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Urizenus Sklar
Founder and Contributing Editor
urizenussklar[at]gmail.com

Walker Spaight
Editorial Director
walkering[at]gmail.com

Pixeleen Mistral
Managing Editrix
pixeleen.mistral[at]gmail.com

Disclaimers

Second Life® and Linden Lab® are registered trademarks of Linden Research, Inc. No infringement is intended.

The Second Life Herald is not affilliated with the Electronic Arts Corporation in any way, shape or form. The original name of the blog -- The Alphaville Herald -- was in deference to the Goddard movie about a dystopian city of the future, not the cheesy 80s New Wave band.

December 09, 2005

EA to Pay $680 Mil for Jamdat Mobile

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EA Corporate Headquarters

Last new years I predicted that EA would shell out a billion for another game company. I'm saying that their purchase of Jamdat Mobile is close enough to count as a score. Notice I also predicted a griefer attack that took out the SL grid. I'm just wiping the floor with Cory and his wimpy predictions. Anyway, I have to ask if this is a good thing for EA. I mean they get all kinds of groovy cell phone games with this acquisition, but they DON'T GET TRINGO!!!! It will be interesting to see if they mess up cell phone games as badly as they mess up their attempts at MMORPGs.

October 05, 2005

EA Settles One Overtime Suit

According to the Associated Press Today, EA has settled one of the pending class action law suits against it for allegedly failing to pay overtime. They paid $15.6 million to the computer graphic artists. The suit with the engineers is still pending. Meanwhile, here is a nice cartoon.

July 24, 2005

Big Babies and Strange Sims

OK, Jack Thompson is turning up his offensive on EA for Sims 2 mods. Earlier we reported his statement in Gamespot that Sims 2 is "worse than hot coffee" and subsequent to that we posted his letter to the attorney at EA (copied to Hillary Clinton, Joe Lieberman etc). In his latest missive he has sent the appended letter to EA and major media outlets (like the Herald!) and copied congresspersons etc. He now has his eye on the Very Strange Sims site, which does have some gnarly sheeet, including the giant baby mods pictured above and the pic which he appended to his letter below. Be sure to see the Wikipedia article on JT. Quite interesting.

following is Jack Thompson's most recent letter to EA. Screenshot attached to his letter:


Mr. Bene (VP, EA):

Please explain why EA doesn't go after the copyright infringements exemplified by the below:

http://www.verystrangesims.com/contenttwo.html [for others, including Congressional staff on the blind email list, only scroll down if you want to see this graphic material that Electronic Arts is collaborating with the "mod community" to place on the "T" rated Sims 2 game:

One more thing: one modding site allows parents to tone down the sexual content in the shelf version of the Sims 2 University Pack so that kids can play it. What does that tell you about the unmodded sexual content of this "T" game?



Keep scrolling down for graphic Sims 2 material



keep scrolling

July 23, 2005

EA Gets Jacked! Naughty Mod Scandal Goes Nucular [sic]

Ohhh baby, you *know* how much the Herald hates to say we told you so… well ok, we rather like it…but this one is particularly delicious. The Herald has come into possession of the following letter written by anti-video game activist and attorney Jack Thompson to the General Counsel and Corporate Secretary (and VP, but everyone at EA is a VP as far as I can tell) Steve Bene. Jack is on the warpath about the nude skin mods in Sims 2. Hmmmm, wonder if anyone has told Jack about the nude skin mods in TSO… Oh, be sure to check out the cc list on his letter.

Pulling up a lawn chair, donning pith helmet, cracking open a cool one…

Steve Bené, Attorney
VP, General Counsel and Corporate Secretary
Electronic Arts Inc.
209 Redwood Shores Parkway


Re: The Sims 2 and Porn

Dear Mr. Bene:

Mods are readily available via the Internet to turn the characters in your company’s The Sims 2 into nudes with exposed genitalia. This includes the children in the game. EA has made this modding easy by making it readily possible to remove “the blur†from the genital areas. Even the New York Times’ web site is providing this cheat code to remove the blur.

Adult “porn sites†are featuring, via free downloads, the mods that allow the consumer to customize the appearance of the labia, nipples, pubic hair, and penises. As you know, The Sims 2 already features reproductive activities in this “T†rated game.

Such modding is made more likely by public statements by the game’s creator, Will Wright, that he supports the modding of the game.

To the extent that your company does absolutely nothing to crack down on this apparent infringement upon EA’s copyrighted material, which is in possible violation of its various software agreements and warnings, then EA collaborates, in every sense of the word, with the modders to put this material into the hands of consumers, many of whom are children, given the inviting “T†rating on the game.

I urgently ask Electronic Arts to stop this modding activity by appropriate means, otherwise the “T†rating given the game by ESRB means, for all practical purposes, nothing and breaches trust with parents.

Regards, Jack Thompson

Copies: Media
U.S. Senators Clinton, Lieberman, Brownback, Santorum
California Assemblyman Leland Yee Redwood City, CA 94065 fax: 650-628-1422 email: copyright@ea.com

Jack Thompson: “Sims II is Worse than Hot Coffee!!!!â€


Just yesterday we were predicting that “the other shoe tree†would drop on EA in the wake of major media discovering dirty mods. Today it is not only dropping, but it looks like a full-on Imelda Marcos shoe tree full of trouble. Gamespot is reporting that Miami Attorney and anti-gaming activist Jack Thompson has taken aim at the Sims II, claiming that it is WORSE than GTA San Andreas. OK then.

It seems that Thompson thinks the blurred privates in the Sims are occluding genitals that are actually there. EA Vice President for Corporate Communications Jeff Brown has responded that this is “ridiculous†and contends that what is blurred is a Barbie-style genital free zone. Despite the fact that Jeff Brown says this it is probably true, but the problem, as we predicted, is that the distinction is far too subtle for the average person to sort out, and functionally it doesn’t make a lick of difference (in each case one merely needs to download a simple mod). This whole thing has me completely stressed out. Think I’ll steal some cars and shoot some hookers to calm down.

