All posts in Tech Journalism

  • 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.

  • CNET story: ‘Josephmark: the Australian architects of the new Myspace’, January 2013

    A feature for CNET Australia; my first story for the site. Excerpt below.

    Josephmark: the Australian architects of the new Myspace

    The Brisbane design studio tasked with rebuilding Myspace tells CNET Australia about its vision for bringing Myspace its sexy back.

    "Josephmark: the Australian architects of the new Myspace" story for CNET Australia by Andrew McMillen, January 2013

    Picture a racehorse wearing blinkers, galloping across the turf, completely oblivious to its competitors. The animal runs its own race, at its own pace, never for a moment considering whether it’s leading or whether it might ultimately win. This is the image used by Ben Johnston, co-founder of Brisbane-based digital design studio Josephmark, when describing the ethos of a unique Australian team that has just put the finishing touches on a refreshed version of Myspace.

    Speaking exclusively to CNET Australia, studio director Johnston was enjoying a rare opportunity to touch base in Brisbane with Josephmark’s general manager Carl Watney and creative director Jess Huddart. The studio’s 21-strong team has scarcely been in the same room in the last year, when Josephmark [pictured above] landed a contract to retool the world’s first truly global social network.

    Johnston prefers the racehorse-with-blinkers analogy because he lives by the same mantra in his personal life. “[The point is] not to win a race, but to not get distracted by what’s on either side of you,” the 29-year-old said. “You set your own benchmarks, I guess. That, joined with a sense of curiosity, is what drives us to work, to go beyond a brief — to invest heavily in our own learning.”

    The blinkers are evidently helping. All three Josephmark leaders told CNET Australia that they can’t name any other company in the design sector that they aspire to emulate. “There are aspects of other companies [that appeal], but I think we inherently live those traits,” said Johnston. “It feels good, because it means that as a company, we’re leading — even if we’re going in the wrong direction!” he laughed.

    Though Josephmark has driven unique web design projects in recent years — including real-time music chart We Are Hunted and Australian independent journalism hub The Global Mail — this is the first time it is competing on the world’s stage as Myspace’s design and vision partners.

    The pitch

    Five design studios were invited to tender for the Myspace partnership; four of those were based in North America. The invitation arrived at just the right time for Josephmark. “Past clients helped firm up our resolve about what we know, and how we know things can work, too,” said general manager Watney. “If you’re going to do something bold and radical, and it’s design-led, the design has to overcome bureaucracy and egos and whatever else might be involved, and actually push through it. We have to stick to our guns if we’re committing to something of this size.”

    Josephmark’s approach to the Myspace tender was straightforward. They simply asked themselves, “If Myspace was ours, what would we do with it?” Though the brief was “quite thorough”, creative director Jess Huddart said that the team soon decided to ignore it.

    “We looked at it and went, ‘if you do what you think you want, then we’re just going to end up creating what you already have. That’s not going to solve this massive problem that’s ahead of you’,” Huddart recalled. “Then we took ownership of it, and I think that’s a massive difference between us and perhaps other studios in their responses. Rather than just simply doing what the client’s asking you to do, we actually own it as if it’s our own project.”

    “There’s a certain boldness in that [approach],” admitted Johnston, “but effectively, it comes back to how we value our own time.” Josephmark didn’t approach the project with a pay cheque in mind. The studio saw this as an opportunity to make a real difference to an ailing, yet historic online media brand. “Obviously, there were certain things in the back of our minds, like, ‘it’s f***ing Myspace! Is there a chance for this thing to turn around?” And what would it take to turn it around?'” Johnston said.

    The solution developed by Josephmark was delivered as a video pitch — which Johnston described as a “two and a half minute narrative capsule with a voiceover that painted a picture of what Myspace could be” — accompanied by a more traditional pitch document. “Unbeknown to us, the video went down extremely well, to the point where [Myspace executives] called everyone in and showed the whole company, saying ‘this is where we’re going!’ This is before they even engaged with us.” That video then went on to be used in the company’s sales pitches as they sought potential partners.

    Josephmark’s pitch became the company’s decisive flag in the ground, allowing the company to state proudly: “This is what we’re doing.”

    For the full story, visit CNET Australia. More on Josephmark here.

  • 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.

  • Qweekend story: ‘Goal Mining: Minecraft and education’, October 2012

    A story that was published in Qweekend magazine on October 13, 2012. Click the below image to view as a PDF (link opens in a new window), or read the article text underneath.

    Goal Mining
    Story: Andrew McMillen / Photography: David Kelly

    A video game that uses collaboration and communication to engage children online has inspired a new method of teaching.

    The first thing we need to do is collect wood. We do this by smashing our fists into tall trees until the wood disintegrates into small blocks, which then become ours to keep. Curiously, punching out the tree trunks makes no difference to their structural integrity; they continue standing tall, trunkless, while we pilfer their wood.

