Oct 23 2008

Joining the ranks of the virtual enforcers: Japan

Published by Erin under Uncategorized

Japan steps up and takes real life judicial action for a virtual crime:

http://www.sfgate.com/cgi-bin/article.cgi?f=/n/a/2008/10/23/international/i063235D45.DTL&tsp=1

A 43-year-old player in a virtual game world became so angry about her sudden divorce from her online husband that she logged on with his password and killed his digital persona, police said Thursday.

The woman, who has been jailed on suspicion of illegally accessing a computer and manipulating electronic data, used his ID and password to log onto the popular interactive game "Maple Story" to carry out the virtual murder in May, a police official in the northern city of Sapporo said. He spoke on condition of anonymity because of department policy.

"I was suddenly divorced, without a word of warning. That made me so angry," the official quoted her as telling investigators and admitting the allegations.

The woman, a piano teacher, had not plotted any revenge in the real world, the official said.

She has not yet been formally charged. If convicted, she could face up to five years in prison or a fine up to $5,000.


It will be interesting to see what the court decides on this one. I'm also curious as to the consequences within Maple Story itself -- how much he actually loses, if the character was "dead" (as in game-death) or if she deleted it, and either way, if he can retrieve it. Regardless, this is still an invasive act and he should be within his rights to take action -- but the specific details on this case will also be interesting to discover.

(For those who missed the link(s) before, this is more in the virtual property vein of "We the Gamers" and "Someone Stole My Magic Sword".)

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Aug 27 2008

From Denver, Unexpected Quickness (and Settlers of the New Virtual Worlds)

Published by Erin under Uncategorized

Checking in briefly from my sister's rather fantastic cabin south of Denver. Photos from the trip will be up on a Flickr at some point.

Very much ahead of schedule, Booksurge put Settlers of the New Virtual Worlds out on Amazon -- we finalized the book a week ago, but had thought it would take at least two to three weeks to appear on Amazon. Instead the initial listings were there in just under a week! Which turns out to be very interesting timing with my moving cross-country and Erik being abroad in Germany for Liepzig.

I think that they're still working out the kinks -- the information seems to shift every couple of days, and the cover image is a little wonky -- but I am officially announcing its availability because [info]erikbethke did so, which caused Raph to do so, which caused the news to start propagating all over the darn internet. ;) But we are live, though the book's official "meatspace" launch remains Austin GDC, which at this point is barrelling down upon us like a train on fire.

In other Settlers news, my related article "Fair Trade Goldfarming" is up at the rather newly-minted GiantRealm.com, piloted by the elusive Joe Blancato, whom I worked with extensively at The Escapist and is now helming his own shindig (and, if he reads this sentence, also correcting my grammar). The concept of desirable goldfarming elements in MMOs is not new, but I think I might have Coined a Term. Think of it as either a taster (though not this taster or even this taster of the juicy book) or an extension upon the larger Settlers project.

Thoughts appreciated, even while I am velocitized. Proper marketing endeavors and all of that initiate when [info]jsridler and I are actually traversing <2 states per day. But of course we are very excited about the book's availability on Amazon, and seeing all of this work and idea exchange come to tangible fruition.

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Aug 21 2008

Settlers of the New Virtual Worlds

Published by Erik under Uncategorized

Hey!

I have a new book out... this time I had a LOT of help!  Erin Hoffman did the heavy lifting on the editing and book design, and together we pulled in 15 great contributors!  Check out the list below...

Who wants to be the first to get a review up on Amazon??? ^^

But, seriously... this compilations of essays discusses in depth the state of thinking on how we manage this awkward transitional period of virtual property and human rights in our online worlds.



Today's users of virtual environments -- estimated to number 50 million by 2011 -- invest huge amounts of time, money, and heart into their online homes. But modern license agreements do not accord them any ownership over this investment. This book explores the complex relationships between virtual world inhabitants, creators, worlds, and the real-world law that now is closing in to mediate between them.

Joining editors Erik Bethke and Erin Hoffman are contributors:

Julian Dibbell
Bill Fulton
Laura Genender
Andres Guadamuz
Link Hughes
Sean F. Kane
Raph Koster
Heather and Susan Logas
Pétur Jóhannes Óskarsson
Russ Pitts
Cat Rambo
Chris Rettstatt
Ren Reynolds
and Allen Varney.


http://www.amazon.com/Settlers-Virtual-Worlds-Erik-Bethke/dp/1439203601/ref=sr_1_1?ie=UTF8&s=books&qid=1219309229&sr=8-1

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Jun 26 2008

The power of the multitudes

Published by Erin under Uncategorized

I have an Escapist feature up this week, "Someone Stole My Magic Sword", with many thanks to Dave Weinstein and, of course, to Michelle, for coming forward and sharing her story. There was a lot to compress here -- my interviews with Michelle alone totaled over 5,000 words -- but hopefully we got the meat of the story across. I know I say it for just about every one of these things, but this one was difficult, due to its importance. It's getting some interesting feedback on the forums, all naturally flowing into much of what we're dealing with with Settlers of the New Virtual Worlds, so it's cool to see these conclusions being drawn 'live' in the interactive space. But Michelle's story itself is worth reading -- I'll be including an expanded version of it inside Settlers itself. After awhile you get to thinking you've seen it all when it comes to the behavior of big game companies, but I was astonished at some of the things she went through with Square Enix.