May 17, 2005

Jeff Brown is "Bastard of the Week"

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EA's Vice President for Corporate Communications, Jeff Brown

Our good friend Jeff Brown (VP for corporate communications at EA) has scored the uncoveted "Bastard of the Week" award from Offshoring Digest. Not sure if there is an Orwell Newspeak Prize, but if there is he's a lock to get that one too.

March 30, 2005

The Other Shoe Drops: Insider Selling at EA is Followed by 13% Stock Drop -- Stockholders Sue

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EA's Vice President for Corporate Communications, Jeff Brown: "we intend to vigorously defend the company."

Well, as much as it just kills us to say we told you so, we told you so. Several weeks ago we reported that several EA executives were dumping shares of EA stock. Insider trading? Jeff Brown said no, which made us think: yes! And surprise surpise surprise, EA now has cut their earnings estimates and the price of the stock has dropped 13%. Gee, those execs were pretty "lucky" to have sold just before losing 13% of their assets. But we aren't the only ones to notice the *cough* coincidental *cough* insider selling followed by stock drop. Some shareholders have too. And here come the lawsuits!

March 19, 2005

Game Developer Rants burn houses, babies and bridges

If you hadn't caught them earlier, Cory Ondrejka's (aka Cory Linden's) Terra Nova forum threads about the now-infamous Game Developers Rants, were Slashdotted yesterday. The main two Terra Nova threads are called 'Burning Down the House' and 'Burn baby burn'. Some of the things that games developers came out with were beauties like these:

"Iwata-san [President of Nintendo] has the heart of a gamer, and my question is what poor bastard’s chest did he carve it from?"

"Games grow through innovations. Creations of new game styles that spawn imitators and whole new markets. The story of the past few decades is not about graphics and processing power, but startling innovation and industry. That’s why we love games. BUT IT’S OVER NOW!"

"First of all I don’t hate you, Will Wright. I just had one of those 'I’m not worthy' moments in the elevator."

"How often DO they perform human sacrifices at Nintendo?? My friends, we are FUCKED. We are well and truly fucked."

"I’m going to rant about How Sony And Microsoft Are About To Screw Your Game Design"

Our Cory responds to some of the Chicken-Little Apocalypse Now scenarios with a nod to Small Studios and Do-It-Yourselfers and also provides a sensible 'Six Ways To Make Games Without EA'. Second Life is well-represented and the example for Way Number Six is 'Tringo' - which some SL residents, however, would point to as a sign that the apocalypse is coming.

If it is, maybe we can fool around with some games while we're waiting? Cory argues, "...if you want to make games, MAKE GAMES! There has never been an easier time to make games. The answer is not to bitch about EA not wanting to hand you millions of dollars..."

Or is it? The debate rages on. Why not break out your Anonymous Coward avatars, your flame-throwers and your fire-extinguishers and jump into the burning rings?

Or maybe you'd prefer to never-mind-the-bollocks and actually answer Cory's challenge? Linden Labs recently announced the Second Life 2005 Game Developer's Competition. Maybe everyone will be talking about your crazy-ass GDC rant in a few months.

If those aren't your style there's some other interesting ideas in the original GDC rants to have a wank about. Brenda Laurel skirts the wang-toting machinations of the boys and tackles 'social myths' in gaming - invoking Guy Debord's 'Society of the Spectacle'. I found this little tidbit fascinating (though doubtful):

"GTA. I talked to 22 little boys in LA, all of them wanted to see that game. With only one exception, the thing that they wanted to see was to be able to drive by their house. They weren’t interested in stealing cars. Or the criminals. Or the back-story. They weren’t interested in that, they wanted the simulation of driving by the house."

Someone should send those boys some SL invites. Here they could simulating living in their house. They can simulate eating a goddamn bowl of corn-flakes for breakfast if they want to. But they shouldn't be listing their copies of GTA on Ebay just yet. SL might have housing well-covered but people here still just laugh in my face when I try to carjack them. Feature-request for 1.7: Brass knuckles force object-transfers.

Let's make it happen!

March 04, 2005

Editorial: Simulating Free Speech In Virtual Lives

“If Peter Ludlow is a journalist, then I'm a railroad tycoon whenever I play Monopoly.†-- Jeff Brown, Electronic Arts - Vice President for Corporate Communications

Neal Stewart comments on Eric Goldman's draft paper 'Speech Showdowns at the Virtual Corral', where under-age cyber-prostitutes, free-speech, corporate censorship - and our very own Urizenus Sklar - are the topic of the day.

So what should we do about Second Life residents who are into swastikas, cartoon child porn, sculptures of breast-feeding mothers, upskirt pictures, and calling other people naughty, naughty words in forums?

At ClickableCulture.com Tony Walsh - aka Second Life's Zero Grace - recently drew our attention to a draft paper by Eric Goldman entitled 'Speech Showdowns at the Virtual Corral'. Goldman, who is Assistant Professor of Law at Marquette University Law School, discusses in some detail The Sims Online controversy between TSO parent-company Electronic Arts and the SLHerald's very own Peter Ludlow (aka Urizenus Sklar). Goldman argues that virtual worlds are no 'different or special from a legal standpoint compared to other types of online services.' And that he therefore sees 'no reason why we need to distort First Amendment jurisprudence or create special rules to protect virtual world participants from censorship.'

What was the TSO controversy all about? The Second Life Herald is actually a refugee from Electronic Arts' MMOG The Sims Online. The newspaper - then known as 'the Alphaville Herald' - is the brainchild of Urizenus Sklar, who's Real Life avatar goes by the name of Peter Ludlow. Ludlow helps the University of Michigan with dwell traffic as a Professor in the Philosophy and Linguistics department.

The Herald didn't pull its punches back in the TSO days either. Its vivid exposés of the game's more seedier elements gained international notoriety (CNN, BBC Online, Salon.com) in December of 2003 with the publication of an interview with 'Evangeline', who claimed to be an under-age girl in real life working as a 'cyber-prostitute' in 'brothels' found on TSO. According to Evangeline, her text-based cyber-sex services earned her as much as $50 US per session in the TSO 'simoleon' currency.

