Showing posts with label Media. Show all posts
Showing posts with label Media. Show all posts

Wednesday, June 10, 2009

Everquest Gets an Epic Documentary

I was meaning to post this a while back, but better late than never. Actually, the way it is now, it acts as a slick post-mortem to the EverQuest convention where this documentary was aired! Slick, huh?

So finally, here's a guy covering Everquest who isn't dressed up as an elf or dwarf in chainmail- not that there's anything wrong with those obsessed fans covering these types of things. Come to think of it, they'd probably make the best documentary since they live the MMO life in- and out-of-game... but I digress.

So a one-time developer and present-day TV and videogame producer by the name of Jason Hall put together a series of never-before-seen interviews with the original EverQuest team. You may also know him as the Founder/CEO of Monolith Productions (think F.E.A.R., The Matrix Online... okay, probably best to stop there). He's now tackling reality shows.

Regardless of your feelings about a producer covering a once-titanic MMO or the MMO genre in general, it's great to finally get a true insider look into the MMO companies behind the game. This documentary shows a mixture of things: MMO addict developers giving insight to the passion that formed the game, twists along the way that could've kept this genre from ever taking off, some unexpected "by-products" of EverQuest (WoW players will appreciate the nod), and more. If you have any feelings towards MMO games whatsoever, this should at least frame the industry that's made it as far as it has today.

Sadly, the convention this video aired at just finished yesterday so the full video isn't up yet. Feel free to torrent scan (I will) and catch the full product when it's up. Anything that has confetti, women popping out of cakes, and sparkles has an automatic "win" factor of 10.

Check after the break for the trailer.

Continue Reading Everquest Gets an Epic Documentary

Sunday, June 07, 2009

5 Things in 5 (Well, 8) Minutes - Podcast 001








You might've wondered where I've been. Well, turns out making a podcast is a little more involved than I previously thought! And even after the podcast was made, there's still the matter of offering the media. Well, good news is... finally, those obstacles are gone.

5 Things in 5 Minutes is the new podcast theme for this blog. Once every few days (podcast update frequency to be announced at a later date), I'll be uploading this as a quick non-text recap of important news of the week. There's much more than 5 things going on at any given time, but these are the 5 most interesting to me. Oh, the power.

Included with the podcast will be "show notes" to provide additional context to the show. If something feels glazed-over in the podcast, check the notes- you'll find plenty of resources to deepen your understanding.

Show Notes for Episode 001:

Left 4 Dead 2 (Soon?)
Parodying the community reaction for L4D2's unexpectedly-early release, we have these two videos. Epic music and ominous tones? Check and check.

Battle.net 2.0 is (Maybe?) Free!
Why go in detail when you can see my update here?

The Big 3 Makes Motion Controllers Now, Not Cars

PSP Go is Go!
More specs than you can shake a stick at. Click here for community (well, IGN editors') impressions.

EA Thinks Protesting is Marketing
Viral marketing hits E3. News at 11.

Hope you enjoyed the first episode, and be sure to tune in next time. I might even get a better microphone.

Continue Reading 5 Things in 5 (Well, 8) Minutes - Podcast 001

Friday, June 05, 2009

Star Wars Galaxies: A Nostalgic Retrospective


Hey, blog!  Long time no see.  Been doing well while I've been gone?  Aw, you even kept this place how I left it.

Now if you don't mind, I'll be taking over again.

To jump back into this whole blogging thing, I felt an MMO-related story would be appropriate.  So what better to kick off with than my old stompin' grounds of 5 years passed, Star Wars Galaxies?

I stumbled across a great compendium to learn about Star Wars Galaxies, where it goes over the game's pre-launch, initial reception, progressive (and regressive) updates, eventual downfall, and present condition.  It's really summarized quite well, and is available after the break.




I, personally, left the game right before player housing and vehicles were implemented and the Jedi unlocking system was 4/5ths-released to the public.  In short, I was really not playing all that long, although it did consume at least 4 months of my teenage life.  I can still remember my old guild (the name of said guild, not so much) and things like entire staked-out fields of windmills to generate resources to build our first guild city, invasions of Republic guild cities, duels with players much more powerful than myself, tromps across vast planets, and constantly not understading what I was doing.

