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Fox News' Special Report suggested that a "deal" in the health care bill was sought by
Sen. Chris Dodd (D-CT) for a proposed hospital in Connecticut and discussed other purported
"deals" for Tennessee and Louisiana. In fact, Connecticut would potentially have to compete for
funding against other states, and Republicans and Democrats have said that provisions for
Tennessee and Louisiana are crucial to fixing an imbalance in Medicaid funding in those states.
Special Report, Sean Hannity make claims of "special deals" in health bill
From the March 19 broadcast of Fox News' Special Report with Bret Baier:
BRIAN WILSON (correspondent): Deals still alive for the moment? Well, Republicans claim that
Democrat Bart Gordon changed his vote from "yes" -- from "no" to "yes" after he got $100 million
for Tennessee hospitals that treat the poor. Other deals still in play? Yes, the Louisiana
Purchase: $300 million in Medicaid money is still alive; Connecticut hospital handout -- $100
million sought by Senator Dodd.
From the March 19 edition of Fox News' Hannity:
HANNITY: Retiring Congressman Bart Gordon is doing a 180 as well. Now he voted "no" in November,
but after securing millions of dollars in Medicaid funding for low-income patients in his home
state, well, he's now in the "yes" column.
CT not the only state eligible for hospital funding; also sought by GOP Gov. Rell
Connecticut would reportedly have to compete for the hospital funds. The
Hartford Courant
reported that Connecticut would have to compete for the funds. Also, Dodd
reportedly said that at least 14 other states could apply for the grant.
Funding for health care facilities would be decided by Health and Human Services
secretary. The
text of the Senate health care bill as passed states that the $100 million grant for
"infrastructure to expand access to health care" "may only be made available by the Secretary of
Health and Human Services upon the receipt of an application from the Governor of a State" that
meets certain requirements:
(b) REQUIREMENT.-Amount appropriated under subsection (a) may only be made available by the
Secretary of Health and Human Services upon the receipt of an application from the Governor of a
State that certifies that-
(1) the new health care facility is critical for the provision of greater access to health care
within the State;
(2) such facility is essential for the continued financial viability of the State's sole public
medical and dental school and its academic health center;
(3) the request for Federal support represents not more than 40 percent of the total cost of the
proposed new facility; and
(4) the State has established a dedicated funding mechanism to provide all remaining funds
necessary to complete the construction or renovation of the proposed facility.
Proposed UConn hospital part of Republican Gov. Rell's health care proposal.
Connecticut Gov. M. Jodi Rell, a Republican, has reportedly
proposed a $352 million University of Connecticut Health Center that would rely on $100
million in federal funds available as a grant in the health care bill under the provision
inserted by Dodd.
Funding for TN hospitals sought by Dems, Republicans to fix Medicaid imbalance
Under health care bill reconciliation "fix," $100 million in Medicaid would go to
"disproportionate share hospital" payments. Changes proposed to the Senate health care
bill included a section that, in part, gives disproportionate share hospital (DSH) payments to
states that otherwise would receive no payments after FY2011. The House Rules Committee summary
of the changes describes Sec. 1203:
Sec. 1203. Disproportionate share hospital payments. Lowers the
reduction in federal Medicaid DSH payments from $18.1 billion to $14.1 billion and advances the
reductions to begin in fiscal year 2014. Directs the Secretary to develop a methodology for
reducing federal DSH allotments to all states in order to achieve the mandated reductions.
Extends through FY 2013 the federal DSH allotment for a state that has a $0 allotment after FY
2011.
Entire TN delegation asked Energy and Commerce Committee to deal with the fact that the
state is scheduled to get no DSH money. As
reported by the Nashville Business Journal, a May 2009
letter from Tennessee's entire House delegation -- consisting of both Democrats and
Republicans -- to the House Energy and Commerce Committee requested DSH funding. According to the
letter, Tennessee had given up DSH funding in 1993 when it created a special state insurance
program, TennCare, in lieu of traditional Medicaid. The letter added that, since March 2006,
Tennessee hospitals have "returned to a traditional Medicaid population," but are not getting DSH
payments, unlike almost every other state. From the letter:
As you may know, with the onset of the TennCare waiver in 1993, the state agreed to eliminate the
DSH payment for Tennessee, using the rationale that the majority of the uninsured and uninsurable
would have the opportunity to enter the new TennCare program and, consequently, hospitals would
be getting TennCare reimbursement for the majority of the patients that would have been charity
care patients. Although there was an initial 25 percent-decline in charity care under the
program, the cost of charity care in Tennessee hospitals returned to pre-TennCare levels by 2000
and has continued to grow at a pace consistent with hospitals across the country. As of March
2006, the state Medicaid program began to disenroll adults who were eligible for TennCare as
uninsured or uninsurable previously. This leaves Tennessee hospitals in the dilemma of having
returned to a traditional Medicaid population covered by a Medicaid program with no DSH payment.
Tennessee is one of only two states with no DSH payment. The other state is
Hawaii.
Tennessee reportedly got temporary fixes in the past. The Nashville Business
Journal article also reported:
The imbalance has existed since Tennessee gave up its payments when it created TennCare in the
1990s -- and it has been similarly addressed by lawmakers in the past. Early last year, a $32.8
billion bill to insure poor children included a provision extending DSH payments to Tennessee
hospitals by $30 million a year for two years.
TennCare spokeswoman Kelly Gunderson said the majority of Tennessee hospitals receive some level
of DSH payments.
Provision affecting Louisiana fixes Medicaid gap caused by Katrina, Rita
Funding would fix FMAP rates for "certain states recovering from a major
disaster." The Senate bill as passed
includes a provision -- often referred to as the "Louisiana Purchase" by conservative media
-- that would adjust the Federal Medical Assistance Percentage (FMAP) rate for "certain states
recovering from a major disaster." The bill requires that it only apply to states "for which, at
any time during the preceding 7 fiscal years, the President has declared a major disaster" and
"determined as a result of such disaster that every county or parish in the State warrant
individual and public assistance or public assistance from the Federal Government."
The Department of Health and Human Services states that
FMAP is "used in determining the amount of Federal matching funds for State expenditures for
assistance payments for certain social services, and State medical and medical insurance
expenditures. The Social Security Act requires the Secretary of Health and Human Services to
calculate and publish the FMAPs each year."
Times-Picayune: Temporary post-Katrina
spending "spiked" per capita income "long enough" to skew Medicaid funding formula, causing state
Medicaid funding shortfall. The Times-Picayune
reported on January 22 that "FMAP refers to the percentage of a state's payments under
Medicaid that are covered by the federal government. Louisiana usually gets a higher match
because of how poor the state is, but because of all the recovery and rebuilding money that
poured in after Hurricanes Katrina and Rita, state per capita income spiked long enough to throw
the formula out of kilter and threaten to blow a hole [in] the state budget. [Sen. Mary]
Landrieu's fix was, according to state officials, only the beginning of a solution for a huge
Medicaid shortfall the state is facing." The article stated that Landrieu said "attaching the
Medicaid provision to a health-care bill made sense, and there is no obvious and feasible
legislative alternative."