Within two days of posting the story Electronic Arts terminated Urizenus' TSO account. Their claimed justification was that Urizenus had committed an obscure URL-deep-linking Terms of Service violation in his in-game profile - an 'offense' that many players claim was, and still remains, a common practice in TSO. Furthermore, the account was permanently terminated after only 11 hours into a temporary 72 hour suspension.

Professor Goldman is unsympathetic to Ludlow's case, compares it to other examples of companies firing their customers, and argues that members of online spaces like TSO (and arguably SL) are not entitled to free-speech rights. His paper is articulate and well-reasoned, and I say that in part because it is and in part because it'll make me look good in the event that I convince you to disagree with him. We would also do well, however, to remember that his paper is currently only a draft and subject to change.


Taking issue with the term 'cyber-prostitution'

One of the first points Goldman takes issue with is Urizenus' use of the term 'cyber-prostitution'. He writes, "The term "cyber-prostitution" implied that avatars were engaging in simulated sex, but nothing so lurid was taking place—indeed, the game architecture [TSO's] did not permit simulated sex." The footnote he provides as evidence however is Amy Harmon's NY Times article. In this article she states in no uncertain terms that, "Sims sex is, indeed, simulated. It consists mostly of players at a keyboard typing into a dialogue bubble displayed above the heads of their pixelated characters, perhaps while using the "slow dance" command or lying on a simulated bed." Perhaps Goldman's definition of 'simulated sex' is at odds with Amy Harmons', in that he doesn't consider there to be a 'simulation' if there are no graphics. The implicit argument here is hardly an uncontroversial one - to say that cybersex isn't the same thing as 'simulated sex' - particularly in light of the graphics argument. Are you 'simulating sex' if you click on a sex button, then a partner, and your two avatars go at it, but not simulating it when you have two people interacting within a purely text-based, shared sexual narrative?

In any case, perhaps Goldman's intent is to downplay the significance of Urizenus' claims in order to make EA's termination of the account more reasonable. It seems apparent however that Uri's use of the term 'cyber-prostitution' was a play on the term 'cyber-sex' and in that context an accurate characterization. Princeton's CogSci dictionary defines cyber-sex as 'sexual arousal involving communication on the internet'. 'Cyber-prostitution' is therefore a reasonable term to use to describe the act of providing sexual stimulation via the internet for money - be it U.S currency or Simoleons that can be bought and sold for U.S. dollars.


Peter Ludlow as cause célèbre

Another point that Goldman raises is worth addressing, although more of an observation on the issue than an argument. Goldman says that, "Not surprisingly, Ludlow’s claim received some publicity". But he later comments; "What is unusual, however, is that Peter Ludlow's story has become a cause célèbre. His termination was covered by the New York Times, the Boston Globe, CNN, the BBC and Salon, and influential professors like Jack Balkin of Yale Law School have supported his cause."

Goldman here is a bit like a plumber who's unimpressed with the Apollo 11 because it doesn't have any toilets. Perhaps the overall tone of media coverage has been in support of Ludlow (that's an empirical claim beyond the scope of this article) but Goldman, as a lawyer, seems to be ignoring some of the non-legal features of the story. As Salon reported, "Several other games have fan sites or newspapers that cover them, but experts could recall no other instance of clear-cut censorship." Although the legislative debate around corporate censorship of customers featured large in some corners, the overall debate was not over what the U.S. government should do but what EA did do. The point of interest was the way EA handled customer criticisms and bad PR; some people saw their response as legitimate and others were appalled. In the latter, this was particularly the case with parents who felt that they were entitled to know the things that children - potentially their children - were doing on TSO.

Second Life: Stormy Roentgen with her PG-sim-banned breast-feeding sculpture (nipples).
Second Life: A banned Swastika flanked by also-banned Penii of Grief.

Switching costs and market failure

Goldman suggests that virtual worlds like TSO and SL are no different from other online spaces that are legally allowed to terminate member accounts for whatever reason they choose. He says, "The strongest argument I have heard to distinguish virtual worlds from other online spaces is that virtual world participants invest significantly in their online persona, and this investment creates switching costs for participants that impedes the ability of market forces to reward and punish virtual world providers appropriately. If true, these switching costs may create a market failure requiring regulatory intervention." Part of his response is that other online communities have comparable switching costs (eg. email, webhosting, blogs) and that he 'needs more persuasion that the switching costs in virtual worlds exceed these switching costs'.

However, if we visit Goldman's blog he points out:

Some virtual world participants invest significant time and money in their online characters—earning (or otherwise obtaining) virtual money or items, gaining experience/levels, creating or customizing online "property" (such as houses or widgets that are for sale in the virtual economy) and forming social networks. In some cases, participants purchase items, cash or characters with real cash either directly from the provider or in a secondary market like eBay. All of these "investments" can be lost or diminished if a virtual world provider terminates the individual’s account or otherwise changes the rules or environment of the world.

These costs do not seem comparable to switching costs for email, for example. If I move from Hotmail to Yahoo, I can notify every person in my contact list or inbox accordingly. Anyone who's written my address on the back of a cocktail napkin with lipstick is going to be out of luck though. With changing webhosts, my domain name will stay the same and the only switching costs will be the actual time taken to set up an account elsewhere and transfer all the webpages. For blogs, I may have to convert the archived posts into a format that is compatible with the new blog. This is generally do-able and in the worst case scenario the old posts can still be salvaged in a readable format. These are all tasks that are likely to take only a few hours at worst.

With Second Life, however, there's simply nowhere else to switch to (no one else is even close). And even if there was, it seems unlikely that you're going to be able to take much of your investment with you. An alternative virtual world would need to have a 3D-engine compatible with SL, such that you could somehow export all the objects/scripts you have ever purchased or crafted yourself, and import them into this new world. Even if the residents could sell off their land purchases before switching, they're not going to be able to somehow get refunds on all their vehicles, buildings, clothing, avatar-attachments and weapons. In the past 8 months residents have spent a total of $L 117,986,520.00 (currently about $US 480,216.94) on direct purchases of in-game objects alone (although to be fair you also need to look at the number of residents, where the money originally came from and where the money has gone). When a lot of these items are crafted, it's not like a MMORPG where your character gathers some wood and some paint and clicks on 'Build Piano'. In SL objects are made the same way that designers, builders and artists do it in the real world - piece by piece and usually without blueprints. You can spend hours building individual piano keys by modifying primitive building blocks, and then you can embed an audio script that you have written yourself into each one. Furthermore, SL grants the creators intellectual property rights over these creations. There is also a huge range of complex social investments involved. So, overall the switching costs do seem to be significant and may result in market failure after all.

