Showing posts with label boom and bust. Show all posts
Showing posts with label boom and bust. Show all posts

Sunday, 28 April 2013

Local History



A Walk in the Wilderness
















 


Zero Tolerance











 



A Fact of Economic Life in England



 


The deputy prime minister, John Prescott, tonight experienced the bitter taste of defeat after the north-east overwhelmingly rejected his dream of an elected regional assembly on his doorstep.
Over three-quarters of voters showed themselves unwilling to test out devolution, voting against the proposal by a majority of 499,209 on a turnout of 47.8% of the region's 1.9m electorate.
696,519 (77.93%) voted against devolution, with only 197,310 (22.07%) voting in favour of an elected regional assembly to give the region a stronger voice.



A disappointed John Tomeney, chairman of the Yes 4 The North East campaign, said that the result reflected "something bigger" than the rejection of a regional assembly.
"It is a growing breakdown in the belief that political institutions can affect people's lives for the better. This should concern us all."
He added: "While many people in the north-east feel more prosperous than ever, the north-south divide remains a fact of economic life in England. Successive governments have failed to resolve it. It needs to be addressed."







Least Resilient




"The reason there's a north-south divide is because we lost our major industries in the 80s, like steel and shipbuilding, and jobs from those sectors went into the public sector.
"We recalibrated the economy along those lines to the benefit of the North East."

Sir Stuart said the government was making a "fundamental" mistake in thinking that the private sector would step in to create jobs.
He added: "You don't go from the public sector to the private sector, you go from the public sector to the dole queue."





She Would Have Sunk By Now, If She Hadn’t Already Hit the Bottom of the River





There are ripped-out doors and shattered glass everywhere. John says the ship is being stripped for scrap: "They're smashing the portholes just to get the little brass knobs off. They've stolen miles of cables. They're spending whole weekends on board. We've found sleeping bags. A few months ago you could have started the generators, stocked the bars and run it as a club. She would have been up and running. Now look …"
It really is a shambles. The decks are strewn with debris. Mangled cables cascade down from the smashed ceiling tiles. The mirror balls are missing their mirrors. The thieves have stolen so much they've gone right through to the water. She would have sunk by now if she hadn't already hit the bottom of the river.
"All this …" John waves his hands across the devastation, "has happened in the last fortnight."



"They had this vision," John says. "This place would be second only to Dubai. All these multibillion-pound futuristic buildings." The plans were incredibly elaborate. There would be a primary school in the shape of a spelling block, a cinema designed to resemble a Rubik's cube, apartment blocks inspired by Prada skirts, a hotel in the shape of the game KerPlunk, a brand new college and an Anish Kapoor sculpture.

The scheme was launched at the Venice Biennale. The Middlesbrough mayor, Ray Mallon, ceremonially handed his excellency a Middlesbrough football shirt. Part of the deal was that the Tuxedo Royale had to go.












‘Politics = criminality’



Mr Mallon said: "I am satisfied that these attacks are linked and that the victims were deliberately targeted because they are councillors.


"There is a tiny minority of political obsessives in this town who believe they can intimidate and bully councillors out of office, but in this instance it seems their obsession has spilled over into criminality.


"This is an outrageous attack on democracy by people who prefer the petrol bomb to the ballot box.

Wednesday, 10 April 2013

Jeff Bezos vs. a Storage Shed Full of Beanie Babies




Hi. Greyhoos, here. Longtime listener, first-time caller.

While I've had things to contribute to the other two decades blogs, I don't think I've ever found reason to pop up here. Maybe because I was so aloof from a lot of things that were going on in the '90s, was too distracted of had so little invested in it and so many of its cultural trends, that it leaves me short of material for this here venue.

Reason being that throughout most of the 1990s, I was just finding my own way -- scrambling at it, basically. Finally digging my way out of a provincial cultural sinkhole and to the big city, eventually into graduate school where I was immersed in my studies, and then eventually defaulting into an industry that seemed like a fairly reliable safety net at the time, only to watch that industry get demolished in the decade that followed.

