The Gamer’s Quagmire #64: An MMO With Sprinkles on Top
Everything you wanted to know about gaming, and less
by Jamison DeLorenzo
We have all been witnesses to the recent acquisition of Blizzard and the attempted acquisition of Take Two. Both of these companies are rumored to be in the development stages of a new online game, and these speculations have largely revolved around Starcraft and KOTOR. Whether you believe these rumors or not is your decision, but a new rumor popped up recently which has caused me to recall an article I wrote back in 2003 about the very same subject - a GTA MMO.
I went back and re-read my old article and discovered two things. First, my sense of humor in these rants of mine has changed a lot in even as little as two years. Second, the points I attempt to drive home now are a lot more coherent. That’s the price you pay for being a writer who is a lot more raw than polished. There were, however, some interesting points I made four years ago about what a GTA MMO would be like. Now that I have a lot of experience in playing in the genre it’s time for me to spruce up some old ideas and figure out how this game could work.
I know what you are thinking - come on, not another GTA article!? This topic is repeated a lot, but, to be completely honest, it gave me an opportunity to spruce up an old idea that, frankly, needed some polishing. It also allowed me to put a lot less time into putting together a solid article this week. Sometimes being lazy can pay off, and a retrospective on my old musings has been enjoyable (at least, for me it has). At this point let me make a solemn promise not to write anything more about this franchise until the last week of April, when GTA IV hits the ground running.
While I believe that the GTA MMO concept is probably not in development or even in beginning discussion stages, I believe that the primary reason people are drooling over this, aside from an overwhelming love of the MMO genre and GTA, is the very noticeable lack of a multiplayer capability in the franchise since GTA 2. Anyone who played these games on the PC knows how much fun deathmatches, cannonball races, and killing ice cream men can be. Who would be odd enough not to enjoy that type of good-natured fun? The good people at Rockstar North finally figured this out, and now people are salivating over the inclusion of multiplayer in the impending GTA IV release.
And while I do not have a problem with the ice cream man, or Van Halen, I have had a bit of a problem thinking about GTA as an MMO. My initial thought was along the lines of finding the person so I could test out my brand new nightstick, but after a couple seconds I decided I would be remiss to dismiss some idea like this (who knew I had the capacity to put together a hip-hop album?). I put away my nightstick and began thinking about how such an idea could be brought to fruition.
The types of character classes and opposing factions are pretty much the most important aspect of making an online game deeply immersive. Playing as the traditional thug is the obvious choice, but there are other interesting ones too. There should be the ability to play as cops, major and minor gang leaders, business owners, pimps, or other low-level thugs. All of these jobs could build off each other in working to build an impressive - how would Fat Tony put it - mafia crime syndicate.
In terms of what could be done as part of the general level grind I expect a lot of the standard stuff you see in most MMO’s. There would almost certainly have to be some generic NPC gang activity like there was in City of Heroes, but there does need to be a GTA spin on it. I came up with a couple minor things to consider, but I think they begin to set the tone for a larger GTA universe. Imagine holding up a jewelry store only to have the clerk pull out a Colt Python as soon as you turn your back to leave. Imagine an ambulance driver slashing you with a katana when trying to hijack his vehicle. Better still - imagine some psychotic soldier driving around in a Hummer running people over at will.
I also thought about basic skills and professions, and San Andreas started to tap into those ideas. When Rockstar talked about the RPG elements in that game they referred to your stats (swimming, running, muscles, etc.). I don’t see why those couldn’t be basic skills that several classes in a GTA MMO have access to, but there are plenty of ideas there. The professions are what interests me more, and you can have varying weapons specialists, drivers, brawlers, and grenadiers for all fighting classes. Gang leaders could specialize in recruiting, entrepreneurship, and negotiations. It’s all very doable.
Car theft is a major element in the basic game, so I’m betting that cars, along with people, would have to have a pretty good respawn rate. While that part is not that interesting I will state that watching many people get into ugly PvP battles over stealing a single car could be a boatload of fun. Contributing to overall mayhem in battles against cops could also be fantastic.
Using a PvP angle along with building your syndicate’s influence, the battle over various businesses would be great. This is a concept that Mythic Entertainment calls RvR (Realm vs. Realm) battles and has placed this into the core of Dark Age of Camelot and Warhammer Online. I would argue that this dynamic would be perfect for an online GTA game. Instead of just businesses, however, you could also control another form of ownable property - the gang hideout. All of these buildings could constantly be fought over by competing factions to shift overall control of a city. Keeping control over these buildings may be trickier than getting someone to laugh while watching A Night at the Roxbury, but it would be very competitive and entertaining PvP.
