I’ve been doing stuff again.
soundcloud.com/alonemusic
art blog(derogatory)
RMH

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★
$LAYYYTER

oozey mess
let's talk about Bridgerton tea, my ask is open

Janaina Medeiros
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Today's Document

titsay

❣ Chile in a Photography ❣
Misplaced Lens Cap
Peter Solarz
d e v o n
PUT YOUR BEARD IN MY MOUTH

Origami Around
Lint Roller? I Barely Know Her

shark vs the universe
seen from Colombia
seen from United Kingdom
seen from Guernsey
seen from United States

seen from Australia
seen from Russia

seen from United States
seen from Oman
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seen from Cyprus

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@levelspiritlevel
I’ve been doing stuff again.
soundcloud.com/alonemusic
Weekly Beats 2016 Tracks 1 - 10 https://alonemusic.bandcamp.com/album/the-retro-e-waste-lifestyle-club-v1
Wipeout 3 Loading Screen
So I was on the internet and looking at tattoos and this came up in Google image search. It’s probably the best tattoo ever.
Evilcorp’s made another good’un.
RABBIT RABBIT RABBIT
The Year? 2097
No room for manoeuvre. The world is shrinking... like a raisin from a grape. From East to West... from North to South... meeting your shadow and the echo of your mind before you knew you'd left. Landscapes curling through space, hewn from rock, cut from ice. Ships blur like the smear of hurled paint. Tracking the globe, soundtracking your dreams and your visions... Never dwell on past days. Leave those damp brown days alone. Our future has more colour. More speed. More noise. our future has more.. From jungle to city to the recesses of your mind. Shake your head and free yourself. Free yourself.
- From the Wipeout 2097 manual
Job hunting
Just in case you’ve missed it. Lee Underpass and myself have started a podcast about games n stuff.
www.allthefeels.co.uk Xx
Subscribe on iTunes etc!
Things to do When Zelda Gets Delayed
Oh no! Another high profile game is pushed further away from our clammy hands! The culture of Now, consistently pushing for more information, more gameplay, more content, now, on time, throws its hands in the air and the rumblings of social media spray hot bile filled steam into the void. Yes, Zelda on the Wii U has been delayed to next year. We will all be one year older when we finally get our hands on Link’s next adventure in a gorgeous open world. In that time we will have passed exams, fallen in love, gotten married, fallen apart and maybe even picked ourselves back up again. Regardless, we have a year to fill before the promised one returns. So, here is a brief list of things to do in the next year.
1) Dig Out a classic Zelda You Previously Badmouthed
There are plenty of fantastic Zelda games to choose from, but also a fair few that slipped by the mainstream acceptance of Link to The Past or Ocarina of Time. Majoras Mask has made its splash as the lost child returning home with its lovely 3DS remaster, however, this is a chance to get on board with a few of the other underdogs in the Zelda series.
Minish Cap
My personal favourite Zelda game. A graphic style inspired by Wind Waker, yet retaining the classic top down sprites of the SNES and NES classics, a huge world to explore, ticking the box of many Zelda tropes, yet still providing a fresh and bright adventure for those hankering for the familiar experience. Developed by Capcom for the GBA, some may consider this one of the weaker entries in the franchise due to its tried and true formula, odd talking hat and frustrating Kin-stone side quest (Why can’t I find the last guy to fuse with?!), I would heartily recommend Minish Cap to anybody needing a Zelda fix. Its a bright, cheery adventure with the heart and soul of the classics with enough colour for it to stand out among the crowd of imitators.
Link’s Awakening
Another handheld title that is up there for me with the greats. Link’s Awakening was actually my introduction to the Zelda series and remains one of the best ways to get an on the go hit of top-down adventuring. Free from the confines of the living room, Link’s Awakening offered a bite-sized experience with a compact yet detailed map, a surprisingly touching story and a fourth wall breaking sense of humour that gave the game a feel of levity while you quested to wake the Wind Fish. The 4 tone grey-green graphics of the original version may be a little hard to swallow, and the DX remake for Game Boy Colour added an extra dungeon and some extra weirdness, behind a strange palette of purples, greens and blues. Highly recommended for the Zelda deprived this year as both a great game in its own right, and an essential piece of Game Boy history.
For those digging even deeper, the Game Boy also hosted the Oracle of Ages and Oracle of Seasons spin offs, both again developed by Capcom, while never reaching the heady heights of Link’s Awakening, offer two distinct Link adventures that bind together to form one experience. Both as on the 3DS eShop too, so there is little excuse not to explore some of the forgotten top-down adventures.
2) Find a Pretender to the Throne
The success of the Zelda franchise has spawned many competitors, each clamouring to take a piece of the Zelda pie and give people the true adventure they were looking for. Very rarely some of these games make an impact that makes them worthy of the comparison to Ninendo’s juggernaut.
