Nickelodeon Should Be Ashamed

Glenn Reynolds pans the Hey, Arnold! movie,

But forget the lame plot. The animation sucked; the drawings all looked faintly blurry all the time. It wasn’t even up to Hanna-Barbera standards. And it wasn’t bad projection — the previews were sharp, and so were the titles. It was just crap.

That ain’t even the half of it.

I spent several years reviewing films and videos for the local Gannett paper and I thought I had seen some real dogs in my time, but this movie was so godawful retched that it defies all logic. I would rather be forced to watch The Punisher repeatedly than have to sit through Hey, Arnold! again.

And I’m a huge fan of the television show. My daughter and I were both anticipating this movie and I rearranged plans to take her to see this movie.

The animation was so bad it made me want to vomit. As Reynolds notes, the previews and other promotional materials gave the impression that the movie was going to be of professional quality (like the Rugrats movies have been) but instead Nickelodeon simply use their in-house facilities to do a 70 minute or so episode of the show and then printed that on film stock.

But what looks great on my 36 inch television looks like wretched crap on a movie screen. Didn’t they test screen this dog to anyone?

Reynolds also disses the plot, which was one long anti-gentrification screed. But more than just the plot, the movie lacked completely the quirky atmosphere that makes the television show so much fun. There is a lot of ambiguity in the characters and situations in the show (which is one of its strengths — it avoids the moral platitudes and mini-lectures that adults always want to insert into kids’ shows), so it was weird seeing this simplistic black-and-white morality tale. Much of the time the movie looked like what Hey, Arnold! might be if the idiots responsible for Fern Gully took over the show.

Nickelodeon should be ashamed of itself for unloading this piece of crap film on unsuspecting fans of the show.

Brian 1, Project Entropia 0

Back in September 2000, I posted an article wondering if the proposed online game Project Entropia was, in fact, just a scam.

And what do you know — Project Entropia now has potential serious legal problems including a raid by Swedish authorities who found game’s maker, Mind Ark, using hundreds of pirated software titles and at least one player who is convinced that the game is a scam.

The reason I was suspicious of Project Entropia was because it promised to allow players to make real money transactions in the game. Rather than using fake gold coins or some other pseudo-currency, characters in Project Entropia would use real money. I noted at the time that I thought this would run afoul of all sorts of money laundring problems.

I did back away from that early last year conceding that it might be able to survive in the same legal grey area that PayPal has. But details in a Wired story about the raid suggest that even if it’s not a scam, it’s not very careful with its players money. Exhibit A,

MindArk stoked these dreams by promising that a “dollar millionaire” would emerge from Entropia within a year of the game’s release.

But enthusiasm for the game has been hobbled, as a series of bugs wiped out some players’ inventories and deleted others’ long-assembled characters entirely. That’s a big deal in any game but an outright disaster in Entropia, where those hoards are paid for with actual cash.

“It seems more like a scam than anything,” Entropia player Joao Coelho wrote in an e-mail.

Another player, whose account mysteriously disappeared, added in a post to the Entropia message boards, “I’m going to be calling my credit card company to get my stolen money back.”

Scam or not, I doubt Mind Ark can pull off all of the things that would be needed to make a game like this succeed. There are just too many obstacles to overcome.

Source:

Pirate Cops Raid MS Gaming Foe. Noah Shachtman, Wired, June 28, 2002.

Freedom Force, Will Eisner, and Intellectual Property

There is a fascinating thread over at the official Freedom Force discussion board about intellectual property and computer game mods.

Freedom Force is the first real superhero game for the PC (and, soon, Macintosh), and one of the best games I have ever played. It is also very moddable, and there are thousands of skins available for pretty much any comic book superhero as well as some completely new missions and campaigns. One of my favorites, for example, is an ongoing mod that pits the Fantastic Four in various missions.

But, of course, none of the people making these skins or mods has any right to do so. The Fantastic Four are the property of Marvel and creating a mod involving them violates copyright and trademark laws. So far the companies aren’t complaining — but Will Eisner did.

One user made a skin of The Spirit and Eisner was apparently not happy about it because the version of The Spirit posted online carried a gun and Eisner has some problem with guns. So Eisner sent contacted the creator of the skin and asked him to take it down, which the author did.

Immediately, of course, some people started complaining about the evils of intellectual property, to which one observant person noted there was a whiff of hypocrisy in the air,

I’m broadly speaking against “intellectual property”, but I notice that this community has one set of morals regarding “warez scum” and another when it comes to copyright breach of comic characters.You can’t have it both ways, so either we start handing out cd keys ands iso files to all comers or we have to shut up about “bad form” and corporate greed when someone says “don’t skin my creation”.

