez, thanks?) he then start with a ridiculous amount of strawmen. First is the above quote where he claims that critics say that Bioware lied to them.

Well, you see Bob, the choices were not different in some way depending on the choices you made. In fact, I will go right ahead to point out that it doesn’t actually matter what choices you took. The endings are not different. One can be the nicest fuzziest paragon, or the nastiest puppy-kicking renegades, and it wouldn’t change the 3 choice of endings in the slightest. And no, just slapping 3 choices in the end, completely disconnected from everything else you did in the rest of the game, except from an arbitrary number that you have to grind via a minigame or multiplayer, does not count!

So while I wouldn’t call it lying (as that implies a specific intent), I will call it a catastrophic failure on Bioware’s part.

“Bioware owes me”

Another strawman that Bob uses in different ways, and the last version, in which he claims that a common point is that “Bioware owes the fans a different ending because they were very invested in the story”, is just…I dunno, cringe-worthy? I mean, sure, there are idiots out there who might actually make this argument, but to present this as a major point in your criticism Bob, are you serious? This “you owe me” is a marginal opinion at best, Bob, and you’re presenting it with a multiple of different versions as if it’s one of the most common complaints. You disingenuousness is amazing.

Fans, by the large, do not want a better ending because Bioware owes it to them. They want a better ending because they love the franchise so much, they do not want it to see go down in flames due to how bad it ended. And yes, Bob, it is that bad comparatively. It is not at all weird that it’s the most passionate fans that are feeling most burnt by the “conclusion” (hah!), while the impassionate critics who haven’t even bothered to play the game to completion, like you, Bob, sit on the sidelines taking potshots at the fringe opinions and painting everyone with the same brush.

The reason why fans want Bioware to change the ending is because it ruined the universe, and it ruined the story they were telling about Shepard. The former is ruined, both literally (which I cannot expound upon without spoilers) and in the meta sense as it was so counter to everything they had on the lore until now, that it retroactively went back and wiped whole parts of canon. The latter is ruined because Shepard’s story didn’t matter. At all. But alas, We can’t expect a self-professed critic to know what they’re criticising first…

The outrage is here because most people are angry that 1. Their personal Shepard story didn’t matter and was completely out-of-character. 2. They are so disgusted by it, that they will never be able to enjoy either any new ME content in this canon, or even the previous content they were enjoying until now.

“The medium will never be taken seriously as long as you’re all so entitled”

And here Bob, you spew the largest load of garbage I’ve ever seen.

You claim that the medium will never be taken seriously when the audience is so passionate about the story, that they cannot accept the canon that has been given to them?Hey Bob, remember Arthur Conan Doyle? I guess Books are not taken seriously by “the broader culture” now?

And this proves that we do not take games seriously, how exactly? What kind of argument is this, Bob? Where does it stand? You claim that if ME wants to get the same “serious analysis” as Movies and Books, we need to accept the same limitation? This is absolute nonsense of the worst degree. First of all, no, Bob, fans have not been claiming that Video Games are similar to Movies and Books, they have simply been claiming that video games are a form of art. To claim from there that they are similar and should have the same limitation, is equivocating, Bob. It would be akin that Movies should be judged by the “broader culture” in the same way that painting are!

In what world is this a compelling argument? Video Games are art, but they are a different form of art in which case interactivity can very well take part. There’s no reason why it shouldn’t and “it cannot be done” or “you won’t be taken seriously” is not an argument. In fact, Mass Effect is the perfect sample that what you say is absolute nonsense. Had the ending not been so atrociously bad it would have been one of the first samples of games as interactive art that would have been both immensely successful and taken seriously by “the broader culture”.

This is another reason why many people are criticising the ending on the basis of being bad art, because it destroys this perfect opportunity. I am not so much dismayed  by the lack of choice in the ending. I am dismayed because the lack of choice destroys such possibility for the video game medium as a whole (which cheapens the medium). I am dismayed that professional critics like you Bob, feel the need to throw in your two cents on an issue you have not bothered to understand, therefore proving that video game critics actually suck (which cheapens the medium). I am dismayed that all the professional reviewers of the game praised it without even finishing it and then turned around and snubbed their noses at those who actually know what they are talking about (which cheapens the medium). I am dismayed that it takes an outsider with no conflict of interest in the game’s success to point out hypocrisy in the detractors of the critics (which cheapens the medium).

