Bad Times for Love

Bad Times for Love. CC Copyright by Javier Noval

Occasionally you come across something on the Web that forces you to stare unflinchingly into the dark heart of humanity.  Well, OK, on the Web that happens more than occasionally and not simply when you are frequenting 4Chan.  Sometimes, however, the experience isn’t simply repellent and/or tedious but actually illustrates something profound about the evolution of human nature and its vexed relationship with digital technologies.

Recently, my friend Laurie posted an article about the impending Facebook changes from CNN’s Tech blog.  Peter Cashmore’s “You’ll Freak WhenYou See the New Facebook” highlights Facebook’s impending overhaul of its profile pages in order to introduce its new “Facebook Timeline.”  Some of you may in fact have had your profile switched already.  Cashmore acknowledges that most users will probably hate the change initially but then they will think it is the greatest thing since Al Gore invented the Internet:

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I recently read an article entitled “Game Over for Gamestop“ on a website called SeekingAlpha.com which suggested that Gamestop as a business will collapse at some vaguely defined point in the near future if their business model does not change.  Now I see several flaws in the theory and logic that they are using to make this claim, but let’s begin at the beginning.  Who is Seeking Alpha?

Seeking Alpha is, first and foremost, a blog.  It is not news.  It’s not market research.  It is a financial blog that attempts to guide stock market investors with tips, analysis, and sometimes the support of news.  They are making an argument and drawing a conclusion.  According to their About Seeking Alpha page “Seeking Alpha is the premier website for actionable stock market opinion and analysis, and vibrant, intelligent finance discussion.”  And yes they really did boldface their font just like that to jump out at you so you won’t have any delusions about who they are or what their business mission is.  Now as with every business in the modern competitive world, they have to justify who they are and why we should be reading this blog as opposed to say the online Wall Street Journal.  In answer to this quandary, they respond “Seeking Alpha differs from other finance sites because it focuses on opinion and analysis rather than news, and is primarily written by investors who describe their personal approach to stock picking and portfolio management, rather than by journalists.”  And once again they did feel the need to bold those specific phrases so there would be no confusion.  So putting this all together, Seeking Alpha is a blog written by investors seeking to provide financial advice with regard to the stock market.  They are not journalists, which I believe is a two-fold point.  They are not writing news so if you are looking for stock market news, turn around and run the other way.  Secondly, they are investors not journalists, but specifically not stock market (Wall Street Journal?) journalists.  They are not judging companies based on the news of that company.  Well really they are, but that’s not why they are here.  They are here to take the news and take the history and take the products and take the numbers and take their own investment experience and coalesce all of that information into a coherent opinion of the company specifically with an eye toward consumer advice.  Really this just makes them bad editorial journalists and product reviewers, but I digress as that’s an argument for another time.  Now I apologize for having spent my first 500 words on this website and I’m sure you’re wondering what any of this has to do with games and gaming, but don’t worry I’m getting there.

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Pissing on Facebook

Now that is Streaming Media

An open letter to all my Facebook friends.
Is this really the best we can do?

I did some interesting things to day:

  • I went to a museum with my students, looked at stuff, got lost, distracted, ended up in a place I never intended to be and learned something new, engaged in random and unpredictable conversations with students and, twice, with a complete stranger;
  • I sat around a table over food and drink with my students and a colleague and talked about everything from writing to shopping for shoes to near misses with DC traffic to communications technologies.
  • I walked around in public with my students in the rain talking about our lives.
  • I wandered up to our department offices for no particular reason just to see who was there and engage them in random conversations about anything whatsoever.
  • On my way into the library, I spotted a librarian friend whom I hadn’t seen in several weeks and just went over to talk with her about nothing in particular. . .a conversation that suddenly turned thought-provokingly particular.

The day isn’t two thirds over yet and I’m exhausted.  Talking with people face-to-face, especially in groups, you never know what is going to happen.  Things get unpredictable very quickly and you have to work hard to keep up.  But people inspire you, provoke you, piss you off, and you feel better at the end of it, larger somehow, more substantial.

