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03 Mar 23:31

Sublevel Zero, Radlevel 9001

by Ben Barrett

By Ben Barrett on March 3rd, 2015 at 10:00 am.

Record high levels of pew pew pew.

As genres go, 6 Degrees Of Freedom Descent-em-ups haven’t quite had the same crowdfunding-fueled resurgence as other 90s classics. They’re fast paced shooters, offering free movement in a 3D space usually by means of spaceship or other zero-gravity craft exploring a complex. Sublevel Zero [official site] is no exception, with the added spice of procedurally generated levels, permadeath and VR support. Originally an entry into the Ludum Dare game jam under the Beneath The Surface theme, it’s now being funded by publisher Mastertronic into a commercial release. Trailer, more details and thoughts on the Ludum Dare version below.

You can grab a downloadable or web version of the Ludum Dare prototype here. It’s immediately accessible, the smooth movement making navigation of the claustrophobic spaces and combat within them fun. It’s quite challenging, happy to throw enemy ships at you thick and fast. This means new weapons pop up quickly, giving you new options for each encounter. It’s understandably simplistic given the jam-velopment, but clearly shows the procedural generation is a solid base to build upon.

The final version looks basically similar to play, with significant graphical improvements. The major upgrades will come from new systems – crafting, for example, will allow you to mix and match pick ups into new combinations – and refinement of those already in place, suring up the randomisation process and creating more interesting enemies to fight. I don’t have a Rift handy to test, but Sublevel Zero (and the genre as a whole) seem perfectly suited to it and its ilk.

Release is scheduled for some time this summer, via Steam.

Mastertronic, SIGTRAP Games, Sublevel Zero.

03 Mar 23:31

back off bathroom - Osman (Mitchell Corporation - arcade -...



back off bathroom - Osman (Mitchell Corporation - arcade - 1996) 

03 Mar 23:30

No Man's Sky is so big, the developers built space probes to explore it for them

by Dave Tach

There's a robot that lives inside No Man's Sky that nobody outside of the development team may ever see, because its entire purpose is to fly to each of the game's 18 quintillion worlds, take short videos and document its interstellar travels as a series of animated GIFs.

Developer Hello Games built this probe because, at its core, No Man's Sky is so massive that its statistically insignificant team of four human artists can't control or oversee its creation. At best, they can audit some of what already happened and adjust accordingly.

So, instead of pure human oversight, No Man's Sky is governed by what art director Grant Duncan calls a team of thousands of "mindless idiots" — the computer code and algorithms that take the structure that he and his team created and turned that into a universe.

The decision to give up control wasn't easy. Duncan's now-loving embrace of procedurally generated art started as something that existed on the continuum between ambivalence and outright hostility.

But now, deep into the development of No Man's Sky, and despite his initial reservations, he learned to stop worrying and love procedural art, a process he documented in a GDC 2015 session this week.

The problem that probe is designed to solve is one that hits artists particularly hard: When every atom is procedural, developers must, by definition, lose control. Duncan learned to embrace this, at least in part out of the necessity to create a universe with planets numbering in the quintillions (a number so big that he admits to it being "entirely meaningless" to the human mind). Thus, the autonomous robot and the "idiotic" team of virtual art directors that keep tabs on the unfathomable number of celestial bodies, their flora, their fauna, their geography and their indigenous creatures.

no man's sky gdc

no man's sky gdc

The idiotic robots Duncan deployed are responsible for creating what players will see in No Man's Sky. This is no exaggeration. There was no other way to create the the open universe game set for release sometime this year on PlayStation 4 — and, presumably, later on other unspecified platforms.

It really is a universe, full of a myriad of stars. Each star has a solar system. And each solar system has planets. And planet-hopping — the process of traveling from planet to planet, solar system to solar system and galaxy to galaxy to explore and exploit — is perhaps the easiest gameplay mechanic to understand in No Man's Sky, a game whose whose other activities Hello Games has been deliberately tight-lipped.

Near the beginning, while creating the vast universe of No Man's Sky, Hello Games began with the idea of with planet-hopping. And when making something like that an intrinsic part of the game, they needed to do more than just create planets. They needed to fill them with plants and animals that made them feel alive.

To invent these alien worlds, the developers took inspiration first and foremost from something that might seem surprising: not games, not movies, not sci-fi novel covers, but the real world. Hello Games wanted No Man's Sky to be grounded in the "believability" of the real world, Duncan said, which is already filled with "bonkers" and "crazy" things, whether animal, vegetable or mineral. And if they wanted players to explore their creation (and they do), they had to make their universe and everything in it interesting and strangely familiar.

It may be a surprising twist, but it's not without logic. Just think of how many exotic and varied species of frogs exist in the real world, from the standard, green croaking lumps of fairy tales to the little neon-colored poisonous monsters of the rainforests. In No Man's Sky, reality established the rules. Then the artists went about breaking them to create alien creatures, planets and geographical formations that are, fundamentally, grounded in reality.

To populate this alternate reality, the artists created seeds: the essential parts of plants and animals and geographic locations. Trees have trunks and leaves. Animals have bone structures. Spaceships have cockpits. Buildings have doors, windows and roofs.

no man's sky gdc

no man's sky gdc

Then they threw those seeds into what Duncan calls a "big box of maths," where the British developer's algorithms create variations on those themes. Short trees with orange foliage. Spaceships with stubby cockpits. Alien creatures whose deer-like ancestry is graspable at a glance.

Feed No Man's Sky's big box of maths the same inputs — the art team's seeds — and it will produce the same outputs, whether on your system or a friend's. That's where its mighty universe comes from.

But that's the technical side of the equation. Duncan is an artist. It's his job to ensure that what the math box creates makes sense, looks pleasing and, though alien, feels familiar. And that happens at the intersection of art and math, a crossroad that makes some artists uncomfortable.

When he started working on procedural generation and No Man's Sky, he contacted several artist friends, many of whom shared the approximate opinion that, as Duncan put it, "procedural is a big pile of shit." It creates terrain so realistic that it's boring, they said. It creates blobby, cartoony creatures, they said. It takes control way from artists, they said. It's "programmer art," which isn't really art, they said.

Procedurally generated art requires the artists to surrender control

Moreover, if the Hello Games art team was just recreating things they found in the real world, that'd be boring. It's uninteresting to artists, who see procedural technology as random and, he said, "can never lead to good art or that produces "inferior visuals."

Duncan's job was, in a sense, to prove the doubters wrong by convincing them to let go.

"I think that the truth is, we're actually all control freaks," Duncan said. "Artists are so used to having complete control of every single pixel. Especially now with digital artists. We can get Photoshop, we can zoom right in and obsess over something no one will ever care about."

So the artists at Hello Games created a blueprint system, wherein the artist creates a template. It begins, in other words, with handmade art. Then the math box creates variations on those themes — it tweaks the lioness' leg length, stretches her neck, colors her.

The tiny team focused on efficiency, again out of necessity. To create as little work as possible, they identified similar things, like bone structures. The system can move bones around and create poses that range from owls to proud stallions and "hundreds" of different movement cycles. That applies to everything from ships to sea creatures. In No Man's Sky, dolphins, sharks and whales all share a common ancestor.

But Duncan's artist friends were right about at least one thing: feeling the box of math isn't enough. That process is mechanical, and math doesn't have the same artistic sensibilities that humans do. So the artists collaborated with the coders to make random generation more pleasing.

Now the box of math nows that, when it places a boulder on the ground, it should also place a few medium and smaller boulders around it. It makes sense. You get, he said, "a lot more pleasing silhouettes."

If you're going to create a universe for people to explore, you've got to make it believable.

