Shared posts

25 Feb 02:50

Expressing Deeply Held Political Opinion Referred To As ‘Gaffe’

WASHINGTON—In an attempt to quell the media firestorm surrounding controversial comments made last week by Kentucky Rep. Richard Wescott, aides to the congressman told reporters Monday ...
    






25 Feb 02:28

New attack completely bypasses Microsoft zero-day protection app

by Dan Goodin
Bromium Labs

Researchers have developed attack code that completely bypasses Microsoft's zero-day prevention software, an impressive feat that suggests criminal hackers are able to do the same thing when exploiting vulnerabilities that allow them to surreptitiously install malware.

The exploit code, which was developed by researchers from security firm Bromium Labs, bypasses each of the many protections included in the freely available EMET, which is short for Enhanced Mitigation Experience Toolkit, according to a whitepaper published Monday. Microsoft has long held out EMET as an important tool for extending the security of Windows computers. The proof-of-concept exploit shows the limitations of those protections. The Bromium exploit included an example of a real-world attack that was able to circumvent techniques designed to mitigate the damage malicious code can do when targeting security bugs included in third-party applications.

"The impact of this study shows that technologies that operate on the same plane of execution as potentially malicious code offer little lasting protection," Bromium Labs researchers wrote in a blog post. "This is true of EMET and other similar userland protections. That’s because a defense that is running in the same space as potentially malicious code can typically be bypassed, since there's no 'higher' ground advantage as there would be from a kernel or hypervisor protection. We hope this study helps the broader community understand the facts when making a decision about which protections to use."

Read 5 remaining paragraphs | Comments

25 Feb 01:19

Newswire: Sub Pop is opening a store in the Seattle airport

by Marah Eakin

Sub Pop is opening a retail store in Seattle’s Sea-Tac airport. The indie label is seeking an “organized and self-motivating Retail Store Manager” to hawk its records, T-shirts, posters, hats, stickers, and whatever else it thinks would attract browsing tourists killing time before their flights, starting later this spring. The entire ad is here, but grunge-era slackers need not apply for a counter job: The store will be open from 6 a.m. to 10 p.m. every single day of the year.


25 Feb 01:16

Photo



25 Feb 01:16

Debate Raging As To Whether Michael Jordan Or LeBron James Biggest Asshole To Ever Play Basketball

BRISTOL, CT—In what has become one of the most heated and longest running debates in sports, fans and players alike continue to weigh in on whether LeBron James or Michael Jordan is the biggest asshole to ever play basketball, sources confirmed toda...
    






25 Feb 00:30

Taking Submissions for CSBG's A Month of Women in Comics!

Next month, CSBG will spotlight great current female comic book creators. Find out how to submit your comic for review and a chance to be featured!
25 Feb 00:16

Comics Alliance Presents 'Kate Or Die' In 'Work For Hire'

by Kate Leth

Welcome to the latest episode of ComicsAlliance Presents “Kate or Die,” a series of exclusive comic strips created by one of our favorite cartoonists, Kate Leth! In this episode, Kate tackles the subject of freelancers not being paid in a timely fashion by publishers for work-for-hire projects, something that sadly rings true for many comic book professionals even today.

ComicsAlliance Kate Or Die Work For Hire

 
Also the writer of BOOM! Studios’ Adventure Time: Seeing Red graphic novel and a contributor to IDW’s Locke & Key and Image’s The Strange Talent of Luthor Strode, Kate’s self-published work, seen on Tumblr and comic cons and elsewhere, has earned her a dedicated following for its idiosyncratic blend of adorable irreverence and brutal honesty (often equally adorable) toward topics of all kinds, from dating to depression to Doctor Who. For ComicsAlliance, Kate or Die focuses mainly on the sort of subject matter you’ve come to expect from the site, but you should also anticipate Kate taking the strip to some unpredictably cool places.

25 Feb 00:16

Johnny Rotten and Drummer Robert Williams Argue Their Case on A 1997 Episode of ‘Judge Judy’

by Lori Dorn

In 1997, tour drummer Robert Williams sued John Lydon (Johnny Rotten) for breach of contract and assault and battery. John countered that Robert had quit the band three days before the start of a tour in protest of having to share a hotel room. They both decided to settle the matter on the then popular television show Judge Judy. The matter settled in overwhelmingly in John’s favor, but not without a bit of chiding from the judge.

Judge Judy: Mr. Lydon, shhh, Mr. Lydon, please don’t be disrespectful sir. I haven’t disrespected you, have I?
John Lydon: No, you haven’t. Apologies.
Judge Judy: So let’s not be disrespectful in my home.
John Lydon: It isn’t you that I’m pointing that at. (John pointing at Robert)
Judge Judy: He’s a nudnik but you don’t have to be disrespectful

via Dangerous Minds

25 Feb 00:15

[Dr. Who Series 8] A second companion?

by Reverend Keith
Link: http://www.bbc.co.uk/news/entertainment-arts-26320817
Quote:

The History Boys actor Samuel Anderson is to join the cast of Doctor Who as a companion to Clara Oswald, played by Jenna Coleman.

Anderson will play Danny Pink, a teacher at Coal Hill School where Oswald also teaches.
Companion to Clara Oswald? It sounds like Capaldi is going to have two companions in the TARDIS fairly soon.

And the photo making the rounds:
25 Feb 00:13

The Shutter: Madison's Grill Calls It Quits After a 17-Year Run

by Erin DeJesus

madisons_exteriorpress900.jpg

Madison's Grill — whose familiar sign looked SE Madison and 12th — closed over the weekend after 17 years in business. In an announcement on the restaurant/bar's official website (first spotted by the Oregonian), Madison's owners Steve and Hiroko Brown confirm the restaurant closed yesterday (Sunday, February 24), but all booked catering events will proceed as scheduled in the East Wing Banquet Room. The Browns write:

"We would like to thank Madison's patrons and catering customers who placed their trust and faith in us hosting their wonderful events. We have enjoyed serving you…. it is a blessing to have been a part of your lives. Madison's was often referred to as 'Cheers of SE Portland' by many regulars."

Fans of the bar are encourage to leave their memories on its Facebook page.
· Madison's Grill [Official site]

25 Feb 00:12

“I Give Up”: Battle Cry of the Privileged | Unreported

by djempirical
A0a02302f19b1d9e2056d92667220f53
djempirical

And even though we all love Baldwin because he was very good on that show where Tina Fey and her writing staff wrote all his funny lines, it quickly became clear that Alec Baldwin is a giant fucking asshole, the very worst example of a limousine liberal.

<3 you allison kilkenny

We Give Up
We Give Up

You guys.

Yesterday, February 23, 2014, was the greatest day ever. It was the greatest day of all time because both Piers Morgan and Alec Baldwin, the Lords of white male privilege, took a major step back from public life.

Kind of.

CNN announced it plans to end Morgan’s prime-time show, and Alec Baldwin penned a column for New York Magazine hilariously titled “I Give Up.”

And while Morgan and Baldwin are taking a hiatus from their prominent pedestals for different reasons, the paths that led them to this moment are remarkably similar.

Morgan supposedly lost his prime-time spot because the ratings for his show suck, but he never had a consistently large audience, so pinning the blame on low audience numbers is an incomplete picture of what happened.  The New York TimesDavid Carr has a weird nationalistic take on what he thinks went down, blaming the show’s cancellation on Morgan’s infatuation with soccer and gun regulation. And while I don’t doubt Morgan received tons of backlash for his stance on gun control, the show wasn’t cancelled in the midst of his post-Sandy Hook rants, but rather after his run in with organized activists on Twitter following his abysmal interview with transgender activist Janet Mock.

Without question, Morgan prefers to hang on the cross and blame the cancellation on his heroic stance on gun regulation.

“Look, I am a British guy debating American cultural issues, including guns, which has been very polarizing, and there is no doubt that there are many in the audience who are tired of me banging on about it,” he said.

But does anyone really hold Morgan’s Britishness against him? I certainly don’t care if he’s British, or loves soccer. My problem with Morgan is that he’s an egotistical hack, who was embroiled in the phone hacking at the Daily Mirror (Morgan was recently questioned by police regarding his involvement in the scandal), and who misgendered Janet Mock and then went to war with activists.

Right-wing zealots going after television personalities is nothing new, but the reason Morgan didn’t receive the same amount of love as, say, a Melissa Harris-Perry, is because he’s a highly unlikeable, hyper-sensitive creep who oozes privilege. Like Martin Bashir, Morgan didn’t have a base to run to his defense because, frankly, no one likes him very much. Have you ever met a diehard Piers Morgan fan? If you have, I bet you lasted two minutes talking to them because they were probably a giant weirdo.

And again, this has nothing to do with the fact that Morgan and Bashir are British, but rather that they’re hacky, uninspiring, and boring. I’d rather watch Olympic Curling than hear how Bashir thinks Sarah Palin is dumb or witness Morgan exercise his male privilege for the trillionth time. Fart. No thanks.

