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电玩杀瓜 - a game blog

We're melons and we kill

Sony, MacArthur Foundation kick off socially responsible gaming competition

As much as I enjoy getting online to riddle my opponents full of bullets from my virtual high powered rifle, I often find myself wondering, is this really all there is? Can video games accomplish anything more than an overload of hyper real violence and mayhem—that is, can they be anything more than just totally awesome fun? Do they need to be?

Yes, I think they do. They need to do more, and I’m not talking about the lame “is it art” debate. I mean they need to be more connected with the larger community of which they are a part, they need to start becoming something that can change lives, not just allowing us to escape from them.

Microsoft, Sony, and Nintendo have taken a few baby steps toward increasing interaction between the game world and the internet, but I am skeptical about what benefits gamers or the internet will see from letting people autopost their game progress or game purchases on Facebook and Twitter. I will keep them in mind, however, if I ever need to get myself unfriended as quickly as possible.

What caught my eye this morning was an announcement of video game support by the US President. The MacArthur Foundation is teaming up with Sony to hold the 2010 Digital Media and Learning Competition: Reimagining Learning ,with US$2 million in prizes up for grabs. The competition has two parts, 21st Century Learning Lab Designers, and Game Changers, in which contestants can receive awards for creative new games or additions for Sony’s LittleBigPlanet, a popular and award-winning PlayStation 3 game that includes a comprehensive level creation tool. Sony’s supporting the event by donating “a significant number” (I’m guessing -4?) of PlayStation 3s and LittleBigPlanet copies to community-based organizations and libraries in low-income communities.

This sounds like a step in the right direction—merging game play with social action. And LittleBigPlanet, with all the social interactivity built into it, is a great place to start. I do wonder, though, how the people Sony is giving a chance to create levels will ever get to play their levels later—the game is PS3 only, and other than watching YouTube clips, the levels are downloadable only through Sony’s PlayStation Network. I’m also not really sure how it will relate to “Reimagining Learning”, but when you see the astounding variety of levels created in LittleBigPlanet, like

and

I feel optimistic contestants will come up with some pretty good ideas.

I discovered this story at Ripten.com, and here’s the contest homepage.

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Posted November 23, 2009
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Naughty Dog Plays Nice

 

 

Uncharted 2 developer Naughty Dog has not only made an amazingly beautiful game, but have also proved not to be so naughty after all—thatvideogameblog.com reports via gamasutra.com that Naughty Dog is developing tools that it shares with other 1st and 3rd party developers, giving others a shot to get their graphics looking as good as Uncharted 2’s.

In the game’s end credits, several other developers are thanked, including Bungie, Xbox developer of the famous Halo series that put Microsoft on the map. It’s great to see developers so willing to share their ideas like that, and I’m glad Naughty Dog is so supportive of collaboration at the tool level. In the end the difference between games should be in their artistic elements—style, mood, tone, music, dialog—and not so much the engine driving these.

 

Uncharted 2: the beauty

I spent at least 15 minutes wandering around this Tibetan village in Uncharted 2, but this video doesn’t come close to doing the scene justice. One of the great things about Uncharted 2’s visuals is that the draw distance pretty much goes to the horizon in some areas, meaning 3d rendered objects are visible a long ways off. Most games limit the draw distance to ensure the frame rate doesn’t drop, but doing this creates a very artificial fog of war that can cause game play problems, especially in multiplayer.

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Posted November 15, 2009
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Demons have stolen my Soul, with reservations [Demon's Souls]

 

Lately I admit I’ve been lazing about in front of the ol’ plasma a bit too much, staring at magically rendered universes of fantasy and adventure. Part of it is that I’m slowly recovering from a cold. It’s probably H1N1. If it’s fatal, I might die playing video games. Would my soul be revived in the Nexus? Somehow I doubt it. I’m no hero, I’m just a dude.

Apart from the fantastically beautiful Uncharted 2, a much lower profile game from the studios of Sony Japan has captivated my attention for a good twenty plus hours over the past few week. That game is Demon’s Souls, an action RPG that has won at least one claim to fame—it’s very hard to win. Yes, that’s one marketing angle they’ve taken deliberately, not one you often see on a game box, because, for some reason, game developers think that would be a turn off.