Going back to four years ago I didn’t think that there was a reasonable way to put together a GTA MMO, but today I am starting to believe that there is something to this idea. While these ideas are a bit scattered and light, they should make any eager readers think that the overall game concept could theoretically work. Years of experience playing the genre do wonders for being able to put together ideas like this. With enough effort and innovation this could be a very popular game. With all the innovations the franchise has already brought to the table this move might be the last great innovation Rockstar can bring to the table with their primary cash cow. Even if that meant the end of the GTA franchise as we know that would be just fine with me - so long as it was still a lot of fun to play.
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March 7, 2008
The Gamer’s Quagmire #63: The Inaugural All-Uninspirational Gaming Awards
Everything you wanted to know about gaming, and less
by Jamison DeLorenzo
One of the great ideas that I have supported for a long time, the Ironic Punishment Division, is something I find myself wanting to write about multiple times per year. While it always felt like a genuinely funny idea, it never felt like a legitimate one until its appearance in Halloween Special IV on the Simpsons. The only time this idea has worked its way into any of these articles to date was when doling out ‘appropriate’ punishments in a lawsuit several years ago during one of the many media-grabbing lawsuits involving video games and a shooting.
There has not been anything recently that has prompted me to want to repeat this type of article, thankfully, but I feel like there have been a lot of strange reports in the gaming industry that makes me believe that writing such an article is the right thing to do. As such, this week’s edition of the Quagmire is an amalgam of recent events and how I perceive them. While they’re not necessarily punishments they are in a similar vein.
(In other words, there isn’t any one topic this week that is remotely grabbing my interest on any deep level)
The Developers Arms Race:
EA purchases BioWare and Pandemic. Activision purchases Blizzard. Now EA is going after Take Two. Correct me if I’m wrong, but God didn’t smile too kindly down on the Tower of Babel, right? There must be a serious inferiority complex in the industry if all these developers are being sucked up by the industry juggernauts. I mean - there does not seem to be anything to stop these two companies from being bitter enemies and swallowing the industry whole. How can this be a good thing?
At what point would either EA or Activision be satisfied with the amount of developers under their respective iron fists? Why do developers like BioWare or Blizzard feel like it is in their best interest to work for these companies? Blizzard has to be, almost literally, swimming in money with World of Warcraft being the success that it is. What can their motivation possibly be?
This trend scares me a lot, as I’m sure it does many people. If over $150 million dollars gross isn’t enough to stay relatively independent then how much trouble is the industry in?
Solution: It is time to implement some Tyler Durden justice here. No no, nothing violent! Every one of these conglomerate developers needs to be leveled back to ground zero and they all need to start over. The gaming industry produced a lot more interesting fruits when everyone was smaller and competing with each other. It’s true that development costs are much higher now, but every company already has development kits and working relationships with the console manufacturers.
In short, you have what you have and everything else goes away. We should do this every one or two console generations to keep the playing field level and to keep companies from becoming unstoppable intergalactic developer black holes.
Jack Thompson and EA:
First he was annoying. After some time he became funny. After having a suspended license, being called out by Penny Arcade, and still shooting his mouth off he was a running joke. Now we’re at the point where the running joke is just annoying and we want it to exist in a small corner (under a blanket, inside a very small box, inside of another box…) of the universe.
Basically, Jack Thompson has followed the path of the Energizer Bunny (too bad it is not a fabled RPG career arc). I am old enough to remember when both of these gags started in the entertainment industry. Anyway, now Jack wants to be a part of EA because they want to buy out Take Two, Jack’s mortal enemy. On top of his other spectacular failures he’s being, rightfully, snubbed in this move. He’s been viral for a long time, but now it looks like all other potential enemies of Rockstar want nothing to do with him (along with the Bar Association).
Solution: There is not a whole lot you can formally do here, but that doesn’t mean satire cannot help. If you have been to ThinkGeek at all and are a fan of Office Space you know about the Initech No Talent Ass Clown Award. We need a website to create a running list of worthy recipients of this award. I don’t think there’s any question Jack should be an award winner (and a potential inaugural lifetime achievement award winner).