Okami
Again Capcom rises to the Zelda challenge, this time with their own 3D adventure. Okami binds a stunning watercolour style link to its gameplay in a way very few games manage. A lengthy and detailed tale full of side quests, fantastic characters pulling from ancient Japanese tales makes the tale of Amaterasu, the wolf God a sheer joy. The combat matches the 3D Zelda’s beat for beat, with the inclusion of the celestial brush to liven things up unlocking more powerful magic and attacks. A stunning masterclass in art style, a joy to control and explore and a fantastic tale join to make this game nearly transcend its influences. A few frustrating missions and lengthy second half could put a few people off the game, but these can be easily overlooked when a game simple feels this good to play. The PS3 received an excellent HD remaster of the game which can often be picked up in frequent PSN sales, there is also a Wii conversion of the PS2 original which can be comfortably slid into a Wii U.
Ico
A bit more of a curveball than a pretender. Ico bares visual and narrative similarities to the Zelda series yet pares down the gameplay to an extended dungeon puzzle with only limited combat. A short yet touching experience as the horned boy, Ico traverses the sunlit ruins of a cursed castle, guiding Yorda, a strange, ghostly girl to escape their fates. A quiet, mediative experience at times, with many puzzles boiling down to the traditional Zelda-esque block pushing, Ico stands as the beginning the games-as-art conversation, but beyond this almost dismissive discussion, it is a game that proudly merges the now popular environmental storytelling with a singular vision and art style. The tale feels familiar to fans of the Zelda series, of a boy and a girl whose destinies are tied, yet Ico is the art house interpretation to Zelda’s mid-level Hollywood fantasy.
Honourable mentions go to the Darksiders series, that matches Heavy Metal-eqsue artwork with Zelda inspired traversal and combat. Falling somewhat short on the Ninentdo polish, the games still serve as brief respite to the length wait for the next Zelda. If you have a PS1 or PS3 available, the original Alundra offers a 2D sprite based adventure that, while not quite a classic, serves as the closest the original Playstation came to having its own Zelda. If the Playstation 2 is more your speed, Dark Cloud and Dark Chronicle both merge familiar dungeon crawling with town building. Dark Chronicle in particular has a glorious cell-shaded look and enough content to see any seasoned adventure through the great Link drought of 2015.
3) Dig into an Entirely New Series
Listen, I know Zelda means a lot to you, but at what cost? Have you missed out on some other experiences that could easily tide you over. The recent fantasy juggernaut that is Dragon Age Inquisition has a passing similarity to the latter 3D Zelda games, and hey, you are waiting for an open world right? How about ten open maps? The game alone, without its recent DLC can take upwards of 180 hours to beat. The original title and its maligned sequel combined add another 180-ish hours, so that would be 260 hours of pure fantasy, if that floats your open world boat.
Using the lovely HowLongToBeat.com, and assuming you just want story, it will take you 497.5 hours to play through every mainline Final Fantasy game (excluding sequels and online entries). Not only would you get the pleasure of some of the finest JRPGs, that is near two thirds of a 30 day month. Assuming you do have other things to do, such as sleep, this lengthy project would not only give you bragging rights on forums across the internet, but eat a significant chunk of time waiting for that elusive 2016 Zelda. Think of how refreshing real-time combat will be after that experience!
4) Make Something Yourself
Okay, you’ve got a year of potential Zelda play time to kill. How about getting creative with that time? Pile your love for the series into writing with some fan-fiction, you don’t have to publish online, you could simply write it and keep it for yourself? You could explore interactive fiction with Twine, developing text adventure tales of Link, Gannon and whoever else pops up in your head.Metal Gear Zelda? Make it happen. Feeling a little more adventurous? How about making a Zelda fan game? Sprite based RPG maker software is easy to find and there is a whole community of people out there making and sharing their Link based creations. (Also, plenty of use generated content to play! See Zelda Wiki for more)
Don’t be Sad, Zelda Fans
Delays happen in the games industry. More often than you know, seemingly par for the course with lengthy next-gen development and a hangover from the mistimed promotion campaigns that the social age demands. Take heed and find other ways of entertaining yourself, there is always something else in your backlog or out there to explore. Finally remember, the famed creator of the Zelda series, Shigeru Miyamoto once said:
A delayed game is eventually good, a bad game is bad forever.
Breathtaking Photos of Wild Foxes in Russia’s Snowy Landscape
In the cold depths of Russia’s northeastern Chukotka region, Magadan-based photographer Ivan Kislov captures colorful signs of life in the snow through his breathtaking images of foxes in the wild. Kislov, who enjoys hiking to distant spots and photographing wildlife in between his long shifts as a mining engineer, presents a stunning look at the foxes who live and hunt in the icy region.
