Random Thoughts – Randocity!

Elizabeth Holmes: Why aren’t more CEOs in prison?

Posted in botch, business, california by commorancy on August 23, 2022

close up shot of scrabble tiles on a white surface

On the heels of Elizabeth Holmes’s conviction for four counts of fraud, the question begs… Why aren’t more startup CEOs in prison for fraud? Before we get into the answer, let’s explore a little about Elizabeth Holmes.

Theranos

Theranos was a technological biomedical startup, not unlike so many tech startup companies before it. Like many startups, Theranos began based out of Palo Alto, California… what some might consider the heart of Silicon Valley. Most startups that begin their life in or around Palo Alto seem able to rope in a lot of tech investors and tech money. Theranos was no different.

Let’s step back to understand who was at the helm of Theranos before we get into what technology this startup purported to offer the world. Theranos was helmed by none other than Elizabeth Holmes. Holmes founded Theranos in 2003 at the age of 19, after she had dropped out of Stanford University. In 2002 prior to founding Theranos, Elizabeth Holmes was an engineering student studying chemical engineering. No, she was not a medical student nor did she have any medical training.

Clearly, by 2003, she had envisioned grandiose ideas about how to make her way in the world… and it didn’t seem to involve actually completing her degree at Stanford. Thus, Theranos was born after having she had gotten her dean, but not medical experts at the school, to sign off on her blood testing idea.

Medical Technology

What was her medical idea? Holmes’s idea involved gathering vast amounts of data from a few drops of blood. Unfortunately, not everyone agreed that her idea had merit, particularly medical professors at Stanford. However, she was able to get some people to buy into her idea and, thus, Theranos was born.

From the drawing board to creating a device that actually does what Holmes claimed would pose the ultimate challenge, one that would see her convicted of fraud.

Software Technology

Most startup products in Silicon Valley involve software innovation with that occasional product which also requires a specialty hardware device to support the software. Such hardware and software examples include the Apple iPhone, the Fitbit and even the now defunct Pebble.

Software only solutions include such notables as Adobe Photoshop, Microsoft Office and even operating systems like Microsoft Windows. Even video games fall under such possible startups, like Pokémon Go. Yes, these standalone softwares do require separate hardware, but using already existing products that consumers either own or can easily purchase. These software startups don’t need to build any specialty hardware.

Software solutions can solve problems for many differing industries including the financial industry, the medical industry, the fast food industry and the law enforcement industry and even solve problems for home consumers.

There are so many differing ideas that can make life much simpler, some ideas are well worth exploring. However, like Theranos, some aren’t.

Theranos vs Silicon Valley

Elizabeth Holmes’s idea that a few drops of blood could reveal a lot of information was a radical idea that didn’t, at her young age of 19, have a solution. This is what Elizabeth Holmes sought to create with Theranos.

Many Silicon Valley startups must craft a way to solve the problem they envision. Whether that be accessing data faster or more reliably to creating a queuing system for restaurants using an iPhone app.

It’s not so much the idea, but the execution of it. That’s where the CEO comes into play. The CEO must assemble a team capable of realizing and executing the idea they have in their head. For example, is it possible to create a device to extract mountains of data from a few drops of blood? That’s what Elizabeth Holmes was hoping she could create. It was the entire basis for the creation of Theranos.

Investors

To create that software and device, it takes money and time. Time to develop and money to design and build necessary devices using R&D. A startup must also hire experts in various fields who can step into the role and determine what is and isn’t possible.

In other words, a CEO’s plan is “fake it until you make it”. That saying goes for every single startup CEO who’s ever attempted to build a company. Investors see to it that there’s sufficient capital to make sure a company can succeed, or at least give it a very good shot. Early investors include seed and angel investors, where the money may have few if any strings and later stage investors such as Venture Capitalists, where there are heavy strings tied to the money in the form of exchanging company ownership in exchange for money.

Later stage investors are usually much more hands-on than many angel or seed investors. In fact, sometimes late stage investors can be so hands-on as to cause the company to pivot a company in unwanted directions and away from the original vision. This article isn’t intended to become a lesson for how VC’s work, but suffice it to say that they can become quite important in directing a company’s vision.

In Theranos case, however, Elizabeth Holmes locked out investors by creating a …

Black Box

One thing that Silicon Valley investors don’t like are black boxes. What is a black box? It’s a metaphor for a wall that’s erected between a company’s product and any investors involved. A black box company is one that refuses to share how a startup company’s technology actually works. Many investors won’t invest in such “black box” companies. Investors want to know how their money is being spent and how a company’s technology is progressing. Black boxes don’t allow for that information flow.

Theranos employed such a black box approach to its blood analyzer device. It’s actually a wonder Theranos got as much investor support as it did, particularly for a CEO that young and, obviously, inexperienced when insisting on a black box approach. That situation is ripe for abuse. At 19, how effective could Elizabeth Holmes be as a CEO? How trustworthy and responsible could a 19 year old be with millions of dollars of funding? How many 19 year olds would you entrust with millions of dollars, after they had dropped out of college? For investors, this should have been a huge red flag.

There’s something to be said for the possibility of a wunderkind in Elizabeth Holmes, except she hadn’t proven herself to be a prodigy while attending Stanford. Even the medical experts she had consulted about her idea clearly didn’t think she had the necessary skills to make her far-fetched idea a reality. A chemical engineering student hopping into the biotech field with the creation of small, almost portable blood analysis machine at a time when commercial blood analysis machines where orders of magnitudes bigger and required much more blood volume? Holmes’s idea was fantastical, yet clearly unrealistic.

However, Theranos’s black box, dubbed the Edison or miniLab, was a small piece of equipment about half the size of a standard tower computer case and included a touch screen display and blood insertion port.

theranos_minilab

Unfortunately, this black box was truly a black box in all senses of the word, including its actual case coloring. Not only was the Edison’s innards kept a strict company secret, its testing methodologies were also kept secret, even from employees. In other words, no one knew exactly how the Edison truly worked. No, not even the engineers that Theranos hired to try to actually make Holmes’s vision a reality.

Theranos and Walgreens

By 2016, Theranos had secured a contract with Walgreens for Walgreens to use Theranos’s Edison machine to test blood samples by medical patients. Unfortunately, what came to pass from those tests was less than stellar. It’s also what led to the downfall of Theranos and ultimately Elizabeth Holmes and her business partner, Sunny Balwani.

The engineers that Theranos hired knew that the Edison didn’t work, even though they hadn’t been privy to all of its inner workings. Instead, what they saw was those tiny vials of blood trying to run samples on larger blood testing machines like the Siemens Advia 1800.

When the engineers, Erika Cheung and Tyler Shultz, confronted Holmes and Balwani about the Edison machine’s lack of functionality and about being asked to falsify test results, they were given the cold shoulder. Both Cheung and Tyler decided to blow the whistle on Theranos’s fraud. Cheung and Schultz both left Theranos after whistleblowing to start their own companies.

Ultimately, Theranos had been using alternative medical diagnostic technology in lieu of its own Edison machine, which the Edison clearly didn’t function properly and neither did the third party systems with the amount of blood that Holmes stated that it required.

This left patients at Walgreens with false test results, requiring many patients to retest with another lab to confirm the validity of Theranos’s results.

Elizabeth Holmes Fate?

In January of 2022, Elizabeth Holmes was found guilty of 4 counts of fraud. However, the jury acquitted her of all counts involving patient fraud… the patients were, in fact, hurt the most by Theranos’s fraud. The jury awarded monetary rewards to the investors, not to the patients who may have been irreparably harmed by her machine’s failure to function.

Why aren’t more CEOs in prison for fraud?

While the Theranos and Elizabeth Holmes case is somewhat unique among Silicon Valley startups, it is not completely unique. Defrauding investors is a slippery slope for Silicon Valley. Once one company is found perpetrating fraud on investors, it actually opens the door up to many more such cases.

Taking money from investors to attempt to bring a dream to life is exactly what CEOs do. However, Theranos (and Elizabeth Holmes) between 2003 and 2016 couldn’t produce a functional machine.

Most CEOs, given enough time and, of course money, can likely produce a functional product in some form. Whether that product resembles the original idea that founded the company remains to be seen. Some CEOs pivot a year or two in and change directions. They either realize their initial idea wasn’t unique enough or that there would be significant problems bringing it to market. They then change direction and come up with a new idea that may be more easily marketable.

Startups that Bankrupt

In the case of Theranos, other startups that go bankrupt could signal the possibility that CEOs may now be held accountable to fraud charges, just like Ms. Holmes. The Elizabeth Holmes case has now set that precedent. Taking investor money may no longer be without legal peril directly to company executives. If you agree to bring a product to market and are given investor capital to do it… and then you fail and the company folds, you may find yourself in court up on fraud charges.

Silicon Valley investors do understand that the odds of a successful startup is relatively low… which is why they typically invest in many at once. The one that succeeds typically more than makes up for the others that fail. If more than one succeeds, even better. It’s called, “playing the odds”. The more you bet, the better chances you have of winning. However, playing the odds won’t stop investors from wanting to recoup losses for money given to failed startups.

The Elizabeth Holmes case may very well be chilling for startups. It’s ultimately chilling to would-be CEOs who see dollar signs in their eyes, but then months later that startup is out of cash and closing down in failure.

CEOs and Prison Time

Elizabeth Holmes should be considered a cautionary tale for all would-be CEOs looking for some quick cash to get their idea off the ground. If you do manage to secure funding, you should be cautious with how you use that cash. Also always and I mean ALWAYS make sure the progress in building your idea is shown to your investors regularly. Let them know how their investor money is being used. When software is available for demonstrations, show it off. Don’t hide it inside of a black box.

Black boxes have no place in startup investing. As with Elizabeth Holmes, she’s facing up to 20 years in prison. However, her sentence has yet to be handed down, but is expected to be no less than 20 years. Though, it’s possible she may be given the possibility of parole and the possibility of a reduced sentence for good behavior… all of which is up to the sentencing judge.

Elizabeth Holmes opened this door for startup CEOs. It’s only a matter of time before investors begin using this precedent to hold CEO founders to account should an investment in a startup fail.

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Review: Star Wars: The Rise of Skywalker

Posted in botch, entertainment, movies, reviews, storytelling by commorancy on December 22, 2021

theriseofskywalkerUsually, I write reviews and analysis immediately after I see a film. Well, I have to be honest, I did just see Star Wars: The Rise of Skywalker recently. You might be wondering why that is? Well, let’s explore.

Obligatory Note: This review contains major *spoilers*. Stop reading now if you haven’t seen this film.

Rewarding Poor Business Decisions

I’m not one to necessarily boycott businesses, but with Star Wars I’ve made an exception. I boycotted seeing the film in the theater and I, likewise, boycotted paying money to see it at any rental venue. The reason I saw it last weekend is because finally a channel has released an on-demand version that’s included with something I already pay for.

To be honest, Disney will get a small amount of money from me watching it via on-demand. It’s called the pay-for-play royalty system. That means that every time someone plays it, Disney will derive some amount of money from the playback (probably 10-25¢ at most). I’m okay with that because that’s about what it’s worth. Though, I don’t have to pay directly. I refuse to reward companies for producing crap. I simply won’t do it. I know that this paragraph’s sentiment is entirely brutal… but hey, that’s part of the review.

Retroactive Continuity Bonanza

Congratulations! You’ve hit the Retcon Bonanza! One thing about applying retroactive continuity (retcon) to a story line is that it’s fairly obvious. See, the thing is, retcon runs all through Star Wars: The Rise of Skywalker in very blatant and obvious ways. I already knew going into The Rise of Skywalker that it would be chock full of retroactive continuity.

So what’s wrong with retconning a story? Let me count the ways.

  1. Trite
  2. Cliché
  3. Poor writing
  4. Bad planning
  5. Bad storytelling
  6. Contrived
  7. Unsatisfying

Great storytelling sets up little bits and pieces all along the way. Then brings those bits and pieces together at the end in a cohesive way to explain why those seemingly unrelated bits and pieces were included. It’s a standard storytelling practice that shows the writer had planning of forethought when crafting their story.

It’s also an immensely satisfying storytelling practice. If you’re an astute observer, you can put these foreshadowing pieces together early to conclude what’s about to occur. If storytellers are too obvious with their clues, it makes guessing the ending too easy. For example, many people were able to easily guess the premise of M. Night Shyamalan’s Sixth Sense, when the ending was all but revealed by four words of dialogue spoken very early in the film. However, this situation also depended heavily on whether you believed the visuals of the film or you chose to believe the spoken words. It also means the writers concocted a poorly conceived clue delivery system. It should have been way more subtle than that. In fact, those words shouldn’t have been uttered until much later in the film.

That’s not the case with The Rise of Skywalker, though. With this film, it wasn’t a matter of clumsy clues. It was the fact that no clues were given at all, not in The Force Awakens and not in The Last Jedi where it makes much more sense to leave these clues behind.

Emperor Palpatine

Palpatine was the primary villain in the first 3 Star Wars films. He was dispatched at the end of Return of the Jedi by being dropped down a power shaft. This villain was firmly dead. However, The Rise of Skywalker latches onto this story context for all that its worth. That, and cloning.

The thing is, Attack of the Clones wasn’t really referenced… or more specifically, Kamino. Specifically mentioning this planet somewhere along the way, such as earlier in The Force Awakens would have set up the notion of cloning as a possibility somewhere in the story. For example, if Snoke had been found to be a clone based on DNA testing or something similar after he’d been chopped in half in The Last Jedi, that would have explained what was said by Palpatine in The Rise of Skywalker. Yet, no such reference in either of the first two films exists.

As an another example, even the simple act of dropping Palpatine’s name in any small kind of way, such as mentioning the similarity to Snoke’s villainy. Even simple name dropping can open whole doors up later and it’s those kinds of clues that avoid retroactive continuity problems. Simple name dropping Palpatine or Kamino or Cloners in any capacity along the way in The Force Awakens or The Last Jedi would have been enough to prove the writers were thinking about closure of the story at the beginning of it.

Instead, the writers and filmmakers were so self-absorbed in their own self-indulgence that they couldn’t even consider such prior setup in the writing of the first two installments.

To be honest, this is really the fault of J.J. Abrams. He had the task of opening the storyline in The Force Awakens, but fails to really give a hint at what’s to come. Hints and clues are what make great stories. It’s called foreshadowing and it’s an incredibly impressive storytelling tactic when it’s done correctly. When it’s not done at all, then it’s called retroactive continuity… or building a new story by making up establishing facts instantly rather than relying on clues laid down earlier.

