Sunday, October 7, 2012

Soon and very soon

So Cliffside is on the final edit/proof stage, catching any continuity errors, tense issues, grammatical mistakes, or misplaced punctuation. With any luck, I'll be converting it over Tuesday or Wednesday. I don't think it'll be too bad, given that GDocs exports to HTML and Kindle imports from HTML, but we'll see. I've heard the conversation software is a tad finnicky.

Tuesday, September 18, 2012

Libertarian?

So my business partner Nick has been all up in the face of economics lately, and how freedoms work, which inevitably ends up at the Libertarian viewpoint. It's difficult to argue against market pressure and the idea of negative rights. But of course, people point out that there hasn't really been a significant pure-free-market society in the past. I have a postulate. A libertarian society extends as far as effective communication. You see, since you have no central structure, and everything works by contract and agreement, the ability to coordinate is based on the ability of people to collect and disseminate information. Not a single entity, but all people. That works pretty well when you're on the level of a village of a hundred people, and maybe even when you've got two or three villages working together. But not so much when you have entire nations who need to coordinate on large projects. (There's also the fact that since a libertarian society wouldn't have a government, it wouldn't be recognized as a coherent state by historians, but whatever) Now, though, we have really, really good communication. Look at Kickstarter, Google Maps, Twitter, email, IM...all the barriers that stop people from being able to communicate and coordinate on any arbitrary level are gone. The actual logistics of what coordination can accomplish are solved problems, so we actually have a chance to give it a try. What the hell, it's got to be better than what's going on now...

Wednesday, July 25, 2012

Sense of wonder

So I was thinking the other day why I don't really enjoy most of the scifi or fantasy (in book, game, or movie form) that's come out recently, and I came to the conclusion that most modern fiction is missing a sense of wonder.

Let's define that: wonder is something that makes your soul ache for what might have been, what never was, and what may yet be.

Since that's not a really useful definition, I'm going to try and elaborate. Wonder comes from the unknown, being faced with it and exploring it, and most importantly with being left with unanswered questions. It's also a positive emotion, so the unknown must awe, it must inspire, it must grant possibilities undreamt-of.

However most speculative fiction these days doesn't do that. This is the worst in movies, but much scifi is in fact horror, where whatever unknown there is, is not something to be explored but hidden from or destroyed. Fantasy falls into "gritty and realistic" (GRR Martin), Urban Fantasy (Every fantasy book published for the past five years it seems), or A Clone Of The Lord Of The Rings.

While the first one fails the wonder test on the simple merit of striving as hard as it can in the opposite direction, the latter two make an egregious error in storytelling, to my mind. They have no original setting.

Urban fantasy comes with a big asterisk saying "Like Reality Unless Otherwise Noted." And how many fantasy settings are just Generic Medieval England or bog-standard Middle-Earth, with orcs and goblins and dwarfs and elves? This is familiar, it inspires not the imagination, and it's incredibly lazy.

You can't explore the unknown if you don't give the reader an unknown to confront. And the only way you can do that is to invent your own universe. In scifi, that used to be by inventing everything outside the Earth, but these days it seems everyone has the same Generic Interstellar Government Of Earth, sometimes with a vague threat or another. There's no outside context problem to confront, no immensity of concept, it's just regular wars and politics writ slightly larger and with starships instead of tanks.

So there's one fundamental thing people need to do when they write - forget reality. Stories are not reality. Oh, you need verisimilitude of reactions for human characters, but nothing else needs to match our world. Your politics, your wars, your histories, your laws of physics. We have an infinite sandbox to play in, your starships need not be buildable, and your magics explainable. Don't write people being terrible to each other because it's realistic - stories are for inspiring, for creating the reality we want things to be, not just ruminating over the grit and nastiness that plague us.

Thursday, June 21, 2012

New cover is here!

Man am I ever excited. My good friend Patrick Benjamin did it for me, and...yeah, worth it!

Saturday, June 2, 2012

Where's the community in MMOs?

This is going to be an extraordinarily broad-strokes statement, but it seems pretty accurate.

Every upcoming MMO - and most current ones - seems to be a single-player RPG that more than one person can play.

This is most obvious in terms of story, where the quest lines try to make it seem that the player is The Hero, capital letters intentional. That's the tried-and-true (and logical) architecture of a single-player RPG, but in an MMO each individual is just one of many. Some people may indeed be more important than others, but they become more important in terms of community rather than the scripted storyline (...with a few exceptions I'll touch on later). Groups and guilds are formed in order to take down bosses, but for the most part there seems to be relatively little support for these sorts of communities in the framework of the game. For the lack of a better word, the aspects of multiplayerness in MMOs are out of character attributes, completely ignored by the framework of the game universe.

