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#how to sell digital products online
anbuselvi1 · 1 year
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35 Best Digital Products To Sell On Etsy In 2023 (Includes Examples)
35 Best Digital Products To Sell On Etsy In 2023 (Includes Examples)
Arts & crafts digital products to sell on Etsy If you want to sell digital products on Etsy in the category of arts & crafts here are some suggestions for you, along with examples of successful businesses. Crochet patterns Etsy’s target market is primarily makers and crafters, so it makes sense that crochet patterns would be one of the best-selling digital product categories. In case you…
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myriadsystem · 1 year
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Hate the concept of "business days" for online services. What the fuck do you mean my payment will be processed in 3-5 business days its a fucking program that does it?? The bot needs weekends too now?? Fuck off
#personal#like i know theres not an actual employee youve hired to process every individual order or payment or claim#i know there might be a support team but there is not a dedicated team for this particular action#im looking at you paypal#youre a fucking online payments service. you do not need to TAKE WEEKENDS OFF IM SO FUCKING ANGRY#i bought this gorgeous secondhand piece of clothing from a fb marketplace buy/sell/swap group#my payment was sent on the morning of a saturday. the seller wont ship until my payment comes through to them (fair)#but paypal. my detested. now they wont ship it first thing monday as expected because apparently you take weekends off#so they wont receive my payment until atleast wednesday if you decide to be kind. so they wont ship until atleast thursday. if im lucky#and i wont recieve the item until next week when it could have been here and the entire transaction could have been over by friday.#at the latest.#it makes no sense????#its like. i get ubereats giftcards for myself when i need a pick me up right. i purchase them.online and i get them recieved digitally#to my email within seconds right? except for the one time. they were sold out. of DIGITAL GIFTCARDS#that they GENERATE THE CODES FOR UPON PURCHASE. how do you sell out of a digital product made on request#it doesnt make sense. again if there were teams of real people that moderated this kind of shit yeah obviously they need a break#you get more leeway and patience from me if you have an actual team. but this doesnt#why the fuck are you holding my payment paypal??? huh??? id better see it go through monday morning since youve held it for three days#youre an online fucking company you dont nees to wait for busineas days. send my.fucking money where ive sent it days ago already#im so so pissed#if anyone has a real answer as to why online companies with no human staff in that department need to take a weekend. please lmk
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Healthy Heart Solution Kit Digital - Ebooks
A Brighter Outlook on Heart Health: My Experience with the Healthy Heart Solution Kit (Digital - Ebooks)
As someone who's always been fairly active, I never thought I'd need to worry much about my heart health. But after a recent scare with high blood pressure, my doctor recommended some lifestyle changes and suggested I look into resources to keep my ticker in top nick. That's when I stumbled upon the Healthy Heart Solution Kit (Digital - Ebooks). Let me tell you, it's been a game-changer!
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Unveiling the Root Causes: Knowledge is Power
One of the things that impressed me most about this program was its focus on understanding the underlying reasons behind heart issues. The ebooks delved deep into the science of heart health, explaining how factors like inflammation and cholesterol can contribute to problems. This knowledge was empowering. It wasn't just about following a rigid diet or exercise plan blindly; it was about understanding why these changes were important and how they would benefit my heart in the long run.
A Bespoke Approach: Tailoring the Plan to My Needs
Thankfully, the Healthy Heart Solution Kit isn't a one-size-fits-all approach. The ebooks provided a variety of strategies and techniques, allowing me to create a plan that fit my lifestyle and preferences. Whether you're a gym bunny or prefer a gentler form of exercise, there are options for everyone. I particularly enjoyed the emphasis on stress management techniques; a good cuppa and some deep breathing exercises do wonders after a long day!
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Delicious Discoveries: A Heart-Healthy Diet Doesn't Have to be Bland
Let's face it, the thought of restrictive diets often leaves a bad taste in the mouth. But the Healthy Heart Solution Kit surprised me with its focus on delicious, nutritious meals. The included recipe guides were packed with flavourful options that incorporated heart-healthy ingredients. From vibrant veggie dishes to lean protein options, there was something to tantalise everyone's taste buds. I've even managed to impress my mates with some of the new dishes I've whipped up!
Keeping Track and Celebrating Success: A Supportive Companion
The Healthy Heart Solution Kit also included a handy journal that proved to be a fantastic tool for tracking my progress. It allowed me to monitor my blood pressure, note down healthy meals I'd prepared, and even record my exercise sessions. Seeing the positive changes I was making, both physically and mentally, was a real motivator. It felt like the program was cheering me on every step of the way.
A Heartfelt Recommendation: Invest in Your Wellbeing
Overall, I can't recommend the Healthy Heart Solution Kit (Digital - Ebooks) highly enough. It's a comprehensive, informative, and, most importantly, effective program that has helped me take control of my heart health. It's a worthwhile investment in your long-term wellbeing, and it's much more affordable than a gym membership or a basketful of fad diet supplements! So, if you're looking to improve your heart health and embrace a healthier lifestyle, this program is definitely worth considering. You won't regret it!pen_sparktunesharemore_vert
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karel565 · 3 months
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youtube
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maurice5320 · 7 months
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"How to Earn Money Without Recruiting Anyone!"
In a world frequently overwhelmed by network marketing and referral-based pay income programs, the thought of bringing in cash without recruiting anybody might appear to be a challenging task. However, there are several ways to achieve financial success that don’t depend in building a group or enlisting others to join an opportunity that realize on others. In this article, we will investigate…
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zakir77 · 1 year
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Maki money
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feminist-space · 3 months
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Article by Fortesa Latifi:
"Being the child of an influencer, Vanessa tells me, was the equivalent of having a full-time job—and then some. She remembers late nights in which the family recorded and rerecorded videos until her mother considered them perfect and days when creating content for the blog stretched into her homeschooling time. If she expressed her unease, she was told the family needed her. “It was like after this next campaign, maybe we could have more time to relax. And then it would never happen,” she says. She was around 10 years old when she realized her life was different from that of other children. When she went to other kids’ houses, she was surprised by how they lived. “I felt strange that they didn’t have to work on social media or blog posts, or constantly pose for pictures or videos,” she says. “I realized they didn’t have to worry about their family's financial situation or contribute to it.”
Vanessa, who requested anonymity to speak freely about her family dynamics, says she helped create content for huge companies like Huggies and Hasbro when her mom landed endorsement deals. When she reached puberty and began menstruating, her mother had her do sponsored posts for sanitary pads. “It was so mortifying,” she says. “I just felt like I wanted to crawl into a hole and never come out.”
Being part of an influencer family changed everything about her life, Vanessa says. “Sometimes I didn’t know where the separation was between what was real and what was curated for social media.” And her mother’s online presence indelibly warped their relationship. “Being an influencer kid turned my relationship with my mom into more of an employer-employee relationship than a parent-child one,” she says. “Once you cross the line from being family to being coworkers, you can’t really go back.”
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Khanbalinov has had zero new offers since he took his kids offline. “When we were showing our kids, brands were rolling in left and right—clothing companies, apps, paper towel companies, food brands. They all wanted us to work with them,” he says. “Once we stopped, we reached out to the brands we had lined up and 99 percent of them dropped out because they wanted kids to showcase their products. And I fought back, like, you guys are a paper towel company—why do you need a kid selling your stuff?”
The law has woefully lagged behind the culture here, but there’s signs that policymakers might finally be catching up. In 2023, in addition to Illinois, three other states—New York, Washington State, and New Jersey—proposed bills to protect influencer kids. Contrast that with the flurry of legislative activity in just the first two months of 2024. Seven more states—Maryland, Georgia, Ohio, Missouri, California, Arizona, Minnesota—have introduced similar legislation. Some of the bills are going one step further to protect the privacy of the kids featured in this content. In some states, proposed legislation would include a clause that borrows from a European legal doctrine known as the “right to be forgotten”—it would allow someone who was featured in content when they were a child to request that platforms permanently delete those posts. None of the current legislation introduced, however, would outright bar the practice of featuring minors in monetized content.
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The movement on this issue was glacial for years, but it finally feels like the ice has thawed. Much of that progress is thanks to activists like Cam Barrett (she/they), a 25-year-old creator (@softscorpio) who uses TikTok to talk about her experience of being overshared in their childhood and adolescence. Barrett doesn’t go by her legal name anymore because of the online history it’s tied to. “I love my legal name,” Barrett tells me. “I just don’t love the digital footprint attached to it.” Last year, Barrett testified in front of the Washington State legislature as a proponent of a bill to protect influencer kids. This year, they testified again—this time, in front of the Maryland legislature.