Sure, the original films and the prequels had information that could be leveraged, but not in a way that would be seen as clues for Disney’s trilogy. You don’t just pull crap out of the air and hope people somehow magically get the reference. Proper build-up is essential to a story. Without it, it makes a story fail.

Palpatine Again!?

When Palpatine is, again, introduced as “the man behind the curtain” in The Rise of Skywalker, it’s groan time… ugh! I’m thinking, “Not again”. Can’t these guys think up anything original? At least there wasn’t yet a third Death Star… at least we’ve made some progress, I guess. Not much, though.

Bringing Palpatine back to life without really so much as an explanation is such a bad storytelling idea that it makes the rest of the story feel like garbage. You either believe Palpatine is back or you don’t. The worst thing about Palpatine is that he stands there like a statue and simply taunts people with words. Granted, in Return of the Jedi, he was also fairly catatonic. Though, he did get up and walk around a little. In this film, he’s a literal statue standing in one spot the entire time spouting platitudes. It’s his same old tired self-assured, over-confident, self-righteous Sith rhetoric about eliminating the Jedi. He died for those same clichéd thoughts in The Return of the Jedi. Has he learned nothing? You’d think that after his first death at the hands of Vader, he’d be a little more cautious and wiser the second time around. Yet, *crickets*.

The storytellers don’t give Palpatine an ounce of credit as intelligent or thoughtful. The man is made out to be as dumb as brick. Seriously, after Palpatine’s trip down the power conduit, you’d think he’d rethink his over-confident, self-assured, self-righteous threatening demeanor and, instead, try something new. Nope.

Snoke

You might also want to point to Snoke as an example of that, but then you’d be wrong because Snoke was summarily chopped in half midway through The Last Jedi. That was that for Snoke. It’s one thing to use Snoke as a puppet, but it’s clear that that puppet failed utterly to its own demise. Stupid Villains!

Just to make it perfectly clear, none of the above was mentioned anywhere in The Last Jedi. Again, no such clues were left behind for bringing it all together in the end. Nope. No where was it mentioned that Snoke was a puppet of Palpatine, though a clue should have been left somewhere in TLJ if not by Snoke himself. For example, a quick scene where we see Snoke nodding to a shadowy figure in a cloak which fades out followed by Snoke going directly into communication with Ben. That would have been something.

Of course, in Star Wars revisionist tendencies, Disney may go back into both The Force Awakens and The Last Jedi and retrofit dialog, extra scenes and whatnot to shoehorn these clues…. which is an even worse practice than what they did in the contrived storytelling in The Rise of Skywalker. Revisionism has no place in movies, let alone Star Wars films. To be honest, what George Lucas did with his revisionism was add better FX and reintroduce scenes that he wanted, but those changes didn’t fundamentally alter the storyline and were not introduced to ‘fix’ a story problem for a later film.

No, George’s stories were solid from the beginning, so the stories didn’t need ‘fixing’.

Disney Hires Crap Writers

Part of the problem here is that Disney doesn’t have a clue how to run a live action film business, nor exactly what a good live action script is. Disney comes from an animation background. The stories in Disney’s animated films have been simplistic and intended for children.

For some reason, Disney thought they could insinuate themselves into a live action movie business and have those films turn out great. Well, it’s clear, that’s not true.

No where is that more apparent than in how the stories for the Disney Trilogy were handled. The first mistake was hiring J.J. Abrams to write these films. Instead, Disney should have hired actual film writers with experience in writing. Before that, they should have hired actual story writers to come up with the overall story arc encompassing the three films prior to embarking on filming them. This would have meant that going into each film there was an outline of the necessary elements needed to craft each film’s story which would support the rest.

The director might take some liberties in some areas around portions of the story telling, but the required story elements must be included for the entire story arc to work. This would have also meant that all three films were essentially written up-front. Instead, Disney apparently allowed the writers of each film to craft their own story in pre-production for each film. Basically, the films were made up at the time of each production.

This isn’t a recipe for success. In fact, it’s a recipe for failure. It’s exactly why J.J. Abrams Alias and Lost series failed to ultimately work. The stories were “made up” as they went along rather than attempting to at least write an overarching story outline that encompasses the entire season. Each story doesn’t need to be written, but certain specific points must be included in the season to reach the conclusion properly. Without such inserted clues, the conclusion absolutely cannot be satisfying… and so it goes with Lost. Lost‘s conclusion was such an awful mess that not only did it make no sense, what little pieces did try to make sense were awful. It was like watching a train wreck unfold.

So then, Disney hires this two-bit hack to pen Star Wars? Here’s a guy who can’t even write two TV series properly and yet Disney hires him for Star Wars? Yeah, I could see this wasn’t going to end well… and so it goes.

Endings

Speaking of things not ending well, let’s continue with The Rise of Skywalker and its ending. Disney would have been smarter to leave a thread open that could be followed up with a new trilogy. Instead, Disney, and more specifically, J.J. Abrams and Kathleen Kennedy were so focused on damage control that they forgot to add intentional cliffhangers leading into a new series of films. However, I believe at the time the film was being created, damage control was the primary means of closure for the The Rise of Skywalker storyline.

With that said, the ending is simultaneously satisfying and disappointing. On the surface, it’s a satisfying conclusion to this series of films. Diving deeper, the entire story is incredibly unsatisfying, thus leaving the conclusion disenchanting. The whole shoehorn-this-story-into-a-Palpatine-issue is deeply distasteful. Not only does it ruin the thought that Palpatine is, in fact, dead, it does so in a way that doesn’t make a whole lot of sense and simultaneously leaves a gaping hole open as wide as the Grand Canyon.

The original Palpatine was shrewd, cunning and incredibly intelligent. Yet, this film treats Palpatine as one of the dumbest villains to have ever graced the Star Wars universe. Granted, the Palpatine in The Rise of Skywalker is supposed to be a clone. I suppose one could argue that the cloning process dumbs down its clones unintentionally (or even intentionally). The Kaminoan cloners might have seeded its clones so that they would never become aggressive towards Kamino, thus dumbing them down in other ways. It would make sense for the Kaminoans to protect Kamino from its clones turning on its masters or on the world. This argument could be said of all of the Clone Troopers. Yet, this fact has never been established in canon outright.

Palpatine, the original, would have also known and understood this dumbing down limitation of Kamino Clones and probably would have attempted to mitigate it long before it became a problem. Yet, it seems that didn’t happen based on clone Palpatine’s overall dumb self-righteous behavior. This cloned Palpatine is one of the least intelligent villains I’ve yet seen in a Star Wars film, save that perhaps Snoke was likely also a clone considering that Palpatine claims to have “made Snoke” (implying a clone).

Whether Palpatine used Kamino to produced the clones or if Palpatine bought and established his own cloning technology separately, it’s not really stated. Watching this film, I assumed that all of the cloning occurred on Kamino… or at least, Kamino cloning technology was utilized by Palpatine even if not cloned directly on Kamino.

I know that Palpatine suggested bringing the dead back to life in the prequel Revenge of the Sith (which was lightly referenced in The Rise of Skywalker). Don’t take my word for it. Here’s the conversation from Palpatine himself.

This platitude by Palpatine may have been a veiled reference to cloning or to an unseen force power or both, which by the time of this scene, the world of Kamino and its technology had been established by the prequel, Attack of the Clones. Of course, this information wasn’t definitively stated in The Rise of Skywalker or even in Attack of the Clones or Revenge of the Sith. The information in The Rise of Skywalker was all left to the audience to put 2 and 2 together and theorize Palpatine was talking about cloning and/or the conversation above. If you hadn’t watched the prequels before seeing The Rise of Skywalker, you wouldn’t be able to correlate this information, leaving the means by which Palpatine reappears as a mystery that doesn’t make a whole lot of sense and isn’t resolved in the narrative.

What this all means for the ending is a somewhat convoluted, complex, yet simpleminded ending. In fact, the ending was so simpleminded and single tracked, it was easy to predict the outcome.

Is It Over?

This is a lingering question that remains. If there’s one clone, there can be many. Did Rey fight the last and final clone? We don’t know. This is the gaping hole the size of the Grand Canyon. If it took Rey to the point of death to kill one single clone, then fighting any more means she probably won’t succeed in killing any others. After all, she won’t have Ben there to give her his remaining life force and bring her back to life again.

For the reason of clones, the ending is entirely unsatisfying. Once you open this story door to clones (plural), it’s a never ending cycle. You simply can’t win against potentially thousands of Palpatine clones strewn throughout the Star Wars galaxy. This is why the ending is simultaneously satisfying at face value and completely unsatisfying when you dig deeper.

Cheap Cop Out

Ultimately, the two main problems in this story stem from relying on the concept of cloning combined with using a duplicate (cloned) Palpatine to carry this story. Out of thousands of better possible ideas, JJ chose these two weakest and most trite ideas over any others? This simply shows just how inept a writer JJ actually is. Though, the “Mary Sue” idea was almost completely squashed by introducing the “Palpatine’s Granddaughter” idea. My problem with the ending of this story is, why did we miss a generation? In fact, the whole “Palpatine having children” storyline could have been a far better story idea to base this final set of films on over what’s included in this mess of a trilogy. Definitely, the “Palpatine having children” story idea is a far, far superior story in establishing the idea of the carrying forward of the Sith vs Jedi conflict over the mess-of-a-story shown in this bankrupt trilogy. This is particularly true if you truly want to hand off this conflict to a new generation of Sith and Jedi. Unfortunately, JJ has already given away the farm.

Following the “Palpatine had Children” idea, when did Palpatine procreate and with whom? Why wasn’t it THIS story that begins these final 3 films? If, as a storyteller, you’re going to tease us that Palpatine had children, then we need to know more about this situation. Who was his “wife”? How many children did Palpatine have? Was Rey an only child? Have these children chosen to be dark or light? None of these questions are answered. They’re left open. JJ’s story elements weren’t added to tell us that Palpatine had children. They were useless contrivances included simply to carry The Rise of Skywalker to conclusion. These contrivances are the very definition of retroactive continuity, “Let’s add something random about the past that lets the future proceed in a specific way.” That’s entirely retroactive contrivance

If past historical events had been introduced early in The Force Awakens or The Last Jedi, I’d not be critical of these “convenient” story elements included in The Rise of Skywalker. It would have meant that the writers were thinking ahead to the future film. It also means that the story arc was properly planned. Without these elements in any prior films, it’s included for mere convenient storytelling. It’s also the very definition of a “hack writer“.

Palpatine’s Children

Before we dive deep into the the “hack writer” concept, let’s explore what we could have had in this final trilogy. Oh, and boy is it a doozy! It’s actually hard to believe that JJ chose not to run with this story idea, which would have made the final trilogy not only completely satisfying, but would have opened the door up to so many more films and TV shows. Disney could have made twice the amount of money off of this (and it would still be going) and the Star Wars brand would be stronger than ever instead of petering out after The Last Jedi ended up like dropping a gallon of water on lit candle.

If The Force Awakens had opened, instead, using one of Palpatine’s children as a primary villain with that child obviously dark side leaning, the whole tone and concept of this entire trilogy would have completely changed. Talk about introducing a “new generation”, well this was the way to do it! It would have also changed the entire story concept over these three films. Instead of a Mary Sue story unfolding around Rey, we could have focused on the brashness, harshness and destructiveness of a Palpatine child and in a growing Jedi order to combat that new Palpatine threat.

Except, this time it’s not Palpatine. It’s the child of Palpatine and they have a completely new idea on how to squash the Jedi order, not using Palpatine’s old, tired rhetoric… that didn’t work anyway.

If Palpatine had had more than one child, which of course we knew nothing about those other children, another child could emerge as a conflict mechanism, both against the Jedi and also against the Sith. This would allow the story to pit both Palpatine children against one another, but at the same time against the Jedi. See, so much potential lost!

This could have turned Star Wars a bit darker, more modern, updated, yet still fall within Star Wars ideas and visuals. Instead of the crappy Disney trilogy that we got, which was a bunch of cotton candy fluff, we could have dived deep into a darker, more sinister plot involving Palpatine’s children. Snoke could have still been involved as a puppet of this Palpatine child, but we don’t even have to bring back Palpatine as a clone to accomplish it. We simply need this dark side leaning child to “carry the torch”.

So many ideas and so any concepts swirling, it’s amazing JJ didn’t realize that THIS is where the story should have headed… not with his carnival of cotton candy and candied apples. JJ’s trilogy was, in fact, so candy-bar sweet as to get diabetes. No, that’s not where Star Wars needed to go. Star Wars needed to begin with a darker, more sinister villain to launch the story, then slowly emerge (over 3 films) from that darkness with a huge win at the end… a win that perhaps doesn’t even stem from the Jedi. Such a win could then lead into not only more films, but also spin off into a whole bunch of TV series.

Disney missed the boat here in an immense way. So much potential completely wasted and lost.

Hack Writer

A hack writer is a pejorative term for a writer who is paid to write low-quality, rushed articles or books “to order”, often with a short deadline.

That’s exactly how J.J. Abrams comes to The Rise of Skywalker. He was most definitely paid to write a rushed low-quality script and the film most definitely reveals that. It also reveals that JJ doesn’t have the creative chops to come up with solid, great story ideas and concepts, such as using a Palpatine child to not only bring Star Wars to a brand new generation of children, but also breed a whole new generation of Sith and Jedi alike. Instead, we got…

High Gloss Cotton Candy

One of the things that most disturbs me about this film is its high gloss nature. This gloss defines the term putting “lipstick on a pig“. This phrase means taking a low quality, bad product and dressing it up to disguise its fundamental failings.

The “gloss” here is the film’s far too quick pacing and the overuse of CG effects, right from the opening. Yes, it’s a pretty film. It also includes throwing random and rapid paced information at the viewer, but not giving the person not enough time to react to that information. If the viewer attempts to think anything through, they’ll miss the next scene of the film. This is intentional. You can’t really go into deep thought and stay focused on the film in front of you. You can only go into deep thought after the film is over, at which point you’ll already be initially “satisfied” (or at least sated) by the film’s intended conclusion.

However, thinking the film through, you’ll understand all of the points I’ve made above.