It's also been interesting to watch the Escapist's effect on pagerank. Prior to the article going up, I googled "someone stole my magic sword", and of course all of the news-feeds from Dave's interview popped up -- many from high profile sites like Slashdot and the Washington Post. I thought, crap -- it was the perfect title for the article, but I assumed it would be buried beneath the bigger sites.

Not so. It's only been up for two days and it's shot to the top of the page-rank, likely due to the number of times the Escapist syndicates across various blog feeds, and how many hits it racks up on individual articles and every time someone accesses its forum thread. I checked out "Slave to the Beat", and sure enough, it's there on the first page, despite being a relatively common phrase. Conclusion: the Escapist owns at the pagerank game.

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Jun 20 2008

My wife has been banned from WoW…

Published by Erik under Uncategorized

So as I have blogged here before we as a family play a bunch of WoW. We have leveled up our fair share of characters (my wife more than me!) We have bought gold, we have bought characters, we have even paid for power leveling. Heck, I even bought some gold for some Blizzard Korea employees that were afraid to buy their own!

But a few months ago we started off absolutely fresh on a US server with some friends where we had no upper level toons to help out, and it was actually very cool to earn gold from scratch again. Even simple things like an 10-slot bag was cool as a drop.

The days pass by and soon enough my wife has finally finished doing the tortuous quests involved in getting her epic mount. It took until she was 61 to find some people to help with all the segments of the quests.

The very next morning she woke up and wanted to ride that fiery horse only to find out that her account has been banned. After she wrote to blizzard they returned the terse reply that he has been given her last warning and was given a 72 hour ban.

She was devasted, she wracked her mind to think of what she could have done. There was a PuG from teh night before that went AFK and she kicked them from the party in a dungeon run. And there was also a moment when she was helping another friend with her mage and there was 2 rapid logins and logouts.

She could not figure it out, but anyways 72 hours later the ban was lifted - for just 18 hours. Then she has now since been re-banned. We still do not know the cause or the issue that triggered it. To help resolve the matter Blizzard has demanded a fax of her photo ID.

So it is outrageous to me that they arbitrarily ban at will and NOT even tell you what you did. But on TOP of that, they do not even get you WHEN you do do things that is against the "essence" of play.

I admire WoW deeply and study it carefully. But on the Customer Service side they do not even come close to acceptable. I finally got a hold of a live GM and he said there was absolutely nothing he could do and told us to simply wait.

After searching around on the net it turns out some people have waited as long as 1 to 2 months to hear a reply. We are now coming up on 3 weeks.

This is obviously an opportunity to plug Better EULA: www.bettereula.com

-Erik

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Dec 20 2007

Harnessing the Dragon: A Middle Ground for Fanfiction

Published by Erin under Uncategorized

With Naomi Novik's recent announcement about the Organization for Transformative Works there's been a renewed energy in discussion of fanfiction and its impact on the specluative fiction community. I'm not really going to comment on the OTW -- I tend to concur with John Scalzi on its feasibility and potential danger to the fanfiction community itself. But particularly given my involvement with the BetterEULA project and interactive elements in storytelling in general, the discussion got me thinking about the intersection of reader participation and speculative fiction, and, of course, virtual world and video game space. No, video games can't solve all your problems. Just most of them.

I have to get this out of the way first: I don't generally like fanfiction. I don't read it, I don't write it, and when someone promising devotes a disproportionate amount of their time to writing fanfiction rather than creating their own worlds (and especially characters) I tend to get a little bit sad.

Further, I could not write about Harry Potter. Harry Potter is not mine. I think that characters are almost always foils of their authors in some intrinsic way, and I would no sooner march around with someone else's character -- especially uninvited -- than I would try on another person's skin. It is creepy to me on that level and I can honestly say always has been. I must be a freak, but I have simply never had the inclination to puppet someone else's creation.

I have, however, participated in shared worlds, in small doses. And I fully recognize that whether or not fanfiction tweaks my particular melon, its sheer proliferation indicates that there is a powerful human drive at work here, and smart authors and publishers are wise to ride that wave rather than trying to push it back in the bottle.

