Archive for the ‘Media’ Category

The Revenge of the Angry Nerds

Sunday, January 29th, 2012

I got into a Twitter-fight with @paulcarr earlier today. (Yes, someone was wrong on the Internet!) The topic developed into an editorial piece on Pando Daily.

I’ll admit I did a poor job of defending my point on Twitter, within the 140-character limit. I started a less-constrained reply on the PandoDaily article, but decided it would work better as a blog post; and frankly, my blog could use some love.

So. Read the original article first; it won’t make sense otherwise. I apologize for the length of my response, as I did not have time to write a shorter one.


On the one hand, the entertainment industry, citing a grossly overstated estimate of piracy damages, brazenly tried to buy a law that would cripple another industry (one that they are to some degree in competition with), throwing due process out the window as they did, and they came scandalously close to succeeding.

On the other hand, the tech community responded to an act of plagiarism with a public naming-and-shaming. No cops, no lawyers, no bribing of Congresscritters, no subversion of the Constitution.

Obviously, these two are exactly morally equivalent.

And of course, everyone who opposed SOPA/PIPA, or who wants to prevent future SOPA-ish nonsense by making Hollywood’s current business model obsolete, is also a hypocritical advocate or apologist for piracy of Hollywood content. Obviously.

You are so full of it.

Piracy is wrong. It’s also inevitable, a cost of doing business. And saying so is not a pro-piracy sentiment, any more than saying “Some politicians will always be corrupt” is a pro-corruption statement.

Believe me, the software industry already knows about piracy. It also learned, the hard way, that there is a point of diminishing returns when it comes to anti-piracy measures. It sucks up resources, depletes customer goodwill, and produces negligible results. It distracts you from making a better product and better serving your paying customers.

Again, pointing this out is not a pro-piracy position. It’s hard-won wisdom from fellow content-owners.

The tech industry has also proven that it’s possible to build a profitable business in the face of piracy. Apple proved that it’s possible in music too. If they can do it, why can’t Hollywood? And if they can’t or won’t, and insist on trying to throw the Bill of Rights under the bus again, maybe it’s worth trying to invent their replacement.

Whimsley: Online Monoculture and the End of the Niche

Sunday, July 5th, 2009

Internet sharing mechanisms such as YouTube and Google PageRank, which distil the clicks of millions of people into recommendations, may also be promoting an online monoculture. Even word of mouth recommendations such as blogging links may exert a homogenizing pressure and lead to an online culture that is less democratic and less equitable, than offline culture.

Whenever I make these claims someone says “Well I use Netflix and it’s shown me all kinds of films I didn’t know about before. It’s broadened my experience, so that’s an increase in diversity.” And someone else points to the latest viral home video on YouTube as evidence of niche success.

So this post explains why your gut feel is wrong.

via Whimsley: Online Monoculture and the End of the Niche.

From One Batman to…

Wednesday, July 23rd, 2008

I saw The Dark Knight last night (in IMAX, on the front row, by Crom). I don’t have to repeat how purely awesome the movie is, so many others have done so already.

But it took me until tonight to notice an ironic bit of casting. The Mayor of Gotham is played by Nestor Carbonell … who played a certain flying-rodent-inspired character himself, once upon a time. I bet somebody in casting had a chuckle at that one.

Twitter and Viral Opt-In Networks

Saturday, April 19th, 2008

Despite my earlier, skeptical thoughts on the subject, I have been following Twitter (although not contributing a lot, I’ll admit) and starting to appreciate it.

Granted, it’s yet another time sink, and I haven’t found an actual productive use for it yet. But I still marvel at how spam-free it remains so far. Since you only follow people you want to follow, you don’t hear from complete strangers. Yes, a stranger can make a message appear in your feed by including @yourname, but that’s a one-to-one channel, not the one-to-gazillions type of channel that spammers feed on. It works as a way to say ‘hi’, but not as a way to mass-market.

We do need some kind of middle ground between the new proprietary walled gardens like Facebook, and the all-you-can-spam communications channels like email and Usenet. IM isn’t quite it, it’s too much hassle to set up anything other than ad hoc one-to-one conversations. IRC seems to have some kind of karmic “Geeks Only” sign on it, it hasn’t caught on in a big way.