Street Fighter IV:
I try to get excited about games that I worshipped as a kid. Fighting games can be a ton of fun, and Capcom struck platinum (it went far beyond striking gold) with Street Fighter II. Approximately 3,420 iterations of the franchise later, maybe 2 of them being mildly interesting, there is noticeable buzz surrounding Street Fighter IV. Why exactly are we supposed to care about this game?
Oh, right - it’s a 3D fighter now! This is innovative for the Street Fighter franchise, but more of a Rip Van Winkle-esque RSVP to the modern console fighter party. The artwork does a decent job of keeping the old Street Fighter II cartoony look while adding some ruggedness to each of the classic characters. Unfortunately, nostalgia alone is not going to make this game work. Perhaps if Capcom stopped going to this well so frequently there might be something left here.
Solution: Here we need to employ the Old Yeller approach. Street Fighter is an old dog now. We had a lot fun with it as kids. It’s run around everywhere and has become old and tired. If I this were 1995 I might be excited about a fresh entry in the franchise, but the reality of the situation is that I’m bored to death of Street Fighter. If this game doesn’t offer anything new then it’s going to be received as well as GoldenEye: Rogue Agent.
Here’s my main point: it’s time to take this franchise out back behind the barn and let it never be heard from again. Don’t cry. Don’t fret. There is no need to weep - there are plenty of solid fighters out there that will make you much happier than this franchise possibly could. It’s time to get a new fighter.
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February 22, 2008
The Gamer’s Quagmire #62: Rewards Systems as Mandated by Yoda
Everything you wanted to know about gaming, and less.
by Jamison DeLorenzo
Achieving something great in a game has been a fascination of mine for a long time. The first order of business, ironically, is having fun. It is difficult to pinpoint the transition period from enjoying games and excelling at games. I believe that this sentiment about excelling in gaming is the central ideal that makes a gamer a hardcore gamer, and stage 1 of a social disease that can escalate from Adventurer’s Perfectionist Disorder (commonly known as APD) all the way up to Elitist Gamer Syndrome.
Console video games were in their infancy when I started my gaming habit. Kids growing up today get to experience a much more polished medium which is just starting to become mainstream. No, the intent here is not to start the crotchety old man routine; not today at least. The goal here is to unite gamers by talking about what drives them to play games. If you understand why Final Fantasy VII isn’t complete before you have Knights of the Round or why Super Mario Galaxy isn’t done before you collect 120 stars you know motivation as I do.
For several generations of consoles the gamers that wanted to unlock everything in the game they could just go ahead and do it. Nobody needed to ask the Ocarina of Time fans to collect all of the hearts. Nobody taped Devil May Cry fans to chairs before getting an S rating on every stage. Nobody held a gun to my head to force me to complete Castlevania IV without dying. Gamers did these things because they wanted to.

Luckily we now have a world of gamers clamoring to prove that they can play all of these games better than anyone else. I realize that this drive isn’t new, but the ability to advertise these accomplishments across the world is. The advent of Achievements on Xbox Live is this semi-official place where gamers can prove who the better gamer is by completing more in-game feats than other people and posting high scores for the whole world to see.
In a matter of speaking the idea of achievements can be a good thing. Anybody who talks trash in message boards now can be more easily ignored (of course, if you ever listened to these people you are the central part of the problem) because without the proof that Achievement Points provides they have almost no way to back up their talk. Granted, there’s no law that tells you that you should listen to these people (and common sense tells you that you shouldn’t), but having extra ammo for someone who truly annoys you, such as an incompetent amphibious wingman, is never a bad thing.
I can’t say that the notion of Achievements is a bad thing, because sometimes gamers need extra motivation for doing certain things in games. Unfortunately, a lot of the 360 Achievements you see resemble the completion of an entirely fruitless endeavor. Crackdown, on top of one of the simplest and enjoyable games on the 360, has several achievements that make me question a few things. You get achievements for maxing out your stats, blowing up enough bad guys, taking down each crime syndicate, collecting all of the ability orbs, and even climbing to the top of your headquarters. Look closely at these items before continuing to the next paragraph.
My contention that there are three types of Achievements in existence: the wholly pointless, the painfully obvious, and the surprisingly noteworthy. If you do not believe me, let us walk through this together.