That’s the whole point of the “glossy coating” and, thus, to put “lipstick on a pig”. It’s not that the story is the worst story I’ve ever seen in a film, but it’s definitely not a great story by any stretch. It was cobbled together from elements not established in this trilogy. Instead, the story had to fall back on story elements established from the prequels and the original films, but which hadn’t been discussed in this trilogy until the final film. Yes, that’s the very definition of a “Cop Out”.

Instead, this trilogy should have relied on itself and its own stories to carry its way through to conclusion. It didn’t need a cloned Palpatine to carry this story. That’s perfectly clear. Here’s one of the primary problems I have with this whole cloned Palpatine issue. How and when did Palpatine become cloned? Is someone else pulling the strings? Was that cloned Palpatine merely a test for Rey? Was it merely the first in a series of tests? Was that clone the only one?

So many questions left unanswered. So many questions that needed to be answered for a proper conclusion. Yet, no. These are not “cliffhanger” questions. These are fundamental questions which should have been answered over the course of the Disney trilogy, yet were not. To really underscore the Cop Out problem, we must examine…

The Last Jedi

The closing shot of the kid in the The Last Jedi shows a force capable child. Yet, The Rise of Skywalker doesn’t even attempt to close that narrative. The ring that Finn and Rose bestow onto that kid meant nothing? The whole almost 30 minute romp through the Casino was pointless? Indeed, it means the whole Rose storyline was more-or-less pointless considering they set up an almost blatant new romantic interest in The Rise of Skywalker in Naomi Ackie’s Jannah character. Yet, neither the romantic storyline between either Rose or Jannah materializes in The Rise of Skywalker. Rose has a few scenes in the Leia camp, but it’s all for naught and is a fairly useless means of closure for this character. Set her up in The Last Jedi to be a romantic interest, then ignore Rose as mere wallpaper in The Rise of Skywalker. The interest around Rose was molded into yet another new character of Jannah.

Yes, The Rise of Skywalker trounces all over The Last Jedi in an attempt right-its-wrongs for better or worse. More specifically, The Rise of Skywalker simply chooses to ignore those things it deems as unimportant from the previous film. Examples: the force-capable kid, the Casino romp, Rose and even the ring. Whatever The Rise of Skywalker writers deem as unimportant are left without acknowledgement or conclusion. Indeed, The Rise of Skywalker plays too much fan service and not enough at closing elements already opened in prior films.

It wouldn’t have taken much to include a small scene showing that force-capable kid wearing the ring somewhere in The Rise of Skywalker. It doesn’t need to be a long or even important scene, it simply needs to be in there. Maybe a scene between Rey and that kid moving rocks around briefly, as though she or Leia is training him. We don’t need to know more about the kid other than he’s still around and he may or may not become important later, just not in this film.

Change of Clothing

One of the most obvious and out of place elements is that Rey wears the same outfit and hairstyle throughout much of all three films. At least Leia was given proper costume changes along the way including her film’s iconic opening outfit with buns, her braided pony tail ceremonial outfit at the end of Episode 4, her Hoth ice outfit, her Bespin outfit, her ever important Jabba Bikini and so on. With each new environment, she changes clothing. No, it’s not explained how Leia does this, but she does.

Rey, on the other hand, almost never changes clothes. She effectively has two outfits. Her scavenger outfit which she wore in The Force Awakens and again in The Rise of Skywalker. In The Last Jedi, the costumers gave her a new darker outfit and a new hairstyle while on the Luke Skywalker banishment planet, but that was a short stint with that outfit. However, once she leaves, she’s back into yet another version of her scavenger outfit. For battling, I guess that outfit is fine, but you’d think that Leia could have issued her more appropriate resistance clothing along the way. For scavenging on a hot planet, what she was originally wearing was fine. For a resistance member, she should have changed into something more befitting of her new role. Additionally, being a budding Jedi, she should have at least donned more Jedi befitting clothing. Nope, she was placed right back into her scavenger outfit all throughout The Rise of Skywalker, even at the end of the film.

This is a small point, but it’s a relevant point to the development of a character. The costumes indicate growth of a character as much as her actions and words.

Story

After all of this lead up, let’s finally talk about the film’s story as a whole. The story itself is both simplistic and meh. It concludes in a way that leaves a bad taste for Star Wars and for Disney in general. Because hack writers were chosen to not create a cohesive whole, but a chopped up mess of a hack-job over three films which almost have no relation to one another other than characters, it ends up a truly sad affair. It also concludes in this way.

However, Disney also felt obligated to conclude this problem child. They did so only because they had started down this road and felt the need to finish it. Personally, I think Disney should have shelved the entire project after The Last Jedi and called it done. The whole thing was too irreparably damaged by that point, at least as a creative project. For Disney, the dollar $igns lingered too much in front of someone’s eyes to give it up.

Let’s talk about the film itself. When we begin The Rise of Skywalker, we’re greeted by the familiar text crawl followed by the familiar and obligatory space pan shot. Before we step into the visuals, let’s talk about this text crawl. The text crawl mentions Palpatine by name and that he’s back, never mind those pesky details of exactly how. Basically, the story opens with retroactive continuity before an actor ever graces the silver screen. We already know the lay of the land before one single actual live action shot. From that crawl alone, we now know exactly what we’re in for in The Rise of Skywalker, but we don’t yet know how it will unfold. Though, giving it two minutes of thought, you can understand where the story is heading, we simply need to see it visually.

How it actually ends up playing out is a series of scenes, the Millenium Falcon, a cameo by a now aging Lando Calrissian and a bunch of throwbacks and nods to the original Star Wars, simply to keep the visual interest high. In other words, visually the film relies almost solely on reminiscing over the original three films by attempting to ignore the failings of The Last Jedi specifically, but also glosses over some of The Force Awakens. The Rise of Skywalker attempts to be the one and only one film that matters in this Disney trilogy. In fact, it tries way too hard at this and ultimately feels hollow and disappointing.

It’s a film that feels whole and solid while you watch it, but like a chocolate Easter Bunny once you bite down and realize it’s hollow, the film ultimately lacks any real reason to exist. For this reason, this is why George Lucas decided not to create films 7, 8 and 9 himself. He realized that once the 6 films were complete, there was nothing left to say.

The Rise of Skywalker proves this fact out in amazing abundance. At the end, we’re left not with the question about how great Rey is, but what the hell just happened? More importantly, what was the point? How exactly does Rey’s existence perpetuate the Star Wars narrative in a positive or useful way? Rey is clearly not a Skywalker. She’s a Palpatine. She’ll always be a Palpatine. She’ll always have the potential for falling into the dark side. Yet, she takes the Skywalker name because, plot.

Was it necessary or important for Rey to be a Skywalker? *shrug* I’ve no idea. There’s nothing that comes after to explain the need for this inexplicable naming. Yet, that’s exactly how the story ends. She’s now Rey Skywalker in name only. She’ll always be Rey Palpatine or whatever her father’s family surname was. We don’t even know if it was her father or mother who was the daughter or son of Emperor Palpatine. For all we know, Palpatine didn’t even have a child. Instead, he may have made a clone of himself who ultimately broke away, got married and had a child. We just don’t have enough backstory to know how this whole Rey situation came about.

We came too late in The Force Awakens to get this backstory. It was also never explained throughout the Disney trilogy. We’re simply left in the dark. Even at the very end of The Rise of Skywalker, we’re still left in the dark about how Rey came to be the granddaughter of Palpatine. Bad storytelling. If you’re planning on including retroactive continuity, you could at least fill in these rather important details so we can better understand how and from where Rey came… or, more specifically, how Emperor Palpatine managed to have kids. We don’t even know if Palpatine’s kids were from the “original” Palpatine or if one of Palpatine’s clones had kids. Yes, I said clones… as in the plural form, meaning “more than one”.

Ben and Rey

One thing that The Rise of Skywalker postulates is that Rey and Ben are a force dyad. The only way that’s possible is if Ben and Rey are twins, or at least from the same parent. That implies that Leia may have given birth to twins (like her mother who also had twins Luke and Leia) and somehow Rey was kidnapped by a Palpatine clone and assumed it to be his own child birthed by, well, whomever was on the ship with Rey whenever she was left on Jakku.

Again, this was not explained in the film, but a force dyad doesn’t make much sense unless they’re siblings or, in some way related… which makes that kiss at the end all the more “ewww”. Again, not explained.

Never Ending Ending

Here’s the ultimate problem that exists and persists after closure of The Rise of Skywalker and it’s a big one! An ending that never ends is what we have left over from The Rise of Skywalker. What exactly do I mean? I mean that because Palpatine is a clone, there were likely many Palpatine clones. If Palpatine were to make one clone, he would make several. Why? To ensure the survival of at least one of the clones, there must be many.

The question remains, how many and where are they? We don’t know. Clearly, Rey seems to have fought a particularly weak clone. Perhaps they’re all weak. The fact that they’re clones, they might not have inherited all of the force strength of the original. Because Rey couldn’t defeat this Palpatine clone all by herself implies that she herself was most likely born of a clone and not the original Palpatine. While that may or may not be a problem, the bigger problem is that the ending of The Rise of Skywalker has no end.

As Rey heads off into the galaxy for future travels, she’ll inevitably encounter more Palpatine clones and she’ll be forced to dispatch each and every one. In fact, it’s highly likely she’ll have to dispatch many Palpatine clones, because like the original Palpatine, even the clones will have the drive to survive and those clones will also hire cloners to clone the clone making yet more Palpatines. Like a virus, this situation perpetuates and never ends. Rey will never run out of an army of Palpatines to defeat.

This is the problem you bring into a story when forcing such concepts as clones as a story element for story closure. Like waking up from a dream sequence as an ending, using clones to close the final story element leaves the story’s ending unsatisfying. There’s nothing at all satisfying about the possibility of hundreds or thousands of Palpatines all infesting the universe waiting to attack the next Jedi that happens along.

See, I didn’t even have to resort to holding up the unmitigated pretentious disaster of a story that was J.J.’s Star Trek to illustrate just how much of a hack writer J.J. Abrams really is. Oops, I guess I just did. Yes indeed, J.J. seems to have the uncanny ability to ruin just about any franchise he touches.

Graphics: 5 out of 5
Story: 1 out of 5
Pacing: 2 out of 5
Overall: 2 out of 5 (wait until it’s available to watch without paying)

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Reopening: The best laid plans

Posted in analysis, economy, history, virus by commorancy on April 29, 2020

motivational quote

As the United States sees the COVID-19 infection rate reach 1 million (a milestone as some are calling it), that’s not a milestone to cheer. In fact, it’s a milestone to jeer. Why? Let’s examine how our leaders have entirely failed us.

Donald Trump

Let’s start with our President. While the President has taken the pulpit regularly to spout all sorts of seeming nonsense unrelated to the virus and which has incited some people to take rash and sometimes suicidal actions, our leaders are lost amid this pandemic. Our political leaders have never been trained to handle such the medical reality our society now faces.

It’s clear our current country leadership is still and was, when the virus arrived, not in any way prepared to handle this medical crisis. Even though those in the medical community and many outside of it have long predicted another pandemic, our political leadership team took no action to prepare, stock up, or in any way plan for such an eventuality. Instead, the US government was so busy trying to kowtow to the constant rhetoric from large businesses and make sure they were happy (so they could get large political contributions), they were blinded by these now unnecessary, never ending and futile actions.

In fact, the largest businesses of the world, including Wall Street, effectively drove us to the present dire and unprecedented medical situation that we all must now face. By diverting government attention and money away from a brewing medical crisis, they were constantly being distracted by unnecessary business demands.

DPA

Sure, the economy is important, but not at the expense of what is now taking place. The President is negligent in his handling of this crisis, make no mistake. He took no immediate action on January 1, after COVID became known to the world. He failed to invoke the Defense Production Act (DPA) timely, which could have diverted necessary industry resources towards producing more PPE for hospital workers and other critical industries (including supply lines). Instead, he did nothing. It took weeks before he actually invoked it in a limited fashion, but only after the PPE shortage was already at the breaking point. Even then, our hospitals are still critically short on supplies.

This means that the general public now has no access to these supplies to protect themselves because literally all of it is now being diverted to hospitals. Even with those diverted supplies, the hospitals are still short on supplies. Many are requiring their workers to reuse masks for days that were designed to be used for an hour or two. It’s no wonder why some of these critical care workers are dying from COVID.

Economic Disaster Looming

While attempting to avert other economic disasters (or at least perceived disasters) prior to the outbreak, this left a huge hole in our preparedness for such a pandemic, like COVID. Yet, we now see exactly how much of an economic disaster that being at this level of unprepared means to the United States.

The President may claim to be “doing good things”, but the reality is, he and other past administrations did nothing to prepare for this eventuality, nor have they been effective at the leadership needed to drive this virus from US soil. Instead, they chose to ignore the warnings and focus on other unrelated tasks that vied for their immediate attention. Tasks that, while extremely diversionary, shouldn’t necessarily be minimized. They were, of course, important at the time. However, they shouldn’t have ignored the warnings. We’d already had two previous tastes of what was to come with COVID including the H1N1 (2009 Pandemic) and SARS (2003 Pandemic). These two weren’t that long ago.

Those warning shots should have been the necessary wake up call to get the government to mobilize a pandemic plan. Between 2009 and the present, the government could have been granting hospitals the necessary money they’ve needed to stock up on supplies. They could have had the hospital industry stocked and ready with medical supplies should the need arise.

In fact, the government could have been building ready-made hospital structures out of FEMA buildings, ready and waiting for the time when such a pandemic might occur. I realize that at the time of non-crisis it can be difficult to justify such preparedness dollars. However, it is crystal clear that the United States leadership failed us on this one.

What that means is that where we are today, the United States is in an amazingly fragile position economically. We simply don’t know where our economy may head in the next 6-12 months. There’s no way to even know if the upcoming Presidential election is even possible due to the outbreak. A second larger and deadlier wave is still looming and will likely hit sometime around September or October, just prior to the election. It may hit even before then based on reopening plans of many cities and states.

1% Infection Rate of the US Population

Let’s dive right into this topic as there’s no way to sugarcoat this. To date, the United States has confirmed less than 1% of the population infected. This means that approximately 99% of the population is still susceptible to COVID. Considering that we’ve had 60,000+ deaths and counting for just over 1 million people infected, it’s not hard to extrapolate these numbers.

There are around 330 million people living in the United States. If 50% of those 330 million people become infected, that’s 165 million people infected. Extrapolating up the death rate, let’s do the math. 60,000 people dead for 1 million infected is a 6% mortality rate. Of course, some could argue that the 1 million could be under reported. That the infection rate is much higher. This could be true. However, we have no way to confirm the number that have been infected. Let’s assume that this 6% number is, in fact, accurate.

