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> <channel><title>Comments on: The march of commodification</title> <atom:link href="http://www.raphkoster.com/2007/12/12/the-march-of-commodification/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2007/12/12/the-march-of-commodification/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: Raph&#8217;s Website &#187; Avatar body language</title><link>http://www.raphkoster.com/2007/12/12/the-march-of-commodification/comment-page-1/#comment-148262</link> <dc:creator>Raph&#8217;s Website &#187; Avatar body language</dc:creator> <pubDate>Mon, 08 Jun 2009 22:08:16 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/12/the-march-of-commodification/#comment-148262</guid> <description>[...] worlds merrily went on developing more elaborate systems, such as moods and adverbs, and eventually these made the jump to a couple of graphical worlds. We also saw systems like that [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] worlds merrily went on developing more elaborate systems, such as moods and adverbs, and eventually these made the jump to a couple of graphical worlds. We also saw systems like that [...]</p></div> ]]></content:encoded> </item> <item><title>By: IGDA PHX Forums :: View topic - Commodification</title><link>http://www.raphkoster.com/2007/12/12/the-march-of-commodification/comment-page-1/#comment-132236</link> <dc:creator>IGDA PHX Forums :: View topic - Commodification</dc:creator> <pubDate>Tue, 08 Jan 2008 06:22:55 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/12/the-march-of-commodification/#comment-132236</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Koster had a recent post on his blog that was pretty interesting. He talked about how we&#039;re slowly moving to a more [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Koster had a recent post on his blog that was pretty interesting. He talked about how we&#8217;re slowly moving to a more [...]</p></div> ]]></content:encoded> </item> <item><title>By: Exogenous Mindspace</title><link>http://www.raphkoster.com/2007/12/12/the-march-of-commodification/comment-page-1/#comment-131119</link> <dc:creator>Exogenous Mindspace</dc:creator> <pubDate>Tue, 18 Dec 2007 09:36:57 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/12/the-march-of-commodification/#comment-131119</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] competitive advantage. Instead, it is the unique (and fragile!) community that a service fosters. What we are missing: Another Raph presentation. Worth reading if you have somehow missed the joyous [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] competitive advantage. Instead, it is the unique (and fragile!) community that a service fosters. What we are missing: Another Raph presentation. Worth reading if you have somehow missed the joyous [...]</p></div> ]]></content:encoded> </item> <item><title>By: Lost Garden</title><link>http://www.raphkoster.com/2007/12/12/the-march-of-commodification/comment-page-1/#comment-131105</link> <dc:creator>Lost Garden</dc:creator> <pubDate>Tue, 18 Dec 2007 00:09:11 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/12/the-march-of-commodification/#comment-131105</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] competitive advantage. Instead, it is the unique (and fragile!) community that a service fosters. What we are missing: Another Raph presentation. Worth reading if you have somehow missed the joyous [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] competitive advantage. Instead, it is the unique (and fragile!) community that a service fosters. What we are missing: Another Raph presentation. Worth reading if you have somehow missed the joyous [...]</p></div> ]]></content:encoded> </item> <item><title>By: Lost Garden: Random links and musings</title><link>http://www.raphkoster.com/2007/12/12/the-march-of-commodification/comment-page-1/#comment-131102</link> <dc:creator>Lost Garden: Random links and musings</dc:creator> <pubDate>Mon, 17 Dec 2007 22:38:46 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/12/the-march-of-commodification/#comment-131102</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] competitive advantage. Instead, it is the unique (and fragile!) community that a service fosters. What we are missing: Another Raph presentation. Worth reading if you have somehow missed the joyous [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] competitive advantage. Instead, it is the unique (and fragile!) community that a service fosters. What we are missing: Another Raph presentation. Worth reading if you have somehow missed the joyous [...]</p></div> ]]></content:encoded> </item> <item><title>By: ChatBlade News</title><link>http://www.raphkoster.com/2007/12/12/the-march-of-commodification/comment-page-1/#comment-131076</link> <dc:creator>ChatBlade News</dc:creator> <pubDate>Mon, 17 Dec 2007 08:04:56 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/12/the-march-of-commodification/#comment-131076</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Raph Koster blogs about ChatBlade and Commodification&#160;&#160; [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Raph Koster blogs about ChatBlade and Commodification&nbsp;&nbsp; [...]</p></div> ]]></content:encoded> </item> <item><title>By: Flex Dolphynn</title><link>http://www.raphkoster.com/2007/12/12/the-march-of-commodification/comment-page-1/#comment-131075</link> <dc:creator>Flex Dolphynn</dc:creator> <pubDate>Mon, 17 Dec 2007 06:51:20 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/12/the-march-of-commodification/#comment-131075</guid> <description>SWG had the best chat out of the MMORPGs I have played.  Lots of nice innovations.  I have not played any since with as good of a chat system.  Most MMOG&#039;s tend to have very rudimentary chat.