That same system of symmetry applies to entire planets. One gets created, and it has certain properties. Those properties (say, a blue mineral) have an effect on the plants that grow on the planet and the creates that inhabit it, informing everything from their design to their complimentary colors. But before Hello Games' artists did that, they had to teach art to robots.

Finally, after the artists created the blueprints and planted the seeds, and after the coders constructed a box full of math, the universe exists. Someone has to look after it.

That's where the robot probe comes in, flying from planet to planet, making the animated GIFs, so that the folks at Hello Games can make sure everything looks acceptable. That there aren't too many red planets; if so, they can fly in and tweak things to ensure consistency and coherency.

Because if you're going to create a universe for people to explore, Duncan said, you've got to make it believable for players. And that, beyond just designing things, is the job of an artist.

"The best games to me" Duncan said, are those in which "you don't question anything. Things just feel like they belong together."

03 Mar 21:23

Photo



03 Mar 21:23

Noted: New Name and Logo for Eversource

by Armin

Straight from the Source

New Name and Logo for Eversource

"Eversource, formerly Northeast Utilities (NYSE: NU), transmits and delivers electricity and natural gas to more than 3.6 million electric and natural gas customers in Connecticut, Massachusetts and New Hampshire."

Design by: N/A

Opinion/Notes: The previous logo was very old school with an icon that looked like a college design exercise straight out of the 1980s. The serif typography was actually nice; probably wrong for a utility company but nice nonetheless. The new name makes the company feel NOT regional and now has a name more akin to an ambitious national utility company. It's a decent name, I guess. Hinting at "resources" and "ever available" or something to that effect. Better than Nusenda for sure. If the type choice had been slightly more inspired this would have turned out into a half-decent logo. The three-banded circle is attractive, making for a nice "O" and a highly effective social media icon but the black, blunt type lacks any kind of personality.

Related Links: Hartford Courant news story
Cape Cod Times news story

New Name and Logo for Eversource
Old logos being replaced as Eversource.
New Name and Logo for Eversource
Logo detail.
New Name and Logo for Eversource
Eversource CEO and van.
New Name and Logo for Eversource
New decal on truck.
Introduction to Eversource.
Many thanks to our ADVx3 Partners
03 Mar 21:19

Hollywood should be very afraid of Popcorn Time, the “Netflix for piracy”

by John McDuling
Popcorn Time US Netflix piracy

In January Netflix, the online video streaming site, used its quarterly letter to shareholders (pdf) to take aim at a rival. Not premium pay TV channel HBO, with which it is locked in an increasingly bitter battle for the best shows and movies; nor cable provider Comcast, with which it has squabbled over the future of the internet. Rather, Netflix’s missive called out a new adversary. “Piracy continues to be one of our biggest competitors,” it reads. “Popcorn Time’s sharp rise relative to Netflix and HBO in the Netherlands, for example, is sobering.”

Popcorn Time is one of the most fascinating stories on the internet at the moment. It is a platform that allows people to access vast swathes of video content without paying for it, but with a clean, legitimate-looking (and somewhat Netflix-y) interface. In other words, it’s not a shady looking portal that makes you feel dirty for using it.

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Popcorn Time’s interface looks a lot like that of any commercial streaming service.

By some estimates, Popcorn Time’s user base in the Netherlands rivals that of Netflix. It also appears to be used quite a lot in the US. Bloomberg reported last week that usage of the service in the US more than trebled between July 2014 and January 2015, and it now accounts for one ninth of all torrent traffic in the country. Its rise reflects a sobering reality for the entertainment industry. Despite the widespread success of internet-based content smorgasbords with simple pricing models like Netflix, piracy endures. And TV and movie piracy, at least, is almost impossible to wipe out.

Why there’s still demand for video piracy

Unlike in music, where services like Spotify give you a single subscription for almost any track you might want, there is no one-stop shop for video. That’s partly because of the way licensing works: Movies are released at different times for theaters, video-on-demand, and then cable TV or streaming services. It’s partly also because, unlike in music, video streaming services have chosen to compete by each offering their own exclusive content rather than trying to have the most complete menu. As a result, the best video remains spread out across a confusing phalanx of outlets.

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Popcorn Time, according to people who use it, lets you access just about everything on the internet. It operates using the BitTorrent protocol, a file-sharing method that breaks large files into small pieces, which are shared out across the network of its users’ computers. When a user wants to download a file, her computer assembles it from pieces stored on other people’s computers across the network. This makes it easier to download large files, and harder to pinpoint who is responsible for uploading them, and thus almost impossible to eliminate. (The main difference between Popcorn Time and traditional BitTorrent is that when you choose a file to watch, BitTorrent assembles it first and stores it on your computer’s hard drive; PopcornTime just streams it as its components come in).

The site emerged seemingly out of nowhere last year. The people claiming to be its creators wrote that it began as a challenge by “a group of geeks from Buenos Aires who wanted to see if they could create a better way to watch movies.” By March last year they had abandoned it because, they said, they “need[ed] to move on with our lives.”

Yet others quickly took up the baton. There are multiple Popcorn Time sites now; popcorntime.io is the biggest, it has the most likes on Facebook (it passed 100,000 recently) and appears at the top of Google searches. It has a desktop client for both Mac and Windows computers,  plus a Linux version and an Android app.

How Popcorn Time runs on no money

So who is behind this slick operation? Last month I spoke to a person who claims to be Popcorn Time’s official spokesperson, a 20-something from Ontario, called Robert “Red” English. He said that there are about 20 people—programmers and designers—scattered across the planet, working on Popcorn Time in their free time. It is an open-source project, so anyone can submit changes to the code, add features, and fix bugs. If he and the rest of the team think a contributor is helping, they will ask him or her to join on a more formal basis. Contributors change frequently.

 “We are a community… I don’t think it will be ever turned into a proper business.” Popcorn Time has no funding—it’s run out of the pockets of the small community behind it—and no business model, English says. Unlike other platforms used for piracy it doesn’t even carry advertising.”We are a community and we are not really driven by the money of it,” he says. “I don’t think it will be ever turned into a proper business.” In other words, there are no plans to emulate Napster or BitTorrent and seek legitimacy. Napster, the first file sharing site to gain prominence, had a string of legitimate business owners after being shut down, including German Media conglomerate Bertelsmann, US retailer Best Buy, and is now part of streaming music provider Rhapsody. BitTorrent (the company, not the protocol) is backed by venture capital funds including Accel Partners.

So if there’s no money in it, why do the people behind Popcorn Time bother? Fun mainly, English says. “A lot of the project is about showing… other companies like Netflix that having the content that’s currently on air—the new stuff, not last season—that’s what drives people to watch. It’s a way of showing the media that you can do better.” (No doubt the fact that this gives them and others the ability to watch anything they want for free is also a motivating factor.)

Why it may be safe from lawsuits

The team behind the original Popcorn Time insisted they had checked “Four Times” with lawyers that the service was legal. English says his team has been in contact with lawyers, “but for the most part there is not a lot we need to speak to them about.” Popcorn Time does not control or manage any of the content that is accessible through the service; it just provides the method of access. “We are not selling you a product, we are not ripping you off, we are just giving something out for free,” he says.

The video and music industry see it differently, of course. There have been countless lawsuits against BitTorrent services and their users. Some, notably in Sweden, have been successful, even ending up in convictions. But in the US, as Mother Jones reported a year ago, judges have been getting more skeptical about the evidence copyright holders present. Basically, an IP address—a number that identifies each computer connected to a network—is no longer considered such a reliable indicator of who has been actually downloading or uploading files.