This is what is not making the “broader culture not take the medium seriously”. It is cultural dinosaurs like you, Bob, who need to shape everything into their own preconception of “serious art” before you accept it. Where in the age of unprecedented capacity for criticism and constructive feedback, you have to ask everyone to “sit down,shut up, and let the professionals handle it.”

“Entitled fans” has become the keyword of the moment, and is being thrown around by every established entity in the reviewing industry and their peripheral “serious critics”. It feels like we’re being likened to the “unwashed masses” flinging shit at the ivory towers of the enlightened few who feel their precious art is being dragged down by our lowly opinions. It stinks of elitism and snobbery and I am glad that slowly more and more people are picking up that there’s no reason to rely on the self-proclaimed “professionals” with established conflicts of interest or critics with outdated cultural assumptions, rather than our own opinions.

I find a future in which the audience of a game/book/movie can reach the ear of the creator directly, to be a far brighter one, than one in which we passively consume and hope some critic is lucky enough to have an effect.

"You deign to reply to me?"

“I’ve got more knowledge in my left testicle than you’ve got in your whole brain.”

Oh Gawds, the arrogance is over nine thousand!

The title quote from a right-libertarian redditor named “Libertarian Atheist” who fancies themselves as some kind of anarchist. They got a bit upset that I declined to include /r/agorism in the confederation of anarchist reddits and apparently tried to educate me on their personal ideology. The discussion soon after degraded, until they said this particular sentence, and I just had to bow out. What more can you say to that, that is not said by itself.

For posterity, I’m going to quote in full their latest reply. It’s that amazing.

You mistake arrogance with intelligence, knowledge, and an ability to convey ideas in an effective manner. “Arrogance” is a term dumb people with false ideas and impressions use to describe other people with better ideas. A smart man with false ideas and impressions who comes across another person with better ideas will not call that person “arrogant,” he will try to better understand what the other man is saying and be on the ready to throw out his own follies. What you laughably call a “combin[ing]” of “ideologies” is not so, it is the end result of years of study and reading, throwing out weak ideas (like “gift economy”) and championing the strongest. This is what I have been doing all my life and it does not bother me in the least that you (or anyone else, anarchist or otherwise) can’t understand. Luckily opinions are not measured by how many people “take [it] seriously” (if that were the case Christian and Muslim opinions would be the best) and a man seeking the best opinions does not care who “takes [him] seriously”, what matters is reaching as close an approximation of the truth as is humanly possible.

The funniest part is where you claim to be able to teach me anything. I’ve got more knowledge in my left testicle than you’ve got in your whole brain. You’re barely fit to teach a dog. You deign to reply to me? What a laugh! This back in forth with you is the greatest waste of my time this year so far. . . we’ve got quite a bit to go but you’re in a very high running at this point.

I just love that they also italicized the “me”, making that phrase totally sound like Invader Zim. Adorable!

Missing the point: The Megaupload takedown is about scaring the competition.

Megaupload was taken down, but there’s no point in discussing how justified this was. That wasn’t the goal of the act.

Logo shown on The Pirate Bay homepage after th...

I just saw this article on Torrentfreak where it reports on a recent Kim Dotcom interview, where he is dismayed that the law went against Megaupload so aggressively, even though they were co-operating so much with content owners and paid a lot of lawyers to confirm that they were within the letter of the law.

Towards achieving this protection, Dotcom told us that the company had developed relationships with 180 takedown partners – companies authorized to directly remove infringing links from Megaupload’s systems – and between them they had taken down in excess of 15 million links. Those companies included the major studios of the MPAA who, incidentally, in 7 years of the company’s existence had never tried to sue Megaupload for copyright infringement.

On the advice of Megaupload’s legal team, the company believed it had the same rights as YouTube in its case against entertainment giant Viacom. In that 2010 case U.S. District Judge Louis L. Stanton said service providers can not be held liable for infringement as long as they remove links upon copyright holder request – even if the provider knows that parts of their service are being used to host illicit content.

“[YouTube] won their lawsuit and I’m sitting in jail, my house is being raided, all my assets are frozen without a trial, without a hearing. This is completely insane, is what it is,” said Dotcom of his predicament.

