Linden Lab has a new vice-president of Marketing (though no word as to whether she’ll be working in the Lab’s marketing headquarters in Amsterdam as yet). Much is being made of the fact that she’s late of Activision-Blizzard.
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Acclaim Enertainment was a notable video-game publisher from 1987 to 2004. After a history of lawsuits, talk of shady dealings and piracy, and criticism for tasteless and offensive advertising campaigns, Acclaim Entertainment finally was faced with falling sales, and mounting debts. Games publishers have been making increasing amounts of noise about the used market for games. So, let’s look at another industry example. Mafia II is a third-person action-adventure video-game following the fictional story of a man of Sicilian descent who joins an Italian crime family in the period around 1950, a time when Italian crime families were near the height of their power and influence. It’s a familiar theme, having been portrayed in books, games, movies and television for decades. UNICO National, the largest Italian American service organisation in the USA who have never seen or played the game, nor apparently been in contact with anyone who has (because at the time of their complaint, it had not been released) are calling it “a pile of racist nonsense” and demanding that the game not be released until all Italians and Italian-Americans are removed from it. It strikes me that this would result in a rather substandard story.
Anyway, Alganon went free-to-play last Friday, so I figured it was time for another look. Over the last few hours, rumours have been circulating that the entire development team of Project: MyWorld were laid off due to an inability to secure publisher funding for the project. Jump to the new comic, or new readers can click the banner to begin at the rather rough beginning: DRM, in its form as copy-protection for computer games is completely backwards, and accelerating rapidly in that direction.
An orphan in a sprawling ancient city that teeters on the uneasy knife-edge of steampunk technology and magic, Garrett grew up on the streets picking pockets and cutting purses. One day, he tried to cut the purse of a Keeper. The Keepers are a secretive organization that strive to maintain a balance of the various forces and factions, their own powers revolving around mysterious, powerful glyphs, and a jumbled series of prophecies foretelling what is to come. The Keepers have a substantial complex within the city, but it is guarded by their glyphs, and nobody ever notices that it is there. Likewise, a skilled Keeper may pass unseen through a crowd, not invisible, but unnoticed. So, that Garrett saw the Keeper at all, let alone got close enough to try to snatch his purse, it was remarkable indeed. The Keeper lured Garrett with the promise of a better life, and Garrett became an acolyte in the Keeper order. There, he was trained, was subjected to the Keeper’s strict rules, learned little of their secrets, and heard much of their lies. Garrett abandoned the Keepers and returned back to the streets, exercising his new skills as a professional thief. An amateur steals for themselves, a professional steals for another, and the decadent old city was full of intrigue, and jealousy, and all manner of things that people with money wanted for themselves, but that could not be bought. Garrett delivered. When he was hired to acquire something through his network of fences and contacts, that thing softly vanished from its place. Walls and guards and locks and hiding places did not stop him. He was, as some said, the greatest thief the city had never seen. |
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