Which means that in the 1990s, in the course of all that scrounging, there were a number of things I missed out on -- tbig cultural trends and whathaveyou.

Such as stock options. Because at the time I didn't have a highly marketable tech skill that would make me a prime hiree at a startup. Where I would then agree to work 35 hours of overtime per week for free, doing so because I'd agreed to what my visionary entrepreneurial uber-lords had promised me. That promise being that I should forego proper pay for the would-be company's stock options, because one day -- very soon! -- down the road they were going to go public; because it was all going to be MASSIVE, and then I would be stinking rich and set for life, at which point my prior issues about working myself into chronic exhaustion for free would seem like mere pettiness and small-thinking on my part, since money would cease to be a concern for me thereafter. It was all gonna be worthwhile, many times over. Just you wait.

But I wasn't so unattuned that I didn't hear about when the dot-com bubble burst. And can remember it all seemed so unsurprising when I heard why it had done so.

Which means I also managed to get through the decade without ever owning a fucking ferret.

Tuesday, 2 August 2011

Two Swords Technique




Why, the homeless are left on their own with out help from the government or the public at large. Few are those that volunteer to help those in need and organize soup kitchens for them or closing. We have about 20 NGO working with the Homeless and the unemployed here in Tokyo and surrounding areas, trying to provide meals and shelters. Those NGO's receive about 90 per cent of their revenue in form of donations from abroad. The aid given by the NGO's is often undermined by the “Guardian Angels”, a paramilitary group of sorts, that is closed in combat pants, boots and military like beret. They are patrolling the streets to keep order and cleanliness on behalf of the "good" citizens and businesses that support them. Those “Guardians” give the NGO’s much grief at times, for they do not want to see those NGO's setting up in their part of town to help the homeless. Ironically, the NGO’s best ally against the "Guardians" are the Yakuza’s also known as gokudō (極道), they do provide a social function along their better know other activities. Of course one does try to stay away from the Yakuza, still every now and then they are the only thing that stands between being able to help the homeless or being hindered by the "Guardians" to do so. 
Alarmed at the prospect of the last Japanese pensioner switching out the lights, probably sometime in the 22nd century, the government – made up mostly of older males -- has swung into action, with sometimes comical results. In a gaffe-strewn foray into the marriage and fertility debate, Welfare Minister Yanagisawa Hakuo recently said Japan had a “fixed number” of “baby-making machines” aged 15-50 and recommended “healthy” youngsters should have at least two children. The political message – that women and not government policies are responsible for the lack of babies – infuriated opposition Social Democratic Party leader Fukushima Mizuho and many others. “Yanagisawa’s remarks were tantamount to telling women to give birth for the nation,” said Fukushima. “The [ruling] Liberal Democratic Party is to blame for this problem itself for not creating the environment where women want to have children.”




"I see a serious problem," says lawmaker Takuya Tasso of the opposition Democratic Party of Japan. "Japanese society is dividing into winners and losers, rich people and poor people. The middle class is being destroyed." The trend is troubling in a country where just about everyone considers themselves middle class and where no one is supposed to get left behind. 
"There is an expression in Japanese, ichioku-sohchu-ryu, which literally means, '100 million completely middle class' (or) more naturally, 'a nation of middle-class people," says Shigeru Miyagawa, a professor of Japanese at the Massachusetts Institute of Technology. "Newspapers are now asking, 'What happened to ichioku-sohchu-ryu?' "

Tuesday, 31 May 2011

Kaotic Harmonizing


ALBANY
If there be more, more woeful, hold it in;
For I am almost ready to dissolve,
Hearing of this.