    The second thing we need to do is make sticks. “Using the crafting table, put one wood block on top of the other,” says James Keogh, who acts as group leader and instructs our gang of five as we navigate this strange world.  Easier said than done. Under the clear blue sky, I can’t interpret his instructions to make the most obvious and essential item.

    Sticks are the basis of the pickaxe, the shovel and the sword. I need all of these things to survive and prosper in the world of Minecraft, a computer game set in a randomly generated landscape of mountains, valleys, forests and deserts. Minecraft is unlike any game I’ve played – there are neither clear objectives nor clear instructions. The player is left to his own devices in this virtual playground, to spend his time however he wishes.

    My fellow adventurers – four 11-year-old boys who attend West Moreton Anglican College, west of Brisbane – try time and again to explain the simple process of creating sticks. I’m sweating as oblong clouds pass across the square sun. The blocky mountains surrounding us seem to be frowning at me. Dark squid float idly in the lake nearby, indifferent to my crafting struggles.

    I feel stupid and inadequate, especially in the company of these four well-travelled friends. Darcy Keogh, James’s twin brother, takes pity and gifts me a stone pickaxe, short-cutting the process considerably. It’s a relief. Without my companions, I’d be clueless; come nightfall, I’d surely be dead.

    James and Darcy have been busy using their pickaxes to excavate dirt out of the side of the nearest mountain for our “hidey-hole”, while their friend Liam Catlan patiently attempts to coach some success into me. Torrin Beverley has taken it upon himself to begin digging deeper into the earth in search of precious resources like iron, gold, and – if he’s lucky – maybe even diamond. Mining tools in hand – just a pickaxe and a shovel for now – I climb partway up the mountain and stand at the entrance, admiring their handiwork.

    James warns us that it’s almost night time. I step inside the hidey-hole, shutting the door behind me. Foolishly, Liam stays out and attempts to fight a giant spider. Anguished howls echo across the landscape as he dies at the fangs of his eight-legged foe. His now-itemless character respawns beside us. “Did you have anything worthwhile on you?” James asks. Two stone pickaxes, his friend types. “Not really much, then,” replies our leader nonchalantly.

    Torrin asks if anyone wants a sword. “Yes,” I type, before opening the door and stepping outside. It’s snowing. Pretty, digital snowflakes criss-cross the night sky, falling lazily to the ground. “Whoa,” I say to no-one in particular. It’s a beautiful sight.

    I check my inventory and find Torrin’s gift. All four boys have joined me outside, just beyond the light cast by the flames of our farthest torch. The square moon passes slowly overhead. I wonder aloud whether it’s a good idea for us to be out here, given that one member of our gang of five was so recently slain. “Not really,” says James, swinging his sword defiantly at nothing in particular.

    The boys tell me that there are zombies, skeletons, Creepers, spiders and Endermen out here, prowling the dark landscape. Horrible creatures all. We head back inside and close the door behind us. I turn and stare through the window once again at the mesmerising snowflakes, reflecting on the wide range of emotions I’ve experienced during my first 20 minute-long day/night cycle: confusion, frustration, satisfaction, wonder and, finally, fear.

    ++

    Minecraft is fun because it’s so divorced from reality that minds run free with possibility. Key attractions include its detachment from the responsibilities of daily life – school, work, parenthood, traffic, taxes – and the ease with which the digital world bends to your will. Want to dig a hole in real life? It’s bloody hard work, for starters. Then there are property rights and land ownership to consider, as well as the high likelihood of your dad going off at the sight of his well-tended lawn transformed into a crater.

    In Minecraft, though, it takes just seconds to carve into the ground, or a mountain, and begin exploring what’s beneath. (Once you’ve conquered the admittedly tricky first act of crafting your mining tools, of course.) Likewise, it’s just as easy to create solid structures in-game. Two of the most impressive mega-creations include a 1:1 scale model of the Starship Enterprise, from Star Trek, and a current project involving a few dozen people working on crafting the entire Westeros realm, from the fantasy series Game Of Thrones. Put simply, it’s Lego in a limitless virtual world where the only impediment is your imagination.

    Created by 33 year-old Swedish game programmer and designer Markus Persson, best known by his online handle “Notch”, Minecraft is an international phenomenon. Notch self-published the first “alpha” version of the game online in May 2009, charging a one-off fee of about $12 (€9.95) and updating Minecraft with new features until version 1.0 was released in November 2011 for $24.50 (€19.95). More than 10 million players have bought the game across both the PC and Xbox 360 platforms; it also boasts 42 million registered users, a figure still growing by around 140,000 new players per day.