Telephones, malls and public spaces

Putting Professor Goldman's paper to one side, the central problem of this great debate seems to be whether or not worlds like Second Life and The Sims Online are the same as real-world community spaces where residents are entitled to free-speech rights that overrule private property rights. The most common tack has been to make an analogy to telephone services or malls.

If you can say whatever you want over the telephone without fear of the phone company canceling your account, why isn't it the same in online worlds? There are clearly similarities but the features of online worlds seem to strain the analogy to breaking point. Although Linden Labs are primarily hosting-providers, technically they are also content-providers. They create all the land for example, preside over disputes, release currency and make rule-adjustments to prevent inflation. But they are also content-removers. The terrain is wide, complex and controversial; allegedly, sculptures of nipple-exposed breast-feeding mothers are deleted from PG sims, swastikas are deleted from Mature sims, residents can be banned for Nazi-based group names or taking 'upskirt pictures' of residents, cartoon child porn, or 'personal attacks and inflammatory statements' in secondlife.com forums. Both The Sims Online and Second Life also have 'any-reason' termination clauses ("Linden has the right at any time for any reason or no reason to suspend or terminate your Account..."). Check out the Community Standards and Terms of Service.

In the phone analogy - even without the censorship elements - Linden Labs' presence effectively amounts to a company employee actually participating in the phone conversation, occasionally initiating or guiding the dialogue, chipping in with rejoinders and commentary. So the mall analogy becomes more attractive.

With the mall analogy, however, free-speech takes a hit. In the U.S. there are only six states that have legislation preventing mall staff from removing you if they don't like what you say. In the others you're fair game. But in either case, who really cares? Do we actually need these public spaces? In 'Reclaiming and Remaking Public Space: Toward an Architecture for American Democracy', Kevin Mattson writes:

The relationship between public space and democracy is crucial. Democracy requires places where citizens can gather together to discuss the issues of the day and work on solving problems ... This space... facilitated the potential gathering of strangers. Only in public can citizens meet and talk with fellow members of society they do not associate with in the realms of work and family life (the two other central places in most people's lives) ... public space cements the necessary basis of democratic citizenship--the ability to associate with other citizens in a civil manner, respect other citizens, and join with them in common projects involving dialogue.

If this is the primary purpose of public spaces, why must they be limited to local areas with grass and gravel? Can't virtual spaces facilitate civic interaction more effectively than their physical counterparts, by gathering an even larger number of 'strangers' from a greater variety of locations, with an even wider range of views? Today it seems that town commons, public squares and parks are rapidly shrinking while privately-owned commercial spaces are becoming all the more pervasive. If so, do these private spaces then somehow become the new public spaces, legally assuming some of the same responsibilities and privileges? Is there a virtual world model that can simultaneously maximize profitability and free-speech, while also minimizing legal liability? Or are the three fundamentally at odds with one another? If so, what impact will this have on democratic societies?

March 03, 2005

Bada Bing! EA Exec gets EA endowed Chair At USC


EA Founder and CEO, Bada Bing Gordon

Wowzers, no sooner do I post the story about 7 EA execs suddenly dumping stock in EA (NOT insider trading, we are assured), but a friend points me to this article -- Wire: Bing Takes A Chair At USC! It seems that EA has endowed a chair in interractive entertainment at USC. Very nice, but who will hold this chair the first two years? Why none other than EA Founder and CEO: Bada Bing Gordon! It's good to be the Emperor. Meanwhile, my friends who teach at USC are soooo proud...

EA Execs Dumping Stock. Insider Trading or ... what?

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EA's Vice President for Corporate Communications, Jeff Brown says "it's diversification!"

In a recent report by Mercury News -- see MercuryNews.com | 02/28/2005 | Burst of selling by EA executives -- it appears that 7 EA execs have unloaded stock positions ranging from 1 million to 10 million dollars US. A coincidence? Are they all building really really big swimming pools? Or is this trading on insider info. Well Jeff Brown ASSURES us it isn't the latter: "It was diversification". Mhmmmmm....

January 26, 2005

Jeff Brown: "Video games are taking over the universe!"

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EA's Vice President for Corporate Communications, Jeff Brown

JB was back in the news yesterday, this time on NPR's Morning Edition, Jan. 25. The story was about EA and Take 2 buying up rights to sports trademarks for their video games, but clearly the highlight was Jeff saying "We see video games taking over the universe." Might as well junk your TVs and radios and demo those movie theaters now! The ever astute NPR reporter Scott Horsley felt compelled to remark that Jeff Brown "is far from modest." Gee, do ya think?

January 23, 2005

The Borg Back in the News

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EA's Corporate Headquarters

EA has been back in the news this month, most recently in this article in the Chicago Tribune, which talks about recent acquisitions and even quotes Ubisoft representatives as calling EA's purchase of its shares "hostile." Of course the big news this month is the purchase of the ESPN name -- EA now has exclusive rights to use "ESPN" in its game titles for the next 15 years. (Sorry Sega). The Tribune article also suggests that tabloid king Rupert Murdoch is eyeing the game market. Fine by us, Rupert, but if you start a newspaper in Second Life we will tear you another asshole!

December 21, 2004

EA buys 20% of Ubisoft

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EA's Corporate Headquarters

According to TheStreet.com and NewsFactor, EA has purchased approximately 20% of the French software company Ubisoft -- makers of Myst, Tom Clancey's Splinter Cell, and Star Wars Trilogy. EA's Vice President for Corporate Communications, Jeff Brown, told NewsFactor that ""This does not represent a consolidation in the game industry," ... "This is purely a financial transaction. We expect to be treated like any shareholder of that company." Mhhmmmm.... sure Jeff. Does this mean they are going to buy Ubisoft in the fullness of time? TheStreet quotes Jeff as saying, "We haven't given any thought to that yet." Imagine that! Never even crossed their minds.