There are exceptions to this. EVE, for example, uses the community to drive everything and in EVE, corps are a Big Deal. The biggest corps shape the way the game plays for everyone, arguably even more than CCP. And the one that is nearest and dearest to my heart is Asheron's Call. Yes, it's still around after...what, twelve years? It competed with Everquest back in the day, and I think that if the MMO industry had taken more cues from it rather than EQ we would have been much better off.

Ignoring a completely original setting (come on, how many games need to have elves and orcs and goblins?), AC is one of the few MMOs that actually, in-game, addresses the fact that players have infinite lives, that there are thousands of them, that they can /whisper each other. It had a unique guild system that encouraged more experienced players to mentor newer ones. It had an ongoing storyline that continues to this day. Monthly updates, people. But even though it isn't as community-driven as EVE, it did a few unusual things by including the actions of players in its storyline. It's very hard to top The Defense Of Thistledown in terms of MMO awesomeness.

Let's compare this to the MMO that I've played on and off for five plus years - WoW. In WoW, the player is no longer even in the storyline. Thrall and the Dragon Aspects do all the work. People blame dungeon finder and LFR for the dissolution of "community" but there never really was one. Part of that might be sheer numbers - 10 million people is a lot. But I was there from the beginning, from the closed beta for Vanilla, and the problem started then. Blizzard made no attempt to shape that small a community, and the nucleus of seething contentiousness that was the Closed Beta testers informed the wider community as WoW was released and grew. They've also maintained a distance between themselves and players that, while it might make sense for a single player game company, only frustrates people who continually consume content.

Let's compare this to The Old Republic. Marvelous single player storyline that drives you to a certain level and then...stops. What's the point? If you're going to script the story of an individual within the world, use a single player game.

You need a different kind of storytelling for an MMO, a sort of universe-building, group-oriented storytelling. You need to acknowledge the efforts of players themselves, whether it's a company going in and changing an asset in honor of someone, or an automated way of players making a mark on the world. You also need to give them communities, and not just a guild channel. We have many, many templates for social networking, so how hard would it be to build one into an MMO's interface? It's not like people don't like being in communities, it's just that if the cost is too high (they have to go somewhere outside the game) it's just not going to happen. I think WoW has lasted as long as it has because it's frankly the most polished and best-feeling MMO to play that's out there. But I don't think it's a good model for the future. For that, you should look to the past.

Wednesday, August 25, 2010

Used Games

So Penny Arcade started a thing about used games and that entire industry. I figured I might as well post my thoughts.

Back when games were first introduced, the game market was like any other goods market. You make X number of units, you sell Y number of units. If Y is very close to X, that's great, and you don't care (or shouldn't care) about the secondary market. Any secondary market that exists doesn't benefit the manufacturer directly, but as a rule indirectly benefits the manufacturer. Those that buy new can sell and buy more new; those that buy used get exposed to more options than they would have otherwise and have incentive to eventually buy new.

This is how secondary markets work, for cars or appliances or games.. The games industry isn't in any way exempt from this...

...except when it is.

The difference between a game and a machine is that the game is data. It's not a CD, DVD, or a box. It can be used and sold an arbitrary number of times without degrading, which is not true of a machine. This isn't enough to condemn the secondary game industry (though their business practices may be).

The comparison breaks down beyond all hope when you consider downloadable content and/or online capabilities. When a company sells a game with an online feature, they are alloting a tenth of a cent (or whatever) of their profits from each game they sell to host and moderate the online presence of that account. When games are resold (and a new account made, etc), the company has either the choice to essentially lose money, or cut off multiple transactions.

For many modern games, it's much closer to a subscription or service lease than owning a physical copy and all rights thereto - but intuitively, if you own the box of a game, you should get everything it entails. This isn't an issue with digital distribution games - intuitively, you don't feel you should be able to sell bits of your Steam account. It's also not an issue with MMOs - they're subscription add-ons, not physical goods.

So the problem is a couple conflicting things. The old brick-and-mortar, games-as-goods model, and the new, digital, games-as-subscriptions model. Most games are sold via the former, but work via the latter, and the difference between how it should work intuitively and how it needs to work economically creates an issue.

In truth, I think that old-style brick-and-mortar is a problem to begin with. All games are priced at $50 or $60 with few exceptions. Not so on digital distribution, where you can find a range (especially if you include indie games), and where prices can be discounted at any time under (in theory) the control of the content creators. Additionally, without the costs of physical boxes and distribution, the prices should be lower.

Because here's another angle on new vs. used games: in general, people will pay what they think is a fair price, but no more. For many people, in buying a game, they feel overcharged, especially if they finish the game in a few hours and are unsatisfied. So they resell it to recoup their perceived losses, and it goes on the secondary market. A game may really be only a $40 game. Or a $20 game. But you can really only sell at one price point in brick-and-mortar stores if you're a new release.