 “If it’s used to infringe copyright, that may itself be a violation, but that doesn’t make the tool illegal.” The Motion Picture Association of America (MPAA), a trade association for Hollywood studios which has been involved in many lawsuits against copyright offenders, declined to comment on Popcorn Time to Quartz.  So did Netflix. But Parker Higgins from the Electronic Frontier Foundation, a consumer digital rights group, argues that Popcorn Time is no more illegal than photocopiers or videocassette recorders. The US Supreme Court ruled in 1984 that Sony’s Betamax video recorder wasn’t illegal because it was capable of “significant non-infringing use.” Similarly, Popcorn Time can be used to navigate vast swathes of non-copyrighted material, Higgins explains. “If it’s used to infringe copyright, that may itself be a violation, but that doesn’t make the tool illegal.”

The Betamax defense isn’t iron-clad. At least two file-sharing sites that tried to use it—Grokster and Streamcast—lost, because the court ruled that they actively encouraged piracy. But that case also marked out a territory within which file-sharing is legal, making it easier for sites like Popcorn Time to stay (just) on the right side of the law.

Why Wall Street is starting to worry

English said the team behind Popcorn Time is aware that the platform is being used extensively in places like the Netherlands and “had a general idea that people were beginning to talk about us.” But what he did not realize it was stating to get noticed on Wall Street.

Investment analysts are concerned about its impact on Netflix and big entertainment companies that produce and own content. BTIG analyst Rich Greenfield for one, has repeatedly warned that “Hollywood should be very afraid” of apps like Popcorn Time, which he says could threaten the financial strength of the entertainment business. “The reality is TV everywhere [i.e., online services from US cable TV providers and channels such as HBO Go] has gone nowhere while the piracy sites such as Popcorn Time have continued to innovate,” Greenfield says in an email.

Popcorn Time does not track usage and is not particularly concerned about the imitators it has spawned. “In general we don’t care,” English says, “but when it comes to the ones that install viruses on your computer it pisses us off because it ruins a good name.” To think that a group of earnest freelancers working in their spare time could pose challenge to Netflix, a $30 billion company, not to mention media giants that have been around for decades, is staggering. But as long as the big TV and movie studios continue to limit their content to certain online platforms, there’ll be demand for a service that provides it all—especially if that service is also free.

03 Mar 21:18

America’s bloodiest day (since the Civil War) that no one talks about

by Sonali Kohli
Survivors of the 1890 massacre at Wounded Knee visit Washington in 1938 to testify.

Last week, the New York Times published an in-depth piece (paywall) on the excessive use of force at New York’s Attica prison, stemming in large part from a history of violence and a prison riot that left 43 people dead in 1971. Tucked away in the story was this sentence, highlighting a telling American attitude toward a huge part of our history:

“The state commission that investigated the September 1971 uprising memorably described it as the bloodiest single encounter, Indian massacres aside, between Americans since the Civil War.”

The state report (pdf, pg. 6) originally phrased it this way:

“With the exception of the Indian massacres in the late 19th century, the State Police assault which ended the four-day prison uprising was the bloodiest one-day encounter between Americans since the Civil War.”

The wording there, the relegation of Native Americans to a footnote in US history and secondary to the Civil War, reflects the attitudes of Americans toward Native Americans. Missing from the advanced US history curricula are the full stories of Native American oppression in the US. Those attitudes of apathy persist today, from a football team’s refusal to change its name to the police shootings of Native Americans that gain barely any media attention, compared to the shootings of black men in the last year.

The pattern of American oppression of Native Americans began with the millions killed when Europeans colonized the Americas, continued with state-sanctioned displacement, and stretched into the wars against American Indians throughout the 1800s. Before, during, and after the Civil War—Americans were still oppressing, marginalizing, stealing land from, and killing Native Americans. The last of those massacres was in 1890, at Wounded Knee in South Dakota, when at least 200 Lakota people were killed.

Here is one account from a survivor of the Wounded Knee massacre, as told to the US Commissioner of Indian Affairs the year after the massacre (via PBS). Someone named American Horse told the commissioner, according to PBS:

“There was a woman with an infant in her arms who was killed as she almost touched the flag of truce, and the women and children of course were strewn all along the circular village until they were dispatched. Right near the flag of truce a mother was shot down with her infant; the child not knowing that its mother was dead was still nursing, and that especially was a very sad sight. The women as they were fleeing with their babes were killed together, shot right through, and the women who were very heavy with child were also killed. All the Indians fled in these three directions, and after most all of them had been killed a cry was made that all those who were not killed wounded should come forth and they would be safe. Little boys who were not wounded came out of their places of refuge, and as soon as they came in sight a number of soldiers surrounded them and butchered them there.”

In 1973, Native American activists occupied Wounded Knee, leading to a 71-day standoff with the US military that resulted in two deaths. That year was probably the last time Native American grievances received widespread national attention. At the 1973 Oscars, Marlon Brando sent a Native American actress to decline his Academy Award out of protest against treatment of Native Americans both onscreen and by the government:

They were still protesting (paywall) mistreatment and broken treaties, 83 years later.

03 Mar 21:17

110 convicted sex offenders live in harmony in this small Florida town

by Sofia Valiente and Caitlin Hu
Ben-2-from-Miracle-Village-by-Sofia-Valiente

Buried in the sugar cane fields of southern Florida, on the southeast corner of Lake Okeechobee, lies a small community called Miracle Village. Here, 52 pale duplexes once housed migrant workers. Now they are home to 110 convicted sex offenders.

Some are fresh out of prison, others have been living there for years. Matthew 25 Ministries, the Christian organization that founded and runs Miracle Village, provides for basic necessities and helps residents apply for food stamps. When each new resident arrives, tradition holds that his neighbors drop by with gifts of groceries. It’s not easy to find work with a felony on the public record.

Photographed and interviewed over many months in 2013 and 2014 by photographer Sofia Valiente for her World Press Photo-winning book, Miracle Village, 12 residents of this isolated colony have agreed to tell their own stories.

In the introduction, 37-year-old resident Joseph Steinberg describes his community:

There’s a certain smell to the air. Like cotton candy and smoke. Sugarcane fields cover the landscape in every direction as far as the eye can see. Three miles down the road and right beside a private village, there are train tracks. Locomotives ride the rails at the midnight hours. Their turbines echo through this village. The people who live there don’t mind the early morning call of the sugar-cane express. To them it sounds like progress. And they love that sound.

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Ben-from-Miracle-Village-by-Sofia-Valiente
“In this sorry excuse for a town, the closest thing to “exotic cuisine” you’ll find is Tabasco sauce,” jokes Ben, 35 of his life in Miracle Village. “Fortunately, the sex offender I live with is an unemployed Italian chef who watches cooking shows all day long. I actually eat so good now that I needed to buy all new pants, as my old ones became too tight!”(Sofia Valiente for "Miracle Village" 2014.)

Miracle Village was founded as a refuge for sex offenders in 2009. “The prison-fellowship & ex-offender re-entry ministry turned the run-down, sin-filled, half-abandoned village into a safe-haven for the residents,” says the Matthew 25 Ministries’ website. “Now, the Village is a thriving community where retired sugar-cane workers and ex-offenders rebuilding their lives live in friendship and God’s love.”

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Rose Sitting from Miracle Village by Sofia Valiente
“My ex-husband put the charges on me,” says Rose, 48. “He lied against me about it, that I had molested my children.”(Sofia Valiente for "Miracle Village" 2014.)
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Rose from Miracle Village by Sofia Valiente
“I’m on the internet for the rest of my life. People judge you, you’re a monster. Before it bothered me, it don’t bother me now. If you think I am, if it makes you feel better go ahead, I know better. It’s just a name,” says Rose.(Sofia Valiente for "Miracle Village" 2014.)