December 18, 2004

Jeff Brown vs. Jeff Brown

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EA's Vice President for Corporate Communications, Jeff Brown, and the other Jeff Brown (aka ButteredNinja)

Turns out there is another Jeff Brown with ideas about the game industry and he is not all that happy to share the name of EA's corporate spokesperson ("to be honest, it makes ME look bad when someone who shares MY name tends to make himself out to be a supreme jackass"). His blog is well worth visiting.

But JB2 can talk some smack in a pinch too. Best quote: "You've all read the stories no doubt, if you haven't, maybe you should. Basically, EA, the mega-media mogul behind franchises such as Need for Speed, Madden, and a slew of other titles, has taken the love that many videogame developers have for their profession, and the industry as a whole, and killed it. But not just killed, oh no, they had sex with it first, with a strap-on made of porcupines and lemon juice, and thereafter ordered $300 worth of Indian take-out cuisine and skipped the bill. "

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Picture of EA's corporate headquarters found on Jeff Brown 2's blog.

At one point JB2 riffs on the following quote from JB1.

"We killed 'em on football. They could give that thing away for free, scotch-taped to a ham sandwich and we're still going to beat them," Jeff Brown, EA Vice President on the subject of ESPN NFL 2K5, a stellar football game retailing at a low, low $19.99.

"Well, that isn't very nice is it? And to be honest, it makes ME look bad when someone who shares MY name tends to make himself out to be a supreme jackass. But I digress, merely a competitive quote from a rival developer/publisher? As we all know, EA has manned the Madden franchise for the past 15 years, that is no small feat and deserves to be applauded. But while I may not be an expert on all things football, I do tend to think myself fairly competent on judging games. And in my humble opinion, Madden and 2K5 are both great games, but unlike its rival, ESPN NFL 2K5 is a fresh, entertaining, and well made title that in many, many cases, beats Madden's pants right off. "

December 15, 2004

Picture says it all.

no sims
Thanks to Evangeline for the pointer.

December 02, 2004

EA to employ 500 in China. Jeff Brown: "it isn"t outsourcing"

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EA's Vice President for Corporate Communications, Jeff Brown

According to this article in the Mercury News, EA is expanding its operations in China and may hire as many as "500 artists, developers, and programmers by the end of the decade." In the face of all the recent whining from EA employees and their spouses about the sweat shop conditions at EA (80 hour weeks with no overtime) one wonders if this isn't part of a more general outsourcing plan. Jeff Brown says it isn't about outsourcing, which makes me think it probably is. (I think they should have found someone else to deliver this particular message.)

November 23, 2004

In the Belly of the Beast

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CMU Researcher Randy Pausch

Academic Randy Pausch has provided a rare look into the workings of EA Corporation in a recent paper entitled "An Academic's Field Guide to Electronic Arts". The paper is based on Pausch's residency at EA and is intended as a sympathetic portrait -- designed specificially to help academic institutions to build programs to feed the EA human meat grinder (see previous story). Mmmm, more hearwarming stuff. But despite the intended goal of the paper being to Feed the Beast (tm), some insightful comments slip through the fluffing. My favorite:

"Probably the most surprising thing I learned about EA is that its leaders, including its creative leaders, describe it as a packaged goods company like Procter and Gamble or Nabisco."

Know what? I didn't find this surprising AT ALL!

Jeff Brown: We aren't the Only Sweat Shop!

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EA's Vice President for Corporate Communications, Jeff Brown

Just a few days ago, when we blogged the heartbreaking post from EA Spouse, we predicted that Jeff Brown would weigh in with some suitably unhelpful comments. And now he has! While the post from EA spouse has now received some 3000 comments (including many stories that second the picture painted by EA Spouse), the Washington Post, in an article entitled "Serfs up in the Video Game Industry", Jeff gives us the EA line: well, everyone else in the game industry treats their employees like crap too.

Mmmm, heartwarming.

November 06, 2004

Free Speech for Avatars! And?like?Now!

Ludlow blasts Stratics.

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In a Session at The State of Play entitled Avatar Rights, Virtual Liberty, and Free Expression in Virtual Worlds, Peter Ludlow blasted the organized censorship policies of Stratics, while Fred Schauer of Harvard University suggested that the possibilities for free expression in virtual worlds should be used to explore alternative models of free speech. Jack Balkin of Yale maintained that government and the legal profession were going to insert themselves into game worlds whether game devs like it or not and that by offering to protect free speech game companies may be able to insulate themselves from certain kinds of legal liability.

Streaming webcast of the talks can be found here.
Discussion on Terra Nova here.
Article by Daniel Terdiman in Wired Online is here.

October 09, 2004

More about sex and Sims II

The other day we noted that the advertising campaign for The Sims II seems to be predicated on four things: sex, sex, sex, and sex. Since then, Tama Leaver has picked up on this theme on his Ponderance blog, and added some very important observations, not the least of which is that it appears the blurred out bits are actually there, but just blurred (evidence: it only takes a 15K software patch to deblur it!). Here's a quote to get ya going...

"Do I mean 'sex' or 'sim'? It's hard to tell the difference sometimes, and therein lies an interesting point: sexy Sims sell! Or, that's what EA Games seems to have decided (and after selling over a million copies of The Sims 2 in the first 10 days of release, they may be right!)."

Odd then that EA considers sex in tso to be "impossible" don't you think?

30 Million down the toilet

Forbes.com has a very interesting article on the success of City of Heros, but along the way it drops this little nugget:

"Cryptic thereby defies a troubling trend: Internet games, first ballyhooed as the next big thing, have struggled. Electronic Arts dropped perhaps $30 million (EA won't confirm it) building, marketing and supporting Sims Online, but it drew at most 80,000 users, and the fad has faded. Users said Sims, with no monsters and no fighting, was a bore."

Terra Nova has a discussion of the article here.

