Saturday, February 15

Insulin and the United Helpers

A fictional short story set in a post-utopian society


Insulin is a miracle drug.

It's also horrendously overpriced.

That's because Big Pharma own the patents on it, and they're not shy about exploiting that fact. The patents Big Pharma own are for today's more advanced forms of insulin, however the earliest version of the drug was patented by its discoverers in 1923, who then sold it to a public research university for $1 as a statement of goodwill. One of insulin's inventors, Dr Frederick Banting, said, "Insulin doesn't belong to me, it belongs to the world".

But that was then.

Today, four big pharmaceutical companies (Eli Lilly, Sanofi, Novo Nordisk, and Pfizer) own patents on insulin formulas that are much more effective, however their plan isn't to give it to the world. Instead, it is to make maximum profit quite literally at the expense of human suffering.

These companies are within their legal right to do this, by the way, and that is true in all the different forms capitalism can take, so the cost of the miracle drug, insulin, can rise 600% over 20 years without any legal consequence.

However, in the self-declared Free Republic of United Helpers, everything is free, including insulin. In this large, but isolated community of less than 30,000 people, the inhabitants don't use money as a medium of exchange, like the rest of the world. Their economy is “help-based”. Products are only produced because of voluntary cooperation, and the decision to make a product is determined by the need for that product, as well as if the resources are available.

As it stands, even advanced forms of insulin can be created with only a moderate level of technology and resources, so when the United Helpers were able to manufacture insulin for their own people, Big Pharma moved to stop this.

What ensued was a battle between the people of a help-based free economy and the pharmaceutical companies of a money-based “real” economy.

At first Big Pharma attacked the problem from the angle of patent infringement, sending the United Helpers a cease and desist notice. Problem solved, they thought. However the insulin patent owned by Big Pharma, including the entire legal framework it exists within, is not recognised in the Free Republic of United Helpers.

There are no patents in the region because there is no need for patents when everything is free, therefore the concept of patent law is also unnecessary. To a Helper, if you can build it, then that's all that matters. After careful consideration, the Council of Helpers correctly dismissed the cease and desist notice as inapplicable.

Since the United Helpers don’t use money, then money-based rules, rewards and punishments cannot apply.

In their return letter the Helpers stressed the point that their society is organised under a completely different system than the one the accusations of criminality are being levelled from. In a Helpers’ society, under their system and their rules, no criminal act is being committed.

Big Pharma then attempted to sue the Free Republic of United Helpers for damages, but using their own form of currency: Help.

The lawyers brought forward a case demanding compensation to an equivalent sum of money that Big Pharma claimed was owed to them in lost revenue. Total damages: $1.4 Billion dollars. If the economy was “help-based” then what United Helpers owed Big Pharma needed to be $1.4 Billion dollars worth of free labour - their interpretation of help - based on average wages.  A successful outcome would either pose enough of a threat to stop the Helpers making the insulin or, at the very least, disrupt and possibly collapse the system United Helpers had created.  A breakdown of their society would re-install capitalism to the region where Big Pharma’s patents could be enforced again.  Either outcome was acceptable.

The problem, however, was that the United Helpers operated on a form of conditional volunteerism. The condition being that Helpers would only help other Helpers. If you weren't willing to help other Helpers then Helpers had no obligation to help you. It was a simple rule that acted as the central unifying idea for their entire community, but since none of Big Pharma's board members were willing to become Helpers themselves in order to qualify for receiving help in return, it made this particular legal approach rather pointless.

At this stage the corporate board members of these giant corporations were privately experiencing great forms of anguish and for good reason. They had to live with the cruel knowledge that their prized cash cow, insulin, was being created and distributed, for free, without any return to the legitimate owners of the patent, them. It was nothing short of maddening, and this prompted Big Pharma to adopt a far more desperate and underhanded approach: The use of propaganda as a weapon.

Hidden from public view, Big Pharma crafted an attack campaign against the United Helpers that was based around a clever lie, designed to shift public opinion about their community, and hopefully ruin them in the process. Not their bank accounts, because they had none, but their reputation as an alternative way of life.