Usually referred by prison chaplains and officers, residents rent their duplexes for $500 per month. They may stay as long as they want. Here, in theory, they will relearn life skills lost while incarcerated, and reintegrate into society at their own pace. But Florida law prohibits sex offenders from living less than 1,000 feet from any place that children congregate, so Miracle Village is still deeply isolated: five miles from the nearest town.

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“I had a friend of mine named Chris Billows, also known as Nightwolf,” says Doug of his conviction five years ago. “Him and my mom used to work at McDonalds together. He got arrested. He got his girlfriend’s little sister to say that we had consensual sex. Fifteen years old. In the state of Florida they can arrest you for hearsay.”(Sofia Valiente in "Miracle Village" 2014.)

“I like living at Miracle Village,” says Doug, 25, one of the youngest residents. “I have a room and a key and real friends that care about me.” All the same, this is not a particularly lenient place; state surveillance of released sex offenders is designed to reach everywhere.

Florida’s curfew for sex offenders is 10pm, and a few Miracle Village residents must be home by 7pm. Some wear GPS trackers, while others are prohibited from using the internet and smartphones. Like all US sex offenders, Miracle Village residents must register and regularly update their home addresses with local state corrections and law enforcement departments. They will remain registered until a full year after they die.

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“As soon as I was charged…they didn’t wanna have anything to do with me,” says David, 29. “That’s why when I go out fishing I just stare at the water, I see the drift-boats going out there and I just think, ‘Man that used to be me.’ I can’t do it anymore because of kids, it’s a place where kids congregate.”(Sofia Valiente for "Miracle Village" 2014.)
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David lives in Miracle Village with his mom, who moved in to support him.(Sofia Valiente for "Miracle Village" 2014.)

Originally known as “Miracle Park,” the community’s name was changed after law enforcement officials protested that sex offenders may not live near parks.

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Gene from Miracle Village by Sofia Valiente
Miracle Village’s isolation from the rest of the world makes it feel safe for Gene, 66, pictured here with his dog Killer.(Sofia Valiente for "Miracle Village" 2014.)
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Gene 2 from Miracle Village by Sofia Valiente
“As a sex offender, I cannot trust anyone,” says Gene. “Because maybe someday they could be in a bad mood, tired of dealing with me or just mad. All they have to do is call 911 and say a sex offender has bothered them and Bang! I am in jail.”(Sofia Valiente for "Miracle Village" 2014.)
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“Once my probation is over, all you’re going to see is a blue streak going up I-95,” says Gene. “I’m driving up to North Carolina with Killer by my side.”(Sofia Valiente for "Miracle Village" 2014.)

The rate of recidivism for sexual offenders is lower than that of most other crimes (pdf). But ever since the 2013 rape and murder of 8-year-old Cherish Periwinkle by a released sex offender in Jacksonville, Florida state legislation on sex offenses have become among the strictest in the nation.

Local sex offenders’ prison sentences can no longer be abridged for good behavior. Even after prison, offenders may be forced into indefinite periods of confinement called “civil commitment.” Tracey, 47, came to Miracle Village from a privately-operated civil commitment center in Arcadia, Florida.

While the number of sex offenders registered across the US has risen 23% over the past five years, sex crimes seem to be most aggressively identified and punished in Florida, where registrations have leapt 74%. More than 100 new sex offenders apply for a spot every day, says Miracle Village’s website. The community has renamed itself accordingly: in Jul. 2014, humble Miracle Village became the City of Refuge.

Miracle Village is a book by Sofia Valiente. We welcome your comments at ideas@qz.com.

03 Mar 21:17

McDonald’s is going to play SXSW this year

by Svati Kirsten Narula
Going where the cool kids are.

For McDonald’s, hitting on a fresh idea that will bring people back to the Golden Arches is no small task. Don Thompson, 25-year McDonald’s veteran, couldn’t do it. He stepped down as CEO on March 1. Steve Easterbrook, his replacement, plans to “allow technology to do the heavy lifting” when it comes to making customers happier. It’s the opposite of a “back to basics” approach; Easterbrook wants innovation.

Maybe he’ll find it this month at South by Southwest (SXSW), the annual music-festival-turned-creative-confab in Austin, Texas.

McDonald’s will be a prominent sponsor, and it hopes to come away with more than just whatever goodwill it can generate among conference goers who take advantage of the McCafé coffee, “music-based experiences,” and “salon-based programming” at the “McDonald’s Lounge” on site.

It wants ideas.

McDonald’s will host three “pitch sessions” at SXSW on March 13, offering an audience for tech startups with ideas for innovation in three categories:

  • Reinventing the Restaurant Experience: “This is not about tweeting, ordering online or Wi-Fi connectivity…. We are talking about multiple screens, proximity technology, personalization and even smart packaging.”
  • Content Creation: “Brands have to co-create content with communities, curate daily content to stay relevant, and create content with social in mind. How can brands tap into new content partners and models that can tackle these objectives?”
  • Transportation and Delivery: “Our existing idea of door-to-door delivery and drive-thru will soon be obsolete. Imagine a world where drones could deliver you food while you’re driving down the highway.”

The best pitch will earn the presenter a trip to McDonald’s corporate headquarters, where he or she will be invited to pitch directly to the company’s C-suite. McDonald’s says pitches will be evaluated based on “current traction and milestones,” “market potential,” “customer value proposition and service offering,” and “overall brand fit.”

“We want to be in the flow of ideas, offering our scale to interesting partners, with the intent to make the lives of millions of people who use McDonald’s a bit simpler and even more enjoyable,” McDonald’s chief digital officer, Atif Rafiq, explained in a blog post on SXSW’s website.

How badly does McDonald’s need help on the ideas front? Already, one of its big digital technology initiatives—the Create Your Taste custom burger ordering kiosks—seems to not be going as planned. An article in USA Today suggests that the continued rollout of the kiosks is not a sure thing; it quotes a franchise consultant arguing that kiosks are “too expensive” for franchisees and “irrelevant” to drive-thru sales.

The bigger question, though, as raised by an industry analyst quoted in the USA Today piece, is whether digital innovation is what McDonald’s is missing in the first place. True, it may not have much at the moment. But that’s not why rivals such as Panera, Chipotle, and even Chick-fil-A have been eating its lunch.

03 Mar 21:16

Hey, internet: Japan actually has ELEVEN cat islands

by Gwynn Guilford
Cats crowd the harbour on Aoshima Island in the Ehime prefecture in southern Japan February 25, 2015. An army of cats rules the remote island in southern Japan, curling up in abandoned houses or strutting about in a fishing village that is overrun with felines outnumbering humans six to one. Picture taken February 25, 2015. To match story JAPAN-CATS/ REUTERS/Thomas Peter

A feral feline foofaraw erupted earlier today, when the internet rediscovered Aoshima, a remote mile-long Japanese island where cats outnumber people six to one, earning it the nickname “Nekojima,” or “Cat Island.” After someone posted a photo of Aoshima’s cat masses on Twitter in 2013, the island’s 20 mainly elderly residents—whose numbers, incidentally, include a “cat witch,” who feeds the critters—have been overwhelmed by a surge in tourists, reports RocketNews24.

Well, brace yourself, internet. In addition to Aoshima, Japan has 10 other cat islands (this news also comes courtesy of RocketNews24, which clearly has the cat beat covered). Tashirojima is perhaps the most famous Nekojima. Like Aoshima, cats were first introduced by fishermen, who needed cats to protect silkworms—used to spin fishing nets—from mice, reports Kotaku. Nowadays Tashirojima sees a steady stream of felineophile tourists. It also ban dogs entirely and has vets pop by occasionally to keep the cats in good shape.

