roflberry pwncakes with a side of stfu noob

Sunday, February 25, 2007

More Uto things

Original Comment

I'm not sure if Blogger notifies someone when a reply to their comment is made. It seems to me like you ping a comment and you don't get a pong in return. LIVEJOURNAL on the other hand is a true virtual community, cuz of that nifty "reply" function.

The only game I'm playing seriously is Utopia, because at the moment I'm trying to build an alliance and a kingdom and I want to be able to focus on that.

The purpose of this post, really, is to ask if anyone would be interested in playing :D Players located in Singapore are in demand in Uto because so many of them seem to be slightly retarded >.< I don't know why. I have friends in a few KDs who need players from Singapore; and these are good KDs; one of them got up to third place on the server charts (with 27k players, that's a mean feat) so you'd get a quick "in" to the game, and a good start training. Cuz KDs take care of their own.

Utopia is awesome really because of the people and the friends you make. The game itself is fun, but without the OTHER PLAYERS? It would get boring pretty quickly.

Friday, February 23, 2007

QotW5: rtfgn00b! <-- what it mean?!


warning: use of jargon (glossary included)

Online identities are pwnage. Pwn and get pwnt! In an online community, you can take on any persona you want - that is, if you're cool enough to live up to it. The online game Utopia is an excellent example of a virtual community where the issue of identity is an important aspect.


In Utopia, you manage a virtual province in a group of 25 (or less) other provinces called a kingdom, led by a player-elected monarch. Your kingdom plays as a team and you attempt to ravage your way through the Utopian world, winning wars against other KDs. It's quite a complex text-based strategy game, but for the purposes for this article I will talk about the user-related aspects - more specifically, the role that identity and reputation plays in the Uto world. In Utopia, you don't get to choose your KD. You might have a good, active team, which make the game more fun. Or you could land in a ghetto KD and be frustrated by low activity levels, uncooperative players, inefficient leadership, bickering, or just general incompetency.

The unpredictability of your KD's quality can be frustrating, but for some time now trading accounts has been quite common. SKDs have been known to script entire kingdoms, and in a decent KD with good leadership, it's not unusual that players who want to leave are asked to give the monarch their account information so that another player can be found to fill their place. Some KDs pressure new randoms to do the same, especially if said randoms are nubs.

A lot of the game goes on outside actual gameplay on the Swirve site. Players get in touch via other forms of communication (besides in-game PMs) and form formal alliances, trade strategies, settle war terms, discuss treaties, and find players. Finding reliable players from the correct locations (traded players not located where the original province was registered from are more likely to be found out and Mehulled) is a tedious process. Most KDs do not rely on trading to form their core of players - instead, experienced members try to train the new players first.

Utopians have brought the game to a new level, quite independently of Swirve, by setting up player alliances. It's quite a natural move, after all, to help your friends in-game - alliances just formalise things. Alliances can also be very helpful for the better KDs as they have a tendency to get picked on by multiple KDs once they start climbing the charts. Besides game competency, a valuable resource in Utopia is contacts. Contacts, contacts, contacts. The more people you know and are on friendly terms with, the more fun the game is likely to be for you. Firstly, it's no fun playing alone or with people you don't like. KDs work closely towards their goals (unless they have no goals). Secondly, friends are useful for protecting you against bullies, both actively and passively. For example, if your KD is tagged Abs, you're unlikely to be hit OOW. Having many Uto friends also makes it easier if you have to do diplomat work for your alliance, or if you have to settle a messy war.

So how do Utopians decide who to trust and who not to? Here's where identity and reputation come in.
Unlike the internet in general, where people take advantage of the ability to "have, some claim, as many electronic personas as one has time and energy to create"(Donath, 1996) Utopians tend to stick to one identity, probably to claim their in-game achievements as their own. Also, established Utopians are more likely to be trusted than new or stranger players, as they have an in-game reputation to preserve (perhaps as an alliance leader or a KD representative or a diplomat - roles that require trust).

Competency at the game is of course a large factor (incompetent people just seem so dim) but this does not mean new players are automatically dismissed. Honesty and reliability, as well as activity, are very valued. If a new player manages to identify himself as a trustworthy person, and a player who is willing to dedicate time to the game, he will quickly be accepted into the Utopian community and gladly trained by older players.

Where does all this interaction take place? On IRC. Check out the server dedicated to Utopia-related channels, irc.utonet.org(6667). This server was set up by Utopians, independent of Swirve. There are also many forum sites, such as Alliance Rankings and Utopia Temple etc where players interact.