That 6% is much higher than the reported 1.25% death rate from this virus. Partly, this may be due to the overcrowding situation in New York City where the vast majority of these deaths have occurred. New York City isn’t, unfortunately, an anomaly. It is a reality. It is a reality that will be seen played out all over the nation should the nation reach a 50% infection rate at the same moment in time.

When hospital overcrowding becomes a major issue (and it will), hospitals will be forced to turn away patients. Hospitals will have no choice. This is where that 1.25% number goes up, perhaps even over the 6% that we’re currently seeing. For the sake of argument, I’ll present death numbers for both 6% and 1.25%. Keep in mind that 1.25% is a number that can only be achieved WITH the help of hospital care. Without hospital care, that number will soar much higher… just as it has with the present situation.

At 165 million people infected (50% of the US population) and at 1.25% mortality rate, that’s 2,062,500 people (2 million) dead. At a 6% death rate (more likely what we’ll observe if we reach 165 million people infected at once), that 6% number means 9.9 million people dead. Those 9.9 million dead bodies have to go somewhere, perhaps lining the streets in body bags in some locales. Even 2 million bodies have to go somewhere. There might not even be enough body bags to handle 2 million, let alone 9.9 million people dead. Crematoriums will be working overtime just to keep up with this dead body count.

This whole situation will turn into a literal nightmare scenario for leaders and citizens alike. Where people are chanting to open cities back up today, this scenario is what’s driving leaders to consider reopening way too early. In fact you can’t reopen anything while the virus is still being spread. You simply can’t do it. We already know this virus spreads exponentially over time. It takes ONE person to spread the virus to others who will then spread theirs infection to others. Reopening the economy will lead us down the road to a much, much higher infection rate than the 1% of the population we have today.

As a result, the somewhat overcrowded situation at hospitals will turn into a situation of hospitals turning away patients. There will be no place for the sick to go. They’ll have to head home and take their chances at home. Without access to immediate medical care, many will die. This raises the mortality rate tremendously and it will go way beyond the 1.25% mortality rate.

Low Numbers and Infection

I see a lot of ignorant people downplaying the present COVID situation. I see a lot of people claiming that it’s not that serious, the numbers are low or there’s nothing to fear or spouting other such nonsensical rhetoric. They’re making these statements without claim to how they arrived at that thought rationale (other than the numbers appear to be low). Make no mistake, the low numbers we are seeing for infection have nothing to do with the virus’s severity level or its ability to kill. The low numbers have everything to do with the present distancing and staying-at-home orders. Lifting that and the virus will take hold in much, much larger numbers.

Should the world re-open as it was, the death rate will soar way beyond the 1 million infected so far. We will see a second wave of death and infection rates that far exceed anything the world has seen to date. Yes, it’s coming.

Ignorant People

There are many people who feel that the government is lying and this is all a ruse by the government to erode human and constitutional rights. That’s actually the irrational view. If you value your own life so little as to not understand the ramifications of this virus, then perhaps you need become infected and take your chances. While my view might be considered a rather callous view, some people need to learn life’s (or death’s) lesson’s the hard way. It’s Social Darwinism.

If you choose to venture out by defying stay-at-home orders, become infected and then become a death statistic, that’s your choice. You made that choice. I won’t feel any sympathy for anyone making such stupid choices. That was your choice to make, as stupid as it may have been. You made that decision and you died.

As with Darwinian ideals, the point is to rid the world’s population of people who are simply unwilling to grasp certain realities. If you are unwilling or unable to grasp life and death concepts, then perhaps the world’s gene pool is a better place without you in it. If you want to venture out and become infected, the door’s right over there.

This is why I show no sympathy towards any anti stay-at-home protesters. If you’re out and about attempting to get infected, you may also be the ones spreading the infection. For these folks, I’ll let the virus run its course on them. If they succumb at home, then so be it. If they survive, and some will, then so be it. At least some of these folks with dumb ideas won’t survive. But, that’s on them and there’s no sympathy here. I’ll just point to the Darwin Awards, of which there will be many issued this year. From the Darwin Awards web site:

Darwin Award winners eliminate themselves in an extraordinarily idiotic manner, thereby improving our species’ chances of long-term survival.

While the Darwin Awards may not recognize those COVID-19 anti stay-at-home protesters as “extraordinarily idiotic”, I personally think this situation qualifies. Of course, if the Darwin Awards were to qualify every COVIDiot, they’d be updating that web site for years to come. I can understand why this site might want to disqualify all COVIDiots of the world to avoid this problem… allowing them focus on those deaths that don’t apply to COVID-19.

Personally, I think the Darwin Awards needs to create a special site devoted to the COVIDiots who off themselves by contracting the virus and die by thinking it doesn’t exist or that it is some conspiratorial government rights erosion scheme.

Likewise, for parents who want to send their kids out to the playground and who then contract COVID-19 from another child on the playground, I have no sympathy. You sent your child out there, that was your choice. If your family perishes, that was also your choice.

Population Control

While COVID-19 is a virus and it does have a fairly grim death statistic, perhaps it is also intended to be an equalizer of sorts. It could be used as a way to “thin the herd”, so to speak. It doesn’t matter the age, race, color or gender, this virus is non-judgemental. It will infect a 1 year old as easily as any other age. Whether it ends up killing is entirely based on that person’s immune system and health. People with asthma or other lung diseases or conditions may be at higher risk.

The point is, COVID-19 is now quickly becoming a population equalizer. That means that while it started out as a viral problem, it is quickly beginning to thin the herd. For those COVIDiots who choose to run around claiming that it’s fake or that “God will protect them”, you’re living in a fantasy world. Nothing will protect you from COVID-19 except staying away from other people. Latching onto a fantasy that “God” or any other outside influence will protect you is delusional. The virus will just as easily invade your system as it will anyone else’s. Whether it will kill you, you’ll have to take your chances. You may survive, you may not. Once you’re infected, it’s yours until you win or lose.

If COVID-19 thins the herd, then so be it. That’s how the chips fall and that’s how they will remain. If the United States loses 10% of its population to COVID-19, then that’s where it ends up. I won’t say that a loss of 10% of the population won’t be devastating to the economy, but it will recover in time. Eventually, enough babies being born will make up for this loss. The population will again grow after COVID-19 is over and done. Until then, COVID-19 will become the most modern version of a great equalizer, just as the 1918 Pandemic was.

Doomed to Repeat

If the 1918 H1N1 Pandemic taught us anything, it was that you can’t let your guard down even for a moment. When everyone thought that the 1918 pandemic was subsiding by late summer, restrictions were relaxed. That’s when the second even more deadly wave hit the country. The reason for this second wave was attributed to soldiers bringing it home and spreading an even deadlier version around.

Today, we have a very high possibility of this situation repeating itself. It won’t repeat because of soldiers, however. History will repeat due to worldwide travel, loosened social restrictions, people thinking it’s over and because businesses are itching to open back up.

Once movie theaters, concert venues, sporting events and any other large crowd gatherings are allowed to exist, this is where the second wave will begin. Worse, if we end up with a different mutated strain ending up on US soil, one that hasn’t yet been passed around, it could reinfect survivors of the earlier strain. It might even kill those survivors due to the body’s already weakened state from the last infection. In other words, a second wave is almost inevitable.

As some states are poised to reopen due to “dropping numbers of infection”, this false sense of security will be their undoing. By states and leaders opening it all up, people WILL venture out thinking that the situation is over. It’s no where near over. 1% of the US infected? No, we’ve barely just scratched the surface. There’s still 99% of the population left to infect… and infect many of these people the virus will. As restrictions relax, people will start doing the things they have been desperately craving while stuck inside. They’ll be doing all of these things with even more careless abandon than usual, only to find that 14 days later they, their friends and their families are now infected. Yet, there won’t be hospital space for the throngs more who are now infected.

This is where and how the much more serious second wave begins.

Election Day

Depending on when this second wave begins, election day may or may not be possible. If enough people become infected before election day, the sick won’t be able to head to the polls. Those uninfected will also be scared to turn out. How will the government entice people out of their homes when, within 1 to 2 months, 100,000 or more people are dead? Yeah, that’s a major challenge.

The government needs to begin planning for an alternative election polling system now. If they don’t begin this process today, come November 3rd, few may actually turn out to vote. If fewer than 10% of the population show up to vote, is that fair representation of the populous?

Let’s consider if some of the current candidates end up succumbing to COVID-19 in this second wave and, for obvious reasons, are no longer on the ballot. How does that work? Yeah, some contingency planning is in order here. Perhaps they can plan for voting from your car (using NFC) or some other similar hands-off voting system with a phone app. For the candidate infections, that’s a whole different bag.

Phone apps have proven their safety, effectiveness and security if properly built. A vote-in-car system could be used by holding your phone up to the window to be read by an external NFC device. It could even be done by connecting to a local WiFi service at the voting center which automatically forces a login page which is used to both verify identity, then collect votes right from the car. No need to leave the car. There are plenty of hands-off approaches that don’t require leaving the confines of your vehicle to vote, yet still allow you to vote in person. These are contingencies that the government needs to consider now. If they aren’t considering such countermeasures, come November 3rd, we could see a huge problem with voter turnout.

The Second Wave IS Coming

A second even larger wave is looming on the horizon. It’s only a matter of time. Once state leaders realize they can’t keep their states closed forever, they will begin to open without realizing that that action is a ticking time bomb. The second wave will be born from each governor’s loosening of restrictions. It will be these very actions around the US that leads to a second larger and potentially even more deadly wave.

When the second wave arrives, this will spur an even bigger panic, not only in the economy, but by people across the globe.

Is there a better way? Personally, I don’t see it. I think we have to let the leaders have their folly. It’s the only way for them to wake up to the realities of this tragic situation. There’s really no way around it. I’m not intending to be a “Debbie Downer” more than a realist. Sometimes you have to look at a scenario and understand that people will do what they do, regardless of how smart that choice is. The pressures from business (and the looming economic failure) is tremendous. It’s exactly what’s driving the leaders to reopen. It is also this exact driving force that will lead us to a second wave of COVID-19. It’s an inevitable outcome.

We’ve tied our society so heavily to the economy that one can’t survive without the other. When you have a virus invading this space, it’s a damned-if-you-do-damned-if-you-don’t scenario. There is no correct choice here. Stay closed, the economy crashes. Open up, the economy crashes because of the second wave.

The economy will crash either way. There’s no way around it. Leaders think that opening up is the road that leads us to recovery. For a short amount of time it will appear that way while we are lulled into a false sense of security. That is until the virus latches onto yet even more people and drags them down into death’s spiral. Then, the whole situation starts ALL over, but this time it will infect unchecked because it’ll be too late.

Being a realist, a lot of people see us as “wet blankets”. We always bring up the one thing that people never want to hear. Everyone wants to see the rosy side of all situations. The problem is, the rosy side almost never exists. It’s a fantasy in someone’s mind. The realist sees the situation as it is (and can predict how it will play out). It’s like truth. People don’t always want to hear the truth. It’s too brutal and too realistic. People want to be told lies so they can feel better about themselves.

In the case of that dress or those shoes, these are harmless lies that don’t hurt people. Lying that the virus is subsiding will only serve to get people dead. Being a realist has its place and can help prevent the deaths of so many. Yet, our leaders are so gung-ho to get the economy restarted, they’re willing to sacrifice many people to that end. Yes, there are still more sacrifices yet to come.

The difficulty is that, as realism dictates, the downside of opening up into a second wave is an even bigger economic disaster. There’s no way to prepare for or prevent this event. We just have to wait it out. The economy will recover, eventually. Just not today. Not tomorrow. In fact, the economy won’t recover until COVID-19 is either eradicated or there’s a vaccine to protect the entire world’s population. After COVID is gone, the economy can begin to recover and those who survive can bring back the world into a new prosperous era. Perhaps we can even learn a thing or two about the value in pandemic preparedness. Considering that we really learned nothing from 1918’s pandemic, then again perhaps not.

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Did Toys “R” Us have to fail?

Posted in bankruptcy, botch, business, ethics, fail by commorancy on September 9, 2019

If you’ve read various articles including this Bloomberg article, you might come away thinking that all of what happened to Toys “R” Us began a decade ago (i.e., the early 00s). In fact, you would be so wrong… and so would Bloomberg. Let’s explore.

The 80s

Around 1981 or 1982, I worked at Toys “R” Us. Even at that time, Toys “R” Us ran a questionable business model. A business model that, I might add, even store managers recognized and thought was unsustainable. In fact, after having discussions with store managers at my store, I got an earful about how they thought that the chain would likely fail within a decade if they kept on using that business model. This was the early 80s.

What business model?

Toys “R” Us sowed the seeds of its own destruction at least beginning in the 80s, perhaps as early as the 70s. What questionable business model is this? The model chosen was to operate the stores in the red (otherwise known as losing money) through 80-90% of the year (aka, “90 in the red”). Then, the management hoped to recoup those losses in the final 1-2 months of the year during holiday season sales. It didn’t always work out.

While this model seemed to work to keep most Toys “R” Us stores afloat through the 80s and 90s, it served to keep the company from really turning a solid profit and, ultimately, led to the company’s massive debt load. What that model meant to the stores is fully stocked shelves every day of the year. This was readily apparent walking into any Toys “R” Us store. The stores were not only full, they were positively brimming over with the latest toys. This also meant putting itself into massive debt each year in inventory and then hoping to pay off that debt at the end of the year when most of the stores finally ran “in the black” (read, turning a profit for the year).

Keep in mind that many of the stores didn’t turn a profit, but so long as enough stores did, they could cover for the debt they had been incurred company wide, or at least so that was the idea. Even the store manager at my Toys “R” Us location could see the handwriting on the wall in the early 80s. This store’s business model was not sustainable and I was, even as an standard employee, told this by various managers. These managers didn’t hold back their thoughts.

Bloomberg, Fads and Sustainability

What Bloomberg got right was that even a decade ago, TRU’s debt load had put them underwater. What Bloomberg didn’t address was that this debt began almost 2 decades earlier of overbuying, followed by hoping that a “hit toy” would kick them over the profit line at the end of every year.