Death of an Acquaintance
*note: I've changed the names in this piece*
Children tend to be fairly binary, or at least they were, I'm no longer a child so can't comment on the 'kids of today'. When a child says yes, you can almost be 100% sure they mean yes.
They are the same with friends.
They are either friends with someone or not. There is no real in-between, no grey area. When I was small, this was the case. I had friends and then there were other kids. I didn't talk to other kids unless I had to, and my friends were my friends. Some even reach the upper echelon of 'best friends' until that concept too became stretched until it was a forgotten concept of a simpler time.
We grow up, we age, we stumble, we work. As time passes our collection of faces that we attribute the 'friend' category becomes hazy. Someone is a friend from the office, another is a friend from the gym, someone is a good friend from college, another university.
Then there are those that we left on the playground. The school friends. We learnt quickly that while we were inseparable, kicking tennis balls, turning each others bags inside out then replacing the contents, learning to drink, smoke, bonding, this time became slight. People faded into the background yet others cling on to the definition of friend. These are the ones you can go a year, two, nine or more without seeing yet instantly click back into the familiar rapport. Discussion bounces from your new place, your occupation, your opinion on current events, that time you ran from A to B, their lives, the good, the bad, the awkward. Conversation turns nostalgic, what happened to that guy, who did she marry? Really, has it been that long?
Last Sunday one of those friends called me. For anyone who knows me, it was no surprise that I missed this call. The phone gagged beneath a wall of noise that was tumbling out of my computers speakers, my attention on how I could master that sound and make it useful.
It wasn't long however before I noticed the pulsing LED and soon enough I was preparing myself for a friendly catch up, some nostalgia tinged conversation and maybe even the half promise of a we-should-see-each-other-soon.
"Did you hear Kevin died?"
No. No I hadn't. It was a soft bullet. Kevin was, well, had, been a friend. But he'd faded, slipped into circles I never ran in, I'd been to his house, played with his GI Joe figures, I'd been sent home from his birthday party for swearing. He gave me a scar that I can still sometimes find on my cheek. Yet he drifted into his own place once we reached secondary school. Our paths crossed less and less frequently. He was with me on September 11th, 2001 when we watched, on storefront TVs, America under attack, live. The same friend who was speaking to me in the present had phoned and told us to get to Currys to see the insanity. I then bought System of a Down's second album and went to another friends to hide from the world. I remembered the phase where I used to draw horrible caricatures of our social circle. Kevin was there. We called him Monkey. Because we'd decided he looked a bit like a Monkey. I was called Mole. Because I can't see 1 foot in front of me. Teenagers are jerks.
But then he was gone, in the present and after that point in the past, he ran in his own circles. I could never say if I even liked him or not. As time went on, we moved to new cities, the school friendships stretched. Some buckled and snapped, others remained taut. We could send messages and they would take longer and longer to reach ears, like time stretching at the cusp of a black hole. Yet we were still the same age. We had still been the same children who fought over Pogs.
The internet let us spy on each other, the rise of the social networks meant that even without words we could at least see the heavily edited egos of people. Kevin got older at the same speed yet we shared no words. I thought he had a child of his own. I still don't know if that is something I heard, or I saw, or was even true. People became rumours.
That point were we so easily our labeled friends so far away, so stretched, that it was almost intangible. It was still there, that atom width of a thread that linked us, and as Simon told me of the fate of my one time friend, there was enough there to reverberate and echo in my head. Enough to get me thinking of the past, of the nature of friendship. Kevin was not 29 year old me's friend. He has been a guy we discussed on occasion, an acquaintance who had made the noises of someone who could be met for a chat, to see maybe if there was any worth in trying to reconnect. I think he heard my band?
Yet he passed away. The details highlighted the struggles of someone who had the same chances as anyone else who fell in our circles, yet had dealt with addiction, drugs, loss of family members. He died on the same day his father had passed away, at the age of 30, the same age his father was when he died. His family found leaflets for AA stacked in his flat.
I didn't go to his funeral, it was too late notice. Simon passed on regards from our circle. I made a donation to his family's chosen charity.
Walking home this evening I tumbled through what I wanted to write. I somehow knew I wanted to write something about this experience. About how children are binary. They do or don't and this is something we lose as adults. As I walked I was stopped by a homeless man asking for change. I don't have change on me at the best of times, I made my apologies, but he followed up by asking if I could buy him some food. I said "Yes, what do you want?"