Jindal: "If not corrected in Washington, D.C.," FMAP problem will cost $500
million a year. Louisiana Republican Gov. Bobby Jindal's fiscal year 2010-2011
budget proposal states that the "Louisiana state government faces significant, multi-year
budget challenges, compounded by a faulty federal FMAP formula that, if not corrected in
Washington, D.C., will cost the state approximately $500 million a year in Medicaid funding,
impacting services for the poorest in our state, and often those who need care the most." The
proposal also says that "[w]hile there is discussion in Washington about extending the enhanced
federal Medicaid match rate for six months for all states, without a permanent fix to Louisiana's
faulty FMAP calculation, combined with the loss of federal stimulus funding, Louisiana will still
face a projected $1.7 billion shortfall for FY 12."
Publication Date: 2010 Mar 17 PMID: 20237286Authors: Tubing, F. - Vendra, G. - Mikl, M. - Macchi,
P. - Thomas, S. - Kiebler, M. A.Journal: J NeurosciLocalization of mRNAs to postsynaptic sites and
their subsequent translation is thought to contribute to synapse-specific plasticity. However, the
direct visualization of dendritic RNA transport in living neurons remains a major challenge. Here,
we analyze the transport of Alexa-labeled RNAs microinjected into mature hippocampal neurons. We
show that microinjected MAP2 and CaMKIIalpha RNAs form particles that localize into dendrites as
their endogenous counterparts. In contrast, nonlocalizing RNAs or truncated CaMKIIalpha, lacking
the dendritic targeting element, remain in the cell body. Furthermore, our microinjection approach
allowed us to identify a novel dendritically localized RNA, Septin7. Time-lapse videomicroscopy of
neurons injected with CaMKIIalpha and Septin7 RNAs demonstrates fast directional movement along the
dendrites of hippocampal neurons, with similar kinetics to Staufen1 ribonucleoprotein particles
(RNPs). Coinjection and simultaneous visualization of two RNAs, as well as double detection of the
corresponding endogenous RNAs, reveal that neuronal transcripts are differentially sorted in
dendritic RNPs.post to:
CiteULike
It's official: Aksys Games is localizing BlazBlue: Continuum Shift for
North America. Continuum Shift, the sequel to Arc System Works' high-resolution 2D
fighting game, will be released on Xbox 360 and PS3 this summer. Like the Japanese release, this
updated version adds new
characters.
It also adds new modes, including a Beginner Mode, which simplifies the control scheme, a Challenge
Mode with specific missions for each character, and Legion Mode, a mini-strategy game in which
players fight enemies to gain control of a map.
"If you're not on the hype train this time, you're missing out on the latest greatest 2D game from
Arc", Aksys marketing director Gail Salamanca said in a quote we can't help but pass along, "GET
HYPE, CHOO CHOO!"
It's official: Aksys Games is localizing BlazBlue: Continuum Shift for
North America. Continuum Shift, the sequel to Arc System Works' high-resolution 2D
fighting game, will be released on Xbox 360 and PS3 this summer. Like the Japanese release, this
updated version adds new
characters.
It also adds new modes, including a Beginner Mode, which simplifies the control scheme, a Challenge
Mode with specific missions for each character, and Legion Mode, a mini-strategy game in which
players fight enemies to gain control of a map.
"If you're not on the hype train this time, you're missing out on the latest greatest 2D game from
Arc", Aksys marketing director Gail Salamanca said in a quote we can't help but pass along, "GET
HYPE, CHOO CHOO!"
The shortest way to describe this is that Google is no longer a verb. It's becoming
a noun. Not just the few clicks to find information, but the information itself and the
experience surrounding it.
Today, we get to add Google's chapter to "Will One Company Dominate
the Cloud" introspective series and take a glimpse of the silent revolution from "index" to
"be" that is transforming the company and it's products to the default way to engage the
Internet.
As fate has it, Google done us a big favor in preparing for this piece. The company has launched
an assault on the enterprise with its movement in the Google App Engine, having a
stand-off with China, and negotiating with the EU. And that was
just a bit of Google
news from this week.
Sponsor
Whereas it's a bit more clear where Amazon and Cisco win (our
recent analysis) as they head towards the cloud, with Google it takes a bit more expansive view.
We have to take the focus out a bit, to be able to dial in on the details.
Acknowledgment: Developers are the Products they Build
We recently had the opportunity to sit down with Tim Bray. He has been a key contributor and thought leader
in key areas of interoperability and information design, including his leadership in bringing XML
to the world. He recently announced that he's joining Google and focusing on Android in a
transition from Sun.
Several things struck us about our dialog that we think are key for Google.
First, when Bray described his new job at Google, he talked about what he wanted to do and what
he saw that needed to be done. Within three days of being there, he has a sense of ownership of
the companies products and mission. In some organizations, you may never get such a luxury.
Second, Bray described his opportunity to "roll up his sleeves" and get back in the groove as a
developer on a project he feels passion for. He mentioned his desire to take the open APIs of
Android and expose some of the information in a more portable way, for example to transfer a call
log from one phone to another. A very interesting project, with tangible results. This type of
innovation lives on top of all the work the company has done to make the API exist, and to
attract individuals who are willing to rethink how it should really work.
We think that this is the most interesting thing about where Google is right now. It's "open"
mantra gives the company the ability to see a whole generation into the future of information
channel disruption. And, by bringing in "no holds barred" developers like Bray and a legion of
others, the company is patiently solving problems that many of us don't even know exist.
Lastly, Bray said something that caused us some deep thought.
His comment, "when the Drizzle team was moved into Google, they
just kept working on the their open source project and things stayed nearly the same."
What caused us to pause was that open source development, whether Linux or XML, gives the
developer, as a person, a way to contribute to the world. And it's documented. If the Internet
was the Bible, leading a key open source initiative, is like getting your own chapter in the
book, where time will be the judge of your actions. Much better than your manager alone.
To know that hard work, intellectual capital, libraries are available to the world after the
contract is complete. This really speaks to the artist in us, in a way, the paid open source
developer is using Google as a canvas.
If working at Google offers this emotional spark to employees, it will gain entirely new
efficiencies in solving the big problems, in the context of individual efforts. Maybe this open
source spirit is embedded into Twitter, and is why it works. We like to contribute to our version
of the greater good...and want fans to cheer us on.
What we learned; acknowledgment matters, and connections to the whole population of people is an
amazing vehicle. Google: become an indie rock star - with the strength of grep.
All of the Information on Earth
Google's destiny to become the hub of the worlds information is
intertwined with history. And this comes with artifacts of policy and posturing. To start with,
not everyone agrees that Google should achieve a dominant cloud position. As we're noticing,
stopping it is another matter.
We'd like to suggest that in 2010, the company is not shy about stepping towards its future and
will use its power, technology, and cash to stir it up. Here is our list of organizations in the
world that Google has, is, or will be, continually bumping into in its quest for cloud
information dominance.
China (counties own the filters for the people)
ATT (service providers own consumer on the network)
Penguin (book publishers own the words in the texts)
Visa (financial institutions own the digits in the transactions)
Facebook (social networks know the details)
Amazon (commerce sites own the decision point)
Twitter (owns "what's happening")
Microsoft (owns the computer applications and files)
Open can be a Key to Unlock Doors
We see both practical and strategic reasons that Google has a
deep connection with the open source movement. Strategically, being the new optimized layer,
removing all historic barriers to information give the company more leverage. Practically,
solutions can be built where information is free.
Reviewing a few examples, such as Google Earth, Android, and even GMail and we see that where
there are open protocols and information disruptive products can be built. Once they are built,
the Google wields a significant economic advantage in binding the worlds information assets and
converting them to eyeballs.