Some things in the videos are spot-on:
  • There was (and apparently still is) very little direction given in the game.
  • The New Game Experience patch utterly destroyed the community by releasing Jedi as a readily-available class, when it was a smash-keyboard-and-win kind of class.  That and the whole talent/combat revamp.  From all accounts it was an unwelcome shellshock.
  • The 34 classes provided depth but, as the game expanded, was ultimately a barrier for new entrants.
  • The game's scale is indeed the most ambitious of all games released to date to capture the feel and immersion of the Star Wars world.

But one small quibble- the "new Star Wars MMO that is nothing but rumors" is in fact no longer a rumor- it's confirmed Bioware is working on The Old Republic, as evidenced by their theatrical trailer and accompanying footage.

The mighty may have fallen, but in their place arise great things.  This kind of evolution is what keeps me excited about the MMO genre.

Continue Reading Star Wars Galaxies: A Nostalgic Retrospective

Monday, August 25, 2008

Mirror, Mirror on the HDTV

Mirror's Edge, for those unfamiliar with the game, blasted onto the gaming blogosphere with a bang thanks to its realistically-moving camera. The rest of the game's fairly standard platforming fare- plop on a roof, jump onto a pole, swing, land, beat up bad guys that run to meet you, and repeat. But it's the first first-person shooter/platformer that actually attempts to attach a camera to the character's head, rather than place it on a static X-Y-Z axis. Now, if you kick the back of a guy's head, you'll look down your arm, center on the enemy's head, and the camera will bob as you make his face meet steel grating. It's a nice touch to a genre that's been unexcitingly consistent in presentation.


Some of this action has been shown in a brand spankin' new gameplay video released at Leipzig Games Convention 2008 (after the jump):

One concern from earlier trailers was that it'd be too scripted or oversaturated with gimmicky camera movements. Since nobody's tested the final product it's impossible to verify the truth of that allegation, but assuming there's a gradual progression of skill sets and fights a'la Portal's evolving stages, the gimmick factor should be minimized.

I'm satisfied with the eye-candy shown so far, but I'd love to see more gameplay. Since release is a while off, with many game shows going on before then, expect more to be released in a calculated way. Marketing teams just love doing that.

There's even some back story to the craziness contained in the above videos. Peep extra trailers and related videos below:

Continue Reading Mirror, Mirror on the HDTV

Friday, October 19, 2007

XBOX360 Propels to 1st Place: Halo 3 to Thank?

Never underestimate the chain reaction of success a blockbuster title can bring. Right on the heels of Halo 3's release (okay, calculate in a month of lag for all those fence-sitters), industry sales jumped 74% this month, largely thanks to Microsoft's hit title.

Nintendo saw Legend of Zelda: Phantom Hourglass (DS) rack in a hefty amount of sales (400K), coupled with the continued success of Wii and its casual-fun games. Between Zelda, Samus, and Wii mini-games, Nintendo saw well over 1 million copies sold for September and early October.

However, that number pales- and I mean pales- in comparison to what Microsoft saw since Halo 3's release. Clocking in at 3.3 million copies sold on release day, that number's since grown to over 5.2 million copies sold worldwide. If history taught us anything about hit exclusives, it's that each release is coupled with massive sales increases with its console.

As NPD Group analyst Anita Frazier says, "Halo 3 had a very big and significant impact on 360 hardware sales. Consumers always tell us that the availability of the games they want to play is the #1 reason why they purchase any given hardware system, and when you have a game of this magnitude, the effect of compelling content on driving hardware acquisition is evident."

Well, people weren't just acquiring consoles... they were snatching them up like all XBOX inventory was going to be incinerated by Christmas. Analysts can't help but chock that up to Halo 3 (and partially to others).

An NPD Group analyst, Anita Frazier, "We should continue to see strong sales for Halo 3 into the holidays and that will definitely help keep the momentum going for the 360. Not only that, but those new owners are going to be looking for some more content to play so it's a cycle that feeds itself."