This shows how naïve Kim Dotcom is about the causes of the aggressive raid on Megaupload. It wasn’t really that Megaupload was hosting infringing content. It wasn’t that Kim Dotcom is extravagant and an easy target. It wasn’t that the judges were misled by the content industry.

Is is because of this

Megaupload did something that scared the bejeesus out of the dinosauric content industries. It developed a new business model and got it endorsed by popular names of contemporary content culture. It was about to show the world that ad-supported content creation is viable and in the process steal some of their best-known names.

If it succeeded (and it would have if left unattended) it would have served as the first domino to fall, urging other companies to follow suit and more artist to bail the sinking ship that is the RIAA. This clearly had to be nipped in the bud.

It is no surprise that the content industry went from calling Megaupload a “rogue site” (even though it co-operated fully with them), to strongarming the New Zealand state to take action with such ferocity that they called anti-terrorist groups to raid the house of a non-violent citizen. The immediate action and the excessive response is not random. It is in fact perfectly planned.

The point is to make an example out of Megaupload, not as a detriment to pirates, but as a warning to anyone seriously thinking of challenging the obsolete business model of the RIAA without playing by their rules. The response was there to remind everyone that the law jumps at the behest of the plutocracy and publicly snubbing your noses at them is a recipe for pain.

In fact, the similarities with The Pirate Bay takedown of 2006 are not few. Both sites were considered legal in their respective countries until the moment that they were raided without warning. Both times the response was unheard of compared to the nature of the crime. Both sites mocked the old content industries and openly agitated people to embrace the future of content creation and sharing. Both sites were not the largest available. The takedown of both sites was hailed and promoted by the content industries as a bloody warning to others.

In the case of the Pirate Bay, it quickly surfaced that state officials had been strongarmed by US diplomats to “Take immediate and definite action or else…” and they followed suit. It will not surprise me in the least to hear that New Zealand state officials had been pressured off the record by the US via economic sanctions if they did not immediately take action against Megaupload, legal precedent be damned.

The point is not really to defeat Megaupload in court – even though given the farce that was the Pirate Bay kangaroo court, it’s not unlikely – the point is first to scare all sites like Megaupload into shutting down or toning down their business, regardless of how legal it seemingly is. This is why such excessive force was used by the police, to give nightmares to site admins. Secondly and most importantly, it was to disrupt Megaupload enough so that they won’t be able to proceed with their plans to try out a new business model.

Both seem to have been successful. Already many other large uploading sites have taken measures to prevent their users from effectively sharing files or closed down altogether. Furthermore even if Megaupload wins the trial, the time it will take and the disruption it will do to them due to their frozen funds and burnt clients (those who lost their subscription money) will most likely ensure that Megaupload won’t be able to recover its former glory ((Naturally, I hope I’m wrong on this.)).

The distributed and free nature of the The Pirate Bay network/community helped them to quickly come back up and quickly resume services. As such, their takedown served actually as huge advertisement for them, and their popularity skyrocketed since then, making them one of the largest, if not the largest and most influential torrent site available, and a continuous trolling thorn in the content industry’s side.

Unlike them, Megaupload is centralized and concentrated in the hands of one leader figure, Kim Dotcom. As such, it is far easier to kill the beast by cutting off its head, which is exactly what happened in this instance. Megaupload cannot as easily be moved and brough up by allies, it cannot go rogue, and without the running accounts, it cannot function. It doesn’t matter if they are absolved in 5 years. By then it will be too late.

This is the weakness of centralized disruptive models I’m afraid and I doubt that Megaupload will recover from this, even though I’ll be pleasantly surprised if they somehow manage it. But until then, lets not delude ourselves that the takedown has anything to do with legality or proper procedure. We know it isn’t and so do they, but they do not care.

All they need to achieve is to convince everyone watching that when you go against them, the law will not protect you and even success in court will only be a phyrric victory.

 

Is Game Piracy, as a form of protest, counter-productive? (A response to the Cynical Brit)

Totalbiscuit makes an impassionate plea for people to boycott Mass Effect 3 but refrain from pirating it. I explain why Piracy is once again the better choice.

So the Cynical Brit addressed the issue of the Mass Effect 3 DLC and touched on the issue of Piracy and how it will affect the dynamics of the situation if people Pirate the game rather than simply abstain from playing it. As expected from what I heard him say last time, he is horribly wrong on what effects piracy of Mass Effect 3 as a form of protest is going to have.

