All posts tagged tech

  • The New York Times story: ‘How Australia Bungled Its $36 Billion High-Speed Internet Rollout’, May 2017

    My first story for The New York Times was published on May 11. Excerpt below.

    How Australia Bungled Its $36 Billion High-Speed Internet Rollout

    Its businesses and consumers burdened with some of developed world’s slowest speeds, the country is a cautionary tale about big-money ambitions.

    The New York Times story by Andrew McMillen: 'How Australia Bungled Its $36 Billion High-Speed Internet Rollout', May 2017

    BRISBANE, Australia — Fed up with Australian internet speeds that trail those in most of the developed world, Morgan Jaffit turned to a more reliable method of data transfer: the postal system.

    Hundreds of thousands of people from around the world have downloaded Hand of Fate, an action video game made by his studio in Brisbane, Defiant Development. But when Defiant worked with an audio designer in Melbourne, more than 1,000 miles away, Mr. Jaffit knew it would be quicker to send a hard drive by road than to upload the files, which could take several days.

    “It’s really the big file sizes that kill us,” said Mr. Jaffit, the company’s co-founder and creative director. “When we release an update and there’s a small bug, that can kill us by three or four days.”

    Australia, a wealthy nation with a widely envied quality of life, lags in one essential area of modern life: its internet speed. Eight years after the country began an unprecedented broadband modernization effort that will cost at least 49 billion Australian dollars, or $36 billion, its average internet speed lags that of the United States, most of Western Europe, Japan and South Korea. In the most recent ranking of internet speeds by Akamai, a networking company, Australia came in at an embarrassing No. 51, trailing developing economies like Thailand and Kenya.

    For many here, slow broadband connections are a source of frustration and an inspiration for gallows humor. One parody video ponders what would happen if an American with a passion for Instagram and streaming “Scandal” were to switch places with an Australian resigned to taking bathroom breaks as her shows buffer.

    But the problem goes beyond sluggish Netflix streams and slurred Skype calls. Businesses complain that slow speeds hobble their effectiveness and add to their costs. More broadly, Australia risks being left behind at a time when countries like China and India are looking to nurture their own start-up cultures to match the success of Silicon Valley and keep their economies on the cutting edge.

    “Poor broadband speeds will hold back Australia and its competitive advantage,” said John O’Mahony, an economist at Deloitte Access Economics. A 2015 report by Deloitte valued the nation’s digital economy at $58 billion and estimated that it could be worth 50 percent more by 2020. “The speed of that growth is at risk if we don’t have the broadband to support it,” he said.

    The story of Australia’s costly internet bungle illustrates the hazards of mingling telecommunication infrastructure with the impatience of modern politics. The internet modernization plan has been hobbled by cost overruns, partisan maneuvering and a major technical compromise that put 19th-century technology between the country’s 21st-century digital backbone and many of its homes and businesses.

    For the full story, visit The New York Times. Above photo credit: Jason Reed for Reuters.

  • Shorthand story: ‘The Making of England v Australia’, July 2013

    A story for Shorthand, a Brisbane-based digital technology company. Excerpt below; click the image to read the full story.

    The Making of ‘England v Australia’

    The Making of 'England v Australia' by Andrew McMillen for Shorthand, July 2013

    The first project released by Australian digital publishing company Shorthand details one of sport’s ultimate rivalries, yet ironically, it only came to fruition after partnering with an iconic British media outlet which recently launched down under. In collaboration with the Guardian Australia, ‘England v Australia’ is a long-form interactive story that traces the history of the the two countries’ ongoing contest, which spans generations, oceans and sporting codes.

    “We wanted to develop a tool that would be used by the publishing industry,” says Shorthand executive manager Ben Fogarty. “And what better way to find out what it needs to become than working with someone like the Guardian, with their experience and their approach to storytelling, news and features? It was a great opportunity to get straight into the thick of it with a very well-known, professional organisation, and see how and where Shorthand fits into that scenario.”

    The Brisbane-based start-up was founded in March 2013 in recognition of a problem that had emerged in online journalism: how could publishers tell ‘epic’ stories without the requisite eye-popping budgets, labour-intensive web development, and months of lead time?