But here's the thing. I do think that unbridled fanfiction is actually harmful to an IP. Here's why.

1. Fictional worlds and fictional characters have themes and trajectories that fanfiction writers do not know about. Any author participating in even cursory worldbuilding has notes and copious information that doesn't make it into the main stage -- it is backstory in its simplest terms. By ignoring or operating without these background rules a derivative work is attempting to redefine a character or place in their own terms; they are inherently attempting to alter the IP without the owner's knowledge or, often, express agreement.

2. The more you let someone do something illegal, the more they will start to feel entitled to do so. Turning a blind eye will only work for so long before you start getting major problems, and by then there's no way to correct the situation without royally pissing off some of your most devoted fans. When you allow someone to spend a significant amount of time creating something, you are allowing them to invest, and if you spontaneously take away that investment, they are, pretty rightfully, going to be ticked off and never buy your work again.

3. Fanfiction dilutes an IP. It is not, as some have postulated, simply "expanding" a universe. It is not "transforming" anything. It is creating a myriad parallel universes in which things the original author did not intend happen all over the place. This is not immediately and inherently harmful, but when someone starts to invest in reading these parallel universes, they are storing up situations that did not happen. It's very similar to using cheat codes in a video game. A little bit of it isn't going to hurt anyone, but when it is systemic and sustained eventually you are going to lose the entire concept of what the original game was, because a game, like a world, is defined by its limitations or parameters, which fanfiction and cheat codes generally exist to remove.

All of these considerations are purely in terms of the integrity of the story itself, and don't even take into consideration the potential and historic legal pitfalls that exist when you allow fans free rein over your world.

But I assert that by looking closely at what fans are getting out of the fanfiction experience -- and it appears to be an awful lot (what do they want? A sandbox! when do they want it? Yesterday!) -- it is possible to provide them those advantages and satisfactions without falling victim to the many dangerous pits surrounding the relinquishing of IP. Video games allow interactivity every day without surrendering their creative rights. If you play your cards right, with a little sensitive attention you can turn fanfiction energy into an engine that drives a fanbase, builds a community, and satisfies your readers when you're not laying a book in front of them.

Containing fanfiction has already been attempted. In fact, a year ago someone caught on to monetizing it in a serious way. How it's working out for them monetarily I have no idea, but I tend to concur with those on Making Light who said they would likely burn through their cash and then pop like a soap bubble. It looks like they've made a soldiering attempt to build some community there, but it looks like trying to build a community around a mall, which has never panned out very well.

Outside of video game territory, the primary shared world I participated in was Pern fandom. Anne McCaffrey, way ahead of the curve (because, like new models for online magazines, I believe that interactivity in fiction is ultimately the wave of the future, and that includes derivative work), saw what her fans were doing and gave them some guidelines to behave by if they were sharing her world. It wasn't handled perfectly, through little fault of hers, but it was a hell of a lot better than anything else of its kind that I've seen.

Here are, in my opinion, the critical things that Pern fandom did:

1. It split the universe, deliberately creating a definably separate parallel universe for the Pern world where specific world-altering events did or did not happen. This separated the sandboxes of McCaffrey's Pern and her fans' Pern without changing major sensory features such as landscape, world mechanics, or environmental feel. This was a stroke of genius that prevented Pern from going the way of Darkover. Bulletproof? No, but close enough.

2. It gave fans rules by which to create their characters, even employing some basic random number generation. This is like pouring a nice fat dish of agar for your community. Using some very simple game mechanics, it ensured that participants had an even field and some baselines to play by -- and also an achievement ladder that they could climb. The Pern fangroup also provided an entire system by which new fangroups, or "Weyrs", could be created. This egalitarian mindset helped ensure that Pern was, for the most part, an amazingly peaceful, pleasant place to be.

3. It allowed participants a huge degree of freedom in their choice of expressive media, whether that was text storytelling, live (text) roleplay, craft-making, textile-art, or even game creation (MU*s). There was very little in terms of expression you could request permission for from the fandom and be told "no". And resultingly some players created some amazing things -- cookbooks, sculptures, costumes, and more.

4. It actually grew the world by requiring that players created their own characters rather than manipulating the characters of the author. "Canon" characters were off limits and could not be given dialogue or represented in more than a passing reference fashion. This kept McCaffrey's novels further distinct and commoditized while presenting a very reasonable and acceptable alternative for fans that encouraged them to have personal investment and engage creatively with the world.

The cohesiveness of this system meant that fans were provided a clear, sanctioned, fun playground to exercise their creativity in. Not only was McCaffrey protecting her IP, she was encouraging some amazing creativity amongst her fans. She was having them engage in some of the most compelling elements that would later feed the explosion of massively multiplayer online games -- in a simple, clear way and in her own world, encouraging them to create characters to which they would form indelible lasting attachments.