The latest Facebook overhaul (really just the first stage in a comprehensive roll-out of new services and functions) promises to leave me feeling a lot less exhausted in the future.  It also promises to leave me, or rather, to leave all  of us, shadows of our former selves.

Treatise Concerning the Principles of Human Kn...

Image via Wikipedia

Hard to believe but the Artificially Intelligent blog is now almost three years old.  Quite a lot of virtual ink under the bridge since then.  I thought it appropriate therefore to use the anniversary both to reflect on a piece of the past and to start something new.  This will be the first in a series of posts over the next few weeks attempting to think through what I term the “Monkeys Typing Hamlet” problem but which others refer to as “Crowd Sourcing.”

Quite some time ago I wrote about the facile reporting in a Newsweek article that described the imminent demise of crowd sourcing.  I haven’t changed my mind about the article.   It is still a perfect example of contemporary journalistic practice and therefore an indictment of everything that is wrong with the training and practice of many mainstream journalists today.  But the article struck a chord with me for an entirely different set of reasons.  Consider this portion:

There’s no shortage of theories on why Wikipedia has stalled. One holds that the site is virtually complete. Another suggests that aggressive editors and a tangle of anti-vandalism rules have scared off casual users. But such explanations overlook a far deeper and enduring truth about human nature: most people simply don’t want to work for free. They like the idea of the Web as a place where no one goes unheard and the contributions of millions of amateurs can change the world. But when they come home from a hard day at work and turn on their computer, it turns out many of them would rather watch funny videos of kittens or shop for cheap airfares than contribute to the greater good. Even the Internet is no match for sloth.

That’s why Wikipedia’s new recruiting push will not rely merely on highfalutin promises about pooled greatness and “the sum of all human knowledge.”

You can sense the authors’ delight here in being able to get a few digs in at those who have the temerity to believe in “pooled greatness” and who actually care about big ticket items like the state of human knowledge.   You can feel the satisfaction in declaring these kinds of dreams no match for the unstoppable power of LOLCATS.  There’s nothing quite as distinctive as the smell of superiority.  Then it hit me.

I could have written this piece.

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Along with the predictable cavalcade of Viagra ads and missives from prominent Nigerian businessman asking me to help them take care of an unexpected financial windfall, my e-mail today included the following piece of news from Sony Online Entertainment:

Dear Star Wars Galaxies™ Community Member,
We write to you today to inform you that on December 15, 2011, Sony Online Entertainment (SOE) and LucasArts will end all services (MMO and Trading Card Game) for Star Wars Galaxies (SWG). The shutdown of SWG is a very difficult decision, but SOE and LucasArts have mutually agreed that the end of 2011 is the appropriate time to end the game.
We are extremely grateful to all of the SWG fans. We have had the rare opportunity to host one of the most dedicated and passionate online gaming communities and we truly appreciate the support we’ve received from each and every one of you over the course of the past eight years.
In recognition of your incredible loyalty, we are extending special Fan Appreciation offers to the current SWG community. We also plan to go out with a bang with a galaxy-ending in-game event in December and hope to see you all there. The details relating to these offers and events as well as the timeline and specifics regarding the discontinuation of the service, are provided below.
Again, we want to extend our heartfelt thanks to our player community for making SWG one of the best online communities in gaming history.
Sincerely,Sony Online Entertainment & LucasArts

Now in some ways I’m not surprised.  I haven’t played Star Wars Galaxies (which first launched in June of 2003) since 2006.  I’ve written in some detail about how much I loved the early version of the game, a love only surpassed by my dislike of the so-called “New Game Enhancements and my disappointment at watching the game turn into a shadow of its former glory.