    Few are immune to its charms, even those who struggle with the game’s mechanics at first – which is essentially everyone, as the PC version of the game offers no in-game assistance. (Minecraft Wiki – a popular first destination for the clueless – contains more than 2,000 detailed articles.) This is the kind of unorthodox design decision that few gaming studios or publishers would allow, yet since Notch created it all himself, he was beholden to no such orthodoxy. Evidently, it hasn’t hindered the game’s popularity.

    “Younger gamers are completely enthralled by Minecraft,” says Janet Carr, series producer of ABC TV’s Good Game, which screens Tuesday nights on ABC2 and attracts an average weekly audience of 108,000. “Since you create your own fun, it gives you the freedom to play it the way you want to. It’s personally satisfying because you have that feeling of discovery, and of creation. Normal game design theory would say that making it hard to play is lethal to your game. Minecraft is the complete opposite: because the kids have to work quite hard at getting a handle on it, they get invested in it really quickly, and very deeply.”

    Carr’s team also works on Good Game Spawn Point, a program aimed at gamers aged 8-12 watched by 80,000 viewers on ABC3 Saturday mornings. She estimates that half of the 10,000 emails sent to the show’s presenters each week are from younger gamers seeking answers to Minecraft gameplay questions. “It’s not even just the number of emails we get about the game that’s surprising, it’s the sophistication of the information they’re seeking,” Carr says. “It’s not, ‘how do I build a pickaxe?’ It’s ‘how do I set up my repeater units so that my mine cart will travel a few kilometres?’ Engineering questions.”

    ++

    It’s impossible to discuss Minecraft without acknowledging its potential to become truly consuming. Since the game world is randomly generated and limitless, it’s unsurprising that those who fall for its charms tend to invest serious hours in the never-ending process of day and night, mining and crafting, exploring and expanding. “A lot of parents are concerned their kids are spending too much time on video games,” says Carr, whose youngest son was obsessed with Minecraft but has since moved on. Unlike most other games, though, Minecraft is undirected. Players must use their own intelligence, intuition and inspiration to derive enjoyment from the game, rather than relying on objectives and rewards predetermined by game designers.

    “A large issue for parents is that they don’t understand what their kids are so enthusiastically raving about,” says Luke Bennett, a 49 year-old ecological consultant who lives in Castlemaine, Victoria and is the father of 11-year-old twins. “When our son first started playing, my wife and I discovered that if he played up until he went to bed, he was so mentally wired that he could not sleep. I’ve responded by letting him play, but not in large chunks of time. Minecraft is a valuable part of a complex lifestyle. You need to leaven it with the other stuff.”

    Recently, Bennett and a friend set up a private online server where about ten children aged 7-12 play online together most nights. “This means my own gameplay is now more of a moderator role, rather than just purely building,” Bennett says. “We’ve set up a blog for the kids so that they can discuss differing playing styles, and resolve conflicts. The biggest issues in the game are virtual urban and environmental planning. The kids’ default response is to ask me to intervene, which has resulted in some very odd conversations at afternoon school pick-up,” he laughs. “But I think it’s great,” adds Bennett, who now tends to play late into the nights with his middle-aged friend after their kids go to bed at 9pm. “Minecraft is a game that encourages players to think, create, solve problems, engineer, train reflexes and socialise. It’s almost education-by-stealth, in the guise of a video game. It’s like hiding cauliflower in mashed potato.”

    Janet Carr agrees that playing with children, rather than observing their behaviour from a bemused distance, is the best way to appreciate their enthusiasm and set limitations around gameplay. “If everyone in the household understands the rules, it doesn’t become an issue,” she says. “If you’ve got a child who’s really wanting to spend all their time talking about Minecraft, you’re almost beholden to get a great understanding of it yourself so at least you can have high levels of conversation about it, and talk about how to manage that time.”

    Steven “Bajo” O’Donnell is co-host of both Good Game shows. “I hate the word ‘addictive’, because it has a negative association,” he says. “I like to use the word ‘compelling’ instead. Minecraft compels you to go back into it, and keep playing it, and keep building.”

    His co-host, Stephanie “Hex” Bendixsen, agrees. “I don’t think it’s necessarily addictive in the way that [online role-playing game] World Of Warcraft is addictive, because that game offers you constant rewards for ‘X’ amount of hours that you’ve put in. Whereas Minecraft doesn’t really have any kind of reward system; it’s really about what you get out of it personally. It may be hard for people to stop playing, but that’s really due to their own experience rather than something that the game is doing.”

    The Good Game hosts regularly hear from teachers who’ve had to ban the game from their schools, or allocate specific times when kids can go into the computer labs at lunchtime to play. “Some teachers use it as a system of reward: if the students get through a computing studies class, then they’re allowed to play for 15 minutes at the end, because they just can’t stop kids from playing it,” says Bendixsen. “They’ve had to try to find ways to work it into school life. Since it’s a game that doesn’t have any kind of guns or shooting, and encourages kids to be imaginative to work cooperatively, it works quite well in the classroom.”