Morgan says he wants to step back and focus on “fewer appearances to greater effect — big, major interviews that would be events in themselves.” Similarly, Alec Baldwin announced to the world (ironically using a major public platform in New York Magazine) that he’s giving up because activists have been mean to him following a report on his verbally abusive behavior towards his daughter, and a run in with a reporter in which Baldwin called him a “toxic little queen.” Baldwin later called a photographer a “cocksucking fag.”

And even though we all love Baldwin because he was very good on that show where Tina Fey and her writing staff wrote all his funny lines, it quickly became clear that Alec Baldwin is a giant fucking asshole, the very worst example of a limousine liberal.

Baldwin demonstrated how much he’s grown and matured by dropping the derogatory term “tranny” in the midst of his explanation:

I met with Nick and others from two LGBT organizations. We talked for a while about the torment of the LGBT life many of them have lived while growing up in traditional Hawaiian families. Macho fathers. Religious mothers. We talked a lot about words and their power, especially in the lives of young people.

One young man, an F-to-M tranny, said, “Are you here to get dry-cleaned, like Brett Ratner?” Meaning I could do some mea culpa, write them a six-figure check, go to a dinner, sob at the table, give a heartfelt speech, beg for forgiveness. I thought to myself: Beg for forgiveness for something I didn’t do?

I mean, has there ever been a more beautiful demonstration of privilege than this column?

Baldwin is supposed to be apologizing here, but can’t resist throwing in that he didn’t even doing anything, you guys! He’s a victim, akin to Matthew Shepard. He’s getting dry-cleaned by the pink mafia!

I said, “No. I don’t want to get dry-cleaned. I don’t want to be decontaminated by you, Karen Silkwood–wise, scrubbed down. I want to learn about what is hurtful speech in your community. I want to participate in some programs about that. Or underwrite one. And then, like you, I just want to be left alone.”

In other words: I want to sit with some queer activists for fifteen minutes and then go back to my mansion so everyone will STFU.

Baldwin’s main grievance appears to be that technology permits individuals to capture his terrible behavior. He writes, “I haven’t changed, but public life has,” “Everyone has a camera in their pocket,” and “You’re out there in a world where if you do make a mistake, it echoes in a digital canyon forever.”

I remember the good ol’ days when you could call a cocksucking fag a cocksucking fag in the privacy of your own home, right fellas?

Now, here’s the thing: I believe everyone has the right to take a mental vacation. I’ve seen some of my friends (primarily women journos and activists) be relentlessly hounded by anonymous internet trolls, bullied and threatened with rape, until they left their online lives just to preserve their sanity. But let’s be very clear that what Morgan and Baldwin are describing is entirely separate from the noble existences of persecuted activists. Men like Morgan and Baldwin are accustomed to holding all the power, which is why they’re mystified and peeved by the public backslash they’ve received for, in most cases, being privileged little dicks.

Morgan never really understood the backlash he got for the Janet Mock interview. When Stephen Colbert, a comedian (and no stranger to trans-misogynistic jokes himself), did a better job of interviewing Mock, Morgan’s first response was to take to Twitter and accuse Mock of “whining” and to call Colbert an “enabler,” which is a funny way to say superior interviewer.

But Morgan, like Baldwin, never really wanted to learn from his mistakes. He wanted the bad ol’ Twitter people to leave him alone, to rant without consequence to his not-very-large audience, and to never be help accountable. Because he’s a white dude, and that’s what he expects.

I don’t think it’s a coincidence that Morgan and Baldwin are announcing a reduction in their public appearances around the same time. Twitter and the rise of alternative media have allowed the audience to talk back to media figures who previously never heard feedback from the unwashed serfs. And white dudes, historically the most privileged and most unchallenged in our society, are really unhappy about the turn in events.

Put another way: they give up.

This is a luxury only afforded to the privileged, who can supplement their previous jobs with new offers or savings. It’s not so easy for an activist, blogger, or non-televised journalist to make the same decision, even if they’re receiving much more serious, scary threats than the ones directed at Morgan. I have an acquaintance who had her home address publicly published by a harasser, which resulted in her and her entire family being rushed from their home by police. That woman still blogs publicly because she has to in order to pay her bills. She can’t give up.

It’s a cruel twist of fate that those among us who are most victimized and abused, the transgender activists Morgan mocks, and the LGBTQ individuals Baldwin considers his punchlines, cannot use the emergency exit as easily as their abusers.

Original Source

24 Feb 23:50

Competition for Decorated Trams: 1908 | Via





















Competition for Decorated Trams: 1908 | Via

24 Feb 23:48

Nerd-Boys Beware

by Polar_Bear
firehose

in other news, sluggy freelance is still around

Nerd-Boys Beware

Pulp City has teamed up with the fellows over at Sluggy Freelance (I remember reading that comic back in the ’00s) as part of their Supreme Edition Kickstarter campaign. Source From the update: When Pete Abrams contacted us about a cross promotion I admit I geeked out a bit. As a Sluggy fan from way [...]
24 Feb 22:57

02/19/14 PHD comic: 'The Higgs Boson Re-Explained'

firehose

via Osiasjota via Adam and when did I stop following PHD??? resubscribed

Piled Higher & Deeper by Jorge Cham
www.phdcomics.com
Click on the title below to read the comic
title: "The Higgs Boson Re-Explained" - originally published 2/19/2014

For the latest news in PHD Comics, CLICK HERE!

24 Feb 20:03

voice acting test

firehose

john keough beat



voice acting test

24 Feb 19:52

Vladimir Putin won the Olympics, but he's not smiling

by Amar Toor
firehose

"(Putin) should have been thrilled. Russia won the most gold medals, they won the most total medals, the games were well-organized and went smoothly. And this was a man who looked really unhappy at what should have been his crowning achievement."

The Winter Games drew to a close Sunday night in Sochi, as host country Russia extinguished the Olympic flame and passed the torch to South Korea. At one point during the closing ceremony, a group of dancers began forming the five Olympic rings, expanding outwards like the mechanical display that famously malfunctioned during the opening ceremony. Once again, the fifth ring remained closed for a nervous few seconds, before finally expanding to complete the formation.

It was a well-executed moment of self-deprecation, and a rather fitting send-off for Sochi, as well. What began as one of the most controversial Olympics in recent memory — rife with threats of terrorism, alleged human rights violations, and persistent uncertainty — ended without major catastrophe or disruptions, marking what experts describe as an overall success for Russian President Vladimir Putin. But as political unrest continues to unfold across neighboring Ukraine, it's unlikely that the Kremlin will have much time to bask in its Olympic glory.

There was a lot riding on these Olympics for Putin and his allies, both financially and politically. Transforming Sochi into a winter wonderland entailed reported expenditures of $51 billion — far more than any Olympics in history — as the Kremlin sought to showcase Russia's economic might on the global stage.


"It was everything that he hoped for."

"I would like the participants, fans, journalists and all those who watch the Games on television to see a new Russia, see its face and possibilities, take a fresh and unbiased look at the country," Putin told reporters in January.

But experts say Putin's true target audience was domestic rather than international. The president has spent the last few years consolidating support among his conservative base in Russia, after widespread protests against allegedly fraudulent elections rippled across the country in 2011. The government implemented a controversial ban on gay "propaganda" last year, and has gradually tightened its control over independent media, spreading increasingly anti-Western rhetoric. The Olympics, experts say, offered an ideal platform to stoke the patriotic sentiments that have resonated with Putin's right-leaning constituency.

"Domestically, the main goal of the Olympics for Putin was to increase patriotism and connect it to his own rule," Dmitry Gorenburg, senior analyst and Russia expert at the nonprofit think-tank CNA, said in a telephone interview on Friday. "And I think that all indications are that that is succeeding."

Rings

(Adam Rifkin / Flickr)

Leading up to the games, many feared that Putin's Olympic dreams would be quashed by terrorist attacks. In December, suicide bombers killed 34 people in an attack just 400 miles from Sochi, and Islamist insurgent groups in the nearby North Caucasus region vowed more violence during the games. Russian authorities constructed a massive security system around Sochi and all Olympic venues in the region, deploying an estimated 40,000 armed soldiers and 11,000 closed-circuit cameras.

Security forces also used an extensive electronic surveillance program to monitor all communications coming in and out of Sochi, raising concerns among Russian activists and journalists who fear that the Kremlin may have used the Olympics as a pretext for deepening its domestic spying network. For Putin, though, all that matters is that the games came to a close without a violent incident.

"It was everything that he hoped for," says David Wallechinsky, president of the International Society of Olympic Historians. "He gave [Russians] what they wanted, which was gold medals and no incidents."

"The protest zone was a joke."

The Kremlin was similarly wary of protests at Sochi, fearing embarrassment and criticism on the internet. Many LGBT activists called for a boycott of the Olympics over Russia's anti-gay laws, while others tried to raise awareness around alleged labor violations, corruption, and environmental abuses committed during the construction of Olympic venues.