“As a former content kid myself, I know what it’s like to grow up with a digital footprint I never asked for,” Barrett told the Maryland House of Delegates Economic Matters Committee in February. “As my mom posted to the world my first-ever menstrual cycle, as she posted to the world the intimate details about me being adopted, her platform grew and I had no say in what was posted.” And yet, Cam says her activism has been healing.
For Cam and other influencer children, getting a paycheck won’t give them back what they lost—a normal childhood unobstructed by the cameras pushed into their faces. But it could be the beginning of some version of restitution. “My friends say I’m fighting for little Cam,” she tells me. “It feels very healing because I didn’t have anyone to fight for me as a kid.”"
Read the full article here: https://www.cosmopolitan.com/lifestyle/a60125272/sharenting-parenting-influencer-cost-children/
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i would love to hear your dark spore rant. i didnt even know spore had a sequel.
Oh anon. Poor sweet anon. I’m so sorry.
So, the thing about Darkspore is…
… it was a really REALLY… mediocre game.
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Like, the moment to moment gameplay was… fine. Just fine. Not incredible. But not BAD! Really, it only had two major flaws:
The first, it was buggy as hell. One particularly nasty bug was present in the games launcher, and on certain systems the game would fail to install at all. They were unable to ever fix this bug, which I speculate was a major reason the game was abandoned by the devs so quickly and lead to it being taken down from every major digital distribution site. You could still install and play it if you already bought it though! If… it actually installed for you.
Which leads us to the second flaw. It’s right there on the box.
“Internet connection required”
The game has Always Online DRM. All the levels, enemies, loot, your entire account, was all stored server side. And servers are expensive. So, when the games bugs became unwieldy and not worth fixing, and they took it offline… it became a money sink. It was a game generating ZERO revenue, but had huge server maintenance costs. So eventually, they just shut down the servers.
It is now very difficult to obtain the game, requiring you to buy one of the few unopened physical copies remaining. And even once you do have it, it is IMPOSSIBLE to play. There is a project called Resurrection Capsule in the works, some fans trying to create a private server for it. But with so much info stored server side, they basically have to recreate entire subsystems from scratch. It’s… not going very fast, and to my knowledge hasn’t been touched in over a year.
Story
The story of the game is pretty basic. A progenitor race of alien super-scientists create a new, synthetic form of DNA, called Exponential-DNA, or E-DNA. This rapidly mutates to create new life, and can be guided to create specific, specialized organisms, condensing thousands of years of evolution to a few hours. It can also be injected into existing creatures to alter them and make them more powerful. However it also linked everything affected by it into a hivemind. So it was outlawed. The creator of it decided to respond by creating a E-DNA virus, called The Darkspore, infecting himself with it, and spreading it across the galaxy and conquering it, wiping out his own race.
You play as another member of that race, who has been in hibernation for 1000 years while that was going down. Your ship AI has woken you up because it has managed to stabilize E-DNA and also keep it disconnected from the hivemind, and needs you to go kill the guy who took over the galaxy. That is how the game starts.
And how the story ends. There is not really any more story past that part. You get a cutscene describing each of the games 6 planets the first time you visit it, and a final “Hey you won!” cutscene after killing the final boss which ends with the cliche “implication the villain isn’t really dead” trope, and… that’s it. That’s the entire story. Not really the selling point of this game. Its not even entirely clear if it takes place in the same universe as Spore! It’s just set dressing for “Run through these 24 levels and beat everything up”
Gameplay
Darkspore was created by Maxis. This alone was HUGE. This was a team of developers who only really made lifesims like The Sims and Sim City, taking a stab at making a diablolike game.
And I GENUINELY BELIEVE every single studio out there needs to do shit like this. Designing for something so outside your wheelhouse creates SOOOOO much innovation so quickly. You get fresh new ideas injected into the genre so quickly. The final product won’t be good! You don’t have any damn experience in the genre! But it will create something unique beautiful, and god damn I wish we lived in a world where that alone was enough and devs weren’t focused on chasing profits instead.
Genesis
Genesis is just a fancy way of saying ‘Element’. There are 5 of them: Plasma (fire and lightning), Bio (plants and animals), Cyber (machines), Necro (death and fear), and Quantum (space and time) and the way they interact is… certainly a choice I guess. Each Darkspore you face has a genesis it falls into, and each of your heroes has one as well. If your Genesis matches that of the darkspore you are fighting at the moment, you take double damage and they take half damage. If they don’t match, all damage both ways is neutral.
The system itself is kinda mediocre. The biggest part of it, however, is the Variant Skills. Each Genesis has 4 unique skills tied to it that represent the common elements of that type.
Heroes
There are 25 heroes in the game, which each have one Genesis and one Class (Sentinel which are the tanks, Ravagers which are the DPS, and Tempest which are the Casters/Support)
Each hero has 4 total variants, with the first one you unlock being Alpha, and as you level up your account (heroes do not have their own levels) you eventually can purchase their Beta, Gamma, and Delta variants, with each variant having slightly different stats, and a different one of their Genesis’ 4 variant abilities.
Each hero has a unique basic attack, which USUALLY has a little extra to it. For example Sage shoots a bolt that hurts enemies it hits, but heals allies it hits. Zrin alternates between two different punches, one of which has a short duration DoT and the other of which has a 10% stun chance. Stuff like that.
They also have a passive effect that is always active while you are playing them. Collect a soul from each enemy killed for a 5% damage boost, 10% damage bonus when attacking from behind, a stacking defense buff every time you take damage, stuff like that.
Finally, a character has 2 unique abilities. One that is unique to them and can only be used while you are playing that hero, and a second ability that is everyone in the squad can use if that hero is present.
Squad Decks
Which brings me to the first rant and something I am SO AUTISTIC ABOUT (positive). SQUADS. The game had you craft Squad Decks, collections of 3 heroes that you can swap between during your missions, for a total of 883.2k squad combinations (I think my math might be off on that). Swapping between them is on a cooldown of about 10 seconds, but otherwise is don’t instantaneously and as often as you want without penalty. You always have 5 abilities active:
- The unique ability of your active hero
- The Genesis ability of your active heroes variant
- Hero 1’s Squad ability
- Hero 2’s Squad ability
- Hero 3’s squad ability
The first two abilities change out every time you swap heroes, but the last 3 are fixed. So you have 3 abilities that you always have access to, and 6 abilities that are paired up and you can swap between which pair of those abilities is active.
Your heroes do NOT share a health/energy pool, but DO share healing pickups. Any time you pick up a health or energy restoration pickup, it refills a chunk of the respective health pool of your currently active hero, and a smaller chunk of each of your inactive heroes in the squad.
So the core loop of moment to moment gameplay becomes swapping situationally between heroes both offensively and defensively, to get access to your other heroes skills and also to mitigate damage from enemies based on their genesis or control where your healing is directed.
Loot
Loot in Darkspore is fairly standard for your average Diablolike. Item drops have 4 tiers: Common (Item Level=Account Level-5), Uncommon (Item Level=Account Level), Rarified (Item Level=Account Level+5), and Purified (Item Level=Account Level+10)
Items of higher tiers have more chances to roll on a table to gain beneficial modifiers.
Each item fell into one of a few different categories: Weapon, Hands, Feet, Offensive, Defensive, or Utility.
Each hero has one of each slot, plus an additional slot based on their class. Ravagers have an extra Offense slot, Sentinels have an extra Defense slot, and Tempests have an extra Utility slot. Any hero can equip any item you gain, with the exception of Weapons that are hero specific. Some heroes also lack Hands or Feet, in which case their weapon has extra stats and can get the same modifiers as hands and feet can.
The items you equip can then be added onto the Hero in the Hero Editor. The Hero Editor is often equated to the Creature Editor in Spore, which is BULLSHIT and was a pet peeve of mine the ENTIRE DAMN TIME THE FAME WAS LIVE. This is a FALSE EQUIVALENCE. It uses the outfit editor from the Tribal/Civilization phases of Spore instead. Importantly: this means you cannot alter the overall silhouette of your hero. It will always maintain the same basic profile and animations. However you can freely place the extra parts you equip anywhere on its body, and can also place multiple copies of them.
Additionally, old parts can have their stats stripped, converting them into ‘Detail’ parts with no stats, of which you can equip 6 different parts, each of which you can include 10 copies of on your hero. So you could get some pretty cool looks from it!
However all this loot is garbage and you likely would not use most of it outside of appearance. Which brings me to…
Cash-out Loot
Usually if you mention the word ‘cash’ in any sentence involving a game published by EA, it would be a call for concern. Luckily this isn’t that! It’s just gambling! Everything is fine!