But lets take CB’s arguments one by one and see why they are flawed.

First of all, lets address CB’s proposed tactic, which is that people who dislike the Day 1 DLC should boycott the game on launch day and instead buy it later on when it becomes cheap enough ((CB also makes some classic anti-piracy arguments, such as the idea that Piracy is unethical or that it is killing the PC Game industry. I’ve already addressed these in length in my series on Piracy, so I won’t repeat myself in this post.)) :

The idea is extremely naïve. It rests on the assumption that people not buying the game, will send a clear message to Bioware and EA that the Day 1 DLC is the problem and they’ll have to change their act to make people buy their game. Unfortunately this ignores the reality of markets and how they are notoriously bad at transmitting information back to the seller. If a boycott was actually organized and it did actually get enough people sticking to it, then EA is still unlikely to understand where the problem lies. The only information they will see is less sales than their expectations, maybe (because it may be the case that their expectations were lower in the first place). This does not tell them anything more than that. Was it because of the Day 1 DLC? Of Technical Bugs? Of Misjudging the market? Of Changed gameplay? Or of Piracy?

You can bet your sweet ass that whatever the real reason of your boycott is, Piracy will be blamed if it succeeds. It doesn’t matter how many letter you send, how many petitions you sign, how many pre-orders you cancel (well, maybe, but pre-orders are the minority of purchases); In the board of directors meeting, the managers will blame Piracy.  You know why? Because it will absolve management of any fault! Managers will declare that Piracy dropped sales and that better DRM and lobbying for laws is needed to combat this disaster.

They will do this even if they have read thousands of letters announcing that it was the DLC (or bugs, or changed gameplay, or whatever else) that caused it and they will waste resources combating a boogeyman. Why? Because they won’t get fired. If a manager were to admit that they misjudged the DLC effect and take it back, they will be blamed for the “disaster”.  Why take the risk, when the convenient scapegoat of piracy is available?

“Geez, our market research indicated that the sales of ME3 would see a 33% increase compared to ME2, we have done market tudies which proved that the Day 1 DLC would only turn away 10% of purchasers but bring in 20% additional revenue. By gosh golly, we don’t know what happened! Look at the stats yourselves dear investors. It must have been rampant piracy! Oh and what do I see here? Here’s a BSA report from of how piracy increased 160% this year. That is surely the cause!”

The only thing that might actually make people stand up and notice a boycott, rather than blame piracy, would be a significant cancellation of pre-orders with an accompanying note informing them of the reason for this decision. Then they might receive the info they need and fix it before it’s too late (as is what happened with BF3, which is a special situation in itself). But if they don’t, piracy is going to be blamed anyway.

This has been shown again and again. The hilarious Modern Warfare boycotts are the most recent examples, where people would boycott, but the games had increased in popularity so much, that the boycott didn’t even register in the radar. Thus people said “fuck it” and bought it anyway. Then there is the boycott of Spore due to its draconian DRM. This even spilled over in Amazon with an incredible amount of 1-star reviews and other kinds of activism. Even in the face of all this, the publisher still refused to acknowledge the real reason why sales of Spore were atrocious (Draconian DRM and bad Gameplay), but rather conveniently blamed Piracy.

The Cynical Brit is incredibly naïve in this regard. He expects that Management of big publishers is both honest and competent and will take an objective look into the situation of a successful boycott and then take the correct action in the future. But except the fact that management is much more often than not completely incompetent (eg see: Bobby Kotick running successful franchises into the ground (among other failures).), they have no incentive to be honest either.

Next, CB addresses Piracy and how “having your cake and eating it”, in other words pirating the game as a form of protest, is actually counter-productive. The argument is that the companies are then going to ignore the boycott and blame it on piracy. It thus makes more sense (according to CB’s logic) to simply abstain from playing the game and show “backbone” in one’s decision, so as to convince the companies to change their ways.

But as I argued before, companies are going to blame Piracy in case the boycott is successful (or simply the game price is below its subjective value for most consumers, thus making them ignore it). A few thousand people boycotting the game on principle and sending impassionate letters are not going to make a difference. In face, this is very likely to lead to many to break their boycott simply because they are too eager to play. This form of tactic is in itself counter-productive, because it assigns the “pain” of the boycott, to the few thousand people who are the most passionate about the game ((and let’s be realistic here, the only people who care about that stuff are the ones who care so much about the story, i.e. the hardcore fans, who are a small minority)). This is a recipe for failure, as the Modern Warfare boycotts made painfully obvious.