    In short: how to craft an interactive masterpiece like ‘Snow Fall’ without breaking the bank each and every time? The start-up saw a gap in the market to provide a high-quality, affordable platform for digital storytellers. Although Shorthand’s goal was clear, the team still had many unanswered questions.

    “‘England v Australia’ helped us define our scope very well,” says Fogarty. “We had a big question around where the content was going to come from, and how digital storytelling is crafted. Do you start with media and put text around it? Do you grab text and find the media to go with it? Being part of that process from an early stage with the Guardian Australia has helped shape in our minds how to create the product features that’d work best for telling these sorts of stories for the web.”

    To read the full story – and get a better idea of the tool that the company is developing – visit Shorthand’s website.

  • Wired story: ‘Daft Punk’s album premiere in Wee Waa, Australia’, May 2013

    A story for Wired.com – my first contribution to the website. Excerpt below.

    We Went to the Daft Punk Album Premiere in Wee Waa, Australia, Pop. 2,100
    by Andrew McMillen / Photographs by Rachael Hall

    Wired story: "Daft Punk's Australian album premiere in Wee Waa" by freelance journalist Andrew McMillen, May 2013. Photo by Rachael Hall

    WEE WAA, Australia – The world premiere of the latest Daft Punk album, Random Access Memories, was originally scheduled to take place on May 17 at a farm show in the rural Australian town of Wee Waa, population 2,100. The unconventional choice of locale made worldwide news, as intended. The event (and its marketing) was always about more than just two French guys releasing an album: It was an attempt to breathe life into the idea that a distinct collection of songs could still be relevant in 2013, when digitally downloaded singles dominate and launch dates have become almost meaningless.

    Imagine Sony’s frustration, then, when Random Access Memories trickled onto the internet on May 14, three days ahead of the intended world premiere in Wee Waa, and Daft Punk hastily started streaming the album on iTunes to tide over listeners till the actual release date. The impact on the planned celebration was immediate. A journalist from the local newspaper The Narrabri Courier told Wired that the Wee Waa Motel experienced 37 out of 60 cancellations in the day following the leak. What had been sold as a world premiere now seemed humdrum, an experience that anyone with an internet connection, BitTorrent or iTunes could have.

    To many music fans, Tuesday’s news was an inevitability, and surprising only in its lateness: most big releases appear online weeks, or even months ahead of their true street date. So what value, if any, does an album release event have after once an internet leak has removed the mystery? I went to Wee Waa to find out.

    When I wake up on the morning of 79th Annual Wee Waa Show, I add Random Access Memories to my to collection on the streaming music service Rdio, a process that takes only minutes. During the seven-hour drive to Wee Waa, the temptation to listen to the album is powerful. After all, it’s right there. I resist, though, out of respect for the album and the experience ahead. I figure that saving that crucial first listen for the first night will be worth it.

    Situated 560 kilometers (347 miles) north-west of Sydney, Australia’s most populated city, Wee Waa was previously known for its cotton production, and little else. The choice to host the album launch here had everything to do with sheer disorientation — hence the global headlines. Sony first floated the idea with the Narrabri Shire Council in February, two months before the news was made public in mid-April. The Wee Waa Show committee discussed at length how the showgrounds would cope with the influx of tourists; local accommodation was fully booked soon after the news broke.

    This three-day event is an important cultural staple of the region, even when Daft Punk isn’t around. The show format combines elements of agricultural presentations (cattle judging, pet shows) with competitions (horse-riding, cake-baking) and carnival rides familiar to attendees of American state fairs. It’s easy for city-dwelling outsiders to poke fun at these meets, but for local farming families, these regional shows provide a welcome respite in their routine. It’s a chance to put down tools for a couple of days, socialize with one another, and celebrate successes.

    In the days before the main event, rumors of a last-minute appearance from the French duo still circulate, and Sony stokes the flames by refusing to rule out the possibility. On Friday, there’s talk of the local airport being temporarily closed for a couple of mysterious, high-security chartered flights. Perhaps Thomas Bangalter and Guy-Manuel de Homem-Christo had elected to make the trek after all, people say; perhaps their statements to the contrary were a smokescreen to deter all but the true believers, the fans who still thought an album launch meant something, leak or no leak.

    For the full story, and more photographs, visit Wired.com.

  • Sydney Morning Herald story: ‘How hackers can switch on your webcam and control your computer’, April 2013

    A feature story for smh.com.au, the website of the Sydney Morning Herald. Excerpt below.