The general response seems to be “modding is different than making warez” but most of the responses seem like they are rationalizing: What they do is warez, what we do is fair use.

I doubt Marvel, DC or other comic book companies will complain or send cease and desist order so long as their characters are not portrayed in ways inconsistent with their vision of said characters. Marvel, after all, tolerated and then licensed an X-Men Quake mod so it could be commercially released. But it would be nice if there were a way for companies to formally make such not-for-profit activities legal without diminishing their trademarks so that fans and modders could have clear cut guidelines of what they can and cannot do with stuff like this or fan fiction/films.

Panda Porn

Many male pandas in captivity are generally uninterested in mating and will often spurn advances from female pandas. What to do, then, to increase the population of these endangered animals? Panda porn!

When male pandas reach maturity, zoo officials are showing them videotapes of pandas mating.

(Don’t let Catharine MacKinnon find out — this is probably inherently oppressive to female pandas).

Spinning Salon.Com’s Demise

Reuters’ coverage of Salon.Com’s demise offers a spin that I suspect will be typical with such stories — this is proof that premium subscription services and ad revenue are inherently flawed models for Internet businesses.

The author of the article focuses exclusively on revenues, never thinking to ask just how the hell Salon.Com had expenses in excess of $10 million for 2002. Or as Pud from FuckedCompany.Com put it,

So Salon.com is $76.6M in the hole. How did these dumbfucks spend $75.6 million on a website that displays articles? No clue.

Salon.Com lasted longer, but it’s businesses practices were just as stupid as the dot.coms that crashed and burned while they spent their money on expensive furniture and wild parties.

Had they adopted sound management practices, they’d probably be profitable by now, but instead the focus early on was expensive offices, outrageously high salaries for David Talbot and company, and one after another side business that was going to make the difference (remember when it decided to get into the CMS market?)

Salon.Com — Still Doomed

Here’s an interesting SEC analysis of Salon.Com. Some highlights:

Salon has incurred significant net losses and negative cash flows from operations since its inception. As of March 31, 2002, Salon had an accumulated deficit of $76.6 million. These losses have been funded primarily through the issuance of preferred stock and Salon’s initial public offering of common stock in June 1999.

Salon believes that it will incur negative cash flows from operations for the year ending March 31, 2003. Although Salon has targeted positive cash flows from operations for the fourth quarter of fiscal year 2003, because of the rapid and unexpected sharp deterioration of the general business climate in the past year and a half, Salon may not achieve either positive cash flows from operations or financial reporting profitability in the future.

It’s difficult to see how Salon.Com is ever going to make a profit. It cut back its expenses to what it says are a bare minimum, but it is spending in excess of $10 million annually.

Meanwhile, its revenues took a drastic turn south. Total revenues declined by half last year to a paultry $3.6 million.

The SEC analysis says that Salon.Com acknowledges it will against lose money in fiscal year 2003, but apparently the company believes it will enjoy a profit in the fourth quarter of 2003. Yeah, and it might still run a sex column worth reading, but I wouldn’t bet on either of those scenarios coming to pass.

What really astounds me is that Salon.Com spends so much money and yet actually generates rather paltry visitor numbers. According to the SEC,

Salon has averaged approximately 3.5-3.8 million unique visitors per month. A unique user is an individual visitor to Salon’s network.

That’s more than $2.60 per “unique visitor”. That is way too high for what Salon.Com is selling (i.e., advertising and premium memberships).

The Price of An Economics Lesson

Ars Technica has a silly rant about the cost of computer games.

People often write me with their worries about the state of the gaming industry. No topic is more prevalent than how expensive the hobby has become over the last decade. Jason D. wrote to me last week and had this to say:

“Can you post an article about the INSANE pricing of games lately. I went to the local EB here and found out the selling price with tax for Warcraft 3 and NeverWinter Nights was a McDonalds meal short of a $100CDN! That is bloody insane! I can buy 4-5 DVD’s of 90 million dollar budgeted movies for that price! I have written a few of the offending parties with no reply if you can imagine. Game companies wonder why piracy is rampant well it’s because a game is not worth for the average Joe a days worth of after tax pay. Thanks in advance if you can publicly respond to this.” – Jason D.

I thought his point about a $90 billion movie costing $25 was an interesting analogy.

No, it’s a stupid point. How many movies spend 4-5 years in filming? How many movieslast 40 or 60 hours? Good computer games are a great value — piracy is rampant because so many gamers are cheap bastards.