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In the month or so since L.A. Noire has come out, I have read review after review proclaiming it to be a revolutionary game.  I have heard this before.  Reviewers call games genre-changers or “like nothing I’ve ever seen before” or innovative or even, if you’ll excuse the terrible pun, “game-changers”.  I hear this yet again and I am once again disappointed in its usage and game reviewing as a whole.  Let me be clear, L.A. Noire is not a bad game.  They accomplished what they set out to do, but having completed the game (+/- a few somewhat repetitive side missions) I have seen very little to justify such accolades as mentioned above.

L.A. Noire is a detective game.  The game is set in 1947 Los Angeles. The player starts as a patrol officer and progresses through several different crime desks and police stations.  The 40s have become an overused setting of late, but I find this forgivable because of their lesser used character choice.

The gameplay is befitting of the game though again not necessarily revolutionary.  The game employs an evidence system somewhat reminiscent of The Curse of Monkey Island in its simplicity.  Basically, music cues the player that he is near evidence.  Once selected, the player “examines” (rotates…) the evidence until the game informs him that this is relevant in some way.  The player then questions people of interest at the given location. These interrogations are new for Rockstar because, while this studio has been one of the principle proponents of open-world gameplay, they have a tendency to not have a karmic aspect and/or not allow speech decisions.  The player watches short cutscene introductions and must listen closely.  At the end of the cutscene, the player must decide whether he believes the last statement to be truth, doubtful, or a lie which the player must support with evidence collected throughout the case.  What results is a combination of Rockstar’s typical cinematic narrative style with a clue-based lie-detector minigame.  If anything, this is revolutionary for Rockstar.  I also do not consider a lie detector system to constitute real speech by itself.

I have heard one realistic claim to innovation that Rockstar could boast in this game.  I read a review explain Rockstar’s new methods of voice and facial expression capturing. I will admit that the detail in faces and facial expressions was very skillful and with such a star-studded cast including John Noble of Lord of the Rings and more recently Fringe, it was nice to look at in-game characters and see detailed representations of their real-life counterparts.  Character detail is nice.  It adds to immersion, but detail alone does not make a game.  I enjoyed L.A. Noire and I recommend trying it, but I ask that we all just take a moment to think about the real meanings of some of the words we use to describe games.

Game reviewing doesn’t really understand what it is or what it is supposed to be yet.  Reviews have a tendency to focus on consumer advice.  Pressure is added to this whenever the game is particularly hyped or coming out of certain studios. The problem with throwing around words like “revolutionary” and “innovative” is that they spread like wildfire.  If one review uses them, all the others have to or their reviews will be buried under the oncoming tidal wave of hype.  It is what it is, but, at the same time, it is bad policy especially for gamers that are on the fence looking for a real idea of what they would be buying into.  In any case, this has been a refreshing comeback from a long absence of game-related writing and I invite any and all to comment as you will.  I could use a good game discussion.

One of the things that continues to fascinate me about videogames is that they are thoroughly mainstream. . .and yet they aren’t.  They are mainstream in the sense of being massively popular and the preferred leisure activity of a large and increasingly diverse segment of the population.  But they are not mainstream in the sense that our culture still doesn’t really “get” games.  This is not, I hasten to add, a woes-me complaint that mommy and daddy culture don’t really understand us (sniff).  Hell, most gamers I’ve met don’t really “get” games.  They do all the things that the non-gaming sections of our culture do, either through inclination or force of habit: they approach games in a pure consumerist frenzy, they see them as simple outgrowths of other media and activities or, alternately, as something supposedly so radically different that they can’t be compared to anything else and hence none of the rules apply.

A major reason why games are mainstream but not is because on the cultural stage the conversations are controlled by people who by and large are not videogame players: Concerned Parents, professional rabble-rousers, politicians, moral crusaders and, sadly, not a few opportunistic scholars (although the number of game studies “scholars” who have a limited experience with games has certainly diminished compared with when I entered the field).  Again, however, it is important not to let game players and the game industry off the hook.  All too many players and developers have taken themselves out of the conversation through their belief that games themselves are capable of saying little more than “play me and leave me.”

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