"One of those packs of chocolate eclairs"
I agreed, and we walked the short distance to the Tesco Extra with a few awkward questions between us. Whats your name, how long have you been in Cardiff? I hurried in to the store and hunted down what turned out to be the last pack of cream filled pastries. My brain was full of awful thoughts, what if this is a joke, why does he want these, I hope I'm not enabling him in someway to hurt himself. I bought them. It was £1.36. I stepped back into the cold, found his hooded figure, told him I hoped he enjoyed them and carried on home. I mulled to myself why I could be found reaching out to a stranger when someone I knew, an old friend, who had become an acquaintance, who had left my life, had passed away, struggling with issues I couldn't understand. These are the choices we made. Things inside people change, our orbits decay, but we sometimes hear these echoes of them. They come in clear as the day we piled into the corner of the library, forcing my face into the wedge of concrete, giving me my one and only primary school nose bleed. I made a silent vow to listen for the echoes, understanding at the same time this is something impossible.
Children are binary, as adults we become swept up in infinite shades of grey, afraid of the definitive. Maybe we can at least make a stand against the overthinking and be a little more clear. Maybe that way we won't lose so many along our journey. Be more connected in a way the data we share can never offer us.
Little synths like the Shruthi-1 and MeeBlip are fun to jam on. Usually I don't record this stuff and then forget to save things. In the new policy of my not being so secretive as I work on things for that album I've been promising for literally years, I thought I'd share some bleeps n bloops. Enjoy
Time to Pi (how the new model Raspberry Pi is the future of computing)
Since 2012 there has been a tiny revolution happening in schools, hobbyists labs, under TVs and in computer clubs across the globe. In a bid to highlight the need for code and development skills, the Raspberry Pi, a tiny credit card sized device that costs £25 has been on the rise. This Linux powered microcomputer gets users close to the metal, much like Ardunio boards and their ilk, yet also offers a user interface, command lines and more familiar programming languages. The GPIO pins let users interface with real-world electronics which have led to the device turning up in devices such as media centres, security systems, drones and more.
Yet while Maplin now has almost a whole shelf dedicated to the tiny device and its many breakout boards, it has yet to really hit the mainstream, its usefulness for those without the computer skills who simply need a tool to access the internet, check email, write a document, is limited at best. Even the B+ model, which added extra USB ports and a bit of extra processing power, was still sluggish at performing 'normal' desktop tasks that the wider public would be interested in. It seemed the £30 desktop was a while off.
Working in the digital inclusion field, we address the skills required to get an individual online through training, evangelising the benefits of being 'online', handholding through those awkward first steps, often to older individuals who have the most to gain, but also learn. We also have to address the need for cheap, accessible hardware. The Communities 2.0 project that I've been privileged to work on for the last 3 years, works across Wales, which sadly has some of the highest numbers of families living in poverty in the UK. While myself and my peers can get excited over the prospect of £35 devices that I can use to stream media around my home, play retro games or tinker with VPNs, for a family that just needs a cheap, workable computer, the Raspberry Pi has never been the solution they are looking for. Instead we are often stuck recommending refurbished and recycled PCs, these devices are of varying qualities get the job done, with laptops starting at around £120. Otherwise the access to internet is limited to phones, cheap tablets and public PCs found in the ever shrinking library service.
It was with great pleasure that at 9am this morning I awoke to find that my Twitter was alight with Raspberry Pi news. The new model, the Raspberry Pi 2, has been released and is already on sale from most suppliers. I let my impulsive side win and purchased myself one, having barely read the new spec sheets. Hidden in the press release however was a short paragraph that is almost more important than the RAM and processor upgrade.
For the last six months we’ve been working closely with Microsoft to bring the forthcoming Windows 10 to Raspberry Pi 2. Microsoft will have much more to share over the coming months. The Raspberry Pi 2-compatible version of Windows 10 will be available free of charge to makers.
The new Raspberry Pi 2 will support Windows 10. No longer will this device be the open source haven. While the details are slim, this news extends the Pi beyond the code classes and the hobbyist image. The prospect of a £25 PC that can operate Windows is a huge leap for getting computers into the homes of people who may not be able to afford a desktop or laptop, and may not be aware of the recycled PC schemes.
Whats more, the new Pi will still be functional as a development project, media centre, code-teaching tool. The familiarity of the Windows OS, with the additional processing power that allow the Pi 2 to be a functional desktop PC could make this new model not only the hobbyists dream, but also address the need to get cheap hardware in homes, schools, community centres and more.
Earlier this month I picked up a Pi package from Amazon which included a Wifi adapter, HDMI cable, memory card, case and a power lead. This cost me £34. Added to this was a keyboard and mouse which set me back another £10. For just £44 (including shipping) I had my Pi up and running. These bundles won't be so generous with the new model for at least a few months, but we are still looking at a cost of approximately £60 for a Windows ready, all in one, credit card sized computer. The potential is huge, not just for the bedroom coder like myself, who in my spare time use the device to play emulated games from days gone by, but to actually get working, productivity, internet ready desktops into the homes of people who had previously been left with the technology our culture has deemed out of date.
