Shirky’s Call to Action

The choice we face is this: out of the mass of our shared cognitive surplus, we can create an Invisible University–many Invisible Colleges doing the hard work of creating many kinds of public and civic value–or we can settle for Invisible High School, where we get lolcats but no open source software, fan fiction but no improvement in medical research. The Invisible High School is already widespread, and our ability to participate in ways that reward personal or communal value is in no imminent danger.
— Clay Shirky, Cognitive Surplus

: Zubon

Over-Saled

In the last round of Steam sales, I bought a game at 50% off. A few days later, it went to 75% off. My plan on Steam games is increasingly to wait until I want to play it right now, and then keep waiting until there is a 50+% sale. I have been trained to avoid good sales because of potential buyer’s remorse after great sales.

: Zubon

I Soloed Lego Universe And All I Got Was These Green Coveralls

For Christmas I was allowed to pick my own gifts. You’d think this would happen more often as a middle-aged man, but as a man married to a woman who does not share many of my interests, I tend to get clothes. I happen to wear clothes, so this does work out, but it’s not what I want of course. Need and want are two different things.

One of my 3 gifts was Lego Universe. I found it for 50% off on a Black Friday sale, and for that price it seemed worth it. I find it funny to note it appears that that’s the standard price around the web for the game now. Looks like no one else here (I think Ethic changed his mind on it) has given a review on it, so I figured I would do one for the community at large. I feel that it is important to point out this is a tween-targetted (8-12 years) game, so it’s a bit different from the games I play normally these days. However, I do have a lot of Toontown experience, and several months of Free Realms to compare it to. Both of these games target the same market. I’m guessing Wizard 101 and Club Penguin would also be comparable, but I’ve never given those a run. Enough with the terms and conditions; let’s get to the review.

And for those who don’t want to read the whole thing: For $20, it’s worth it for the Lego fun. If you’ve played another Lego game, on any platform, you will likely enjoy this. I’ve played a week, and feel that it has been a fun play.

Continue reading I Soloed Lego Universe And All I Got Was These Green Coveralls

Communities Managing Civic Value

Assumptions that people are selfish can become self-fulfilling prophecies, creating systems that provide lots of individual freedom to act but not a lot of public value or management of collective resources for the greater public good. … Conversely, systems that assume people will act in ways that create public goods, and that give them opportunities and rewards for doing so, often let them work together better than neoclassical economics would predict.

[I]n some cases the group using the resource can manage it better than either the market or the state. Such arrangements among the group often rely on repeated communications and interactions among the participants. [Elinor] Ostrum’s work noted that such shared management often relied on mutually visible action among the participants, credible commitment to the shared goals, and group members’ ability to punish infractions. When these conditions are met, people with the largest stake in the resources can do a better job both in managing the resource and in policing infractions than can markets or government systems designed to accomplish the same goals. [Zubon notes: see also Ronald Coase, both for Coase Theorem and theory of the firm.] … This internalization relies on the finding demonstrated by the Ultimatum Game; namely that people in social circumstances will moderate their behavior to be less selfish.

[P]rior to the present historical generation, motivating unpaid actors to do anything for the civic good was left to governments and nonprofits, themselves institutional actors. Today we can take on some of those problems ourselves, but the more we want to do so at the civic end of the scale, the more we have to bind ourselves to one another to achieve (and celebrate) shared goals.
— Clay Shirky, Cognitive Surplus

: Zubon

Rift Overrun

As I go in to this fourth open beta weekend for RIFT, I have a overbearring question in my head. So many people are upset with languished tutorial zone and the themepark feel of the plethora of kill ten rats quests. What if those didn’t exist? What if I was just playing for the dungeon content, which I’ve heard decent things about so far, and especially the dynamic open world content?

That’s how I intend to play this weekend. I am going to roll a Defiant mage because I can roll through that tutorial really quickly. Then I am going to try and level and play with as much focus on the dynamic content as possible.

This dynamic war comes so close to the MMO I have designed in my head, I just wish it was not so tarnished by the lackluster quest system set in place, and I wish it was a tad more scalable, especially in early areas where small rifts open and are vanquished in less than a minute.

–Ravious
the dance of angry feet

Becoming Hardcore: Dark Age of Camelot

My wife still bears a grudge against Dark Age of Camelot. That’s fair. I started playing around the time we moved in together, and I played it a lot.

After college, my group of friends spread across many time zones. At various times we had people in California, Texas, Arizona, Michigan, Japan, Australia, China, and the Philippines. We decided to schedule online gaming a few times a week, plus however often we could catch each other in-game. Our attempts at taking a pen-and-paper game online were not entirely enjoyable (software for that has come a ways, with voice chat these days if nothing else), and many of us were excited about Dark Age of Camelot, so we joined Albion.