    ++

    High above the clouds, I’m standing on a transparent platform bathed in the orange glow of twilight. At the edge of one horizon, a square sun dips; behind me, a square moon rises. Underneath the platform is an enormous mass of blue-green. It’s the kind of view only an astronaut would see in reality: star-speckled blanket of infinite space above, stable blue marble below. Suddenly, a man in a white labcoat appears next to me. The glowing yellow text above his head reads “Elfie”. He begins giving me a virtual science lesson while showing me around his greatest Minecraft creation – an animal cell he built for his biology students.

    “The whole idea of these first platforms was to give the kids an overall picture of the cell, because it’s very hard to imagine what it looks like from the outside once you’re in there,” says 32 year-old Stephen “Elfie” Elford, who teaches science, maths and humanities at Numurkah Secondary College (enrolment: 300) in north-eastern Victoria.

    As we travel between observation decks by right-clicking on teleportation terminals, we’re getting closer to the giant blue-green mass. Its curvature is reminiscent of the human brain. On the fourth and final deck, I’m presented with the option of teleporting to four unfamiliar, scientific-sounding stations. I choose “Golgi”, the first option. Now I’m inside the giant mass, and before me is a roughly rectangular prism that represents the Golgi apparatus. Right-clicking on an information block at the edge of the platform gives a text overview of its function, written in the same straight-talking language Elford would use while standing at the head of his classroom. “This is an animal cell,” says Elford. “As my biology students tour the cell, they fill in a booklet. I wanted to deepen that understanding and give them a good visual representation they could call on, when needed.”

    So Elford invested six months, on and off, in creating this three dimensional, to-scale replica of how he understands the inside of an animal cell might look. He estimates that he’s moved two million virtual blocks during the 50-hour building process. The brightly-coloured textures of this fascinating structure bear little resemblance to the lifelike shades of the world I explored with the four 11-year-old boys.

    Elford’s animal cell is a remarkable, inspired piece of work from Australia’s foremost expert on MinecraftEdu, a modification (or “mod”) based on the existing game engine. Developed in collaboration by teachers in Finland and the United States, the mod’s disparate but growing network of Games-Based Learning practitioners see efforts like Elford’s as a way to engage the next generation of “digital native” students. (Elford runs a blog called “MinecraftEdu Elfie” where he shares his learning experiences with teachers throughout the world. He has also uploaded dozens of videos to YouTube showing how his classes have interacted with the game.)

    For the last eight years, Elford had taught Nurmurkah’s science students about animal cells from the textbook, two or three times a year. “I was kind of over it,” he reflects. “I don’t know if it was a seven-year itch a year late; I just didn’t feel like I was enjoying myself. And then this came along, and now I’m enjoying my job again. It’s given me that little bump to keep going.”

    Rather than learning through Elford’s descriptions and the biology textbook, it’s much more engaging for students to see his scientifically accurate representation of an animal cell with their own eyes. I didn’t take any science subjects in senior high school, partly because it all seemed so dry and dull. Had MinecraftEdu existed when I started year 11 in 2004, though, I could well have been drawn in by the technological lure.

    Elford is the first to admit that fanciful creations like this won’t entirely replace traditional teaching methods. In fact, he has used this incredible virtual environment in-class once so far, for a total of two hours. He has plans to upload the map so that other teachers can use the animal cell in their own classes. “The time and effort I put in is far outweighed by the students’ immersion in this cell,” Elford says. Using the game, he’s also led students through reaction time experiments; he’s explained the transformation between solids, liquids and gases (by setting his students on fire, in-game, of course); and he’s run an assignment wherein students built energy-efficient houses, then recorded video tours of their new creations. Despite these breakthroughs, MinecraftEdu is only used on occasion at Nurmurkah, when it’s appropriate to the learning at hand.

    “Personally, I think it should be in every school,” says Elford as he wraps up his tour of the animal cell while we stand outside, gazing up at the monolith. “The opportunities it provides for students to create, and to be creative, is something I haven’t found anywhere else in my time as a teacher.”

    Meanwhile, 15km north-west of Cairns at Kamerunga in far North Queensland is Peace Lutheran College, a prep-to-year-12 school of 585 students. Andrew Wright, 40, is eLearning mentor at Peace. He’s the one who drove the college’s IT department to adopt MinecraftEdu for the first time this term, across two classes of 25 students. “It’s been fantastic,” says Wright, who also teaches Year 7. “We’re studying Ancient Rome at the moment. We found a MinecraftEdu map of that, where the pupils started off in the Colosseum, then partnered up and walked around Rome to have their photographs taken outside iconic landmarks such as the Pantheon. They then went away and researched what that real building would have been used for, and made a presentation about it. You walk around [the virtual] Rome yourself and you think, ‘wow, someone must have spent years doing this!’”