With Sony's Playstation 3 and Nintendo's Wii offering nothing of world-shaking significance (yet), it's going to be a white-and-green holiday as XBOX360 games piggyback off Halo's penetration.

To sum things up:

  • Software Sales: +64% (Rose to $550.5 million)
  • Hardware Sales: +188% (Rose to $418.6 million)
  • Industry Sales: +74% (Total video game sales rose to $1.36 billion)

Continue Reading XBOX360 Propels to 1st Place: Halo 3 to Thank?

Monday, October 08, 2007

Change is in the Air... at Atari

Mismanagement of a brand is never a pretty thing. Neither is seeing a stock chart mimic a ski slope. However, Atari has both problems on their hands and is finally trying to turn things around for the staggered company.

Head board members were removed (an oddly strong word, likely chosen to portray the seriousness of the change) today, with new management to be put in place soon.

Will this change really bring Atari back? The last great Atari game, many have argued, was Pong. Harsh words that, unfortunately, ring pretty true. Neverwinter Nights fans, no offense intended.

Once this change begins to yield financial fixes and make good on Atari's promises, we might see some rebounding. In the meantime, IT'S SKIING TIME!

Continue Reading Change is in the Air... at Atari

40GB, and NO PS2 GAMES FOR YOU.

Ah, Playstation 3 marketing- the crux of every marketer's "not to do" list. Recently, there were inklings of Sony making a "Big Bang" announcement regarding its PS3- which were promptly shot down by Sony Computer Entertainment of Europe (SCEE). Lest I remind you, they (SCEA/SCEE) consistently attempt to cover up announcements like this, so don't buy into their response too easily.

Next, people reported new SKU#'s popping up in retail store catalogs described as- you guessed it!- a $399 40GB PS3 models!

And now, presumably feeling that their surprise was out of the bag, Sony is saying the 40GB model will lack backwards compatibility. Wait, WHAT?!

If lacking backwards compatibility sounds trivial to you, consider these figures: There's 1,700+ Playstation 2 games out now with plenty still in development. Sony quotes a 90% backwards compatibility count. Playstation 3, however, offers a meager 65 games, a handful of which people actually consider "good."

Sony's saying: In buying our new 40GB console, you're being locked out of our previous hit games, but trust us... our great games are just around the corner!

But wait- here's the irony. Recalling back to 2006 in a GamePro interview, Sony's Phil Harrison said "Backwards compatibility, as you know from PlayStation One and PlayStation 2, is a core value of what we believe we should offer. And access to the library of content people have created, bought for themselves, and accumulated over the years is necessary to create a format. PlayStation is a format meaning that it transcends many devices -- PSOne, PS2, and now PS3."

Joystiq puts it best: "A little over a year and 'core values' go right out the window."

There has been confirmation that hardware in the Playstation 3 has been removed from the 40GB version to make production cheaper, so a firmware add-in is impossible. Bafflingly, there will still be continued backwards compatibility support for the 60/80GB PS3 models (I thought this was a huge cost?).

So, Big Bang announcement or no, there's an interesting month ahead of Playstation 3. Christmas is coming up, and this is the worst time of year to get bad publicity. Keep your ears open October 12th for that bang- hopefully for Sony, it won't be the sound of Playstation's sales (and/or reputation) crashing.

Continue Reading 40GB, and NO PS2 GAMES FOR YOU.

Saturday, April 07, 2007

Come One, Come All! Turbine Opens the Floodgates to LOTR: Online

Just a few pecks shy of "totally expected", Turbine announced today they're letting anyone and everyone play Lord of the Rings: Shadows of Angmar free until April 24th- the game's launch day.

In the monopolized world of MMORPGs, companies are finally figuring out they need more than just a big budget and screenshots to make an impact on the market. Giving players the option to play-test the game for free and determine if the game's worth the monthly subscription (or if you pre-order, the $199 lifetime fee- a bargain, I assure you) will likely be the new theme for upcoming MMOs. For the uninitiated, the past "first hit's free" deal was giving customers a free month of play.

