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	<title>Leigh Alexander &#187; Hype</title>
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	<link>http://leighalexander.net</link>
	<description>on the art, culture &#38; business of interactive entertainment, social media and stuff</description>
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		<title>No Sleep Til Brooklyn</title>
		<link>http://leighalexander.net/no-sleep-til-brooklyn/</link>
		<comments>http://leighalexander.net/no-sleep-til-brooklyn/#comments</comments>
		<pubDate>Thu, 18 Feb 2010 02:17:00 +0000</pubDate>
		<dc:creator><![CDATA[Leigh Alexander]]></dc:creator>
				<category><![CDATA[BioShock]]></category>
		<category><![CDATA[Hype]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

		<guid isPermaLink="false">http://leighalexander.net/no-sleep-til-brooklyn/</guid>
		<description><![CDATA[Have you been playing BioShock 2, the &#8220;sequel to a game that didn&#8217;t need a sequel?&#8221; So&#8217;ve I. No, it didn&#8217;t need a sequel, but I&#8217;m glad it got one. I hope it gets several more. It could be the beginning of something awesome. Don&#8217;t worry, I&#8217;ll be explaining at Gamasutra soon. No More Heroes [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Have you been playing <i>BioShock 2,</i> the &#8220;sequel to a game that didn&#8217;t need a sequel?&#8221; So&#8217;ve I. No, it didn&#8217;t need a sequel, but I&#8217;m glad it got one. I hope it gets several more. It could be the beginning of something awesome.
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<div>Don&#8217;t worry, I&#8217;ll be explaining at Gamasutra soon. <i>No More Heroes</i> didn&#8217;t really need a sequel either, but it got one (and I was also glad of that). All I&#8217;ll say for now is that we ought to get used to sequels to games that &#8220;don&#8217;t need them&#8221; &#8212; and that the trend could evolve into something very positive.</div>
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<div>I&#8217;m busy all the time, especially with my staff at D.I.C.E. I suspect that what people do at D.I.C.E. is play a lot of poker and get supremely drunk. So in other words, it&#8217;s like my life, except my life lacks poker (which I don&#8217;t know how to play), and lacks me having to cover people&#8217;s talks. Props to my colleague, Game Developer EIC Brandon Sheffield, who&#8217;s already got a couple talks from Vegas up at Gamasutra: Astronaut and new-minted <a href="http://www.gamasutra.com/view/news/27274/Garriott_Founds_Facebook_Gaming_Company_Portalarium.php">Facebook gaming boss</a> Richard Garriott&#8217;s <a href="http://www.gamasutra.com/view/news/27283/DICE_10_Garriott_Some_Of_The_Best_Interactive_Dialog_I_Wrote.php">sorta-critique of game narratives</a>, and Davids Jaffe and Crane talking about <a href="http://www.gamasutra.com/view/news/27282/DICE_10_David_Jaffe_David_Crane_Discuss_Casual_Games_Calling_All_Cars.php">their experiences in the evolution toward casual gaming</a> &#8212; Jaffe says <i>Calling all Cars</i> was &#8220;a mistake&#8221;, thanks to &#8220;a casual theme with a hardcore mechanic on a machine people had paid $500 for. Nothing matched up.&#8221;</div>
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<div>Speaking of evolution, remember that whole &#8220;virtual worlds&#8221; thing, where everyone wanted to interact in browser-based 3D environments with avatars? That lasted like, 12-18 months, didn&#8217;t it? I feel sorry for the venture capitalists that are still buying that line (and for Sony, which appears to have some <a href="http://en.wikipedia.org/wiki/PlayStation_Home">very expensive lemons</a> with which it <a href="http://www.gamasutra.com/view/news/26549/Microtransactions_Here_We_Come__Sonys_Home_Launches_First_Freemium_Game.php">must now make lemonade</a>). </div>