Which leads me to my final thought. The Pi 2 needs to get this right. While premium devices, Apple gets the iOS setup process right down to basics, the devices teaches you the skills you need to use it, through the initial set up process. The Raspberry Pi on the other hand requires a tutorial page, a knowledge of flashing SD cards and if you are unlucky, some command line experience. These are not skills that people will be willing to learn on their new desktop PC. Yet if we could harness the Pi 2 as an inclusive desktop tool, we will need a set up that is as plug-and-play as a DVD player, games console or new phone. Get that right, and I can see more of these devices in homes worldwide, getting people online, keeping them connected and opening new avenues of communication and expression.
Nintendo Creators Program, Let's Play Who Owns What
Today Nintendo announced a program, after several months of back and forth between themselves and YouTube/Google and the respective channels therein. The Nintendo Creators Program allows users to sign up, and receive a 60% cut of ad revenue from video featuring Nintendo content.
This is primarily aimed at large Youtube Channels and celebrities who indulge in the Let's Play phenomenon of the last few years and has already been met with flaming comments and angry fans.
Questions such as "Why should Nintendo get paid for something I have made?", "Nintendo benefit from Let's Plays so why should they see direct profit from the creators?", "Other companies don't do this, so why should Nintendo?" have proliferated the news articles so, rather than give out my personal opinions on the subject (and I do have these, I am allowed) this is a great opportunity to breakdown theories of ownership in a digital age, and relate them back to current streaming trends which have been causing such a headache for the creative industry.
First of all, lets look at the content of a game. A game is made of assets and mechanics, all of which work in tandem on a device to create the gameplay experience we know and love. Those assets are made up of 3D models, textures, music, levels, user interface overlays, 2D artwork. When I boot up a game, it often highlights specific pieces of middleware, or particular logos from associated companies, for instance Oddworld's New and Tasty Remaster is booting up telling me it was built in the Unity engine, and the blurb addresses the use of Playstation logos. There is also text detailing the ownership of the games content itself, the game was remastered by Just Add Water (and very well mind you) under licence from the copyright holder, Oddworld Inhabitants.
Who owns this image? The handsome devil in the corner, or the talented artists who made the rest?
The point of this is to address anyones concern that JAW haven't just gone off and made the game without first obtaining the permission of the original developer, and they are following the terms of use outlaid by both Unity and Sony for the 3D engine and design assets respectively. These licences are long, dull, legal, and cost money but ultimately result in the company being able to make use of these things, and we, the consumer of the product get an additional 10 seconds before we press play.
So far, so good right? We, the end user, buy the game, the respective companies get paid and we get to enjoy the product. The assets contained within the product do what the creators intended them to, the 3D animations play out, the music soundtracks our experience and we interact with the game to get our pleasure. But what if I want to share this experience? I can lend the game to a friend if I own it physically and in doing this I loose my access to the game. Fair enough, this has not upset the flow of profit, the copy of the game has not duplicated magically.
Digitally things get a little more complex, I could give someone access to my Steam, PSN, Xbox account and then they could download the game, and I could keep my copy too. Now someone is getting the game for free, but really, the licence restrictions in place on this content make it so I can only do this 2 or 3 times, which basically covers me if I have multiple machines in my house or one really good friend.
Anything beyond these methods is essentially piracy, the creators are no longer being paid for exact copies of what is being played.
But say if I just want to show someone the game? I can invite my friend around to my house and we can sit in front of the device and maybe even hand the controller to them when I'm comfortable they are not going to break my precious save game. There is nothing wrong here, when my friend leaves, suitably impressed, they may go get the same game, they may not. I also didn't gain anything through this, other than the transaction of bonding hormones that fire as we laugh and have a good time, I didn't charge my friends for this.
But what if I did? What if I charged my friends say, a few pence for the honour of coming to my house to watch me play a game? Would there be an issue here? According to most people, yes, I shouldn't be allowed friends. But also I'm directly profiting from somebody else's work. In the same way I can't charge people to come around my house to watch a movie without permission, I'm not a cinema, I don't have the facilities to provide that much popcorn. Let's just keep the analogy going, there is also no company paying me a set fee for the number of people who are turning up at my house watching the movie, instead of me charging a fee on the door. My friends would see the movie free, and I get paid? Genius business model, I'm surprised its not taken off.
I've now gone seven paragraphs without talking about Nintendo's service, but its important to get the basics down, because we currently live in a world where the rules applied to content often refers to our rights to play a piece of music, a movie, a game. These agreements, laws, licences were grounded in a time when I need to buy a physical thing in order to consume that content. The money from that purchase then cascades backwards, breaks down, is fought over and eventually ends up split between the creators, their management, the infrastructure that put the content in my hands and even the government. These laws treat me as simply a licence holder. I can't start my own chain of profit making from the product without involving the creators, their management, the infrastructure.. etc..etc. Our rights to share content came down to that these products were physical things.
