3,472 karma · joined November 24, 2010
Co-creator of NBA Top Shot and Disney Pinnacle.
Obsessed with own-able digital collectibles (NFTs).
[ my public key: https://keybase.io/alanfalcon; my proof: https://keybase.io/alanfalcon/sigs/tAhutz6BR3ik1KGxpaHoH6HHbKt4oTD0en86omhyK1c ]
Not that this specific quirk is covered in the novel, but a reading of Neal Stephenson's Cryptonomicon would certainly help make one understand the kind of necessary paranoia that would lead to this kind of (important!) protective measure.
But those are limited to purchasing things where ownership is also meaningfully controlled by crypto.
(They do have Jeri Ellsworth and some OGs from Commodore signed up to be part of the team though, and seem to genuine love the brand and have nostalgia for the C64, so I have cautious optimism!)
Former Ion Storm employees later revealed that Dominion’s E3 1996 demo was pre-rendered, with actors pretending to play, not live gameplay.
That said, it's not like everything is perfect, just 100% better than my drive-by experiences trying to have a gaming PC (dead, again), and an Android phone for testing purposes.
There's promising math behind the idea that there are multiple additional dimensions, but where are they? How can we perceive them? What do they have to do with gravity?
The unifying theory of dimensional geometry and interaction: https://youtu.be/fvqXshyuvOg
1. The global worldwide market place. While this introduces commerce/real money, which come with very real downsides, it also makes the game high stakes (meaning most people play to the best of their ability). WoW and other games showed how much a vibrant marketplace can add to a game experience for some players, and having everything trading for essentially real money doesn't change that underlying level of engagement.
2. Permissionless development. While there are many examples of attempts at building on top of CryptoKitties fizzling out, there are also success stories, especially around "WCK"—a fungible token created by an unaffiliated third party developer that essentially created a worldwide "Give a Kitty, Take a Kitty" pool that let you send away any cat you didn't want and get back one that you preferred. And because it's on the blockchain and uses blockchain standards, it can also be used as liquidity and barter, both of which add to the experience. I don't believe I've ever seen something like this built on top of a non-blockchain game... certainly it wouldn't be quite as easy as this was to build! Some examples of other third party creations include an auto-breeding platform, a Kitty racing game, a Kitty battling game, Kitty cosmetics (your cat NFT can own its own hat NFT!), and a trustless Kitty bounty smart contract.
3. Almost unparalleled transparency. This has all kinds of fun side effects from allowing the community to fully "check the work" of the developer to what amounts to an open-to-everyone API. And what's more, this is a standardized API so that someone who builds tools for CryptoKitties would be able to also use those tools for Cheeze Wizards. Again, there are amazing third party tools built on the backs of APIs of online games all the time, but it's actually cool how much you get "for free" by being on the blockchain. The verified fairness is pretty cool IMO.
4. Immortal assets. I poured a lot into City of Heroes back in the day, and then one day the devs shut down the server, and took all my heroes with it. This is a very common refrain. As long as there are nodes out there running Ethereum, anyone can breed their Kitty NFTs. That's not nothing. (There's a lot of nuance here about art assets, IP rights, user interface, etc., and it's messy and still very much being figured out, but that's how the world works—you build it, then you improve it!)
5. Value capture. Yes, this almost always has evolved into speculation and nonsense valuations and irrational behavior. But still: when you buy a Kitty, you have the right to sell that Kitty. When you breed a new Kitty, you have the right to sell that Kitty. This is enabled by blockchain almost for free! Note this is distinct and different from point 1. WoW has a marketplace, but when you earn a legendary BoP sword, you cannot then capture that value by selling it if that's what you want to do. This point is as often riddled with downsides as it brings upsides, but the unique and novel truth of it makes it better than a non-blockchain game for some people.
Again, this comes from years of being in the space, playing with these toys, building these systems, being a part of these communities. For some of us, this has been incredibly exciting, and fun, because we chose to explore and figure out for ourselves what upsides this new frontier might hold for us.
I called it more of a sandbox than a game, but there are also Fancy Chases, events where a specific limited-time breeding goal is introduced and it's a race to be among the first to achieve this goal and breed a Fancy Kitty.
Not saying it's for everyone, but it's definitely something that thousands of people found and find pretty darn fun (again: if expensive).
Became so obsessed that I ended up hired by Dapper Labs and working on the CryptoKitties team, later helped design and launch NBA Top Shot on Flow. Now that we have (the markedly cheaper and easier) Flow and lots and lots of lessons learned from building NFT products, I'm excited for us to bring the next generation of CryptoKitties to life.
If you want to check out a fun crypto game that just recently launched from another developer, I urge you to check out dimensionxnft.com with an open mind.
Add on top of that the fact that some 60% of the world just doesn't "get" and will probably never "get" any kind of collectibles, and that creates a lot of noise. If that's you, I'd suggest trying to understand that there's a vast minority who really does connect with collecting, and for us the benefits to being able to meaningfully do it online are as massive as the advantages of email over snail mail. This is the gift of NFTs for us.
And they do this so well because they're led by Tim Cook who approaches the big picture in part in terms of supply chain.
I don't argue that cornering the market isn't an accounted-for and desirable side-benefit of this arrangement. I just don't think it's usually the starting point for them.
But sure, everyone is different and does things their own way. If it works for you, that’s great!
(Totally agree with putting down a book that isn’t working for you. You have no obligation, in most cases, to any book. It can be freeing to realize this if it’s not something that’s already obvious!)
I listen to or read Snow Crash at least once a year. I just enjoy most everything about it. Anathem required a couple listens, and a third listen was just for comfort food.
The Altered Carbon trilogy has depth and sublime world-building that I have now enjoyed at least a half dozen times.
I second mentions of Dirk Gently’s Holistic Detective Agency (and will mention The Long, Dark Tea Time of the Soul as well).
Ender’s Game is also comfort food for me.
Breaking from the speculative fiction reco’s above... The Power of Vulnerability (Brené Brown) is more lecture series than audiobook, but as for non fiction I’ve recently given multiple listens to, that tops the list.
I borrowed “Landline” from the local library, read it twice and then bought it so I could continue to read it when I want to. I think I was in just the right age group and life situation for this novel to hit home for me. Your mileage may vary, but IMO read it without knowing anything about it in advance if you’re going to read it. That means don’t read the back cover etc.
(Blind borrowing of books from the library is fun and can be eye opening, try it sometime! Most places, you can borrow eBooks and even digital audiobooks without even leaving your home as long as you have a library card.)