    Though a classroom of 25 kids running rampant in MinecraftEdu sounds chaotic – despite the availability of teacher-only crowd control tools that can instantly freeze, mute or teleport students – Wright assures me it’s quite the opposite. “Because the students want to be learning, and they want to be engaged, they’re very respectful of the game and of each other,” he says. “That’s what we try and teach them – within the game, you have to cooperate, you have to use all the skills that you’d need in the real world. Collaboration, communication; it’s all there. There’s a real learning curve going on because the Year 7s are teaching the Year 1s.”

    Wright, who is now in his fifth year of teaching at Peace, says that “addictive” is “a strong word” when used in the context of Minecraft. “As a teacher, if you’ve got something that the students are keen on using, and you can use it in an educational way, you’re on to a winner. It can be seen as taking up a lot of time, but as with anything, you have to manage that time. When parents see their children coming home and working on this stuff after doing their homework, I don’t think you can put a value on that.”

    ++

    James and Darcy Keogh are showing me around their virtual world one week before my first in-game experience. It’s the first time I’ve seen Minecraft in action. James walks through their well-tended farm of pumpkins, melons, wheat, sugar cane and cacti while playing on a laptop that’s connected to a widescreen television in the living room of a house in Chuwar, about 6km north-west of Ipswich.

    Parents Robert and Grace, who are separated, watch intently from the lounge as their 11-year-old sons walk them through a world they understand a fraction as well as their youngest children do. Throughout the 90 minutes the twins spend pumping me with information, they chatter constantly, challenging one another on which elements of the game to demonstrate and how best to describe its complex functions. It’s a dizzyingly detailed language spoken by twins fluent in Minecraft-speak.

    “There are different ranks of tools,” James explains. “You start with wooden, which is the worst, then upgrade to stone, iron, gold and diamond.”
    “But you’ve got to mine all that stuff to make it,” says Robert, who has himself dabbled with the game.
    “You’ve got to chop down the trees to get the wood,” Grace adds. “That’s the first thing you do – punch a tree. I never got past wooden tools,” she says, with a hint of regret.
    “When you play, you just muck around,” James gently cajoles her, “putting blocks down anywhere …”
    “You’re not fanatical like some!” Robert interjects. The Keogh family laughs together.

    Countless hours sunk into this intriguing world built on blocks, mining and crafting. Millions of players absorbed by the limitless promise of what this game represents better than any before it – a tangible, tantalising sensation of freedom. Two 11-year-old boys who have been playing video games as long as they can remember, and who have played this particular game practically daily since their eldest brother, Brendan, first showed it to them in 2009.

    “So why do you guys play?” their father asks.
    “Because it’s creating, and you can basically do anything you want to,” replies James.
    “Where most games are just, ‘you do this, then you do that …’” says Darcy, “and you don’t get to …” James interrupts by finding the right word for his twin.
    “Most games are linear,” James says. “Minecraft isn’t linear.”

  • ZDNet story: ‘The Digital Beat: policing social media’, July 2012

    A feature story for ZDNet; excerpt below. Click the image for the full story.

    The Digital Beat: policing social media

    Your business may not have to deal with issues of life and death in social media, but there are lessons for everyone in how Australia’s police forces interact with the public.

    If you were in Queensland during the floods of January 2011, Kym Charlton’s iPad may have saved your life.

    The device itself has since been superseded and effectively retired, yet its weathered, black leather case still features a hastily scrawled note, which, at the time, acted as both a mnemonic and a reality check. Two words in thick, white text: DON’T PANIC.

    As executive director of the Queensland Police Service’s (QPS) media and public affairs branch, Charlton [pictured above, centre; to her left, senior digital media officer James Kliemt] was bunkered down in the State Disaster Coordination Centre while then Premier Anna Bligh and her team of emergency-services specialists alternated between internal briefings and live-streamed press conferences.

    The matter at hand? How best to deal with an uncanny series of weather events that would ultimately leave 90 per cent of the state declared a disaster zone.

    iPad in hand, Charlton was responsible for posting live updates to the QPS social-media accounts — vital information which, for some Queenslanders, meant the difference between fight or flight; home ownership or homelessness; life or death.

    Having convinced the deputy commissioner to sign off on a six-month social-media trial in mid-2010, Charlton and her media team had grown the QPS Facebook page to a respectable following of 6500 by the end of the year. As rain saturated the state throughout December, QPS was in the ideal position to establish itself as the state’s singular, trustworthy news source in a time of need.

    “It was quite an organic thing for us,” Charlton said from her office in the QPS headquarters just outside of the Brisbane CBD. “We’d been using social media for six months, so we immediately moved to get the information out through those channels, because time was so critical.”