But this is not the world we live in now. We live in a world that is connected, a world were I can stream whatever I see onto the internet. I can share all forms of content, be it my own or someone else's. As long as I have internet I can share, and so can everyone else. It's a brave new world. But what if what I am sharing is based on content someone else has made?
In the UK we have a concept called 'fair use'. This allows a creator of say, a documentary, to pull a quote, piece of music or film to make a specific point. This policy was put in place to ensure people could create work that could criticise or educate without the fear of having their product restricted if a company refused to sign it off. Typically this means short clips of music or film of 10-30 seconds can be used if they are within context. There is also 'incidental inclusion', which is say a song playing in a club behind a news interview or billboards and shopfronts behind a certain scene are generally overlooked. Everything else? it falls under the copyright of the content creator. copyright laws vary depending on the country, and you can see its effects as logos get blurred out and shoddy sound-a-like tracks play out when a budget could not stretch to the original.
But now we get to the crux of the issue. If I take extended footage from a game, and overlay it with my own content (me talking about the game, or responding to comments, or even critiquing as I play) is that 'Fair Use'? After all, I could play though the whole game, or just a few levels, but what is on the screen is the hard work of a developer, a sound designer, musician and artist. The typical fair use law is stretched beyond its means, that 30 seconds becomes 30 minutes, an hour. The nature of YouTube allows these videos to exist and until the user presses the 'monetise' button there is often little argument to be had.
The wires become tangled though. Earlier on I mentioned Sony and Unity logos at the front of a game, what if I'm a musician (full disclosure, I'm a musician), and I've licensed a song to a game, that blares out over the menu screens. Every time the Let's Player enters or stays in a menu and my song plays out in full, should I be paid? After all I would be either taking a percentage of the earnings from the game, or would have been paid a set fee. But the live stream is now distributing my song to two, ten, eighty-nine, two thousand people, and I don't see a payment? Okay, its a stretch, but is that fair use?
Most agreements bind the creators of games, music, media into use for advertising purposes. I would argue that yes, this is fair use of the licence I signed the track/film/game away on. I may not like that something I've made is suddenly in front of a million people, and I'm not seeing a profit from it, but it could drive people to my own sites, more people may buy the game, download an album and more. The Let's Play video goes on, the streamer gains fans and subscribers. We are all happy.
But does the fair use argument hold up when the Let's Play video generates a profit for the creator? We now have a model which allows for adverts to pop up before, after and in the middle of videos, and every impression generates income for the uploader of the content. Content that is way beyond the length of Fair Use, and is made up entirely of assets belonging or licensed to the developer or publisher of the game. That music our musician made is now blaring out in full over the top of a video that is generating income for someone wholly unrelated to the project. Is that Fair Use? There is argument to be made that the biggest streamers, sharing this footage could drive more people to buy the product, allowing the makers to profit from their popularity, but is it still right to then draw a profit from that? Do they 'own' that game footage? By playing a game, does the experience, which is uniquely yours, but created entirely from assets created by the developer, belong to the player, or its creators?
We have a digital situation right now that is similar to me allowing people into my house, and letting them watch my films, listen to my music and watch me play games, yet Coca Cola give me money to furnish my house in red and have drinks served in those classic style glasses.
Finally we come to Nintendo, who after previously issuing copyright takedowns previously, where they assert full ownership, have come out with a creators program which allows people to keep 60% of advertising revenue from videos featuring Nintendo products. Unlike the EAs and Activisons of the world, Nintendo is a closed shop, their products are very much their own, full of their characters, in worlds of their creation, with music they own, their intellectual property. Rarely, beyond cameo appearances, does Nintendo branch out to the world of licences (*cough*Goldeneye*cough*). This means is you as pull in Nintendo footage, they are confident everything belongs to them. The deal Nintendo have offered still assures them that they gain profit from any advertising associated with their property. After all we have discussed above, in legal terms it is refreshing to see a large company offer a compromise, and it fits within the model of fair use/for profit that has sustained the media industry for many years. Yet it also allows for the streamers, the Let's Players, to still eek revenue from something that is both not belonging to them intellectually, but respecting of the unique experience each of us has with interactive entertainment.
The way of the internet has always been to allow for everything, then slowly figure out the rights and wrongs. See Napster, see Torrents, see age limits, see privacy. YouTube has always been in favour of the content creator, and it allows them to flourish. It also gives control to creators/owners preventing their media being used without permission. Let's Plays videos are wedged somewhere between, and Nintendo have, admittedly on their own terms, submitted a solution to what could increasingly become a legal minefield.
I've been sat playing with the Driveclub photo mode. Possibly more fun than the game itself.