    How hackers can switch on your webcam and control your computer

    A malicious virus known as Remote Administration Tools (RATs) can be used by hackers to switch on your webcam and control the machine without your knowledge. Andrew McMillen reports.

    'How hackers can switch on your webcam and control your computer' story for Sydney Morning Herald by Andrew McMillen, April 2013

    The 14-year-old couldn’t believe his eyes. The virtual currency he’d worked so hard to amass in the online role-playing game Runescape had vanished. He’d lost the equivalent of $700 in the blink of an eye, after investing his pocket money into the game’s economy for months. All that remained was an instant message dialogue box: “Haha, you got RATted!”

    Sitting in his bedroom in Wauchope, on the mid-north coast of NSW, the teenager wrote back: “What does that mean?” He didn’t know at the time that his machine had been compromised by a Remote Administration Tool (RAT), an aggressive form of malware that allows hackers to access a victim’s entire computer. It was too late. The thief had disappeared. “He ran away with my money, like a girl,” laments Alex (not his real name).

    Weeks later, his desolation and rage had been replaced by joy. After researching RATs and spending an entire day spreading an innocuous link using Runescape’s in-game chat function, in the hope that someone would visit the page and run the Javascript application embedded within, Alex had his mark.

    Within a few clicks, the teenager had access to a stranger’s entire computer, without their knowledge. “I was the happiest kid in the whole entire world,” he says. “I could see their desktop, what they typed, the history of what they’d typed, stored passwords, files – everything.”

    His victim didn’t have a webcam, so Alex wasn’t sure of their gender or their appearance, although he assumes they were male. But he knew that they played Runescape, so he got straight to work on what mattered: looting their gold, just as he’d recently experienced himself.

    After emptying the stranger’s account, the teenager watched, intrigued, as his mark realised that he’d been hacked, and began trying to close the connection. Fifteen minutes later, Alex’s first “slave” – hacker shorthand for a compromised user – had disconnected himself.

    The RATted had become the RATter. “I felt unstoppable,” says Alex, now 17 and studying Year 11. “I was really insecure about myself at the time. I felt like the most powerful person on Runescape.”

    The senior security manager at antivirus software company Trend Micro has another name for RAT: Remote Access Trojan. “It’s a piece of software loaded onto somebody’s computer that allows it to be controlled or accessed from a third-party location,” says Adam Biviano in Sydney.

    “They often arrive on a computer masquerading as something else,” he says. “Just like the mythological story, you open your gates up and you allow it inside your protected walls. All of a sudden, you think you’re getting one thing, but in reality you’re getting what they call a ‘RAT’. You’re giving access to your computer to … who knows who.”

    To read the full story, visit smh.com.au.

  • CNET story: ‘The Man Who Virtually Has It All’, March 2013

    A feature story for CNET Australia; excerpt below.

    The man who virtually has it all

    A 30 year-old Sydneysider has amassed a small fortune by trading virtual items for real cash in the online game Entropia Universe. What next, though?

    Zachurn "Deathifier" Emegen in Entropia Universe, pictured as part of 'The Man Who Virtually Has It All' story for CNET Australia, March 2013

    In game, the nearest moon to Planet Calypso sits huge in the sky, framed against a blanket of twinkling stars and space clouds. Surrounding mountains tower above and oddly bendy palm trees sway in a gentle breeze. It is beside the teleporter located at Camp Icarus, Planet Calypso’s seaside outpost for new players, that I met with Zachurn “Deathifier” Emegen, leader of the Dark Knights society and one of the wealthiest men ever to play Entropia Universe.

    With a few quick mouse gestures, Deathifier — a tall, handsome avatar clad in shiny red armour — had spawned a Quad-Wing Interceptor, an impressive and expensive-looking aircraft. He then added me to the vehicle’s guest list and invited me to take a seat inside. Our destination? Treasure Island.

    Deathifier is the owner of the 25-square-kilometre plot of in-game land called Treasure Island. He purchased it for US$26,500 in December 2004 and set a Guinness World Record for the largest amount spent on a virtual item. We had to take the long air route, though, because Entropia Universe game developer MindArk had, without notice, disabled the teleporter that allows new players to travel between Camp Icarus and Treasure Island with ease.