I’ll avoid going off on a tangent about how miserably easy most games have become these days, but suffice it to say, Demon’s Souls makes a solid effort at living up to its claim, but where I’m at in the game now, the difficulty seems to be fading to irrelevance.

The story is some throwaway about a demon that has ravaged the world and you’re the hero designated to defeat it. The problem is, you’re not all that much of a hero, not at first—more like a 98lb weakling. I like this, a lot. Probably because I’m a 150lb weakling and it gives me hope.

The game trains you in the basic mechanics of game play and then quickly kicks your ass by making you fight an impossibly difficult demon, and then the game really begins with your soul awakening in the Nexus, a sort of Void where you end up when you die. To progress through the game you warp to different worlds where you kill the baddies and collect their souls. Souls are like money, used for everything from equipment purchases to stat upgrades. Along the way you kill boss demons that give you a whole bunch of souls, and the added bonus of getting your human form back.

What makes the game difficult is that you start off very weak, and if you don’t pay attention to what you’re doing, you will die. You will die fast. Add to that that every time you die, you lose ALL of your souls. The only way to get them back is to get back to where you died and reclaim your soul stain that was left behind, which is not always easy since all the monsters come back to life in your ever so brief absence. Unfortunately if you die again, the souls are gone and you have to start collecting them all over again. So yeah, it’s hard and it only gets harder the more you let your frustration replace your patience.

The game no doubt pisses the crap out of me on many occasions, but I love that they really wanted to make the game a challenge. The problem lies in the inherent nature of almost any RPG, plus a couple level design flaws I wish they avoided.

The inherent nature of which I speak is the leveling up of your character. Every RPG has this. In Demon’s Souls you use the souls you gain to improve your stats, and inevitably this means you can take and inflict more damage. This also means that monsters in the earlier levels become much easier, making them easy to defeat for quick soul farming. This takes away from the difficulty of any RPG, not just this one.

The problem then is that Demon’s Souls has monsters that are too easy to defeat but still give you quite a few souls, letting you soul farm quickly, which in turn makes future levels easier than they probably should be. I think what they could have done instead is follow the Diablo method, where killing easier monsters gives fewer souls than they did before, maybe to the point that they give almost none. This would mean the player either has to take a long time soul farming, or press on fighting their way through the harder levels. Another option would be to make the monsters you kill give you more souls the first time you kill them, increasing the risk of dying. Granted I’ve not made it more than a quarter of the way through the game, so I may find my critique is totally misguided soon.

The second problem may be a spoiler, so don’t read further if you care about this game.

The boss demons I have battled so far are waaaaaaaaaaaaay too easy. The problem is that the bow is overpowered and there’s no limit to the number of arrows you can carry, so basically I just enter the boss battle with 200 arrows and blast them from a safe distance. After defeating the big guardian night in the second part of the first world with arrows without having to move at all, I knew something was amiss. Again, perhaps this becomes an impossible trick against later demons, but so far I’m a little disappointed with the boss battles.

More to come on Demon’s Souls in the next couple posts. I want to look more carefully at the ludic (read: game) elements and later at the multiplayer features, which are pretty awesome for what’s a mostly single-player adventure.

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Posted November 12, 2009
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Comment riposte: Tools are not enough

 

 

A few days ago I posted a comment on Kotaku to  this article, which discusses a bit of a PR fiasco game developer Infinity Ward has found itself in after announcing that it’s new FPS Call of Duty: Modern Warfare 2 would no longer support dedicated servers for PC gamers. The comment was lengthy enough that I’ve decided to repost it here, but first some context. (note: original comment appears near the end)

Call of Duty is a multi-million dollar franchise published by Activision and developed by Infinity Ward (IW) and Treyarch, each developer taking turns to put out a new game every year. Originally Call of Duty was a WWII first-person shooter, and was an instant hit when it launched. To freshen up the brand, IW released Call of Duty: Modern Warfare in 2007, which went on to be one of the biggest sellers in gaming history. That game put IW on the map, and a sequel was inevitable. Because the game is multi-platform, however, it had to appeal to two very different audiences—console owners and PC gamers. The main difference between the two is that PC gamers tend to be more hardcore and expect greater freedom and control over the gameplay, while console gamers range from hardcore to casual with plenty in between.