“Hit Toys” were Toys “R” Us’s hopeful thing. They needed that Tickle Me Elmo or Nintendo Wii or Lazer Tag or Cabbage Patch Kid fad toy to carry the chain into the new year with profit on the books. Throughout the 80s and 90s, there were a string of these hit toys practically every year. Fad toys which flew off the shelves and brought Toys “R” Us to profitability each year. It was a risky move for Toys “R” Us to bank on a hot fad each year, but there it is.

Unfortunately, relying on this kind of yearly toy fad to sustain a business every year was not only risky, it began to burn Toys “R” Us as these yearly fads began to die off by the late 90s. Even during mid-late 90s, these fads were much less intense than they had been just a few years earlier. By the mid-00s, these fads were practically non-existent. Sure, there were hot toys, but no where near the levels of sales that Tickle Me Elmo or the Cabbage Patch Kid fads offered to Toys “R” Us’s bottom line… particularly when Best Buy, Walmart and Amazon concurrently began diluting the toy profits of TRU.

These fading fads were responsible for killing other toy stores chains as well, such as Kay Bee Toys and even the once high flying, high end FAO Schwarz. These fading fads also left Toys “R” Us holding a huge mound of debt.

Walmart

While Walmart did usurp the title of top toy seller from Toys “R” Us, that’s primarily because Toys “R” Us prices were always on the higher side. Walmart did carry toys, but not all toys. If you wanted something you couldn’t find at Walmart, you went to Toys “R” Us and it was pretty much guaranteed they would carry it (even though it might be out of stock). Walmart didn’t even stock many of these. The toy section in Walmart was always small by comparison. Sure, you could find better deals at Walmart, but only from the toys that they chose to carry.

Walmart was also not very kind to collectors in the 90s. If a collector showed up to buy toys, Walmart would try to do everything to keep that toy item away from the collectors… sometimes even going so far as to banning them from the store simply for buying toys. Does it really matter whose dollars are buying an item? Granted, I wasn’t particularly happy that a collector had gone to Walmart to buy out all of the “good” stock leaving tons of “peg warmers” sitting around that no one wanted. But, that’s how toy collecting worked in the 90s.

The whole collector market kind of died off with the advent of places where collectors could buy case packs, like Entertainment Earth. Instead of having to rummage around Walmart at 3AM (when they stocked new merchandise), you could order a full case of figures, guaranteeing that you’ll get at least one “rare” figure. This meant that the once Walmart and Toys “R” Us shopping locations for collectors became a thing of the past. Collectors took their money online to buy cases and stopped buying at Toys “R” Us. Buying case packs is easier, more convenient and doesn’t require the hassles of dealing with surly underpaid Walmart workers.

Toys “R” Us Kids Grew Up

Kids of the 80s became collectors in the 90s and became families on the 00s. The once popular collector market throughout the 90s fell apart into the 00s because the collector market changed and Toys “R” Us failed to understand this important change. The collector market is (or at least was) also a huge market that kept Toys “R” Us afloat in addition to the end-of-year-fads. However, brands like Hasbro and Mattel didn’t grow with the collector market. Sure, Hasbro tried, but the toys they made were tiny improvements over their (sub)standard toys. Mattel also tried with its collector Barbies, but, again they failed to understand the critical quality needed for what collectors really yearned.

In essence, the toy brands themselves didn’t grow to provide what collectors wanted… which left Toys “R” Us mostly without collector money. However, collector brands did grow up for the collector market outside of Toys “R” Us, including Sideshow and Hot Toys brands. These brands are now considered the premiere collector “toy” brands for adult collectors. These “action figures” are some of the highest end, most expensive, most collectable toys out there, yet these are not sold at Walmart, Target or even Toys “R” Us (before they closed). Though, you can find them on Amazon via third party sellers. This is where Toys “R” Us failed to keep up with the kid-turned-adult collectors. Hot Toys figures cost anywhere between $150-350 per figure; a price point that collectors are more than willing to pay to get that level of craftsmanship. A price point that Toys “R” Us never carried. A quality that not Toys “R” Us nor Walmart nor Target ever carried.

While Toys “R” Us continued to sell these low-end toy products to kids, it failed to grow up and to sell high end collectibles to adults. Ironically, this runs counter to their jingle. The most prestigious type of collectibles that Toys “R” Us sold were the collector Barbies and McFarlane figures, offering price points at  $15-40. A price tag that cannot provide the levels of detail, paint jobs and overall craftsmanship that goes into a Hot Toys or Sideshow figure. Adult collectors want high end figures and Sideshow and Hot Toys fill that niche. Toys “R” Us management never recognized this growing trend.

“I don’t want to grow up, I want to be a Toys “R” Us kid”

This jingle is ultimately the rationale that appears to have led Toys “R” Us management down the wrong path. Instead of singing the praises of not growing up, the toy store should have realized that kids grow into adults; adults who still want to buy collectible toys, but who don’t want the junky, low priced Hasbro and Mattel versions. They want premiere brands like Hot Toys offering highly detailed, highly realistic, meticulously crafted and painted figures… not Hasbro’s now antiquated, poorly painted, robot-style 12 inch figures. You might give these cheap toys to your kids, but you wouldn’t display them in a display case.

This collectible market began with highly detailed military figures, but branched out into licenses with Marvel, DC, Star Wars, Warner Brothers and various other large movie franchise brands. Toys “R” Us failed to latch onto this market and, thus, failed to capture the once Toys “R” Us kid who had grown into an adult and now desires these highly detailed collectible toys. As kids grow into adults, tastes change and people want more sophisticated products. Hot Toys and Sideshow found that niche for sophisticated adult tastes. Yet, Toys “R” Us failed to recognize this niche.

If Toys “R” Us had realized this mistake and had added brands like Hot Toys to its shelves, it might have been able to entice the collector’s market back into its stores and pay down some of its debt. Every discount retailer has, so far, failed to realize the adult collectible toy market. However, this lack of foresight hurt Toys “R” Us the most.

Kid Tastes

Additionally, kids tastes have also changed as a result of brands like Hot Toys and products like the iPad. Kids don’t want want to buy Leap or other “toy” or “fake” tablets when they can ask their parents for the real thing. Kids also want the higher end Hot Toys than the poorly crafted Hasbro Ironman figures. While Toys “R” Us did begin carrying Apple products, the stores really thought of these more as a toy rather than treating them as something useful. Best Buy always treated their Apple section with the best possible displays. Toys “R” Us displayed its Apple tablets right next to random other tablets as though they weren’t anything special. I’m not even sure that I’d have felt comfortable buying an Apple tablet from Toys “R” Us. Not only did they have no one versed in this technology on staff, what they carried could have been 2 or even 3 generations old. Toys “R” Us just didn’t treat these products with the respect that they deserved.

As a result of kids changing tastes and higher levels of sophistication, kids really didn’t want much of what was in that toy store after a certain age. This meant that Toys “R” Us was primarily for kids of a certain age and below (probably 8-9 or younger). Even still, these ages were growing up faster.

Toys “R” Us Closure

Did Toys “R” Us have to close? Yes, it did. Without a management team capable of fully understanding the downsides of running its stores using the “90 in the red” model throughout the year (and failing to accommodate the changing tastes of adult collectors), the stores ultimately succumbed to closure. It was inevitable.

What tipped the scale, though, was 2005’s $6.6 billion leveraged buyout of Toys “R” Us by the KKR, Bain Capital, and Vornado Realty Trust; a purchase that saddled the corporation with at least $5 billion in debt, in addition to its already mounting toy inventory debt each operating year. There was simply no way Toys “R” Us could recover from and pay down that debt considering its interest each month.

In fact, it was this very same leveraged buyout that not only trashed Toys “R” Us, it also lost its original private equity investors at least $1.28 billion. Even these private equity firms were ignorant of Toys “R” Us’s “90 in the red” model. You’d think that between three different private equity firms, one would have had brain among them. I guess not. Toys “R” Us was not worth buying strictly because of that business model… and it was especially true when considering saddling an already debt overburdened company with even more debt. It was an insanely stupid buyout made more stupid because of the lack performing even the most basic of fiduciary responsibility. Those private equity firms got exactly what they deserved out of that deal. Make the wrong deal, get the wrong results.

If I had been sitting in the room when this buyout deal was being considered, I would have put the kibosh on that deal pronto. If managers of stores could recognize how badly Toys “R” Us was operating in the 80s, why couldn’t a bunch of suits at three different private equity firms see this before plopping down $6.6 billion?

Overvaluation

If anything, 2005’s TRU sale is a cautionary tale. There are way too many buyouts that are purchased at way too high a value. I’ve seen it happen time and time again. Companies worth maybe $500 million sell for $3 billion? It’s just insane the money that’s being overspent. Would you walk into Walmart and offer to pay $25 for a $5 tube of toothpaste? I don’t think so. So, why do these investors think it’s okay to spend $6.6 billion on a company worth maybe $1 billion at its best… and it was then likely actually worth much less considering the debt that it already carried. Its insane business model should have further reduced its value.

Could Toys “R” Us have been saved?

Probably not. At least, not with its status quo business model. But, it might have been saved IF Toys “R” Us had adopted a more balanced approach to its store sales and more sane merchandise ordering in combination with letting managers actually handle full store merchandising instead of relying on nice looking, but misguided corporate-standard planograms.

Only stock enough merchandise in a specific store that that store can actually sell. Let managers move stock around on shelves and place the merchandise in their store where it’s most likely to sell. Additionally, don’t send stock to a store where the buying demographic isn’t buying that type of merchandise. If Barbies aren’t popular in a particular store’s demographic region, send limited amounts of Barbies there. It’s a waste of money and effort to stock merchandise that doesn’t sell. One of Toys “R” Us’s biggest foibles was its cookie-cutter store approach. That meant it was sending the same stock to all stores regardless of popularity in that local store’s area. It also meant that it way overspent on toys that would never sell at certain stores. Eventually, they simply had to clearance out those toys. Each store’s inventory should have been customized based on buying habits of local consumers and by the local manager. Only the local store team knows what’s the “hot sellers” in their store.

Clearance merchandise is actually a red flag in the retail business. It means that, as a store, you way overspent on merchandise that you couldn’t sell. If you have excessive clearance merchandise, then your merchandise spends are way off. It also means that your buyer is overbuying stuff that isn’t selling. It means you need to rethink your buyer and it means your new buyer needs to rethink how much to spend on similar types of products.

One of Toys “R” Us’s other foibles was its inability to recognize and stock the “hottest toys” rapidly. If you send 5 of something to a store and it sells out in 10 minutes, you need to stock more of it and you need to do it pronto. Yet, it might take Toys “R” Us 30 or more days to get that merchandise back in stock. That’s 30 days of zero sales… sales that could have been had the next day and the day after that. Missed sales were one of TRU’s biggest problems. Having merchandise in stock that you can sell day after day is a huge win. Yet, if the corporate buyers don’t even know to reorder this thing again, the store is blind. This is why the next part was so important to improving TRU.

Instead, this toy chain should have let the local managers have autonomy via cutting merchandise from their store that isn’t selling and placing rush orders on the hottest toys. By letting the managers, you know, actually manage the store’s inventory properly, the stores could have cut costs and raised profits. The managers could have done this by buying more of popular hot sellers in that area, shuffling cold merchandise to other stores that can sell it and cutting non-sellers from the inventory. In fact, managers should have actually had access to every store’s inventory throughout the chain and when that item last sold there. If a particular item is selling hot in one store, but is completely dead in other stores, the hot item store manager should be able to request stock moved from the cold stores to their store. This way, managers could have directly moved inventory from store to store instead of placing orders for more stock, thus causing more debt. Only after the existing in-store inventory was exhausted should a new order need to be placed. The buyers from the chain should have endorsed this manager autonomy.

Unfortunately, that wasn’t a priority for the very rigid corporate run TRU. I could walk into a store in Texas and find specific toys always out of stock. Then walk into a TRU in St. Louis a week later and find twenty of them sitting on the shelf with dust on the top. If stores had been able to request the hottest toys moved from other stores, the chain could have saved a lot of money on new stock orders.

This change in business model could have drastically improved Toys “R” Us’s profitability throughout the year. It probably would have cut down on orders to toy sellers, but something’s got to give when you’re running a retail store chain. If the toy manufacturers had to suffer a little to let Toys “R” Us recover and be a whole lot more profitable, then so be it.

Unfortunately, TRU’s status quo model endured. Even if the leveraged buyout hadn’t occurred in 2005, Toys “R” Us’s fate was pretty much sealed strictly by is “90 in the red” (cookie cutter) mentality. It was only a matter of time before it succumbed to its own debt burden even if it hadn’t incurred a ton more debt after that poor sale. The 2005 unwise sale simply accelerated Toys “R” Us’s already looming demise.

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The Curious Case of Fallout 76: What went wrong?

Posted in botch, ethics, fail, video game design, video gaming by commorancy on April 16, 2019

NukaColaPA-f[Updated: Oct 4, 2021 for Battle Royale Mode]

I’ve already written plenty about Fallout 76. So, this one is likely to be my last about this disaster of a video game. In this article, I intend to detail all of what went wrong (and is still going wrong) with this game and why it’s such a critical failure. Let’s explore.

Fallout History

Fallout is a series about a post-apocalyptic landscape that has been ravaged by nuclear war. Because the Vault-Tec corporation (a company within this universe) saw the coming of the nuclear war, they built vaults to house the best and the brightest to bring about a new future after the devastation had cleared. We won’t get into just how Vault-Tec’s foreseeing (and building the vaults prior to the) the nuclear war makes Vault-Tec appear complicit in the nuclear war itself.

Anyway, the vaults became a safe haven for limited residents (who paid dearly to Vault-Tec, I might add) for entry into a vault. Because there were so few vaults and so few spots in a vault itself, many people did not get a coveted spot in a vault even though they had enough money to pay their way into one. There were many who were left out. I digress at this backstory and Vault-Tec’s possible collusion in the war.

Suffice it to say, the vault is the place where pretty much every Fallout game begins including Fallout 3, Fallout 4 and Fallout 76.

Once each of these games opens, you are forced to make your way out of the vault into a hostile, treacherous, dangerous, nuclear fallout-laced landscape (without a weapon, food or protection). You are forced to forage and eat irradiated foods. You must live in disease ridden conditions, at least until you can create your own clean space. You must find or build your own weapons. There’s always something or someone after you. Many creatures have even mutated into giant versions of their former tiny selves.

