Reports and Impressions on Video Games, old and new. Reports on Fiction whether it is Science Fiction, Fantasy or Historical. And other analytical content related to the video games and fiction.
Русскоязычный контент будет постепенно передвигаться на новый канал: youtube.com/@TatarKhanRus, и весь новый русскоязычный контент с этого момента будет публиковаться только на том канале.
Russian language content will be slowly transitioned to the new channel: youtube.com/@TatarKhanRus, and all the new Russian language content will appear on that channel only from now on.
Due to life reasons, I won't be able to post new content for next two weeks. По жизненным причинам я не смогу публиковать новый контент в течение следующих двух недель.
I, starting today and every Thursday, will be posting my playthrough videos of World of Warcraft Classic. The videos are the streams from my Twitch channel.
I will continue to make and post videos on cars in Crew 2 on Mondays.
Well on Monday, my Logitech G430 headset broke after years of service, actually all electronics work, it just can't stay on the head anymore. So, while I am messing around with the replacement, the release of videos will be impacted. I will try to post videos, but my ability to post console game videos will be impacted by my ability to set up the new gear. The replacement headset is SteelSeries Arctis Prime. Additionally, the setup will be enhanced with Blue Yeti X microphone.
So The Economist did a special report on video games, sadly due to not having staff with experience it was very weak. It is was disappointing that they didn't seems to seek advice from PC Gamer and Eurogamer publications that are based in the same country. However, their section on content moderation was the weakest of all. The publication suggested that video games are now facing issues that social media has already faced. So I responded by sending them a letter to the editor, which they didn't publish, here it is: I am both pleased and disappointed by the special report on video games that Economist published in its March 25th, 2023 issue. I am pleased that the publication decided to take a look at a video game industry, better late than never. However, I am disappointed by the content. The coverage was just skimming the top of what is a very complex industry with multiple issues. I was especially disappointed by your coverage of content moderation in video games. You believe that this is a new problem that gaming is only now facing, however, the user generated content in games has existed for a long time. Actually, some of the most popular video games are the result of what is known as mods, modifications of the existing games. Counter-Strike, Team Fortress 2, League of Legends, DOTA 2, etc. are all results of mods that were turned into stand-alone video games. Entire video game genres were born out of these mods, such as "battle royale" and MOBA. Gamers have been creating custom maps, new scenarios, and changing the in-game images and sounds for a very long time. It has been an ongoing battle by gamers to moderate what other gamers might create, to ensure that the community doesn't destroy itself. In this battle the good actors have mostly managed to prevail against the bad actors.
Similar battle is going on in the communications between participants in online video games. Your article makes it seem that by putting players in teams, the problem is resolved, as the players will unite against a common foe. Well, I would invite you to test this premise by jumping into a match of League of Legends, DOTA 2, WarThunder, World of Warships, Call of Duty or Battlefield, etc. The amount of abuse that is dished out by typing fingers or screaming mouths on to teammates for not doing the right thing and so costing the win will put your premise to rest. This is partially the result of the live service business models, as they provide new content in exchange for performance in the game.
The issue of moderation of content in video games is older than the same issue in social media, as the online services gamers use to play games predate social media. Blizzard Entertainment's Battle.net service launched in 1996, Microsoft's Xbox live launched in 2002, Sony's Playstation Network in 2006. Similarly, the biggest massive multiplayer online games launched way before social media appeared, Everquest went online in 1999, Ultima Online in 1997, and World of Warcraft in 2004, Runescape in 2001. All these were social media platforms even before the term appeared. And, as long as the internet has been around gamers have been sharing mods and user created content.
When it comes to content moderation of online interactions video games still have a long road ahead, but they started on it before many others and therefore have something to teach all that followed them.
Tatar Khan
Thanks to @mickcraftgaming I became aware of this awesome work of art. It is a re-imagined briefing background art for the Orc Campaign in Warcraft 1.
www.artstation.com/artwork/dyeQNA
1 year ago (edited) | [YT] | 1
View 0 replies
Tatar Khan
Русскоязычный контент будет постепенно передвигаться на новый канал: youtube.com/@TatarKhanRus, и весь новый русскоязычный контент с этого момента будет публиковаться только на том канале.
Russian language content will be slowly transitioned to the new channel: youtube.com/@TatarKhanRus, and all the new Russian language content will appear on that channel only from now on.
2 years ago | [YT] | 0
View 0 replies
Tatar Khan
Due to life reasons, I won't be able to post new content for next two weeks.
По жизненным причинам я не смогу публиковать новый контент в течение следующих двух недель.