COD: MW was loved by PC gamers because it allows them to host their own dedicated servers to run matches. It also lets them to modify what options are enabled in ranked public matches, up to 64-player support (only 18 on consoles), the ability to lean, and most fun of all map creation and game modding, which lets the gamers change the game rules and graphics in almost any way they want.

an AWESOME Star Wars mod

The buzz for COD: MW2 was huge the moment it was announced, and honestly that’s no surprise. Robert Bowling, former community manager and current creative strategist for IW, was leading the communications charge in what started out with great promise.  

He was already on Twitter and was writing his own blog, and MW2 had its own Twitter and news site as well. They had even set up a twitter site tracking #MW2 comments, and posted questions for fans to respond to. The latter had some problems, like tracking any #MW2 comments and not ones related to the questions being posed, but it let users vote up the best comments in an attempt to keep them relevant.

All in all, a great start.

 

So what went wrong?

On October 17, 2009, with less than a month before the 11.10.09 launch date arrived, Bowling announced during a webcast (around the 1:39:00 mark) that IWNet would be implemented as a match-making service for PC gamers—and the end of dedicated server support. He called this making multiplayer more accessible to the PC community, but it’s hard to imagine that he didn’t see the serious backlash from the hardcore PC gamers coming.

This was not the end of the announcements, either. Soon after PC gamers discovered that everything that made the PC version unique was being taken away from them—no more leaning, no more modding or mapping. No more console for granular control over game settings, and perhaps worst of all, no more 64, or 32, player matches, meaning larger game clans, essentially the sports teams of gaming world would have to split up if they wanted to play. And, without dedicated servers, they will face greater lag issues and greater difficulty connecting with only the players they want to play with, since IWNet will do the matchmaking for them.

At this point IW and Bowling had already made one big mistake in their PR campaign—they didn’t engage the small but passionate demographic of their gaming community early enough. Fine, everyone makes mistakes. The problem then is how they continued to ignore the PC gamer audience. During an open online QA hosted by Best Buy—good idea, by the way, gives direct access to the game developers—IW game designer Mackey McCandlish and weapons artist Ryan Lastimosa deliberately and arrogantly snubbed the PC gamers participating in the event with unfortunately classic examples of terrible PR responses. For example:

Q: Is there a console in the PC version of the game, so we can change our field of view from the Xbox’s default 65 FOV to 80 also can we tweaks the weapon damage for each gun, removes perks, graphical debris, breathing sway, also thru console like we where [sic] able to before or is this all gone?

Vince-IW: We would like you to play the game the way we designed and balanced it.

And even worse:

Moriarte: Ignoring IW.net, is the PC version a direct port of the console version?

Mackey-IW: No, PC has custom stuff like mouse control, text chat in game, and graphics settings.

To suggest that “mouse control, in-game text chat, and adjustable graphics settings” somehow makes the game more than just a port of the console version is not the best choice of words.

Bowling, meanwhile, wasn’t doing much better, suggesting that the number of hardcore PC gamers was so small as to be meaningless when it came to game design decisions. He also called MW2 “their most feature-rich PC gamer yet,” despite all of the features that had been removed, and called the hardcore PC gamers “a very vocal community [that is] all online.” Ouch.

The great and tragically ironic climax to all of this is that Bowling himself declared just a few days later that he doesn’t think “any developer should not have control of how their game is presented or marketed or communicated… and they should take control of that a lot, lot more.” I might agree with you, Mr. Bowling, but I would add that whomever is handling it be someone with some level of competence.

IW has the tools, but they don’t have the skills, the experience or the wisdom to engage with its community in a way that respects the many, many opinions they’ve received.

 

What should they have done? What should they be doing right now?