    My pilot wasn’t pleased about this unexpected change: he’s reliant on hunting tourism for much of his income, and if players can’t easily get there via teleporter, he’s missing out on potential Project Entropia Dollars (PED), the in-game currency that’s tied to the United States dollar at a fixed exchange rate of 10-to-one. (Treasure Island cost 265,000 PED in 2004.)

    In real life, outside of this vast virtual planet and its two continents, Deathifier is David Storey, a 30-year-old Sydneysider who has been playing Entropia Universe for almost 10 years. Throughout that decade, behind the screen, in-game investments and earnings have comprised the bulk of Storey’s income. With help from a handful of silent partners, whose identities he has never revealed, Storey has invested over US$1 million into the game. The $26,500 Treasure Island purchase broke even in its first year, thanks to Storey’s tireless development, salesmanship and marketing, both online and off.

    At first, this is a strange concept to get one’s head around. This man makes a good living by spending his work week inside a computer game, a space more readily associated with fun and entertainment than commerce and profit. While Storey piloted the Quad-Wing Interceptor south-west across vast oceans and jagged mountain ranges toward Treasure Island, my avatar sat in the gunner’s seat — the aircraft is armed and able to shoot down opposing vehicles if necessary — while we spoke over Skype.

    I asked him whether it’s been difficult to separate the fun from the business side of the game. “They’ve always been intertwined,” Storey replied. “At some points, it’s been more for fun; at others, more for business. More recently, I’ve transitioned more toward business, because the fun elements have declined, so to speak. The core gameplay hasn’t changed in 10 years.”

    To read the full story, visit CNET.

  • Kotaku story: ‘What Went Wrong With Silicon Knights’ X-Men: Destiny?’, October 2012

    A 6,000 word feature story published on Kotaku in October; excerpt below. This is the result of 15 months’ investigative work.

    What Went Wrong With Silicon Knights’ X-Men: Destiny?
    by Andrew McMillen

    Bad video games are released all the time. A raft of factors conspire to influence the quality of the outcome. Maybe tight deadlines are to blame. Or maybe the problems include inexperienced developers, incompetent project management, impossible publisher requests, funding concerns. It’s a seemingly unavoidable fact that not every game can be great, or good, or even average.

    So how does a game, one made by a celebrated studio and backed by one of the richest game publishers in the world, turn out to be a bad video game? This is a story about exactly that. It’s about Silicon Knights the studio behind the great Eternal Darkness, the miserable X-Men: Destiny. It’s about a proud leader, frustrated ex-employees, many internal clashes and a secret sequel everyone hoped would be great.

    To an extent, it’s the role of the gaming media to warn potential buyers away from these inferior gaming experiences, and encourage them to spend time with well-designed games developed by skilled teams, led by sound project management, and unhurried by unrealistic demands. The conventional wisdom is that life’s too short to play every game — or read every book, or listen to every album, or see every film — and as a result, we tend to only want to invest our time and money into the very best.

    X-Men: Destiny — developed by Canadian studio Silicon Knights for Xbox 360, PS3 and Wii — could have gone either way. Sure, previous X-Men titles didn’t exactly set the world on fire: 2006?s X-Men: The Official Game, averaged a score of 52 out of 100 on Metacritic across seven platforms, while 2009?s character-focused X-Men Origins: Wolverine averaged a 65 across six platforms.

    But X-Men: Destiny (XMD), released September 27, 2011, underperformed them both with a dramatically low Metacritic score of just 41 across four platforms. (The DS version, developed by Canadian studio Other Ocean Interactive, registered a 33 on the site, making it the single worst-reviewed X-Men title in Metacritic’s records.)

    There are plenty of possible explanations for the poor result. Maybe the game’s publisher, Activision, rushed the release in an attempt to hit a quarterly revenue goal. Maybe it was just dragged down by the weight of a crappy, overdone superhero licence, as so many games before it. Maybe the title just didn’t come together in the end, or simply failed to resonate with reviewers.

    These are all possible, but discussions with former employees of XMD developer Silicon Knights suggest that the game’s fate was sealed long before Activision gave the project a green light back in 2009. The following story excerpts extensive interviews with former Silicon Knights employees who describe their experiences at what they say was a disorganized, unfocused company that squandered ample time and resources before being forced to release a game it was far from proud of.

