There’s Virtual Gold In Them Thar Virtual Hills

When the real world Gross National Product per capita of a virtual world ranks right behind Russia, there’s not much surprise in this story, “They play games for 10 hours – and earn £2.80 in a ‘virtual sweatshop'”, over on the Observer Guardian.

As they say, time is money. And this perhaps is one of the best examples I’ve seen. I imagine prospectors have staked their claims in poor, low-wage countries everywhere.

The Anti-Sony

C|Net is carrying an interesting article on Samsung. I seem to recall Samsung on a design hiring spree around 1997 – forming a partnership with a well-known design firm (whose name escapes me at the moment) and setting up studios to help them develop the kinds of products needed to…well…kick Sony’s ass. Looks like that effort, doubtlessly part of a much larger strategy, has worked.

This success does, however, pose a problem for me. The speculation is that Sony stumbled in part because they were attempting to protect their entertainment division. Even if someone dreamed up an iPod before Apple, when a company owns content, they’re naturally going to be hesitant to develop products which facilitate its theft. Before they got into the media business, they doubtlessly had little concern about the effects their Walkmans or VCR’s would have on the entertainment industry.

The problem now, for content creators, is that a lesson is being learned in corporate boardrooms everywhere; that lesson being: forget protecting content. For designers looking more and more at creating content as options to the declining job market in the West (as it moves to low-cost Asian countries), this does not bode well. And in the long run, it doesn’t bode well for the public who thinks nothing of stealing music and movies. That is unless Westerners are prepared to watch subtitled movies and listen to foreign-language pop songs.

I can just see redneck Bubba, dressed in his Indian-made Western clothes, listening to Filipino singers covering Hank Williams tunes on his Taiwanese radio driving his Japanese truck to his job at the Chinese buffet. Just hope he likes Tsingtao beer.

Emerging Creative Amplifiers

What a great tag: “creative amplifier”. Wish I could claim it. But all I did was hijack it from Will Wright, the Creator of reportedly the most popular videogame in history – “The Sims“. Today Gamespot has a synopsis of Wright’s presentation for his forthgaming game entitled “Spore”.

Holy cow. Not more than an hour ago I was (re)visiting Allegorithmic’s website; they’re a company which has been making procedural texture creation software for about a year now. With Wright’s game taking procedural content to unheard of levels, and all the other “creative amplifier” tools recently announced and/or released, I’m having a hard time not publicly declaring the imminent creation of the Metaverse. It seems as if all the major pieces to the puzzle are in place, with only their integration remaining. Now I’m just waiting for the announcement.

Peter Molyneux’s “The Room”: Simple, User-defined, and Maddening

GameSpy has a less than stellar rep within the gaming community, but they do occasionally have articles I really enjoy. Such is the case with this article covering Peter Molyneux’s talk during the GDC’s new “Vision Track” lecture series. His discussion on Simplicity resonated with the designer in me, and there are a few interface designers out there who could learn a few things from him. But for shear fun, it’s the last portion of the article that gets the juices going. It’s Molyneaux’s “The Room” experiment that really begins to capture some of what I think will crack open cyberspace to the average person (or drive them crazy).

the room

For years I’ve been puzzled by the hiring of architects to design virtual worlds, when I’ve always thought it should be just the opposite: virtual designers should be people who know nothing about real world constraints – children for example. “The Room” may seem unresolved to us adults; a virtual place with little or no purpose beyond defying the real world’s laws of…well… reality. But then we don’t turn cardboard boxes into juggernaut tanks to do battle on uncut lawns. Or sit for hours watching ants disappear into their little holes in the ground, imagining what it must be like to step into their labyrinthian world. Well, not anymore. I’d be more than happy to have someone create something that helps bring some of that wonder back. We could all use a bit of that in this world.

Of Gecko Feet and Shark Skins

Okay, I’m trying to focus on “virtual+meat” items, but this article over on Wired is just too cool. Imagine a hull coating for ships that not only mimics the microscopic landscape of shark skin to prevent sea life from attaching itself, but flexes and moves with the application of an electric current to really make it unappealing. Love it.

This reminds me of the recent news about how geckos manage to walk wherever (and we mean wherever) they want. All this materials technology amazes me. And I keep recalling how boring Materials Science was back in the early 80’s when I was getting my engineering undergrad. Then again, it’s been 20 years.