The main progression in Darkspore comes from gear, and the best gear comes from how good your ships engines are. These come from account upgrades as you level up your account, determining how many levels you can do in a row. Every time you complete a level, you are given an option: Keep going, or ‘cash out’ and get a guaranteed piece of Uncommon gear, with a 10% chance of it becoming Rarified, as well as all the gear you picked up in the level.
If you choose to keep going, you have to complete the next level. If you die, you lose ALL the gear you picked up, including that guaranteed piece. If you make it to the end, you are given another choice: Risk it all again and go on to the next level, or stop here and get your TWO pieces of guaranteed uncommon loot, which each now have a 20% chance of becoming rarified and a 5% chance of becoming purified.
You can only go another of levels equal to the number of Engine Upgrades you have earned by leveling up your account. So at first, after the second level you HAVE to cash out. As you progress you can start to do many more levels at a time, getting a dozen pieces of gear that are practically guaranteed to be the highest rank.
But of course you have to play these levels in order, and you don’t get a chance to upgrade your character with all the cool new loot you found on the way, so you can’t just jump straight into this. You have to slowly build up to being able to push yourself this much, and once you can, you have a readily available source of some of the best gear in the game.
And that ties into my absolute favorite system of Darkspore:
Catalysts
Many diablolikes have a mechanic called ‘Sockets’. The gear you equip has its own type of equipment slot, and you put gems in there that give you small bonuses. Every game does it a little differently, but it’s kind of a staple of the series.
Darkspore uses a similar system, but utilizes it VERY differently. While you are running levels, enemies will rarely drop Catalysts instead of loot. These come in 5 colors: Purple (boosts your base stats), Red (boosts offensive secondary stats like damage or attack speed), Blue (boosts defensive secondary stats like health regen or damage resistance), Green (boosts utility secondary stats like movement speed or lifesteal), and Rainbow (can contain any of the bonuses of the previous categories) They also come in two sizes: Big and Small. This determines how big the bonus from them is.
You have a 3x3 grid on your HUD that the catalysts you collect go into. You can rearrange them however you want, and if you create a line of 3 of the same color (Rainbow is a wildcard and matches with all of them), it will double the bonus of all Catalysts in that line. This stacks, meaning if you create multiple lines over a single catalyst it could get a x3, x4, or even x5 bonus if it’s the center piece of the grid and forms a line in every direction.
However, you can’t save Catalysts. You can equip it to the grid or drop it on the ground and move on. That’s it. You have to decide now. Do you keep that Big Purple you have for the big buff to your most important stat, or do you trade it for that Small Rainbow for a mediocre stat you just found that you can plug in the middle and double everything else in your grid?
“Surely that only matters early game, and once you have good catalysts you don’t swap them out that much, right?” I hear the diablolike veterans asking, because that is how socketing works in most of those games. And normally you would be right. Except for one major change: All your catalysts only last until the end of your run. When you get to the cash out screen, and choose to keep going? You keep them. But if you choose to cash out, or if you ever die, your catalysts all vanish. Every new run you have to go through and collect them again, which results in you playing your heroes in new ways and adopting new strategies based on what catalysts drop for you each run.
It’s an INCREDIBLE easy to learn system that adds SO MUCH depth and replayability to the game. I love it so incredibly much. Each mechanic flows elegantly into the the next. The catalysts help you do better runs which gets you better gear which upgrades your heroes which lets you do better runs, the entire spiral being locked into your account level to give a quantifiable metric of how far this spiral is gone. It was so good!
And now, it’s gone forever.
Man that sure was a long post. Friends have heard me go on this rant SO many times. Thank god I never got into a second mediocre game filled with novel innovations that are ultimately lost to time and can never be experienced again due to Always Online DRM making it unplayable. Can you imagine if I didn’t learn my lesson and did that a second time? Ha!
… I never did that again. Right?
… right?
HEX: Shards of Fate
Hex was a digital TCG legal battle with TCG elements created by Cryptozoic. It was originally put up on Kickstarter, advertised as a digital card game with both PvE and PvP modes, a unique focus on the design space opened up by being a digital game, and gameplay damn near identical to Magic: The Gathering.
The thinly veiled truth was that this game was never meant to succeed. They had hoped it would, and it would be great if it did, but I’m fairly certain that was always a secondary objective. The first objective was to get sued by Wizards of the Coast over the similarities to Magic: The Gathering.
Now, that might sound strange to an outsider, but to anyone in the industry, they are probably nodding along and going “Yeah that tracks actually.”
You see, Wizards of the Coast is… bad. Really bad. They do everything in their power to choke the life out of the industry and have resorted to a lot of questionable tactics to do so. One of these is against anyone who develops any form of trading card game. You see, WotC has a patent on booster packs, customizable decks of cards, and turning cards sideways.
Literally.
U.S. Patent No 5,662,332 (A)
It is not a coincidence that the second two biggest names in TCGs don’t involve turning your cards sideways. Konami contested that Yugioh was different enough to not violate the patent.
WotC responded by suing them. They settled out of court.
Nintendo actually hired WotC to design the Pokémon TCG to NOT violate the patent in return for WotC getting to distribute the first few sets. WotC gladly accepted, distributed the game, got their cut of the sales, and as soon as that was over….
WotC responded by suing them. They settled out of court.
Every single other game out there ended up paying royalties to WotC. Because the cut of the sales to WotC was cheaper than going to court even if you won. WotC had their fingers in every pie, but was smart enough to make sure not to piss people off so much that refusal was ever a viable option.
Cryptozoic was a company that, at the time, was making several licensed TCGs. The big one that jumps out was the World of Warcraft TCG, which they were in charge of (though it was originally made by Upper Deck). Cryptozoic was begrudgingly paying royalties because having the WoWTCG license was too good and they didn’t want to give that up. Then Hearthstone happened and Cryptozoic was going to lose the WoWTCG license as it got discontinued.
So Cryptozoic set up their new game, Hex, specifically to bait WotC into suing them, so they could get the patent overturned.
See, the patent isn’t actually valid. You cannot patent a game mechanic. There are certainly aspects of the patent that ARE valid and CAN be enforced, but the parts about mechanics can’t actually be enforced. WotC uses it because people can’t contest it, but if it actually was used in court it would get overturned VERY easily, and WotC would be declawed.
So Cryptozoic created a game that was a clone of MtG, used a Kickstarter to build up a large amount of legal funds, and got sued by WotC! Yes! Exactly what they wanted!
… and then they settled out of court.
Sigh.
I guess I’ll talk about the game now.
Lore
The lore of the game was solid. Pretty typical fantasy setting. Humans and elves and sort of racist orcs (better than most other orcs I’ve seen at least) and extremely racist tribal coyote people make up the good guys. Undead, spider-orcs, dwarves, and also pretty racist samurai rabbit people make up the bad guys.
There are two types of magic in the world: Blood magic and Wild magic. Elves are adept at wild magic. Shin’hare (the rabbit people) are adept at wild magic as well. The Shin’hare tried to take over the world, forcing the Orcs, Humans, Elves, and Cyotle to ally together to drive them underground into the underworld.
There the Shin’hare met and allied with the Vennen, an all male race descended from Orcs. They were adept blood mages, and they procreated by kidnapping orcs and using them as incubators for spiders. I fucking love the Vennen. I’ll focus on them a lot in this. The Vennen taught the Shin’hare how to sacrifice their young for more power.
The two then allied with the Dwarves, a genderless race of sentient stone statues who excel at creating machinery, and who believe the world itself is a giant machine. Specifically, a weapon of mass destruction, and they are trying to set it off. They believe blowing people the fuck up to be their natural calling.
The underworld and overworld forces go back and forth a bit, with the Elves doing a large chunk of the work as the only overworld race that can use magic.
Then Hex happened. Hex is a massive meteor made up of Diamond, Emerald, and Sapphire. Hex punched clean through the world, scattering gems all across it, before stabilizing in orbit on the other side, becoming the worlds moon.
These gems were incredibly magical, allowing every race to now use magic. Diamonds were restorative, bringing life to things. Rubies were extremely destructive and burned bright and hot and quickly. Sapphire allowed finesse manipulation and control over water. These
Yes this is just the MtG color pie.
Eventually, humanity stumbled into one of their old crypts that was very close to the impact site of Hex, and found it CRAWLING with undead. They were taking the Diamonds from Hex and putting them into the eye sockets of human corpses, causing those corpses to reanimate. These were NOT actually undead, but an alien consciousness that existed within the gems that were using human corpses as a host.
The Necrotic sought a peaceful and symbiotic relationship with humanity as thanks for the use of the bodies. Humanity responded by getting really pissed off that the Necrotic were grave robbing, and went to war over it. Eventually the Necrotic retreated deep into the underworld and allied with the other races instead, eventually helping the Shin’hare with a second attack on the surface.