September 20, 2004

Sims 2 Marketing Campaign: sex sex sex sex sex

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Faithful readers of the Herald know that we don't like to discuss s-e-x, and only do so under duress, but the new advertising campaign by EA for the Sims 2 begs, pleads and grovels for attention and blogging. What we find fascinating is the conjunction of the new advertising campaign with EAs insistance that there is "absolutely no sex" in the online sims. I guess we are to conclude this: people want sex with NPCs, but would never cyber with human typists. Question: what does this tell us about EA? Conjecture: it is not run by humans but by the matrix. Or maybe The Borg. But we knew that.

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Ah, nothing says gaming hyjinx like infidelity and catching your spouse in the sack with someone else! (Or being caught with someone else!) What could be more fun than that!

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There's no sex in TSO, but oh those randy NPCs in Sims 2!

September 17, 2004

Captain Will on BBC Online

We're going to see a lot of Will Wright as the Sims 2 release approaches, but this intereview in BBC Online is special because...well because Doc Pete is mentioned too! What does Will think about the shady side of virtual life?: "it makes the game more interesting." We couldn't agree more. Don't miss the audio interview, and finally, gopod bless Captain Will for remarks like this: "By building your life into a toy, it enters your consciousness. People start to see the juggling act. They wake up a bit more and see that they have been playing this game in real life, but never realised." At tip of the cap and a hearty HAAARRRR!!! to the cap'n for that one.

September 08, 2004

Jeff Brown to the TV Networks: We're eating your lunch!

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EA's Vice President for Corporate Communications, Jeff Brown

That smack talkin' mack daddy of corporate "we pwnz u"- speak was at it again last month, this time claiming that the TV networks were history, cuz giant game companies already pwn the eyeballs of young males, and soon they will get the advertising dollars as well. Oh joy, does that mean more McDonalds kiosks in our games? The quotes appear in an otherwise sober and thoughtful piece in Wired News by Frank Rose. Read on for quotes and s/mack-back analysis by the Phrrrst Philosoper of Gaming...Urizenus Sklar!

Here's the JB passage in question:

"We're eating the networks' lunch!" crows Jeff Brown, EA's vice president of corporate communications, mentally computing the bite EA might someday take out of the television ad market. "Now, this doesn't happen for 6, 12, 18 months - but when television executives take full measure of how their advertising dollars are moving to videogames, you should prepare yourself for a lot of news stories about how bad videogames are for kids. In fact, I would recommend that Morley Safer get started right now on how videogames are warping the minds of young people. Perhaps" - he grins wickedly at the thought - "they should run it right after all the gore on CSI."

Actually I agree with Jeff on this up to a nearby limit. If games have captured the eyeballs (and they have), then shouldn't the advertising dollars follow? There is a certain logic to that, although advertising techniques are basically finely crafted exercises in social psychology and propaganda techniques that have been refined by 50+ years of beta in the television industry. Does anyone really understand how to get the same effect in a game environment? Especially a console game? Frankly I doubt that Jeff and the bright lights at EA have put a whole lot of thought into this.

But no matter. While the march of Dialectical Virtualism may be on the side of EA for the moment (translation: advertisers probably will figure out how to push products from inside games), it is probably just a fleeting historical moment on the road to the End of History for EA and the console companies. Their problem is this: advertisers don't *need* game companies, because they (i.e. their marketing/advertising agencies) can design their own games from the bottom-up, and they will be (1) better than the crap that EA is pumping out and (2) engineered to optimally sell the products and values of their clients.

All EA has to offer at the moment is a marketing/distribution system that can deliver boxes to gaming stores, but we all know that that distribution model isn't going to last much longer. Soon the games will be pushed to us through the internet. When that happens, why does John Madden and the NFL need EA? They can build their own games, offer them as downloads on their own websites, and advertise them during their r/l sporting events. They can build anything they want into these games. Or better yet, they could build desktops/platforms that provide the same interface for both r/l and v/r sports events. The possibilities are mind-boggling.

In effect, while Jeff is right that advertisers and marketers will be moving their money from television to games, the same advertisers will quickly see that game companies like EA are providing nothing but fucktarded middle-men, building uncreative and technological primitive games by committee, and are charging exorbitant prices for the privilege of letting the rest of us pass through their anti-creativity bottle neck. Where does all the money go? Apparently to big buildings, EA shareholders, and Jeff Brown's salary. Think about it; who needs that?

August 29, 2004

Jeff Brown: Let the weeds burn!

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I don?t even bother with the ?Jeff Brown spouts off again!? headlines, because, well what else *would* he do. *This* time the Vice President for Corporate Communications for The Borg gave an interview to the BBC wherein, in the words of Clickable Culture, he ?simultaneously begs for pity and declares an apocalypse upon smaller publishers.? In one classic passage, the Borg spokesman said "We look at the transition [to new consoles] like a forest fire. It makes the healthy trees stronger, but burns away the weeds". Translation offered by Clickable Culture: "We own the gaming industry, so don't fuck with us."

The BBC article is especially interesting in what it reveals about the EA business plan. In effect: stay with established games and film tie-ins, borg smaller game companies and suck them dry.

Here is a quote from the article, which I strong recommend reading it its entirety:

There is some debate as to whether innovation and creativity is suffering as game publishers become increasingly unwilling to back any project that lacks a built-in audience. A glance at the games charts in the UK shows that most of the titles in the top 10 are either sequels or tied to a film. Many have come from the EA stable, but it makes no apologies for sticking to a successful formula. "The franchise strategy is good for the company, investors and consumers as this is a hit-driven business," said Mr Brown.

August 18, 2004

Tigger Leaving EA/Stratics

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Sorry for the delay in reporting this, but both I and our main board ho, The Phantom, have been offline for a week. The news is that Tigger, basically the only EA rep that ever communicates with the 40,000 some odd TSO players is leaving EA on August 20. Among the questions this raises, of course, is whether this is more evidence that EA is pulling the plug on TSO (as it did with Motor City Online and Earth and Beyond). As one might expect, there is much discussion of this on Stratics.

Jeff Brown Spouts off again! You gamers are wasting your time.