The first category, the wholly pointless, is obvious: climbing to the top of the HQ in Crackdown, while fun and entertaining, is pointless. I never would have thought to do it if it were not in the game, the developers wouldn’t have put it in had there been no Achievement system, and it serves no purpose whatsoever. There is a heightened sense of vertigo when climbing the tower that provides some entertainment, but the reality is that if it was never in the game I don’t think anybody would have cared considering the complete lack of any real reward other than finding another creative way to get gamers to jump to their untimely deaths.
The second category, the painfully obvious, is… what it is: taking down each crime syndicate, as a prime example, is already a requirement for completing the game. Why is this a noteworthy action? Is there a point in rewarding players for not being hopelessly moronic? It may make sense to promote idiots into management, but we are talking about video games here. At least in this scenario nothing gets taken off of the table.
Achievements that create a false sense of gameplay, thus taking something off the table, truly annoy me. In Mass Effect there is an Achievement for achieving Spectre status. In reality this is just like the previous Crackdown example, only it implies that it might be possible to somehow avoid achieving this goal (hint: it’s not). I had to change how my character reacted with others because I thought my dialog choices would screw up my chance to become an all-powerful Spectre. Maybe paranoia is to blame, but I steadfastly maintain that placing a sense of fear into gamers for the sole purpose of supporting the Achievement system is faulty. This situation becomes highly untenable when training to become a Jedi - Yoda would not be pleased.
(Subtle Star Wars joke - it’d been far too long since I used one)
The final category, the surprisingly noteworthy, comes along with items like collecting the ability orbs and maxing out all of your stats. Again, you are going to do these anyway for the same reasons you collect all 120 stars as Mario in Super Mario Galaxy. You hardly need to do this to complete the game, but you want to because it separates you from the pack. The attraction of others seeing that you did this does add a sense of accomplishment to the feat that is nice, albeit an inflated one. Rewarding this type of gaming behavior, unlike all other scenarios, is to be lauded.
The truth is that I am a fan of Achievements, but only when done properly. Game developers should not add Achievement points to a game just to support an artificial structure. If the points meant something then ranking players by those points would make sense. Instead we have reward points for people who fail a song 10 times in Guitar Hero and survive in open combat (you are an assassin!) for 10 minutes in Assassin’s Creed. These people should not be rewarded.
Mass Effect is, with small exception, a great example of how to use the system. It supports the Live Achievement system the way games should because most of the rewards unlock extra gameplay options for the player. Gamers like me who have APD know that if you give the player any reason at all to complete a task they would gladly do it. In an RPG the reward is almost always some form of loot or a new spell so that is easy, but if the reward is just a pat on the back for doing something insane I would just as soon grab that same arm and slam the would be back-patter to the ground.

One final point before today’s lecture is complete. I realize that the Mario example is not entirely pulling its weight here anymore because you do not need this to complete the game. What it does do is unlock playing the game as Luigi and offer a true sense of completion (imagine getting points for collecting 20% of the required stars). When your special rewards system recognizes achievements such as this then you have a system that has some meaning. Instead we have a system where you get into arguments revolving around your ability to complete tasks ranging from the deranged to idiotic, and I am tired of explaining that Live Achievement points have absolutely no value whatsoever. It is like winning a ton of tickets playing Skeeball in an amusement park without a ticket counter.
Then again, if you manage to satisfy your ego by completing utterly pointless tasks, then maybe the system already has an inherent sense of meaning to it.
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February 15, 2008
The Gamer’s Quagmire #61: Repeatedly Shedding Tears
Everything you wanted to know about gaming, and less.
by Jamison DeLorenzo
Every once in a while my friends over at The Guardian Games Blog manage to hit up on a topic that forces me to hunker down in my cave and take a lesson to heart about gaming. Not only does this get my creative juices flowing or allow me to have a good internal debate, which some people might think is a clear-cut sign of schizophrenia, but it also proves that there are sites out there that far more than just some reiterative drivel. Posting news about games is one thing, but getting people discussing a game or some gaming-related topic to me is a sign of a successful gaming publication.
Today’s topic in question comes from a non-archaeological dig about the most recent Devil May Cry game, a franchise that has been toiling in repetitiveness due to the overwhelming popularity of its original incarnation back in 2001. The core element of fun in this game stemmed from taking a standard hack and slash style of gameplay and throwing in the overdrive combos that propelled the 2-D fighter known as Killer Instinct back in the 90’s. Basically, if you like beating the ever living tar out of enemies and a dark story arc then the Devil May Cry games provide something you’ll enjoy. At iteration number four the core integrity of this franchise remains in tact.