I’ll let my original Kotaku comment answer the first question:

The problem, and the great irony here, is not that IW has jacked the PC version--it's their total arrogance in going about it.

I'm not condoning the jacking, but they really needed to at least try to make their audience understand their reasons for doing so, and in this they've failed completely. I find it ironic because IW was JUST saying how important it is for developers to handle their own marketing, and so far they're doing a terrible job of it! They seem to be totally clueless--Bowling especially--about the importance of showing a little humility to their fans, especially when they make changes that they KNOW will piss people off.

No, the end-user is not always right, as some are saying here. But that doesn't mean you ignore them! Just because IW doesn't need to worry about the money they make on PC game sales doesn't mean you dismiss those gamers voices--in essence IW has told PC gamers they are 2nd class to console gamers, their opinions are insignificant. There's almost no faster way to destroy your brand.

If I were IW here's what I would have done:

1. Pay special attention to those who are complaining--show them you're listening and understand their feelings.

2. Make sure I'm engaging them on public platforms, Twitter, Facebook, developer blogs, whatever.

3. Explain the reasons for jacking the game, and BE SPECIFIC. None of this "game balance" crap, that is PR nonsense designed to deflect, condescend, and offend. Your real reasons might not make the complainers happy, but at a deeper level they'll appreciate your honesty AS LONG AS YOU ARE BEING RESPECTFUL. You're worried about piracy? Ok, say so! You've actually received a lot of feedback from other PC gamers who find the game too hard to play because of cheating? Say that too, but HAVE PROOF to back yourselves up.

4. Make it clear you are flexible--let people know you're monitoring the community and are searching for ways to let people enjoy at least some of the things that made PC gaming special, like mapping and modding.

5. Finally, take a page out of Valve's book on L4D2--they handled their PR crisis beautifully, and look at what happened: complainers came away more than satisfied, and sales are up 4x over the original game! Seriously they won on all counts and still managed to make the game they wanted to make.

I find it so effin funny that IW thinks they know how to communicate with their audience, when they clearly have no idea. Sorry, I mean when they clearly don't care. Methinks they've been watching one too many episodes of Madmen. Get a clue, IW--MW2 might sell like hotcakes, but your reputation has suffered tremendously. I was looking forward to getting this for PS3, but maybe I'll wait awhile.

And as far as what they should be doing now is making it very clear that a lot of the details about how IWNet will operate are not finalized and that there is room for change and that they are listening to user feedback from everyone, whether it’s hardcore or casual gamers. And drop the arrogant holier-than-though attitude, be apologetic and promise you’ll do better in the future.

You screwed up on this one, IW, not the gamers.

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Posted November 9, 2009
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Today's wonderful Beijing weather

Beijing’s pollution index is at 500 today, the max limit of the measurement system. Here’s the view from my window.

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Posted November 5, 2009
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In the beginning there was... LEGO?

Creation, existence, origins. The beginning of time. Atoms, quasars, molecules and chemical bonds. The building blocks of the universe. The basic questions we ask ourselves about who we are all depend greatly on these tiny, infinitesimal things.

By things I mean Legos of course! LEGO, a brand that somehow has never managed to have a bad web site (seriously, check out their site in archive.org’s wayback machine—it was clever and made effective use of the limited tools available in the cesspool era of the Web, the 1990s.

More recently LEGO has made a name for itself as the maker of brilliantly conceived, somewhat blandly executed, video games that make up for a total lack of thematic originality with an abundance of nostalgia. The formula is simple---license a popular movie and recreate the world with Legos and funny cut scenes. It works better than it should, but still gets a bit dull after playing all six episodes of Star Wars.

Now LEGO is finally doing what they really always should have been doing—creating a MMO.

The world you’re on has a huge array of small challenges and puzzles to explore, either on your own, or with friends online. You can earn skills and health, collect a huge variety of LEGO bricks and pieces, build things in game (including free-building with whatever bricks you have), and grow your “spirit of imagination.”