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A cat jumps for food offered by a tourist (R) as other cats beg for food on Aoshima Island in Ehime prefecture in southern Japan February 25, 2015. An army of cats rules the remote island in southern Japan, curling up in abandoned houses or strutting about in a fishing village that is overrun with felines outnumbering humans six to one. Picture taken February 25, 2015. To match story JAPAN-CATS/ REUTERS/Thomas Peter
A cat jumps for handouts from one of Aoshima’s tourists.(Reuters/Thomas Peter)

Then there’s Genkaishima. Long home to the country’s largest island-based cat population, its numbers took a hit in a 2005 earthquake. For those who can’t get enough feral cat pics, this photoblogger has spent years documenting them. 

While many Nekojimas are fishing villages, one is in the middle of a lake—and on cat-overrun Muzukijima, you’ll find a citrus grove paradise with the best oranges in all of Japan.

Some are even semi-urban; on an island off the coast of Tokyo, the feral cats coexist with surfers and sunbathers.

Japan’s also certainly not the only place where cat islands abound: the US until recently had at least 18, and Australia at one time boasted 15.

Then again, Japan handles its cat islands a little differently. It’s worth noting that those figures on the US and Australia come from a paper entitled “Review of feral cat eradications on islands” (pdf). On the 83 islands in 15 countries surveyed, humans used hunting dogs, traps, and poison to try and eliminate their cat populations. Japan is more cat-friendly—consider the Tokyo cat cafes, cat shrines, and Hello Kitty shops. Now add cat islands and cat witches.

03 Mar 21:13

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03 Mar 07:33

J.J. Watt -- Mystery Cabin Revealed ... AND IT'S FREAKIN' SICK | TMZ.com

by gguillotte
Watt bought the digs last month as a private getaway for secluded off-season training purposes, describing the home as "really minimalistic" and a way to totally commit to his regimen. Well, when you have a $100 million contract "minimalistic" runs around $800,000 and features 4,500 square feet of living space ... with 4 bedrooms, 2.5 bathrooms and oh yeah ... an elevator.
03 Mar 07:29

Former rap mogul taken to hospital after court hearing, tells judge he's going blind - Toledo Blade


Toledo Blade

Former rap mogul taken to hospital after court hearing, tells judge he's going blind
Toledo Blade
LOS ANGELES — Former rap mogul Marion “Suge” Knight told a judge that he is suffering from blindness and other health complications moments before he was taken to a hospital Monday morning. Knight told Los Angeles Superior Court Judge James ...
Suge Knight rushed to the hospital, againExaminer.com

all 160 news articles »
03 Mar 07:28

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03 Mar 07:28

"Hollywood promotes unrealistic standards of infrastructure beauty."

“Hollywood promotes unrealistic standards of infrastructure beauty.”

- John Oliver
03 Mar 07:27

Everything You Need To Know About The Ring Cycle In One Hilarious Talk

by Charlie Jane Anders

Our favorite fantasy stories owe a huge debt to Norse mythology — especially Norse mythology as filtered through Richard Wagner's Ring Cycle of operas. But how can you make sense of all the craziness? Here is Anna Russell, a professional opera comedian, to help you sort it out.

Read more...








03 Mar 07:22

Jon Stewart Kicked Seth Rollins In The Groin On 'Monday Night Raw'

First Rollins dissed "The Daily Show," Stewart fired back, Rollins interrupted Stewart's moment of zen, and now this. Something tells us this feud isn't totally over. Skip to 4:04 for the action, or start from beginning for a lot of smack talk.
03 Mar 07:21

Netflix just bought the new movie from the director of True Detective

by Bryan Bishop
firehose

"which stars Idris Elba"

Netflix already announced release dates for a slew of new shows today, but it's not stopping there: the company has acquired worldwide distribution rights to the newest film from the director of True Detective. Written and directed by Cary Fukunaga, the project tells the story of a young boy that's made to join a group of soldiers in West Africa. Netflix reportedly paid $12 million to snap up the film, which stars Idris Elba (Luther, Pacific Rim). According to Deadline, the film will be streamed worldwide on Netflix, but will also be released theatrically, with an eye towards promoting the film heavily for awards consideration.

It's just the latest move Reed Hastings' streaming giant has made into theatrical motion pictures over the past several months. Last year the company announced that it would be putting out a sequel to Crouching Tiger, Hidden Dragon as a combination Netflix and IMAX release, but exhibitors quickly protested at the notion of undercutting the traditional theatrical window with a simultaneous release. The furor didn't cause Netflix to miss a step, however. In January the company signed a deal with Mark and Jay Duplass for four new Netflix films that would also receive theatrical distribution; a month later it picked up a new film starring Fifty Shades of Grey star Jamie Dornan, and a week after that came word that the company would be producing a new sequel to Pee-wee's Big Adventure.


Netflix is playing the long game to wear down theater chains

Netflix appears to be very aware of the pushback it will face from theater chains, and is building out its theatrical strategy accordingly. The films it has stated it will release in theaters thus far are niche, awards-friendly films that will be extremely attractive to small, independent movie theatre chains — the same kind of theaters that haven't been dissuaded by day-and-date releases the way that that larger chains like AMC have been. And while Netflix is jumping in to produce broader, more mainstream fare like the Pee-wee sequel and several upcoming Adam Sandler movies, those films have been primarily earmarked as projects that will skip theaters altogether and go straight online. Should Netflix's original films end up being as consistently good as its series have been, it could put larger theater chains in an unfortunate bind come awards season: decide to play ball with the company's strategy, or miss out on the movie's everybody is talking about.

03 Mar 07:10

Oh Hai!

firehose

no menswear only shiba



Oh Hai!

03 Mar 07:10

superopinionated: asylum-art:X-Ray and Anatomical Stained Glass...





















superopinionated:

asylum-art:

X-Ray and Anatomical Stained Glass Windows by Artist Wim Delvoye

In his ongoing series of Gothic works, initiated in 1999, Belgian artist  Wim Delvoye  about whose tattooed pigs I have blogged about in the past, created some very unusual stained-glass windows and sculptural works made of steel, lead, glass and actual x-ray.

For his “Chapel” series, Delvoye took x-rays of two friends performing sexual acts, then combined the x-rays with stained glass to fill the windows of a gothic-style chapel. Some of the windows simply look as though they are made of an abstract design, when upon closer inspection, one can see teeth, intestines, skulls and other anatomical features.

Okay I know people like to say “none more goth” sometimes kind of like a joke but, um.

03 Mar 07:10

hatpire:thefabulousconchitawurst:xSince Eurovision last year...







hatpire:

thefabulousconchitawurst:

x

Since Eurovision last year I’ve seen a ton of people confusing Conchita as a beacon of transgender pride and it’s always irked me. She isn’t transgender and has never claimed as such, as the image set here shows. She seems very respectful towards people who are, in fact, transgender, and I’m glad she’s taken so much time to clarify the difference between the drag persona of Conchita Wurst (and her male performer) and what being transgender actually is.

03 Mar 03:52

BBC America Releases the Second Official Trailer to Usher in the Third Season of ‘Orphan Black’

by Lori Dorn

BBC America has released the second official teaser trailer to usher in the third season of the remarkable television series Orphan Black and stars Tatiana Maslany as Sarah Manning and all of the Project LEDA clones and Ari Millen plays Mark Rollins and all of the Project CASTOR clones. The series premieres at 9:00 P.M. on Saturday, April 18, 2015.