After all, how dare they think they can find a loop hole in the established order of things by creating an entirely new system? It simply wouldn’t stand, and so this purposefully engineered deception would soon prove to be both believable and effective because it would confirm the common person's darkest suspicions about what the United Helpers might actually be: A cult.

A secretive group of individuals, hiding behind a wholesome façade, in order to disguise their nefarious intentions.

While that could accurately describe the Big Pharma board members themselves, it would serve as an excellent foundation for the propaganda the board would slowly construct about United Helpers, even though it sat directly opposite from the truth.

The attacks began with paid news reports. Rumours surrounding strange disappearances of young women.

Interviews with distraught parents. “We felt our daughter slipping away from us the more she became lost in that horrible cult”. Stories that hinged on vague accusations and slippery details, but always plausible enough to start a narrative of suspicion and mistrust. Then came the allegations of illicit drug-use mixed with bizarre rituals to distance the Helpers as being “the other”.  Different.  Apart.  And on and on it went.

The same key words purposefully inserted into every printed article and news segment that began a drumbeat of repetition, and with it a momentum of fear in the average person's heart.

As the ”Helpers are a cult“ narrative gained traction, it also created a vacuum for contrarian news reports about the United Helpers in general.  Any kind of information which could reveal a darker side to the United Helpers became instantly popular, and the most popular of these stories was the Douglas Mitchell interview.

Douglas was rumoured to be a disgruntled Helper living in the Free Republic of United Helpers. Disillusioned by the system he was now a part of, he didn't mind going on record to tell the unvarnished truth about what’s really been going on.

To the editors of the corporate news outlets, this was gold.

It turned out Douglas Mitchell was previously an accountant in his old life back in Missouri, and he was against everything that these Helpers stood for. He didn't enjoy the average Helper's world view, didn't like their demeanour, their earnestness, nothing. Douglas had kept his mouth shut for the last 18 months he had been living here, but when he was given the opportunity to speak to the press about how things actually operated, he went for it.

“We’re recording", informed the camera man.

Douglas sat in his dilapidated unit, bathed in an aura of bright light coming from the stage lamp the camera crew had brought with them. Douglas nodded to the camera man and, prompted by his interviewer, began describing the entire system these Helpers had created as being an unmitigated mess.

"It's like I've chosen to live in a third-world country. If only you people knew the luxuries you have at home. What you take for granted, on a daily basis, it’s... you just don’t realise. Being here is a hard life. It's tough. You've got to do a lot yourself, and you've got people always checking in on you, like a prison, but where all the inmates are looking after each other, without guards. It's weird... It's a weird and horrible place and I would urge anyone who is thinking about coming here to take a closer look because it's not the utopian dream you think it is.”

The interviewer asked, “If it’s so bad, then why do you stay?”

Douglas let out an exasperated sigh, like telling this next bit was a chore for him. "Because back in Missouri I was diagnosed with Type 1 diabetes, and I had lost my job as an accountant of a big firm, so that meant I didn't have Health Insurance anymore. I had no job so I couldn't afford the $500 a month that insulin costs. I was facing homelessness as a diabetic. It was either come here or die.”

"And that's the reason you became a Helper?”

“Yes. Insulin is free here".

And that was it. Right there. That was the moment when Big Pharma's propaganda suddenly and spectacularly backfired. 

"Oh...", replied the reporter, trailing off. Having what he’d later come to understand as an epiphany. ”Yes, of course".

Douglas continued, ”The [beep]ing [beep]ers at Big Pharma can't stop us from making our own insulin, even if they own the patents. Patents are a money thing and we don’t use money, so we don’t need patents. [Beep], we don’t even need permission. We just make it! And because we’re free to live like that, free to make these things for free, like the insulin I need, it means, well… it just means that, uh…”, his previous intensity began to crack with real emotion, “...coming here has literally saved my life”.