And this is why it’s so effin cool. The ability to collect bricks and build with them opens the doors for a buttload of creativity, and makes this game sound like it could be the sandbox game of sandbox games, creative choices limited only by one’s imagination and resistance to making porn.  I assume the latter because it is LEGO and they aren’t likely to be smiling upon blocky penises with equally chunky scrotums stabbing up toward the sky (it’s a Lingam! the Hindu shouted). Yes, I feel those will be stamped down upon quite quickly, but no doubt someone will try.

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Posted November 3, 2009
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In game product placement gone too far

In game advertising is on the rise, but as with anything there is a point that’s going too far. The most obvious danger to avoid is placing ads in games set in fantasy worlds where such real products don’t exist. The image below is a pretty glaring example of what I’m talking about, taken from a game called Phantasy Star Portable 2.

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Posted October 30, 2009
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Why I'm excited about Windows 7

 

 

 

Okay, yes, I work for Waggener Edstrom and I’m shilling Windows 7—let’s get that out of the way.

 

The point is, Windows 7 is a very good upgrade not just for Vista users, but XP as well—XP? Really? Sacrilege, I know. I use all three systems right now—Vista on my work laptop, XP on my netbook and old personal laptop, and 7 (RTM version) on my new old desktop. While Vista runs fine on my nicely equipped work laptop (Core2Duo, 3GB ram), Windows 7 will run just as fast if not faster on a system with lower specs, perfect for my netbook and old laptop.

 

I also greatly, greatly appreciate how easy Windows 7 was to install. When I put it on my girlfriend’s laptop, there were some drivers it didn’t have. Immediately it recognized what it lacked, and even told me the device name and maker, and leading me to a website where I could download the needed driver! All through a very intuitive and easy to follow interface. As a copy writer I appreciate clarity in language (actually everyone does, I’m probably just a bit more picky about it), and the use of readable, conversational English that avoids technical jargon as much as possible made me realize the amount of work that went into finishing Windows 7. This will be the XP of this generation.

 

Speaking of XP, why upgrade? XP is a pretty sweet OS that with SP3 runs stable and quick, but it’s still not as secure I am told as Vista or 7. That alone makes an upgrade worthwhile, but there are also a lot of nifty features that make Windows 7 easier to use and nicer to look at—a much cooler task bar for one that makes better use of space (perfect for netbooks), and the ability to instantly make windows half the screen size by dragging them to the upper left or right corner of the screen. Or make it full screen by dragging to the top. There’s a lot more to it than these examples, but I’m still discovering them for myself.

 

If you’re interested in learning more, check out http://www.microsoft.com/windows/pc-scout/default.aspx. It’s a good starting point for figuring out which version of Windows will work for you and what kind of laptop will suit your needs. The dialog might be a bit corny, but then I tried the site and find the selections it offers to be pretty decent.

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Posted October 21, 2009
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Where games are taking us

"In June, former EBANK CEO "Ricdic" embezzled over 200 billion ISK from the bank and later sold it in real life, triggering the complete destruction of trust built by the organization. While safeguards were in place to halt any corporate malfeasance, EBANK was rocked by the embezzlement and over 380 billion in defaulted loans on top of the corruption have pulled the organization deeper into the red.
 
According to EBANK's newly appointed Chairman Ray McCormack the bank has been poorly managed; so much so that it took bank administrators weeks to discover how deep the financial hole was. The decision to freeze accounts means players will not be allowed to withdraw funds, and accounts will no longer accrue interest."
 
Another scam, another corrupt corporate executive. We've heard it all before, haven't we. Enron, AIG, WaMu, etc. etc. Banks driven into the ground by money-grunging powersuits who have probably never stepped outside the executive bubble to see how their decisions affect millions of lives.
 
But wait-EBANK? A currency called ISK? You can try to look for it at www.xe.com, but you won't find it; it doesn't exist. EBANK is a virtual bank belonging to a virtual world. It's a piece of code created by the players of a game called EVE Online, an massively multiplayer online (MMO) game started in Iceland. The people who play EVE, and are very good at it, take the game very seriously. The EBANK scandal is huge, but it's hardly the first. If anything, the game's existence depends on scandal and betrayal as much as it does on trust and loyalty. Corporate guilds battle one another for scarce resources across the galaxy while mercenary guilds take sides with the highest bidders. Merchant traders navigate at the risk of a pirate attack, perhaps to be saved by an unwitting hero who happens to be in the right place at the right time. And behind each of these characters is a human, playing the role. The game is immensely complex and requires a devotion that I don't understand how any jobholder could have.
 