Here, we take a quick look at the information assets that Google is investing the global cloud.
Results: Google has moved away from Page Rank to "Closest Object" in it's
default results. What this means is that many businesses today show up as widget in the results
in google with embedded links, maps, and other efficiencies.
Ads: This is perhaps the best known and most valuable insight and unique
asset, who wants to pay for what customer
Realtime index: Google has worked to keep up with Twitter's realtime firehose
Semantic index: The company continues to add more and more microsyntax parsers
into its index, giving more controlled tools for publishers
GMail: It had to be done. And it is monetized.
Documents and files: Google Docs and the Apps Marketplace create a whole new
stream of information about an individual. Private, personal, and shared.
Mobile transactions: This is an interesting sample of where Google's strategy
to build the Android OS pays off in the cloud. Not only does Google get to connect mobile to
the rest of the offerings, but also to be able to dial in on movements, calls, and other
critical tasks in our real-time lives.
Books: Indexing all of them, first is an interesting piece of the strategy to
break apart historic containers of knowledge. Is the book copyrighted? How about the quote?
Browsers: The browser knows a lot. Google's Chrome moves it from being default
search, to being default experience. This was a great example of where access to information
"Faster pages" is the simple value proposition for consumers to switch.
Filters: Protecting companies, trademarks, and interpreting the legality of
free speech. Someone has to do it, if we're all one people.
Health transactions: Google has even taken on one of the most sensitive
challenges, private health information. And, it's connections to legacy systems that prefer EDI
to JSON.
It's clear that Google is making progress. What we've also learned in this review is that the
companies biggest asset - people - may scale to solve problems in lightweight ways that entire
teams and companies haven't been able to in the past. Perhaps being open, or transparent, gives
the company a unique advantage in being prepared for a cloud future.
Is the cloud where the action is?
What verb would you be if you were hired at Google?
ASPEX, a company that makes desktop scanning electron microscopes (SEMs), is running a promotional
campaign under which anyone can mail them a sample, which they will then image under one of
their SEMs. The results will be posted on their webpage, and all for free! Challenge: Take
advantage of their offer to produce publishable data! [via Boing
Boing]
Kris Meeke (Peugeot 207) a dominé la super-spéciale du rallye d’Argentine,
3-ème manche de l’Intercontinental Rally Challenge, vendredi à Carlos Paz.
L’Irlandais ...lire la suite
Mozilla confirmed yesterday a critical vulnerability in the newest version of Firefox, and said
it would plug the hole by the end of the month.
Although the patch won't be added to Firefox before next week's Pwn2Own browser hacking
challenge, researchers won't be allowed to use the flaw, according to the contest's organizer.
Récent lauréat du Challenge Espoir Région Bretagne, Anthony Marchand est enfin
dans l'action tant attendue pendant ces quatre derniers mois de préparation de sa
première saison en solitaire. Il court actuellement la première course de la saison,
la Solo Figaro Les Sables avant d'entamer un copieux programme de cinq épreuves en solitaire
et d'une épreuve en équipage.
Chris Frates / The Politico: Democrats
challenge authenticity of ‘doc fix’ memo — An earlier
post in this spot detailed what was purported by Republicans to be an internal Democratic memo
regarding the upcoming health reform vote Sunday. Democratic leadership has challenged the
authenticity of the memo.
[‘Design Diversions’ is a biweekly GameSetWatch-exclusive column
by Andrew Vanden Bossche. It looks at the unexpected moments when games take us behind the
scenes, and the details of how game design engages us. This time -- how emotional design can make
us think about not thinking about violence.]
Senseless violence in videogames is fun, but more importantly, it can also be intellectually
stimulating and thought provoking. While designers and critics alike cry out for more depth in
games, pathos is not the only path to artistic merit. For a medium that's constantly patronized,
misunderstood, and derided even by its supporters, sometimes satire and irony is the best way to
get a point across.
This is the philosophy of Grand Theft Auto: Vice City, as
the most unapologetic of that series so lambasted by those who were the target of the
game’s satire. The ultraviolent and candy colored Vice City is an excessively pink world in
which violence is comical and cartoonish. Violence in this game is already highly desensitized.
Pedestrians die, but after their bodies despawn the world will be back to normal as if nothing
happened, maintaining the status quo like a TV serial.
It's the worst possible environment for a serious engagement with issues of violence, but it's a
great environment to engage with how we depict violence. Most games take the opposite position of
Haunting Ground, and are designed to soften, justify, or excuse violent actions so that players
feel like heroes instead of murderers.
It's the same treatment summer blockbusters get. But unlike most of these media, Vice City goes a
step further. This is a game that mercilessly skewers the groups most opposed to its existence,
freely leaps into self parody, and satirizes the cultural attitudes towards violence that
ultimately gave it form. By the end of Vice City it's clear that everyone from the mob to the
talking heads on the radio are guilty of the same violence as the protagonist. No one in Vice
City is innocent, and neither is anyone in the world.
How to Take the Sense Out of Violence
While technology makes blood and gore more realistic, game designers continue to construct this
violence to minimize its impact. In the goriest of games (like Mortal Kombat) violence is there
to thrill or disgust, not to inspire existential terror. Designers (and gamers) get excited over
realism, but we want it for specific reasons. Despite how much we clamor for realism in graphics
and physics, emotional realism actually gets in the way of enjoying games like Grand Theft Auto.
For this reason GTA4 has actually been criticized for being too realistic. GTA4 succeeded in its
attempt to be more serious and taken more seriously, but it resulted in a different game
experience--one that many fans hadn't been looking for and subsequently found in the much less
serious Saints Row 2.
GTA4’s Nico feels more like a person than the caricature that is Vice City’s Tommy
Vercetti, and for that reason it can be hard for players to engage senseless violence. Even the
normal missions feel a little odd considering the sheer number of people you kill, creating a
scenario in which the gameplay and story don’t quite mesh.
Abstracting Emotion
Trauma Center is an interesting example of a game that uses abstraction to eliminate
squeamishness. This is a game inspired heavily by medical dramas with surgery-based gameplay.
Medical dramas have a wide appeal; exposed organs do not. Surgeons and other medical
professionals have to get used to blood and guts, but most people are pretty squeamish about
that. Even the bloody fantasy violence of the average videogame can be less intense than the
exposed entrails of a living human. Because of this, the designers went to great lengths to
create a representation of the human body that wouldn't be grotesque.
Naoya Maeda, the lead 3D and event designer said on the Trauma Team web site that he came up with
this abstract approach while thinking of how a surgeon would see the entrails. What's interesting
about this approach is that the more realistic option may be less "true." In the game, the player
is a doctor and revulsion is not part of the experience. In the same way, Tommy Vercetti attitude
towards human life is pretty obvious from the way pedestrians are depicted.
A World of Mannequins
In violent videogames, it’s common to dehumanize the enemy so that players can feel
justified in killing them. Zombies, robots, and aliens all serve their roles. With human
opponents, it’s common to make them as evil as possible, which may be why WWII is the
favorite FPS genre and Nazis the favorite foe. Ultimately though, the greatest tool for removing
humanity is simply to leave them undeveloped.
The civilians in GTA don’t mourn, cry, or express themselves. Because they don't exhibit
sympathetic actions, it's hard to empathize with them. They exist only to run screaming like
Godzilla was stomping through the city. Vice City is inhabited by crash test dummies that respawn
endlessly no matter how many times they die. It’s similar to watching Bugs Bunny gets
blasted point blank with a shotgun: the next second, he's up and chomping carrots.