LOTR Online seems to already be forming fan camps, with fantasy/comic fans on the bandwagon and everyone else remaining skeptical. The overall appeal of this game has yet to be seen, but the name alone should guarantee the game at least mediocre sales. What'll set this MMO apart is how it deals with questing, grinding, player professions, and most importantly, maintaining an engaging world and storyline (or, what its main competitors are shaky at). The developers have a huge platter of lore to work with, so let's hope for the best.

While we can't yet determine the success of this game, we can do the next best thing: load the game up and play it ourselves. Check it out before April 24th!

(Psst, I hear the download's pretty snappy (get to the download via the article's first link). People are reporting 1.5MB/s from Turbine's servers.)

Continue Reading Come One, Come All! Turbine Opens the Floodgates to LOTR: Online

Thursday, March 08, 2007

Well Played, PS3. Well Played.

While this may be ancient history by now, Sony's announcement of Playstation Home at the Game Developer's Conference 2007 will surely throw a wrench in the Sony-hating wheel that's been spinning for... however long it was since they advised people to get 2 jobs to pay for their system.

Before the unveiling of Home, many were skeptical of the online strategy Sony had for the Playstation 3. After being kicked with the browser system, then repeatedly beaten with the content downloader, and finally spit on with some "me-too" announcements for PS3's online features (such as the online avatar [see: Wii's Miis] and trophies [see: Microsoft's Achievement Points]). It seemed that Sony was just riding the coattails of previous successes, not entirely keen on pioneering online features themselves.

Well, flash forward to GDC at the Sony conference, where Sony's Phil Harrison debuted this unexpectedly beautiful and potential-packed software addition every PS3 will be receiving for free. Right from the get-go it was apparent this was no tack-on project, with the impressive graphics and brevity, high levels of customization, and streamlined level layout.

In Home, you'll be maneuvering a character, not menus, to access content. You'll have your own personal living space, a social commons to talk with other online players, and even a trophy/arcade room where past game achievements (with what seemed like small videos of each achievement) could be seen in a bottomless-chasm type of building that waxes reminiscent of the Star Wars senate (you know, where Yoda and the Emperor Palpatine fought- it's also in the video below around the 18 minute mark).

As most gamers know, however, it's best to not laud content before it's released. Voice chat on Halo, which seemed like a godsend at the time, spawned a generation of smack-talkin', insensitive teenage boys that ruined the game for most casual players. Similarly, Nintendo's friend codes slaughtered any hopes of making online play easy, all in the name of security. Home could be the next "great concept gone sour" thanks to rich content but poor implementation/user base.

It's good to see Sony putting more than its foot in the door of online features. They're making their desire to go online apparent, and they're explaining to developers at GDC how Home can be used to increase their games' hype and sales. For this, I applaud you Sony.

It's definitely been a while, but you seem like you're getting your creative juices back and remembering that the future's more than just silicon chips and gigahertz. With any luck, Home will be a smashing success, and online gaming will benefit as a whole.

Boy, and I thought I'd never find a selling point in the Playstation 3...

Sony's GDC 2007 Playstation Home Segment:


Playstation Home Trailer:

Continue Reading Well Played, PS3. Well Played.

Monday, February 05, 2007

Game Making 101: Don't Do This

Earlier yesterday, Destructoid lured me into one of their entries titled "The Two Greatest Game Endings Ever Produced". What I saw was... horribly unsettling. So unsettling, I feel it deserves to be written about- which means it was emotionally scarring.

Have you ever heard of a thing called "wasted effort"? How about "mismanaged license"? I can't think of better terms to describe these Legend of Zelda games that were released for Philips CD-i by an obviously low-budget, non-Nintendo developer. Suffice to say, this is the perfect example of a catalyst that made companies embrace (or grasp with an iron fist) their intellectual property.

Aside from the mind-bendingly awful cutscene quality (3rd grade animators FTL), you'd think it would be common sense that a game's ultimate finale shouldn't involve a one-hit boss TKO... from a book. Or something that resembles a book, but looks more like a flying medicine ball.