    Charlton is a calm and confident narrator, having had plenty of time to reflect on this topic both in private and public — including a presentation at the Global Initiative to Combat Nuclear Terrorism in Marrakech last year — yet it’s clear that the urgency and quality of the work that her team produced in January 2011 is never too far from her mind. The numerous framed awards hanging on her office walls make such matters difficult to forget, in any case.

    The QPS social-media presence meant that Charlton didn’t have to waste time with the clearance processes that ordinarily hamper police news dissemination. “Rather than me sitting in a disaster-management meeting, listening to the premier being briefed, taking notes, going out and giving it to someone to write a media release, then spending the rest of the day chasing around incredibly busy people to clear the information, I started to post status updates as I heard the premier being briefed,” she said. A self-imposed limit of 140 characters per update meant that the news could be bounced from Facebook to Twitter with ease, and without diluting the message.

    “We were able to pump out a whole lot of information that we knew wouldn’t make the mainstream media; they just wouldn’t have picked up that volume of information. It was quite low level, but it was really important if it was about your area,” she said.

    “For example, the day that the Lockyer Valley flooded was the same day that Brisbane and Ipswich realised there was going to be a major flood. All of a sudden, you had the entire population of both cities desperately trying to work out if their houses were going to flood. A lot of people weren’t here in 1974; also, there are way more houses [now] than there used to be. We saw a huge jump of people coming to the page to find that information.” On that particular day, 10 January, Charlton sent her first and last tweets at 4.45am and 11.45pm, respectively.

    The numbers surrounding 10 January are astonishing. The QPS Facebook page received 39 million individual story views — the equivalent of 450 page impressions per second — while being updated by staff every 10 minutes or so. (“That amount of traffic would have crashed both our public website and our operational website,” Charlton noted.) Their Facebook audience grew from 16,500 on 9 January to 165,000 within a fortnight; many of those joined the page during the 24-hour period following the Lockyer Valley torrent. Overnight, the QPS social-media accounts had become a lifejacket to which many Queenslanders clung.

    Though neither QPS staff nor their newfound legion of followers would have realised it at the time — it’s fair to say that there were far more pressing matters to consider, like whether their houses would go underwater — this confluence of events exemplified the great big promise of social networking that Zuckerberg et al proselytise: to connect humans with one another, and to share meaningful information immediately.

    Charlton’s decision to establish and nurture the QPS social-media presence the winter before that unforgettable summer was fortuitous. “We were in that wonderful position where we knew enough to be able to use it [during the floods],” she said. “It wasn’t a decision where anyone said, OK, we’re going to focus on social media’. We just started doing it because it worked.”

    For the full 3,700 word story, visit ZDNet. Above photo credit: Andrew McMillen.

  • The Global Mail story: ‘Unchained Melodies: streaming music in Australia’, June 2012

    A story for The Global Mail, published in June 2012.

    Excerpt below; click the image to read the full story on The Global Mail website.

    Unchained Melodies
    by Andrew McMillen

    What are you listening to? Chances are you accessed it from a streaming music-subscription service. Who wins and loses from the surging popularity of such sites as Rdio or Spotify?

    Little-known fact: among David Bowie’s many talents — singer, guitarist, hit songwriter, actor, multi-million record-seller, one-time androgynous alien — he’s also a soothsayer. The English pop star told The New York Times a decade ago, “The absolute transformation of everything that we ever thought about music will take place within 10 years, and nothing is going to be able to stop it. I see absolutely no point in pretending that it’s not going to happen.”

    Bowie continued: ”Music itself is going to become like running water or electricity. So it’s like, just take advantage of these last few years because none of this is ever going to happen again. You’d better be prepared for doing a lot of touring because that’s really the only unique situation that’s going to be left. It’s terribly exciting. But on the other hand it doesn’t matter if you think it’s exciting or not; it’s what’s going to happen.”

    That New York Times article was published in June 2002. Ten years later, Australian music consumers find Bowie’s out-there predictions have become reality. Music sales have taken a severe dive worldwide; according to the most recent Recording Industry in Numbers report, 2011 delivered the “least negative result in global recorded music sales since 2004”; overall revenue fell by just three per cent, continuing the year-on-year decline.Today only a handful of the biggest artists can successfully earn a living from recording and releasing music alone; the vast majority of singers and players must tour regularly to top up their bank accounts, while simultaneously promoting their latest release.

    And, perhaps most significantly, technological innovation and begrudging record-label cooperation have combined to offer music fans the chance to shun the concept of traditional ownership entirely, in favour of streaming millions of songs wherever they want, as often as they want, in exchange for a regular fee. It’s Mr Bowie’s music-as-utility forecast come true. Streaming music is here, and likely here to stay. For music fans, the benefits are clear. Subscribe to an online service like Rdio or Spotify — the two most popular players in an increasingly-crowded Australian market — for $12.90 or $12.99 per month, respectively, and you’ll have access to almost any song you’ve ever loved, plus a whole galaxy of tunes you don’t yet know. You’ll also be able to hear new music on the day it’s released at the record store and on Apple’s iTunes Store. (Since April 2003 the iTunes Store has sold more than 16 billion songs.)

