Future Blog

I’ve been asked to give some indication of what’s in store for this blog and whether it will be continued. The short answer is “Yes”. However, the next incarnation will be at a different URL… though still within the rebang.com domain.

Further, because blogspam is such a bandwidth ripper and because I’d rather leave this ad-free, comments and trackbacks will likely not be permitted. I’m instead looking at other options for discussion and hope to have some way to facilitate it. Trackbacks will likely not be opened as it’s simply too ripe for abuse. Perhaps if I wanted to dedicate more time to deleting the spam and/or keeping up with extensions to control it, but I don’t; it might be of interest to those of you who visit this site that after all this time I still have zombie PC’s pinging to try to post their worthless messages on outdated entries. That’s the net.

Also, while I’d like to have my new website up and running by 1 Oct, the truth is that what I’m doing goes well beyond just a blog. This incarnation of the weblog was really an overly-successful test… never intended to be permanent. If you recall my focus, then you might get some hint of where I’ll be taking this website. Unfortunately that means stretching out into a lot of seemingly unrelated areas. I hope that when I’m done you’ll appreciate what can only be a modest effort.

Sony Exchange Live

Here we go. The floodgates to the virtual market have just opened as Terra Nova informs readers that Sony’s virtual goods exchange service has commenced operations. Read the news, view some screenshots, and keep track of the comments here.

Additionally, I have to admit that after having spent the better part of a year recently on an indy game project which fell apart primarily due to lack of a worthwhile marketing plan, I realized that content was increasingly becoming the real prize. Consequently I’m glad I went back to content creation (I do still enjoy coding, but would like to make time for porting and building upon my old aerospace analysis work… someday). I think the recent turn of events bodes well for those of us making real-world quality models.

Over the past three of four years of hanging out on indy game forums and seeing so many projects wither on the vine due to lack of compelling content (and the free stuff online just doesn’t cut it), it’s hard to not reach the conclusion that a virtual market has some potentially nice ripple effects. I’m looking for one ripple in particular. If it makes waves, I think alot of people will be pretty happy.

WorldChanging 3000

In the event you’re visiting this site and not regularly stopping over on the WorldChanging.com site (a highly recommended visit), the good folks at WC asked me to contribute an entry. I did and you can read it here. Obviously, as soon as I set up the dropbox, I’ll be taking donations to send me to writing class. Hopefully the message gets out in spite of my limitations.

[Edit from the future: As the WorldChanging site is now long gone and I have no idea what I wrote for them, here’s a link to something I suspect is related: “Making the Virtual Real”]

Virtual Careers and “Cyber-Accesorising”

Within the gaming community the concept of a well-known competitive game player cutting deals with sponsors isn’t new. Organizations like the Cyberathlete Professional League and names like Kornelia (the “Queen of Quake”) are already well-embedded in how many of us think of the videogame industry – it’s not just for teenagers anymore (which statistical research has already confirmed). So when BusinessWeek online starts off an article talking about how some videogame player is raking in the dough, the question running through my mind isn’t “What’s the big deal?”, it’s “When will it cease being a big deal?”

To their credit, BusinessWeek doesn’t dwell on that morsel, which to me means the word is finally getting out. That then gets us to the meat of the story: “cyber-accesorising”[sic]. From BusinessWeek’s article:

Kart Rider’s online store offers more than 100 digital items such as special $1 paint jobs and tools like 40¢ balloons that can protect a player’s car by lifting it above the track when an opponent launches a missile (90¢). The most expensive car will set you back $9.80 (it handles a bit better than one costing $1.50).

“Most of my classmates play Kart Rider, and I want to look cool in the game,” says 9-year-old Park Kun Hee, who recently bought an avatar costing $2.50, a car for $3.50, goggles for $2.50 (to see through smoke thrown off by opponents), and more. His father cut him off after he spent $150 on the digital stuff.

In case anyone isn’t following this, we’re talking volume; the very thing that made Wal*Mart the world’s 800-lb retail gorilla. So while BusinessWeek might be reporting on a company doing this today, it’d be really simple for an individual to do it in the very near future (and some already are) – especially with Sony and Microsoft building the virtual stores. Considering the volumes, I’m predicting we’ll be reading about some instant millionaire soon. Very soon.

(Does anyone remember the stories about kids running up phone bills when phone sex hit the scene? And the more recent stories about kids running up cell phone bills? Get ready for the news stories.)

Our Cheating Hearts

Virtual handbag using brandname

I’ve probably made at least one previous reference to the problem of design piracy. It’s an issue which resonates with me probably because I’ve seen it first-hand during trips overseas and while conducting tours through manufacturing supplier workshops where the original, patented product is sitting on a workbench and the “we make better” prototype version is being constructed on the shop table next to it – looking for all intent and purposes like the same product. To add insult to injury, there’s also a good chance the tour guide will proudly volunteer how they run the latest, greatest CAD software and then chuckle about how they bought it pre-installed on a harddrive (for some out-of-the-way places, lack of broadband makes this a nice option). That the effort is being both unofficially endorsed and officially rewarded by both Western retailers and consumers, makes the competitive landscape look less like a football field and more like a Cambodian minefield. I’m not saying it’s impossible to overcome these inequities, but I am saying it hurts small Western businesses both directly and indirectly; and like a drug addict enjoying the honeymoon of a new high, there will in my opinion come a time when the honeymoon ends and withdrawal sets in.

If I sound frustrated, I am. Not with the creative effort and process and the joy of designing, but with the nonchalant attitude of the consuming masses who somehow feel it’s their birthright to acquire everything they desire – regardless of how they acquire it or what impact their actions have on others (or themselves). And this applies across the board: from the dirty products they buy in the real world, to the hacked software and entertainment products they download on the internet. The sad part is, I think the honeymoon has yet to reach the bedroom.

What we’ve not really yet seen is the merging of tangible product with virtual 3D content. But we will. And the collision between the two worlds may turn out to be a kind of perfect storm. On the one hand are the learned attitudes and practices of the “download” culture. Add to this the “credit you deserve” and “gotta have it” mentality that leads people to purchase foreign goods which pillage the intellectual capital of their own culture while sending jobs and money to others (not realizing that these things sustain their system and their own quality of life). And on the other hand is the potential to some day download a file and fabricate the product on demand (already a possibility in some sectors, like posters and printed t-shirts). No, the quality won’t be as good initially. And no, rip-offs aren’t normally as well-made and long-lasting as pricier originals. But then since when has the consuming public shown that quality trumps price; just look at the history of Wal*Mart and how they grew to the world-consuming retailer they are today – “From the beginning, Walton had bought goods wherever he could get them cheapest, with any other considerations secondary“).

The world through my eyes – as a creator of both real and virtual product – looks like this:

>Second Life resident public comments – “Yes I violate trademarks…. My personal approach about copyright issues is this: I will break them.

>Ongoing white collar job lay-offs in the U.S. reported today – “Ford cutting 1,700 salaried positions

>Virtual products using trademarked brands (above image): SLBoutique fashion accessories

>And the reason for today’s entry courtesy of BusinessWeek blog Well Spent: – “The Cheating Culture

Again, this is not a new issue for me. Since “reBang” was started with the original intent of creating products that spanned both the virtual and real product worlds, I’ve both observed and commented on it before. I just wish that at this point I had some solid sense of whether the effort is worthwhile.