But alas, without gaming's skid marks, could we ever have masterpieces? Of course not! Hopefully this horrendous series served as a wake-up call to the industry- Nintendo especially- that licenses should be held close and dear, and game development should have some kind of base quality level. Without these tough lessons, undeserving coders would not have been shunned from future employment, and Darwinism wouldn't have had its chance to work its magic.

So, thank these games while you cringe in pain from the negative visual stimuli- otherwise, these guys would probably still be in the game-making business.

Videos after the break...


Continue Reading Game Making 101: Don't Do This

Tuesday, January 23, 2007

Blu-Ray Snubs Porn, Porn Goes With HD-DVD

Do you hear that? It's a bunch of Blu-Ray owners weeping.

In what might seem as a bullet in its own foot, Sony decided recently to bar any porn from being sold on its proprietary Blu-Ray format. In response, pornography (an early adopter of new media formats) chose the only next-gen format available- HD-DVD.

Does this spell Blu-Ray's death before it even leaves the starting gate? Or is this just a minor squabble that will be resolved in time?

One thing's for sure- pornography needs to be sold on some kind of format. If DVD falls out of popularity (a'la VHS) and there's a new format to pick, porn being exclusively on HD-DVD might offer the killing blow to any competing formats- namely, Blu-Ray.

Unfortunately, I don't buy porn, so I can't verify this information directly. There is this story relating supporting porn being released on Blu-Ray, but it's a bit dated. If you happen to see your favorite X-rated movie on Blu-Ray, be sure to toss the information my way so I can update this.

In related news, you can bypass media formats altogether and use your Wii browser for your XXX needs. As reported in this unbiased, well-researched report (*hack*), the Wii is a venerable porn-spawnin', child-insensitizin' machine from every parents' nightmares (but a godsend for all porn lovers). Not only is porn viewable from Wii's Internet browser; certain websites are actually forming their websites to be Wii-Friendly! So, surf n' jerk till your hand loses feeling, and unchain yourself from the worries of picking the wrong format in the most recent format wars.

Continue Reading Blu-Ray Snubs Porn, Porn Goes With HD-DVD

Friday, January 19, 2007

iPhone: Innovation or Stagnation?

Oh, how my eyes lit up with childish delight when I saw the iPhone unveiled at Apples' Macworld expo (see the keynote here). The iPhone seemed like a turning point in the behind-the-curve (yet overpriced) American cell phone market. Finally, a phone that was powerful enough to run more than just 50KB applications, and an interface to cream over. The future is finally here.

Or is it?

Call me a nag, but after the initial wave of excitement subsided, reality came swooping back in. How much did this peripheral cost again? What provider is it toting with as its exclusive partner?

There were some painful realizations to be had after the spectacular abilities of the iPhone were displayed. The product itself is revolutionary- one of the first of its kind worldwide. (You can view a full [well, semi-full] list of the features here. I still recommend you watch the keynote to see these features in their full-blown, demonstrated glory.) However, some of the initial decisions Apple made by solely partnering with Cingular and pricing the 4GB version of the phone at $499 (8GB at $599) are probably ill-recommended for launch.

Yes, Cingular customers are loving it. However, I read recently in an article, as well as had acquaintances, that say Cingular is possibly the worst of the worst when it comes to cell phone providers. Not to mention, although Cingular might have the "fewest dropped calls" and "largest user base [in America]", it doesn't change the fact you're severely limiting your market when non-Cingular, tech-savvy folk who would normally adopt this early in its life... can't. However, perhaps this is Apple's way of saying "Thanks" to Cingular for its continued support and funding throughout the iPhone process. On the bright side, they should be servicing other cell providers in time.

Diverging from providers, there's this other little issue- the price. Does this price tag wax reminiscent of any other item? I'll give you a hint! It starts with Play, ends with Station, has a number, and flopped at launch (er, did I just show my loyalties?). Yep, $599 is quite a high price to pay-especially when this price includes a 2-year contract- but Apple is arguing that you're buying a Smartphone, iPod, and full-featured Internet browser. Man, it hurts my wallet just thinking about it.