What we have to remember is that a movie keeps making profit after the box office. Merchandise from baseball caps to action figures and DVD rentals help to keep the price of purchasing the movie down. When a game has passed its peak, it heads to the bargain bin and then eventually into gaming history, with a few exceptions like Starcraft or RollerCoaster Tycoon. So developers and publishers need to score big profits off early sales numbers.

Nope, sorry, try again. Games are priced where they are because gamers will pay high prices. Jesus, these geeks can go on at length about watercooling processors but have never even heard of something as basic as a demand curve or marginal pricing?

On the other hand, how many people would pay $60 to sit in a movie theater and watch a two-hour film? How many would pay $60 to buy the DVD for a two-hour film? Not many, I suspect, and the market price bears that out. If anything, the $25 price for a new release DVD suggests that computer games might be under-priced (the difference being that the total consumer base for a computer game is far lower than for a DVD or movie release — if the audiences were similar in size, I suspect that computer game prices would be similar to those of DVDs).

The idea of piracy being rampant because games are expensive is a two-sided affair. Prices are bolstered to offset losses from piracy, so it comes down to this: Piracy will become more prevalent as prices rise, but as piracy becomes more prevalent, prices will rise…ad infinitum.

I don’t buy this argument for a second. If piracy is so rampant, how come millions of people ponied up to buy The Sims and Diablo II when they could have just pirated the games?

I suspect piracy plays a very limited role in denying sales to computer companies. Instead, pirates are likely those people who would only buy a game at say $20. If a game company optimizes its revenues by pricing at $65, then the person who would have bought the game at $20 but pirates it at $65 isn’t really a lost sale at all.

Not that the company wouldn’t prefer to sell to that consumer at $20 rather than see him pirate a copy, but the constant technological change makes it difficult to price discriminate to capture that customer.

With a DVD, after a couple years the manufacturer can lower the price to maximize revenues. With a computer game, two years later the game is so dated that even drastic price cuts seem unable to motivate people to buy (in many ways, the computer game market is similar to the music industry in that today’s hot thing dates very quickly).

Celestia

Celestia is the successor to the excellent OpenUniverse program.

Celestia bills itself as,

a free real-time space simulation that lets you experience our universe in three dimensions. Unlike most planetarium software, Celestia doesn’t confine you to the surface of the Earth. You can travel throughout the solar system, to any of over 100,000 stars, or even beyond the galaxy.

All from the comfort of your desktop.

Why Bother Blogging?

Cory Doctorow wrote an interesting article for O’Reilly.Net on why he blogs which pretty much mirrors my own reasons — as a knowledge management tool to keep track of things he runs across. Doctorow writes,

Blogging gave my knowledge-grazing direction and reward. Writing a blog entry about a useful link and/or interesting subject forces me to extract the salient features of the link into a two- or three-sentence elevator pitch to my readers, whose decision to follow a link is predicated on my ability to convey its interestingness to them. . . .

Being deprived of my blog right now would be akin to suffering extensive brain-damage. Huge swaths of acquired knowledge would simply vanish. Just as my TiVO frees me from having to watch boring television by watching it for me, my blog frees me up from having to remember the minutiae of my life, storing it for me in handy and contextual form.

Some writers talk about/recommend keeping a journal on topics of special interest. I could never stand doing this, although it is indeed useful. But a weblog makes it easy to do this as well as — at least in my case — find patterns, make connections and (most importantly) quickly find that article that really impressed me two years ago.

This is what I think most of the professional journalists who have criticized weblogging fail to understand. Newspapers and magazine are great. I still read plenty of dead tree publications. But a weblog allows me to link disparate news stories together over a long time period.

Professional media criticism of how non-journalists uses the Internet to communicate is a constantly shifting ground that seems more opportunistic than principled. The first wave of criticism was that people were wasting their time on the Internet with trivial things like porn, games and Mahir fansites. The second wave of criticism was that, okay, people were talking about politics, religion, etc., but they were insulating themselves from any view that didn’t disagree with their own. The third wave of criticism wonders who exactly these webloggers think they are to be reading dozens of different news outlets and comparing, contrasting and criticizing the coverage.

Some of these folks seem to be holding on to their profession as special in much the same way that religious figures claim exclusive access to God. I have a lot of appreciation for friends who are editors and journalists and being an excellent journalist/editor is a lot more work than being a good blogger. But, on the other hand, it is not exactly rocket science either.

The biggest problem I have with webloggers is a tendency to be overly-credulous, but journalists are hardly immune from that as any number of high-profiled journalistic hoaxes attest to (anyone remember Janet Cooke?)