It seemed like Putin would take a more conciliatory approach to dissent in December, when he granted amnesty to jailed high-profile activists like Kremlin adversary Mikhail Khodorkovsky and two members of the collective Pussy Riot, but several protesters found themselves muzzled once the games began.

A prominent environmental activist and Sochi critic was sentenced to three years in a penal colony on allegedly trumped-up charges, while an Italian transgender activist was detained after shouting "it's okay to be gay" near the Olympic Park. Last week, the recently freed members of Pussy Riot were briefly detained and then beaten by uniformed Cossacks in downtown Sochi, where they were shooting a video for their new anti-Putin protest song. And although Putin eased an outright ban on protesters ahead of the Olympics, demonstrations were restricted to remote areas, and authorities carefully selected applicants for rally permits.

"The protest zone was a joke. It didn't exist," says Wallechinsky, who was doing commentary in Sochi for Westwood One radio. "It was some place where nobody would go ... The entire Olympic area was sanitized."

Larger protests would have certainly grabbed headlines in the West, though Maria Lipman of the Carnegie Moscow Center says they likely wouldn't have done much to shift Putin's domestic policies.

"he took a very firm stance: nobody has the right to teach us or preach to us."

"I don't think Putin can be emboldened or not emboldened depending on what the world thinks," says Maria Lipman of the Carnegie Moscow Center. "From very early in his tenure — 10 years ago, 12 years ago — he took a very firm stance: nobody has the right to teach us or preach to us."

All told, the Olympics unfolded about as smoothly as Putin could've hoped for as Russia successfully thwarted disruptions and seized every opportunity to fuel patriotic sentiment; even the highly publicized construction issues and malfunctions were spun by the state-controlled media into an anti-Western narrative.

But as the games entered their final week, they were quickly overshadowed by an outburst of violence in the Ukrainian capital of Kiev, where parliament last week voted to oust president and Kremlin ally Viktor Yanukovych following deadly clashes between police and anti-government protesters. Demonstrations first erupted in November, after Yanukovych announced that he would abandon a deal to strengthen economic ties with the European Union, choosing instead to forge closer ties with Russia. Renewed violence spread across the city last week, forcing Yanukovych to flee Kiev and raising questions about how Russia will respond to the uncertainty its neighbor and former Soviet state now faces.

"This was a man who should have been thrilled."

"It's both economic and cultural, and it's geopolitical," Gorenburg says, adding that Kiev is seen as the cradle of Slavic culture. "I think there are a lot of people in Russia who are still not quite reconciled to Ukraine really being a separate state."

Russia has denounced the coup as the work of radicals and fascists, while criticizing Western interventions, though it has given no indication that it is considering military action. And although Putin has remained quiet on the issue so far, Ukraine cast an unmistakable shadow over last night's closing ceremony.

"One thing that really struck me was the expression on Vladimir Putin's face whenever [television cameras] cut to him," Wallechinsky said in a phone interview shortly after Sunday's ceremony.

"This was a man who should have been thrilled. Russia won the most gold medals, they won the most total medals, the games were well-organized and went smoothly. And this was a man who looked really unhappy at what should have been his crowning achievement."

24 Feb 19:51

Comcast Paying Minority Rights Groups To Parrot Merger Support - Techdirt

firehose

great


Comcast Paying Minority Rights Groups To Parrot Merger Support
Techdirt
I've already talked a little bit about the media sound wall Comcast will construct to try and convince the press, public and regulators that their planned $42 billion merger with Time Warner Cable is a wonderful idea for everyone involved. Like any company with ...

and more »
24 Feb 19:49

Thief Review: For the Hoard

by Ludwig Kietzmann
firehose

"Thief made me laugh at myself as I inhabited the role of Garrett" fuck off dude
"Thief effectively imparts the ideal mindset to match Garrett's quiet and crouched movements ... (which is) insanity and distraction." dude srsly fuck off
"By the time Garrett gets to his mission objective his clothes must bulge like there's a sumo wrestler" dude FUCK OFF
"Garret's foggy realm is a distant steampunk cousin to Gotham City" spell my name right a-hole, and lol @ portland as steampunk gotham
"Garret extends his fingers in anticipation, grips the corners that help obscure him, and caresses a shelf of dusty books" fukken spell my name dipshit, but yeah, books are cool
"even if you ignore Garrett's fancy arrows" dude I put a lot of work in my fancy arrows, they are not easy to make as they appear in InDesign
"never used the storage chest in Garrett's hideout" good because it's full of boxed copies of adobe shit from OS 9
"special items can be worn to enhance Garrett's abilities" belt does good job holding up pants for instance
"and his right eye holds a supernatural trick" listen stop talking about my lazy eye that's rude
"Garrett's encounter with a mysterious stone" our back yard really is full of weird shit
"a less charismatic, bland Garrett" unfollow me then dickwad
"should have taken Garrett to the untouchable item" ur bad at innuendo bro
"Much like Garrett, Thief succeeds when it's quiet" kthx but still unfollow

but seriously:
'to end up at anything resembling a boss fight feels like a jarring compromise, all for the sake of labeling this an "adventure." '
"some missions triggering an escape sequence meant as spectacular climax to your concentrated sneaking. These all feel staged and out of place, though, and poorly aligned with the hushed tone of the game."

this is by far the most positive review (4 stars) but I think it has the largest number of complaints

Thief certainly lives up to its name, having borrowed and filed it down from 1998's eye-opening classic, Thief: The Dark Project. Eidos Montreal's take strays from pure stealth in its contemporary design, but earns success from one crucial...
24 Feb 19:40

Review: Thief reboot should have stayed hidden

by Kyle Orland
firehose

"Garrett is kind of an acrobatic badass now" lol jumping
"Garrett has obviously been taking lessons" why thank you for noticing
"Garrett is all alone and forced to engage with some extremely unengaging puzzles" yes, that is a v. accurate description of my day job
"Garrett's new duck-and-swoop move is pretty slick" no dude that's duck and soup, saucie loves duck and soup
"if Nathan Drake can do it, dangit, Garrett can too!" no way am I half-untucking shit

but seriously:
"Level design is much too linear"
"The sheer exploitability of this braindead AI doesn't only kill the stealth gameplay, but also the entire mood of the game"
"Go buy Dishonored instead. If you already own Dishonored, just play it again."

Don't worry, if those guards spot you, you can probably just run away...

Let's be honest: naming a game Thief brings some expectations along with it. This Eidos Montreal-developed reboot of the classic franchise doesn't share the development pedigree of either of the first two Thief titles (Looking Glass Studios) or Thief: Deadly Shadows (Ion Storm), but by taking the name, it's placing itself in the same lineage as those well-remembered progenitors of the stealth genre.

The new Thief is separated by almost ten years from the last game in the series. Game design has come a long way in that time, and stealth gameplay specifically has come to be a commonplace addition to many other genres since the first Thief helped originate the concept in 1998. Rather than comparing this reboot to the outdated memories (and the very different gaming landscape) of those original titles, then, it's better to ask whether Thief can stand on its own as a modern game, regardless of the baggage of its franchise.

In short, the answer is no. It really can't.

Read 19 remaining paragraphs | Comments

24 Feb 19:34

Reaction to retirement of Rep. Dingell of Michigan - WWMT-TV

firehose

democracy in action


ABC News

Reaction to retirement of Rep. Dingell of Michigan
WWMT-TV
Eds: Updates with comments from Vice President Joe Biden, tightens. With BC-US--Dingell Retirement. By The Associated Press. Reaction to word that Democratic U.S. Rep. John Dingell of Michigan, the longest-serving congressman in history, will not seek ...
Debbie Dingell early favorite to replace her retiring husbandPort Huron Times Herald
The Lessons Of John Dingell's DepartureNew England Public Radio

all 550 news articles »
24 Feb 19:33

This map shows countries by size relative to final medal count

by Michael Katz
firehose

'Fun and true* fact: Russia, as pictured here, is seen exactly how it looks from space.

*not true'

What would the world look like if a county's size corresponded to its Final Medal Count in Sochi? Here's a visualization from SB Nation's @ClayWendler.

To start, Scandinavia would be its own continent, and South America wouldn't exist.

Fun and true* fact: Russia, as pictured here, is seen exactly how it looks from space.

*not true

Medalcount_medium

24 Feb 19:27

You can now get all of these images of mine as high-quality art...

firehose

Dylan Meconis beat
that Rogue tho
















http://www.inprnt.com/gallery/dylanmeconis/

You can now get all of these images of mine as high-quality art prints from my new store at INPRNT

…I draw a lot of women in power poses.  

24 Feb 19:26

EVE: The most thrilling boring game in the universe

by Tracey Lien
firehose

EVE is more fun to read about than play: the manifesto

By Tracey Lien on February 24, 2014 at 12:00p

"All of it surprises me."