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EA's Vice President for Corporate Communications, addressing the Edinburgh International Games Festival

Well, Mr. Uber-foot-in-mouth has outdone himself. This time, EA's Vice President for Corporate Communications Jeff Brown popped off at a gamers conference in Scottland, saying that gamers would be better off going out and mowing the lawn than ... did he say play online games or did he say try to make money gaming? The attendees were unclear on what he meant, but it is reported on Terra Nova that these remarks were made as he sat next to Jamie Hale of Gaming Open Market! Lots of fun remarks in the thread on Terra Nova? Favorite quote: "Either EA hasn't been tracking eBay player auctions, or this guys is a complete idiot." Gee, can't it be both???

Here is your thread for more hilarity:
http://terranova.blogs.com/terra_nova/2004/08/eas_eyes_wide_s.html

July 20, 2004

Wired News Investigates EA's Ineptitude with MMOs

Daniel Terdiman, who broke the story of the Alphaville Elections into the infosphere not long ago has recently written a story on the string of failures that EA is racking up with online games. Casualties now include Motor City Online, Earth and Beyond, Ultima X, a scrubbed plan for a Harry Potter Game, and of course the disappointment that is TSO. This is contrasted with the successes being enjoyed by Sony Online Entertainment and especially by NCsoft. There is some nice discussion from our friend Ted Castronova. My favorite quote from the Ted: "Maybe the EA story is a wake-up call that this is so much more about governance than it is about game design."

July 01, 2004

OMFG! EA Pulls plug on Ultima X

Wowzers! In news releases issued by EA after they pulled the plug on Earth and Beyond, EA said it was sending its E&B dev team to work on Ultima X -- the much hyped 3D successor to Ultima Online. But now they have announced they are pulling the plug on Ultima X. Informed sources say that the dev team will now be shifted to TSO. Just kidding... hahahahaha. In fact, it sounds like the team is going to work on that venerable dinosaur, UO. Maybe they can find a way to wreck that game too. Follow the Terra Nova discussion on this one. And my question is: Why doesn't EA just get the hades out of the MMORPG business? Clearly they are utterly clue impaired about this biz.

June 26, 2004

Profanity no longer a reportable offense in tso, but what does it mean?

Most of you know that TSO has announced (well, Tigger has announced) that profanity is no longer a reportable offense. RB has editorialzed on his blog that this shows an outbreak of sanity at EA, since profanity reporting was principally just a tool used by griefers to ban citicisms that get fed up with their antics and say "damn" (I know of a case of a sim that was flagged for telling a sim that he "deserves to be bitch slapped" after he called someone a "nigger" -- the sim who said 'nigger' was not flagged by EA). Is it really an outbreak of sanity, or is it yet another sign that EA is withdrawing resources from the game and no longer has the time or energy to supervise the language of game users. I guess I would vote for the latter. Meanwhile Tigger advises users to deploy EA's profanity filter -- which is the biggest joke in cyberspace.

June 20, 2004

Of Mice and Roaches

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Roaches plague the Miss Alphaville Pagent

Well, in case you were wondering what that new monster download on TSO was about, we now know. In it's continuing policy of customer abuse and humiliation, EA/Maxis has decided that what this game most needs are cockroaches, mice, and very ugly curtains. It's funny: on Second Life, where thousands of users are creating new objects every day, none of them have seen the obvious lacuna in that game ? mice and roaches and plug ugly curtains. Just goes to show how the EA/Maxis game developers are so much smarter than we are ? they can see that we need things that we didn't even know we needed. Or perhaps, as one founder said to me, "they are just trying to drive us from the game."

June 12, 2004

Editorial: Friendship Web or Snooper Web?

EA/Maxis picks its spots to champion the privacy of its users. If, as was the case, a user claims to have beaten his 8 year old sister and put her in the hospital, well that?s a case where EA/Maxis has said that they can?t notify the police because it would violate their privacy policy. But what exactly does the notion of online privacy come to in the wake of the new ?friendship web.? The virtue of the old web was that our friends were or own business; if we wanted the world to know that Dyerbrook or Lady Julianna were our friends, we could choose to link them. Or not. Now there is no longer such a luxury. Every single contact between every two sims is recorded, tabulated, and goes into the computation of your friendship web. Interviewing a scammer for the AVH? Don?t look now, but the scammer is now one of your best friends. Hooking up with Daddy's Little Hooker for an hour of friendly fun in the hot tub? Try explaining your new top friend to your sim spouse. Didn?t want your friends to know that you were visiting those Alphaville Christians? Gays? BDSMers? AVH Reporters? Forget it. Your contact with each and every group is being logged and is now available for EVERYONE in TSO to see. There are many things to complain about regarding the idiotic new friendship web, but this utter disdain for user privacy quite clearly violates the spirit if not the letter of the EA Privacy Policy, and if they don?t fix it we should consider class action remedy.

June 11, 2004

EA Tech Support with Ozzy!

By popular demand, following is that cartoon about EA tech support from the now defunct EAsucks.com.

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June 09, 2004

How about saying what they really mean for a change?

by Kiss

?What we have here, is a failure to communicate?
Captain, Road Prison 36, as played by Strother Martin in Cool Hand Luke

There really should be a modern day remake of the 1967 classic that this quote is taken from ? Cool Hand Luke. I absolutely love the dialogue in this great flick. That?s one thing that wasn?t lacking was between the characters - communication.

If only it were so between EA and their TSO users.

As we watch TSO spinning inexorably down the virtual commode to join its brethren EA games (Majestic, Motor City Online, Earth and Beyond) you might ask, ?How could this happen yet again to EA?? I mean really, this time they had such a winning hand!

A heavyweight company with plenty of cash for development.
A successful brand to build upon (The Sims).
A proven development team (Maxis).

How could even EA fuck this one up?

I have a number of things that I believe lead to the failure of TSO (custom content, other content, bugs, poor support, bad design, bad coding, poor graphics, poor management, lack of goals, etc.), but I want to explore just one of them today. I believe we have always had a poor communication between EA and the players.