The battery life is around average for cell phones, and pretty amazing considering the additional features the phone offers. One major downside to the iPhone, however, is the lack of a detachable battery. It's charge or die, folks. Like your iPod, unless you're around a docking station, the phone is toast. This could be a deal breaker for most business users, who might use up the entirety of the iPhone's battery power in just 1-2 calls. With any luck, Apple will figure out a solution to the 5-hour limit they're toting.

There are further gripes, like in ArsTechnica's article, but those are mostly tech-related and/or irrelevant to general consumers like myself. I'm all about drooling over new technology, but when I see great points being raised regarding possibly fatal iPhone weaknesses, I feel it's fair to share them. For Apple praise and feel-good news, please see CNN.

Finally, and to poke a little fun at Apple's attempt to enter the Asian market, most Asian countries seem a little less than enthralled with the iPhone after its initial release. It's flashy to them and all, but they can get phones with equal (if not better) features at a far less price- we're talking $100 or so (with plan). Quite a bit lower than Apple's introductory price of $499/599. Click a phone and take a look, even if it's moon-speak to you.

Despite the negative vibe of this post, I'm still extremely excited for the prospects of this cell phone. It'll finally kick the current manufacturers into gear, forcing them to innovate (haven't seen that in a few years, huh?). Small screens and crappy hardware no longer- Apple's bringing us into the world market full force, and Nokia, Samsung, Motorola (RAZR, your days are numbered!), and others best follow or see their stock prices dip into negative %-land.

If the greatness doesn't come via Apple, it's bound to come by someone else. So, I'll sit on the sidelines until next Christmas and see if this provider/pricing/battery issue has been ironed out (read: fixed in my favor). I recommend the same for you, of course, but you're free to spend your money, and get sucked into as many 2-year contracts, as you like.

Here's some additional photos, for your viewing pleasure:

Image Credit: Engadget.com - Many thanks for posting these. These images are possibly some of the best keynote camera caps available.

Continue Reading iPhone: Innovation or Stagnation?

Friday, November 17, 2006

MTV's Gold Farming Coverage

Ah, gold farming... like a parasitic tapeworm, it annoys, persists, and thrives in the most unlikely of places (gold farming location of choice: massively multiplayer online games [MMOGs]). Unlike a tapeworm, it's garnering billions of dollars per year, and has developed into an underground industry of controversial proportions.

I'll only briefly touch on this piece MTV relased for its Gamer's Week 2.0 (apologies for the horrendous web interface) since I plan on releasing a full article regarding gold farming in MMOGs later this month. The content comes from a documentary in the works by Ge Jin, and proves to be quite enlightening on the human side of the situation.

What was once a relatively minute problem- a few people selling virtual items and money for real profit, a.k.a. gold farming- has surged out of control with blockbuster games such as Everquest (way back in the '90s) and the more recent World of Warcraft. As MTV's video shows, the gold farming industry has thrived on these immensely popular games, turning into a $9 billion dollar industry in, essentially, a decade.

MTV's clip documents the process: Poor, lower- to middle-class Chinese workers (largely young males) sit in front of PCs for 12-hour shifts pouring over a game. They kill stuff. They kill some more. When their break comes, they take a nap, then continue killing. Seems like your typical high school teenager in America, huh? Well, almost.

These guys aren't just making a pretty penny. They're taking entire game economies and injecting tons of money, goods, and gear that would be unavailable in such quantities under normal circumstances. This drives up in-game inflation, and with increased prices, players need more gold. Wait a second... We've just found the loophole farmers exploit to profitable ends.

Prices increase, and so does the average gamer's desire for money. It's a wonderful infinite loop, at least for the farmers. But what do we end up with? A botched market, artificial supply increases, and never-ending game inflation.

In the real world, there are many alternative products (substitutes), and money doesn't simply drop off everything you kill (unless you go on a homicidal rampage through the richer parts of the country). America's inflation effectively curbs itself thanks to the infinite amount of variables in day-to-day life (two of which being the facts just listed).