Alex "The Mittani" Gianturco is a long-time Eve Online player. In real life, he's a retired DC attorney. In Eve, he's a ruthless space dictator. Thinking about his journey from fresh-faced player to being arguably the most powerful person in the game, he tells me none of it was planned. "If you were to tell me five years ago I'd be living in Wisconsin and running a space empire full time, I'd think you were crazy." But that's what he now does. Most of his days are spent managing people in his space alliance, running his own video game news website and doing yoga.

I've sought out Gianturco because I want to understand the draw of the game. Whenever Eve Online makes headlines, there's a good chance Gianturco has had something to do with it. A quick search of his name reveals that he's helped start wars, spied on enemies, orchestrated espionage missions and made a name for himself by leading the biggest and baddest group of players in the game. His experience with Eve has been so full of drama, back-stabbing and deception, there's enough juicy fodder for a tell-all memoir.

As someone who has tried to play the game and quit multiple times out of sheer boredom, all of this surprises me.

Few games have such a conflicting outward image. Eve Online is famously exciting, but also notoriously dull. Eve Online will lure in players with its stories of spying, trust and betrayal, but even long-time players will say that most people tune out before they even get past the tutorial. Eve Online is the most fun you'll ever have in a game. Eve Online will put you into a coma.

I want to know what I'm missing. Is the game really just "spreadsheets in space," as many players have joked? Or have players like Gianturco found the key to another part of the universe that I've not yet seen?

"The fun stuff in Eve is something that most players don't get to experience until they've played the game for six months to a year," Gianturco says. Patience is key. It takes time to learn the game's mechanics. It takes time to learn the game's economy. Most importantly, it takes time to realize everything is connected, whether the players like it or not. "Everyone is trapped in the same galaxy," Gianturco says, "like rats in a cage."

Origins in Iceland

Origins in Iceland

I meet with the developer of Eve Online, CCP CEO Hilmar Pétursson at the company's exhibition space during the 2013 Electronic Entertainment Expo (E3) in Los Angeles. Most publishers at E3 have brightly-lit booths, often accompanied by loud, thumping music and strobe lights to draw attention. CCP's booth is tucked away in a room upstairs, far from the main show floor. The room is deliberately dark — an attempt to mimic the sensation of being in space. Speakers play the sound you hear when you're sitting in your ship in Eve Online (think: the hum of a hardworking air-conditioner).

Pétursson takes a seat opposite me in a cordoned-off room. There's a calmness and patience to the way he speaks and carries himself. He has a thick Icelandic accent that makes his words sound like they're underlined. If he told you he was disappointed in you, you'd believe it. He tells me he just came from a meeting with Hollywood executives — they were having talks about turning the stories from Eve Online into a television series.

"About those stories," I say, interrupting him. I tell him what I've heard. I tell him about the stories of spying, of huge battles, of intrigue and espionage. I tell him I know that Eve Online has these stories, but as someone who has flown around in one of its little spaceship myself, I have no idea where they're coming from.

Eve Online is, in gaming terms, a "sandbox" game. Like a sandbox found in a playground, the game has provided players with the tools and environment to make and do what they want. There's no story to follow and unravel. The game doesn't give players a good guy to help or a bad guy to defeat. Everyone plays on the same server.

Within the server are solar systems and regions, each with different minerals that players can mine and use to craft items. These items and resources can be bought and sold on the in-game marketplace using the in-game currency, ISK.

ISK is an unusual video game currency. For one, it's not stagnant. It fluctuates like real-world currencies do. It also has a real-world value, which many Eve players take advantage of. ISK can't be converted into real-world money, but it can be used to buy an item called PLEX. PLEX can be used for two things: it can be converted back into a sizable chunk of ISK, or it can be used to buy game time. The cost of a monthly subscription to Eve is approximately $15, so as the price of PLEX fluctuates on the in-game market, the real-world value of ISK also fluctuates. This means if someone makes enough ISK in the game, they can use that ISK to buy PLEX, and use that PLEX to pay for their monthly Eve subscription. That's the simple side of it, at least.

When you're floating in Eve space, you'll see clouds of space dust in the distance. You might see some space rocks. And then there are tables and charts. These charts tell you what is within your vicinity, whether those things are stargates that will transport you to other solar systems, other players or moons from which you can mine things. Am I meant to find this fun and exciting?

Pétursson laughs. The short answer, he says, is "Not quite." The long answer starts in the mid-1990s.

In 1997, and he and a group of developers (who would later form CCP) had an idea to make a game that was more about the players than the game itself. They decided to raise money for it by first releasing a board game called The Danger Game. The game sold more than 10,000 copies to Iceland's 80,000 or so households. With the help of private investors, the company managed to raise something to the tune of $3 million.

"We had never made a computer game, and we didn't even know anyone who had made a computer game," Pétursson says. "But we had done a lot of things. We'd done 3-D, we'd done multi-user, we'd done a board game. Then we came up with this thesis of, 'OK, we have $3 million, we have 30 people, so we have to do as little as possible and be very effective in what we do. We can't just create a lot of content for the game because that is labor-intensive, and it's a much bigger production.'

"So we basically built an operating system for a world, and it's a world where you can make all the things in it and sell them on an open market. You can form corporations, and those corporations can claim territory and vie for strategic dominance. That sounds like a system that can be done by 30 people, and then the people who join the game after that, they will do the rest."

After three years of development and some time in alpha and beta, Eve Online launched in 2003.

Pétursson says he had some theories about how people might play. When people first started, they would try to conquer territory. But many would not be strong enough to defeat the game's computer-controlled pirates at first, so they would call in their friends and team up with each other. The world wasn't as connected then as it is now, so most players would call on friends they knew in the real world, which led to huge blocks forming over geographic locations. This led to something unexpected.

"The game was very popular in Russia. There's something about space and world domination — it was very inherently deep in the Russian psyche."

Pétursson takes my notepad and pen and draws four squiggly blobs. He labels them: "R" (Russians), "S" (Scandinavians), "A" (Americans), "F & G" (French and German).

"So in the beginning, this region was claimed by the Russians," he says, tracing the blob next to the "R." "This region was claimed by the Scandinavians," he says, doing the same for the Scandinavian blob. "Then there were the French and Germans," he says, tapping at the "F & G," "and the Americans," tapping at the "A." "The Russians couldn't figure out why they couldn't conquer the regions from the Scandinavians. The game was very popular in Russia. There's something about space and world domination — it was very inherently deep in the Russian psyche."

The Russians kept attacking the Scandinavians, but the Scandinavians seemed to have an endless supply of ships and weaponry. The Russians couldn't figure out how a group that wasn't even that big within the game was able to stand its ground so well. Through weeks of espionage and sending their own people into Scandinavian and American corporations as spies, the Russians learned that the Americans were secretly funding the Scandinavians through huge supply lines.

"The Scandinavians were asking the Americans for help, and it was secret," Pétursson says. "Nobody knew. It wasn't until the Russians found this out that they got the French to attack the Americans, breaking the supply line. Then the Russians were able to conquer Scandinavian territory."

This all happened within the first few months of Eve's launch when the game only had 30,000 players. The game now has more than 500,000 players.

"We're not controlling them or telling the story of the game," Pétursson says, handing my notepad and pen back to me. "The game is the players."

Power in numbers

Power in numbers

There is no right or wrong way to play Eve Online. There is nothing to stop a player from jumping in solo, mining for minerals, running missions (many of which involve going to a place, mining a thing, selling the thing, fighting a pirate, lathering, rinsing, repeating), manufacturing, holding cargo and manipulating the market. Some players are completely content to do this. Others find it mind numbing.

"Where things really become interesting is having conflicts with players over territory, over resources and even over identity or philosophy," says Bjorn "Kesper North" Townsend, who is on Eve's Counsel of Stellar Management, a player-elected group that communicates with CCP about ways to improve the game. In real life, Townsend is a product manager in his 30s from New Jersey. In Eve, he runs an alliance of more than 3,400 members, takes them into battles and is knee-deep in the politics that have emerged in Null-Sec in the years following the game's launch. Eve is divided into three security zones: High-Sec (an area policed by CCP), Low-Sec (a less surveilled area) and Null-Sec (an area with no security where anything goes).

According to Townsend, the game has gotten as big and exciting as it has because players have learned how to be more efficient and effective. The early activities of the Russians, Scandinavians, French and Americans are a cakewalk compared to how big and complicated the conflicts and factions have become.

It all starts with the basic idea of escalation. Two players are vying for space. They could fight each other one on one, or one player could bring in a friend to fight with them, which increases their chance of victory. Seeing this, the other player calls upon 10 friends to fight alongside them. Both sides continue to one-up each other until someone wins. This kind of escalation can also be seen in the more mundane tasks in Eve. If a person were to mine for moon minerals on their own, they would have to mine them, transport them, and process them. If they rope in two friends, they can have one person focusing on each step of the process. If they rope in 30 people, they're now producing 10 times the amount of resources in the same amount of time.