Destiny, GTAV, Dragon Age and Me
So, this holiday season I revved myself up. After nearly 6 months jumping on the spot and thinking "wow, no games this year are truly exciting me", I hopped in to some of the 'big' titles for the holidays. Well, three of them. Playstation controller in hand I sat with each of these for a number of hours and willed excitement to come. Beyond all things I want to feel like I've invested my money wisely and ultimately get something back for the time I put in. What do I want in return for several pounds and a few hours? I want to feel like the experience is worth my time, I want to be told a story, I want to feel the gnawing urge to progress towards something well earned.
First up the huge (ish), sprawling (ish), very pretty Destiny.
Now, I liked this game, I liked it a lot. Bungie know how to make a point the thing at the bad thing and click game. It's almost unreal how they can make moving, strafing, clicking some more, and foooooom the gas erupts from the bulky humanoids space suit, feel great. Then there was the jet bike scooter. This by far is the most responsive vehicle I've piloted since Wipeout HD. The boost as you bounce the rear end off a rock and leap as you engage the thrusters over a chasm. Never underestimate the amount of fun that can come from simple mechanics.
I spent a good few hours just driving, hoping off on occasion to flex those shooting mechanics, jump, strafe, shoot, reload, headshot, melee. All of this felt so good set under the broken moon in a world that was ruined.
Later I reached the moon. For some reason. I must have missed the reason why I went there, but I still hopped onto my awesome jet bike, wondered why the moon's gravity was the same as Earth's briefly, then resumed the same execution of click, shoot, boost, level up.
Several planets later and I reached the end of the 'story'. The credits rolled and everyone was patting me on the back. Half-Life 2 this wasn't. In fact I was casting my mind back to games like Quake 2, Solider of Fortune and their ilk to find games where I was simply playing through levels to do something intangible. Destiny wound up a hollow experience that could not sustain itself. Sure there was multiplayer, cooperative missions, yet this became a rush for equipment, gear, armour, anything that could extend the gameplay further. But I don't like looking back, I don't like doing the same thing over and over without a real purpose. As news sites spilled story upon story about 'loot caves' where players would just stand and shoot into a void of enemies, hoping for bigger and better items, I settled into the grind. This lasted all of an hour. I was done. The carrot dangling in front of me was rotten and the idea of paying for any more content unappealing.
Destiny has the foundations of all great first person games. It feels great to move. It feels great to engage the enemies, big or small in combat. Its addictive, the worlds are small, yet well realised, a joy to traverse and yet ultimately after those credits roll, the game simply says "now gather lots of things and wear them". And for what? The story was paper thin, why would I want to pursue the tale through a grind of repetition? I dug as deep as I could to find reasoning, I used the mobile phone app to reveal the background of the world, yet none of this inspired the want to get that new helmet. To pick up the next in a long line of similar weapons.
Ultimately Destiny lacks character. It's gorgeous austere casing mirrors Mass Effect and Bungie's previous Halo games, as well as those clean cut hard sci-fi novel covers that intimidate Waterstones shelves. The characters of Destiny as simply menu systems. The robotic voice of your celebrity companion doesn't inspire the drive to find out what is next for your Guardian.
So, after it dawned on me I had no interest in driving any further (plus I will add the annoyance of frequent network drops on my side for a game I was essentially playing in single player) I resolved to rid myself of Destiny and push it to the back of my mind.
Around this time a high profile game saw its grand re-release on the new shiny consoles. A game I had actually played already, only a year before on the dusty, ageing Playstation 3. So I found my trusty points card, half an unused voucher and packed Destiny away and traded everything in for a new copy of Grand Theft Auto V. It cost me £7, I was pleased.
Slipping the familiar disc into an unfamiliar machine prompted a healthy installation time in which I wandered off. I might have even gone for a run, I like to think I did that. I probably had a cup of coffee.
Upon my return I began a game that felt like coming back to a place I'd already trodden. Only now I was older, wiser maybe, and I'd also gotten my prescription changed. Grand Theft Auto V is a huge, expansive world, and the remaster lets everything shine. It really is a stunning place to just be. The added first person mode was what interested me the most and I quickly least that you have to look both ways when crossing the road. Its the little things that get me.
So I set out on the story, the tale of Michael, Trevor and Franklin. Everything was the same, just in better focus. I soon walked off and started just walking through the city. As I arrived at the top of the mountains to look down of the sights of Los Santos I felt the same feeling I had had a year before. There was so much to do, yet, nothing felt inspired. Whats more, the whole world was cynical. I've played many Rockstar games over the years and, like many others my favourite by far was Red Dead Redemption. Again a stunning game, and a well told tale, with multiple things to do at any one time but a strong narrative pulling you through to the frankly stunning conclusion (and then the bit after the conclusion). The world in Red Dead felt true. There were towns and outposts, horses and carts, farms, a dark sense of humour in the missions but a straight face delivering everything. It was a place to visit where you could effect some kind of change.