The lore has a lot more depth than that, but that’s the basic. I liked it a lot. The Orcs being good guys who just really liked tests of strength was a refreshing take on orcs. I liked them a lot. The extremely racist caricature that made up the Cyotle and the Shin’hare? Less so.
Digital Design Space
As for the actual gameplay… it was MtG. Like, almost 1:1.
Like…
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Seriously.
Shards work similarly to Lands, with there being 5 basic shards, Diamond, Sapphire, Ruby, Wild, and Blood. You can only play one Shard per turn and when you do you get 1/1 Resource. 1 resource to spend on this turn, and 1 permanent resource. You spend that resource to play a card that costs 1, and you go down to 0/1 resources. Start of your turn, you would go back up to 1/1 resource.
Pretty straight forward stuff. Resources are a card type like in MtG, but once it’s played it acts as a perpetual resource like the Mana in Hearthstone, with no need to care about where the resource is coming from.
… wait a second though, this is a MtG clone. It uses the color pie. Caring where those resources come from is KIND OF a big deal in MtG.
Which is the first really cool difference between Hex and MtG! THRESHOLD! Each time you play a shard you gain 1 threshold in that color. To play a card, you have to have at least as many threshold as are displayed below its cost. See that purple dot below Murder? That means you need 1 blood threshold to play it.
Threshold is NOT consumed when you play a card, which DRASTICALLY alters deckbuilding and how feasible multi-color decks are.
For example, in MtG, if you had 4 swamps and 1 mountain in play, and 5 cards in hand that all cost R…. You can play 1 whole card this turn.
In Hex, if you have 4 Blood and 1 Ruby, and have 5 cards that all cost 1 and have a single Ruby threshold, you can play your entire hand that turn. This made it incredibly viable to splash colors in relatively smaller amounts. It also opened up cool new design space, like cards that cost 1 but still required 3 threshold in a color. Or cards that require 1 threshold of every type to activate a bonus effect (very common among Necrotic) or… for sockets!
HEY WE ARE COMING FULL CIRCLE!
Remember how I mentioned Diablolike games having sockets, but how Darkspore didn’t use it? Well Hex DOES. There was a pair of keywords called Socketable Major and Socketable Minor. Each set, there would be 10 gems (two of each color) that rotated out for Socketable cards. Cards with Major sockets could equip any gem, while minor sockets could only equip half of them. So for example the current rotation might have the Sapphire gems be “While you have at least 1 Sapphire Threshold, this card has Flying” for its Minor gem, and “When you play this card, if you have at least 3 Sapphire Threshold, target player draws 3 cards”
You chose which gem was in each Socketable card during deckbuilding. Different copies of the same card could have different gems equipped, or you could have the same gem equipped across multiple different cards. It was basically a way to go “This card was designed to be splashed in other color decks. You pick what that other color is.”
It opened up a lot of design space! This was something Hex did VERY well. They knew they were making a MtG clone, but they weren’t beholden to the same restrictions a physical card game did, and they THRIVED in those areas.
For example, REPLICATORS GAMBIT, a one cost card that creates six copies of a troop (read: creature) that just… could not exist in MtG.
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Another example of this was in my favorite archetype in Hex: Mill. Now, I’m not normally a blue player. I’m not a big fan of the ‘you don’t get to play the game’ archetype. Even mill isn’t really my thing. But the way it worked in HexTCG? God I loved it. I wish I could see my opponents faces as they reached a trembling hand out to their bloated, grotesque deck, a cruel mockery of what it once was. They had started the match with only 60 cards, but now it held twice that number. Knowing every draw was more likely to bring their own skittering death out.
Maybe I should back up a bit.
There the Shin’hare met and allied with the Vennen, an all male race descended from Orcs. They were adept blood mages, and they procreated by kidnapping orcs and using them as incubators for spiders. I fucking love the Vennen. I’ll focus on them a lot in this.
Vennen are, in MtG terms, tribal Blue/Black with a focus on control. Specifically an aggressive form of control. Your wincon is still ‘beat your opponent to death’, but the means by which you do it is… spiders.
Lots of Vennen cards work by still allowing your opponent to do the thing that you blocked, but it now creates Spider Eggs in their deck. Lock down a creature as it enters play with ‘Everytime this creature becomes tapped, shuffle 3 spider eggs into your deck’ or ‘Whenever an opponent draws a third card this turn add a spider egg to their deck’ or ‘When this creature is destroyed add a spider egg to your opponent’s deck’ and when they DRAW a spider egg… well… the effect of a spider egg is more or less ‘When this card enters your hand or graveyard, draw/discard another card into that zone and destroy this one. Your opponent creates a Spiderling and puts it in play. “
Spiderlings are 1/1 Unblockable creatures.
The Vennen win con is to just fill your opponent with spiders and then shred them apart once the spiders start hatching. It was a DELIGHTFUL playstyle.
PvE
Hex also features a fairly robust PvE mode with a point crawl encounter map that was quite delightful. There were cards unique to PvE, but all PvP cards were also legal in PvE. In general, all your staples came from PvP and were the same core staples everyone uses to win (they were very generous with handing out common/uncommon PvP cards in the single player mode, which in turn also made Pauper a very popular format), however you also had PvE cards which made up your win cons. PvE cards weren’t balanced as tightly, and allowed to just be dumb overpowered bullshit just because it’s fun to use dumb overpowered bullshit sometimes!
There were also equipment slots that would modify the cards in your deck, turning PvP cards into PvE cards. For example, Replicators Gambit made it so that EVERY copy of that card gained that text.
PvE started with character creation. You would create a character that was one of the 8 races, and one of 6 3 different classes. Warrior, Cleric, or Ranger. I think there was a late update that added Mage but I don’t recall too clearly, and it isn’t document online anymore as far as I can tell!
Each class had a unique talent tree that you could customize and change how you played. Your race determined what colors you could play, and your level determined how many of each rarity you could play.
I played a Vennen Cleric. Cleric’s whole thing was that you would gain Blessings, 0 cost cards that would rise in your deck each turn, and could be played to draw a card as well as additional effects based on your build. My blessings put more eggs in the enemy deck, to the surprise of no one.
As you went from encounter to encounter you would earn new cards to modify your deck, swapping decks between fights. Then there were dungeons, long laborious streaks of a dozen or so encounters, with branching paths and decisions to be made, earning you tons of new packs and equipment and experience to boost your character. One especially fun encounter was crossing a desert with a pack of… I think it was gnomes? There were 20 of them that needed rescuing. The way you rescued them was putting them in your deck, and then leaving the desert through a single combat encounter. Except they were AWFUL. Like 3 cost vanilla 1/1’s level of awful. The more you had in your deck, the harder the encounter became. It was a really nice way to portray the logistical challenge of trying to fight while protecting all these useless tagalongs.
There were plans to even introduce Raids, 3v1 PvE encounters, but they fizzled out as the game got sunset.
The game was good. REALLY good. It relished in the digital design space in a way I haven’t quite seen since then. A few games, like Legends of Runeterra, have come close, but always fall short, and that’s so sad! I DESPERATELY want to play a TCG with this level of customization again!
Luckily that was the end of it. I finally learned the error of my ways, never touched anything ‘always online’ again, and now can live a life without regrets! … except Legends of Runeterra a little bit like I mentioned above but THATS IT! There are no other always online games I have regrets about!
ToonTown Online
Okay no, not seriously. I’ve never played toontown. But honestly it looked kinda silly and like a shitpost in video game form. I think it would have been fun to try at some point with a few friends. Not seriously, just to screw around in for a bit.
Never going to get that chance. Just like nearly everyone reading this will never get to play two of my biggest influences that shaped how I think about game design.
Always Online DRM is an insidious beast. It doesn’t just kill games, it kills *archival*. All we have left of these games is a relatively small number of gameplay videos. I was planning on having a lot more pictures in this post of all the interface elements I was talking about as I talked about them, but there just… aren’t any good pictures of them. Even these details are based on my own memory cross referenced with a couple of wikis, and even those were sparse.
Some games can’t feasibly avoid Always Online. MMO’s are a big example. But by adding it into a game that has a single player experience involved, and not making that single player experience a standalone thing on its own, you are destroying any hope that your game will be remembered. It will fade into obscurity. There will never be a cult revival. Your work will be discarded and forgotten and it’s… so incredibly sad to see.
I jokingly titled this section being about ToonTown, but really this section is about Kingdom Hearts: Union X. It was a mediocre and disgustingly predatory gacha. It was horribly managed with horrible issues around localization and it was just… a mess. But it was part of the world of Kingdom Hearts, and it’s story was important and mattered.