Season 3

Tatiana Maslany as Sarah Ari Millen as Mark

images via BBC America

03 Mar 03:42

Where can I find pickable cherry blossoms for culinary purposes?

I'm looking for cherry flowers, like the beautiful pink ones blooming all over right now, but in a clean place, and not somewhere I'll get in trouble? I don't want to steal them, but I'd like to pick some to make mochi, jellies, teas, and tea cookies using the blossoms. I think it's not legal to take them from a park. Do you have any ideas?

submitted by SEEMYHINEYNICENSHINY
[link] [5 comments]
03 Mar 03:35

Bill Clinton's Portrait Artist Secretly Includes Monica Lewinsky - ABC News


ABC News

Bill Clinton's Portrait Artist Secretly Includes Monica Lewinsky
ABC News
Here's one issue the Clintons may -- or may not -- want to brush off. In a recent interview with the Philadelphia Daily News, the artist who painted a portrait of President Bill Clinton that hangs in the National Portrait Gallery in Washington, D.C. revealed a ...
Artist: Lewinksy shadows over Clinton portraitCNN
National Portrait Gallery/APThe Atlantic
Bill Clinton's Portrait Includes Symbolic Nod to Lewinsky AffairTIME
Vox -MSNBC -Washington Times
all 61 news articles »
03 Mar 03:30

Jackie Chan Invented The Chinese Character That's Now A Viral Smash

by Cheryl Eddy
firehose

yo Overbey

A new Chinese character, "duang," has gone viral. Nobody's sure what it actually means, but Jackie Chan has everything to do with it.

Read more...








03 Mar 03:19

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03 Mar 02:24

Good Luck Finding a Copy of Kim Gordon's New Memoir

by Megan Burbank

Kim Gordon's Girl in a Band came out on February 24 to some excellent reviews and mild controversy re: Lana Del Rey. But if you want to read it, good luck. It appears to have sold out at many independent stores. When I checked in with Powell's on Friday, none of the store's locations had any copies on hand (it's now on backorder). There was allegedly one copy on the shelf at the City of Books, but when I investigated the stacks, I was met by a dissatisfied customer pointing out the exact spot on the shelf where it should've been. I have emails into some other area bookstores to see if they have better news to offer. Even LA's Skylight Books is out of Gordon's book (Yes, I actually checked—I thought her hometown might have planned for the onslaught. I was wrong.)

So if you've been trying to get your hands on a copy of Gordon's book, and failing, its sheer popularity may just be why. You have my condolences. Don't be sad, though, because you can hear Gordon herself read from the book right now, and this is the most delightful discussion of the book I've encountered so far. There are many, many others out there. Ours is forthcoming.

As for the Lana Del Rey scandal? If you know anything about publishing, it isn't actually much of one. Apparently Gordon rewrote a harshly worded section about LDR in between the release of the book's uncorrected proofs and its final publication. So, this is only scandalous in that—scandal!—books get edited!

UPDATE: Reading Frenzy and Broadway Books both got back to me. They've both sold out of the book, and have ordered more copies (a rep from Broadway Books told me even their distributors had sold out). A beam of sunshine, though—Chloe Eudaly of Reading Frenzy estimates it'll be back in stock later this week. And another—it's always a good thing when this many people buy this many books from local independent bookstores.

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03 Mar 00:59

New demo shows Firewatch might be a perfect exploration game

by Kwame Opam
firehose

Olly Moss beat; this looks phenomenal

Gone Home, a first-person exploration game that hit PCs back in 2013, was a breath of fresh air for gaming in that it demonstrated how to make an affecting game without ever needing a gun. Firewatch looks like its natural successor, as watching 17 minutes of gameplay, courtesy of IGN, is a fascinating and singularly engrossing introduction into the life of a fire lookout.

Firewatch is being developed by San Francisco-based out Campo Santo, which is comprised of folks who helped develop The Walking Dead Season 1 at TellTale Games, as well as minimalist artist Olly Moss, whose work you might recognize from a few certain Star Wars posters. The title follows Henry, voice by Mad Men's Rich Sommer, as he traverses his corner of the woods and winds up being pulled into strange occurrences. There are no guns.There are no gangs. But there's a mystery afoot, and Henry has to make choices — a la TellTale's offerings — while keeping in contact with fellow lookout Delilah over his walkie talkie.


Stunning for an unfinished product

Even though this preview is an early build of the game, things appear polished and every choice Henry makes is engaging. There's an artfulness here that's also pretty stunning for such an unfinished product. Firewatch doesn't have a release date yet, but we're looking forward to it dropping sometime this year.

03 Mar 00:53

Building galaxies in Star Citizen's expanding universe

by Brian Crecente
firehose

never coming out

"So for instance, one mission could be like, capture the Idris frigate," he says. "The first stage would be coming in and getting rid of fighter cover. Then you would need to shoot the defense guns off. And then you would go into the ship, board it and take it over. Basically, seamlessly going from flying around in space to getting aboard the ship and getting into a first-person shooter fight.

"That's the dream. That's the dream."

With $74 million raised and a universe of promises made to more than a quarter of a million people, some may wonder just how realistic Chris Roberts' vision for the all-encompassing, but still unreleased space simulator Star Citizen is.

While bits of the massively multiplayer game featuring space combat, mining, piracy, trading, first-person shooting and a persistent universe have been released, a bulk of the game remains to gamers little more than promise.

Meanwhile, Roberts Space Industries continues to prime interest in the game and feed the funding with a steady release of new ships sold like cars on a car lot for the in-progress game. Roberts says the company pulls in $3 million to $4 million a month and that 200 to 300 people a day buy the game.

So shortly into our meeting early this month, I ask Roberts what seems to me to be the obvious question: "Do you worry that Star Citizen could become a Ponzi scheme, that you're taking money for things now that you promise to produce down the line but never do?

"If the money stopped today would you be able to get all of the things out that you promised?"

Absolutely, says Roberts, creator of Wing Commander and Freelancer.

"For a start, people can only back for a ship when we have it in production," he says. "Right now there is a list. You can go onto the site and there is a whole bunch of ships that players know the name of and the stats of, but we haven't started the conceptual design phase, let alone the 3D modeling phase.

"It's not like we're selling stuff we still have to pay for down the road. By the time we end up like saying this week we're going to have the mining ship sale, it's like, we've already done a lot of the work on it and the remaining work is basically covered by what we bring in."

And those ships remain fertile ground for future funding.

"A bunch of people, they're not interested at all in combat, so they don't want that," he says. "They might be holding out for the mining ship. That will probably be, not hundreds of thousands of sales, but we tend to sell 7,000 to 8,000 of those ships.

"The ships are basically one of the core things that subsidize the building of the game," he says. "Definitely ships cost us money to make and a lot of our cost is a massive amount of people working on ships. But ships are one of the things helping us make the game."

So Roberts is very clear that the ships being sold on the site aren't made available until the company is sure they can be completed. But what about the game itself, the space those ships will fly though and the experiences they'll take part in?

To understand how Roberts is going to deliver such a vast game it helps to understand how the game is being rolled out. Star Citizen is being delivered in updates each building on the last, adding layer like a seemingly endless collection of Russian nesting dolls.

That first tiny doll given to players appeared to be a simple virtual hangar, but it was also the kernel of the game. Next came a ship inside the hangar and the ability to go inside the ship. Then came the first serious interactive part of the game: Arena Commander, which gave players the ability to hop in ships and get into space dogfights.

To get that playable element into the hands of gamers as soon as possible, RSI released it as a simulation within a simulation. That means the combat doesn't fit into any sort of persistent universe; damage taken, wins earned, losses accrued have no impact on the universe itself.