If developers had the freedom (as they to with digital distribution, though how many take advantage of it?) to say, "yes, this is really a $35 game, so we'll price it there," how many more primary buyers would they get (and thus, how much more money would they make) over an overpriced $50 game getting resold eternally?

Monday, July 26, 2010

Books and books and more books.

So recently I was asked for book recommendations.

The list got long.

I was asked to post it.

I apologize in advance for the terrible formatting. I started out linking to the amazon entries, but then I realized the sheer number of books was overwhelming and started copy-and-pasting from wikipedia's entries wholesale. So here it is, consisting of way too many books. I've excluded the obvious classics and didn't include some enjoyable books that aren't quite as good as these.

Scifi

Vorkosigan Series by Lois McMaster Bujold








The Culture Series by Iain M. Banks

Excession
Consider Phlebas
Player of Games
Use of Weapons
Look to Windward
Matter

Other books by Iain M. Banks
Feersum Endjinn
The Algebraist
The State of the Art

The Time of the Seventh Sun by Thomas Harlan
Wasteland of Flint
House of Reeds
Land of the Dead

Safehold Series by David Weber
Off Armageddon Reef
By Schism Rent Asunder
By Heresies Distressed
A Mighty Fortress

The Golden Age by John C. Wright.
The Golden Age
The Phoenix Exultant
The Golden Trancendance

Foreigner Series by CJ Cherryh
Trilogy arc 1
Foreigner
Invader
Inheritor
Trilogy arc 2
Precursor
Defender
Explorer
Trilogy arc 3
Destroyer
Pretender
Deliverer
Trilogy arc 4
Conspirator
Deceiver

Honor Harrington Series by David Weber

Accelerando by Charles Stross
Lord of Light by Roger Zelazny
Anathem by Neil Stephenson

Fantasy

The Kingkiller Chronicle by Patrick Rothfuss
Day One: The Name of the Wind
Day Two: The Wise Man's Fear

The Discworld Series by Terry Pratchett
1The Colour of Magic1983RincewindCame 93rd in the Big Read.
2The Light Fantastic1986Rincewind
3Equal Rites1987The Witches, The Wizards
4Mort1987DeathCame 65th in the Big Read
5Sourcery1988Rincewind, The Wizards
6Wyrd Sisters1988The WitchesCame 135th in the Big Read
7Pyramids1989Miscellaneous (Djelibeybi)British Science Fiction Award winner, 1989[5]
8Guards! Guards!1989The City WatchCame 69th in the Big Read
9Faust Eric1990Rincewind
10Moving Pictures1990Miscellaneous (Holy Wood), The Wizards
11Reaper Man1991Death, The WizardsCame 126th in the Big Read
12Witches Abroad1991The WitchesCame 197th in the Big Read
13Small Gods1992Miscellaneous (Omnia), The History MonksCame 102nd in the Big Read
14Lords and Ladies1992The Witches, The Wizards
15Men at Arms1993The City WatchCame 148th in the Big Read
16Soul Music1994Death, Susan Sto Helit, The WizardsCame 151st in the Big Read
17Interesting Times1994Rincewind, The Wizards
18Maskerade1995The Witches
19Feet of Clay1996The City Watch
20Hogfather1996Death, Susan Sto Helit, The WizardsCame 137th in the Big Read; British Fantasy Award nominee, 1997[6]
21Jingo1997The City Watch
22The Last Continent1998Rincewind, The Wizards
23Carpe Jugulum1998The Witches
24The Fifth Elephant1999The City WatchCame 153rd in the Big Read; Locus Fantasy Award nominee, 2000[7]
25The Truth2000The Ankh-Morpork Times, The City WatchCame 193rd in the Big Read
26Thief of Time2001Death, Susan Sto Helit, The History MonksCame 152nd in the Big Read; Locus Award nominee, 2002[8]
27The Last Hero2001Rincewind, The Wizards, The City WatchPublished in a larger format and fully illustrated by Paul Kidby
28The Amazing Maurice and his Educated Rodents2001Miscellaneous (Ãœberwald)A YA (young adult or children's) Discworld book; winner of the 2001 Carnegie Medal
29Night Watch2002The City Watch, The History MonksReceived the Prometheus Award in 2003; came 73rd in the Big Read; Locus Award nominee, 2003[9]
30The Wee Free Men2003Tiffany AchingThe second YA Discworld book
31Monstrous Regiment2003Miscellaneous (Borogravia), The City Watch, The Ankh-Morpork TimesThe title is a reference to The First Blast of the Trumpet Against the Monstrous Regiment of Women[10]
32A Hat Full of Sky2004Tiffany Aching, The WitchesThe third YA Discworld book
33Going Postal2004Moist von LipwigLocus and Nebula Awards nominee, 2005[11]
34Thud!2005The City WatchLocus Award nominee, 2006[12]
35Wintersmith2006Tiffany Aching, The WitchesThe fourth YA book.
36Making Money2007Moist von LipwigLocus Award winner, Nebula nominee, 2008[13]
37Unseen Academicals2009[14]The Wizards, Miscellaneous (Nutt)
38I Shall Wear Midnight[15]2010Tiffany AchingFifth YA book
No seriously, everything but the YA stuff.