The interview went on, but the damage was done. The public reacted to the news story with a renewed sense of curiosity about the Free Republic of United Helpers. Not to confirm their darkest suspicions anymore, like they were quietly being manoeuvred to do, but instead to find out if this place is somewhere they could pin their hopes onto.

Is it really a place where the act of “helping others” is the currency between people? A place where the rules of money no longer matter? What's it like to live there? People now wanted to know because, like the reporter interviewing Douglas Mitchell, they too had an epiphany.

An epiphany is very different from a discovery though. Whereas a discovery is the moment when you find something that was previously hidden, or obscured, an epiphany is recognising something that was always right there in front of you.

In this case, it was an idea.




This short story was written by Mat Brady and inspired by a YouTube video by Russell Brand: https://youtu.be/kk7d5JocgvY

and further inspired by the Open Insulin Foundation: openinsulin.org

Thanks also to the Facebook group, Moneyless Society, where it was first published.

Saturday, December 16

Game Review: The Invincible

My Steam review was too long, so I've posted the full thing here instead. 

TL:DR - Super pretty. LOTS of potential that was squandered. Should have been a VR title.  Can't recommend.


Intro: 

The Invincible needed to be a VR game instead of a classic game, as well as needing a few other fairly substantial tweaks to make it great.  Right now it's simply middling.  (Unlike other reviews, I paid for my copy and I now wish I'd waited for news of a VR update).


The Good:

- Top of the list is the aesthetics.  The Atom Punk look and feel is this game's major appeal when "playing" it.  The art direction is not just great, but iconic.  If you understand what I mean when I say iconic, it means that The Invincible now own this look, and that any other game that tries to use this look will be described as having a The Invincible aesthetic in its reviews.  THAT'S how much they nailed this look.  It was also my single greatest reason for buying the game.  Truly outstanding design.  Just beautiful.  

- It's more of an interactive visual novel, and that's not a criticism.  I like this kind of experience, but it doesn't make for an entertaining game in the classic sense.  So why is this comment in The Good section??  Because The Invincible has ALL the characteristics of what makes for a great VR experience.  Landscapes of immense scale, interesting aesthetics, large easy-to-operate equipment, an ever-visible helmet (and face mic), a full body, lots of exploration, getting close to other NPC's faces, very detailed hands, climbing!, the tracker, and on and on.  All these things really work in VR, but in this version of the game, they don't seem to hit the mark like what the creators were originally intending.  This is included in The Good section because if ported to VR these features will absolutely shine.  

- Driving in the Rover.  (Again, would have been AMAZING in VR).  A really fun vehicle, that also looked great. 

- The Anti-Matter Bots.  These were terrific and it would have been great to have seen more of them.  I would have especially enjoyed being able to control a broken one with limited functionality and get it to shoot its laser.  This would have been both a great thrill, but also an excellent intro into using the same tool we use at the end.  When we finally do use this device (at the end of the game) we would have already been familiar with it and enjoy the greater freedom we have with it.

- The Force Field generators.  Impressive scale and visuals.  I would have loved to have activated one and seen it hollow out an area, or turn one off and then see an unstable cliff collapse as a result of that action.

- The Flying Saucer - Too bad we never saw it when it was flying.  It looked SO cool! 

- The Robot helpers - Too bad we never to to control one, or even have one help us.  I would have loved for a situation to necessitate it sacrificing itself for us.  Wow, that would have been amazing, but sadly it wasn't in the game.



The Bad:  