    Management at Silicon Knights refused to be interviewed on the record for this story, despite repeated requests over many months. A spokesperson for the game’s publisher, Activision, also declined requests for comment. Accordingly, keep in mind that what follows is but one side of a very complex story. When first confronted with wide-ranging allegations of XMD‘s tumultuous development in mid-January 2012, company president Denis Dyack gave the following statement:

    “Silicon Knights is obligated to its partners (in the case of X-Men: Destiny — Activision and Marvel) to not disclose the development process of any project they work on. These obligations also apply to all the people who worked on X-Men: Destiny. Silicon Knights appreciated the opportunity to work on the game and we hope to get an opportunity to work together with Activision and Marvel again.”

    This statement remains the only comment that Kotaku can attribute to the man behind the biggest failure in the studio’s 20-year history.

    Enter: “SK Whistleblower”

    It’s not as if Silicon Knights was some untested, fly-by-night developer brought on to quickly crank out just another licensed title. Founded in 1992 by current company president Denis Dyack, the St. Catharines, Ontario-based company is best known for their 2002 GameCube hit Eternal Darkness: Sanity’s Requiem, which scored a “universal acclaim” score of 92 on Metacritic, based on 41 reviews. The company’s 2004 Metal Gear Solid remake, The Twin Snakes, scored 85 across 54 reviews. And while Silicon Knights’ 2008 Xbox 360 release Too Human averaged a sub-par score of 65, the company’s history still suggested it could produce good games.

    But X-Men: Destiny stands alone as the worst game that Silicon Knights has released since it was founded. How did a company that was once known for compelling, original, quality video games come to release a title best described as “mediocre,” “mindless,” “generic” and “an absolute mess”?

    (1UP gave the X360 version a D+, concluding that the game is “is an absolute mess that isn’t worth your time.” IGN gave the PS3 version 5.5 points out of 10 — “mediocre” — and remarked that “even for an action brawler, this one is as mindless as they come.”GameSpot reviewed the same version and awarded the game 4 out of 10, noting that XMD “does the incredible: it makes being a genetic marvel a generic bore.”)

    “I am writing to you in regards to Silicon Knights’ upcoming title X-Men: Destiny,” read the July 21, 2011 email from a mysterious, throwaway Hotmail account with the handle SK Whistleblower. “Silicon Knights’ executive team has just recently implemented a new policy to discredit all employees who have recently resigned. This includes employees who have worked on it for between six months and three years. Between 35 to 45 former employees will fail to have their credits appear in the game.”

    I knew firsthand how to deal with such serious allegations. At the time, IGN had recently published my 4,500 word feature story based on interviews with 11 anonymous former employees of the Australian studio Team Bondi, in which those developers detailed seven troubled years of work on L.A. Noire; years that culminated with many of those employees failing to receive the credit they believed they deserved for their work. Now, someone was suggesting that Silicon Knights was having similar problems with its latest title.

    “Much of what was written about Team Bondi’s situation can be said about Silicon Knights as well,” SK Whistleblower continued. “I am certain that if you contacted former and current Silicon Knights employees and offered them anonymity, you would receive evidence of an appalling antipathy from management towards the employees, publishers, and the quality of their games.”

    Anonymous allegations are easy to make; verifying them is much tougher. I spent the next couple of months reaching out to dozens of former Silicon Knights employees, including a list of 32 allegedly omitted names supplied by SK Whistleblower. Many of those who responded confirmed that they, too, had heard the rumours of their names being removed from the credits of XMD. Some refused to speculate (“I can’t confirm who made it into the credits or not until the game is released, so I’m unable to comment”); some expressed concern for their former colleagues (“I feel that any information I give you will only hurt the current employees at SK”); others feared the ramifications of their involvement in this investigation (“any other information possibly leaking would not look good towards my professionalism and possible future opportunities”).

    Ultimately, I secured interviews with eight former SK employees who worked on XMD, including the initial whistleblower. Between them, these former staffers represented over 45 years of service to the Canadian game development studio. All of them spoke to me on the condition of anonymity, for obvious reasons. Interviewees suggest that the company has been plagued by a complex set of internal problems for years. It soon became clear that this story was about much more than a minor grievance with SK’s crediting standards.

    To read the full story, visit Kotaku.