No matter how many times the player dies in GTA, or however many generic citizens he wastes,
everything in the world will be respawning and back to normal in minutes. In this way, actions
that would normally appear reprehensible loose all their emotional impact. If GTA was an accurate
murder simulator, depicting the horror of real-world violence and murder with unflinching
accuracy, the nightly news stories would have been about kids getting PTSD.
Sensitive Violence
If there is a flaw in this form of violence in videogames, it’s that it isn’t violent
enough. It’s emotionally casual, designed specifically to not challenge the player’s
feelings of empathy or guilt. Although it takes a lot of design work to make sure the player
won’t feel sorry for the extras, seeing how many pixilated crash-test dummies you can run
over isn’t emotionally challenging for the player.
Haunting Ground has a near-opposite outcome, but the design is obviously quite intentional.
Compare GTA to the visceral Manhunt, and you can see that Rockstar is quite capable of creating
an experience uniquely tailored to inspiring certain emotions. That’s a game that really
does make the player feel like a murderer.
So Vice City is engineered for players to be as violent as possible without thinking about it.
This is where a lot of game stop, having accomplished their purpose, and just let the player have
fun. But Vice City fills the game with relentless satire, and this cleverness works in part
because it's so violent. The result is a game about thinking about not thinking about violence.
Whose America?
The talk radio blabbering about videogame violence is underscored by the incredible violence
perpetuated by the player. With Tommy Vercetti chaining rows of exploding cars and fighting
everything from SWAT to the US Army, the irony of legislating against bleeding pixels isn’t
lost on the player.
The jingoistic ads run by the game's gun stores unsubtly implicate that GTA is not the cause of
America's attitudes towards violence, but a product of it. The entrepreneurial rise of the main
character reflects a certain pulling-yourself-up-by-your-bootstraps-attitude that, along with
this construction of violence, satirically constructs Tommy Vercetti as an ideal American.
Vice City is violent videogame about America’s attitude towards violence. Vice City came
out after GTA 3, and it was born while the immediate reaction to that game was fresh in the minds
of its audience and opponents. As the in game talk show parody unfolds, extremists from all sides
fight over which vision of America to cram down the rest of the country’s throat while the
player is laughing at them and having a grand old time.
While the guests on talk radio worry about fictional violence, their world is being blown up by
the player on a regular basis. After mowing down the city in a tank, players may wonder why they
aren't the ones being discussed on the news. Shouldn't they be thinking about real violence?
Shouldn't the player? It's fun to live the American Dream as Tommy Vercetti, but is this bitter
satire worth bringing to reality?
Even though Vice City goes to great lengths to create emotionally uninvolved violence, it wants
the player to be conscious of how different this is from real world violence. At the time, the
charge levied against the playerbase and the industry was that videogames confused the two. With
the pitch perfect satire of radio pundits and activists, Vice City invites the player to think
about whether the game is more damaging to society than the people trying to ban it. Rockstar has
a clear agenda, of course, and stacks the deck in their favor. Even so, that’s a lot to
think about for a game that’s not supposed to be about thinking at all.
Pathos certainly has its place in videogames, and it's certainly something we need more of. A GTA
like game that forced players to confront the realities of murder would be an interesting idea.
It couldn't work as a satire, and it wouldn't really be fun, but that’s just fine as
it’s another way to engage the player. One of the great things about survival horror games
like Haunting Ground is that they've proven that games don't necessarily need to be fun to be
compelling.
But let's not underestimate Vice City just because it makes us laugh.
[Andrew Vanden Bossche is a freelance writer and student. He has a blog called Mammon Machine, which is updated less often than this
message, and can be reached at AndrewVandenB@gmail.com]
A non-profit organization
called Reboot has a mighty challenge for you this
Friday night: Power down your cellphone, let your FarmVille crops languish and sign out of Skype
for a full 24 hours. What do you think: Can you hack a single day sans technology?
We’re seen efforts of this nature before — remember when John
Mayer wanted you to make like a Luddite for the first week of 2010?
But this event, which Reboot is calling The National Day of Unplugging, goes the extra mile with
promotions (ironically enough) through Facebook, Twitter and
a website called the Sabbath Manifesto (the day itself is part of a larger movement called the
Sabbath Manifesto, a movement started by a group of Jewish artists, writers, filmmakers and
social media professionals seeking to integrate traditional rituals into their modern lives).
There will also be a series of events in New York, Los Angeles and San Francisco (according to
Reboot, they’re private and space is limited). All guests at these events will be asked to
check their phones at the door, where they will sleep the next 24 hours away in a cell phone
sleeping bag [pictured above].
Tanya Schevitz, a Reboot rep, told us that the idea is spreading. “We are hearing from
people all over the county –- and beyond –- that they will
create their own events, gather with friends, family, etc. to embrace the Sabbath Manifesto and
the National Day of Unplugging,” she said.
Participants are also encouraged to sign on to the Sabbath Manifesto website and report back on their technological withdrawal
experiences.
This venture is certainly interesting in light of recent stats that point to our society’s
obsession with technological
communication and increasing fascination with social media.
“There’s clearly a social problem when we’re interacting more with digital
interfaces than our fellow human beings,” said Dan Rollman, Sabbath Manifesto creator and
founder of the Universal World Record Database. “Rich, engaging conversations are harder to
come by than they were a few years ago.”
What do you think? Do you think digital communications are eroding our ability to truly connect
with others? Or do you think Twitter, Facebook and the like serve as channels to bring people
together? Let us know in the comments.
By Dave Stubenvoll, Co-founder and CEO of Wowza Media
Systems. The recent introduction of Apple's iPad has re-opened discussion around Flash and
Flash support, or rather, Apple devices' lack thereof. While this discussion brings to light the
conflict between the two corporate agendas of Adobe and Apple, it isn't really about Flash or a
methodology that Apple picked for video delivery. What it does begin to lay out, however, is a much
larger discussion about online video. The discussion widens even further as supporters of
alternative technologies and approaches like Silverlight, HTML5, and others begin to chime in with
their thoughts on the current and future states of online video. While each approach has its
merits, all of the technology options just mentioned present challenges to the online video
industry that may not be obvious right off the bat. One would think that having multiple technology
options/platforms would be a good thing for businesses and consumers, and it is, but only when the
market dynamics are right for it.
The e-book war between Amazon.com and Apple
is getting uglier. Dennis Johnson cites a report in
Publishers Marketplace (subscription required) that alleges that Amazon.com is
telling publishers that if they switch to an agency model (ala Macmillan) , they
will lose Amazon as a platform for both e-books and print.
This battle, which in many ways mirrors similar struggles between record labels and online music
stores, underscores some of the challenges that moving into widespread digital distribution for a
formerly non-digital product can bring.
The Agency Model Conundrum
Recently, Macmillian’s CEO John Sargent explained the agency model, as it relates to e-book
sales, in his blog:
“Starting at the end of March, we will move from the ‘retail model’ of selling
e-books (publishers sell to retailers, who then sell to readers at a price that the retailer
determines) to the ‘agency model’ (publishers set the price, and retailers take a
commission on the sale to readers).”