EDGAR
This would have seem'd a period
To such as love not sorrow; but another,
To amplify too much, would make much more,
And top extremity.
Whilst I was big in clamour came there in a man,
Who, having seen me in my worst estate,
Shunn'd my abhorr'd society; but then, finding
Who 'twas that so endured, with his strong arms
He fastened on my neck, and bellow'd out
As he'ld burst heaven; threw him on my father;
Told the most piteous tale of Lear and him
That ever ear received: which in recounting
His grief grew puissant and the strings of life
Began to crack: twice then the trumpets sounded,
And there I left him tranced.

FOOL 
This is a brave night to cool a courtezan.
I'll speak a prophecy ere I go:
When priests are more in word than matter;
When brewers mar their malt with water;
When nobles are their tailors' tutors;
No heretics burn'd, but wenches' suitors;
When every case in law is right;
No squire in debt, nor no poor knight;
When slanders do not live in tongues;
Nor cutpurses come not to throngs;
When usurers tell their gold i' the field;
And bawds and whores do churches build;
Then shall the realm of Albion
Come to great confusion:
Then comes the time, who lives to see't,
That going shall be used with feet.
This prophecy Merlin shall make; for I live before his time.

Tuesday, 12 April 2011

"John Romero's about to make you his bitch”

In videogames, the view on the screen through which the player sees the action is euphemistically called the camera.

A first person game is where the player is the camera.

A first person shooter is when the camera has a gun attached.

While the elements of the first person shooter had been floating around for years, it wasn’t until 1992’s Wolfenstein 3D that the style became named, recognisable and popular.

Wolfenstein 3D pitted a lone American soldier (the player character) against the Nazis in a nightmare bunker shaped like a cluster of swastikas. The player is up against Hitler, but the Fuhrer, despite at one point being encased in armour, is not even the final boss. It was infamous for being bloody, for using the Horst-Wessel-Lied as a theme tune, for the aforementioned swastikas and for making dogs killable enemies. It was a huge hit.


Wolfenstein’s developer, id Software, capitalised on the success of the game by releasing a sequel called Spear of Destiny. The sequel didn’t require a new game engine to be built, so during development of the game Wolfenstein’s programmer John Carmack had an opportunity to experiment. Carmack, an introverted loner with little time for socialising, ensconced himself away from the rest of the small team at id to focus solely on his work. He came up with an engine that allowed for new levels of realism. Whereas Wolfenstein took place on one level plain, the new engine allowed for multiple platforms at different heights. Lighting and texture effects were also improved, allowing for more atmospheric environments.

The game that eventually used this new engine was called Doom. The designers had taken inspiration from the movies Aliens and Evil Dead II and from a session of Dungeons & Dragons they had played that had ended with a demonic planetary take over. Doom was bloodier and more relentless than Wolfenstein and while today it looks almost like a cartoon, at the time it seemed incredibly realistic.

One of the leading designers on Doom was John Romero. Romero had worked as a designer on Wolfenstein and was the opposite of the brusque Carmack. Romero had long hair, tucked his shirt into his jeans and drove a Ferrari. He looked like a cross between a metalhead and an asshole yuppie bad guy straight out of any number of late eighties/early nineties popcorn movies. Romero wanted Doom to be about the action and dismissed his fellow Wolfenstein designer Tom Hall’s attempts to create a detailed story for Doom by saying, "Story in a game is like story in a porn movie. It's expected to be there, but it's not that important."

Like porn, Doom appeals to realism while being extremely unrealistic. The world of Doom is strangely abstract: the architecture is Byzantine in layout; the player character moves impossibly fast for a human; the demons are numerous and varied and exist only to kill you. During development Tom Hall had built a number of levels based on military facilities. These were on one floor and had low ceilings in the Wolfenstein style, but the other designers preferred Romero’s spacious and alien levels. Hall was pushed out in ‘93.