The game is no longer playable, but it’s also not entirely lost. The devs created a new version of it, as a gallery to view the cutscenes. The single-player side mode, Dark Road, is also included. The devs didn’t have to do this. They could have gone the same route as Darkspore and HexTCG, and had their work be forgotten. They chose to save it. Not in full, but at least the parts the deemed important.
It also makes me wonder how much this happens in other mediums. Ludology is a pretty new field, and it rarely goes into specific games and their impact on the medium, mostly just focusing on the impacts they have on humanity, rather than the mechanics themselves as these beautiful pieces of art. And it makes me wonder how often this happens with say… film critics. Are there any indie film makers who are deep in the paint of indie films and critique of not just the films themselves, but the very techniques being used, just sitting there going “It’s so upsetting that this big studio managed to do something this beautiful and all of us in the scene recognize it’s beauty, but no one else seems to, and now it’s gone?”
… as I’m writing this I actually realize that this does happen there. It’s how I found out about what became my favorite film of all time, The Man From Earth. It’s a small film that flopped horribly in theaters, and only gained any attention by being pirated by a lot by indies who wanted to talk about it. It’s a good movie, highly recommend. Not for everyone though.
I don’t know. I’m sure I had a point with all this but… seeing it happen again and again and now with streaming services taking stuff down it’s just… I can’t help but seeing not just more and more games, but more and more of EVERY artistic medium ending up in this area. How many digital artists entire portfolios have vanished off the face of the earth because their tumblr got deactivated? How many movies are going to be gone forever when Netflix eventually goes out of business? We can’t even rely on piracy! Many old pieces of media is just lost forever. Just ask the Doctor Who fandom. They probably know more about that than anyone else at this point.
But mostly I just really wish more developers would consider what parts of their games are important, and what kind of legacy they want to leave, instead of just what will generate a short burst of profit, with no care for what happens after.
… I should start doing video essays with how long this got. It’s like some kind of text based video essay. A text essay. Those are a new thing I just invented.
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To bring about its hypothetical future, OpenAI must build a new digital ecosystem, pushing users toward the ChatGPT app or toward preëxisting products that integrate its technology such as Bing, the search engine run by OpenAI’s major investor, Microsoft. Google, by contrast, already controls the technology that undergirds many of our online experiences, from search and e-mail to Android smartphone-operating systems. At its conference, the company showed how it plans to make A.I. central to all of the above. Some Google searches now yield A.I.-generated “Overview” summaries, which appear in tinted boxes above any links to external Web sites. Liz Reid, Google’s head of search, described the generated results with the ominously tautological tagline “Google will do the Googling for you.” (The company envisions that you will rely on the same search mechanism to trawl your own digital archive, using its Gemini assistant to, say, pull up photos of your child swimming over the years or summarize e-mail threads in your in-box.) Nilay Patel, the editor-in-chief of the tech publication the Verge, has been using the phrase “Google Zero” to describe the point at which Google will stop driving any traffic to external Web sites and answer every query on its own with A.I. The recent presentations made clear that such a point is rapidly approaching. One of Google’s demonstrations showed a user asking the A.I. a question about a YouTube video on pickleball: “What is the two-bounce rule?” The A.I. then extracted the answer from the footage and displayed the answer in writing, thus allowing the user to avoid watching either the video or any advertising that would have provided revenue to its creator. When I Google “how to decorate a bathroom with no windows” (my personal litmus test for A.I. creativity), I am now presented with an Overview that looks a lot like an authoritative blog post, theoretically obviating my need to interact directly with any content authored by a human being. Google Search was once seen as the best path for getting to what’s on the Web. Now, ironically, its goal is to avoid sending us anywhere. The only way to use the search function without seeing A.I.-generated content is to click a small “More” tab and select “Web” search. Then Google will do what it was always supposed to do: crawl the Internet looking for URLs that are relevant to your queries, and then display them to you. The Internet is still out there, it’s just increasingly hard to find. If A.I. is to be our primary guide to the world’s information, if it is to be our 24/7 assistant-librarian-companion as the tech companies propose, then it must constantly be adding new information to its data sets. That information cannot be generated by A.I., because A.I. tools are not capable of even one iota of original thought or analysis, nor can they report live from the field. (An information model that is continuously updated, using human labor, to inform us about what’s going on right now—we might call it a newspaper.) For a decade or more, social media was a great way to motivate billions of human beings to constantly upload new information to the Internet. Users were driven by the possibilities of fame and profit and mundane connection. Many media companies were motivated by the possibility of selling digital ads, often with Google itself as a middle man. In the A.I. era, in which Google can simply digest a segment of your post or video and serve it up to a viewer, perhaps not even acknowledging you as the original author, those incentives for creating and sharing disappear. In other words, Google and OpenAI seem poised to cause the erosion of the very ecosystem their tools depend on.
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anbuselvi1 · 1 year
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12 Best Digital Products To Sell Online (+ How To Get Started)
12 Best Digital Products To Sell Online (+ How To Get Started)
What are digital products? Digital products are intangible goods that can be stored electronically and sold online repeatedly. They typically take the form of downloadable content and media files. We’re talking about things like ebooks, PDFs, music and video files, templates, etc. 12 types of digital products to sell There are many different types of digital products that can be sold online.…
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Kickstarting the "Chokepoint Capitalism" audiobook
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My next book is Chokepoint Capitalism, co-written with the brilliant copyright expert Rebecca Giblin: it’s an action-oriented investigation into how tech and entertainment monopolies have destroyed creators’ livelihoods, with detailed, shovel-ready plans to unrig creative labor markets and get artists paid.
http://www.beacon.org/Chokepoint-Capitalism-P1856.aspx
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Ironically, the very phenomenon this book describes — “chokepoint capitalism” — is endemic to book publishing, and in audiobook publishing, it’s in its terminal phase. There’s no way to market an audiobook to a mass audience without getting trapped in a chokepoint, which is why we’re kickstarting a direct-to-listener edition:
https://www.kickstarter.com/projects/doctorow/chokepoint-capitalism-an-audiobook-amazon-wont-sell
What is “chokepoint capitalism?” It’s when a multinational monopolist (or cartel) locks up audiences inside a system that they control, and uses that control to gouge artists, creating toll booths between creators and their audiences.
For example, take Audible: the Amazon division controls the vast majority of audiobook sales in the world — in some genres, they have a 90%+ market-share. Audible requires every seller — big publishers and self-publishers alike — to use their proprietary DRM as a condition of selling on the platform.
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That’s a huge deal. DRM is useless at preventing copyright infringement (all of Audible’s titles can be downloaded for free from various shady corners of the internet), but it is wildly effective at locking in audiences and seizing power over creators. Under laws like the USA’s Digital Millennium Copyright Act, giving someone a tool to remove DRM is a felony, punishable by 5 years in prison and a $500k fine.
This means that when you sell your audiobooks on Audible, you lock them to Audible’s platform…forever. If another company offers you a better deal for your creative work and you switch, your audience can’t follow you to the new company without giving up all the audiobooks they’ve bought to date. That’s a lot to ask of listeners!
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Amazon knows this: as their power over creators and publishers has grown, the company has turned the screw on them, starting with the most powerless group, the independent creators who rely on Amazon’s self-serve ACX system to publish their work.
In late 2020, a group of ACX authors discovered that Amazon had been systematically stealing their wages, to the tune of an estimated $100,000,000. The resulting Audiblegate scandal has only gotten worse since, and while the affected authors are fighting back, they’re hamstrung by Amazon’s other unfair practices, like forcing creators to accept binding arbitration waivers on their way through the chokepoint:
https://pluralistic.net/2020/11/03/somebody-will/#acx
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I have always had a no-DRM policy for my ebooks and audiobooks. Amazon’s Kindle store — another wildly dominant part of the books ecosystem — has always allowed authors to choose whether or not to apply DRM, but in Audible — where Amazon had a commanding lead from the start, thanks to their anti-competitive acquisition of the formerly independent Audible company — it is mandatory.
Because Audible won’t carry my DRM-free audiobooks, audiobook publishers won’t pay for them. I don’t blame them — being locked out of the market where 90%+ of audiobooks are sold is a pretty severe limitation. For a decade now, I’ve produced my own audiobooks, using amazing narrators like @wilwheaton​, Amber Benson and @neil-gaiman​.
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These had sold modestly-but-well, recouping my cash outlays to fairly compensate the readers, directors and engineers involved, but they were still niche products, sold at independent outlets like Libro.fm, Downpour, and my own online storefront:
https://craphound.com/shop
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But that all changed in 2020, with the publication of Attack Surface, an adult standalone novel set in the world of my bestselling YA series Little Brother. That time, I decided to use Kickstarter to pre-sell the audio- and ebooks and see if my readers would help me show other creators that we could stand up to Audible’s bullying.