Piracy however can combat this. People can get their “fix” of the game and avoid rewarding the company for a substandard product at the same time. The “pain” of bad decisions is immediately transferred to the company making them, and thus it allows even more people to participate in a boycott, without having to battle with their own drive to play their favourite franchise.

In the end, pirating the game and simply abstaining from buying the game are going to have the same exact results. Piracy is going to be blamed anyway. Protesting people will “vote with their wallet”.  You can still buy the game later on, when it’s price has dropped to its true value given DLC and DRM restrictions. You can still cancel your pre-order and claim that Day 1 DLC drove you to do so.

If everyone who boycotts the game pirates it instead, you’re going to have a few extra thousand downloaders in the stats. This is among millions that are going to download the game anyway because they can’t afford it or can’t purchase it through legal means. Whether you show “backbone” or not, is not going to make the slightest difference in the rhetoric the publisher is going to use whether the game is successful or not.

So do yourself a favour, if the Day 1 DLC is a deal breaker, vote with your wallet and pirate the game until the price goes down to an appropriate range. Then the only one suffering will be the one deserving it, the publisher.

How Kickstarter allows companies to "double-dip" their fans.

The Double Fine logo, consisting of a two-head...

The recent monumental successes of both the Double Fine and the Order of the Stick crowdfunding has also kickstarted (Beware the puns!) some heated discussions between my group of friends and myself on what the ethical thing to do is, once the project exceeded the requested amount by that much.

Regular readers (with amazing memories) might remember me writing on this issue a while ago, but the recent heated discussions prompted me to explore this issue once more and perhaps go into more depth into how this applies to non-software projects such as the Order of the Stick comic.

First of all, I should explain what my criticism is:

I believe that the only ethical thing to do, once you decide that you want your project to be funded by the public, is to make the end result public as well. The reason I find this the fair thing to do, is because by crowdfunding your project you take away the actual risk of developing a new product, and thus it makes no sense to take advantage of a system which rewards you based on the expectation that you took such a risk.

In this case, that system is copyrights and the capitalist markets. The expectation in the current world is that a creative project was started by a person or a group of people, who took a risk in creating something and then trying to make a living out of selling copies of it (I’m not going to criticise the expectations themselves ((I will only say that they are very wrong. Perhaps I will explore this in another post.)) but rather take them at face value for now.) This is where copyrights come in at their theoretical level. Copyright’s purpose is to incentivize new creative works, by giving a state-provided way for their creators to monetize them once they’ve been created.  Thus someone who took a successful risk in judging what popular demand is can get fabulously compensated for it ((while those who didn’t get to starve, but that’s another issue now isn’t it?)).

But if copyrights are supposed to be the incentive for creating new works of art, then it makes no sense to provide them for crowdfunded projects, since there that incentive has already been provided by the crowd “patrons” of the project. People have already provided a monetary incentive for the creator which has also taken away all the risk.

For the creator to now take the finish project and monetize it as if they took all the risk and required the incentive of copyrights to do so, is unethical.

What would be the ethical thing to do? Try to circumvent copyrights you did not have to rely upon and release the work into the commons, once all your costs have been repaid. Release it as free software if it’s software, or release it in the creative commons with the most permissive license if it’s anything else.

But what is happening here, is that the creators have to work with such lowered expectations from their audience, that they can easily get away with what see as straightforward double dipping. The creators not only get a significant part (if not all) of their costs covered, and once the project is finished, the get to keep any and all profits from the sales of copies the product as well. They get to have their cake and eat it too.

People criticise me at this point by reminding me that the fans knew what they were getting into when they agreed to fund these projects, and that makes everything OK. I do not think that’s a good excuse. First of all, people voluntarily give their money to many causes and projects, but that does not mean that every such cause is ethical. Not only do people act irrationally in most economic decisions, but I find that the moral imperatives also change when we’re talking about these amounts.

It is one thing not to expect a project to be released for free when you’re only funding just 5% of its total cost, but here we’re talking about projects who’ve been funded 100% and possibly more. When the crowdfunding success is that big, when the mutual aid sentiments are that great from your fans, the creators have a duty to modify what they give back to the community just as much. But instead what I continuously see happening is that the extra rewards are something that will make the creators even more money!