Once outside, you find that survivors have grouped themselves into factions for safety including such old favorite factions as the Brotherhood of Steel, the Raiders, the Enclave, the Railroad and so on. In Fallout 76, there are seven (7) factions including the Enclave, the Brotherhood of Steel, the Responders, the Raiders, the Free States, the Whitespring, and the Independents.

Unfortunately, because the factions in Fallout 76 consist entirely of stationary Protectron or MODUS robot vendors, there’s no “joining” a faction in this game. Though, you can follow in the footsteps of the former now-dead faction members and gain access to faction facilities by finishing up uncompleted quests for left-behind robot computers.

So, exactly how did Bethesda get Fallout 76 so wrong? Here we go…

Game Design

Video games are about having fun in a fantasy landscape. It’s about taking off your IRL hat and putting on a fantasy world hat to relax, play with friends and generally do things in a game you can’t do in real life. Let’s begin to understand what led to this disaster.

=> Lack of NPCs

Going into a Fallout game, you sort of expect certain things to exist. Certain things that have come to exist in every prior game in the Fallout franchise. You know, those pesky things called non-player characters or NPCs for short.

NPCs have been a staple in every Bethesda RPG up until the release of Fallout 76. Let’s add a bullet point (and this one is a major point), that one of the biggest reasons that Fallout 76 fails is due to the lack of NPCs.

NPCs are one of the primary reasons people go into the purchase of a Bethesda role playing game (RPG). Without NPCs, the game is entirely barren and lifeless. Fallout 76 proves this out. One might even say, the entire game is soulless. Part of what makes a Bethesda RPG interesting to play is that you feel something for the folks who have been put into this untimely and hazardous situation. Without people there to feel for, there’s no emotional tie to the game. Fallout 76 is as soulless of a game as has ever been made. The only other game to have this same problem is No Man’s Sky… except we knew going into the purchase of No Man’s Sky that there would be no NPCs.

With Bethesda’s past track record, we simply had no idea that Fallout 76 wouldn’t have NPCs until we cracked open the shrink wrap.

=> Short and Few Main Quests

One other thing Bethesda is known for is making lengthy games. Games that, if you work through them as intended, might take you 3-4 months to complete. Granted, that may include participating in a few side quests, but even the main quests will take you at least month or better to get through.

With Fallout 76, you can blaze through the main quests (all 22 of them) in less than a month and be stuck at endgame content.

In fact, there are more side quests in Fallout 76 than there are main quests. Even then, the main quests are far too short.

=> Multiplayer vs Solitary Quest Completion

Bethesda had hoped that its idea of having 24 players in one of its “World Servers” would be a great way to get players to interact with one another (and create story). Gamers don’t “create” story, they “consume” it. Todd Howard got this idea entirely wrong. In reality, what that ends up is just the opposite. Few players actually want to co-op with other players and instead you end up with a bunch of loners all running around the world doing their own thing (or griefing one another). After all, each player can only complete their own quests, anyway.

Because each person must complete their quests on their own, having a teammate doesn’t really do you much good. It can help in combat situations where you’re ganged up by lots of creatures, but that’s about it.

The solitary nature of quest completion runs entirely counter to the notion of getting 24 players together on a server as a whole. It just doesn’t work.

As a follow on to this problem, the lack of NPCs makes completing quests boring, repetitive and tedious. Reading computer terminals, listening to holotape recordings and reading notes is not what players want to be doing in an RPG. These are non-interactive media. It’s just lore being told to us by a long dead character. A character that we have no reason to even trust is telling us the truth. We’ve never met them and never interacted with them. We have no idea if what they want us to do is in any way necessary. Are they leading us into a trap or is what they’re directing us to do useful?

The secondary problem is that all of these holotapes and notes and so on are optimally placed so as to be found. It’s as though these dead folks were expecting us to come along and read and listen and do. It’s all too convenient and handy. It’s as though it was all planned out by something or someone in that world. Yet no “world designer” has ever come forth. It only ends up making this lore more trite and contrived.

If this is supposed to be a treacherous, dangerous environment, finding these people and their situations would be much harder than it is. Ultimately, the setups are as convenient as they are boring and repetitive.

=> No Effect on the World

At the end of completing the quest for lore, you find that nothing in the world actually changes. All of the running around. All of the collecting. All of the fetch quests. All of it is for naught. You do get lore around the Scorched, but in the end the world remains unaffected. The Scorched do not disappear. The Scorchbeasts still appear from their fissure sites. Even the Scorchbeast Queen still spawns if someone conveniently launches a nuke over Fissure Prime.

If you’re going to spend hours traipsing through the wasteland, fetching and fighting and doing and consuming, you would think that the world would be a better place in the end. In Fallout 76, the world doesn’t change. It doesn’t become a better place. It doesn’t get built.

The 24 vault dwellers released from Vault 76 were destined to rebuild Appalachia. Instead, these 24 “players” simply become loners who build their own camps, don’t bring about change and don’t in any way make Appalachia a better place. The game worlds remain entirely status quo at the end of the quests. So, what’s the point then?

=> 24 Random Players

As mentioned just above, gathering 24 random video gamers together on a server isn’t going to lead to anything useful. Real video game players don’t (and can’t) make a game. Players can only interact with the environment. The fun must be had by what the designers design, not by interacting with 23 other live players.

This was a total miscalculation by Todd Howard. Any video game designer thinking you can rely on other video gamers to help make your game work, think again. Fallout 76 is the prime example of how this thinking entirely fails you.

As a designer, you must take the time to build fun and interactive activities for each and every person who joins your game world. Again, you can’t rely on other players for this “fun”. Player versus player (PVP) activities only go so far and even then many folks don’t want to participate in PVP. You can’t rely solely on PVP to carry an RPG game.

If you’re trying to carry a game using PVP activities, then you need to design a Brawlhalla, Apex Legends or Fortnite kind of game and skip the RPG portions. Just keep it simple and straightforward for PVP and leave out the RPG elements that simply get in the way of that design. If your game is PVP, then make it PVP. If your game is an RPG, make it an RPG. Don’t try to try to marry an RPG into some PVP thing or you’ll end up with something like Fallout 76 which just doesn’t quite work.

=> Bugs and Code Management

Bethesda has unofficially become known as Bugthesda. After Fallout 76, this moniker is given for good reason. Fallout 76 is exactly the poster child of everything wrong with Bethesda’s ability to code games. For Fallout 76, each update has taken one step forward and made at least two steps back, many times reintroducing old bugs.

There’s a serious problem at Bugthesda with their ability to code this game. I’ve personally witnessed bugs that were squashed two releases ago reintroduced to a later release. In the coding profession, this is called a ‘regression’. Regressions are typically frowned upon heavily. No one wants to see old bugs reintroduced into new versions. If you squash a bug once, it should stay squashed and gone.

Good code management practices should see to that. This means that using industry standard code management practices should prevent regressions. If you check in code to a repository which fixes a bug, that code fix should eventually make its way back into the “main” branch. Once in the “main” branch, that bug should never see the light of day again. This clearly means that Bethesda is likely not using standard code management practices.

For teams not using standard team code management and storage practices, like Git, then it’s easy to grab old code and reintroduce bugs because there’s not a single place to store that code. That’s the worst of all disasters. Not having a standard code management system in place is nearly always the death of a project (and product). Your product can’t sustain heavy regressions and expect people to come back for second helpings. Eventually, people walk away because they know they can’t trust your code to work.

When bugs appear, disappear and reappear over and over, trust in your ability to code a functional product disappears. Trust is the most important thing you have as a software engineer. Once you blow that trust, it’s all over.

=> Limited World Events

With a game so heavily entrenched in a 24 multiplayer world, you would have thought Bethesda would have given us many intriguing world events for multiple players to gather around, combat and defeat. You might think that, but you’d be wrong.

Out of the gate, Bethesda offers exactly one big world event in Fallout 76. That event being the Scorchbeast Queen event.

The problem with this event is that it entirely relies on other players to spend a significant portion of time traversing through a silo site fighting tons of robots and dealing with broken computers to launch a nuke into the world. Even worse, it requires the player to have not only fought their way through a silo site, but they must have also caught and fought a Cargobot to get a missile launch keycard. They also must have gone through the Enclave quest line to become a General in the Enclave, which requires killing at least 10 Scorchbeasts. It’s an involved and grindy quest line just to get to point where you can even launch a nuke.

Instead of these largest world events simply spawning on a timer, you have to wait until a player decides to launch a nuke on their own. Lately, this has been few and far between because with each release, Bethesda makes it more and more difficult to launch a nuke. This ultimately means that the biggest world event in Fallout 76 almost never happens.

That’s not to say there aren’t other world events. There are, but they are no where as big as the Scorchbeast Queen event. Events like “Path to Enlightenment”, “The Messenger” and “Feed the People”. However, these events are small potatoes by comparison. The Scorchbeast Queen event requires multiple people all doing as much damage as possible to bring down the queen in 20 minutes. With “Feed the People”, one person can easily do this quest and, subsequently, the loot drop at the end is piddly and low-level garbage. The queen’s loot drops are nearly always worth the time and are typically high level drops.

If you’re promising an engaging multiplayer world, you need to deliver on that promise. Relying on other players to trigger the biggest world events, now that’s a huge mistake. Instead, the biggest world events should trigger randomly without player involvement. Let the small events be triggered by players. Let the biggest world events be triggered by timer. It’s fine if a player can trigger a big world event, but don’t rely on that method for the largest events to be triggered. If no player triggers the event within a specified period of time, then trigger it on a timer. But, don’t leave the game barren of these large world events simply because players aren’t interested in spending the time to launch a nuke at that exact location.

=> Even more Grindy

One of the the things that Bethesda doesn’t seem to get is grinding. No one wants to spend the majority of their time online fighting the same creatures over and over simply to level up. Worse, when you do level up in Fallout 76, it’s all for naught. The creatures cap out at about level 68. Yet, even if you get to level 180, that level 68 creature can still kick your level 180 butt.

This is is not how level systems are supposed to work. The game arbitrarily caps your SPECIAL stats at level 50. Effectively after level 50, you’re still level 50 even if your level indicator says your level is 142. This means that you can’t even level up past the highest leveled creatures in the game.

At level 142, I should be able to one shot nearly any creature in the game that’s level 68 or below. Unfortunately, creatures have two levels in this game. There’s the level number (i.e., 68) and then there’s the HP bar. The HP bar is actually the creature’s real level. Some creatures might have 200 HP, where a Scorchbeast Queen might have between 3000 and 50000 HP (even though its level is labeled 50 or 63 or 68). Worse, when you approach this creature, you won’t know how much HP it has until you begin firing on it. Even then, it’s only a guess based on how fast its health is dropping.

This means to beat some creatures in the game, you can easily spend hours grinding and grinding and more grinding. Fallout 76 is, in fact, one big ugly grinding mess. With all of the fiddling and nerfing (aka “balancing”) that Bethesda has been recently performing, grinding is getting even worse, forcing you to spend even more time at it. Bethesda is going to nerf themselves out of a game.

=> Collision Detection, Guns and Bullets

The weapons in Fallout 76 are probably some of the worst in a Fallout game I’ve experienced. Worst yes, but not in the way you might be thinking. It’s worst in a way that makes you cringe. The guns regularly miss enemies even when aiming directly at them using a scope. This is strictly bad collision detection. The game simply can’t seem to recognize when a shot has connected with an enemy.

Bad collision detection is ultimately the death of a shooter. If your game is intended to be a shooter, the one thing it better be able to do is shoot and connect. If it can’t even do this most basic thing, the game is lost. Games with guns need to “just work”. Failing to accomplish this most basic thing should have left this game in development. You can’t release a shooter and not actually have the gun mechanisms work.

But, here we are. The game barely even functions as a workable shooter. There are even times where guns fail to fire even when the trigger is pulled and released. Indeed, there are times when button presses aren’t even registered in the game… requiring the gamer to press twice and three times consecutively to get the game to recognize the press… and wasting precious time. If you had the perfect shot, but the game ignored your press, you’ve lost that opportunity and you have to wait for it to come around again.

This is one of, if not THE, most frustrating thing(s) about Fallout 76. When guns don’t work,  your shooter is broken. This means you should focus on fixing the fundamentals in the game before branching out to downloadable content (DLC).

=> DLC too early

Instead of fixing the never ending array of existing bugs from when the game was launched, Bethesda has mistakenly pushed their teams to create new DLC and add-on quests.

While I won’t get into these half-baked, half-designed DLC add-ons, suffice it to say that the developer team’s time would have been better spent fixing the existing fundamental flaws than releasing under-designed unfun DLC.

I ask you, if the game can’t even get the basics down as a shooter, how can it possibly be good with new DLC? The answer is, it can’t. And, this is why Fallout 76 continues to fail.

=> Players Find the Fun

Because Fallout 76’s quests ended up more grindy than fun, many gamers had to resort to finding their fun using alternative means. What ended up happening was that players went looking for (and found) loopholes in the software. When code is poorly written and released untested, it’s going to be chock full of bugs… and that’s Fallout 76 in a nutshell.

Gamers found ways to dupe and sell their duped items. This was one of the primary ways gamers found their own fun. Not in the quests. Not in the combat. Not in the nukes. They found their fun working around the bugs and making, selling and trading loot. Another way was breaking into closed off dungeons like Vault 94, Vault 96 and even the now-legendary “Dev Room”. Players found their fun outside of Bethesda’s design. Fun that couldn’t be had through the mediocre quests, the crappy storytelling system, the horrible combat system and the problematic collision detection.

This whole activity seems to have come to the surprise of Bethesda. It was as if they couldn’t have foreseen this problem. It happened early on in The Elder Scrolls Online, too. Why wouldn’t it happen to a half-baked game like Fallout 76? It did.

=> Half-Baked Patching

Because every Fallout 76 release Bethesda has sent out has only marginally improved tiny parts of the overall game, the game is still very much of the hot mess that it was when it was released at the tail end of November 2018. It’s now the middle of April 2019 when this article is being written and very little has actually changed.

Sure, they added a distillery as a DLC that produces some of the most useless liquor in the game. The Pre-War liquor is still the best free liquor in the game (and offers the best benefits) and you don’t even need to use a distillery or waste precious crops to get it. The new liquors not only are not covered by the existing perk card system, each of those liquors have heavy downsides. The distiller also doesn’t support the Super Duper perk card to create extra dupes when crafting liquor, unlike every other crafting table. As an example of how bad the new liquors are, Hard Lemonade gives a huge boost to AP regeneration, but at the cost of 1 minute of negative AP regeneration as the “Hangover”. Rad Ant Lager gives +50 carry weight (yay) at the cost of -50 carry weight during the 1 minute hangover (boo). Extremely sub-optimal when in combat situations.