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Holy shit, did it ever work. The Kickstarter for the Attack Surface audiobook turned into the most successful audiobook crowdfunding campaign in world history, grossing over $267,000:
https://www.kickstarter.com/projects/doctorow/attack-surface-audiobook-for-the-third-little-brother-book
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Which brings me to today, and our new Kickstarter for Chokepoint Capitalism. We produced an independent audiobook, tapping the incomparable Stefan Rudnicki (winner of uncountable awards, narrator of 1000+ books, including Ender’s Game) to read it.
We’re preselling the audiobook ($20), ebook ($15), hardcover ($27), and bundles mixing and matching all three (there’s also bulk discounts). There’s also the option to buy copies that we’ll donate to libraries on your behalf. We’ve got pins and stickers — and, for five lucky high-rollers, we’ve got a very special artwork called: “The Annotated Robert Bork.”
https://www.kickstarter.com/projects/doctorow/chokepoint-capitalism-an-audiobook-amazon-wont-sell
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Robert Bork was the far-right extremist who convinced Ronald Reagan to dismantle antitrust protection in America, and then exported the idea to the rest of the world (Reagan tried to reward him with a Supreme Court seat, but Bork’s had been Nixon’s Solicitor General and his complicity in Nixon’s crimes cost him the confirmation).
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Bork’s dangerous antitrust nonsense destroyed the world as we knew it, giving us the monopolies that have wrecked the climate, labor protections and political integrity. These monopolies have captured every sector of the economy — from beer and pro-wrestling to health insurance and finance:
https://www.openmarketsinstitute.org/learn/monopoly-by-the-numbers
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“The Annotated Robert Bork” is a series of five shadow-boxes containing two-page spreads excised from Bork’s 1978 pro-monopoly manifesto
The Antitrust Paradox
, which we have mounted on stiff card and hand-annotated with our red pens. The resulting package is a marvel of museum glass and snark.
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[Image ID: A prototype of ‘The Annotated Robert Bork]
Bork’s legacy is monopolistic markets in every sector of the world’s economy, including the creative industries. Chokepoint Capitalism systematically explores how tech and entertainment giants have rigged music streaming, newspapers, book publishing, the film industry, TV, video streaming, and others, steadily eroding creators’ wages even as their work generated more money for the monopolists’ shareholders.
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But just as importantly, our book proposes things we can do right now to unrig creative labor markets. Drawing on both existing, successful projects and promising new experiments, we set out shovel-ready ideas for creators, artists’ groups, fans, technologists, startups, and local, regional and national governments.
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Artists aren’t in this struggle alone. As we write in the book, chokepoint capitalism is the final stage of high-tech capitalism, which atomizes workers and locks in customers and then fleeces workers as a condition of reaching their audiences. It’s a form of exploitation that is practiced wherever industries concentrate, which is why creators can’t succeed by rooting for Big Tech against Big Content or vice-versa.
It’s also why creative workers should be in solidarity with all workers — squint a little at Audible’s chokepoint shakedown and you’ll recognize the silhouette of the gig economy, from Uber to Doordash to the poultry and meat-packing industries.
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40 years of official pro-monopoly policy has brought the world to the brink of collapse, as monopoly profits and concentrated power allowed an ever-decreasing minority of the ultra-rich to extract ever-increasing fortunes from ever-more-precarious workers. It’s a flywheel: more monopoly creates more profits creates more power creates more monopoly.
The solutions we propose in Chokepoint Capitalism are specific to creative labor, but they’re also examples of the kinds of tactics that we can use in every industry, to brake the monopolists’ flywheel and start a new world.
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I hope you’ll consider backing the Kickstarter if you can afford to — and if you can’t, I hope you’ll check out one of the copies our backers have donated to libraries around the world:
https://www.kickstarter.com/projects/doctorow/chokepoint-capitalism-an-audiobook-amazon-wont-sell
[Image ID: An image of a mobile phone playing the Chokepoint Capitalism audiobook, along with the title and subtitle of the book: 'Chokepoint Capitalism: How Big Tech and Big Content Captured Creative Labor Markets and How We'll Win Them Back.']
[Image ID: Are you a writer, a musician, an artist? Is Big Tech eating your brain and sucking your financial blood? Cory Doctorow and Rebecca Giblin’s new book, Chokepoint Capitalism’, tells us how the vampires crashed the party and provides protective garlic. Your brain must remain your own concern, however.’ — Margaret Atwood, author of The Handmaid’s Tale]
[Image ID: I loved this book. It brings a clear and rigorous vision of the chokepoint controls that are breaking our spirit and an equally clear path forward. It speaks directly to creators, would-be artists, writers, and musicians, and all who want a free society alive with culture, dissent, creativity. It helps us all see the locks and chains, and the ways to chisel through them.’ — Zephyr Teachout, law professor and author of Corruption in America and Break ’Em Up]
[Image ID: Creators are being ground up by the modern culture industries, with little choice but to participate in markets that weaken their power and economic return. In this brilliant and wide-ranging work, Giblin and Doctorow show why, and offer a range of powerful strategies for fighting back.’ — Lawrence Lessig, Roy L. Furman Professor of Law and Leadership, Harvard Law School]
[Image ID: This compellingly readable indictment shows how ‘consumer welfare’ regulatory theory has allowed Big Tech to choke creators and diminish choice. Giblin and Doctorow demonstrate that the goal to lower consumer costs means ‘you get what you pay for’: paying less for cultural goods leads to getting fewer creative outputs and enterprises. Chokepoint Capitalism couples its legal-economic critique with provocative, sometimes utopian, prescriptions for fairly remunerating authors and performers.’ — Jane C. Ginsburg, Morton L. Janklow Professor of Literary and Artistic Property Law, Columbia University School of Law]
[Image ID: The great myth of the American economy is that it rewards creators and producers. But Chokepoint Capitalism dares to tell the real story of how it actually rewards the all-powerful middlemen fleecing both workers and consumers. This book is an absolute must-read for anyone who senses that the predominant economic mythology is a lie, who wants to know what’s really happening in this economy — and who is ready to finally start fixing the problem.’ — David Sirota, writer of Don’t Look Up and founder of The Lever]
[Image ID: We all know something is wrong about every click, stream, and purchase we make — unfairly depriving value creators of their worth, while enriching the wealthiest and most extractive entities in human history. Instead of just complaining about the corporate stranglehold over production and exchange, Giblin and Doctorow show us why this happened, how it works, and what we can do about it. An infuriating yet inspiring call to collective action.’  — Douglas Rushkoff, author of Throwing Rocks at the Google Bus and Survival of the Richest]
[Image ID: Twenty years of internet copyright wars got us nowhere — creators are still getting the shaft. Giblin and Doctorow persuasively argue that copyright can’t unrig a rigged market — for that you need worker power, antitrust, and solidarity.’ — Jimmy Wales, cofounder of Wikipedia]
[Image ID: Capitalism doesn’t work without competition. Giblin and Doctorow impressively show the extent to which that’s been lost throughout the creative industries, and how this pattern threatens every other worker. There’s still time to do something about it, but the time to act is now.’ — Craig Newmark, founder of Craigslist]
[Image ID: Chokepoint Capitalism really is a tome for the times. It’s comforting to feel validated and terrifying to realize I was right all along! And now, to action! The revolution will not be spotified!’ — Christopher Coe, artist and cofounder of Awesome Soundwave]
[Image ID: If you have ever wondered why the web feels increasingly stale, Chokepoint Capitalism outlines in great detail how it is being denied fresh air. Over the past two decades, we have seen an immense consolidation of power, depriving us of fresh visions for what the web could be and contorting art and culture to flatter the objectives of a few platforms. This book does a remarkable job of identifying the blockages and surfacing ideas on the margins that could reroute us. I’m grateful it exists!’ — Mat Dryhurst, artist and researcher, NYU’s Clive Davis Institute of Recorded Music]
[Image ID: Chokepoint Capitalism is more than a clarion call for a new, necessary form of trustbusting. It’s a grand unified theory of a decades-long, corporate-led hollowing out of creative culture. It will make you angry, and it should.’ — Andy Greenberg, writer for WIRED and author of Sandworm and Tracers in the Dark]
[Image ID: If you’re halfway through this book and aren’t boiling mad over the way contemporary capitalism has deformed and crippled culture, get your head checked. Chokepoint Capitalism is a Why We Fight for a long-overdue uprising. Rebecca Giblin and Cory Doctorow lay out their case in plain and powerful prose, offering a grand tour of the blighted cultural landscape and how our arts and artists have been chickenized, choked, and cheated. But it’s more than just a call to arms; it also provides a plan of battle with inspired strategy and actual tactics — ways that we can all channel that anger and make real change.’ — Kaiser Kuo, host and cofounder of The Sinica Podcast]
[Image ID: The story of how a few giant corporations are strangling the life out of our media ecosystem is one of the most important of the decade, and Giblin and Doctorow tell it better than anyone. Searing, essential, and incredibly readable.’ — Adam Conover, comedian and host of The G-Word]
[Image ID: Chokepoint Capitalism is not just a fascinating tour of the hidden mechanics of the platform era, from Spotify playlists to Prince’s name change, but a compelling agenda to break Big Tech’s hold. It presents a clear new way to think about corporate power — and a path to taking that power back for cultural creators and all of us.’ — Eli Pariser, author of The Filter Bubble and cofounder of Avaaz]
[Image ID: Chokepoint Capitalism is a masterwork. Rebecca Giblin and Cory Doctorow lay out in chilling detail how the deck is stacked against artists, the relentless corporate drives to control production and distribution through technology and deregulation, and how oligopolies deprive gifted artists of fair compensation by eliminating true competition. But they don’t stop there: this is also a useful handbook to take on that power structure. Giblin and Doctorow remind us that when individuals understand the value of their work, they can create the necessary leverage to challenge the status quo and retake what is rightfully theirs. Both frightening and uplifting, it’s a necessary read for any artist in the entertainment industry.’ — David A. Goodman, writer, executive producer of The Orville, and former president of the WGA Wes]
[Image ID: Anyone who cares about culture can see that something is deeply amiss in the ‘creator economy’ that today’s artists are obligated to participate in. Rather than simply lamenting the problem or falling back on clichés about starving artists, what Rebecca Giblin and Cory Doctorow do in Chokepoint Capitalism is to make clear the overall pattern that drives the exploitation of artists, from music to gaming to film to books. And they lay out a credible, actionable vision for a better, more collaborative future where artists get their fair due. Every creator will find inspiration here.’ — Anil Dash, CEO of Glitch]
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nuzzle · 7 months
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Hi~
I saw your post about how lolita fashion (and ads for it) have changed in the last few years, especially for Angelic Pretty, and I agree completely!