  • Australian Penthouse story: ‘The High Road: Silk Road, an online marketplace like no other’, February 2012

    A story for the January 2012 edition of Australian Penthouse, reproduced below in its entirety. Click the main image for a closer look (which will open a PDF in a new window), or read the article text underneath. You can click any of the below images and screenshots for a larger version, too..

    The High Road
    by Andrew McMillen

    Silk Road is an online marketplace like no other. Totally anonymous, the website uses sophisticated encryption software and a digital currency to facilitate the worldwide sale of prohibited items, particularly illicit drugs. Australian Penthouse investigates.

    “Imagine how exciting it is when you get something in the mail; even the shittiest thing, like a free sample. But in this case, you’re getting drugs that you really want to take, and get high on. It’s a compounded experience of excitement; an exponential high.”

    A 24-year old man who lives in an inner-city suburb of Brisbane is describing what he felt upon opening his mailbox one day in 2011 and discovering a package containing one gram of cocaine. It was addressed to a person who does not exist. He does not know the source of the substance beyond its country of origin. This was not the first time he had purchased drugs online; his first order was for one gram of MDMA powder. That package was sent to a house that he knew was unoccupied; it took around nine days to arrive from Canada. He checked the vacant mailbox daily. “I’m still waiting for some undies off of eBay from Hong Kong,” he says. “[The MDMA] arrived way quicker than that.”

    Why the alternate address in the first instance? “Because having something illicit sent in the mail seems fairly thick,” he replies. “It seems so simple; too good to be true. I wanted to put some form of buffer between myself and the order I made, as a ‘test run’.

    “One day it was in there and it hadn’t been intercepted. I didn’t get immediately arrested when I took it out of the mailbox. Since I didn’t use my real name, it didn’t seem possible to get traced back to me. It still hasn’t been.”

    These orders were made using a website called Silk Road. It can only be accessed after installing anonymity-enabling software called Tor. All purchases are made using Bitcoin, a currency which only exists online and whose public transaction history can be untraceable if handled correctly.

    My interviewee randomly discovered online mentions of Silk Road in May 2011, and pursued the intriguing concept all the way through to installing Tor and trading Australian dollars for Bitcoin; a process he calls “semi-prohibitive” owing to the persistence and tech-knowledge required to check all the boxes before users can place an order. In four transactions, my interviewee has ordered three grams of MDMA and three grams of cocaine at a cost of “close to AUD$700”.

    So what motivated him to take a chance on buying illicit substances online from a complete stranger?

    “I’m interested in taking drugs casually, but I hate the process,” he says. “I don’t know any dealers. Even if I want to get weed, I don’t know anyone, so it always becomes this drawn out process of finding someone who knows someone who knows someone. It’s a real pain in the arse. Whereas this way, it’s so direct and private. I didn’t leave my room, and then nine days later there was something in the mailbox that was for me. It’s discreet and exciting. Imagine the fun of shopping on eBay, but then you can also get high.”

    Visiting Silk Road for the first time, I feel a little like Alice falling down the rabbit hole. After downloading the correct Tor software bundle, I connected within five minutes. A warning appears at the bottom of the registration screen: “Be advised: This website is experimental. We do not guarantee your anonymity, protection from law enforcement in your jurisdiction, or protection from other users of this service. You and you alone are responsible for the risks associated with entering and using this website.” The site does not request any information from its users beyond a username and password; not even an email address. And then, you’re in.

    The site’s bright, clean design displays images of nine items for sale; among them, ‘red joker’ ecstasy pills, one-ounce of the ‘purple kush’ cannabis strain, a $50 Australian banknote and syringes. When I first visit the site in late August 2011, one bitcoin is worth USD$11.15; a fortnight later, the exchange rate has dropped to USD$6.18 per bitcoin.

    The nine ‘featured’ items change upon each page refresh. A column on the left categorises the goods for sale: ‘drugs’ is split into sub-categories like ‘dissociatives’ (11 items for sale), ‘psychedelics’ (123 items), ‘stimulants’ (65) and the most popular category, ‘cannabis’ (237). Other categories include ‘digital goods’, ‘money’, ‘XXX’, ‘weaponry’ and ‘forgeries’.