ChatBlade supports Quick Commands as Mr. Bartle suggests.  ; and : are both the same as typing in /emote.  In addition a few other Quick Commands are included (! = /say, @ = /guild, $ = /auction, etc.  ).
Freeform /emotes are included in ChatBlade, so Richard could type in /em Laughs uproariously.  But any emotes which include animations are left to the Game Studios to implement.
Players are also able to create their own Slash Commands out of existing Commands, so one could &quot;/syn Backflip, /emote Backflips&quot; to make a new Slash Command called /backflip, which is the same as typing in &quot;/emote Backflips&quot;.
Players can also modify the initial Slash Command interface to be what they are used to without having to issue a /syn command.  So if the player is used to /g being group chat, they can set that up and are not reliant on what the Game Developer thinks should be the command that initiates chat with ones group.  Most current MMOGs all have hard-coded Slash Commands and too often they change what the players are accustomed to.
An Underwater chat filter might be an interesting thing to see in chat.</description> <content:encoded><![CDATA[<p>SWG had the best chat out of the MMORPGs I have played.  Lots of nice innovations.  I have not played any since with as good of a chat system.  Most MMOG&#8217;s tend to have very rudimentary chat.</p><p>ChatBlade supports Quick Commands as Mr. Bartle suggests.  ; and : are both the same as typing in /emote.  In addition a few other Quick Commands are included (! = /say, @ = /guild, $ = /auction, etc.  ).</p><p>Freeform /emotes are included in ChatBlade, so Richard could type in /em Laughs uproariously.  But any emotes which include animations are left to the Game Studios to implement.</p><p>Players are also able to create their own Slash Commands out of existing Commands, so one could &#8220;/syn Backflip, /emote Backflips&#8221; to make a new Slash Command called /backflip, which is the same as typing in &#8220;/emote Backflips&#8221;.</p><p>Players can also modify the initial Slash Command interface to be what they are used to without having to issue a /syn command.  So if the player is used to /g being group chat, they can set that up and are not reliant on what the Game Developer thinks should be the command that initiates chat with ones group.  Most current MMOGs all have hard-coded Slash Commands and too often they change what the players are accustomed to.</p><p>An Underwater chat filter might be an interesting thing to see in chat.</p> ]]></content:encoded> </item> <item><title>By: Matthew Weigel</title><link>http://www.raphkoster.com/2007/12/12/the-march-of-commodification/comment-page-1/#comment-131044</link> <dc:creator>Matthew Weigel</dc:creator> <pubDate>Sat, 15 Dec 2007 23:32:43 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/12/the-march-of-commodification/#comment-131044</guid> <description>&lt;blockquote&gt;It’s instructive to think about what the crazy things are that will be commodified to the point where they are given away: software for seamless multiserver clusters?&lt;/blockquote&gt;
Errr... &lt;a href=&quot;http://www.projectdarkstar.com/&quot; rel=&quot;nofollow&quot;&gt;Project Darkstar&lt;/a&gt; is already an attempt to provide that for free.</description> <content:encoded><![CDATA[<blockquote><p>It’s instructive to think about what the crazy things are that will be commodified to the point where they are given away: software for seamless multiserver clusters?</p></blockquote><p>Errr&#8230; <a
href="http://www.projectdarkstar.com/" rel="nofollow">Project Darkstar</a> is already an attempt to provide that for free.</p> ]]></content:encoded> </item> <item><title>By: Len Bullard</title><link>http://www.raphkoster.com/2007/12/12/the-march-of-commodification/comment-page-1/#comment-130944</link> <dc:creator>Len Bullard</dc:creator> <pubDate>Thu, 13 Dec 2007 23:51:22 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/12/the-march-of-commodification/#comment-130944</guid> <description>I did a lot of research for the HumanML project prior to walking away from it.  The basics of emote systems are not difficult when under user control.  They get a little more interesting when you add proxemics because that adds emergent effect.  Once you allow for cultural properties and individual history properties, they are expensive but still not difficult.  They are all applications of vector-based logic systems not unlike the concepts of Topical Vector Indexing and Topic Maps.