I think the lack of creative ads these days might be b/c Gothic & Lolita Bible isn't around anymore? (cries) and Kera went purely digital ages ago, I don't know if it's even still around (I should have kept my old Kera magazines). But I remember how I always used to look forward to seeing the clothes and layouts that were featured in the new issues of each magazine.
My favorite when I first got into lolita was from the Wedding issue of the English edition of GLB; a model for Baby was wearing a lovely, tulip print skirt (or was it the jsk?) in blue, holding a parasol and sitting at a cafe table. Something about her looked so sweet and simple; I wanted to be a lolita just like that!
The models in the magazines always looked like they were happy or having fun, which I think is part of what made me want certain dresses or blouses. In AP's current ads, the model just looks... kinda sad and pouty and bored. I've noticed that for a lot of their dresses, they've been skimping on the lace, frills, and ribbons, and there's no more cute hair styles either! Meanwhile, wasn't it AP that brought lolita from old school to New School / OTT sweet when they had models wearing pastel pink / blue wigs for their Mermaid Symphony (iirc) photoshoot back in 2007?
On a different, but kinda related note, I've noticed that in the past 5 years or so AP has been making a lot of dresses with ridiculously high waists.... also so many sack dresses (I know they started doing this back in like 2012 or so with that polka-dot M&M print dress)
Sorry for the long rant, I just really miss the old days of lolita fashion
hello there!
i'm always glad to have some feedback when i post rambles and thoughts on things. i never expect it, so thank you for your input! it's also comforting to know others feel the same way.
i agree that without as many publications in general (especially physical) there's less of a reason to put as much effort into details, like the magazine spreads that were commonly done for example. most people get information on releases online these days, making physical catalogs a bit obsolete.. aside from collectors. i greatly miss all of the graphics and how inspirational everything felt back then, especially the little PNG pictures of items in catalogs.
you're completely right about pictures from GLB's and other magazines looking generally "happier" and more like daily life sort of pictures, like the one in the cafe you mention. that aspect of it appealed greatly to lifestyle lolitas! seeing a dress pictured in a "real life" situation rather than just a plain white background photoshoot picture makes a huge difference. it brings it to life, and makes it a lot easier to see yourself wearing it.
i think a big change in marketing is that AP doesn't cater as much to lifestylers.. and lolitas who are very much interested in the fashion beyond a surface level and see them as more than just clothes. all of the photos now actually feel like advertisements, when they used to also be appealing from a photography perspective. like they're only trying to sell you a product and not an experience, even if only visual. for me, that takes away from it a lot.. it almost feels as though that sense of community, and the acknowledgement that lolita is a subculture, is dwindling.
plus, it's definitely more than just presentation that's changed as you said. i feel as though the designs AP offers have been super uninspired compared to old releases. not as many details, not as much custom lace, and the general silhouettes becoming a bit lazy.. tons more, but i could go on for days. even the revamp and progression of the lyrical bunny mascot has felt a bit soulless. very sad to see, because i do agree that they were the brand to introduce OTT sweet in a revolutionary way.
as much as i gripe about old vs new AP changes, the positive side is that we can still look back fondly on the old era!
and no problem at all! it was nice to hear another perspective on this. ^^
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murfeelee · 5 months
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I really hate how disc drives aren't standard anymore... You could always get an external disc drive that connects through USB though? Then you could install from disc and use the super patch to get it up to date, no EA app or Origin required. Though, yes, you can still use Origin if you want to! You could probably find a guide on youtube to show you how. Its a bit of a process but it's worth it.
Me too! Everything's "digital download" this, "SSD drives are so much better" that; but then look at the mess we have to go through when this newfangoled next-gen garbage doesn't work! 🙄
I am 100% buying an external drive--I'm mad that the guy at the computer store never even bothered to mention/recommend that I could do that when I was LITERALLY sitting there bummed out because they didn't sell PCs with CD drives. 🤬
As for Origin, I did manage to get a wee bit of success following what I found on Reddit. I reinstalled the older version they linked to avoid the dreaded 20:403 error, only to hit another roadblock with the dreaded un-closeable EA App Migration screen:
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EA is run by frikkin SATAN, I swear!
Which sucks, cuz in the split second before the Migration screen pops up, I am fast enough to click My Game Library--which works!--but before I can select The Sims 3 to reinstall the Pets EP the dreaded EA App screen appears and stops me in my tracks. 😩💢 And none of the fixes I found online work to get rid of it for good.
EA needs to create a TS3 Ultimate Collection for the EA App--this is EFFING RIDICULOUS, selling a product on an app that can't even download/install/run it! 😡💢💢💢
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viviennelamb · 1 month
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I know I shouldn't be surprised anymore after reading about the extent of male depravity but I don't know how to cope after seeing something on Twitter. It was a woman asking people to report an Instagram account that is managed by a pedophile ring in Nigeria, in which they shared pictures of a little girl being paraded around in hotels accompanied by strange men, wearing very little clothing, making suggestive poses. I don't know how I can deal with knowing that evil is so widespread (1)
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Next to meditation, the best coping mechanism is time. I learned this information when I was in the single digits, so none of it is surprising anymore. It's all really more of the same and very repetitive. I do the things I like to enjoy in every day, and I do not compromise on them for anybody. Most people switch up because they want to live a normal life. Most people will enable the depravity of those they're close to, and I'm not interested in dealing with that drama at all, mostly because I know I don't need to anymore, and you don't either.
This reality is too harsh for them to bear and accepting this is part of leaving the matrix. It's hard at first, but it's like leaving an abusive and controlling family where you feel lost for a while, then you become permanently content as you become conscious of your soul. But it is true that nothing will ever be the same, and this is a point of no return which you will welcome if your mind is no longer split into a million indecisive directions. Outside the matrix, the war between purity and filth is obvious, but to people in the matrix all political legislature, products on the shelves and daily routines that somebody “must do to be healthy” seem random. All of it has a purpose.
P-rings are common whether they're online or IRL. They don't have to know each other, either. I listened to a podcast about a male who sold pictures to people in a chatroom, and they called him a “doctor” because he had a “prescription” for every desire his clients had. At first, he was asked for pictures of women under 40, then it was only women in their 20s, then 18-year-olds, then 16-year-olds. As he got deeper into it, he was being asked for pictures of children, and that's when he stopped selling (so he says). This is not talked about, but there's a considerable market for babies as well. Now I'm seeing this kind of content and comments on YouTube which attracts Ps. They'll comment something like “Well I meeeann..." advertising that they're open to receiving more content like that—this is how they get contacts, get into discord servers and meet with people in their area. This is only increasing.