When players team up together, they'll often form a corporation. The head of the corporation is the CEO. Townsend says being a CEO in Eve Online is a lot like being a real CEO. "You have to deal with human resources issues," he says. "You have to deal with security issues. You have to provide leadership to the people within your alliance, giving them the strategy for what you'd like to achieve and telling the narrative of how you want to go about it.

"You also have to ensure that your alliance is profitable because in Eve, in order to expand, wage war, have a conflict, you need to be able to fund it financially in the first place."

There are no limits to the level of escalation because players determine their own goals. Some corporations might just want to mine resources efficiently so they can manufacture weapons and go out to pick fights with other players. Others might want to own territory, and a lot of it at that. Whatever it is, it's power in numbers. Some corporations will join forces to form alliances. Some alliances will then join forces to form coalitions.

"Every single major achievement in the game absolutely requires the concerted effort of a group of people, whether it's five people trying to make it through hostage space together, or 3,000 people trying to conquer a region," Townsend says. "You're forced to work together to achieve goals, and that fosters a strong sense of teamwork and community. You're able to take pride in your accomplishments, and your accomplishments are very tangible and have a lasting impact on the game itself. You can point to an area of space and say, hey, I conquered this space with my alliance, or I destroyed this massive titanic ship here, and that gives you a history and friendship that you bond over for the rest of your life."

Loveable losers, the broker and the mafia

Loveable losers, the broker and the mafia

Not everyone who plays Eve Online has ambitions to win the war of sovereignty. Not everyone wants to own space and exert their dominance.

Dennis Gilmore is a 45-year-old operations manager for a manufacturing company in Washington. In Eve, he's better known as Del DelVechio, the head of two corporations that perhaps exemplify the Eve sandbox. Gilmore runs a corporation named Red and another named Blue. The two corporations regularly come together to fight each other. They're engaged in a perpetual war. For Red versus Blue, this is a game within a game.

"Everybody knows what we are," Gilmore tells me over the phone. "We're kind of the loveable losers. We fly cheap ships. We're not serious about it. We're in it for the fun. If you show up and slaughter us all, we'll just come back for more. We're known for doing what we do, which is just going out, destroying ships, and having a good time."

Gilmore organizes Red versus Blue in the same way a football coach might organize two teams at training. Players move into either team, ensuring the numbers are close to even. Each team has its own fleet commanders who decide what the tactics will be, what kind of ships they will fly and what types of ammunition they will use — and off they go.

Some players aren't even interested in spaceship battles. Christer "Chribba" Enberg is one of the most well-known players in Eve Online. He started playing in the spring of 2003 and has carved out something of a niche for himself, both in terms of what he does and what he is known for.

"Chribba — he is the guy you can trust," says Kasparas "Chitsa Jason" Jasiukenas, a member of the Council of Stellar Management from Lithuania. "He acts as a third party between two entities if they want to trade something really big and expensive. People know him because you can trust him. He will never cheat you, which is kind of a rare thing in Eve."

Enberg is a broker. Mechanically, such a role doesn't exist in the game — the players invented it themselves to meet their own needs. Before brokers like Enberg came along, players could easily scam each other in large trades. If a player wanted to sell a Titan — one of the biggest ships in Eve Online — to another player, there was nothing to stop the buyer from taking the ship and never paying. Similarly, there was nothing to stop the seller from taking the money and never handing over the ship. Cue Enberg, a middleman who takes both the ship and money and ensures that a fair trade is made. He charges 300 million ISK for deals made in Low-Sec and 500 million ISK for deals made in Null-Sec. While the value of ISK is relative, if someone is in a position to trade an item so big and expensive that they require a broker, 500 million ISK is loose change. Enberg hasn't changed his rates since he first began offering the service in 2007.

By day, Enberg is a 33-year-old who works at an online casino in Sweden. When I speak to him, his real-world persona is not too far from the friendly and trustworthy reputation he's developed in Eve. He tells me he's not part of any corporation because part of being a broker means he has to remain neutral. He would not be neutral if he was flying somebody else's flag. He tells me he realizes that a lot of people see him as the "The Man You Can Trust," but he hopes he is not the only one. He tells me that he could have scammed people, but it's just not in his personality to do so. "At this point, I have no reason to scam at all, because whatever I would scam now would be far less than what I've earned by being honest," he says.

Chribba's trustworthiness is known throughout Eve. "If you were to cast Eve Online, Chribba would be the hero and The Mittani would be the villain, even though they don't hate each other or fight each other," says Helen "Ali" McManis of the Council of Stellar Management. The two are often compared to each other to highlight the altruism of one and the dictatorial nature of the other.

The Mittani runs the Goonswarm Federation alliance of 10,000 and an even bigger group called the Clusterfuck Coalition 40,000. Enberg mostly plays the game solo. Goonswarm and the CFC have more sovereignty than any other coalition. Enberg has no interest in owning space. Goonswarm and the CFC frequently engage in the headline-making wars. Enberg has no interest in fighting other players.

Enberg isn't competitive. He says he just likes helping people.

DNS doesn't fight for space, but whatever it does fight for, it fights to win.

On the other side of the competitive spectrum is the Dirt Nap Squad, a corporation of 80 or so close-knit, hyper-competitive players. DNS doesn't fight for space, but whatever it does fight for, it fights to win.

The head of DNS is Bradley "DNSBlack" King, a tough-talking horticulturalist and wrestling and football coach from Michigan. He runs his corporation seriously ("There's a role for everybody in Eve to be part of a great victory or a great loss"), he treats its members like they're on a sports team ("There's always gotta be grunts, there's always gotta be the water guy or the equipment guy"), and he expects his members to be driven and focused ("They're out there working hard for the team").

King invites me to one of DNS' meetings over the voice communication service TeamSpeak. Most corporations have ways of communicating with their members outside of Eve. Some have their own forums, while others rely on Jabber, Skype or IRC. For some players, most of the game happens outside the Eve client.

Before I log into TeamSpeak, King sends me the meeting's agenda. There's a bullet point for opening statements, one that covers corporation projects like moon surveying and a jump freighter service. There's mention of ship fittings, a siphon initiative, and something about scratching a pole. Then there's a bullet point titled "Zachary King Wrestling." King's son is a wrestler at school. The wrestling team is fundraising so it can travel and compete against other schools. King explains in the call that if anyone in DNS wants to chip in and help out, the school would really appreciate it.

"DNS is not about the ones and zeroes," King tells me. "We're about the people and the friendships. We're about the human side of the game."

The corporation prides itself on being a tight-knit and focused group that picks its battles carefully. "I know the people who join DNS, and they don't want to be part of the whole sovereignty grind," King says. "They don't want to be part of the whole, 'Hey we're important, look at us!" thing. That's the mafia, no-base organization I'm talking about. We live in the back alleys, but we get involved in those fights. We get involved in those fights with our friends."

Spreadsheets in space

Spreadsheets in space

As I leave the DNS meeting, I begin to understand why so many players enjoy Eve. If Eve didn't exist, the members of DNS would likely play a different game together. It just so happens that Eve gives them the wriggle room to do what they want, whatever flavor that may be that day, week or month. They could change their minds tomorrow and decide they want to fight everyone, and Eve would allow them to do that. They could decide they want to become the wealthiest corporation in the game, and the mechanics in Eve wouldn't stop them. But I keep coming back to the joke I was told before I started playing: that the game is a bunch of spreadsheets in space.

None of the players I've spoken to have even mentioned spreadsheets.

"You should talk to Mynnna," Townsend tells me. "He's The Mittani's finance guy. He'll be able to help you."

I track down Michael "Mynnna" Porter, a 27-year-old engineer from Colorado who is also on the Council of Stellar Management. He's a member of the Goonswarm Federation, the alliance run by The Mittani. His primary role is being a director of finance for the alliance. He also manages Goonswarm Federation's rental empire. Porter is only one of several finance directors in Goonswarm Federation. The Goons run a well-oiled machine. With thousands of members, tasks are delegated. There are people who manage the alliance's resources. There are people assigned to manufacture ships and weapons. There's an HR unit. There's a division that focuses on training new players. There's a department devoted to espionage and counter-intelligence. CCP didn't dictate that players had to structure their corporations and alliances in any particular way. The game's players came up with these structures themselves.Porter tells me most of what he does is fairly straightforward, and yes, it does involve spreadsheets. Most of Goonswarm's money comes from minerals its members have mined. "The moon minerals in and of themselves are not useful, so you have to run them through a series of reactions to turn them into something useful," he says. "We sell them to corporation members who want to run those reactions, because it's profitable for them to do so."

The rental empire is a relatively new Goonswarm initiative. The alliance — being one of the most powerful in Eve — owns a lot of space. It owns more space than it can use. Like any landlord with too much property and an eye for profit, Goonswarm rents it out to its alliance members. "It's like managing a space apartment, except people can freely shoot at your tenants," he says.