Within games, substituting items is feasible so far as the developers allow- the rest is exploitable by gold farmers. People (and farmers) who obtain a sought-after item can ask for any price they want, without fear something can be easily substituted for it.
It creates a devilishly complex situation for the average gamer- the guy who can't commit job-like hours to the game. In-game gold is abundant, dropping off anything and everything (albeit in small amounts).

The reason artificially injected gold is so damaging is simple: like reality, if someone prints dollar bills and tosses them into the streets, you'll end up with relatively worthless currency. Like Germany during its post-war hyperinflation, your once-sufficient 200 gold just turned into present-value 200 copper. You're paying normal amounts one day, and astronomical amounts the next, all because someone wrenched open the fire hydrant of in-game gold.

Yes, this gold requires real money to be disbursed, and the damage grows exponentially from there. Remeber the "tossing money into the streets" analogy? Well, imagine those running to the curb and scooping up money as those who spend their real-life earnings on virtual gold. Imagine people tied to chairs, unable to move being those who don't- or can't- pay. You suddenly have a false economy. Those who are rich are prosperous for reasons detached from their deserving of such money. People who refuse to partake in such activies, or simply can't due to real financial situations, now watch helplessly as the game economy inflates into a blimp.

But inflation and markets aside, who's the winner in this situation?

It's not the refusers or the non-payers. They got screwed from the get-go. They sit at the bottom tiers of the game economy, scraping together pennies when the world progresses in thousand-dollar bills.

It's not the gold buyers. Eventually, there will be people who pay more- and thus receive greater quantities of gold- who end up shutting gold buyers out. Alternatively, once their Earth-tied bank account dries up, gold purchasers end up in the same situation as the non-payers.

It's not the gold farmers. They might be better off than the refusers, non-payers, and payers alike, but only by a bit. See, they're one of the few making money from this trade, even if it's mere pennies on the dollar compared to what their employer is truly earning. They're getting $65 a month on average. And I don't think there's so many individual gold farmers that $9 billion got split into $65 per head.

You probably guessed it- the jackpot winners are the gold farming companies and gold brokers. These guys manage the industry- they oversee the employees, posting of products, profits, and direction of the industry as a whole. The gold farming companies manage the workers (as well as the 'facilities' they work in), and the gold brokers present the services and products in a consumer-friendly fashion. It's evil synergy at its finest.

While the companies are too numerous (and/or hidden) to mention, the brokers are quite easy to find. For instance, here's America-based IGE, also mentioned in MTV's report. Be sure to give them your love in the worst way possible.

Anyway, although this 'brief touch' turned into an article all its own, I hope you enjoyed MTV's (and my own) look into this complex underground market. There's tons more to learn, so I hope you join me for the all-encompassing coverage to come. More links and sources abound, to be sure.

Check out MTV's Gamer's Week 2.0 for further game-exclusive coverage, and whatever you do, don't fall into the gold-farming trap.

Continue Reading MTV's Gold Farming Coverage

Saturday, November 11, 2006

ゲット・エ・マック ->日本で

All crazy Japanese aside (the title means "Get a Mac -> In Japan", by the way), for those of you who have seen the PC vs. Mac ads here in America, the following link should give you a feeling of deja vu.

Get A Mac: Japan Edition

Yes, the ads have made their way over to the Land of the Rising Sun, and although it's harder to comprehend, the tongue-in-cheek humor from the American ads remain untouched. The overall tone, as expected, is "Boring ol' Mr. PC is trying to impress (or indirectly prove superiority to) cool, suave Mac-San".

A little interesting snippet about the American "Get A Mac" ads, the actor who played as a PC was in fact John Hodgman, once a writer for the New York Times, a mock-anchor on The Daily Show, graduate of Yale University, and has authored of a number of books. The Mac actor, Justin Long, is a B-movie actor with a short list of movies/TV shows under his belt.

If the PC was indeed John Hodgman, and the Mac Justin Long... which would you buy?

Anyone who knows who these Japanese actors are in the Mac ads, message me with some information! I'm curious if they selected the Japanese cast in a similar way.

Continue Reading ゲット・エ・マック ->日本で