Inherent Vice
inherent vice: n. ~ The tendency of material to deteriorate due to the essential instability of the components or interaction among components.
SAA Glossary of Archival and Records Terminology

Archive for April, 2008

What a long strange trip it’s been

Friday, April 18th, 2008

Last week I turned in the thirty pages of writing I did for my Field Exams. Next Wednesday I’ll be sat down in front of my committee for the oral defense. Several other colleagues who were also taking the exam have already passed, so there’s high hopes for me.

It’s also that time of year where everyone has to submit their annual progress reports. I’ve now fulfilled all my course requirements so I thought I’d post the long and winding list of courses that I’ve taken since I started at GSLIS in 2005.

Masters Classes

  • LIS 390 LEB   Libraries, Information & Society
  • LIS 452 LE   Foundations of Information Processing< br/> aka learn how to program in Python
  • LIS 490 GCG   Game Culture & Technology
    This is where I first discovered Second Life.
  • LIS 490 MI   Museum Informatics
    (This is where I built a Second Life Museum!)
  • LIS 501 LEA   Information Organization and Access
  • LIS 507   Cataloging and Classification I
    Ahhh! make the AACR2 torture stop!
  • LIS 590 DHL   Digital Humanities
  • LIS 590 EPL   Electronic Publishing
    XML, DTDs and XSLT, oh my!
  • LIS 590 IIL  Interfaces for Information Systems
    Usability rocks!
  • LIS 590 MD  Metadata in Theory & Practice
  • LIS 591   Practicum: Collections Understanding and the IMLS Digital Collections Repository

Doctoral Studies

Courses counted towards doctoral credits:

  • LIS 590 TKR   Topics in Knowledge Representation (4)
  • LIS 409  Storytelling (2)
    Don’t laugh! Great place to practice public speaking skills – plus lots of fun.

Fall 2006

  • LIS590HF   History & Foundations of Library & Information Science (4)
  • LIS590II   Inquiry Based Learning (4)< br/> John Dewey!
  • LIS590CQ   Computer Supported Collaborative Work (4)

Spring 2007

  • LIS590DRM   Doctoral Research Methods (4)
  • LIS590OH   Ontologies in the Humanities (4)
    CIDOC CRM & FRBR
  • LIS590IU   Designing Information User Studies (4)

Summer 2007

  • Independent Study:   Historic Ethnography of Museum Collections: A Pilot Study (4)

Fall 2007

  • ANTH517   Anthropological Approaches to Memory (4)
  • LIS590PPL   Public Pedagogies (4)
  • LIS590QM   Qualitative Methods in Research (4)

Spring 2008

  • LIS590OD   Ontology Development (4)

Outside

Wednesday, April 2nd, 2008

This is just too funny not to re-blog. Originally appeared on Metafilter and found during my the daily Boing Boing break that I’m allowing myself.

Anxiously awaiting their review of the Outside extension pack, Universe.

originally posted by aeschenkarnos
I’ve been outside. It’s overrrated.

Traditionally Outside receives extremely high ratings by those who like to see others play it, and these people are in many cases comfortably ensconced Inside themselves. Outside was released many years ago, it was in fact the first massively multiplayer game, and yet it has always managed to avoid the double-edged Retro tag. In its favor, continual user updates have kept Outside current; there are always new things to see and do Outside. Participants are permitted, to some extent, to modify their own areas of Outside, which is a large part of the fun of the game. However it seems that in the end one is modifying Outside largely for the sake of it, and having done it, there is a distinct feeling of “now what?”

In terms of the traditional target age content metrics, Outside is remarkably high in sex, violence and challenges to traditional values, despite the strong child-focussed marketing it receives. Many would go so far as to say that for a child to develop the ability to cope with Outside is essential, as long as the harm incurred is not too debilitating. Children injured playing Outside are usually comforted by parents, and soon encouraged to go Outside again; this leads to the conclusion that somehow Outside has escaped any and all of the usual moralizing that surrounds the videogaming industry. One might say that Outside gets a free pass from the Jack Thompsons of this world.

That aside, how does Outside actually rate? The physics system is note-perfect (often at the expense of playability), the graphics are beyond comparison, the rendering of objects is absolutely beautiful at any distance, and the player’s ability to interact with objects is really limited only by other players’ tolerance. The real fundamental problem with the game is that there is nothing to do.

In terms of game play the game sets few, if any, goals: the major one is merely “survive”. What goals a player sets, are often astonishingly tedious to actually achieve, and power-ups and gear upgrades, let alone extra weapons, are few and far between. Some players choose accumulation of money, one of the many point systems in the game, as a goal, but distribution of this is often randomized and it can be hard to tell what activities will lead to gaining points in advance, and what the risks will be.

Other players choose to focus on accumulation of personal abilities, the variety of which greatly exceeds the capacity of any individual to accumulate; again, the game requires players to engage in years of grinding to achieve any notable standard with a skill or ability. Players are issued abilities and characteristics largely at random, and it is entirely possible for a player to be nerfed beyond any reasonable expectation of being able to play the game, or to be buffed to the point where anything he or she does is markedly easier. Unfortunately over time, player abilities tend to degrade, unless significant effort is made to keep skills up. This reviewer cannot emphasise this enough: Outside requires a huge time investment to build up player abilities, exceeding any other massively multiplayer game on the market by some three orders of magnitude.

Players are encouraged to focus on social interaction, which can be engaged in in a variety of ways. In fact it’s extraordinarily difficult to solo anything whatsoever in Outside, apart from basic skill and knowledge accumulation quests. One of the major forms of social interaction in the game is based largely around the addition of new players to Outside, and is both complex and, in comparison to the storyline-driven romance quests of, say, Baldur’s Gate or Mass Effect, they are immensely difficult. Dedicated players of Outside, however, report that the romance quests are among the most rewarding the game has to offer.

The game world is immense, perhaps unfeasibly so. The sheer amount of resources that went into development of the Outside environment is staggering to consider. Outside is a world of tremendous size, containing examples of every known real-world terrain type and inhabited by every known real-world animal. On the other hand it is somewhat lacking in the traditionally expected, more interesting, zones where the developers would be given the opportunity to show off their skills in varying the physics and graphics of the game. There are, for instance, no zones where gravity varies to any significant degree.

The respawn rate of objects and players is ridiculously slow. A dead player can expect to wait for years to respawn, and will be set back to zero assets and a tiny, nearly helpless form. Death is hardcore, and resurrection all but impossible. Outside is not a game for the QQers out there!

In terms of the social environment, almost anything goes. Outside has a vast network of guilds, many of its players are active participants in designing the game’s social environment, and almost any player will be able to find company to undertake their desired group quests. On the other hand, gold-buying is rife, the outskirts of virtually every city zone in the game are completely overrun by farmers, and the developers have so far proven themselves reluctant to answer petitions, intervene in inter-player disputes, or nerf broken skills and abilities. Indeed this reviewer will go so far as to say that the developers are absent from the game entirely, and have left it to its own devices. Fortunately, server uptime has been 100% from day 1, despite there being only one server for literally billions of players.

On the whole, Outside is overrated, and many gamers will find themselves forced by friends and family to play it against their will, but it still deserves a high rating. I give it 7/10, and look forward to improvements in future patches.

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