    At first, it’s a little overwhelming. What Silk Road [SR] offers is the online equivalent of strolling down a dim-lit alley filled with surly guys wearing heavy trenchcoats, except that you can contemplate purchasing their goods while lounging in your underwear, without fear of being stabbed.

    Each page on the site generally takes a few seconds to load, regardless of the user’s connection speed, due to an overcrowded Tor network. A page called ‘how does it work?’ describes the site as “an anonymous marketplace where you can buy and sell without revealing who you are. We protect your identity through every step of the process, from connecting to this site, to purchasing your items, to finally receiving them”. Lengthy guides for both buyers and sellers are freely available. The latter guide states that “every precaution must be taken to maintain the secrecy of the contents of your client’s package. Creatively disguise it such that a postal inspector might ignore it if it was searched or accidentally came open.”

    It concludes with a ‘final note’: “Regardless of your motivations, you are a revolutionary. Your actions are bringing satisfaction to those that have been oppressed for far too long. Take pride in what you do and stand tall.”

    There’s an active and boisterous SR forum community, which is hosted off-site and requires an additional registration; this process requests an email address, but a note states that it doesn’t have to be a legit address.

    After poking around the site and smirking at some of the items for sale – condoms, an e-book of Neil Strauss’ pick-up artist classic The Game, military training manuals – I decide to engage with a few sellers by requesting interviews using the site’s private messaging system.

    Within 10 minutes, three sellers respond enthusiastically to my request; one says, “I’ll even give you a media discount if you order.” The website’s administrator, who goes by the username Silk Road, also responds. “Sorry, we aren’t doing interviews at the moment,” he says. “Good luck.”

    Of the 27 SR sellers I approach during a two-week period on the site, seven respond thoughtfully and at length to my questions. They are mostly based in the US and Canada, though one is Australian. All seven request that I don’t mention their usernames. A few prefer to conduct the interview using PGP text encryption, which adds another element of spookiness to the situation. Most of the sellers found their way to Silk Road after the site was covered online by Wired and Gawker in June 2011.

    When I ask what they like about Silk Road, I’m met with a range of responses. “Being able to provide a safe and anonymous way for someone to purchase something that they choose to put into their body,” says one seller. “It’s nice how it turns drug dealing into an office job, with less risk and more stable demand while interacting openly with customers,” replies another. This focus on administrative duties is echoed by another seller, who says it’s “nice to have everything so organized and centralized, it really cuts down on the time spent per order which is a huge plus when you’ve got a mountain of them to work through.”

    One source remarked aloud, ‘this is the future’, upon finding the site. “The free market has provided for one of the oldest needs in human history,” they elaborate. “[SR] removes the elements of danger that exist in in-person black market arrangements, and offered anonymity for all parties involved.”

    I ask what sellers don’t like about the service. One tells me, “while the majority of users are honest and trustworthy, you always have to keep your guard up. There are plenty of scammers here on SR.” Another is frustrated by the long wait between making a sale and receiving the bitcoins in their account. “It can take a while for people to finalize transactions, so the money gets stuck in escrow until the customer remembers to finalize, or it auto-finalizes after like 20 or so days.”

    One seller is concerned about the silo-like nature of the site: “Having everything organized – vendor statistics easily accessible, reliance on a single server, etc – all makes any vendor, or even SR itself, a juicier target for LE [law enforcement].” An Australian seller replies, “I don’t like being out in the open. Even though I feel rather anonymous within SR, I could always make a simple mistake with my packaging or use of encryption that would give me away.”

    A few of my respondents reveal that they have sold drugs in the real world. One dubs the online process “much easier” than face-to-face sales. “SR buyers have no info about me whatsoever. Whereas with a face-to-face transaction, a buyer might know my name, what I look like, the car that I drive, or the city that I live in. So if they get caught, LE goes up the food chain. Here on SR, there’s nowhere for LE to go.”

    Another seller says SR is preferable because it “takes potential violence right out of the equation, and mitigates theft; you can’t exactly take someone to court for robbing you during a black-market trade, which is why there is so much violence. I prefer SR to offline, any day of the week.” One seller candidly replies, that SR is “better and cleaner. Customers are more educated and nice, and it leaves you more spare time to study, play with the kids, and clean the house. It’s telecommuting at its finest.”