In other words, Macmillan wants to be able to control how much digital books are sold for on a
per-book basis. Much like music publishers fought (and eventually won) the right to sell certain
digital tracks or digital albums for more (or less, in some cases) than the $0.99 per track/$9.99
per album standard, publishers want that same control.
Amazon disagrees. And while it did acquiesce to
Macmillan’s position at the end of January, it apparently has no plans of making those
same concessions for future publishers.
In the Publishers Marketplace report, Michael Cader writes:
“At least one independent publisher of scale was told categorically by Amazon in a recent
phone call initiated by the retailer that Amazon would not negotiate agency selling terms with
any other publishers outside of the five initial Apple partners. This publisher was told that if
they switched to an agency model for e-books, Amazon would stop selling their entire list, in
print and digital form. In conversation, Amazon is said to have reiterated that as matter of
policy they are declining to negotiate an agency model with any publisher outside of the five who
have already announced agreements with Apple’s iBookstore.”
In other words, the agreements that have been made with the five publishers signed to work with
Apple — Macmillan, Harper Collins, Penguin, Hachette, and Simon & Schuster — will
not be passed on to smaller publishers.
It seems even the agreement with the other four publishers outside of Macmillan (known as Agency
Four) isn’t set in stone.
Cader also writes:
“The indications are that if the Agency Four have not finalized new digital sales
agreements with Amazon prior to the launch of Apple’s iPad, they could face delisting from
direct sale at Amazon, as Macmillan did.”
Translation: If those publishers don’t finalize a new digital agreement with Amazon before
the launch of the iPad, they risk being removed from
Amazon.com
Amazon Is Biggest Now, But For How Long?
Because it is both the biggest seller of e-books and print books, Amazon has enormous power in
the publishing industry. However, it’s unclear how long it will be able to play hardball
with publishers, especially as formidable competitors like Apple (with iTunes) and Google emerge.
Apple, interestingly, held a reverse stance with music executives for many years before finally
changing course in January of 2009 with the introduction of variable pricing. However, one reason
Apple was able to exert so much influence over record labels pricing was because until Amazon
launched its service (again, Amazon took the reverse approach with music, letting publishers set
variable pricing for tracks and albums), there was no real competitor in the digital music space.
Amazon isn’t quite as lucky. First, e-books have been around for years and are available in
a variety of formats from a variety of different storefronts. In fact, Amazon sold digital books
long before it introduced the Kindle.
The e-book market has evolved much more quickly than the digital music space, which leaves less
wiggle room for retailers, like Amazon, to exert pressure.
However, make no mistake, for smaller publishers, the risk of losing listings on Amazon.com is
still probably a big enough threat to have an effect.
We’ll keep following this situation as it develops.
We've already written up an analysis of the motions for
summary judgment in the Viacom/Google YouTube lawsuit, suggesting that Google's arguments seem
stronger. It still seems unlikely that either motion will persuade the judge to skip a trial
altogether, but the motions are certainly a bit of a preview of what to expect at any trial. Most
of the analysis out there sort of reiterates the talking points in the two motions, but Eric
Goldman highlighted an important point that got me thinking in that time is working
against Viacom here, as YouTube becomes more and more entrenched as a useful platform by the
day: Perhaps more importantly, the intervening time has been good to YouTube as a business
and as a brand. In this sense, compare Grokster to YouTube. At the time of the Grokster cases, it
was still very much an open question whether Grokster would ever evolve into a tool where
legitimate activity dominated. While we might still have had that same question about YouTube in
2006, by 2010 YouTube has answered that question resoundingly. YouTube's business practices have
matured, everyone has had positive legitimate experiences with YouTube (even behind-the-curve
judges), and it's clear that major legitimate players have adopted YouTube as a platform for their
legitimate activities. For example, YouTube's brief makes the point that all of the 2008
presidential candidates published YouTube videos as part of their campaign. I'm guessing no 2004
presidential candidates used Grokster for campaign purposes.
So as time goes on, YouTube solidifies a brand as a legitimate part of our information
infrastructure. As we learn that the YouTube story has a happy ending, I suspect judges become less
interested in punishing YouTube for past practices. For this reason (and others), I thought a lot
of Viacom's inducement arguments ran hollow because they ran counter to my brand impressions of
YouTube. I would also note that Viacom appears to be giving up its litigation over activity after
May 2008, so even Viacom seems to be happy with YouTube in its current form. Goldman goes on
to point out that this may bring up some challenges heretofore unfaced in determining how the
"inducement" standard works -- but, to me, it brings up an even more important issue: similar
lawsuits against Napster and Grokster moved faster. Lots of people have commented on the fact that
this particular lawsuit has taken three years from filing just to get to the summary judgment
motions to be filed -- and during that time, Goldman is correct, YouTube has had a chance to
mature, refine its business model, and do many things that we now find to be quite beneficial to
society.
The same thing likely would have happened to both Napster and Grokster, if they had been
given a chance to live. Executives behind each company repeatedly laid out strategies to mature
their business models and to work as partners with the industry. It's just that they never got a
chance to put those into practice because these sorts of lawsuits and rulings from judges forced
them (effectively) out of business. In YouTube's case, the slow pace of this particular lawsuit has
allowed it to firmly establish tons of viable, useful, valuable non-infringing uses -- to the point
that it's a platform used by tons of companies, politicians, individuals and more. If Napster and
Grokster had been given half a chance, they likely would have been able to evolve similarly.
And this is what is so painful about watching all these attempts by the entertainment industry to
kill off any new technology that disrupts an old business model. These lawsuits kill off those
technologies before the natural progression and maturation is allowed -- and because of that, we
all suffer.
Now, some will scoff and claims that Grokster was never going to turn into what YouTube is today,
but you're saying that with the gift of hindsight. A large part of Viacom's motion tries to suggest
that the two companies actually were quite similar -- but even Viacom is now admitting that
YouTube's business model was able to mature and adapt. Considering that we still don't have music
discovery, promotion and distribution tools as convenient as Napster was back in the day, this can
be seen as a real shame. These lawsuits killed off a useful path of exploration for legitimate
business models, and that's not only shameful but a waste of innovative effort. It's only through
the random quirk of a slow court that YouTube may avoid suffering the same fate.
Voilà une nouvelle qui devrait faire plaisir aux amateurs de handball : Neutron
Games est actuellement en train de développer un jeu en l’honneur de ce
sport. Nommé Handball Challenge, le soft, prévu à la fois
sur Playstation 3, Xbox 360 et PC se dévoile pour l’instant via un
court trailer. En attendant d’en savoir plus…
Michael Scott points us to a
rather surprising (given the source) piece in Ad Age asking if copyright is "the
buggy whip of the digital age." Of course, most regular Techdirt readers will not be surprised
to find that I agree with that statement wholeheartedly. It's a tool for a very different system
that isn't needed. If anything, I'd argue the situation is worse than with buggy whips. At least
with buggy whips, they could just fade away as the automobile grew in importance. Buggy whips
couldn't get in the way of the automakers. Copyright, on the other hand, is regularly used
to stifle and hold back new forms of creativity and to silence expression.