The game developers have taken EVE one step further than any other MMO has to date by allowing players not only to drive the economy, but also use the game's API to develop new tools for managing economic data. In other words, players create their own financial institutions, exactly what EBANK is. Without a cold, unbiased AI, however, lapses in judgment can indeed be made, and greed and selfishness has been known to take over on more than one occasion. This element is what its players find so appealing (I think)-with humans in control, the stakes are much higher, and the world is truly dynamic.
 
As someone who is a long ways away from understanding the technical complexities driving the joy EVE players experience, I wonder why people still call these things games. Really? Is this a game? Or is it a world simulator? In some ways it doesn't seem like it could be fun, but then again if it's not a game, it probably should be something more serious than fun. It is engaging, a word that serious gamers and game critics like to use nowadays. And I can imagine no better example of engaging than EVE.
 
What I find fascinating about EVE is that it is really blurring the edges between realities-what is virtual and what is real? The in-game money can actually be exchanged for real world currency. There is a real governing body called the Council of Stellar Management comprising players elected by their peers-all done in game and in character. And what of the espionage and backstabbing and deal making? Does this extend to the real world? Are guild members scheming with one another when they're not in the game? I can only imagine that this must be the case. Ultimately this is the way games, whether it's augmented reality, MMOs, or even just casual gaming is headed, and when you think about what that means for communicating in a world that increasingly mixes and merges reality with virtuality, it kind of makes my head spin. Will such a distinction even be relevant at that point?
 
Working in PR it's part of my job to figure out how people and businesses communicate with one another, and my particular interest is in video games, in which communication between players is frequent, but between players and businesses is rare and quite limited. EVE makes me think that that will change, however.
 
it also makes me think that even the idea of what a business is will be completely different from what we think businesses are today-entities that deal in goods and services that have a real world effect on us. EVE has taught me that there may in fact be a whole range of virtual counterparts to our real industries, virtual PR? Maybe that's the next step.

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Posted September 1, 2009
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What online communication tools do you use (besides Facebook and Twitter)?

I keep it pretty simple:

Google Reader

Why? It’s integrated with my personal Gmail account and I’m familiar with it. It’s easy to place rss feeds in different folders, I like that I can read posts from oldest to newest, vice-versa, and it’s getting increasingly social with new features that let you “like” posts (and see how many other people liked them), share (with your own comments added) with friends.

Google News Alerts

I just realized this is going to sound like a spam blog ad for Google products, but they’re all free so how can I say no to free stuff? Google News Alerts lets me track what old and new media are saying about things I’m interested in, like “video games china”, or “Montpelier, VT” (where the police reports are awesome.) You do get some pretty bizarre links sometimes, but even those can sometimes be surprisingly useful.

EtherPad

Moving away from Google products, I like EtherPad because it is so damn simple. You type, you share—in real time. There’s no fancy tools to add images or other multimedia, it’s strictly text, but this focus means it does what it does very well, great for collaboration and team brainstorming sessions—integrate this with Skype and you’ve got a seriously sweet communication tool. They’ve snazzed it up with a few features since the launch, but the essential purpose and usability remains. The basic service is free, but also has some fee-based products I haven’t explored.

Dropbox

Dropbox, one of the first cloud storage-based online data storage and sharing services, is another one of those simple but powerful tools that just work. I consider it a communication tool because it allows you to share your Dropbox with others, automatically sending them files that you store in your Dropbox folder or subfolder. It’s a bit sluggish in China especially during uploads, but connectivity has been pretty reliable and that’s what counts. 

Guess that’s about it. If you can’t tell, I prefer simplicity. My brain can’t handle messiness, which, whenever encountered, drops me into a pit of seething despair.

       
Click here to download:
What_online_communication_tool.zip (95 KB)

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Posted August 18, 2009
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