    Streaming offers an all-you-can-eat buffet of music, on your computer and your smartphone, and no matter how much you ‘eat’, the monthly fee remains the same. (Spotify also offers a free subscription, which automatically inserts audio advertisements into your playlist every 10 minutes or so.) Streaming is the most cost-effective and convenient means to music discovery ever mass-marketed; indeed, the initial enormity of the music library on offer — both Rdio and Spotify host 15 million-odd songs each — will overwhelm even the biggest fan.

    That record labels succumbed to streaming service providers by licencing their artists’ music was no doubt driven by a desperate need to regain some control over their ailing profit margins. Peer-to-peer file-sharing technology like Napster, Kazaa and — more recently — BitTorrent are widely acknowledged to have decimated overall music sales from 1999 onwards. The record industry learned a hard lesson: if the option is available, the tech-savvy will choose not to pay for music.

    Exactly how much this lesson cost the industry in lost sales revenue is impossible to measure, but it’s safe to say that the number in question is a whole number containing many, many zeroes. The labels’ great big hope is that the sheer convenience and relatively low cost of streaming will function as a finger in the proverbial dyke. A month’s unlimited subscription to Rdio or Spotify costs less than the average album does in-store, or on iTunes. Better that people pay a little money to hear their artists’ music, the labels figure, than nothing at all. The recording artists generally can’t choose whether or not their music is streamed, as their record labels usually hold the rights over how and where their music can be sold. Only the biggest fish can swim against the tide: bands such as The Beatles, Coldplay, Metallica and AC/DC all have opted out of including their respective catalogues on streaming services. Spotify won’t be drawn on the amount of revenue that gradually filters down to individual artists; spokespeople have only ever stated publicly that 70 per cent of the company’s revenue from subscriptions and ad sales goes to record labels, which then pass on a small percentage of the per-stream revenue to the artists.

    Perhaps it’s always been true that only the foolhardy would pursue a career in music with the primary goal of wealth in mind. But now it seems that the money-laden scales are tipping further away from the songwriters and performers in favour of those who build and maintain the tech services which enable the sale, distribution and consumption of music.(Just ask Apple’s shareholders.) So, is streaming going to kill the rock star?

    To read the full story, visit The Global Mail.

    Elsewhere: a conversation with Scott Bagby and Carter Adamson of streaming music service Rdio, February 2012.

  • The Global Mail story: ‘Sources Of Tension: SourceBottle and online sourcing’, April 2012

    A story for The Global Mail, published in April 2012.

    Excerpt below; click the image to read the full story on The Global Mail website.

    Sources Of Tension
    by Andrew McMillen

    Times have changed for journalists, and some have changed the way they get their information. It’s time to let readers in on one of the shortcuts.

    Pre-internet, journalists had it tough. If they needed quotes, they had to use initiative, combing their existing contacts, working their telephones, or wearing out their shoe leather meeting people face-to-face. Often, all three tactics were employed simultaneously.

    In 2012, not only are supremely useful online tools such as Google, Facebook and Twitter making the hunt for sources a much more efficient process, there are now entire digital businesses built around connecting journalists with sources – namely, the “real people” you find dotted throughout broadcast, print and online news stories. While Facebook and Twitter are useful for this purpose, they can be limited by a journalist’s existing network of “friends” and followers. So, aiming to streamline the process by offering volume and efficiency, new digital services will push a journalist’s message out to a large audience as quickly as possible.

    At face value, such businesses may appear no more than a slick machine pushing the antiquated skill of personal sourcing into the interconnected present. But the media-consuming public usually are unaware of how the voices in news stories have been gathered, knowledge that might colour the way readers interpret the quotes. To examine the ethical complexity of the issue, The Global Mail looks in detail at one such direct-connect business: an Australian website named SourceBottle .

    A cursory scroll through the website’s Twitter account, @SourceBottle , offers a depressing insight into the way some Australian journalists are using the service. On SourceBottle’s Twitter feed, wedged among requests for the generic (“Magazine seeks Gen Y girls who ditched the city life for the country”), the hopeful (“Magazine seeks people to lose 5kg in 2 weeks”) and the plain lazy (“Magazine seeks details on the Titanic for article”) is this jaw-dropper, tweeted on December 10, 2011: “Mag seeks women who have rejected a 6-figure salary, gone blonde, adopted a rescue dog or converted to Islam #beasource.”

    It’s a shame that the link leads to a dead-end on the SourceBottle website — the journalist’s deadline has long since expired, and so the “call-out” is shielded from public view — as that story sounds amazing. (Imagine if they found one women who’d done all four disparate tasks?) Mirth aside, it also sounds like an Australian women’s magazine has planned an article and then attempted to find sources to fit their idea of reality, rather than using reporting to inform the outcome. It’s the journalistic equivalent of putting the cart before the horse.

