Showing posts with label Facebook. Show all posts
Showing posts with label Facebook. Show all posts

Thursday, September 29, 2011

Social Networking Sites: Change, Privacy and Controversy.

In the course of an average day, I spend quite a bit of time using social media. This site, in a way, falls into that category. Facebook, Google+, Tumblr, Twitter, Reddit and StumbleUpon form a part of my daily computing that is just as important as blogging, gaming or email online. Whenever there is a controversy with one or more of these sites, it is usually as a result of something changing. Facebook changes privacy options or redesigns the user interface, a site has trouble maintaining uptime, makes inappropriate use of user information, or policies are adopted that the public objects to, sometimes very vocally. In the past weeks, there have been a lot of angry social media users and a lot of controversy happening at a few of the most popular sites and services. I'd like to summarize a few of those and talk about what the issues are, and what, in my opinion, they mean (if anything.)

Google+ and Real Names:
Google has dodged the wrath of the rich and powerful by not really requiring
"real names", just the "name you are best known by in daily life."

This controversy is the oldest of the ones I want to talk about, but since it is ongoing, it remains as relevant as the others. When the new social networking site was launched, it was embraced by many of the standard early adopters. Among the tech-savvy people who got in early were many bloggers, myself included. This highlighted one of the drawbacks to Google's answer to Facebook: No pseudonyms. Many bloggers prefer to only be known by the name given their internet identity, and with Google+ giving people the ability to add people whose opinions they'd like to hear without worrying if they'd get an add back, it seemed to be a good platform for online celebrities. If someone is only known by their online identity to a large audience, a profile tied to their real name isn't much use.

The debate over online anonymity goes beyond whether I'd rather have my Google Plus account under "Docstout" or not. There are many people online who cannot express their opinions without danger to themselves and those dear to them. Political dissenters, whistleblowers, victims of abuse or harassment, or anyone with an unpopular opinion are all the sort of people silenced in the name of "People are nicer without anonymity." These people cannot protect themselves, but 50 Cent is allowed a profile under that name in a disgusting display of inequality. Google+ finds itself in the position of protecting the wrong people and things. This is likely because their strategy for integration of services across Gmail, Google + and the rest of their online presence hinges on virtual "ownership" of people's online identities, and that product isn't as valuable if you aren't who you say you are. Unless you are wealthy and/or famous, of course.

Facebook Rolls Out Changes, Affects User Privacy (Again.):


Facebook has done stuff like this so much, it is hardly news anymore.

Google isn't the only company attempting to stake a claim in the online presence of its users, and their attempts to use that information has, over the years, resulted in many privacy scandals. User's names and photos in targeted advertising, how and when you use the social network, and even where you are physically present are all related to ever-changing privacy settings. The least private settings are set as defaults, with users constantly needing to "opt out" of having personal information shared with acquaintances, strangers and large companies. The latest round of changes put a mini-newsfeed showing virtually every action your friends perform on the site, including comments on pictures or the status of people you may not even know.

The anger over these changes seemed for the most part directed at things being visually different, which isn't anything new. Missed in the outcry is a simple fact that most people don't understand about Facebook. The reason the site is able to remain free to use, well maintained and with new features constantly being added is that Facebook users aren't the customer. Facebook users are the product being sold. I find the small amounts of personal information I allow the site and its partners to use is a fair trade for what I get out of the deal, but I recognize the arrangement for what it is. Wherever possible, I limit sharing of what I don't want shared, opt out where I can, and recognize that the many people who won't go through the steps to do that make the scheme profitable, so it is unlikely to change or go in another direction.

StumbleUpon Removes Blogging and Theme Features:

Et tu, StumbleUpon?

This is the newest of the controversies in Social Media, and one likely to impact me personally, if indirectly. I was a StumbleUpon early adopter, I've clicked the Stumble button over 76,000 times, and quite a bit of my traffic to this site comes from the service. I've never really used StumbleUpon's themes or blogging features, however, and these specific services will soon no longer be offered. Profile Pages will be limited to text and an avatar image, comments will be text-only instead of allowing HTML, and overall functionality beyond sharing sites with the network will be diminished. Most of the services that put StumbleUpon in the Social Networking category at all will be severely limited or cut completely, and many people are moving on. For every person that stops using the network, it gets a tiny bit weaker.

Why would a company do that? It seems that these features require time and money to continue to support through maintenance and helpdesk issues, and there aren't enough people using them to justify an expense. The style of blogging on StumbleUpon has mostly been replaced by Tumblr, with reblogging/sharing content and posting photos with brief thoughts about them. Removing these features means less time patching the security vulnerabilities their existence creates, and more time focusing on the core concept of StumbleUpon, which is delivering sites based on what someone likes at the press of a button. I don't like the idea of a mass exodus from the network, as the content is fresher and more varied in scale with how many people participate, but I understand the reasons behind this controversy in general.

Yeah, it is pretty much like that.

What these three stories have in common is, of course, money. Things that make users upset or angry are being changed anyway because even with those who leave over the situation, there is a profit to be made in going a certain direction. Every person needs to decide for themselves where their personal line is between what they get from a free online service and what is done with that service in order to make it a profitable business. In the next few years, whichever site can best balance its need to be profitable with keeping a large base of users happy will likely be the most successful in the long run.

Thursday, July 7, 2011

Civilization: I don't quit playing, I go into remission.