Twitter has about the right social model: opt-in, but make it easy to make connections; but we need to supplement the microcontent format, and an economic model that can keep the servers running as the scale gets truly massive. And finally, it should not be tied to the fortunes and whims of any one company, no matter how enlightened they may seem.

Virtual Worlds 2007 – Take-Away Point 2

Monday, October 22nd, 2007

The second ‘take-away’ observation from Virtual Worlds 2007 is related to the first.

Second Life is the place to be. The media companies offerings will be of strictly limited importance because they are so closed; the corollary of this is that the most open platform will be the one to watch, and the most likely to “win”, inasmuch as there will be a single winner. And that most-open platform is Second Life.

Now in theory, the open source platforms like Metaverse and Ogoglio are more open; what could be more open that Free-as-in-Free-Speech software?

But openness is a matter of policy, not technology or software licensing. You can build a walled garden with open source tools just as easily as with closed source tools. But because Second Life is a unified world rather than just a platform, the openness of the SL world is determined by the policies governing that world. And just as Disney and Turner define their worlds with a closed, locked-down policy, Second Life is an open society defined by the Linden policy of keeping the barriers to entry for creators as low as possible.

This feeling gelled for me when I was attending a presentation by several staffers from Electric Sheep. They presented their perspective — quite a valuable one — of developers at work in several virtual worlds, contrasting the capabilities and strengths of each. Whether it was what they intended or not, it seemed to me that SL hit just the right note: with texture and sound uploading without restriction and near-zero cost, and with 3D modeling available in-game (thus no need to buy an expensive package like 3Ds Max or Maya, or learn a user-hostile free tool like Blender), and a company policy that encourages unrestricted creativity and enterprise (so long as it doesn’t involve gambling or kiddie porn), SL seemed to be the most welcoming and fertile environment for creators and entrepreneurs.

As one panelist described, the other virtual world companies act like media companies: if you want to create something, you get their approval, and give them a cut. Linden Lab, by contrast, acted like a real estate company: if you want to create something in SL, they would sell you some land, then pat you on the butt and wish you well; no permission or profit-sharing needed.

Exactly as it should be.

Second Life’s technological base is a generation behind, it’s true; but it can be fixed. (In the mid 1990s, the web seemed kind of drab compared to the AOL walled garden; but we all know how that one turned out in the end. Technological advantages are fleeting.) But from an openness standpoint, SL has the other virtual worlds beat by a mile.

Conceivably, someone could set up a similarly open-policy world using the open source VW toolkits available; but then they would have to try to catch up to Second Life in the marketplace, to build a world and a community big enough and deeply invested enough to overcome SL’s mindshare. They would also have to solve all over again all the non-technological problems Linden Lab has had to deal with: creating and maintaining a micro-transactional currency system, sorting out the logistics and legalities of real-world money exchanges, arbitration of player disputes, a whole raft of liability issues, Proktastic trolling, griefers and DDoS attacks, and many more challenges we probably haven’t even heard about.

And Linden Lab’s lead is about to grow wider this week (though how much it will grow in the long term, I can’t say) as the audience of CSI:NY gets introduced to Second Life as the exemplar of what a virtual world is.

Thus, SL is the place to be, and will be for at least a few years to come.

Virtual Worlds 2007 – Take-Away Point 1

Wednesday, October 17th, 2007

Well, I’m back from Virtual Worlds 2007, and I have a few “take away” observations. To start:

The giants are coming! But so what? The “giants” in this case being big media companies: Disney, Turner, Viacom, et alii. At first, they seem threatening, ready to take over the virtual world space with the sheer amount of capital and audience size. But never underestimate a giant corporation’s capacity for stupidity; they are big, dumb, lumbering beasts without a clue about the real potential of virtual worlds.

The buzzphrase we heard from the media giants, so frequently we got sick of it, was “brand protection”: keeping the Disney/Turner/whatever name as unblemished and on-message as possible. And who are they protecting the brand from, one may ask? Why, from you and me, of course, with our critiques and our weblogs and our mash-ups and our ability to create our own content and our own narratives. We’re just not passive enough.

The Turner presentation was especially dumb. Their “virtual world” consists of a central setting based on their “Department of Humor Analysis” ad campaign (link has video with sound that plays automatically, don’t click it at work). In their VW, which was built using technology licensed from Kaneva, one watches episodes of their syndicated TV shows in settings based on the show. (The example we were shown was the Family Guy house.) Since TBS doesn’t actually own the property, we don’t get to interact with Family Guy characters (much less become those characters), or participate in (or, heaven forfend, contribute to) any original narrative based on the show.