With the amount of space Goonswarm Federation currently holds, Porter estimates it has a maximum earning potential of 700 billion ISK per month. For context, that would buy a player about 1,000 of the weakest ships in Eve. Most of the rental empire is managed outside of the game. If a corporation wants to reside in Goon-controlled territory, it knows to email Porter.

When he's not managing Goonswarm Federation's finances, Porter likes to manipulate the Eve marketplace for profit. I ask for an example. He gives me one. He has to explain it twice. It's complicated.

About a year and a half ago, CCP updated Eve Online to encourage players to fight each other in player versus player combat. Under this update, the player who won a fight obtained Loyalty Points, which is an alternate type of currency. The amount of Loyalty Points awarded was based on the value of what was destroyed. This value was based on the average price of an item. This is how the average price was calculated: Each day, the game keeps track of every item sold and the price at which it was sold. From this, it generates a daily average. The Loyalty Points system looks at the average of that average over a period of time. That final figure determines the value of a destroyed item, and how many Loyalty Points a player earns by destroying it in PvP combat.

Porter and his friends figured out this connection and took advantage of it.

"So we took an item with both very low quantity sold and a very low price, and then went and sold a large quantity at a very high price to ourselves," he says. By doing this, Porter distorted the average price of the item. He and his friends would then kit themselves out with the item, kill each other in the game, reap the Loyalty Points, and use them to buy more of the cheap items, resulting in an enormous profit.

"That ranks up there as one of the most complex things I've done in the game," he says. "It took associating these two barely related systems, and then figuring out how to make them play off each other for unintended consequences."

Playing the market also has some parallels to real-world commodities markets, he says. The value of a resource fluctuates depending on the demand for it. Sometimes the cycles are weekly, sometimes they're monthly, sometimes a war will break out and the cost of resources will skyrocket as corporations scramble to ramp up their forces. They'll buy dozens or hundreds of ships and pieces of equipment all at once. It all comes back to the sandbox. There isn't an infinite supply of weapons that players can just buy from a virtual store. Every item is made by someone. Once that item is destroyed, it's gone.

The Mittani

The Mittani

I hear about The Mittani before I even start playing Eve. Every player I speak to knows the name and, depending on which side they fight for, has a different opinion of him.

"He is a very deep, strategic thinker," Townsend says. "He also has a fine grasp of human nature, which is something you don't often find in a gamer. He is very good at understanding the motivations of people and exploiting them to his own ends, which I say with considerable admiration. I consider him a friend and have never been disappointed by backing his plays."

"The Mittani is famous because he is a spy master, a dictator, and head of the CFC," McManis says. "He engineered the downfall of the Band of Brothers alliance, which was the previous superpower in the game. He runs an organization which ruthlessly and efficiently wins at most of the things it tries."

"He's a douche bag," says a player who asks not to be named.

If there's a faction you don't want to cross, it's the Goons. If Eve is a game where powers lie in the numbers, then Goonswarm Federation and the CFC are arguably the most powerful. When members join, they are automatically given a combat ship. If they go out and destroy that ship in battle, Goonswarm will give them another. The alliance is powerful and wealthy enough to not be precious about its resources. It's one of the reasons so many players flock to Goonswarm Federation: The message they send to new players is come with us, kill some enemies, have some fun.

The Goons are a group of players who came from the Something Awful community, a comedy website with its own forums, comics, reviews and blogs. When asked what they were known for, aside from being the current superpower in Eve, one player described them as "professional shit-stirrers."

During my chat with Alex "The Mittani" Gianturco, the retired attorney regales me with tales of the mischief he and and his teammates got into when they first started playing in 2005.

One of the leaders of the corporation he was part of came up with an idea for a scam. In the early days of Eve, players couldn't warp their ships to a stargate — they could only warp themselves within 15 kilometers of one. So after warping to a location, players would have to spend the next 15 clicks getting themselves to the actual stargate so they could enter a different part of space. Players tried to circumvent this through bookmarks, which are the precise coordinates that would get them to a specific gate. Eve players would have hundreds of bookmarks, one for each region in the game. This system would later change, but before it did, Gianturco took part in a bookmark scam.

The idea was to sell a set of bookmarks — they would be completely accurate, except for one which wasn't actually a bookmark for a gate. "What it did was it sent you into a horrible death trap at this player-owned station we'd set up, which was covered in guns," Giaturco says. "So most of our activities in the early days was sitting around this station we had set up in Low-Sec and watching people who had bought this bookmark set just splatter into it like a bug on a windshield. We'd then loot their stuff and laugh at them.

"We're Goons — we've pretty much always been griefers from the start."

The Goons didn't set out to rule Eve Online as ruthlessly as they have. In fact, Gianturco says the game's previous superpower, Band of Brothers, provoked them into being what they are today.

In Gianturco's version of events, when Goonswarm formed, it tried to be a group of good citizens. Spying, scamming and smack-talking were disapproved by the culture at the time, so it tried to fit in. The corporation didn't own any space and flew around in non-threatening ships called rifters. Eventually, those rifters became bigger ships, and the corporation started taking its first steps into sovereign Null-Sec. Band of Brothers, the most powerful alliance at the time, decided it had had enough of the Goons and began forcing them out.

"So this was July 2006," Gianturco says. "They declared Goonswarm must be destroyed. After that, we got nasty." Gianturco says it's about the principle: He believes Goonswarm was unfairly targeted because they were seen as outsiders, because they came from Something Awful. In his eyes, the Goons had done nothing to warrant this treatment. The gloves came off. "We spent the next three years prosecuting, burning everything they had and salting the earth."

In this particular war, the Goons were outnumbered. If this was a war fought solely with ships, it is unlikely they would have won. Band of Brothers had too many allies on their side. But the Goons did win. They don't call Gianturco a spymaster for no reason.

A member of Band of Brothers in a director's position secretly defected to the Goons in 2008. In 2009, some three years into the war, Gianturco had a realization while sitting at his desk job in DC. In a moment that he describes being like "a brick to the head," he realized the defected director was in a position to disband the entire Band of Brothers alliance in a matter of clicks.

The spy had the delegated ability to remove other corporations from the alliance. He could kick out all the corporations, steal all the money and assets from the executor corporation and finally, when the alliance was empty, close the alliance. And that's exactly what happened. Gianturco didn't even have to log in to the game to orchestrate the disbandment. Like most of the impressive feats achieved in Eve Online, the plotting and scheming took place outside the game. When the plan was in place, all he had to do was tell the director to pull the trigger.

Band of Brothers lost everything in the space of a few clicks.

"If you looked at the map before and after the Band of Brothers alliance was disbanded, you can see at one point the picture just snaps and all that sovereignty changes," Townsend says. "It was like a shockwave that resonated throughout the Eve universe because, while it wasn't graphically impressive — there was no big explosion, no titanic detonation — you could see the effects that were felt on the map of the game in terms of the big players."

Band of Brothers lost everything in the space of a few clicks. Goonswarm moved in.

According to Gianturco, the Goons have remained in power in part due to his ruthlessness. In his first tenure as CEO of Goonswarm, he says he was a terrible leader because he tried to create a democracy within the corporation. "Eve teaches you all sorts of horrible things about people," he says. "There has never been a successful democracy in Eve Online. They either implode or they get steamrolled."

"People want to be led by someone who's strong and someone who's bold," he says. "If they see weakness, then everything begins to collapse."

To ensure the success of Goonswarm Federation, Gianturco runs the alliance with an iron fist.

"How do you deal with dissenters?" he says. "A lot of people, when they encounter someone who says they're a shitty leader, they will do the two most common things: They will have a big screaming drama on the forums, or meet with the dissenter and try to listen to them. Obviously if someone has a valid criticism, you should try to fix those. But a lot of the time, people just try to stir shit.

"So what you actually do is quietly shoot them in the back of the head when no one is looking. You don't make a big deal out of it. You don't announce it. When nobody's looking, just remove them. No man, no problem."

Gianturco has been in power ever since.

Band of Brothers

Band of Brothers

Band of Brothers tried to reform after the disbandment, but a mechanic in Eve that requires players to wait 24 hours before they can form a new alliance meant they were too slow. Most of their sovereignty was gone. The alliance flew under the name Kenzoku for a few months before the corporations went their separate ways.

The face of Band of Brothers, Par "Molle" Molen, still runs his own corporation, Evolution. Molen is a 46-year-old start-up manager who lives on the East Coast of the U.S. By his own admission, he was probably one of the most hated people in Eve.

"We were very arrogant," he says. "We were not shy about the fact that we were good and we could stomp on everybody. We were not shy about it at all."