The article itself, by Judy Shapiro, is really a conference report from an event called "The
Collision of Ideas 2010," put on by the Copyright Clearance Center. It looks like they brought in a
lot of fantastic speakers, highlighting how copyright law doesn't fit well with what content
creators are trying to do, and how it's often being used to actively harm content creators. For
example: Mr. Hoffman, the filmmaker, gave a presentation where he confided how challenging
current copyright laws are for artists. As an example, he gave us detailed insights into the
challenges he had creating his critically acclaimed Sputnik documentary. He explained that half his
budget was spent on copyright fees alone. Most unfairly, he had to pay exorbitant copyright fees to
a network for old news footage they did not even have but which David himself had spent time to
ferret out. David openly concluded that, "it was better to open the floodgates" and let anyone use
his content than constrain its distribution. Unfortunately, Shapiro is getting beaten up in
the comments on that piece by folks who are doing the kneejerk thing of saying "but copyright is
good, because otherwise who will create!" Still, it's good to see that this debate is reaching a
wider and wider audience through conferences like this one and in the pages of AdAge. While you can
always expect the kneejerk response from folks who have always been told that copyright must be
good, the more people examine the actual issues, the more they'll recognize that as a tool, it's
current design is woefully misguided and very much against the principles for which it was
created.
Sensors and Actuators B: Chemical, Vol. 144, No. 1. (29 January 2010), pp. 81-87.
This study aimed (i) to assess the ability of electronic nose (e-nose) technology to differentiate
between blood samples of experimentally infected and non-infected subjects and (ii) to evaluate
e-nose responses given by volatile organic compounds in relation to the acute phase reaction
generated in the host. In an animal model of gram-negative bacterial infection (20 calves;
intratracheal inoculation of Mannheimia haemolytica A1), the concentrations of the acute phase
proteins (APPs; i.e. lipopolysaccharide binding protein and haptoglobin) were measured in serum
samples before and after challenge, and headspaces of pre- and post-inoculation serum samples were
analysed using a conducting polymer-based e-nose. Significant changes of certain e-nose sensor
responses allowed discrimination between samples before and after challenge. The maximal changes in
responses of sensitive e-nose sensors corresponded to the peak of clinical signs. Significant
correlations linked decreasing responses of multiple e-nose sensors to increasing concentrations of
APPs in the peripheral blood. Henri Knobloch, Wieland Schroedl, Claire Turner, Mark Chambers, Petra Reinhold
"The city of Amsterdam has been involved for several years in building Citynet, a partnership
between the city and two private investors to wire 40000 Amsterdam buildings with fiber. And it's
not just fiber, it's open access fiber - any ISP can sign up to use the infrastructure and deliver
ultra-fast Internet access. In 2008, the European Union ruled that the city's involvement in the
project was in fact legal, and that it was not improperly interfering in the market. We asked
Herman Wagter, CEO of the company that built Citynet fiber project, to talk about how he got the
job done, and to explain the challenges of rolling out fiber in a densely crowded European city."
In case you're wondering: no, I don't live in Amsterdam. My small hick town has plans for fibre
too, however.
From the customer’s perspective, it’s all the same. If it’s provided over the
Internet on a pay-for-usage basis, it’s a cloud service. Within the industry, we argue
about definitions more than is good for us. Customers look in from the outside and see a much
simpler array of choices.
Why is this important? It matters to how we market and support cloud services (of whatever ilk).
Yesterday EuroCloud UK (disclosure: of
which I’m chair) had a member
meeting, hosted at SAP UK headquarters, that covered various aspects of the transition to
SaaS for ISVs. From the title, you’d imagine it would have little content of relevance to
raw cloud providers at the infrastructure-as-a-service layer. (One of our challenges in the early
days of EuroCloud, whose founders are more from the SaaS
side of things, is to make sure we bring the infrastructure players on board with us). But in
fact, much of the discussion covered topics of equal interest at any level of the as-a-service
stack: How to work with partners? How to compensate sales teams? What sort of contract to offer
customers? How to reconcile paying for resources on a pay-per-use basis with a per-seat licence
fee? What instrumentation and reporting of service levels should the provider’s
infrastructure include?
And then came the customer presentation, by Symbian
Foundation’s head of IT, Ian McDonald. He was there as a customer of SAP’s
Business
ByDesign SaaS offering, whose team were hosting the meeting. But it soon became clear that
his organization’s voracious consumption of cloud services runs the gamut from high-level
applications like ByDesign and Google Apps through to Amazon Web Services, Jungle Disk storage
and file sharing (stored on either Amazon or Rackspace), even Skype. Symbian’s developers
still build their own website infrastructure using open-source platforms but that too is hosted
in the cloud. The imperative for Symbian, as a not-for-profit consortium, is to stay flexible and
minimize costs. An important part of that is having the capacity to scale rapidly if needed but
without having to pay up-front for that capacity.
For Symbian, relying on the cloud for the entirety of its IT infrastructure gives the cost
flexibility and agility of execution that it requires. It doesn’t differentiate between
infrastructure and applications as a service — what matters is that they are
delivered from the cloud in a usage-based billing model.
The takeaway for industry players is that we all have to work together. Earlier in the afternoon,
the meeting heard a presentation by Chrysoula Christopoulou, a long-term member of the SAP
Business ByDesign team and a key architect of its go-to-market and channel strategy. SAP will be
bringing live its partner strategy for ByDesign this year (it already has some beta partners
working with it) and it will encourage partners to offer mashups, add-ons, integration services
and other extensions to ByDesign. Indeed, SAP is planning to introduce an application marketplace
(they’re all the rage
these days) and will be positioning ByDesign to its partners not just as an application but
also as a platform.
SAP needs partners to sell ByDesign because (for the average case) the product alone
doesn’t produce enough margin to cover the cost of making a sale. By adding their own
extensions and services, the theory is that partners can spread that cost of sale across a larger
total value. I think the Symbian story demonstrates that ByDesign partners should consider
casting their net wider and as well as building on ByDesign they should also offer services that
bring together a complete portfolio of cloud services. Most ByDesign customers won’t have
the same in-house resource of smart developers that Symbian, because of the nature of its
business, has on tap. Therefore there’s probably a big opportunity for partners to provide
that expertise as part of their service offering. Of course they still have the challenge of
providing it at cost-effective prices that are more in line with the price points of cloud
services — the old SI models of long-term projects and sky-high bills
don’t work in the cloud. The opportunity is around understanding the cloud environment and
helping customers make the most of it — becoming the customer’s trusted
advisor as they embrace the cloud, from top to bottom.
"The city of Amsterdam has been involved for several years in building Citynet, a partnership
between the city and two private investors to wire 40000 Amsterdam buildings with fiber. And it's
not just fiber, it's open access fiber - any ISP can sign up to use the infrastructure and deliver
ultra-fast Internet access. In 2008, the European Union ruled that the city's involvement in the
project was in fact legal, and that it was not improperly interfering in the market. We asked
Herman Wagter, CEO of the company that built Citynet fiber project, to talk about how he got the
job done, and to explain the challenges of rolling out fiber in a densely crowded European city."
In case you're wondering: no, I don't live in Amsterdam. My small hick town has plans for fibre
too, however.
The city of Amsterdam has been involved for several years in building Citynet, a partnership between the city and two private investors to
wire 40,000 Amsterdam buildings with fiber. And it's not just fiber, it's open access
fiber—any ISP can sign up to use the infrastructure and deliver ultra-fast Internet access.
In 2008, the European Union ruled that the city's involvement in the project was in fact legal,
and that it was not improperly interfering in the market.
We asked Herman Wagter, CEO of the company that built Citynet fiber project, to talk about how he
got the job done, and to explain the challenges of rolling out fiber in a densely crowded
European city.