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<div>A couple years ago when I was <a href="http://www.worldsinmotion.biz/2007/10/2008_worlds_in_motion_summit_a.php">running the inaugural Worlds in Motion Summit</a>, I <a href="http://www.massively.com/2008/02/18/gdc08-leigh-alexander-introduces-us-to-worlds-in-motion/print/">got up in front of a room of all these starry-eyed venture-funded kiddoes</a> (ignore the awkward pic! I thought we were friends, Zonk!), and &#8212; okay, it was a bit nervy for a journo to do &#8212; demanded that they prove to me why I should believe in their promises of a 3D web, an avatar-based future. I was skeptical that anyone wanted a &#8220;3D web&#8221; or to &#8220;democratize content&#8221; or anything like that, and what I saw was a bunch of people who had actually gotten someone to fund their fantasy that Neal Stephenson&#8217;s Snow Crash could be real. </div>
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<div>A little bit thereafter at Austin GDC, where I had less involvement in the Summit, I <a href="http://freetoplay.biz/2008/10/01/leigh-alexander-news-director-of-gamasutra-talks-free-to-play-trends/">told FreeToPlay.biz</a> I thought Web 2.0-types should &#8220;evaluate their substance&#8221; and take more lessons from the gaming biz. Now it sure looks to me like a lot of the buzz and enthusiasm around so-called &#8220;virtual worlds&#8221; has been transmuted into iPhone and Facebook gaming. </div>
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<div>Just look how many game developers have gone into those spaces: The dude who made <i>Klax</i> (<a href="http://www.gamasutra.com/view/news/26800/Interview_It_Is_2010_And_There_Is_Time_For_StarBurst.php">read my interview with him</a>!) A couple guys from Rockstar Leeds, who<a href="http://www.gamasutra.com/view/news/27257/Rockstar_Leeds_Developers_Form_iPhone_Studio.php"> miss the sense of agency</a> that comes with grass-roots bedroom coding. Flippin&#8217; Richard Garriott! Sid flippin&#8217; Meier is even <a href="http://www.gamasutra.com/view/news/25747/Sid_Meier_Announces_Civilization_Network_For_Facebook.php">putting </a><i><a href="http://www.gamasutra.com/view/news/25747/Sid_Meier_Announces_Civilization_Network_For_Facebook.php">Civ</a></i><a href="http://www.gamasutra.com/view/news/25747/Sid_Meier_Announces_Civilization_Network_For_Facebook.php"> on flippin&#8217; Facebook</a>! </div>
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<div>This, this I am interested in &#8212; especially when you see publishers like EA plainly state that they depend on success in this small-digital space for their survival. </div>
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<div>I used to snicker a bit at <a href="http://terranova.blogs.com/terra_nova/2009/10/new-facebook-patch-nerfs.html">dudes saying things like &#8220;Facebook is a virtual world.&#8221;</a> No, Facebook is a social network. Virtual worlds are also social networks, and it turns out that Facebook is a method much simpler and more intuitive for social networking. People just want to be connected to each other in the most accessible way possible. Nobody wants the Web to be a world, a game, an &#8220;environment&#8221; or a &#8220;user-generated content space.&#8221; They just wanna get shit done. </div>
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<div>I was one of the earliest business writers on Web 2.0 &#8212; one of the earliest <i>neutral </i>ones, at least. I remember getting into arguments with other journalists at events: I&#8217;d argue that Second Life was only relevant to the people that &#8220;lived&#8221; in it, and they&#8217;d argue back how wrong I was. The argument would soon reveal that they owned a business selling virtual fashions in Second Life, or selling virtual kits that could make their avatars into hermaphrodites or whatever. Not that there&#8217;s anything wrong with that, but I think a very vocal super-minority made a lot of people feel like this avatar thing was way more important than it is.</div>
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<div>I did say that I hoped that a lot of lessons from the virtual-everything gold rush got transmuted wisely into the larger games business, and I think that&#8217;s happening. Some bubbles pop, some don&#8217;t, but mostly what happens is a lot of subtle evolution. All of this industry fragmentation is really good both for core games and for social games. It&#8217;s exciting, and I&#8217;m glad I don&#8217;t have to interview anyone who uses their Second Life picture as a real picture anymore.</div>
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