- The Story's dialogue.  This was based upon a classic novel from 1964, which I haven't read, but I felt the dialogue between my female character and the Astrogator was very old-fashioned and it sincerely wouldn't have hurt the reputation of the book if the speech was modernised away from what I felt was a very patriarchal tone.  There was an obedience that the main character gave to her superior that seems very out-dated now.  It would have been great for her to have gone a little more rogue and question the whole concept of authority now that she was alone on a strange planet.  When there was a dispute in ethics, which I liked, she agreed to disagree and got on with the mission, and his plan.  There should have been way more fight in that dialogue.  "Hey, I'm the one down here risking my life.  You either help, and do what I say, or abandon me and have to live with that for the rest of your life.  Now what's it going to be?"   She needed more of that.   For the most part, however, I found the repetitiveness of the dialogue rather grating.  When the Astrogator asked for an update and the main character answered, "Nothing in the last 5 seconds, sir", I would have heard that line about 20 times.  Surely the actors could have given you 20 different versions of this theme instead of repeating it 20 times.  I would have opted as a rule to never repeat dialogue.  Also, the last dialogue in the Condor was excruciatingly long, and to be required to sit through that to find the alternate endings seemed like hard work. Also, I didn't want to hear how "this mission has dragged on", or "how heavy my legs feel".  (With the low gravity they really shouldn't have felt heavy at all).  

- The Story's unanswered questions.  One of the most fun and fascinating parts of the game was tracking the underground network of strange steel objects.  This was a real mystery to me, and sadly it stayed that way because we never got to the bottom of what it was, or saw what it did.  If you take a page out of Subnautica's book you'll see how their mysteries had genuine pay offs, but in The Invincible they did not.  For example, what even was The Invincible?  It looked like a gigantic ship, but it was so far away we never really knew what it did, or why we should care about it.  I found the story in general quite hard to follow, mostly because the old-timey waffle between the characters would get in the way of what they might actually have been trying to communicate to me.  Conversation prompts became such a meaningless chore that I paid less and less attention to them the more the game went on.  In terms of communicating a story in a game, you should be embracing "Show don't tell", and with dialogue, "less is more".   When a character speaks it needs to push the story, not fill a silence.  (I would have preferred silence, and been able to work it out for myself from exploring the game's world, and whenever a character does have to speak: It's important). 

- The Story's lost opportunities.  We soon realise that our memory is being affected by the planet's flora.  It would have been terrific to have played around with that a lot more, like what they did with the movie Memento.  This may have become a Groundhog Day-like experience where you need to re-do something you've done before, not knowing why it back the way it was, or even how many time's you've done this now.  Waking up from a blackout, having lost the tool you were using, or any tools, in a different environment, and needing to work things out from there.  You wake to find your rover is crashed.  "Did I do that?"  A different character in front of you.  "Did he do that?"  Is he a friend or foe?  "Who are you? Have we met before?"  Your journal becomes a detective novel for your own life.  Photos/sketches of people are already there:  "Friend"  You wake up again, check your journal and see the same sketch scratched out: "Dead".  How did that happen?  That would have completely transformed the game experience in a good way.  

- No consequence.  We were never able to die and then had to try a section again because of it (at least I never encountered this).  I would have loved to have needed to escape from the Anti-Matter Bot's laser, and not succeed.  Or run out of oxygen trying to save my colleague.  Or any number of events that may have escalated the tension.  Having to run from a faulty robot trying to get you, but needing to sneak around the enemies base to reach their control panel and shut the robot down.  Stuff like that. 

- Movement.  It was too slow. I don't mind slow, however this was too slow, especially as the gravity was light enough for me to easily carry a dead body.  If, instead of running, you gently moon-hopped like the astronauts do in real life.  That would have made a bit more sense.  But my main criticism was getting blocked by a length of piping on the ground, or a small ledge, which I should have easily been able to step over or climb over, only to have to walk around it. That was bad enough, but to then be perfectly able to scale a large chunk of rock many times larger only a short distance away _really_ didn't make sense, and was annoying.  Another gripe about movement was that the rover wasn't able to reverse. That made getting out of tight spots very laborious.  

- The Invincible lacked big moments, or taking advantage of big moments it did have.  I liked the idea of this being an exploration game, but I felt as though the few moments of action that were peppered throughout this game weren't capitalised on.  A perfect example of this was the saucer.  We really needed to be taken on that whole flight path and seen the explosion of sand when we "landed".  And to see our pilot black out just before and be in that moment of terror.  Instead, we saw nothing.  Many wonderful moments, or important moments (for the story) were communicated poorly.  The worst example was remembering a moment when you were back onboard the Dragonfly and it had us sat in front of a monitor hearing dialogue from your crew mates down on the planet.  This was anything but fun.  


