soeren says

WALL•E

July 4th, 2008

If there’s one word that describes my feelings about WALL•E with unsurpassable accuracy, it must be “woah”. Just the way WALL•E says it. It’s been getting rave reviews all over the place — with 96% at Rotten Tomatoes, and 93 at metacritic.com. And boy, does it ever deserve those.

This one rivals Monsters, Inc. as my favorite Pixar feature film.

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Five fails of Steam

July 3rd, 2008

Having spent over two hours fixing my Boot Camp drivers (and partially failing), I finally got around to trying to install Team Fortress 2. This involves setting up Steam, Valve’s content distribution system. It makes for a far more convenient buying experience, at least in theory.

Valve’s website points me to their Steam site, where I get to find the title I was looking for, among a choice of bundles that would include it. Next to it: a price tag, and a button labelled Purchase. So far, so good.

That button asks me if I have Steam installed. Still good. After downloading and running Steam’s installer, it updates itself, then asks me if I have an account, or offers to create one. This is where it gets not so good.

  1. Its password fields don’t properly work with my keyboard layout, or the software doesn’t seem to understand keyboard layout changes. That is, I have to exit Steam, change my keyboard layout, then relaunch it, just so I can enter my password. A minor annoyance, but an inexplicable one nonetheless.
  2. It doesn’t support the plus sign (+) in an e-mail address. Many websites pull this nonsense too, never having read the appropriate spec. Still, this means I can’t use GMail’s wonderful support for this, nor can I use that sign for any other reason.
  3. It masks the passwords when entering… But then, without warning, it shows the password you in clear text when it’s done setting up your account. If you’re going to proudly show it off, why mask it to begin with? I don’t remember the last time I saw any app or web site do this.
  4. I installed it by clicking “purchase” at the Team Fortress 2 website, but after installation, it says absolutely nothing about TF2. I would have expected it to remember I was looking for TF2. Instead, I basically had to do the same search twice — once in my browser, and then in Steam’s embedded browser.
  5. I get all the way through purchasing, only to have it tell me the game is not available in my country. Yeah, uh, thanks for collecting my address, credit card number, blood sample and fingerprint, only to tell me I don’t even get to buy your game? (Which, by the way, doesn’t make sense. You’re your own publisher. Why would you not want to distribute your game to Germany, one of the countries with the largest gamer populations?)

I’m still going to play this one way or another; that’s not the point. My problem is that the average person would have or should given up after those steps, and unnecessarily so.

  1. Why doesn’t Steam use standard controls, so it can work with keyboard layouts just like any other Windows app?
  2. Why can’t software developers wisen up that, yes indeed, you can have a plus sign in your e-mail address?
  3. Who thought having a masked password field only to reveal the password mere minutes later was a good idea?
  4. Why can’t it pass on the information what game I was looking for when I clicked the Purchase button? Making this as seamless as possible is the whole point of Steam, at least as far as the consumer is concerned.
  5. And if country limitations are so relevant, why not ask me much earlier what country I’m in, so the software and I both waste far less time?

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Simplicity, as expressed in URLs

July 3rd, 2008

The browser download URLs, from 37signals’s announcement “Phasing out support for IE 6″:

  1. http://www.microsoft.com/windows/downloads/ie/getitnow.mspx?wt_svl=10005WDH_OS_Other1&mg_id=10005WDHb1
  2. http://www.mozilla.com/en-US/firefox/
  3. http://www.apple.com/safari/download/

As Denis says, you can pretty much type apple.com/<productname> and expect it to either work or at least redirect. Firefox’s URL isn’t too bad; Microsoft’s could use a lot of work. In fact, anything past the /ie/ is or should be completely redundant.

This isn’t just a minor nitpick. For one, it really shows which company’s culture emphasizes simplicity more. And, you can be sure which of the three is least likely to change after a re-design…

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Soapbox

July 2nd, 2008

Have you heard?

Mudpie Parable Myst Online Uru Uru Live Myst Online: Uru Live is back for yet another iteration, MORE1. Not the outliner from the days when Winer was still relevant and Symantec could still publish useful software; no, MORE is short for Myst Online Restoration Experiment. I suppose I appreciate the candor on Cyan’s part that this isn’t much beyond an “experiment”, but that doesn’t make me worry any less that it hasn’t been thought through much.

I know for a fact that I’m not alone with my opinion, but I remain shocked by how few people share it. The popular type of response to Cyan’s announcement2, judging from the average post on MO:UL Forums, is cheerful.

I cannot blame anyone for getting excited. I can, however, ask that people refrain from attacking someone for being critical. So when someone writes:

It is my firm belief that a major contributory factor to the low numbers on MOUL was the vociferous presence on this and other public forums of a section of the player base who felt their function was to complain, at each and every opportunity, that there was no new content [..]