The point of contention between Band of Brothers and the Goons was a philosophical one. "Scamming people, betraying people ... that was definitely not our way of doing things," he says. "Our philosophy was more: OK, I'm going to come up to you; I'm going to punch you in the face; I'm going to let you know I'm punching you in the face before I do it; you will know that I am doing it and you will know the intention I'm doing it with; I won't do anything backhanded; I won't scam, I won't betray.

"It's two totally different philosophies. Goons are ... I just won't comment too much."

The day Band of Brothers was disbanded, Molen didn't even have to log in to Eve to know that something was wrong. He signed in to the alliance's IRC chat room — there was complete chaos. Molen says he immediately knew who was responsible, because only so many people in Band of Brothers had that power, and only one of those people was online the time it happened. To this day, he still hasn't spoken to the director who did it.

Thinking back on what happened, Molen says he is mostly annoyed that the mechanic existed at all. But there's no ill will. It's a game. You can be serious about your game, you can be serious about your friendships, but it's a game, he says.

In his own grand narrative of Eve Online, he believes he's won, anyway. "There's no question about it," he says, "because I met my wife through Eve. So I've won no matter how many times people shoot me down."

It's real

It's real

There's a story Hilmar Pétursson often tells about the moment he realized Eve Online was "real." It was 2003, the game had just launched, and he was on paternity leave. While playing the game, he borrowed a friend's ship to help his corporation mine minerals. As he got up to use the restroom, he set his ship on autopilot. When he returned to his computer minutes later, the ship had been attacked by pirates — all that was left of the ship was its shell, its contents looted.

"I wanted to scream," he says. "I wanted to throw my computer out the window. I was sweating. It was like, why is the game doing this to me? What's going on?"

As chief technical officer of CCP at the time, Pétursson could have easily created another Thorax by typing in a few lines of code. But he couldn't bring himself to do it. It felt wrong to create something from nothing, especially when every other player in the game was working so hard to mine minerals to manufacture everything they had from scratch. "And that's when I felt it," he says. "The items in Eve Online are real things. They might not be physical things, but they are real things. Like ideas and politics and religion and theories, they are real things, even if they are not physical things."

"It becomes a hobby," Townsend says. "And I don't mean a hobby in the way that people like to unwind after a long day at work by playing Call of Duty. It's a hobby more in a way that people spend days, weeks, months meticulously building wooden boats or model train sets or learning to fly airplanes. It's a complex set of skills, and you have a community that you become involved with."

The game and the relationships formed in Eve seem inextricably tied together. Most players understand the game is just a game, and they should only take it so seriously ("Let the game be a game," Molen says, "I'll shoot you in the game. I'll buy you a beer on the side"). But there is something real about their experiences. The time they put into the game is real. The impact they have on the game is lasting. And the stories they create echo far beyond the world of Eve.

I'm brought back to the mafia-like DNS meeting, where every person in the TeamSpeak channel was friends, who chatted as they fought and laughed as they schemed and bonded as they flew through the galaxy as a kind of space mafia. I'm reminded of the Goons, who fought ruthlessly and rule with an iron fist because no one tells a Goon they're not welcome. I think of every Eve player I've spoken to, who discovered their love for the game after playing with other people.

I decide to give Eve Online one more try. I undock my dinky frigate from the home screen and drift through clouds of space dust, eying the rocks in the distance and the complex tables with stargates. Hundreds of thousands of people are connected by this one universe. All of it surprises me. Babykayak

Illustrations: Kyle T. Webster

Coloring: Tyson Whiting

24 Feb 19:24

Pentagon Plans To Shrink Army To Pre-WWII Levels

firehose

RIP A-10 Warthog/Thunderbolt! Toughest flying pig of all time!

https://www.youtube.com/watch?v=0i2_bBxQwzw

Defense Secretary Chuck Hagel plans to shrink the United States Army to its smallest force since before the World War II buildup and eliminate an entire class of Air Force attack jets in a new spending proposal that officials describe as the first Pentagon budget to aggressively push the military off the war footing adopted after the terror attacks of 2001.
24 Feb 19:21

Newswire: Upcoming Seth Rogen film to chronicle era when Sega did what Nintendidn’t

by John Teti
firehose

uhh

Sony is developing a movie based on Blake Harris’ upcoming book, Console Wars: Sega, Nintendo, And The Battle That Defined A Generation, with longtime collaborators Seth Rogen and Evan Goldberg attached to write and direct. The book will chronicle Sega’s rise to success in the early 1990s with its Genesis console and Nintendo’s effort to reclaim the dominance it enjoyed in the ’80s with the NES. The Sega-Nintendo showdown is historic because it divided fans into two loyal and belligerent camps; their raging debates over the relative superiority of the Genesis and the Super NES marked the last time that video game enthusiasts argued pointlessly over two inanimate devices that both do pretty much the same thing. With the spread of the Internet, the wide accessibility of information elevated video game debates to a level of breathtaking enlightenment and rich intellectual depth, making so-called “console wars” a quaint ...

24 Feb 19:13

EVE, offline: how do you archive a universe?

by Adi Robertson
firehose

archiving beat; EVE is more fun to read about than play beat

The year is 2114, and somewhere, a researcher is about to visit a dead world. Turning on a computer, she metaphorically or literally dusts off a piece of software bearing the title "EVE in a Box." It launches, and her avatar appears in a space port 20,000 years into the future. But the station is deserted. She takes flight, navigating around a few automated ships. She is the only human being in the universe.

This is, anyhow, what archivists at New York’s Museum of Modern Art hope might happen. When the museum began acquiring video games for its design collection in 2013, futuristic massively multiplayer online title EVE Online was near the top of the list. A complex, time-consuming game that lets players compete anywhere from the marketplace to the battlefield, EVE isn’t remotely close to the largest MMO. But it’s one of the most interesting. Players construct complex alliances and participate in devastating space battles that can involve thousands of pilots from across the globe. Playing EVE can be like holding down a full-time job. And unlike many MMOs, every single player lives, fights, works, and dies in one persistent universe.



Submission to the EVE MoMA exhibit (Eric Sprague)

For the past year, EVE Online has been given pride of place at a MoMA exhibit, with an introductory video produced by Icelandic developer CCP. But now that its time on display has ended — Minecraft is featured in its place — museum archivists are looking for a way to preserve the world long after it’s fallen into disrepair online.

"It’s so much easier to work with living artists than with dead people."

Video games have a reputation as one of the most difficult things to archive. More so than film and text, they’re dependent on delicate and sometimes irreplaceable hardware or software platforms that became obsolete long ago. A certain controller or other peripheral may be vital to getting an "authentic" experience. And while many works benefit from some kind of cultural context, video games may be especially opaque to future audiences. You can explicitly fail at a game. You can see it in action and not understand the rules. Creating an emulated version of an old game can require tweaking how it behaves, going beyond the original source code even if the changes aren’t noticeable to players. Without an ancient, impossibly rare PDP-1 monitor, for example, you can create something that’s almost an exact copy of the classic Spacewar!, but you'll need to make adaptations for modern screens.

Nonetheless, games have one obvious advantage over masterworks of yore: there’s a good chance their creators are still alive. To MoMA design department supervisor Paul Galloway, this means archivists have a responsibility to pick their brains while it’s still possible. "We have this luxury of dealing with living designers and can call up somebody who worked at Atari in the ‘70s. And they remember what they were doing and can be an active participant," he says. "Places like MoMA can show 30- or 40-year-old games working still, but if those things break now, there are still people with existing expertise who can work on them. But that may not be the case in 20 years."

For EVE in a Box, MoMA is relying largely on the developers. The "boxed" game is basically a slice of CCP’s backup data — when you start the EVE client, it just points offline rather than online, and it can be run in a virtual machine as present-day computers become obsolete. In other words, there's no literal box, or at least there doesn't need to be. Ben Fino-Radin, who works as a conservator on the project, describes it as a lucky break for the museum. "This isn’t something that we built or we conceived of," he says. "CCP said ‘Hey, we do this thing.’ And we said ‘Yes, that’s brilliant. That’s perfect, actually.’"

Screen_shot_2014-02-24_at_8
Submission to the EVE MoMA exhibit (delonewolf)

Compared to some other projects, preserving EVE’s environment is easy. Unfortunately, that environment will provide only an eerie echo of the real thing. Galloway’s description of EVE in a Box evokes buried archaeological treasures. "Indiana Jones could find the crate in a hundred years, open it up and theoretically open up the EVE universe," he says. But he and everyone else involved are quick to mention the catch: that the universe isn’t much good without its players. "It would essentially be that Indiana Jones character exploring a ghost town," says Fino-Radin.

CCP creative director Torfi Ólafsson, who Fino-Radin has worked with, can recall his own time debugging an offline EVE. "It was one of the most lonely experiences that I’ve ever had," he says. "The entire game exists for you to be aware of people around you and communicate with people around you. When you have all this massive infrastructure, and all these great space stations and space lanes and planetary systems, and it’s just you, it’s a tremendously lonely and post-apocalyptic experience."