Could players break the rules? Sure. And they did. There were a few major kerfluffles in the fandom that I was aware of, and all of them resulted in lack of maintenance from McCaffrey directly on the system. Fan systems do need to be maintained and at large capacities become organisms that need attention if they are to avoid going feral. Some Weyrs did go feral, and a few of them were even put down for it -- all stemming from the groups engaging in activities for long periods of time (years) that the original creator did not know about. Once McCaffrey did know, she felt that her world theme was compromised, and felt compelled to take action to correct it. This drove away a not insignificant number of fans, as their investments were taken -- and illustrates the importance of maintaining a communication line between the IP originator and the major arteries of the fan groups.

But despite these hiccups, relatively few people actually deliberately ignored McCaffrey's wishes. Why would they? She'd given them the core of what they wanted. And if anyone did piss in the sandbox by defying her, the entire community would typically rise up and smite them down -- McCaffrey didn't even have to lift a finger. Fans generally have a great deal of respect for the creators of the works they wish to occupy; if they are treated with respect in return, they'll do tremendous things for you.

Authors and owners of secondary worlds have started to crawl their way onto the Internet, some of them kicking and screaming. The next step is for them to give some focused, competent attention to their fans and the careful growth of community. I think it is no coincidence at all that some of the most prolific fangroups concern worlds created by women. Fan groups need to be nurtured and understood -- while still treated with firmness when they go astray.

Would I build on McCaffrey's foundation? Sure. In lots of ways. But that foundation does exist and, rather than allowing the fan community to run wild and untended, it behooves the owners of IP to take a proactive role in letting them into their worlds. Reader creativity and participation is here to stay, and, properly leveraged, it can be one way that books can effectively compete with live media. As usual, the solution exists in looking for potential rather than burying our heads in the sand until the explosion comes.

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Nov 20 2007

Absolutely terrible

Published by Erik under Uncategorized

An appalling and dismal reminder that we all need to do much more to achieve basic human rights in this world. http://edition.cnn.com/2007/WORLD/meast/11/19/saudi.rape.victim/index.html?iref=mpstoryview As an American and a westerner living abroad, I can say with confidence that I can appreciate different cultures and laws. But the extremely repressive form of slavery that Saudi Arabia practices against its women is so awful I truly cannot understand it. I do not understand why they are our ally - so what they have a lot of oil - I do not understand the alliance. I do not understand why we sell them state of the art military hardware. Why do we want the oil so badly that we would fund the slavery of these women? I read plenty of history, economics, political science and so yes I can understand what is happening if I only look at this small bit or that small bit. But I do not understand why western women let alone men allow this to happen. Change what you Buy or? Buy what you're Told As we can see from the 2000 and 2004 elections the American system has been a Republic and it is not a Democracy - the truly Democratic power of the 21st century is your decisions as a consumer. Those with capital just want to get richer, they will be happy to sell you whatever you want to buy. -Erik

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Nov 15 2007

Habbo Thieves get Nabbed for Stealing $5k of iso-furniture

Published by Erik under Uncategorized

Here is a news story that warms my heart - more evidence that the word virtual is getting worn out and tattered:

http://www.news.com/8301-10784_3-9817894-7.html?part=rss&subj=news&tag=2547-1_3-0-5

-Erik

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Nov 03 2007

Common Sense Media presents a forum on kids and virtual worlds

Published by Erin under Uncategorized

Common Sense Media, which one of the posters in the Escapist drew my attention to recently, is hosting a forum November 14th on what kids learn from virtual worlds:

http://www.eventsatcommonsensemedia.org/evite/

Notable on the panel is Douglas Thomas, editor of the new Games and Culture journal, and who, according to the Common Sense bulletin, is now working on an immersive virtual world intended to teach ethics to kids. Every once in awhile something makes me wish I still lived in LA!

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Oct 31 2007

User-organized government, virtual property discussed at VWFE

Published by admin under Uncategorized

At the Virtual Worlds Forum Europe last week, TechDigest reports on a panel of lawyers discussing ‘Legal and regulatory issues relating to virtual worlds’:

So, intellectual property infringement, which David says theres’ a lot of within Second Life and other worlds, with brands not sure what to do about it.

Hmm, he’s talking about a bank that went bust within Second Life, and left users $750,000 worse off (that’s real dollars, not Linden Dollars). Apparently there were queues of avatars trying to get their money out of in-world ATMs, like a virtual Northern Rock.

More generally: “There appears to be a common perception that laws don’t apply within virtual worlds,” says David. “They do.”

David says there are some moves to create an in-world legal system for Second Life, which may be able to arbitrate in certain disputes without having to take them to a real-world court (one project is the Metaverse Republic, he says).

Read more…

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