Utopians establish their reputations through a combination of interactions. Most obviously, in-game achievements signify that the player is competent at the game. Fellow Utopians will then be more likely to listen to that player's advice or suggestions as to alliance or kingdom decisions. This can also be achieved by being active and present on IRC and forums, and giving good advice to new players who ask. Other experienced players will then be able to evaluate the player as competent and knowledgeable. This is an assessment signal, which "requires that the sender possess the relevant trait." (Donath, 1996)

Through conversations on IRC, utopians can also create an identity for themselves that others will know them by, by their choice of word, conversation material, and responses. For example, appropriate use of Utopian jargon shows that a player has played the game for a long time. Trying to fake this, however, can backfire as the jargon is easily misused. They can also establish a pattern of symbiotic relationships with other Utopians by helping them. By showing themselves to be generous and reliable in fulfilling promises or duties, Utopians gain other players' trust and the implicit promise of a favour in return.

Utopians also consider fair gameplay to be very important. If a Utopian consistently plays honourably and refrains from taking advantage of loopholes in the game, he will gain a reputation for that. No one likes a KD/alliance that strongarms or bullies others, and others will be quick to take advantage of a bully at any opportunity.

Stealing a Utopian's online identity can be both hard and easy. It depends on the extent of the theft. It would be easy enough to assume a nickname and make a single post on a forum board. In fact, this has happened before. At FuR (a new alliance) forums, MetallicaJeff's account was hacked and a post made using it, threatening to take over the alliance and intra the alliance leaders so that they would lose their kingdoms. The situation escalated as alliance leaders could not contact the original owner of the account and verify the claims made. However, the matter was cleared up after a while, and nothing really happened.

On IRC, nicknames are fluid. Anyone can take any nickname they like (although Utonet does have the Nickserv bot which enables nickname registration, it doesn't really prevent anyone from taking any nickname). It's easy enough to enter a channel under someone else's nick and say things. That's why almost all experienced Utopians register their IRC nicknames so that even if someone assumes their nick while they aren't online to recover it, their friends will see that it's an unidentified nick when they do a /whois search. If you didn't understand that last paragraph... http://google.com FTW.

The Utopian virtual community adds a whole new dimension to the game. Utonet has many social conventions which are unique to it, and certain channels too have different expectations. It's fairly easy for a new player to get a foot in the door, but harder to establish a good reputation. Also, one-time identity theft is easy to pull off, but sustained pretense might be harder. Players in Utopia grow close after long periods of time working with the same KD or alliance, and exchange pictures, emails, phone numbers, and addresses. Some make plans to meet up, even from opposite sides of the world. Many players make close friends on Utopia, who share not just the game, but also their personal lives. In fact, I'm going to be celebrating an ex-KDmate's birthday with some other mutual friends in a short while. (:

References
Donath, Judith (1996, November). Identity and Deception in the Virutal Community. Retrieved February 23, 2007, from http://smg.media.mit.edu/people/Judith/Identity/IdentityDeception.html

Glossary
Abs: Absalom; big fat angry scary aggressive alliance

ghetto (kingdom): a kingdom that is inactive, disorganised, uses ineffective strategies, or otherwise IS LOUSY. Also used ironically to refer to any KD that isn't undisputedly pwnage

intra: intra-kd; hitting provinces in your KD

KD: kingdom

Mehul: Mehul Patel, creator of Utopia. Can be used as a verb that refers to having your account deleted. e.g "My monarch was a stupid multi and he just got Mehulled"

nub: not unique to utopia. Refers to a new player that is not only new but stubborn/stupid/a loser. Commonly used ironically - e.g. "i am the nub king!" related: nubcakes, nubkeks, nublar, n00b, noobo, nubby. Not to be confused with "newb", which simply refers to a new player.

OOW: out-of-war; unprovoked attack - RETAL IT!

PM: personal message or private message; using the in-game messaging system

random: landing in a KD randomly (the only legal way) e.g. "i randomed into that KD" or "that province is a random"

script (kingdom): the practice of using automated scripts to create many new accounts, in the hope that some will land in your kingdom and can then be played by either yourself or an experienced friend/other desired player. Usually preceded by killing off players in the KD, to make it more likely that the new accounts will land there.

SKD: super kingdom; a kingdom that is in the charts of the top 50 kingdoms for land, honour or networth

tagged: short "tag" attached to your KD name, to signify alliance affiliation, or KD status. e.g."Fratzia GOING TO WAR KEEP OUT" to discourage other KDs from randomly hitting into yours in the hours leading up to a formal war.

traded: provinces being played by someone who did not originally register the account. illegal but very common.

Uto: short for Utopia, Utopian, etc

Monday, February 05, 2007

geek stuff

Check out my blog - I mean my actual blog page, because I just rewrote the template - from scratch! An exercise in getting familiar with Blogger template tags. I seem to have messed up, though. I put the page's main content in a div with an overflow: auto css code, and the scrollbar gets stuck all the time. Someone help me!