Dresden Files by Jim Butcher

1Storm Front2007 November 60-4514-6197-52000 April 10-4514-5781-12002 July0-9657-2550-20-9657-2556-1
2Fool Moon2008 July 10-4514-6202-52001 January 10-4514-5812-52003 April 300-9657-2552-90-9657-2558-8
3Grave Peril2008 November 40-4514-6234-32001 September 10-4514-5844-32005 July 300-9657-2555-30-9657-2559-6
4Summer Knight2009 July 70-4514-6275-02002 September 30-4514-5892-32007 March 310-9790-7492-40-9790-7493-2
5Death Masks2009 November 30-4514-6294-72003 August 50-4514-5940-72009 October 290-1431-4519-3
6Blood Rites2010 July 50-4514-6335-82004 August 20-4514-5987-32010 April 150-1424-2806-X
7Dead Beat2005 May 30-4514-6027-82006 May 20-4514-6091-X2010 April 150-1424-2807-8
8Proven Guilty2006 May 20-4514-6085-52007 February 60-4514-6103-72009 April 300-1431-4473-1
9White Night2007 April 30-4514-614-012008 February 50-4514-6155-X2009 April 300-1431-4474-X
10Small Favor2008 April 10-4514-6189-42009 May 30-4514-6200-92008 April 10-1431-4339-5
11Turn Coat2009 April 70-4514-6256-42010 March 30-4514-6281-52009 April 300-1431-4472-3
12Changes2010 April 60-4514-6317-32010 April 150-1431-4534-7

Mercy Thompson Series by Patricia Briggs
Moon Called
Iron Kissed
Blood Bound
Bone Crossed
Silver Borne

The Chronicles of Amber by Roger Zelazny
Nine Princes in Amber
The Guns of Avalon
Sign of the Unicorn
The Hand of Oberon
The Courts of Chaos
The Trumps of Doom
Blood of Amber
Sign of Chaos
Knight of Shadows
Prince of Chaos

The Black Company by Glen Cook

The Books of the North

  1. The Black Company - May 1984
  2. Shadows Linger - October 1984
  3. The White Rose - April 1985

[edit]The Books of the South

  1. Shadow Games - June 1989
  2. Dreams of Steel - April 1990

[edit]The Books of the Glittering Stone

  1. Bleak Seasons - April 1996
  2. She Is the Darkness - September 1997
  3. Water Sleeps - March 1999
  4. Soldiers Live - July 2000
The Vlad Taltos Novels by Stephen Brust
The Vlad Taltos novels (19 are planned in this series)
  1. Jhereg (1983)
  2. Yendi (1984)
  3. Teckla (1987)
  4. Taltos (1988)
  5. Phoenix (1990)
  6. Athyra (1993)
  7. Orca (1996)
  8. Dragon (1998)
  9. Issola (2001)
  10. Dzur (2006)
  11. Jhegaala (2008)
  12. Iorich (2010)
  13. Tiassa (forthcoming[4])

The Kencyrath Cycle by PC Hodgell
  1. God Stalk, 1982 (ISBN 978-0425060797)
  2. Dark of the Moon, 1985 (ISBN 978-0689311710)
  3. Seeker's Mask, 1994 (ISBN 978-0739418871)
  4. To Ride a Rathorn, August 2006 (ISBN 978-1592221028)
  5. Bound In Blood, March 2010 (ISBN 978-1439133408)

The Gentleman Bastard Sequence
  1. The Lies of Locke Lamora (June 2006)
  2. Red Seas Under Red Skies (July 2007)
  3. The Republic of Thieves (forthcoming)

Obsidian and Blood by Aliette de Bodard.
  • Servant of the Underworld
  • Harbinger of the Storm

Curse of Chalion by Lois McMaster Bujold
Good Omens by Terry Pratchett and Neil Gaiman
The City & The City by China Meiville

Other
House of Leaves by Mark Z. Danielewski
The Raw Shark Texts by Steven Hall
Soon I Will Be Invincible by Austin Grossman