Wolfenstein level map

Doom level map

Both Wolfenstein and Doom were released as shareware, meaning that part of the game was available for free. If the player wanted to play the rest of the game, she had to buy it. This distribution model was very successful, but another key element to the success of Doom was the modding community. Id enabled players to modify Doom and make their own levels and a vast modding community sprang up, with players designing and swapping levels, some of which were later commercially released. Finally, there was the multiplayer function. Christened “deathmatch” by Romero, players fought each other to the death in Doom levels via ethernet. Romero was particularly fond of deathmatches, claiming that the winner of a match won the right to humiliate the loser.

John Romero and Noel Stevens in the aftermath of a deathmatch

Doom was immensely popular – the game was estimated to be installed on more computers than Windows 95. Just like the change in nineties porn, Doom was a watershed moment in videogames for repetitive, stripped-down brutality. Fittingly, fans of FPSs like Doom (along with sports, racing and fighting games) called themselves hard-core gamers.

Id followed up Doom with a sequel, and a new FPS called Quake. Romero’s vision for Quake was of a Lovecraftian “dark fantasy”, a labyrinth of stone dungeons like a medieval hell. But John Carmack and the other designers wanted to continue Doom’s mixture of demons with futuristic technology. The game was a struggle to make. Romero grew frustrated with working at the company and longed to branch out and start his own game developer. Soon after Quake was finished he got the perfect opportunity – he was fired from id.


Before being let go, Romero had contacted Tom Hall and invited him to form a new developer with him. After being joined by Jerry O'Flaherty and Todd Porter, the resulting company, ION Storm, was founded in 1996 and quickly signed a licensing deal with Eidos. Romero and Hall’s vision for ION Storm was summed up by their new motto, "Design is Law". At id they worked on one game at a time, but Romero didn’t want to do things that way. He wanted ION Storm to be a hub of creativity where many games could be worked on at once, where he and Hall could work on their own games separately without interference. He also wanted it to have a plush office. The utilitarian John Carmack may have had his own Ferrari, but he kept the id offices modestly furnished. The way he saw it, “an office is just a place to hold our stuff”.

The ION Storm offices in Dallas were in the top two floors of one of the tallest buildings in the city, the Chase Tower. The interiors were made by the Russ Berger Design Group and featured a motion capture stage, a recording studio for voiceovers, a small cinema fitted with leather seats and a $50,000 projector, pool tables, arcade cabinets, a bank of 12 TVs for deathmatches, and a lobby fitted with elevators panelled in green dye-coated metal sheets and a matching company logo embedded into the terrazzo floor. The large skylights caused the offices to get very hot and the light made working on computers difficult.

The ION Storm lobby

The fancy new offices wouldn’t be ready until 1998, but Romero was eager to start work on his ambitious new game that would run on the Quake engine. Influenced by the JRPG Chrono Trigger, Daikatana was to be a time-travelling FPS with a vast array of enemies, worlds and weapons as well as sidekicks that would accompany the player character. He gave this enormous project a seven month deadline.

ION Storm's motion capture stage

Romero didn’t want to poach talent from other developers, so many of the people he hired were from the modding subculture. Most had no professional experience. They were thrown into a large group and had to meet a tight schedule that would be punishing for seasoned pros. Some of the artists were hired form the comic book world and had no idea how to make images of a suitable size for nineties videogames. Romero would never settle for second best and the game was delayed as they struggled to update the code to fit the new spectacular Quake II engine turned out by Carmack.


Romero spent a lot of time on marketing. Despite ION Storm not having released a single game, he gave many interviews to magazines like Rolling Stone, Wired, Newsweek and Time. He was hyping ION Storm and Daikatana before the company had moved into it’s offices and while development of the game had barely begun. Press photos were sent out of Romero sitting in a $9,000 antique chair. One of the early magazine adverts for Daikatana had no information or screenshots of the game. It merely read, "John Romero's about to make you his bitch. Suck it down.”


The advert became infamous overnight and turned gamers against Diakatana and Romero in particular. Romero claimed that he only agreed to the slogan reluctantly, insisting that he would “never say that to anybody” because “that is gay”. The ad does illustrate the strangely homoerotic nature of misogyny, especially as it was taken for granted back then that gamers – and especially players of Doom – were men. Or rather, boys. Suck it down.