In theory, subscribers’ avatar data and communications could have been imported to give a greater sense of the world, even if their characters wouldn’t be doing anything. The legal problems with this, though, are tremendous. Ólafsson pointedly compares importing people’s chats and other interactions to "AT&T creating a piece for a museum, and taking everybody’s phone records and storing them there." Even if they somehow got every player’s consent, though, there’s simply no technical way to let people in the future play the game as it exists now.

"It was one of the most lonely experiences that I’ve ever had."

The difficulty of capturing ephemeral moments is felt deeply in video game archival work. "Preserving Virtual Worlds," a landmark paper and project in the field, uses the example of virtual candlelight vigils held in Asheron’s Call and Everquest after the September 11th attacks. One version of a single-player game can stay more or less the same over the years, but these moments were as fleeting as their real-world counterparts — and unlike those, there are no physical relics left behind. If EVE Online somehow manages to keep running into the next century, it won’t be the same game it was in 2013. Even going back 10 years is a struggle: in the early days, Ólafsson says, CCP had to overwrite older data to keep from running out of server space. Today, the company keeps a huge archive, of which MoMA currently has only a fragment. Fino-Radin says part of the museum’s archival work includes creating a way to manage different versions of software, so even if it’s only a limited set of snapshots, EVE in a Box could one day create a rough sketch of how the game evolved.

Since you can’t capture precisely what it’s like for players to inhabit EVE, the next best thing is to let future generations look over their shoulders. For the exhibit, CCP asked subscribers to upload recordings of their gameplay on a specific date, sorted through the resulting videos, and compiled an overview of one day in EVE Online. Fino-Radin hopes to build on that, capturing more detailed documentation of individual players and events. That could obviously include recordings of the screen, but creating a sense of physical place is also meaningful. Where did people play? What equipment did they use? What did they look like in the real world as they controlled avatars in the virtual one?


Submission to the EVE MoMA exhibit (delonewolf)

Ultimately, offline EVE will be a technical component to a larger history, a kind of substrate over which to overlay more meaningful context. CCP itself has taken a mass-media approach to oral history: last week, Dark Horse released the first issue of EVE: True Stories, a comic miniseries that dramatizes players’ retellings of the game’s most exciting moments. More stories could show up in a planned TV series developed by 2 Guns director Baltasar Kormakur.

Without CCP’s prompting, players already create some of the most valuable documentation, whether it’s a recorded gameplay video or a wiki — the massive Goonswarm alliance maintains a comprehensive guide for new players. No curator will know a game as well as someone who has dedicated large parts of their life to mastering and sharing it. But they can keep these artifacts from disappearing, and help present an inaccessible world to the general public: from the outside, gameplay in EVE Online often looks impenetrable or downright boring. Since its MoMA show, CCP has been contacted by other museums to work on similar projects; it’s currently in talks with them.

This historical preservation is described in lofty terms: Ólafsson offhandedly mentions both World War II and the civil rights movement when talking about strategies for documenting EVE Online. "We need historians or a good journalist to go back and figure out the story and the human angle," he says. Following this analogy, archived worlds like EVE in a Box become something like designated historic sites. Seeing a battlefield can make everything you already know about the battle more meaningful, but the field can’t play it back for you. Without memories, it’s just another patch of grass.

On the flip side, though, being able to actually walk that battlefield is invaluable for historians. "If somebody comes out in a hundred years and wants to research this early creation of a virtual world — if you think of this stuff in kind of increasingly dominating our lives and just imagine what it will be like in a hundred years — we’re looking at the genesis of that world," says Galloway. "But it’s only helpful if you’ve got some real, tangible quality of that culture available for people to see."

24 Feb 18:56

Thief is a flawed game that gets weakness right

by Ben Kuchera
firehose

"Garrett can knock people out from behind well enough"
"Garrett is not a fighter"
"Garrett doesn't reach for a sword"
"Garrett lays out his reluctance to kill in an early bit of dialog"
"Garrett is only at an advantage when he has the drop on someone"
"This isn’t to say Garrett can’t be deadly"
"Garrett must make sure he has a checkmate before initiating aggression"

but seriously, the only few words needed in any review of this game are

"The game is often depressingly linear"

which means nobody who made this one understood what made the other ones great

in other words, it's Deus Ex: Human Revolution again--which makes sense, as the same people made both games. probably a very fun game that should have just been its own IP to avoid such direct comparisons to different games

It’s rare that a game make such a compelling case for its existence in its own title, but the name Thief explains exactly what the game should be, and how you should feel while playing.

The 2014 Thief, which seeks to reboot the series for a modern audience, fails in this regard in many ways. It’s an unsatisfying gumbo of ideas and limitations that never come together to create a game with a satisfying vision, although there are moments when a much better title peeks through the slurry of what was released.

One of the things the game gets right, and much better games have stumbled in this regard, is the combat. It’s barely there, and you’re all but powerless once you have to face down a guard. Thief gets so much wrong and takes away so much of what made the originals interesting, but keeping Garrett all but useless in combat shows a strength of the vision that should have been carried throughout the entire game.

Don’t fight, run

The idea that finding yourself in combat is a kind of failure in itself begins with the difficulty settings. Master difficulty doesn’t allow any civilian kills or knockouts, period. You can even set up your own custom difficulty with a number of toggles. You can set up a game where any damage taken leads to a failed mission, or only allow stealth take downs. The "No Kills or Knockouts" setting means that the mission is failed if any human or animal is harmed in any way. The game doesn’t just offer a non-lethal path, it dangles it in front of the player like a carrot.

I played on the "Thief" difficulty rating in order to get through the game, but combat is still heavily punished in what could be considered this "normal" difficulty level. There isn't a focus on stealth, it's a requirement if you hope to survive.

"Garrett can knock people out from behind well enough, and you might be able to take out a few guards with your bow. But in a stand-up confrontation with more than one guard — and maybe even just one! — you're going to get cut down," Arthur Gies wrote in Polygon’s review of the game. "Running and hiding is almost always the more advisable option."

This isn’t hyperbole; most confrontations that came down to combat ended in my death. Using the "swoop" move to rush past enemies that are aware of your presence will lead to a sword or bolt in your back. You only have one melee weapon, the Blackjack, which is a blunt club that is better at knocking people out than it is in taking on a sword.

This can be frustrating at first; Garrett is not a fighter, and his opponents are quite adept at blocking the Blackjack. It only takes one or two hits before you succumb to their attacks. The game doesn't turn into a brawler if you get seen, and Garrett doesn't reach for a sword. You can win these fights, sometimes, but you're always better off running away, and waiting until you have the advantage once again. It's not about pride, it's about survival, and Garrett lays out his reluctance to kill in an early bit of dialog. By the time his knocked-out victims wake up, he should be long gone. Killing isn't part of his job, and even using the more lethal arrows can feel like weakness on the part of the player. Killing is taking the easy way out.

You have options from the shadows

Garrett is only at an advantage when he has the drop on someone, and combat should be treated like a scramble for survival, not a quicker path through a level. The actual mechanics of combat are thin and unsatisfying, but they should be. The game is called Thief, not Fighter, and being seen is a mistake that will most often lead to your summary execution

This isn’t to say Garrett can’t be deadly, or that non-lethal is the only way to play. An arrow with a sharp tip works as a one-hit kill if you can line up a head shot and fire with your full strength. You can take down enemies from above as well as behind. There are choke arrows which release gas that cause enemies to cough, allowing you to bludgeon them to death. Flash bombs allow you to blind and startle the enemies, so you can then run and hide if you’re seen.

The game is often depressingly linear, which limits the creative ways you can use this arsenal, but the weapons are crafted with one theme: Garrett must make sure he has a checkmate before initiating aggression. If you've been seen, you've failed the most basic requirements of your job. It's your job to control the circumstances and timing of engagement to your advantage, at least in the few places where the game allows for greater agency on the part of the player.

Thief stumbles in so many ways that having it succeed in this area is more frustrating than pleasing. You don't lose a few points or blow an achievement if you get caught going toe to toe with an armed adversary, you will most likely lose your life. Once a guard draws his sword your best bet is to find a way to run, and quickly.

This is how it should be, and shows the kind of uncompromising adherence to the game's theme that should have been more common in its design.

The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, Polygon as an organization.

24 Feb 18:55

Amazon.com: Customer Reviews: Twin Peaks - Fire Walk with Me

by gguillotte
firehose

R.O.F.L

Purchased as a Christmas gift. Am not aware if granddaughter has used the product yet or not. Order received promptly and in excellent condition. Excellent purchase experience.
24 Feb 18:51

"Bionic Pooch" - Metal Max Returns (Crea-Tech - Super Famicom -...



"Bionic Pooch" -

Metal Max Returns (Crea-Tech - Super Famicom - 1995) 

requested by knifeandlighter

24 Feb 18:49

Photo

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firehose shared this story from Scenes from The Wire.