Nukashine fares even worse. Not only is the effect of this liquor pointless (increases unarmed damage), during the “Hangover” you black out and end up in some random place on the map. Making a Nukashine is simply a waste of a Nuka-Cola nuka quantumQuantum (which these drinks can be difficult to find in the world even at the best of times). On top of the pointlessness of this liquor, selling Nukashine to a vendor yields basically no caps (the currency in Fallout). In fact, making a Nuka-Cola grenade is a much better use of a Nuka-Cola Quantum than Nukashine will ever be. I wasn’t really going to talk about the added DLC much, but I felt the sheer crappiness of this one need to be discussed to show how pointless it all really is. The rest of the DLC doesn’t fare much better than the distiller.

If you’re going to give us a distiller, then at least set it up so that the stuff we make has some value to vendors, gives us much better perks than what’s already in the game and is covered by our existing perk cards. If you’re not going to do this, then why bother creating it? That’s why I consider this DLC half-baked. No perk card coverage. No outstanding new liquors. No value to the new liquors. So tell us, exactly why we should find this fun?

=> Player Bans

While Bethesda calls them a “suspension”, it’s actually a ban. A suspension lasts 1-7 days at most. A ban last months. So far, because gamers ended up using the bugs in the game to find their own fun, Bethesda has penalized many of these gamers by suspending them for sometimes unproveable reasons. What that means is that Bethesda did some digging and found that some gamers had accrued “too many” items in their inventory.

Let’s understand that the original release of the game allowed infinite carrying capacity. You simply became overencumbered when you went over your natural carry limit. This meant that you had to use AP to walk around. When AP ran out, you had to stop and wait for the AP to regenerate or you walked even more slowly. This was the original design BY Bethesda.

After the whole duping scandal erupted, Bethesda blamed the gamers and not themselves for the problems in Fallout 76. The bugs are entirely there by Bethesda. That gamers exploited the bugs, bad on you Bethesda. You should have better tested the quality of your game. Testing is on you, Bethesda… not the gamers. If you failed to test your product, then it’s on you when bad things happen.

If you didn’t want gamers to carry infinite items, then you should have released the game with a carry limit cap. That you didn’t do this initially was a miss on your part. Anyone could see that was a vector for abuse. Waiting for it to be abused, then blaming the abuse on the gamer is entirely disingenuous and insincere. Blame yourself for the bugs, not the gamers.

=> Most Recent Update

As of the latest “Wild Appalachia” update, the game is still very much of a mess. It still crashes regularly, sometimes the entire client crashes back to the dashboard. Sometimes the game won’t load in. Sometimes the character load-in is extremely laggy, stuttery and problematic. If you do manage to get your character loaded in, the shooter basics still don’t work. You can manually aim dead onto enemies and the gun will entirely miss (several times in a row). So, you resort to VATS. VATS sometimes works, sometimes doesn’t. You can be literally inches from an enemy and VATS will show a 0% chance of hitting. Yes, it’s STILL that bad.

Nuking on servers can make them highly unstable, particularly in the nuked region. If you enter a nuked region, you can expect the game’s frame rate to drop to about 10-15 frames per second… and I’m not joking. There are other places in the game where this frame rate issue is a problem. For example, when you’re in camp and trying to construct in the workshop menu.

There are many spots in the game where the frame rate can drop to practically nothing. These problems should have been worked out months ago. Yet, instead of fixing these absolute game engine basics, Bethesda has its devs off creating half-baked DLC to try to rake in new revenue.

Unfortunately, with every patch, Bethesda’s devs add back in regressions removed two or three patches ago. It’s been a never ending cycle of one step forward and two (sometimes three) steps backward. The world never gets better.

=> End Game

Every game has a problem with end game fun. Unfortunately, Fallout 76’s end game starts the moment you first login. The whole game is end game. There’s not a beginning to this game, so how can there be an end? Even once you do complete all of the main and side quests, there’s even less to continue doing in this world.

I do understand the reason for the DLC… to try and bring back old players. But, that’s going to be difficult considering you banned a very large number of them from the game. The few that weren’t banned aren’t going to come back simply because you put a crappy distiller in the game or that you created a 7 day long festival and forgot to actually give out the most desirable masks. They’re certainly not going to come back to grind for Atom to buy the useless (and expensive) Atom Shop items.

Ongoing Disaster (Battle Royale)

[Update: As of the September 2021 update, Bethesda has officially retired and removed the Battle Royale game mode named Nuclear Winter from Fallout 76. Regardless of its removal, the below is still relevant to when it existed in the game. I guess Bethesda finally wised up to exactly how big of a disaster Nuclear Winter really was.]

Here’s the part where I talk about DLC. As Bethesda continues to add questionable new game modes to Fallout 76, I have to wonder what’s going on over there. First, Bethesda adds the ‘Survival Mode’ server to its list of game play engines. This server basically enables PVP right from your character’s load-in. When you join ‘Survival Mode’, if you encounter another player, your character is pretty much dead. I’m uncertain the impetus behind adding this game mode other than to segregate PVP from the ‘Adventure Mode’ servers and put it into a different server. Yet, this segregation is not yet over.

Because Bethesda has been feeling the pinch from Battle Royale games like Fortnite and Apex Legends, Bethesda seems to feel left out. After introducing ‘Survival Mode’, Bethesda next introduces a new ‘Battle Royale’ game mode. Instead of trying to design a new Battle Royale game using an engine actually designed for that kind of game play, which would actually make the most sense, they instead grab the source code for Fallout 76‘s server and they wedge a Battle Royale mode into Fallout’s less than stellar game and combat engine.

Both of these game modes are questionable in and of themselves. For example, how do either of these game modes progress the Fallout story in any way? They don’t. The ‘Survival Mode’ server is designed to simply make the game more difficult. Instead, what it makes the game is pointless. You can’t quest, you can’t follow quest lines, you can’t even play normally…. for fear of losing not only all of your junk, but part of your aid.

With Battle Royale, there’s no point for its existence in the Fallout franchise. There’s not even a story basis for it to exist. Worse, it’s not even close to competing with games like Apex Legends or Fortnite. In fact, a battle royale mode would make a whole lot more sense to exist in The Elder Scrolls than in Fallout. Sure, Fallout is about gun fights, but it’s not about this silly and unnecessary concept being forced into the Fallout universe… a universe where battle royale actually makes no sense at all. The Elder Scrolls at least had an ‘Arena’ where a battle royale could feasibly take place within the story’s narrative… and make sense in the context of the larger Elder Scrolls story arc. Fallout has never had such a “battle” concept in its franchise. Adding this in now simply makes zero Fallout story sense, but makes sense only if Bethesda is trying to “cash in”.

Sure, Fallout survivors might need to do things to amuse themselves in a toxic nuclear wasteland… but, would they actually play in a Battle Royale themselves? No, I don’t think so. Bethesda is now adding stuff that’s so out entirely of character for the Fallout universe, they’re just adding stuff to “keep up with the Jones’s” instead of because it makes sense for Fallout. If you want to trash your franchise, this is a good way to go about it.

Let me also say that the implementation of Fallout 76’s Battle Royale mode is entirely trash and illogical to boot. You’re trapped in an ever condensing ring of fire. A ring of fire that actually makes no sense when you’re supposed to be tasked with rebuilding Appalachia. As contestants continue to kill one another (and the ring condenses to a tiny circle around them), the last man standing is the person who “wins”. In fact, the “winner” actually loses, because the condensing ring of fire would actually end up killing everybody. This is how logically stupid this concept really is. Effectively, it’s not really even Battle Royale, it’s a “Last Man Standing” game. I’ve also seen much better “Last Man Standing” multiplayer games.

If Bethesda wants to create DLC that’s in keeping within the Fallout universe, then they should tie these new game modes in with the existing lore that they spent all of that time creating. For example, how about implementing multiplayer dog fights? Or, how about actually using the ‘Animal Friend’ and/or ‘Wasteland Whisperer’ perk cards to tame beasts that can be used in a multiplayer arena? This would require the player to spend the time to locate and tame a beast (and level it up and equip it) for use in the arena. That kind of mode makes a lot of story sense… and makes sense to wrap new lore around all of this.

Since the world is dangerous and treacherous, use the existing lore as the basis for creating unique new multiplayer challenges. Don’t just grab the first unoriginal idea to come along (e.g., Fortnite) and slap it into a world server. You know, spend time actually putting some amount of thought and effort into tying the existing lore into the new multiplayer game modes. Give them a basis to exist in the universe. Don’t add game modes because you CAN… do it because it both makes actual sense, is logical and is entirely in keeping with the Fallout universe lore.

Overall

The game is STILL a very hot beta mess offering a poorly written, badly conceived and boring storytelling system utilizing no NPCs. The combat system is the worst system I’ve encountered in a top tier game developer’s title. No joke. It is the absolute worst. Even the patching hasn’t improved it. If anything, it’s actually gotten worse.

There are times where button presses are entirely unresponsive. You might have to press the button two or three times rapidly to get the game to register even one press. You might be trying to pick up something, trying to fire your weapon, trying to search a container or it might manifest in any other number of ways. Unreliable button presses are the death of a game that so heavily relies on real time play value.

No amount of patching or DLC will solve these basic fundamental engine problems. To solve the storytelling problem, you need to add NPCs to the game.. which would require redesigning the game from scratch. To solve the combat problem, you need to redesign the combat system from the ground up using a practical engine actually designed for real-time online use.

You can’t take a 20 year old offline game engine and attempt to patch it for an online use. Doing so will produce exactly the problems found in Fallout 76. Fallout 76 needed a game engine designed entirely for online play. Designed for real-time combat. Designed for real-time activities. Designed for responsive button presses.

Unfortunately, what we got was a crapfest of epic proportions that Bethesda will neither acknowledge nor comment on. If this is Bethesda’s new game development norm, I won’t be investing in any more Bethesda games. It’s just not worth paying $60 (or more) to be an alpha tester for a game written on old technology that isn’t up to the task.

In short, Fallout 76 is STILL an immense hot mess that has not at all improved since its November launch.

↩︎

Toys R Us: Say Goodbye to an Era

Posted in botch, business, tanking by commorancy on March 14, 2018

tru-logoFor many, we grew up with Toys Я Us as the go to place to find that cool new toy, game, doll, action figure, Teddy Ruxpin, train set, learning toy, crayons, movie or even video games. Times are a changin’ folks and Toys R Us now finds itself way less than one Barbie away from permanent closure. Let’s explore.

Update from the News Desk — 2018-03-14

Toys R Us headquarters has apparently informed all US and UK employees on Wednesday, March 14th that all US and UK locations would be closed, a move that would lose 33,000 jobs. This would be one of the biggest retailer liquidations. CEO David Brandon intended to file paperwork to begin the liquidation proceedings on Wednesday.

From small to BIG to defunct

In the 70s, I remember toy stores primarily consisting of smaller retailers in malls, usually carrying Lincoln logs, wooden toys or learning toys. While I didn’t mind visiting these places, they felt more like a library than a toy store. They also didn’t carry much of the things that I liked. It wouldn’t be until sometime the mid-70s when a Toy R Us opened near my house. That’s when toy shopping all changed, at least for me.

I’m sure my parents hated taking me to Toys R Us,  just as so many parents do. For us kids, it was like a day at Disneyland: a gold mine, a treasure trove, a place of dreams. Unfortunately, the parents were having none of it… or at least, as little as they could walk out of the store carrying. Good on them, but that didn’t make Toys R Us any less magical to a 8-10 year old. We loved it, we loved going there and we especially loved it when we got to take something home with us.

Geoffrey

I was never a super big giraffe fan, but Geoffrey was a fun and charming mascot constantly pointing out cool new things in the store. I would come to see Geoffrey as cute mascot designed to help me find new stuff. Not always, but a good bit of the time. Sometimes he was just present, like Mickey Mouse. That Giraffe always made me smile because I knew that I was at that magical place, like Disneyland but local. Over the years, Geoffrey began being used less and less by TRU, but he’s still considered their mascot.

Every once in a while, Toys R Us would offer an enter-to-win a fill-your-cart shopping spree. I always wanted to win one of those as a child, but alas never did. To think what I would have filled my cart with. The mind boggles, if only because some of those toys are considered highly collectible today. Though, those toys most assuredly would not have remained closed in their packaging after making their way home.

Growing Up

As I grew into my 20s, got my own car and job, my relationship with Toys R Us changed. No longer was it that magical place, but it now had firmly become a store and I was a consumer. Still, it was a place to go to find that hot new toy that everyone’s talking about. It also became the place to find computers and video games. If I couldn’t find it at Target or Kmart or, later, Walmart, I could almost certainly find it at Toys R Us or Kaybee or Children’s Palace (competitors at the time) and to a much lesser degree FAO Schwarz. Toys R Us was always the first place to go, then the others as they were less reliable.

Dominoes

As the competitors fell over one at a time, first Children’s Palace in 90s, FAO Schwarz in early 00s, then in the middle 00’s, Kaybee Toys, Toys R Us was still standing and, in 2009 would acquire the FAO Schwarz brand, but would sell it off in 2014. It was (and currently is) the place to go to find all things toys. Unlike Target and Walmart that choose to stock limited toy items, Toys R Us (like the previous Children’s Palance and Kaybee) still carries aisle after aisle of wide ranging toys you can only find at Toys R Us. You simply can’t find this selection of toy items at a discount department store. This is why I always ended up at Toys R Us in search of fun, exciting new things.

The Mistakes

Throughout the later years, I’ve grown a love-hate relationship with the Toys R Us chain. Not only because I worked there for a short time while in my 20s, but also because the management does a lot of things that don’t make sense. For example, Babies R Us. For a time, Toys R Us stores devoted half of their space to baby goods. I don’t have a baby, so there’s no interest in that. Yet, Toys R Us decided to kill half of their store space to devote to these products. This meant, less space for toys, games and other items.

I understand that the management wanted to expand their selection into babyland, but it was a mistake to take away valuable Toys R Us aisle space to devote to all-things-baby. This, in my opinion, was one of the biggest mistakes the Toys R Us management foisted upon its stores. That was, until they finally spun Babies R Us into its own stores and gave it its own space.