Having gone through the first and third entries in the franchise, the question remains whether the fourth is going to be worth it. The game is getting fantastic reviews and people are scarfing it down, but I cannot help but wonder if this is game actually adds anything at all to the mystique of the franchise or if it is just the same old slop that gamers are expected to gobble up from the Troth of Formulaic Gaming (+1). It’s not that I don’t have an appreciation for hard work in the graphics department, but in games like this I wonder how much time can be spent admiring the architecture while a plethora of enemies rip me apart like a pack of lions. This, I would argue, is rather counter-productive when trying to complete the game.
I’d love to extol the virtues of the game to you here, but the main point I am driving at goes back to a question that was raised several days ago on the link given to you. The question in question (word games are fun) revolves around how much depth a game like this has. There are lots of combos that you can perform and a lot of enemies, but once you find a sequence of moves you like to unleash how much of the game is repetition versus new content? This hardly a new question for any game in the hack and slash genre, so in a sense it is a little asinine to bring up for this game. However, the question remains because there is this notion coming from critics that DMC4 is the best entry in the franchise because of its depth.
Assuming for a moment that people are not just fawning over the visuals, comments like these force me to ask why this game should be considered deep. For this style of game all you need are unique level design, interesting boss battles, intense battles, and good combo mechanics to make it succeed or just be a foray into mayhem and wholesome fun. I am unsure how a game of this type can be widely construed as deep. Is the battle system so flexible that you can go absolutely nuts delivering combos? Is the story RPG-level engrossing? Are there a ton of unlocks in the game that alter the gameplay drastically? Perhaps all of these are true to a point, but a counter question that is worth asking is at what point does a game cross the line from depth and become repetitive?
Puzzle Quest, as an example, is a unique game which molds a simple RPG with Bejeweled (together at last!) for a unique and compelling experience. The game is fun and interesting, but I hardly consider it to be deep. Leveling up is not quick by any stretch of the imagination, which is more than acceptable in an RPG, but the battles are beyond tedious because of their length. After 20 levels you gain abilities at such a slow rate that long-drawn out battles that tend to drag on much in the same way the movie Titanic does, only, somehow, much more painfully. I chose that image because both objects in question end in catastrophe and could have been great, but in reality lacked any meaningful depth.
At the end of the day I think gamers tend to see depth where they want to (which generally makes them lousy deep sea divers). Every genre tends to offer depth to some degree. Whether you gravitate towards RPG’s (story, abilities), MMO’s (PvP, abilities), FPS’s (PvP, weapons), fighters (combos, replay value), or any other genre you will find a certain level of depth to it. A game being particularly deep will not intrinsically interest any gamers if the genre does not line up with their interests. On top of that a game that lacks any form of depth will largely be very boring to many people because performing the same remedial task for hours on end for some unforeseen purpose suffers from what I like to call Office Space Syndrome (i.e. fun to watch, painful to endure). Games that suffer from this ailment in varying degrees include Assassin’s Creed, Halo, SimCity, Guitar Hero, and StarCraft.
Keep in mind that I told you that the repetitive nature of a game has nothing to do with how much fun you will have playing it. Most of those games I loved playing. I picked those games not just to inflame people like a loose dragon but also to show you that if you like those games, despite their repetitive nature, then it provides some perspective on what elements of gaming really make you happy.
I don’t know how much depth Devil May Cry 4 has. I may walk the Earth until the end of time like Kwai Chang Caine and never have the urge to give it a fair shake. It could be far deeper than any of the previous entries in the franchise thusly making it a game for the ages. It could be as deep as version 1 or 3 and still be very entertaining. In either case if you like this style of game I am betting it is time well spent. Whether you might appreciate the depth of the game I will leave up to you.
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February 8, 2008
The Gamer’s Quagmire #60: Guinea Pigs Forcibly Booted From Raids
Everything you wanted to know about gaming, and less.
by Jamison DeLorenzo
The Information Age has been a blessing for so many reasons. We have the ability to pull almost any tidbit of information off of the Web at any given time. As this beast has everything between an online encyclopedia, forums for almost any topic you can name, books and tutorials for a broad variety of topics including underwater basket weaving, and insanely powerful search engines that any day now will be able to locate your TV remote before you do, there is almost no information you cannot find.