For example, the Order of the Stick (OotS) kickstart required something like 60.000$ to work. They got 20 times this amount last time I checked. The original result of the crowdfunding would have been one book being able to be reprinted. With 20 times the amount, it’s going to be 5 books and a board game. I.e. the cost and risk of these reprints is being taken over by the community, while the author gets to keep the profits. And everyone is too far caught up in the euphoria of the project’s success to notice that they just made the author practically a millionaire overnight and in return got the opportunity to buy some new books in the future.

I’m told this is a fair deal because they agreed to the original plan.

Now I have to clarify that I have nothing against rewarding the creators of such works, especially when people like Burlew have been releasing their comic for free online for a long while (which they monetized in other ways already, but that’s beside the point). I’m very happy for the success of these projects, but I can’t avoid seeing the reality of the situation just as well.

When there is such overwhelming support for the creators to create new works, to take advantage of an artificial monopoly granted by the state via threats of violence (copyrights) as if it was a required incentive as well is an abuse of the goodwill of your fans, even if those fans are too starstruck or privileged to realise it.  And I just can’t ignore this “double-dipping”.

I am cynical enough to fully expect that now that new roads have been paved by the pioneers and the indies of the creative world, the big companies will also start dipping their toes into the crowdsourcing pot. We’ll see giants like Activision offering carrots of classic and loved IPs such as Dungeon Keeper or Descent to crowdfunding, so that they can get some money upfront and only then start working on these titles, with either reduced risk, or completely risk-free. And why shouldn’t they? They will develop an IP with some money upfront and then sell it back to the people who already funded it.

And because the expectations of everyone for the rewards crowdsourcing will be for the public are so low, these companies may cynically abuse this concept, until the burn out the crowdfunding goodwill.

Alternatively, I hope that now that crowd funding is gaining momentum, we’ll see perhaps a sort of competition between projects for these funds, and eventually those projects which promise full ownership to the crowd that funds them will be seen as the better offer, while the others are ignored. This is my optimistic scenario.

Creeping Authoritarianism

When anarchists refer to their comrades as weak-willed sheep to be led around, then you know the rots has already gone deep.

The crew "Stench" from the 7th Sea CCG. An undead human crawling towards the camera. It is green and rotting.

It’s generally sad when I get disappointed by fellow anarchists online, but I don’t make a big deal out of it always However, sometimes, I feel a need to point out where I see a failing –  when there is a salient point to be made on an issue. Such is the case with the recent interaction I had in /r/anarchism.

The story so far

/r/anarchism has until now been fairly laissez-faire in moderation, something which changed somewhat after the The Great /r/anarchism Shitstorm of 2010 when it was accepted that oppressive speech and people would be removed from the premises. However, it was commonly accepted that all other aspects of moderation, save combating outright spam, would be left to the organic moderation of the community.

One month ago, one of the newer mods in the team, wanted to start manually removing so-called reposts, by which they meant the same story published on different webpages and posted to /r/anarchism within a short amount of time from other versions of it. They asked the community for comments and the general sentiments was that they should remains hands-off about it and that was that.

Yesterday, as I was reading a post about some anarchistic rants from Eric Raymond, I noticed this mod had left a single comment saying “No platform”. I decided to check if that meant what I thought it did, and sure enough, that post had been moved by said mod to the spam filter. Alarmed, I checked the recent additions to the spam filter and found it half-full with reposts (as well as similar “No platform” removals ((The same moderator has also expressed explicit desires to remove “anarcho”-capitalists from the discussion, something which was historically tolerated in /r/anarchism for the purposes of open discussion.)) ) that this mod had started doing, pretty much since the community asked them to remain hands-off.

I kinda exploded about it on /r/metanarchism, not so much about reposts being removed, but about the mod acting unilaterally and despite the decision reached in the past. My tone led this mod to try and troll me, and in the process revealed just what an authoritarian sentiment they hold, and how little they regard the people in the community they moderate.

More specifically, when challenged on the fact that they are not only removing the agency of the community and disregarding democratic decision-making, they replied with two very telling phrases.

Sit down and shut up.