To make that work within the fiction of the game, RSI delivered Arena Commander as an experience accessed inside a holodeck inside the hangar, inside the game. As the game continues to grow, adding doll after doll, RSI will build on experiences separately until finally an update will tie everything together and set it live inside a persistent universe.

Roberts walked me through how that will all come about.

The stars and the moon

"Right now you can play Arena Commander, which is sort of the space combat and that is limited at the moment to the single sort of seeder ships and it plays very much like Wing Commander, like any space combat sim," he says. "This [month] we're going to release the first-person shooter part of the game to backers."

The shooter will initially launch with two modes. Roberts describes one of the modes as being sort of like Counter-Strike on a space station. The other, he says, is an Ender's Game sort of battle arena.

"So basically you can do all of those zero-g push-pull stuff," he says.

In April, a social aspect of the game will be introduced, he says. Once released, players will for the first time be able step outside their hangars.

"Then you will be able to open the door and step outside walk around and see those places," he says. "And then in the June, July timeframe we will release the multicrew part of Arena Commander, which means you'll be able to use those ships that can have more than one player in them. Basically, the biggest ship that you and three of your friends, you and ten of your friends fly now that will be in the backers hands. There will be a bunch of ships the backers have pledged for that are sitting in the hangars that they cant fly yet that they will be able to.

"Squadron 42 will be toward the end of the year. That's sort of basically Wing Commander single-player narrative story. And then at the very end of the year we will release the very early alpha of the persistent universe. It wont be nearly all of the systems and planets, but we plan to have five or six systems you can fly between. You won't be able to do all of the things we're planning on you to do, but probably trading, mining, piracy, combat and a lot of core stuff."

Then the company plans to spend 2016 filling out the rest of the star system, finishing ships, finishing characters "basically going from five to 130 star systems and adding more of the functionally and features on that we have and building out different roles."

"By the end of this year backers will have everything they originally pledged for plus a lot more," Roberts says. "But of course our intention is that it's a much bigger, more expansive, huger game than I ever considered we could do."

Virtually delivering the stars and the moons to players is no easy undertaking, and even with his grandiose plans, it far exceeds anything he originally thought he would be able to do with Star Citizen. So RSI has had to quickly build up staffing.

Thanks to Minecraft

There's been a lot of talk about the impact things like Kickstarter and Steam Early Access have had on game development, but neither of those things really had much to do with Star Citizen, Roberts tells me.

What made Star Citizen possible, or at least what pushed Roberts to give developing his dream game a try was Minecraft.

"The inspiration for what I did in Star Citizen was Minecraft," Roberts says. "Not necessarily because I was like, ‘Oh my god, look at the graphics.' It was the model that was used for development, this sort of intriguing basic game that would have never ever lived anywhere, no publisher would have ever agreed to back, but that came out of this grassroots community.

"Notch put it out there and basically says, ‘Can you give me' whatever he asked for and of course it was just him so he didn't need that much money, but he used the money to continue to add features and he was listening to the feedback to his game. He kept adding features, then he could afford to hire people and he sort of organically grew it out."

While RSI did eventually seek some funding through Kickstarter, that wasn't the initial plan.

"My original plan was that I was going to raise some money from private investors to build a sort of alpha that didn't have everything I wanted in it," he says. "It would have been enough that I could give it to someone and they could play it and they could give me a reduced amount of money and I would use that money to continue adding features until I built it to my final feature set."

"The inspiration for what I did in Star Citizen was Minecraft."

In other words, the Minecraft system.

"That was my plan," Roberts says. "I was six months into planning that and had already lined up the investors and then Double Fine Adventure came along on Kickstarter and I looked at that and I was like, ‘Maybe I could advance that.'

"That was my sort of epiphany of, well maybe I don't have to wait until alpha, maybe I could get the people in sooner."

Even under this new plan of getting more seed money from Kickstarter and crowd-funding on the game's website, Roberts didn't think he'd get much money. Instead, he thought, he'd raise just enough cash to prove the level of interest to investors.

"I talked to the investor and says I wanted to do crowdfunding," he says. "It was a bit risky because if no one showed up they wouldn't have given me any money."

At most he hoped to bring in $2 million to $4 million with crowdfunding and add in another $10 million from investors to pay for a functional alpha. Then he planned to use that to start bringing in revenue which would be used to finance the rest of the game.

"It was 100 percent originally inspired by the organic growth Minecraft had," he says.

Instead, Star Citizens initial fundraising campaign brought in $6.2 million and nearly $40 million last year, astounding everyone, including Roberts.

Now, well into development on Star Citizen and with plenty of feedback from players, Roberts says he's happy going the route he did. A big issue with things like Steam Early Access, he says, is that despite how clear it might be that people are paying for an unfinished game, some players are still confused.

"Even on Steam Early Access you still get people thinking they're buying a final game and they kind of complain about it," he says.

Because the Star Citizen team spends so much time communicating with the community and because almost all updates talk about how early the game is in development, Roberts says they don't run into an overwhelming amount of complaints. And when those complaints come, it's usually the community that explains things to the players.

"I still see people on forums complaining about things broken ... and there's always a bunch of other people going, ‘It's an alpha, that's the definition of an alpha. You're hear to help make it better, not to necessarily play a finished game.'

That clear communication, even though it may boil down to semantics, is a big part of why the Star Citizen community is the way it is, Roberts says.

"It's the way you enter into any contract with anyone," he says. "It's about setting expectations. As long as you deliver on those expectations than it goes well.

"For us that's the nice thing about the relationship we have right now," he says. "The community feel like they are part of the development team and they give you feedback and they make the game better. Then we go back and reiterate and drop versions to them and they say, ‘This is balanced better' or ‘You fucked up the missiles now.'"

The development cycle of release, listen to fans, change and release again is bolstered by the game's tight release schedule.

"Every two weeks we do a patch," Roberts says. "Every two weeks we are dropping new functionality in or new balance in or fixing something. Sometimes a big update drops, like the first-person shooter update which includes a whole bunch of new content and features. And then there will be another patch two weeks after that and that might fix the bugs we didn't know about when we did the fist one."

The reason a game like Star Citizen might be able to release new content with bugs without spurring fan outrage is because of that relationship both developers and players agree they have, Roberts says.

"Halo: The Master Chief Collection's multiplayer is a complete disaster, right?" Roberts says. "We've definitely had situations where our multiplayer has been a complete disaster when we give it out to backers, but they're understanding because it's pre-alpha and they're like, trying to help you out so they're supportive.

"People are like, ‘Fuck you, mother-fucker.'"

"Once you move across that line into, here's the finished game pay me $60 for it and things don't work, people are like, ‘Fuck you, mother-fucker.' Which is kind of what you've seen this year, you've seen a bunch of games like that."

The reason Star Citizen doesn't run into that anger, Roberts says, is because of the understanding the developers have with the community. It's a different sort of relationship than what people purchasing Halo might have with those developers.

"You're paying the same amount of money, so it's 100 percent semantics," he says. "The thing that works really well for Star Citizen is that this is the contract that in their mind they made with us and it is the contract I feel they made with us. So they don't have an issue with that."

Those expectations are also a big part of how Roberts will decide when the perhaps perpetually-in-development game makes the leap from an alpha or beta to a game that can be sold as "complete."

"That's kind of my thinking of how I want to take Star Citizen across the finish line," he says. "When you go from people being backers to people being pure straight consumers, something changes in the way they view that relationship.

"I don't want to do that switch until I've had enough time with the backers to make the game as good as possible and everyone goes, ‘Yeah,  yeah, that's pretty good.'"