Grand Theft Auto 5 has none of this. It has more of everything, the multiple side missions, shops, vistas, cars, planes, motorbikes, pedestrians, guns, explosives tracks, trails. But all of this was wrapped up in a cynical wrapper of black humour that suffocates any lightness from the world that Rockstar has created. The radio stations are jokes, the billboards are jokes, the pedestrians are jokes, the characters outside of the main three are puns on modern life. None of them feel real. In some ways Grand Theft Auto V is more a South Park game than The Stick of Truth, at least it feels like they are drawing from the same source material. What Rockstar miss is the commentary part of this dark world they portray. They show us a hyperreal world of gloss, materialism and ego yet fail to make a statement which shows any way out of this place.
The foundations of the game shake under the weight of the world. The simple gameplay, of traversing in fast cars and on motorbikes is a fantastic experience. Once you land on your feet, things are not quite as slick, the new first person controls are fantastic until you get into combat, where the weight of the character leads to a disconnect of what you want to do, and what actually happens on screen. In its best moments, the on foot chases and missions, the first person mode shines like a completely open Mirrors Edge. When it came to shooting and holding positions, the weight meant a heavy reliance on auto aim and nothing quite felt right. Apart from falling over and getting hit by cars. The camera essentially fixed to your characters face led to some wince inducing moments.
Ultimately the side quests and main storyline begin to encourage you to collect more things, buy more property, buy a new suit, make your cars go faster and these things don't hold up as great impulses to drive the game forward. Instead it becomes a similar grind to Destiny, but with more things to actually do. You could also get very high brow at this point and start to think about these carrot and stick drives and how they demand a player to engage in a race with other players to simply have more stuff. Who has the coolest gun? Who has done enough things to get the sparkly paint jobs on the rare car/jetbike/armour/plane. Maybe by embedding this drive to get one up on somebody, anybody, Grand Theft Auto V is an allegory of todays Western world. If thats is true then it would explain my disenchantment with it. However I think I was just not into dick jokes and random acts of violence.
Sadly (for me at least) once the gloss and majesty of the well realised and beautiful world gave way to that similar resentment of modern life, I arrived at roughly the same place in the story I had done a year prior and just started wandering. Instead of finding new things to do, this wandering became aimless and disjointed. Eventually I realised my interest had drifted to the point where I knew it was no good. I had a few online matches, found a similar place where other people seemed to be having more fun than me, packed the disc into its box and in the post-christmas haze, headed into the strange throngs of people caught in the timeless point where no-one quite knows what day it actually is.
So after wrestling the crowd, fighting my way into the local Game (it was actually kinda empty) I picked up a game I had very mixed feelings about. I've played about 2 hours of Dragon Age: Origins and almost none of Dragon Age 2. Inquisition got some good reviews, some people on podcasts said it was good, but very big. I did however love Mass Effect (even the end). So Inquisition it was. Apprehensive about the scale of the game, (I get quite concerned when people start claiming things are like MMO games, or any Ubisoft title) I had a few other personal recommendations to push me over the edge into wanting the game. It was that or Driveclub, and I didn't want to buy a game just because I thought the weather looked nice.
The thing that strikes me about the game, more than Grand Theft Auto V and far more than Destiny is character. It's a bland Game of Skyrim fantasy world sure, people talk about things from previous games that I had to look up or recall from watching my partner play through the previous game, but its populated with people, people with nuances, backstory, likes, dislikes. Mass Effect made me care about aliens and have a professional relationship with a lizard man. Dragon Age does the same, in a huge landscape, full of characters. You start making decisions based on what other characters tell you, plus your gut feeling, and these have a visible impact on the world at large.
To me this is what I'd been missing, the gameplay itself isn't really anything to really write home about. My character is an archer which means I basically run away and hold R2. Hardly groundbreaking, but this doesn't mean I haven't already lost over half a full day already to just exploring, talking and running errands because everything reveals more of the story and feels ultimately important. this leads on from Mass Effect 3's building of the resistance, yet this feels ultimately (and literally) more grounded. This gives the game a drive that both Grand Theft Auto and Destiny lacked. This is a game where you do things for people to actually help them, you want them to like you because you are trying to achieve something. Sure its both gorgeous and buggy at the same time, but things aren't breaking enough to make me do more than chortle as a character moonwalks for a moment.
The ultimate lesson here is that I understand what I do and do not like in a game. This does not apply to everyone I know but you can build a world, you can make it pretty, but you need to make me care. I don't have all the time in the world to play games, so tell me a story, make those hours actually worth my time. Gameplay for the sake of gameplay rarely lasts beyond a basic mastery of the games controls, you need to have more to draw me through a game, even more important when the worlds are so large and so densely packed with things to do. Choice is both a blessing and a curse. Too much choice and I am paralysed, too little and I grow tired of even the best mechanics. Pull me through, give me reason, make me care. Then I'll play your game. Otherwise I'll fall back to building my fortress of solitude in Minecraft.