Free, Fremium, and More in the Great Recession

So recently I put the game Dungeon Fighter on my Asus Netbook.  Dungeon Fighter is an interesting game – a side-scrolling beat-em-up game and an MMO at the same time.  You play one of several unique classes (that at times vary from fantasy archetypes or expand them), fight monsters in modular dungeons, and have colorful sprite-based fun.  It's easy, simple, surprisingly deep, and the Priest class whacks enemies to death with giant crosses, scythes, and rosaries, so how could I resist.

The game is of course free-to-play, but you can blow cash on getting extra equipment, respecs to re-build your character, and, of course, character clothing so you don't look like everyone else.  Very standard model.

So as I played this game, I debated if I wanted to get some credits in the game for extras.  It suddenly struck me that the freemium, free-to-play, and other free-but models differ from the usual monthly-charge MMO games in another way besides the obvious.

They allow you to timeshift your expenses.

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Frustration Friday: The Thing We Lost

Yes, I know the Great Recession has caused many, many losses.  If I wasn't a news fanatic I wouldn't be able to avoid the stories anyway – and as it is, I seek them out.

Everyone talks about the loss of money.  X billion dollars vanished. 

Everyone talks about the loss of jobs.  This country has Y percent unemployment.

Everyone talks about the loss of national prominence.  The whole world is going through a self-esteem crisis apparently.

What no one is talking about is that among all this there's been a huge loss of something else, a resource that can be made and destroyed – and once destroyed is hard to remake.

That resource is TRUST.  The pundits and economists don't talk about this nearly enough.

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The Two Sides Of The Geekonomy

Those of us working in – or hoping to work in – the Geekonomy are always trying to understand it a bit better.  It's a bit of an obsession of mine, because I feel like there's "something" out there for us progeeks and profans to grasp, but I haven't fully grasped it yet.  I can get some idea of the form of the Geekonomy, but its still fuzzy.

I've said for awhile that the Geekonomy, that place where geekiness, fandom, and industry comes together, is information-driven.  Its computers and video games, anime and novels, and at least a bit self-referential as everything ties into each other.  The fangirl that writes fanfic also uses Facebook and debates publishing on Lulu.com.  The dedicated otaku uses Photoshop to do art, makes web pages, and buys manga at the bookstore.

Of course, this is leading up to a recent insight of mine.  Namely, that the Geekonomy has two sides that are intimately intertwined.

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