His hope is that the shift from beta to no-longer-in-beta will be, as with Minecraft, not that noticeable.

"That's what we think will happen towards the end of 2016 because that's when we think we will have finished the content and get most of the polishing in," he says. "We are saying before then we think it still be rough around the edges and have issues."

The most noticeable difference once the game is retail, he says, will likely be a change in the way the game will be priced.

"We will remove the crowdfunding aspects of it, and that will probably be the point where we do some proper marketing," he says. "At some point, once it is finished, we would probably do a push to get the general gamer in. Right now we're still hitting only a certain segment of the game population"

Galaxy Builders

Currently there are about 320 people, including contractors, working out of six studios developing the game, Roberts says.

"The way I look at the way we run the business now is we size our staff and what we're working on based on what we bring in every month," he says. "So if we're bringing a good amount, which we have been doing for quite awhile, then OK, I can afford to have a 300 person team working on it. If we didn't bring in the same amount it would have to be 200 or 150, which is still a lot."

Of the six studios working on the game currently, four are internal. Los Angeles is the corporate headquarters and is working on space combat, he says. A studio in Austin, Texas is primarily leading work on the persistent universe. A studio in Manchester, run by Roberts' brother, is responsible for Squadron 42 and helping with space combat. And a new studio in Frankfurt is working on the game's core technology, like its use of the Crytek engine, and is helping with the other elements of the game.

On top of the internal studios, Illfonic, based in Denver, is taking lead on the first-person shooter mechanics and Behaviour Interactive in Montreal is helping with operations, the persistent universe and is tasked with building a lot of environments with all of the different planets. That team is also woking on future concepts for the game which include iOS apps and things like Hololens, Roberts says.

On top of that, they have contractors working out of China and Mexico. Every studio helps out with building ships, he says.

"We are trying to split up each studio so they have a focus and lead they do so we can kind of work in parallel, so there is some crossover," he says. "We have about 200 or just under on staff and about 120 or so on contract.

"It is very big."

The globe-spanning mix of internal and external studios make management a challenge, but more concerning to Roberts is making sure that RSI's overhead never exceeds their income.

"That's why we keep a balance between contract and in-house," he says. "If we had to scale down you would be cutting down on the people on work for hire. I don't want to be in a situation where you have to scale down and people have to lose their jobs."

Finding all of those people, and making sure they had the right talents to help make the game what it needs to be, was helped along by some of the industry's bumpy year.

The relatively newly formed group in Frankfurt, for instance are made up of a lot people from Crytek, he says.

"Frankfurt is 17 now and it is probably going to be 40 in six to seven months," Roberts says. "A lot of them are core Crytek guys. Last year, Crytek has some financial issues and I think it spooked some of the people."

That combined with the developers wanting to work on the sort of game that would push the technology of the CryEngine helped RSI land a new team in Frankfurt.

"They're doing a lot of free to play stuff at Crytek, some of the engineers who built that engine were looking for a job," Robert says. "Epic was making them offers, id was making them offers and we were like, ‘Shit, this is the engine we're going to be using for years if we're successful, we can't lose that brain trust.' So we stepped in and said, ‘Don't go to Epic or go to id, we would be happy to set you up in Frankfurt and you can sort of work on Star Citizen.'"

The U.K. team in Manchester was formed with the help of Roberts' brother who was working at TT Fusions on Lego games.

Roberts says he and his brother had talked about working on Star Citizen from the beginning, but his brother had a solid job and Star Citizen was still a wild dream.

"I didn't want to say, ‘Hey, join me on this Kickstarter thing that I don't know if it is going to raise one, two whatever million dollars.' Once we got into the fundraising, though, it was pretty clear what the trajectory was.

"[My brother] says, ‘There are only so many Lego games you can do and this is the sort of game I want to be doing.' So we basically hired him and 40 people from that team, the core. They resigned and opened Foundry 42.

And with Foundry 42, Roberts didn't just land a team of developers who have worked together for years and led by his brother, a lot of those developers had a history making games similar to Star Citizen.

"A lot of the people working at 42 built Starlancer and Freelancer 2 a long time ago," Roberts says. "It's fun for them to come back to the genre and do that."

Making space combat cool again

Space combat seems to be cool again. The massive success of Star Citizen should be proof enough of that, but it's not the only proof. Eve Online, of course, has had a long running, if not mainstream, success as a space game. No Man's Sky has captured a lot of interest. And then there is the success of Elite: Dangerous.

When I asked Roberts if he thinks Star Citizen helped revitalize the genre of space combat, he declined to have the game take the credit, but did say that often all a genre needs to return is a bit of proof.

"I think it's one of those things that someone just had to do it and then everyone says people want this and then all of a sudden for whatever reason the prejudice changes," he says. "There was this prejudice that no one wanted these kind of games anymore, no one was interested. Finally, I think the thing Star Citizen did was show what you could do with today's technology.

"All of a sudden that changed the perception then I think other people feel safer committing to it," he says.

Roberts likens the shift to how people once felt about first-person shooters.

sc ship

sc ship

"It was all very sort of like Doom and Quake and fantastical and stuff and cool and fun and then there was Call of Duty," he says. "It was World War II and everyone was like, 'Aw yeah man, awesome, I remember shooting nazis in Wolfenstein. Fuck yeah, I want to go around in World War II. The first Call of Duty sold well but not 20 million units and it sort of built from there.

"But until that moment people weren't thinking of historical first-person shooters."

Another example, Roberts says, is World of Tanks.

"I swear to god you could have gone to any publisher and says 'I want to do a World War II tank game' and they would go, 'Well, do you want to sell 5,000 copies? We're not in that business get the fuck out of here.' Now World of Tanks has 40, 50 million people registered and they bring in huge amounts of money. And now you have Armored Warfare and everyone else going into the tank sim genre."

Too much stretching

With all of Star Citizen's new funding now coming to the company directly through its website, Roberts is in a strange position for a crowdfunded game: He's concerned about asking for more money for more features.

"We actually kind of backed off from doing stretch goals recently just because we've done so many of them and there is always a bit of a debate," he says. "First of all, we're starting to run out of ideas and second of all we have a lot to do and people started complaining."

So instead of stretch goals tied to new features, RSI is now offering up more behind-the-scenes looks at the game and its many parts.

"We shifted," he says. "Instead we'll do a deep dive every million; instead of a new feature, we're going to talk about how we're going to be doing something, the design, and reward people that way."

The studio has, in fact, already received funding through stretch goals of everything the team dreamed up before launching the project.

"A stretch goal was like if I drew out a big road map for this project, it's get out the base functionally and then go beyond what I wanted," he says. "Go beyond what I wanted is kind of where we are at now.

"We definitely have the funds, the resources to do that."

Moving forward, Roberts says, any sort of stretch goal would have to substantively add to the game.

And no wonder, look at just one place Star Citizen's lofty goals have it headed, future missions that are the ultimate expression of Roberts' grand vision for the action portion of the game.

"So for instance, one mission could be like, capture the Idris frigate," he says. "The first stage would be coming in and getting rid of fighter cover. Then you would need to shoot the defense guns off. And then you would go into the ship, board it and take it over. Basically, seamlessly going from flying around in space to getting aboard the ship and getting into a first-person shooter fight.

"That's the dream. That's the dream." Babykayak

03 Mar 00:41

The 19th-Century Artist Who Sketched Fossils In Their Death Poses

by Lauren Davis

When scientists and technicians from the Royal Belgian Institute of Natural Sciences were excavating Iguanodon and crocodile skeletons in Bernissart, artist Gustave Lavalette was commissioned to sketch the skeletons before they were removed from the ground.

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