Continue reading Becoming Hardcore: Dark Age of Camelot

10 Years of ArenaNet

It’s been a full decade of life over at ArenaNet. I can still remember anticipating their first offering, and getting way more excited than World of Warcraft (I did not like Everquest). I still remember seeing some of their first screenshots with the horrible-crafted trolls. I can still remember posting my first suggestion on the only Guild Wars forum at the time (I think it was The Guild Hall, but I can’t remember). I wanted to be able to have grizzled trophies of foes I had slain in my own guild hall. I suggested that if a guild kills 500 goblins, they could get a goblin head mounted by the fireplace. Sadly, it never made it in the game.

More importantly, ArenaNet is sharing their memories in this amazing video. I think with how Guild Wars 2 is shaping up, they will definitely have ten more.

What are your first memories of Guild Wars and ArenaNet?

–Ravious

Creating Civic Value

These different kinds of participation don’t mean that we should never have lolcats and fan fiction communities–it’s just that anything at the personal and communal end of the spectrum isn’t in much danger of going away, or even of being under-provisioned. It’s hard to imagine a future where someone asks himself, “Where, oh where can I share a picture of my cute kitten?” Almost by definition, if people want that kind of value, it will be there. It’s not so simple with public and especially civic value. As Gary Kamiya has noted of today’s web, “You can always get what you want, but you can’t always get what you need.” The kinds of things we need are produced by groups pursuing public value.

We should care more about public and civic value than about personal or communal value because society benefits more from them, but also because public and civic value are harder to create. The amount of public and civic value we get out of cognitive surplus is an open question, and one strongly affected by the culture of the groups doing the sharing, and by the culture of the larger society that those groups are embedded in. As Dean Kamen, the inventor and entrepreneur puts it, “In a free culture, you get what you celebrate.”
— Clay Shirky, Cognitive Surplus

: Zubon

Oh, the Controversy!

Pundits across the board must have had some soul-bearing New Year’s resolutions. No longer will they toe the line. They will say what they have to, goddammit! It seems that this was also the week to strike. The surprising thing is that most MMO blogs around the ‘sphere have been pretty tame when it came to 2011 predictions and 2011 posts. It has been the big gamesites that are deciding to no longer be kept down by The Man.  In no particular order:

Continue reading Oh, the Controversy!

Matting

I have a couple of recent posts on game elements that seem unnecessary. But I wonder sometimes. To what extent can intentionally impeding gameplay improve the overall experience? Or do we really demand perpetual orgasm?

Consider the case of forced grouping. Solo MMO PvE is convenient, filled with steady progression, and not terribly intellectually stimulating. By definition, the lowest common denominator works for pretty much everyone, but it provides few truly great experiences. The inconvenience and downtime of forced grouping trades off with a better potential experience, and we perhaps find stronger social bonds where grouping is forced. You will get more out of an MMO if you socially interact, but it is easy to stay safe and solo. Do we get similar benefits from going back to town more often? It gives us a designated place for social interaction and a reason to be there. I do not know how much that is in use or how the effect shrinks as you move away from capital cities to smaller quest hubs.

Downtime itself presumably affects our perception of the experience. It would be nice if we could value a high emotional plateau properly, but human psychology does not seem to work that way. Huge increases in the standard of living lead to only moderate increases in happiness, because we develop a new standard. Humans could very well prefer (on a scale of 1 to 10) the experience sequence 5 5 10 5 10 5 1 5 10 10 5 10 to 10 10 10 10 10 10 10 10 10 10 10 10. I cannot see anything in our evolutionary environment that would have selected for properly enjoying a steady stream of perfect experiences; how often would that have happened in the ancestral wilderness?

Assume for argument that our species is economically rational enough to value the string of 10s at least as much as the mixed series, although perhaps not as much as all those 10s might imply. The string of 10s is inefficient. It is hard to make a 10, and you are not going to get it right every time even if you are really good. If you can get 90% of the value with 4 or 5 10s in a mixed series, you can get two great series for the cost of one perfect series (plus your recycled failures, half-assed attempts, and projects from interns), nearly doubling the perceived value of your content by mixing in lower quality content to spread it out. That worries me about our species. If you said I could improve my food by adding pebbles, because the lows spread and help us appreciate the highs, I would smack you.

But you can plausibly say that rich or spicy food can dull the palate through superstimulus. Quiet moments are often underappreciated, and they are when we can appreciate things we have experienced. But there are better and worse ways to have downtime, and it always chafes to be forced into it rather than finding your own level.

: Zubon