The sad bit was reading an application for a patent on the basic concepts as elaborated in the OASIS lists for HumanML from a small beltway company financed by the usual suspects this year.   This is why commodification has a rotten side effect:  work done in the open to advance the standardization if not quickly patented or submitted as IP to an open IP organization will be harvested, rebranded and captured by a private organization.
Anyone doing open list work, in fact even contributing ideas to blogs such as this one should understand the risks.</description> <content:encoded><![CDATA[<p>I did a lot of research for the HumanML project prior to walking away from it.  The basics of emote systems are not difficult when under user control.  They get a little more interesting when you add proxemics because that adds emergent effect.  Once you allow for cultural properties and individual history properties, they are expensive but still not difficult.  They are all applications of vector-based logic systems not unlike the concepts of Topical Vector Indexing and Topic Maps.</p><p>The sad bit was reading an application for a patent on the basic concepts as elaborated in the OASIS lists for HumanML from a small beltway company financed by the usual suspects this year.   This is why commodification has a rotten side effect:  work done in the open to advance the standardization if not quickly patented or submitted as IP to an open IP organization will be harvested, rebranded and captured by a private organization.</p><p>Anyone doing open list work, in fact even contributing ideas to blogs such as this one should understand the risks.</p> ]]></content:encoded> </item> <item><title>By: Morgan Ramsay</title><link>http://www.raphkoster.com/2007/12/12/the-march-of-commodification/comment-page-1/#comment-130943</link> <dc:creator>Morgan Ramsay</dc:creator> <pubDate>Thu, 13 Dec 2007 23:42:17 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2007/12/12/the-march-of-commodification/#comment-130943</guid> <description>&lt;blockquote&gt;Yes, I know, but (except for SWG) they don’t have a single character for it (ie. : or ; or both). I really don’t know why they decided that; it’s as if they wanted to discourage it.&lt;/blockquote&gt;
Why just a single character? Why not an entire window? I&#039;m not sure if I&#039;m remembering correctly, but I think Guild Wars uses an icon dropdown next to the input box. If you had an input box devoted to outputting emotes, you wouldn&#039;t need a single character to trigger the emote. Just the Enter key. Or maybe mouse gestures? How could emotes be improved beyond textual input?
Voice recognition? Real-time motion capture? Do away with the chat window altogether. Equip users with mocap gloves and headsets, give the technology a big push, and there you have an advancement in human-computer interaction. But then you have to think about accessibility, so the chat window comes back for those who can&#039;t speak or move their arms.</description> <content:encoded><![CDATA[<blockquote><p>Yes, I know, but (except for SWG) they don’t have a single character for it (ie. : or ; or both). I really don’t know why they decided that; it’s as if they wanted to discourage it.</p></blockquote><p>Why just a single character? Why not an entire window? I&#8217;m not sure if I&#8217;m remembering correctly, but I think Guild Wars uses an icon dropdown next to the input box. If you had an input box devoted to outputting emotes, you wouldn&#8217;t need a single character to trigger the emote. Just the Enter key. Or maybe mouse gestures? How could emotes be improved beyond textual input?</p><p>Voice recognition? Real-time motion capture? Do away with the chat window altogether. Equip users with mocap gloves and headsets, give the technology a big push, and there you have an advancement in human-computer interaction. But then you have to think about accessibility, so the chat window comes back for those who can&#8217;t speak or move their arms.</p> ]]></content:encoded> </item> </channel> </rss>