Yes, I know, at first there was a huge volume of words going back and forth between them. Sadly, neither one really understood what the other was saying. It looked like a conversation between two mutes wearing mittens. For example, early on the developers listened to some of their most vocal players quite a bit, took them at word value, and made some pretty horrible changes to the game. Then, after realizing how they had totally fucked things up by listening to the EA butt kisser community, EA overreacted and now refuses to listen to any of their players at all.

You might also ask, ?How can listening to your players be a bad thing? Isn?t communication between the players and the developers critical?? Of course it is! That is if you are really ?listening? and ?understanding? what the other person is saying. Sadly, the communication has always been incredibly poor between the user and developer community here. It?s really quite simple as to why:

1) Most TSO players can?t express what they mean very succinctly.
2) EA put a stupid assed happy face on everything they did and said instead of telling the community the truth.

I would suggest that it was foolhardy for EA to have made modifications to TSO based upon the poorly phrased complaints of a handful of their shrillest posters. To make matters worse, they managed to frustrate the entire community by refusing to give straight answers. Note the deafening silence regarding custom content.

I have prepared two examples to illustrate what I mean.

Example 1
Player Complaint: Hey! This skilling sucks! It?s way too hard to max a few skills and maintain them! Have a cookie Tigger!

EA Reply: We here at your dedicated, hard working, professional, customer-oriented development staff are always listening to our wonderful customers (who we regard as #1! Woot! Woot!). The EA development Team is pleased to present SKILL LOCKS to solve this problem! Hooray for us! Thanks for helping us improve TSO by pointing this out! Bites cookie! Yummmmmm!

Result: Skilling is still boring as hell, you just don?t have to do it as often.

What the player really SHOULD have said: Hey you EA fuckheads, skilling is boring as hell. We?ve been telling you that since the first day of beta and you launched anyway to make the Xmas ?02 sales season. Yes, I know WW wanted to make it boring on purpose in order to encourage dialogue. That was just fucking retarded then and still is! I don?t like having to sit here like a brain dead moron watching my sim pump iron for a billion hours in order to max my body points. I don?t mind having to work hard in order to obtain my goal of maxing my body points, but for God?s sakes please make skilling more interesting! You can?t patch or work around this problem, it?s your game concept and structure that is wrong here!

What EA would have said to this useful posting: Post deleted. User banned.

What EA SHOULD have said to this but can?t: You?re right, skilling is boring as hell. We fucked up, but there is no way that we are going to spend a ton of money to develop an entirely new approach to skilling. We?ve already got $30 million down the crapper on this albatross and we?ll be damned if we do much more than milk it a bit on the dumb asses still here in order to lose less before we shut it down. Here?s what we are willing to do -- We?ll basically throw a Band-Aid on the problem and give you some skill locks to minimize the pain. Happy simming ? Fuck off.

Example 2
Player Complaint: Mafia?s are ruining the game! You have to do something about these people running around red linking us! We?re going to quit and never buy another EA product if you don?t get the mean people out of the game!

EA Reply: We here at your dedicated, hard working, professional, customer-oriented development staff are always listening to our wonderful customers (who we regard as #1! Woot! Woot!). In the sprit of ?nice is good, mean is bad? The EA development Team is pleased to present a totally revamped FRIENDSHIP WEB to solve the red link problem that only a handful of you care about! We spent a huge amount of time and resources on this brand new piece of shit because of YOU ? our customers! Hooray for us! Thanks for helping us improve TSO by pointing this out! Now let?s all join hands and sing The EA/TSO song!

Happy happy joy joy
Our users are moron slobs
We put up with these dumb asses
So that we can all have jobs

Okay, they wouldn?t really sing that to their customers but I liked it anyway. So sue me.

Result: Instead of tweaking the friendship web, players have pages and pages of so-called ?friends?. Dozens of which they don?t even know. The creative Mafia players find new and innovative ways to ply their trade, as red linking was only a small part of it anyway. The game is now more enjoyable to many of the best ones because they have to think more and work harder. The people who requested the change are still complaining about either specific features of the friendship web, or something else. They of course will never be satisfied until TSO becomes exactly what they want it to be. If nobody else wants that ? tough shit.

What the player really should have said: Hello EA board God. I?m a total pussy who gets very upset over almost everything. Can you please make my gaming experience totally risk and pain free? I also get very queasy whenever somebody says anything mean or naughty to me and feel you should protect me from them. I have to go now as I?m getting a little upset.

What EA would have said to this: We feel your pain. We too regard the Mafia and red linking as the #1 problem (along with the other 26 #1 problems on our list) to be solved by tomorrow. We are implementing a total overhaul of the friendship web and should be done in 6 months or so.

What EA SHOULD have said to this but can?t: Good fucking God, will you please grow a set of balls? First of all, have you not seen the boot/ban/ignore features? Start using them for Gods sakes instead of hoping and praying you can report somebody for saying something! Quit coming to me crying about every little pissant, bullshit problem you have in game and start showing some self-reliance. Have you no sense of pride or ability to take care of yourself? Do I have to solve all your penny ante in-game squabbles for you? What a fucking loser you are.

Second, all of our research shows that people leave online games primarily for three reasons: boredom (which usually means bad game design); their other friend?s are leaving or have left; or they have met all of the in-game goals and personal objectives that interested them (ran out of content).

Griefing/angst/whatever you care to call it ? has gained status as a ?hot button issue? among developers concerned about player retention. A high priority among many designers because of the almost deafening screams from the few players it affects, in actuality it is so unimportant as to why people really quit online games as to be statistically irrelevant.

Here?s your crying towel, now fuck off.

Ahhh communication - Where?s Paul Newman and Strother Martin when you need them?

March 24, 2004

EA's Jeff Brown Speaks Out!: Sex in TSO is impossible!

Jeff Brown, infamous smack talker, cheetah deleter, midlife crisis poster boy, and EA's Director of Corporate Communications has circulated a press release to a number of media outlets (including CNN and Tech TV). In it he argues that cybersex in TSO is impossible and that simoleans have no real world financial value (hence cyber-prostitution is impossible). Meanwhile, no doubt feeling embarrassed by flimsy justification for the termination of urizenus -- linking to alphavilleherald.com -- he has manufactured a new charge of player harassment (a howler if there ever was one given the pernicious nature of real play