    None of the seven sellers I interviewed would detail how they package the illicit substances sent through the international postal system. A couple mentioned that it’s an unwritten law among SR sellers to not disclose such methods, though I learn by reading the forums that vacuum sealing is common. The young man from Brisbane who received MDMA and cocaine in the mail didn’t want to discuss the appearance of the packages he received, either.

    All this illegal activity must be a rush, even if the process does become somewhat normalised due to the volume of orders that some sellers process. I have one final question. What does it feel like to sell illicit drugs over the internet to complete strangers?

    One replies, “honestly, it can be quite nerve racking. I have no idea if I just sent some illegal items to LE. That’s why it’s so important for a good vendor to use all precautionary tactics to keep important info away from them. Leaving no DNA or fingerprints, and sending from an area where you don’t live. It’s not unusual for a vendor to be wearing hairnets and multiple layers of gloves while packaging the material. If there is even a one-percent chance of some identifying marks on or inside that package, it will be thrown out.”

    Another says, “It’s awesome. Most of the users on Silk Road are good people, and it’s always been a pleasure providing them goods that their corrupt governments have denied them. By simply living our lives and doing what we want to do, we break the government’s iron fist. It’s pretty satisfying.”

    “It feels great,” agrees another. “I get to make a positive contribution in the lives of people who otherwise wouldn’t have access to drugs, such as old folks, and people in remote locations.” The seller shares some feedback received by a buyer that they found “really touching”. The feedback reads, “I don’t want to sound all sentimental and crap but in all honesty, my friends and I have become closer and happier with ourselves and each other, thanks to you and your stuff. It’s really been a bonding experience for everyone. We aren’t really the partying type and instead like to chill and talk for hours. Thanks to you, we have shared some amazing experiences.”

    The seller tells me that “getting feedback like that makes those nights spent sweating over a hot vacuum sealer seem worthwhile!”

    For more on Silk Road, visit its Wikipedia page.

  • Rolling Stone story: ‘Sony’s Bandit.FM music subscription service’, October 2009

    In October 2009, my first story was printed in Rolling Stone Australia. It’s 600 words on a couple of music/tech issues; not exactly the most glamorous first RS article , but it’s a start no less. The story is below; click for full-sized PDF.

    Rolling Stone Australia article from the November 2009 issue on streaming music subscriptions

    This was the fourth story I’d pitched to the magazine. Here’s my original pitch:

    Bandit.FM: Under The Hood

    Sony are launching their Bandit.FM music subscription and download service in October 2009. Let’s take a closer look at the strategy and technology behind the site. Are subscription services really the future of music consumption – as everyone seems to be yelling this year – or is at all hot air and marketing?

    What will I discuss? (sample questions)

    • Who’s backing the site? (eg. venture capital beyond Sony’s involvement?)
    • How long has this been in the works?
    • Why launch now?
    • How long did it take to get all four major labels on board?
    • Each artist seems to have a unique ‘content rich’ splash page containing imagery, a bio, and artist recommendations (eg. http://bandit.fm/sixstring/karnivool) Who supplies the content behind these pages? Were these compiled specifically for Bandit, or is the content supplied by external sources?
    • How many staff are working on Bandit full-time?
    • What are the advantages of a subscription-based streaming service as opposed to an advertising-based service?
    • What opportunities will Bandit allow for Australian indie bands?

    Clearly I was unable to answer all of those questions in the article, but the issues I raised warranted a commission.

    Hey Andrew,
    Am quite interested in the Bandit story, but only as a short thing, maybe around 600 words tops. You think you can get something meaningful in that space?

    November 2009 issue of Rolling Stone AustraliaIt would be good to get perspective on it that wasn’t just from Sony – the main thing is this can’t be a PR piece for them. A non-Sony artist who will be for sale there is good, maybe a comment from someone at one of the other majors. Nokia also do a subscription of sorts, so maybe that’s something to consider…

    After submitting the story initially, I was asked to rewrite, as the tone was “a little too “essay”, not “news” enough for one of our short pieces”.

    To give you an idea of the timelines associated with the story,  the article was finalised in late August, and it’s only appeared in print this month, for the November 2009 issue [pictured right].

    It’s been a great experience, and I look forward to writing many more stories for Rolling Stone. Many thanks to Matt Coyte, Dan Lander, Stephen Green, Nick Crocker and Neil Strauss.