Congratulations to them; they’ve used advanced virtual worlds technology to invent [drum roll] a new way to watch television. Oh, and you’re allowed to talk with other people about the television show you’re watching. Wheee.

I have no doubt Turner Media will be able to drive lots of people to their VW. I do doubt their ability to keep them there. This doesn’t even really qualify as a virtual world; it’s just a TV channel with a thin layer of virtual-world icing.

The other big-media presentations weren’t much better. The Disney “fireside chat” described a similarly top-down vision; apparently children crave a “structured experience” — and the Disney flak’s description of such, not materially different from the cattle-drive rides at the Disney parks, left the two educators we were sitting with frustrated and disgusted. There’s a big difference between structure as a framework to build on, and structure as complete lock-down control.

Anthony Zuiker’s keynote was different enough to be interesting. Unlike the other media giants, who are building their own walled gardens, the upcoming CSI:NY experiment will revolve around Second Life; users will have full-featured SL accounts, complete with the ability to create their own content, and the users will be invited to become involved in the CSI narrative, though not limited to that.

It’s a significant distinction, I think, that the other media giant activity seemed to be the product of corporate marketing department brainstorming, while the CSI experiment appeared to be driven by a single creative mind.

Now, I’m not wholly sold on the CSI business. The furries are still smarting from the rough treatment they got from the CSI franchise, and I’m skeptical that the presentation will be even vaguely accurate. (Since CSI episodes are by definition murder mysteries, I wouldn’t put it past them to use the old Matrix gimmick: that if you die in the virtual world, you die in real life. It takes a writer of the caliber of Vernor Vinge or John Varley to write a good suspenseful yarn about a virtual world without resorting to that silly canard, and very few television writers are that good.)

Still, Zuiker seemed wildly more clueful than the media bigwigs elsewhere at the conference; I’m hopeful that this experiment will be good for both CSI and SL.

As for the rest — well, why should anyone care?

That Old MP3.com Feeling

Sunday, February 25th, 2007

I have fond memories of MP3.com, back when it was cool. Okay. waaay back. Yes, you had to wade through a boatload of bad music to find the few gold nuggets available; but frankly, that’s half the fun. Like a golfer who plays to recapture feeling of that one time he made a hole-in-one, the hunt for good music is all the more rewarding for the challenge.

MP3.com is now an also-ran DRM-infested music rental service (or was the last time I looked, and frankly I’m not going to bother looking again. No linkee love, baybee!). I rooted through GarageBand.com for a while, but somehow it wasn’t the same. (I did make one very nice find, though: “Look At What You Get” by Taxi Doll.)

Something more was needed: specifically, a non-screwball business model. Money for the site owners, money for the artists, and no Web 1.0-style revenue-someday hand-waving. Something that will challenge the RIAA’s reptilian world-view; something that will really shake the pillars of heaven.

For instance: what if you let artists upload music on a non-exclusive, withdraw-at-any-time, no-cost basis; let users download it, in DRM-free MP3 format; make it free at first, then escalate the prices as tracks become more popular, and split the proceeds between the site and the artist with complete transparency? Plus, give users an incentive to evaluate and recommend new artists, let them receive store credit when artists they promote become successful? Throw in some social-networking features for Web 2.0 cred. Wouldn’t that kick ass?

Welcome to Amie Street.

The old MP3.com mojo is back here. No, it’s not free-as-in-beer, unless you limit yourself to new downloads. Though that’s not so bad; sampling free new tracks, I’ve found some very cool acts, like Alexa Ray Joel, populuxe, and Rick Miller. I even struck it rich by recommending one of ARJ’s tracks. (For a very small value of ‘rich’: about $0.60; still, that’s sixty cents more than I paid to download the song.)

Is this the shape of the music industry of the future? I think it’s part of it; just as with Second Life, I place my faith more in the model than the actual company. Amie Street, or someone very much like them, will extend this social-network model to merchandising and promotion of live appearances. The result will look surprisingly similar to the current music industry, with one critical difference: the artists and the audience will be very much in charge, with the middle-men as lean and efficient facilitators, rather than the self-important, overpaid power brokers they are now.