This is significant because it sets the tone of the discussion. The mod is taking the clear role of the authority figure which reinforces the fact that lately, whatever this mod has wanted has been done despite all opposition. ((For example, someone requested that I be added as a mod again, this had significant support, but this particular mod blocked it on the ground that I would prevent mods from acting too much. Obviously they meant that I would stop them from doing what they just did, which I would. The request then moved to modified consensus, which was supported by 10 people and blocked by this one mod. The last request to make the mods follow the rules of their own community, also fell flat)) So I needed to be told my place obviously, a trend which continued throughout the thread by the mod in question continuously mocking my concerns.

What an opinion to have for one's comrades...

Then they followed with this very telling comment:

It became apparent to me after having to beg to edit the sidebar that people around here tend to oppose things or sit on their ass if you ask, but go along with them if you just do them.

This must be the most cynical justification of authoritarianism I’ve seen. And from a self-professed anarchist no less! This is practically saying that the mod consider their comrades weak-willed and apathetic, so they’ll give lip service to democratic processes but will go through with their plan anyway since nobody is going to stop them anyway. I noted the quote in the thread, which only elicited more mockery from the mod in question, while everyone else just twiddled their thumbs.

It is no wonder that this mod has started acting as if /r/anarchism is their personal fief.

So since then, I’ve been trying to explain to people, that it doesn’t matter how small or trivial the act of authoritarianism was. The problem is that it was a unilateral act that went against what people expressed they wanted. People kept trying to argue with me that “deleting reposts is no big deal, and why should we not do it anyway?” which is frustratingly beside the point.

It doesn’t matter if removing reposts is not a significant act. It matters that this mod cynically rams through their own preferences and anarchists just let him do it. Of course the same people then argued that since people don’t bother to show up and argue the point, then obviously removing reposts is “not a big deal” and round and round we go.

To perhaps make it more understandable why allowing some people to act this way is problematic, I wanted to tell a little story which might make an apt analogy and the point I’m making more obvious:

A story of leftovers

Imagine if you will, a large community with communal kitchens and dining areas. After each meal, the leftovers are left in a pile in the kitchen and there are also a few people in the community who use them for various purposes. Some make compost out of vegetable leftovers, while others make soups out of meat leftovers such as bones.

Now imagine also that there are a few others who really dislike seeing those leftovers hanging there for hours until the ones who wish to use them come around to collect them. After a while, they make a meeting to discuss the situation. They would like to throw them away immediately with the normal garbage. The meeting is not very large because most people don’t care about leftovers, but some who collect them and some who want to throw them away show up, as well as some who don’t feel strongly about it either way.  Various arguments are made for and against, with the ones who want to throw them away mentioning that  they are unseemly, smelly or unhygienic while the ones who collect them make the case that those effect are very minor and easily avoidable while there are others benefits. After some back and forth on this issue, within this small meeting, the general sentiment is that most people don’t mind the leftovers staying around until they are collected and everyone leaves it at that.

People in the community go on with their lives and nobody really thinks about the issue anymore. However one of people who was the most vocal about getting rid of the leftovers, starts going around throwing away the leftovers when they notice them anyway. They don’t throw all of them away, and they always leave a small cryptic post-it note somewhere in the kitchen area that is fairly easy to miss. The people who gather them don’t really notice it other than simply finding less leftovers around.

Eventually one finds the post-it note and starts to investigate. They go through the normal garbage and notice a large quantity of leftovers in them. Enraged, they call another meeting about it and call-out the one throwing the leftovers away: “Why did you start doing this, when we agreed to let us handle it?”. Various people from the old and new meeting arrived to see what all the fuss was about.

The answer comes back: “But leftovers are unseemly and smelly.” Some people in attendance murmur in agreement, some of the ones collecting the leftovers start explaining again why they want them, and the discussion on if the leftovers should be stored or thrown away starts again. Only this time, the framing is different. This time the ones collecting them need to provide a reason to convince people to let them do it, and they need to find enough support to peer-pressure the one doing it unilaterally to stop. They will also need to get into confrontation about it which is not worth it for something so minor. “Why are you making a big deal out of this? They’re only leftovers!” Those who didn’t want leftovers lying around don’t speak up because they got what they preferred now. And unfortunately, not many care about leftovers anyway, so most remain on the fence or don’t provide any input at all.

The real problem was ignored.

The issue here was not on whether leftovers should be collected. The issue was about one person who put their personal preferences above everyone else. The fact that most were apathetic enough about it to let them is part of the problem, not the justification! At the end of this hypothetical story, the people who were doing something harmless were alienated from their own community. Their wishes, their decision-making, their agency were diminished. In the future they will not even go to such meetings. “Why bother”?