The city of Amsterdam has been involved for several years in building Citynet, a partnership between the city and two private investors to
wire 40,000 Amsterdam buildings with fiber. And it's not just fiber, it's open access
fiber—any ISP can sign up to use the infrastructure and deliver ultra-fast Internet access.
In 2008, the European Union ruled that the city's involvement in the project was in fact legal,
and that it was not improperly interfering in the market.
We asked Herman Wagter, CEO of the company that built Citynet fiber project, to talk about how he
got the job done, and to explain the challenges of rolling out fiber in a densely crowded
European city.
[Finishing up our GDC written coverage, we were going to pick just one lecture,
but we decided to just go with all of the major ones, as well as the big announcements - lots of
neat stuff to check through here.]
With Game Developers Conference 2010 now at an end, we've rounded up the top announcements, from
Sony Move through OnLive's release specifics, and write-ups of the biggest talks into one handy
news story.
The official GDC 2010 page on Gamasutra has more
than 100 news stories on one of the biggest events of the gaming year, but we're now highlighting
the biggest product-related announcements of the show.
This will be followed by our pick of the top ten most intriguing write-ups from the more than 450
sessions on display at this year's GDC in San Francisco - created by the UBM Techweb Game
Network, as is this website.
Here are some of the top announcements and write-ups from last week's show:
The Announcements
GDC: Sony's Motion
Controller Is 'PlayStation Move'
"At GDC on Wednesday, Sony revealed more details about its PS3 motion controller, which isn't
called Arc or Gem, but 'PlayStation Move,' a product Sony says will bring on 'the next generation
of motion gaming.'"
GDC: OnLive Gets Launch
Date, Reveals Initial Publishers
"Cloud-based game streaming service OnLive has announced an official U.S. launch date of June 17,
2010, including games from Electronic Arts, Ubisoft, 2K Games, THQ and Warner Bros. Interactive
Entertainment."
GDC: Microsoft Announces
XNA Game Studio 4.0
"Microsoft has announced version 4.0 of its XNA Game Studio development package, which includes
support for its new Windows Phone 7 Series, as well as enhancing features for Xbox 360 and PC
game development."
Valve Confirms Mac Versions
Of Steam, Valve Games
"Valve will release its Steam digital distribution service for Mac along with Mac-native versions
of its own games, the company confirmed today, calling the Mac a 'tier-1 platform.'"
GDC: Will Wright Peels Back
Layers Of Entertainment, Games
"Will Wright (The Sims, SimCity) explained how 'perspectives are more valuable than solutions' in
a fascinating talk during the closing hours of the Game Developers Conference 2010 on Saturday."
GDC: Jenova Chen's
HeavenVille Wins Game Design Challenge
"HeavenVille, Jenova Chen (Flower), took this year's top prize at the GDC Game Design Challenge,
which also featured games by designers Kim Swift, Heather Kelley, and Erin Robinson."
GDC: Sid Meier's Lessons On
Gamer Psychology
"'Gameplay is a psychological experience,' according to legendary Civilization creator Sid Meier,
who gave tips on taking advantage of player psychology during his GDC keynote Friday."
GDC: Blizzard's Core Game
Design Concepts
"Blizzard EVP of game design Rob Pardo shares Blizzard's core design concepts, offering examples
of places where the World of Warcraft developer succeeded and failed in creating compelling
multiplayer experiences."
GDC: Nintendo's Sakamoto's
Four Creative Tenets
"Nintendo's Yoshio Sakamoto explains the methodology that allows him to create two franchises as
polar-opposite as Metroid and Wario Ware -- and drops hints on Other M."
GDC: Peter Molyneux On
Simplifying And Enhancing Fable III
"Lionhead's Peter Molyneux talked about the 'angst' Lionhead went through on whether to de-RPG
Fable III -- and why and how the team went through that process, from a design perspective."
GDC: Indie Keynote -
Championing Immediacy And Depth
"Tiger Style co-founder Randy Smith (Spider: The Secret of Bryce Manor) delivered the keynote of
the Indie Games Summit, encouraging indie developers to embrace a philosophy of immediacy and
depth to hasten their popular ascendancy."
GDC: 2D Boy's Carmel On A
New Alternative For Indies
"At the 2010 Independent Gaming Summit at GDC, 2D Boy's Ron Carmel talked about why traditional
publishing just doesn't work for indies -- and why the newly-unveiled Indie Fund hopes to offer
alternatives."
The April issue of Scientific American includes an exclusive excerpt from Bill McKibben's new
book, Eaarth: Making a Life on a Tough New Planet , plus an interview that challenges his
assumptions. Expanded answers to key interview questions, and additional queries and replies,
appear here. [More]
The culture clash between social games and core gamers was on full display at GDC. I have
been called a traitor to the cause of core gamers, even.
At the awards show, when a Zynga rep claimed the social games award for Farmville and did a
little bit of recruiting from the stage, he was not only booed, but someone shouted out,
“But you don’t make games!” This is a common sentiment out there in the usual
gamer haunts.
I have many many thoughts on all this — and I have been posting some of them in various
places when discussions arise.
Yes, Farmville is a game. It just requires fairly little skill compared to games
for “advanced” gamers. But by any reasonable definition of game, it fits perfectly.
You have to make choices (they are strategic choices rather than real-time, but so what? Games
have a long tradition of
slower play). The choices require knowledge and skill (the skill is what gets derisively
called “spreadsheet gaming” by the cognoscenti, but that’s a brush that EVE
Online and other MMOs have been tarred with too). You have to prepare for the challenge. You can
screw up. You get rewarded for doing well, etc.
It may seem elementary to those who can juggle complicated business sims, but think of it as the
training wheels version for novices to that genre, and you won’t be far off. I think people
who didn’t play games in the early days forget that the level of complexity they enjoy
today is a phenomenon of the last ten years, a symptom of typical genre development. Social
games are more advanced than most of the games made from 1970 to 1988.
Yes, social games truly are social. They just work on somewhat different modes
than real-time synchronous games do. Instead of rewarding real-time teamwork the way that group
combat in an MMO, playing on a soccer team, or being a member of a chorus line does, they reward
asynchronous behaviors.
Most specifically, there is a lot of exactly the sort of weak-tie social design that was
intrinsic to Star Wars Galaxies and Asheron’s Call: stuff around gifts,
networks of mutual benefit, etc. More, they are exploring some of these things in a deeper way
than MMOs do (because MMOs fall back on the synchronous crutch). Which is more indicative of
social ties, a user who logs in once a week for a raid, or a user who logs in every day to send
every friend a gift? The answer is not straightforward, if you dig into social networking data.
Yes, it is arguably even an MMO. The core activity is single-player, but the
features around gifting, fertilizing, helping build structures collaboratively, etc, are all
massively multiplayer techniques. Oh, they are not yet truly virtual worlds, though some of them
do feature real-time chat, and more will over time, because in many many cases it is a value-add
of a feature.
It’s surprising, in a way, how little collective action matters in most MMOs.
Here’s a medium that allows it better than any other game type, and yet we still see fairly
little collective action — and when we do, it’s raids
— arguably, exactly the wrong sort of collective action to really play to the
strengths of what virtual spaces can do, precisely because what MMOs offer is spaces with
thousands in them, not spaces with a few dozen.
Well, here we are. Collective action is starting to matter in the social games, and it’s
going to matter more, not less precisely because it is an assumed core premise of the genre.