Oh... also, I'm writing this very sexy mIRC bot named Micah. I'd like to invite whoever's reading this to edit my code. (: should be interesting if a few people actually do pitch in.

This is page one:
http://almond.darkillusions.org/dumpster/micahscript1.html
basically a sort of "user interface".

My intarwebzfiend halo told me my code was clunky ):

Oh and another thing: after revamping this page, I checked out the aggregator and found that my old posts were archived on it! Curiouser and curiouser...

PS: keep in mind this is meant to be a fun bot, not a functional bot... hence the long and varied commands for turning him on and off, etc :p

Saturday, February 03, 2007

QotW3: Every day's a Grey Day

What do content creators want? The answer might seem obvious: tougher copyright laws to protect their rights to their intellectual property. But is this really true? I’d like to argue otherwise.

When Dean Gray (Party Ben and team9) created American Edit, a mashup of Green Day’s album American Idiot, and posted it for free online, they received a "cease and desist" notice from Green Day’s record label. In the ensuing controversy, Green Day announced publicly that they were flattered by the remix and liked it. More than 400,000 people signed an online petition against the record label’s attempt to suppress distribution of the album (Martin 2006). The bulk of objections against the remixing and redistribution of Green Day’s music came, ironically, not from Green Day themselves, but from their record label.
listen to the mashup


Article I, Section 8, Clause 8 of the United States Constitution, known as the Copyright Clause (or the intellectual property clause) empowers the United States Congress "to promote the Progress of Science and useful Arts, by securing for limited Times to Authors and Inventors the exclusive Right to their respective Writings and Discoveries." (USConstitution.net).

It seems to me that the spirit of the Copyright Clause is to encourage creators to continue creating, and thus continue contributing to the public good, by making it possible for them to obtain due remuneration for their efforts. The Copyright Clause enables Congress to recognise "Writings and Discoveries" as their authors’ exclusive property. This goes beyond simple financial compensation. It accords inventors and innovators due credit for their ideas - as long as those ideas are set in some tangible form.

Madison and Jefferson's correspondence regarding the Copyright Clause (which can be read here) shows that it was not intended as a way for creators to establish intellectual property boundaries indefinitely. The ultimate aim of the Clause was to stimulate further innovation for the good of the public. Copyright as an incentive was the means to that end. However, many corporations nowadays see copyright as an ideological fence to erect around their "property". We have become used to the idea of intellectual property - so used to it, in fact, that we treat it as akin to physical property. The flaw in this view of things is that if you obtain some physical property, someone somewhere loses it. It’s different with intellectual property. Jefferson best expresses it when he says "he who lights his taper at mine, receives light without darkening me." (Phillips, 1999). You can give away intellectual property without losing any of it yourself.

funny interlude

In the aforementioned example regarding American Edit, we can see that no one except Green Day's record label seemed to mind that Dean Gray was distributing edited Green Day music. Why? The record label had no vested interest apart from financial gains. Green Day could have felt that their music was being bastardised, but they didn't. Netizens rallied in an online protest similar to Downhill Battle's Grey Tuesday in 2004. There is in fact a strong and thriving internet subculture that promotes the use of creative commons, and is fighting for the free sharing of information and fluidity rather than divisiveness when dealing with intellectual property rights. I'd like to call for us to follow the spirit of the law rather than the letter of the law. Online piracy has found a multitude of ways to sidestep the law. Take Piratebay for example. It's time for us to make more productive use of the incredible information-sharing capabilities of the internet, with regards to creativity, instead of limiting ourselves to furtive trading of copyrighted files.

Sites such as Wikipedia and Ask Metafilter show us what's possible when we build on each other's ideas. The hive mind is bursting with untapped potential. If an ad hoc online community can build a collection of information that rivals the Encyclopaedia Britannica, imagine how we can expand upon the vast range of music, literature, ideas and products that are floating through cyberspace. The Copyright Clause encouraged innovators to create by promising to protect their rights to their ideas. How about encouraging the general public to improve on those first ideas? The ability of the internet to disseminate information quicker than ever before makes it possible for people to share, discuss, and feed off each other's creativity.

References:
Martin, R. (2006, May 23). Remix culture: a rights nightmare. ABC Online - Catapult - Indepth. Retrieved February 3, 2007 from http://www.abc.net.au/catapult/indepth/s1645533.htm

The United States Constitution. Retrieved February 3, 2006, from http://www.usconstitution.net/const.html

Phillips, Timothy (1999, February 9). Thomas Jefferson's copyright term. Mailing List CNI-Copyright. Retrieved February 3, 2006, from https://mail2.cni.org/Lists/CNI-COPYRIGHT/Message/2113800.html