Almost any gamer would call this the Golden Age of multiplayer gaming experiences. It used to be that if you had a game that you loved playing with friends they needed to be around to have a good time. Now it’s almost easier just to find someone online to play with than someone who lives down the street. While I would love to comment on how online friendships can almost become more fulfilling than real ones (which speaks volumes to our current social issues), today’s topic is something that I fear as another symptom of our Internet freedoms grinding to a halt.
I first started to get nervous about how online gaming would be affected when rumors started swirling about in-game money being taxed because it had a real-world cash equivalent. To date fortune has not favored the tax-happy morons. Now Time Warner and Comcast, our top heavyweight prize fighters in the Nauseating Greed Division, are considering implementing a downloading cap for their ISP clients. A couple years ago this would make me upset solely because restrictions on any level were being placed on me simply because a gigantic corporation has found another way to nickel and dime people because… nobody’s going to stop them.
Today, this aggravates me a whole lot more. In what feels like eons ago, the Department of Justice nuked Microsoft with anti-trust bombs. Many people rejoiced. Software geeks cried tears of joy. Cans of Red Bull were sprayed as though they held champagne. After we saw that Microsoft could still lock in companies with ugly service contracts and Intel could keep punishing distributors that thought about choosing a different chip manufacturer I realized not a whole lot had changed. For a brief period of time I pondered wearing a Thomas Dewey campaign button to commemorate this realization.
What in the world does this have to do with gaming? This may be a painful journey, so bear with me. I promise we are almost there. I also promise you’ll at least appreciate my insight on the matter. If that just isn’t enough for you we can make a quick stop at Dairy Queen to soothe the senses.
In many areas across the country people are very restricted on their television and high-speed ISP choices. In my area, you either have Time Warner or you have nothing for TV. For the Internet I can either use Time Warner or cripple myself with a much slower DSL option. Many people are in the same boat, except they might be stuck with Comcast. What strikes me as strange is that almost nobody but consumers sees this as a problem. Now if I want high-speed Internet I need to limit the rate at which I download information off of the web.
Therefore, if you are someone who purchases media through iTunes, watches TV shows via various websites, or plays online games, you’re pretty much screwed. If you perform all of these functions, as I do, you may be royally screwed. The prospect of being booted from a raid in an online game because my monthly quota has been reached scares me more than enduring another cover of Ballroom Blitz. Anyone fearing this scenario is effectively forced into going for the unlimited bandwidth option from these de-facto monopolies, which is something I’m betting they are banking on (surreptitious pun supplied free of charge).
If you’re fortunate enough to be living in Texas right now you get to be the country’s Guinea Pigs. Don’t worry about getting TV episodes off of websites though- I’m sure Time Warner has a baked in exemption for the media it already owns. More could be said on this, but the main point is nigh obvious.
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If you’re reading this as I intended then you should be wondering why, in a country that lags behind over 20 other countries in the world in broadband Internet penetration, we are now going to a pricing scheme where you all of a sudden might have to pay through the nose to get an unlimited Internet connection. Maybe they’re simply trying to squeeze money out of people. Maybe they’re just trying to compete with the iTunes movie downloads. Maybe they are doing what they can to combat piracy. I don’t know if any of these reasons at all are going into this insane experiment but this move would seem counter-intuitive if we really are trying to provide the Internet to every American citizen. Knowing that mad scientists eventually get their comeuppance is almost allowing me to sleep peacefully at night.
In the broader scheme of things, however, my world view on this latest Internet tax has left me worried on what is going to happen with the Information Age. We are long past the point of becoming dependent on the Internet. Is there anything we can do if these dodgy price hikes are not met with enough hatred and disapproval? Is there anything we can do if every company decides to employ this strong-arm tactic? It took more than doubling the price of gasoline before we realized that every oil and gas company on the planet owns for at least another 20 years, so who’s to say that the ISP’s don’t wield this same sort of unwieldy power? Maybe fiber optic cables are the real world Soul Edge (for those of you unfamiliar with Soul Calibur, it’s about the same as the Ring of Power).
Or, maybe, I just need to take a chill pill and hope that the price hikes are not going to be that big of a deal. Maybe that trip to Dairy Queen wasn’t such a bad idea after all.
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