Most women pretend to care about this subject because they're aging and aren't found attractive anymore, so now they want to be celibate like anybody cares. It's all for the wrong reasons. Somebody who is serious about this silently makes their exist and never looks back. Most “celibates” are waiting for a benevolent dick. Men's thought process is "there's a girl turning 18 every day" and they only say 18 because it's politically correct. If they could get 9-12 year olds, that's their preference. To a male, a female hits the wall as soon as she is educated about their true nature, which is typically at 25. This is the primary reason why they want children to reproduce at neck breaking speeds. It's never enough for them.
When several men are friends with each other, this also happens. They usually target children and cover for each other, while the children are scared to talk to anybody about it. This is done to animals as well.
Satanists have code words and symbolism for their preference in children. In the 60s it was “free love” now it's about pizzas. There are tons of children in these systems. More and more of them are sharing their stories online, but most women consider them crazy, say they're lying or ignore them altogether because they idolize sex. It's honestly fascinating how stupid women are to think that “sex liberation” is about them getting their equality orgasms and not men getting the children they want.
People say men are a protected class, but it's really sex that's protected, like it's an entity on its own. Even when these stories are told, there is an overemphasis on the rituals, and yes, they do play a part in brainwashing children about its “sacredness” if sex wasn't involved it would be talked about. People would just say their parents were superstitious and that would be the end of it.
The way women get angry at males for everything else, except this issue, makes me not sympathize with women. How am I supposed to care about made up “beauty standards” or “weaponized incompetence"? It's funny how every form of activism revolves around everything unimportant except this topic.
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macrolit · 8 months
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Forbes article: "How Struggling College Bookstores Found A Way To Beat Amazon"
Oct 20, 2023,06:30am EDT
A new sales model adopted by hundreds of universities limits students’ ability to shop around for textbooks.
By Lauren Debter, Forbes Staff
As fall semester dawned at Texas Christian University in Fort Worth, senior Olivia McFall turned to Amazon to shop for books — not only because its prices were better for certain titles, but so she could get her course materials quickly. The campus bookstore could sometimes take a week or two. Unacceptable.
“Teachers will start assigning reading on the first day,” McFall, a 22-year-old fashion-merchandising major, told Forbes. “You get behind if you don’t have that textbook. If I buy it on [Amazon], it’s usually because I can get it faster than the bookstore.”
For decades, Amazon’s lower prices and speedier delivery have blown a crater in the college bookstore business. Given the option to shop around, students only buy about one-third of their course materials at the campus store.
Now the bookstores are fighting back. They say they’ve hit on a plan that would, almost magically, quash competition from online rivals like Amazon. T.C.U. is among the colleges considering a model that would automatically charge students for textbooks on their tuition bills, which can be covered by financial aid, and get them to students by the time classes begin. Books are typically discounted 30% or more, said the bookstores, who negotiate volume discounts. Students must return materials at the end of the semester.
Despite reservations from education advocates who worry it limits purchasing options for students, the plan, dubbed Inclusive Access, is spreading like kudzu. It rose out of a 2015 rule from the U.S. Department of Education that permitted universities to include the cost of textbooks with tuition, as long as prices were under competitive market rates and students could opt out.
Bookstores latched onto the idea during the pandemic. They were looking to boost sales at a time when they were hamstrung by closures, declining enrollment numbers and the seismic shift to digital textbooks — and still are.
In the 2022-23 academic year, Inclusive Access already captured the business of 44% of students, worth an estimated $1.4 billion annually, according to the National Association of College Stores.
Illinois-based Follett Corp., a privately held company (annual sales: $1.6 billion) that operates roughly one-third of college bookstores, said the number of its campuses that have adopted the Inclusive Access model has tripled to 450 since 2019. New Jersey-based Barnes & Noble Education (annual sales: $1.5 billion), which spun out of the bookseller chain in 2015 and also runs a third of campus bookstores, said it has over 150 schools signed up for Inclusive Access, up from just four in 2019. (The colleges themselves operate the other one-third of campus bookstores.)
Overnight, schools that switched to Inclusive Access brought guaranteed revenue to booksellers. Sell-through rates, which measure the percentage of course materials students purchase at the campus bookstore, skyrocketed from about 30% before Inclusive Access to north of 80 or 90%, according to Follett and Barnes & Noble Education. Few students opt out, the companies said, because they like the prices and convenience.
It’s a clever way to beat Amazon. Unable to compete, Follett and Barnes & Noble Education separated their customers from the open marketplace and bundled their products with something Amazon couldn’t sell — college tuition. The bookstore gets the customer without ever having to go up against the online behemoth, which is currently being sued by the Federal Trade Commission for its own alleged anti-competitive practices. (Amazon has said it disagrees with the allegations, and will contest the lawsuit.)
“It’s a significant volume increase because you’re capturing all of the course material market share in an institution,” Jonathan Shar, who oversees campus stores operated by Barnes & Noble Education, told Forbes. “Plus, it’s much more predictable.”
Amazon Prices
An Amazon spokesperson declined to comment on the impact Inclusive Access is having on its textbook sales. Amazon said it may offer discounts to schools that buy books in bulk, but it’s been winding down certain aspects of its textbook business. In April, it stopped renting physical textbooks to students and in 2020 it stopped buying textbooks back from students.
Last year, 37% of students purchased books from Amazon. That’s down from 46% in 2019, according to the National Association of College Stores.
Selling textbooks isn’t the business it used to be. A decade ago, students spent $4.8 billion a year on textbooks, according to research firm Words Rated. Today, it’s about $3.2 billion. During the 2022-23 school year, students spent an average of $285 on course materials, the lowest figure since the National Association of College Stores began tracking spending 16 years ago.
That’s partly the result of a rapid shift to lower-cost digital textbooks, with 55% of course materials now digital, up sharply from 15% prior to the pandemic, according to Emmanuel Kolady, Follett’s CEO. More textbooks are being made available online for free from sites like OpenStax, too. Nearly three-quarters of students say they were assigned at least one free course material in the latest academic year, according to the National Association of College Stores.
Company’s ‘Cornerstone’
Barnes & Noble Education, a publicly traded company that runs 800 campus bookstores, has described Inclusive Access to investors as a “cornerstone” of its plan to return to profitable growth, noting that course-material revenue rises more than 80% and gross profit nearly doubles after schools switch to the new model.
The company has lost a cumulative $600 million since 2018. Last year’s sales were 23% below pre-pandemic levels. This summer, it had to negotiate an extension on its loan payments because it couldn’t come up with enough cash. As part of the deal, it gave up two board seats and said it would explore selling the company. Its stock price has lost 90% of its value in the last two years, tumbling to less than $1 a share.
“It feels like this is their first, second and third priority,” said Ryan MacDonald, an analyst at Needham who covers Barnes & Noble Education, referring to Inclusive Access, which the company calls “First Day Complete.”
Benefits For Students
The booksellers claim the program saves students money. Follett said that students spend an average of 30% less than if they were to buy new books and are better equipped for classes as Inclusive Access gets them their materials before the semester begins.
At New York University, for instance, where Follett runs bookselling, students are automatically billed for books unless they opt out. Most are digital rentals. A textbook for an introductory biology class is priced at $36.75, which gives students access to a digital copy for the semester. That’s 20% less than if they went directly to the publisher’s website and rented it for the term. It’s 40% less than on Amazon, which only offers the option to buy the digital version, not rent it.
The math, however, is not always transparent. According to a report from the U.S. PIRG Education Fund, which analyzed 52 book-buying contracts, it’s “hard, if not impossible” to figure out how deep the discounts are because schools don’t make it clear what the discount is based on.
Savings can be less meaningful for students who would have otherwise bought used books or borrowed books, said Nicole Allen, director of open education at SPARC, a nonprofit that advocates for more course materials to be free. The one-quarter of students who intentionally skip buying certain books each semester, usually because they don’t think they need it, are also charged, she said. As more schools migrate to Inclusive Access, Allen questions whether discounts will disappear since publishers have a long history of raising prices.
“This is already a captive market because students are told what to buy,” Allen told Forbes. “Inclusive Access makes it an even more captive market by telling students how they’re going to buy it.”
Even without Inclusive Access, students can be limited in their comparison shopping. More and more professors are assigning books with single-use access codes, available for an additional fee, which students use to access quizzes, homework and other materials online. Promoted by publishers who benefit from the new revenue stream, they’re often sold exclusively by the campus bookstore and cannot be resold.
Follett’s president Ryan Petersen predicts that a newer variant of the model called Equitable Access, where students pay a flat fee for their materials regardless of the courses they’re taking, will be adopted by most schools in the next five years.
“We’re having this conversation with every campus we can,” Petersen told Forbes, “potentially even to campuses who are sick of hearing about it.”
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