Yes, social games make money. Do some Googling, people! And no,
it’s not all from scams.Yes, there are shady practices. But not all games use
them, and if they do, it is less every day as the market gets cleaned up. And even when they do,
they are not the bulk of the money.
Social games are not just a fad. There have been a lot of comparisons to things
like motion control, 3d imaging, and so on. But back in 2008 there were Gamasutra articles about
whether retro-looking
gaming was a fad; before 3d graphics got good enough, there were questions about whether it
was a fad… the key thing to look at here is whether there are underlying technical and
social factors that are pushing development in a particular direction.
In the case of retro looks (which are now a firmly established aesthetic), the answer lay in the
somewhat complicated fact that a younger gamer sees all previous aesthetics side-by-side and does
not judge their quality based on technology, the way that older gamers do. A push towards
innovation and artistic intent in game design called forth the ghost of the 8-bit era, and the
pixelated look became an identity badge. Tech helped this along — the rise of Flash as a
common game development platform resulted in a “Flash aesthetic” driven by the
display limitations that today we see in console games such as PixelJunk Eden and
Patapon.
In the case of 3d, the march of technology simply made it work over time, and it evolved from
gimmick to tool. This may yet happen with 3d displays as well, or motion control.
In the case of social games, you have to look at the overall context too. As I have been saying
for quite some time, all games are becoming
connected experiences. And it turns out that social networks are becoming the glue. They are
sweeping away all the “gamer-only” networks that so many companies started.
The value in these networks lies in the connectivity to friends, the easy distribution of content
across the social graph, the web accessibility, and so on. These are things that we now take for
granted. The genie is not going to go back into the bottle.
Now, is the investment level going to change? Absolutely. The white-hot heat around the segment
will definitely subside as everyone gets used to the fact that the market is here to stay.
No, social games won’t turn into core games. This is one of the
misconceptions that AAA developers often have as they try to establish themselves in the market.
It is absolutely true that social games are going to grow more sophisticated over time. But they
will do so by growing further along the direction they have already been going.
If you look at the AAA game world today, you can trace just about everything in it to the early
core gamer market. Video games got going with sports, dragons, robots, guns, jumping &
climbing, and cars. Those were the first big ideas. And here we are now, decades in, and they are
still the big ideas. Many other ideas have come along since, but somehow they have always been
quirky, “outside the mainstream” — like, say, when Rollercoaster
Tycoon, or Guitar Hero, or The Sims came along. The only way
something like “playing house” can possibly be “outside the mainstream”
is if there’s a subculture in charge.
Well, social games are here and they managed to get themselves established largely without
reference to those tropes. As a result, they have a different set of starting premises. Many of
the things that were “quirky” are “normal” and vice versa. Central design
tropes include cooperation rather than competition; asynchronous rather than
synchronous play; social dynamics; and a very different set of core cultural references.
There’s more.
What will happen over time is that this new audience will grow in sophistication. They already
take for granted all of the elements of a farming game, for example. You can think of the farming
game as equivalent to any other genre, and replete with design tropes that are exactly equivalent
to conventions like WASD, hit points, skill point allocation, rocket jumping, and
tank-nuker-healer, if you like.
All that is going to happen is a recapitulation of design history, only with a new of new
assumptions embedded in the games:
a far broader set of cultural references.
a new and different set of core artistic choices driven by different rendering technology
a fresh and exciting set of design paradigms built around asynchronous sociability and
large-scale weak-tie “guild” structures — hoo, is there a design
essay lurking in the difference between a guild and a neighbor ring...!
a whole new set of business models and practices
What this boils down to is that social games will grow along those axes, and not
magically turn into what core gamers today consider to be core games. It’s a mistake to
think that the game development industry is going to manage to magically make this audience fall
in love with sports, dragons, robots, guns, jumping & climbing, and cars.
But there’s hope for core gamers nonetheless: These games are the new home
of “worldy” games, in some ways. And they are bringing neglected genres back to life.
Social games are going to push boundaries in design areas that are currently neglected. A
renaissance in simulation and strategy games is likely, and I don’t think it is an accident
that so many prominent AAA strategy game developers are in social games now.
If what you have craved is greater user agency and impact on a persistent world, a greater sense
of community and economic interdependence — those are features that are intrinsic
to this new market. As an example, I would point out that there was a core MMO game that many of
the readers of this blog loved that had a farming game where you had to check in every few days
to collect your stuff and decide what to try to harvest next. And it’s wasn’t
Farmville. It was Star Wars Galaxies. In many ways, the features that were seen
as oddest or least “gamer-like” in the worldy MMOs are going to be among core
features in the social games: housebuilding, shopkeeping, farming, dancing, dress-up, even
hairdressing. Right now, these are one-to-a-game. But one possible direction of development is
that they not be.
I have thoughts on what all this means for the core games we know and love, but I’ll leave
those for another day.
Comme prévu, la démo de Splinter Cell: Conviction s'est gentiment livrée
à nous sur le Xbox Live en fin de matinée. Assez courte, elle permet toutefois
d'avoir un aperçu des nouveautés proposées dans ce nouvel épisode.
Construite comme un tutorial dès la fin de la séquence d'interrogatoire, ne soyez
donc pas étonnés de voir apparaître de nombreuses indications à
l'écran pour guider le joueur. Il est bon de préciser qu'il ne s'agit pas du niveau
d'introduction de l'aventure et qu'il a donc clairement été adapté pour
apprendre les bases du gameplay aux nouveaux arrivants, du moins dans sa première partie. La
vidéo a été capturée en mode réaliste, mode où la
prudence est de rigueur si l'on ne veut pas succomber trop rapidement sous le feu ennemi, et si les
routines d'IA sont loin d'être exemptes de tout reproche, passer sans se faire repérer
ou éliminer offre un challenge suffisamment intéressant pour s'amuser un peu aux
dépends de ses adversaires.
Established in 1998, Agava is one of Russia’s top 5 web hosting companies employing around
300 people. Last night, police investigators arrived at a datacenter where Agava has some of its
operations.
The investigators had a self-awarded warrant which allowed them to conduct a search in order to
retrieve evidence located on servers used by Agava client iFolder.ru, a large file-hosting
service and Russia’s 51st most-visited site
The police had been working on an investigation into an individual who used iFolder to upload
child pornography a while ago. The person was caught by the police, but investigators wanted to
search to see if he had uploaded more
material.
Agava employees offered their full co-operation in assisting them to find the data in question.
However, the police turned down the offer and insisted they were going to seize all of
Agava’s servers, more than 100 in total, and waited for several hours for a vehicle to come
and collect them.
In the end the mass seizure did not take place but police did cut the power and seal them all
off. Some of those affected are Agava’s primary DNS servers, but fortunately their
secondary units were unaffected.
“Agava considers this unprecedented event as putting in jeopardy and dimming the future of
every business in RuNet,” said the company in an announcement. “We are determined to
challenge and overcome the excessive and destructive actions we encountered, to protect our
customer’s interests. We thank our clients in advance for their patience, and for media and
other support they provide us with.”
Even though the police have stated they have no problem with iFolder continuing its operations,
the investigation has rendered the site completely non-operational. On a normal day, 180,000
people upload or download from the service resulting in 1.5 million pageviews. Total users per
month is around 4.3m.
This action against iFolder follows the unilateral
decision to seize the domain name of Russia’s biggest torrent site, Torrents.ru.
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