    SourceBottle, founded by former PR rep Rebecca Derrington in July 2009, advertises two functions. Firstly, it helps journalists and bloggers find sources for stories. These voices are essential across all forms of journalism: without sources, we’d only ever see, hear and read fiction or opinion. In order to find people to interview for their stories, journalists are allowed to post a “call-out” on the site. If all goes to plan, the journalist can “sit back and sources will find you”, according to the site’s bolded marketing spiel.The concept is instantly appealing to any time-strapped journalist (as most are, after all).

    To read the full story, visit The Global Mail.

  • 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.

  • SMH IT Pro story: “‘Larger technical issue’ in Facebook ad system”, December 2011

    A short feature for the Sydney Morning Herald’s IT Pro section. It’s my first work published under the SMH masthead. Excerpt below.

    ‘Larger technical issue’ in Facebook ad system

    Self-service ad platform gives advertiser grief.

    A Facebook employee has suggested the dramatic shifts in advertising rates on the company’s self-serve ad platform may be due to a “larger technical issue”, in an email to an Australian customer.

    The customer, Tim Levinson [pictured], manager of Sydney-based hip-hop music label Elefant Traks, claims to have experienced price hikes of up to 1000 per cent on the social network’s self-serve ad platform.

    Levinson has spent around $10,000 on Facebook advertisements in the last two years; roughly $100 per week, using the site’s pay-per-click model.

    In late July, he wrote a concerned email to Facebook’s ad sales team, noting that the pay-per-click rates had gone “inexplicably through the roof” – from $0.50 per click to as much as $5. The Elefant Traks manager – who performs under the MC name Urthboy, and is also a founding member of popular Sydney hip-hop group The Herd – noticed in July that the estimated cost-per-click suggested by Facebook’s self-serve ad system wouldn’t budge on its ‘suggested bid’ amount, regardless of whether he was bidding on popular – and therefore, more competitive and expensive – keywords such as ‘triple j’ and ‘bliss n eso’, or significantly less popular terms such as ‘sydney underground rap’.

    “I run a music business where a click results in an actual ‘sale’ only a certain percentage of the time,” he wrote in the email. “This is consistent across the board. The art is increasing that percentage through clever targeting. There is no way that $2 per click is value for money, let alone $3 or $4. There is no way that I gain useful information about the best keywords for targeting people who actually buy our product when the fee per click is the same, regardless of the targeted groups.”

    It took two weeks for a Facebook employee to respond. In the month of July, Levinson had been charged between $25 and $71 each day. On August 5, “Josie” from Facebook’s ‘Online Sales Operations’ team wrote back and explained how the pay-per-click system worked, despite Levinson having used the ad platform without problems for two years. His concerns remained, so the email conversation continued.

    For the full story, visit SMH IT Pro.

  • 1UP story: “Rumour: “Massive Layoffs” at Canadian Studio Silicon Knights, October 2011

    A story for gaming website 1UP; my first for them. Excerpt below.

    Rumor: “Massive Layoffs” at Canadian Studio Silicon Knights

    Sources tell us the team has shrunk from 97 to 25 employees.

    All but 25 staff at the Canadian video game development studio Silicon Knights have been laid off, according to sources close to the company.

    Silicon Knights has not officially confirmed the cuts, but two credible independent sources contacted us with the information over the weekend. One wrote that “Silicon Knights has had massive layoffs. They are now down to a core staff of 25 people.” The other said, “It may interest you to note that SK laid off all but 25 employees today.”

    This outcome follows the St. Catharines, Ontario-based studio receiving three recent funding grants, totaling CDN $8 million: $1 million in 2008, invested by the Ontario Media Development Corporation, $4 million in 2010 via the federal government, and most recently, $3 million in July 2011 via the Ontario government.

    Silicon Knights president Denis Dyack stated in July 2011 that the CDN $3 million investment would allow the company to improve its technology, hire 80 new people while keeping 97 current jobs and allow the company to become “self sustaining.” We do not know at this stage what went wrong, nor how the studio’s payroll has shrunk from 97 to 25 in three months. A source says, “I heard they laid off all of HR including Denis’ wife,” in reference to Joanne Dyack, SK’s director of human resources.

    On October 26, another source told 1UP that “you might want to keep an eye on SK in the next few days. If you were connected to many of SK’s directors and producers on LinkedIn, you would be noticing a very disproportionate amount of CV updating and connection-making activity. And yes, I have heard that the worst is happening. Stay tuned.” Silicon Knights’ publicist responded that same day, saying “Silicon Knights is not shutting down and no layoffs have happened at this time.”

    For the full story, visit 1UP. Expect more stories concerning Silicon Knights in the near future.