Conclusion:

The bones of a great game are there, but it needed to be fleshed out a lot more and made into a much more entertaining experience, even if that meant departing from the original novel to do so.  

What I'd LOVE is for this game to be given a moderate-sized overhaul in terms of game design, and really provide the oomph it deserves.  Yes, a re-invention, but one that wouldn't require scrapping the whole thing, but instead adding or re-working what's already there, with brave & bold decisions, into something great.  And then make it for VR.  My hope is that the profits you make from this version go into the conversion for VR, and during that conversion process many of the criticisms are addressed, and the lost opportunities gained.  That's my greatest hope.  Again, the bones are there, it just needs a re-think/re-work in some key places, and the bravery to really take it to that bold new place.    

Until then this is a game that has great potential, which is all within arm's length, but for whatever reason wasn't able to reach it at launch.  Perhaps it is a project that ran out of money during production, and needed to take short cuts with their interactivity.  That would explain most of the criticisms I have above.  Perhaps they needed a stronger game designer (I'm available, by the way).  Perhaps they stuck too close to the original novel and didn't give it the modern injection of life it deserved.  (This game is an _interpretation_ of a novel, after all.  "Based on" is fine).  Whatever the reason, it truly is unfortunate that the potential of this game excites me more that the what the actual game does, even though I still enjoyed playing it.  Until it reaches this potential, however, I cannot recommend it. 

Thursday, March 16

Update to the world in tenths

 Tell me which one looks more like an honest representation of data. 
(It's the same data, by the way).  
Which one looks more easily comparable and understandable?  


Wednesday, October 20

Blender request: Show Tool Gizmo on keypress (G/R/S)



The way Blender changes tools (Select/Move/Rotate/Scale)

...could be much more efficient...

just by showing the gizmo on the key press.


Example:

Press G = Move gizmo appears

Hit X /Y/Z (within the next 2 seconds) = Moves along axis (gizmo disappears)

RMB = Cancels (normal)










If you hold down G it remains in Modal (and you move the object immediately).

You can press X/Y/Z in the next 2 seconds after that to lock to axis. 


Making the Tool gizmo immediately available from the key press allows the user more options, with more control, while still allowing lock-to-axis in the next key press.

I've pushed this concept to include new shortcut keys for the Transform and 3D Cursor tools, but don't let this distract you.
(I don't want all the comments to be about that).

The main idea: See the gizmo at key press.


If there is an existing Add-On or setting that allows me to do this, please point me in that direction.









Thursday, April 22

GRIP5 - An even more minimalistic minimalist wallet

 I recently bought a GRIP6 minimalistic wallet as an upgrade to my previous minimalistic wallet: A rubber band. 


When the GRIP6 arrived I didn't know what to expect, however I thought I'd give it a red hot go.  

The first thing I noticed is that it wasn't a small as I thought it would be.  Here is where a card sits in relation to the GRIP6. 

Having been used to the size of the cards themselves it felt a bit bulky, and still does, so I looked at where the design could lose some weight and came up with this: 

By bending the aluminium around the side we lose the need for the screws on the side shedding some weight that way.  

A final render.  Getting the finger ring version was a gamble, but I have come to like it, even if only to just to swirl around, other times to help dig the GRIP6 out of my pocket.  Here I've swapped the ring with a teflon loop which can do the same job, but with less bulk.  

The mechanism inside has been changed significantly.  Keep in mind that this exact diagram would not work, but the idea itself seems sound.  It uses the tension of bendable plastic/metal as a spring saving a lot of room.

When the bend of the mechanism raises up it utilises the space where the cards used to be. 

And finally, my ideal version of this design has a money clip on the side.  In my view of what this is I see it as a "GRIP5": Carries only 5 cards, is the slimmer, less-manly version, but the one I'd definitely buy.  

Until I see a version like this I'll continue to enjoy my GRIP6.