…then I can barely contain my anger. There’s about a thousand reasons Uru has yet to be much of a success, and it is my firm belief that too much criticism is not one of them. Seldom has this been as obvious as with this announcement.

Among the people who do dare be critical is Zardoz, who writes:

At the risk of incurring the wrath of the NCC (No Complaints Crowd), that is one strange press release. It uses the word “roadmap” three times, yet never clearly identifies what the heck the “roadmap” is.

He goes on to quote the release3:

The plan is to start to move the content creation - the “Art” - to you.

You could argue that this is little but a 2008 version of Untìl Uru, at a higher price tag, with a far more mature toolkit. Or that the above statement is a euphemist means of saying “we’re turning Uru into little but a hobbyist project”?

I’m cynical enough that I’m not even quite sure MORE is better than nothing. Depending on how well it goes (and I hold that Untìl Uru did not go well), it may very well end up damaging Uru’s reputation even further, thereby needlessly making it even less likely that there will ever be an “Uru” that remotely resembles the original vision.

But my criticism isn’t that they’re doing this; it’s that they’re making it sound as if they did their homework. Perhaps there’s something significant we’re not being told, but while getting the rights back is an impressive feat4, it is a great exaggeration to speak of a “plan”, much less a “roadmap” here. What is MORE but a piece of unfinished technology thrown at its enthusiasts for them to play with?

The hard part of Uru has never been to play it. It hasn’t been to create worlds for it (for lack of experience/motivation/effort, a lot of fans are struggling, but interesting concepts are out there), or to want for it to become popular. If you ask me, the hard part has been to convince yourself that the concept is compelling, capable and coherent enough to, well, actually work. And MORE hasn’t made that any easier. If anything, it has shifted the burden of ‘making much sense’ towards the fans to resolve.

The Uru concept fails as soon as you try to imagine more than 200 people roaming about the city. Or as soon as someone solves any puzzle on, say, Eder Gira. In-story instancing just doesn’t cut it. There likely is no alternative to instances, but it confounds me that Cyan chose to put it inside the storyline. Quite the breach of suspension of disbelief, don’t you think?

Challenges

In fact, popularity aside, believability will certainly be among the hardest challenges for MORE to face, and I can’t help but worry that the leadership of the explorer-based guilds just isn’t up to it. Is anyone actually expecting fans to accomplish what Cyan couldn’t: to deliver a concept you can immerse yourself in?

Closely linked to this is avoiding retcons. Again, this is something Cyan didn’t fare too great at during Myst Online: Uru Live. Examples include “Bevins” (I can hear some people shudder)5, or, as mentioned, instances suddenly being part of the story. And in the original Uru already, the drastic change of making linking rules optional was implemented.

Next up: quantity. Oh, I know what you’re thinking: you’d rather have quality. But, see, the most gorgeous, breathtaking place with the most frustrating, tough but rewarding puzzles and immersive, suspenseful, inspiring storyline isn’t going to be worth much when everyone has gotten through it. I’m not discouraging the Guild of Writers from putting a ton of thought and work into what they do; far from it. But when it comes to (most of) Cyan’s content, especially what they did for the original Uru Live, it had quality. It delivered.6 What they didn’t deliver on — and, given the low amount of resources they had, I don’t blame them at all — is quantity. Now, while there are naturally many more fans (thus, potential Age designers) than there ever have been Cyan employees, churning out a sufficient amount of content that keeps people busy (and joining!) won’t be a breeze.

Sustainable growth. This was already alluded to with Untìl Uru’s name, but MORE makes this even clearer: Cyan is doing this as an attempted precursor to an ‘actual’ Uru where they get to contribute again. For them to do that, MORE needs to attract two kinds of people: those who have long since given up as well as those who have never bothered to try, or possibly never even heard of it. Growth doesn’t mean someone new joining in every day or two. Growth means having such an influx that everyone — Cyantists, Age writers, guild members and mere explorers — is equally motivated to keep going. Such an influx that, at some point, Cyan can flip the switch and turn this into something commercial again, which — like it or not — needs to happen sooner rather than later. Nobody could possibly want for Uru to remain in the life-support state of MORE.

Example. While Cyan has pushed out a lot of content over time, they haven’t actually shown much of the development process. Conversely, the explorers who are more open about that don’t have anywhere near as much experience. It’ll be a while until suitable tutorials and “Good Practices” guides start appearing.

These challenges aren’t easy. They are difficult enough that Cyan never truly managed to tackle them. They’ll be even harder for the community to work on, given its relative lack of structure compared to a company. That’s probably part of why Cyan emphasizes guilds and authority in their statement, but we’ve seen this fail miserably before with the liaisons. Not because the liaisons failed to try, but because their authority, despite elections, was not taken seriously by community members, as well as because their function and non-function hadn’t been clearly defined by the DRC (or anyone else) beforehand.