2 years ago | [YT] | 0
View 0 replies
Tatar Khan
The Crew 2 - Dominion Forsberg #7
Mazda MX-5 (Miata) 2016 - 03:07.056
TVR Griffith 2017 - 03:07.131
Chevrolet Corvette ZR1 2009 - 03:07.750
Alfa Romeo Giulia Quadrifoglio - 03:11:921
DeLorean DMC-12 1981 - 03:13.398
Maserati Levante Trofeo 2021 - 03:19.604
2 years ago | [YT] | 0
View 0 replies
Tatar Khan
The Crew 2 - Dominion Forsberg #7
Mazda MX-5 (Miata) 2016 - 03:07.056
TVR Griffith 2017 - 03:07.131
Chevrolet Corvette ZR1 2009 - 03:07.750
DeLorean DMC-12 1981 - 03:13.398
Maserati Levante Trofeo 2021 - 03:19.604
2 years ago | [YT] | 0
View 0 replies
Tatar Khan
Видео про DeLorean DMC-12 выйдет на русском в течении следующих 2 дней.
2 years ago | [YT] | 0
View 0 replies
Tatar Khan
I, starting today and every Thursday, will be posting my playthrough videos of World of Warcraft Classic. The videos are the streams from my Twitch channel.
I will continue to make and post videos on cars in Crew 2 on Mondays.
2 years ago | [YT] | 0
View 0 replies
Tatar Khan
Well on Monday, my Logitech G430 headset broke after years of service, actually all electronics work, it just can't stay on the head anymore. So, while I am messing around with the replacement, the release of videos will be impacted. I will try to post videos, but my ability to post console game videos will be impacted by my ability to set up the new gear.
The replacement headset is SteelSeries Arctis Prime. Additionally, the setup will be enhanced with Blue Yeti X microphone.
3 years ago | [YT] | 1
View 1 reply
Tatar Khan
Due to other things happening in my life, I won't be able to play Suikoden this week, so I will upload some older Playthroughs of other games instead.
3 years ago | [YT] | 2
View 3 replies
Tatar Khan
So The Economist did a special report on video games, sadly due to not having staff with experience it was very weak. It is was disappointing that they didn't seems to seek advice from PC Gamer and Eurogamer publications that are based in the same country.
However, their section on content moderation was the weakest of all. The publication suggested that video games are now facing issues that social media has already faced. So I responded by sending them a letter to the editor, which they didn't publish, here it is:
I am both pleased and disappointed by the special report on video games that Economist published in its March 25th, 2023 issue. I am pleased that the publication decided to take a look at a video game industry, better late than never. However, I am disappointed by the content. The coverage was just skimming the top of what is a very complex industry with multiple issues. I was especially disappointed by your coverage of content moderation in video games. You believe that this is a new problem that gaming is only now facing, however, the user generated content in games has existed for a long time. Actually, some of the most popular video games are the result of what is known as mods, modifications of the existing games. Counter-Strike, Team Fortress 2, League of Legends, DOTA 2, etc. are all results of mods that were turned into stand-alone video games. Entire video game genres were born out of these mods, such as "battle royale" and MOBA. Gamers have been creating custom maps, new scenarios, and changing the in-game images and sounds for a very long time. It has been an ongoing battle by gamers to moderate what other gamers might create, to ensure that the community doesn't destroy itself. In this battle the good actors have mostly managed to prevail against the bad actors.
Similar battle is going on in the communications between participants in online video games. Your article makes it seem that by putting players in teams, the problem is resolved, as the players will unite against a common foe. Well, I would invite you to test this premise by jumping into a match of League of Legends, DOTA 2, WarThunder, World of Warships, Call of Duty or Battlefield, etc. The amount of abuse that is dished out by typing fingers or screaming mouths on to teammates for not doing the right thing and so costing the win will put your premise to rest. This is partially the result of the live service business models, as they provide new content in exchange for performance in the game.
The issue of moderation of content in video games is older than the same issue in social media, as the online services gamers use to play games predate social media. Blizzard Entertainment's Battle.net service launched in 1996, Microsoft's Xbox live launched in 2002, Sony's Playstation Network in 2006. Similarly, the biggest massive multiplayer online games launched way before social media appeared, Everquest went online in 1999, Ultima Online in 1997, and World of Warcraft in 2004, Runescape in 2001. All these were social media platforms even before the term appeared. And, as long as the internet has been around gamers have been sharing mods and user created content.
When it comes to content moderation of online interactions video games still have a long road ahead, but they started on it before many others and therefore have something to teach all that followed them.
3 years ago | [YT] | 1
View 1 reply