The one who disregarded them and did their own thing anyway? Now they think their comrades are weak-willed and pushovers. And next time they try to ram their preferences though, they’ll find even less opposition as more and more people are alienated. If anyone raises concerns about previous such incidents, they’ll silence them through mockery. “Yeah, fear my hygienic authority. Imma coming for your garbage!”. Those who get their way while in the minority will go with it, because, “why not?”, while those who are against it, even when they know there’s more of them, will be the silent (perr-pressured if necessary) majority, going through with it just to avoid confrontation and belittlement.

Authoritarianism starts to creep in. Some people learn that they can manipulate their more confrontation-averse, apathetic, or facilitating comrades to their own ends and realize that disregarding the wishes of others works better. The ones whose wishes are disregarded will defer more and more from decision-making and may even internalize this behaviour. Soon enough you have an authority-leader figure and followers. And unless the authority figure does something egregious, they will only increase their unofficial influence.

Reaction

I fully expect to be further mocked for this piece. “All this though about doing something as beneficial as removing spam?”, some will disingenuously asset, once again missing the point I’m making:

Authoritarianism and hierarchy does not always assert itself in one fell-violent-swoop. These sentiments creep into even the best-intentioned communities and rot them from within. Until a point comes where people either finally wake up and a splinter occurs, with the previous authority figures retaining control of the space along with those who’ve internalized the unsaid hierarchy most, while the rest go and found a new community and vow never to succumb to the same traps…until new people join and everyone grows lax once more.

It’s easy to declare vigilance against the obvious authoritarians and entryists who are painfully obvious to everyone. It’s much more difficult to be vigilant to all the small erosions coming from trusted friends, who are getting just a bit too comfortable in being seen at the leader. The stories of anarchist communities being subverted this way and eventually imploding or dissolving are numerous. Some times there’s a happy end with the petulant authority figure being expelled (and sometimes even being found out to have been an agent provocateur), but even then, the wounds done to the community are deep. Sometimes fatal.

The reason I’m starting to call out people on these apparent trivial things is not because I’m a slave to process or “stickler to procedure” as the mod in question described me. The reason I’m doing this is because I am concerned of authoritarian tendencies. No matter how small and no matter if I personally agree with the end result. The price, the rot within, is never worth it.

Authoritarians don’t like being called on their shit, and self-professed anarchist authoritarians even less and will always attempt to divert the discussion to discussing the merits of their perspective, rather than the problems of their tactics. People avert to conflict, or convenienced by the apparent end result, or just looking for lulz will indulge them and join on the assault, ridicule and marginalization of those of us raising attention to the small violations of anarchistic principles. I’ve seen it time and again, coming from all people in positions of authority. Ridicule comes first. If this doesn’t work, then they fight you, clean or dirty. Already some people in /r/anarchism are trying to paint me as a concern troll for raising issues like this, regardless of the fact that I’ve been here active in this community longer than they have. Read the thread above to see just how absurd the accusation basis becomes later on.

But putting the idea out there that I’m concern trolling and repeating it is a rather ingenious tactic. Repeat the lie often enough and then the idea will stick…somewhere. Soon enough, calling me a concern troll will not immediately sound so absurd. “Haven’t they been called a concern troll multiple times in the last few months?” the subconscious will remark.

Oh, and did I mention that it just so happens that lately they’ve started banning concern trolls in /r/anarchism?

And to pre-empt some people, no, I am not a martyr, nor I consider myself one. I am not looking to get myself banned to make a point, nor am I trying to bring down /r/anarchism. What I am is disappointed that a community that is theoretically made of a larger concentration of anarchists than most, not only lets the small violations pass, but they mostly don’t care for a democratic decision-making process. I am dismayed that when a mod cynically refers to their comrades as weak-willed sheep to be led around and shamelessly admit that they do so, nobody bats an eyelid. I am alarmed that there is so little vigilance…

Am I giving too much thought to the going-ons of a small online community on the net, compared to the grand scheme of things? Perhaps. But I find that the “grand things” tend to mask the small ones until it’s too late.

To put it another way: When you’re battling pigs on the street daily, it’s difficult when you come home to notice or be upset about some guys throwing away your leftovers…