Likelihood

You can call me cynical and accuse me of pessimism all you want, but I don’t feel the odds are good. I’ve seen too many failures around Uru, and then too much finger-pointing in the aftermath. And bluntly? I haven’t seen a truly successful product come out of Cyan since Riven. Hard to live up to, but then Presto’s Exile or Ubisoft’s Revelation were probably successes about as big as realMyst, Uru: ABM, Uru: tPotS, Crowthistle, End of Ages and MO:UL together.

I could make my job simple and ask Cyan to think outside the box, but everyone and their son and mom have already evoked that cliché… or have they?


You have to admire the doggedness Cyan has shown about wanting this to work somehow. But then, you also have to wonder if they’re doing themselves — or anyone — a favor with it. Try as I may, I just cannot stop wondering what would have happened had they not discarded the original, single-player idea of DIRT. Still ambitious, sure, but much more within the realm of what they were familiar with. And the best part? Had it been a smashing success, they could have built Mudpie on top of it. With more money, more resources, and an existing, excited, user base. A user base that — excuse the pun — would have wanted “MORE”.

Et toi, Cyan?

And don’t they still have that option? Sure, they have since retconned the fictional universe like crazy, and yes, End of Ages features much of what DIRT would have, but don’t they still have the opportunity to show us D’ni from a completely new perspective? The Myst Movie purportedly does, by interpreting The Book of Ti’ana in its own right.

As much as I agree that casual games could be a way of getting Cyan’s name back out there, I also believe they shouldn’t throw away their potential of doing something more… grand.

Fortunately, they’re not ruling it out entirely: the roadmap does list a suitable “pie in the sky milestone”. The other very positive aspect of it; one that exceeded my expectations:

Release of the 3DS Max Plasma plugins for creating MORE content. Release of the source for the plugin (only) to the Guild of Writers.

This is great, unexpected (to me) news. Their toolkit likely won’t compete well against Spore Creature Creator, or even just Second Life, but it will be a leap from what has been possible so far, especially for people already familiar with 3dsmax.


I don’t want to be that guy. The one who incessantly bashes. I don’t criticize to make everyone feel bad, to discourage, to destroy.

Truth be told, I’m scared. I think that’s the right word. I’m scared that, once again, Cyan comes up with a concept that isn’t really thought through entirely, and everyone gets all excited over something that, as it will turn out mere months later, just isn’t going to work. Proof?

Create methods and processes for testing fan created MORE content. How this will work has not been determined but is crucial for fan created content.

If it’s “crucial”, its mode of operation should be “determined”, wouldn’t you say?

I don’t trust the community to simply figure out and fill in blanks like that. I do, however, wish them all the best. Cyan deserves it, the fans deserve it, and the original vision of Uru sure does.

  1. Not listing DIRT here because that was a distinct concept.
  2. They don’t seem to consider important enough to put on their website’s news page. Instead, a blog broke the story. Does Cyan want to garner attention?
  3. Despite its name suggesting as much, it neither has the typical form of a press release — where’s the company description? what does “Shorah” mean to the average person? — , nor has it apparently been spread to any news distribution companies such as PR Newswire. Why not?
  4. It should be noted that Cyan did not entirely accomplish this:
    [A]t some point, if a commercially successful revival comes about, [Cyan and GameTap] have an agreement on how each will be compensated, he added.

  5. Previously, Bevin was one single particular neighborhood; now, it has become the template of a particular common kind of neighborhood. Not quite the same.
  6. Arguably, not a single of Uru’s ages were quite as magnificient as Riven, but then that one’s going to be hard to top.

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Public Service Announcement

May 15th, 2008

Chances are you can’t read this, but maybe you’re lucky. The host running this blog, MYSTcommunity, MYSTlore, the D’ni Linguistic Fellowship as well as various other sites is experiencing DNS issues; even though the sites are running, you won’t normally be able to reach them.

You can temporarily fix this by editing your hosts file. On a Unix-like system (including Linux, Mac OS X, etc.), this file resides in /etc/hosts; on Windows NT-based systems (including 2000, XP and Vista), %WINDIR%\system32\drivers\etc\hosts. Open the file in a text editor and add a few lines like so:

216.127.69.124 mystfans.com
216.127.69.124 www.mystfans.com
216.127.69.124 chucker.mystfans.com
216.127.69.124 mystcommunity.com
216.127.69.124 www.mystcommunity.com
216.127.69.124 www.mystlore.com
216.127.69.124 en.mystlore.com
216.127.69.124 linguists.bahro.com

On Mac OS X, you also need to flush the hosts cache using dscacheutil -flushcache on 10.5 Leopard, or lookupd -flushcache on 10.4 Tiger and older (otherwise, the change won’t take place immediately).

Afterwards, launch your browser and the URLs should work as usual.

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