This week in PC gaming, two things happened in two days for me. As a result of the Steam Summer Sale and the generosity of a good friend, I received a copy of Civilization V on Tuesday. Yesterday, Sid Meier's CivWorld for Facebook went into Open Beta. Playing so much Civ in two different forms in the last few days got me to thinking about my history with the franchise. I've now played every PC civilization title in the “main series” (excluding Call to power or any ports of console/moblie versions) and have played several board games based on the concept. They are always intensely addictive, and I never really stop playing a title entirely until the sequel comes out.

The pharaoh pictured is actually buried beneath all the work that piled
up for him while he was playing Civ. 

The original Sid Meier's Civilization was published by Microprose in 1991to immediate critical and commercial success. Starting as a group of nomads with the bare minimum to found a small stone age settlement and protect it, the turn based strategy game challenges the player to “build an empire that will stand the test of time.” Cities are founded, buildings within them created and the population is managed as military units explore and possibly go to war with other fledgling empires. Scientists labor at technological advances from basics like pottery and the wheel, through ages of time to building electronics, tanks and even nuclear weapons. Special bonuses are given for the civilization to first create “Wonders of the World,” projects of great cultural and historical significance such as the Great Wall and the Pyramids. Victory can be achieved through military conquest or technological supremacy by sending a successful colony ship into space.

As sequels to the game were released over the years, refinements and additions to gameplay and graphics improved things in many ways. “Great people,” individuals born with the ability to impact history in some way were added. The concept of culture as a tangible and trackable statistic used for slightly different things in different incarnations of the game was incorporated. New victory conditions, special powers for each of the cultures you may select at the beginning of the game and changes concerning politics, diplomacy and trade developed from sequel to sequel.

If your neighbors bug you, blow them up.

Civilization V made some significant changes in the gameplay of the series with a cleaner interface, a move from square tiles to hexagons, and a different approach to combat and diplomacy. For the military-minded civilization player, the largest change is the elimination of the “stack o' doom” where piles of units could be stacked up in the same location. Deployment is more strategic and combat more dynamic with a limit of one unit per hex and ranged units able to fire over close combat units in support. On the diplomacy side, city-states have been added, single city nations who are not working towards a victory condition and with whom trade, war and negotiation is possible. Each opponent is working toward their own victory condition, and if you are ahead, it may be difficult to convince one of the other great empires to work with you. They don't want to lose any more than you do.

It is also worth mentioning that multiplayer support is better than ever, with the addition of single-computer hotseat play to internet and LAN gaming options. Community mod support is in the main game's interface, making it easier than ever to explore and use content created by fans of the game and pick and choose what you want to add to your experience. Downloadable content options include official “Cradle of Civilization” map packs and civilization expansions, adding more options to the already fairly robust set of features in the base game. Overall, between the gameplay changes, graphical updates and features both new and refined from previous games impressed me a lot, and I'm sure I'll disappear into this one for some time to come.


On to CivWorld on Facebook, a social game that made a whole lot of promises, and I believe that it delivered on quite a few of them, but it is not without its flaws... and one of them may be the game's Achilles' Heel. A lot of gamers have strong feelings about social media casual games. I neither love nor hate them as much as a lot of folks who have written about them, I can take or leave them, and see potential in the genre. Most social games are individual affairs with limited cooperation or competition with friends on the social network, and no real overarching goal aside from “get farther/do more.” That's not inherently bad, as the same can be said about a lot of other gaming, including many rpgs. CivWorld is collaborative and competitive with each player running a city, joining a civilization and contributing to their nations success or failure against other civilizations made of other players.

The elements of building up cities, collecting resources and armies and reasearching new technologies are all present. Culture, great people and wonders of the world are rolled up together in a single system where culture contributes to the birth of great people and great people collaborate on Wonders for their civilization. Cooperating with many other players to win “era goals” as time goes on is legitimately fun. Minigames exist to get a little extra science, culture or gold, and gold coins can be used to purchase extra production, food to increase population and military units, among other things. There's a good balance between “sit and play all the time” and “log in now and then for a few minutes: in terms of contributions.

The dangers of not investing in a military are disastrous one-sided conflicts.

There are a few downsides to launching this sort of game on this sort of platform. Though there are multiple paths to round victories, civilizations with large numbers of players find achieving many of those goals easier. The network stress of so many people playing also sometimes makes unusual and frustrating glitches happen, especially with joining or leaving a civilization. The thing that I like least is the method that in-game currency purchased with real money can be used. Though there is a limit on how much can be spent daily, “CivBucks” can be directly spent to get more resources usable toward victory. A Civ with multiple people willing to do this is at a competitive advantage, and you are also individually ranked in the game, something that CivBucks can affect directly. This leaves kind of a bad taste in my mouth, but I'll continue to play for free for as long as it is fun. At least they didn't commit the Cardinal Sin, in my mind, of requiring a player to spam or recruit friends in order to progress.

Overall, the play with history and strategic empire-building in a turn based environment is something both of the games I started playing this week do fairly well, and I'll stick with both of them for the time being. I remember waiting for Civ IV on launch day, the tragedy of accidentally breaking my play disc for Civ III, and how many times I lost all track of what time it was telling myself “Just a few more turns.” For now, I'm off to look in on my Greek Empire. We just discovered machine guns and the nearby Romans are rattling their sabers... which is appropriate, because that's about all they've discovered in the way of military technology.