The development of Diakatana was fraught with problems. The programmers didn’t trust the artists, the game code was mangled from frequent engine changes, morale was low, there was no proper direction from Romero, and no one knew what was going on. Workers began leaving en masse and gossip about the company proliferated on the internet.

Todd Porter’s management style in particular caused trouble. He would rage at and needle stressed workers to get the job done, while giving last-minute design changes that contradicted Romero’s instructions. Days before the high profile trade show E3, Porter ordered changes to the demo of Daikatana while the team were struggling to finish it on time. During the chaos to get the changes implemented and the demo completed, an error went unnoticed and the demo performed badly at E3.

While Daikatana was frequently delayed, the popularity of Doom only increased. By now the graphics looked out-of-date, but the modding and deathmatch communities saved it from being tossed down the memory-hole at the usual pace of accelerated obsolescence in videogames. This longevity made Doom stick out among bloody shooters and it was repeatedly blamed throughout the nineties – along with gangsta rap – for glorifying and causing real violence. In particular the apparent realism of the game led it to be seen as a kind of virtual reality, giving credence to ludicrous claims that it was a “mass murder simulator”. After the Columbine massacre it was discovered that Klebold and Harris had made their own Doom levels that Harris had uploaded to his website. Doom became one of many pop cultural scapegoats in the frantic rush to find someone other than teenage boys to blame for the killings. It was claimed that Harris had made Doom levels that were based on Columbine High School, but this was a myth.

Daikatana finally came out in 2000. It flopped. After Tom Hall’s game Anachronox was released to good reviews but commercial indifference in 2001, he and Romero left the company and the Dallas office was closed. In 1997 a second ION Storm office had been founded in Austin at the request of Eidos. Away from the chaos of the Chase Tower penthouse, the Austin office produced a number of critically and commercially successful games, including Deus Ex and the third instalment of the Theif series. But it wasn’t enough – ION Storm finally shut it’s doors in 2005. All in all, Eidos had spent more than $30m on the company.

On release, Daikatana was vigorously panned. Now that the dust has settled, the general consensus is that Daikatana – while flawed – is not that bad. There were two products on sale, as Romero put it, “One was [the] marketing and hype and the other was the game.” It was a case of the marketing tail wagging the videogame dog. He apologised unreservedly for the advert in 2010. While id remains stuck in the FPS mire (Doom 4, coming soon!), Romero has continued to evolve, making games in different genres for numerous platforms. But he never recovered his former lustre.


Doom changed games in more ways than one. There was the revolutionary programming and design – “the sound and the violence and the speed” (Romero). But there was also the macho, tough-guy posturing. Videogames today – and especially FPSs – are infested with trash-talking nerds. You don’t have to look hard to find that particular mixture of misogyny, racism and social Darwinism espoused by geeks who grew up to become bullies. Dylan Harris had written in his diary that, “everyone should be put to a test. an ULTIMATE DOOM test, see who can survive in an environtment using only smarts and military skills.” But Doom was merely the window dressing for ideas that go back long before bloody videogames or Marilyn Manson, ideas that Harris was convinced were true. On the day of the Columbine massacre he wore a white t-shirt with a slogan written on the back: “NATURAL SELECTION”.

One of the most pervading myths of videogames (and computer culture in general) is that it is a somehow “outlaw” industry. That videogames don’t have to worry about the guys in suits – as a Wired article on id put it – because “there are no guys in suits”. When John Romero was trying to get extra funding for ION Storm, every company he spoke to was enthusiastic about his vaguely structured and enormously ambitious (non)plan. With one exception: Virgin Interactive. Romero said, "Virgin was the only company that immediately said, 'You can't do that, it would fall apart!’”. He didn’t heed their warning, didn't need to. Why take the advice of a company where the guys in suits acted like guys in suits?