Later, the management decided to do away with separate Babies R Us stores and chose to abut the two stores together for one seamless one-store experience. That was at least better than taking away shelf space from an already cramped toy store, but even that was unnecessary and, in my opinion, a mistake. They can be next to each other, but walled off and separate stores with separate stock and separate staff. I know why they did chose to hook them together. They did it so they could use one set of checkout lanes, one set of cashiers and one set of staff to stock both stores.

The X

At around the time that Babies R Us was coming into its own as a separate store chain, Toys R Us decided to change its shelving layout. Instead of the more logical long rows running from the front to the back of the store (with middle store aisle breaks) which made it easy to find everything, the store layout designer decided to change the aisles to be side to side and then create X shaped rows in the middle of the store. Not only were these rows much harder to navigate, the layout of the aisles were crippled as a result. This layout made finding things incredibly hard and it seemed like they had less shelf space.

Not only was everything now moved around haphazardly, it made finding what you’re looking for overly hard. Meaning, now you had to navigate the whole store looking at everything just to find that thing.

Maybe the designers thought this was a good idea? It wasn’t. This is the second mistake from Toys R Us management.

Overbuying and Stocking the Wrong Toys

I don’t know how many times I visited Toys R Us in the 90s only to find the same toys every time I visited, sometimes months apart. These we affectionately call peg warmers. This mistake continues to plague Toys R Us to this day. Not only did Toys R Us have incredible buying power way back when, they just didn’t use it to their advantage. Instead, they would continually overbuy on dud toys and not buy enough on the hot toys.

You can’t sell toys that you don’t have in stock. For example, Cabbage Patch kids. When that craze hit, they couldn’t keep them on the shelves. You’d think Toys R Us could have negotiated with the manufacturer and buy 10x the amount they originally bought… simply so they could fill the demand. Sure, there might be a drought while the manufacturer created more, but eventually they would have enough stock quickly to satisfy demand. Alas, they didn’t and the shelves remained bare until the toys were so cold you couldn’t even give them away. Too little, too late.

Further, Toys R Us needed to let the local managers order stock for their specific location to stock toys that are regionally hot. Not every toy sells the same in every store, yet Toys R Us felt the need to send cookie cutter stock out to every single store. If you walked into a Toys R Us in any state, you’d see identical stock. Each store manager needed to be given free reign to specifically order stock in sizes that made sense for amount of local demand they were seeing for a given toy item. If they couldn’t keep a specific skateboard stocked, then the manager should be able to order the proper amount to cover the local demand from their store. In fact, stores that couldn’t sell the item should have shuffled the stock over to stores where the demand was high. That’s smart inventory management. Nope.

Store managers should also be able to nix slow selling items from their shelves and replace it with hotter selling toys. Why continue to carry that obscure toy that you can’t even clearance out when you can sell 100x as many Tickle Me Elmos? Having great selection is fine as long as you’re not stocking 50 of an item you can’t even give away. Again, smart inventory management people. Stock them in small quantities, sure, but not in the quantities that each store was getting. Shuffle extra stock to other stores that have none. Remember, I worked there, I saw the stock amounts in the stock room.

Nope. Toys R Us continued to make this mistake year after year.

Over-expansion

Nearly every business thinks they should open as many stores as physically possible. But, you can’t do this when most of your stores are operating in the RED. Toys R Us was no exception. This chain continually felt the need to open new stores rather than trying to shore up their existing stores and get them each to an individually profitable status. If the management had stopped their expansion plans and, instead, focused their efforts on making each store profitable by the end of Q1 each year, Toys R Us would not be in this predicament.

Dated Store Displays

Not too long ago (perhaps early 00s), Toys R Us did away with the X aisle layout and converted them back into horizontal rows once again. However, the aisles now run left to right in-store rather than the original front to back design (which was arguably its best floor plan). Unfortunately, their fixtures are all incredibly dated pegboard and 70s style metal fixtures. They look like they’re straight out of a 70s store… even when the store is brand new. Maybe these are the cheapest fixtures they can buy? No idea, but they don’t look modern.

The store is also incredibly jam packed with stuff. The shelves are always full of stock yes, but it doesn’t help when the stock is old and is sitting on dated shelving units lit by 70s style fluorescent lighting fixtures.

The Business

Here’s Toys R Us’s primary operational problem and the problem that ultimately leads to where we are today. Toys R Us always relied on the holiday shopping season to pull its stores into the black. Meaning, Toys R Us always operated its stores in the RED through 80-90% of the year hoping for the holiday season to pull each store up and out and operate in the black for that year. This was the chain’s primary mistake. This operating model had been ongoing since the 80s. This was the way that TRU intentionally chose to operate its stores. This was also entirely their biggest operating failure and it’s the mistake that is now what’s threatening closure and costing TRU its business.

In addition to operating in the red, Toys R Us also didn’t wield its buying power to get the best possible credit terms, the best possible deals and the best possible return arrangements. If a toy doesn’t sell, package it up, send it to another store that can sell it or send it back to the manufacturer for full or partial credit. Let the manufacturer deal with that stock rather than trying to organically clearance out items on the shelves years later. No, get these old toys off of the shelves to make way for new toys. Fill the shelves with toys that can sell and that will pay the bills.

If you can’t pay your bills, you can’t stay in business. Business 101. Yet, Toys R Us management felt that they were above these rules. The management team felt they could continually run their stores in the red without ramifications. Well, fate has now caught up with you, Toys R Us.

Being Acquired by Private Equity Firms

Because of the way Toys R Us chose to operate its stores, it could not support being acquired in this way. This acquisition was entirely shortsighted on the part of the private equity companies involved and they (and us consumers) are the ones who are now paying the ultimate price.

In 2005, Toys R Us was acquired by a set of private equity firms. These firms included KKR & Co., Bain Capital and Vornado Realty Trust in a $7.5 billion buyout deal. These three companies (and their investors) sank $1.3 billion of their own funds into the purchase, leaving the rest of the purchase price of $6.2 billion to be made up in loans. These loans saddled Toys R Us with an over $6 billion debt burden. A debt that, because of the rather nonsensical business model that the stores had been following since the 80s, could never be recouped. All of this leads to…

Bankruptcy

In late September 2017, Toy R Us filed for bankruptcy protection against its creditors. This means that its creditors can no longer go after Toys R Us for not paying bills. It also meant that the loans left over from that terrible 2005 buyout deal could no longer collect on those loans. Of course, in return for this court issued bankruptcy protection, the company has chosen Chapter 11 to work through a plan to reorganize in a way to get themselves back to profitability and pay their creditors over time before time runs out. For the Toy R Us management, that meant finding a suitor to buy the business… because, of course, they couldn’t be bothered with actually trying to restructure the stores in a way to make them profitable. Oh, no no no.. that’s just too much work.

What? Are you kidding? Are you really expecting some well funded company to swoop into this ailing business holding onto a mountain of debt and offer to buy you? Really? The way that TRU operates is textbook operating procedure for failure. It cannot continue to operate in the way that it does. Even closing half of the stores may not be enough to solve this operating problem. It’s only surprising that it took this long for this toy chain to make it to this point. I expected this day to come a lot sooner.

Toy Collectors and Toys R Us

I full well expected to see Toys R Us fail in the 90s.  However, Star Wars saw to it to keep Toys R Us in business. The Star Wars collectors came out in wild abandon to snap up tons of revamped Star Wars merchandise for not only the previous trilogy (including the Orange and Green carded Power of the Force series), but also snapping up the then new prequel trilogy toys. These toys still remained hot even after 1983’s Return of the Jedi cooled down. It all heated up again when the Prequels began in earnst in 1999 (toys beginning to appear in stores about a year earlier). Toys R Us got a reprieve from their red ledger problems due primarily to Star Wars collectors, Hasbro and a few other unrelated hot toys during the 90s (Tickle Me Elmo). Almost every year, there was some new fad that kept Toys R Us’s year end strategy in check. Though, this strategy would ultimately fail them when, in the last 10 years or so when there just haven’t been those must-have toys or collectible Star Wars toys. Even the Zhu-Zhu pets weren’t enough. Even the latest Star Wars trilogy from Disney has not had the merchandising power that the 90s saw. Though, Disney isn’t crying over what they have sold.

In fact, I’d venture to guess that the 90s collectors have all but stopped collecting and have moved on with their lives… which put a huge crimp in the Toys R Us budget. In fact, during the collector heyday of the 90s, Toys R Us did their very level best to chase away the collectors. Much to their own chagrin, they succeeded in doing so by the mid-2000s. It also doesn’t help that collectors can now buy full cases directly from places like Entertainment Earth, which no longer meant the need to scour the pegs at Toys R Us in the wee hours of the morning. You could order cases directly from the comfort of your own home, then see them delivered to your doorstep.

Amazon and Online Shopping

Because of the power of the Internet, Amazon and eBay, it’s pretty easy to find that hot toy at more reasonable prices. Yes, Toys R Us is still a staple in the current shopping landscape. When it closes, both Amazon and Entertainment Earth will simply pick up where Toy R Us left off without missing a beat. If anything, I’d suggest that Amazon pick up the Toys R Us branding at a fire sale during liquidation and rebrand the Amazon toy section to Toys R Us. Keep the TRU brand alive, but not with all of that bloated store baggage. Then, dump the Babies R Us brand entirely. You can still sell baby things, but branded as Toys R Us.

Toys R Us Closing

As I said, I have a love-hate relationship with Toys R Us. I do enjoy visiting and seeing what’s new, but every time I walk into a store, I’m confronted with the dated shelving and decoration, the continual nagging reminder of just how careless the management is and how much of a wasted opportunity that Toys R Us was when it could have become the biggest most profitable toy chain in the world. Yet, they’ve failed.

If Toys R Us can manage to pull a rabbit out of a hat at the last minute and keep the lights on, I’ll be fine with that. Sadly, I think this is likely where it will all end for Toys R Us.

Gift Cards or Rewards — Use em’ or lose ’em

toys-r-us-gift-cardIf you have any remaining unused gift cards from Toys R Us, be sure to visit a store now and use them immediately. Don’t wait until after Toys R Us begins closing its stores.

Likewise, if you have any rewards points left on your rewards card, log into Toys R Us Rewards, issue certificates and use them up now. Same for Babies R Us Cashback Endless Rewards program. Otherwise, forfeit your chance to convert those points into dollars. Representatives for Toys R Us have said that they will honor gift cards, rewards points and cashback programs for 30 days. The 30 day clock likely began on Wednesday March 14th, when they filed their liquidation paperwork with the court.

I guess in an odd way, I do kind of get that shopping spree after all, and many years later. I just found that I have over 2500 points in my rewards account. That equates to a $100 shopping spree.

For my $100 in rewards points, I got a Nintendo Monopoly set, a Care Bear Grumpy Bear, Two Schliech Geoffrey branded figurines, 5 different Halo Hot Wheels, a Pit Amiibo, a Pain-Yatta Skylander, a Playmation Vision figure and two Geoffrey branded reusable shopping bags. I ended up paying $9 to cover the tax. I also bought a $5 Geoffrey gift card and immediately used it to get dock protector straps for a Nintendo Switch. I wanted the Geoffrey branded gift card as a souvenir. I’d also previously purchased the day before, two Geoffrey 18″ plush and one Geoffrey plush gift card holder, which I’ll put that used Geoffrey gift card in.

Returns and Exchanges During Liquidation

Check any purchased merchandise thoroughly for defects the same day you buy it. If there are any problems, return it the same or next day and exchange it. Don’t wait even a few days to exchange as you may not be able to find the same item. According to Toys R Us representatives, all sales are final. This means, no refunds. However, they may continue to honor exchanges for a period of time. If you’re uncertain of any of this, ask for details at the service desk before you buy.

If you’re thinking of shopping for gift items, you might want to buy elsewhere. Buying a gift for someone could mean the gift recipient can’t return or exchange the item. You don’t want to force a gift onto someone when it’s not something they want only for them to find they cannot return it.

Be that Toys R Us Kid one last time

If you grew up visiting and are as fond of Toys R Us as I am, I’d suggest for you to take a few minutes out of your day and visit your local Toys R Us to reminisce about the good ole days. Once the liquidation sales start, they’re quickly going to look like half-filled shells of a store. Note that the deadline for Toys R Us to find a buyer is early April of 2018, so visit them quick. You have less than a month.

You might even want to pick up a souvenir, such as a plush Geoffrey, to remember what was Toys R Us and what it meant to us as kids. If you want a plush Geoffrey, ask at the Customer Service desk. It seems they keep them there for some reason.

Biggest Failed Kickstarter Projects

Posted in botch, business by commorancy on March 7, 2018

Even though there have been successful projects on Kickstarter and Indiegogo, projects have also failed for a variety of reasons. Some projects are outright scams solely designed to part you from your money. Let’s explore 11 of these extreme failures.

Don’t Believe The Hype

There are many, many hucksters out there. They can be anywhere in the world from China to Silicon Valley. When you see something that seems too good to be true, it probably is. If you choose to back any projects on Kickstarter or Indiegogo, you need to be 100% prepared to lose all money you offer to back a project. Not all projects succeed and this article aptly proves that not everyone in this world is out to make good on their promises. Without further adieu, let’s dig right into the first failure…


11. Holo Cow, Batman!

The product creator H+ purported its Kickstarter Holus 3D display idea to be a unique new 3D holographic display technology. The Holus was a Kickstarter campaign in 2015 that touted lots of false claims. The idea is that the images would appear in 3D in real-time as a holograph. Unfortunately, that’s not what the pitch video shows. This Kickstarter campaign amassed CA $297,790 from 496 backers.

Let’s watch this professionally produced pitch:

What went wrong?

Note the still image on the video above. You can see the image passes beyond the edge of the pyramid corner seamlessly. This is not possible. The video uses 3D rendered imagery as an effect, not a physical working prototype which lead to false and misleading information. This is not, in any way, a holographic display. Instead, on the top of this device, there’s a flat panel LCD screen (probably cheap one) that reflects one of 4 different flat images into each side of the glass pyramid. This makes it look like the image is ‘floating in space’, but it is not in any way a 3D holographic experience. This is an entirely scammy device for how it was sold to the backers. People were roped by the hyperbole and backed this project. Suffice it to say, not everything is always as it seems on Kickstarter.

This device is not even an original idea, nor does it offer holographic imagery. Let’s also consider that you can go to Amazon and buy this less than $10 device for your phone which essentially does exactly the same thing as The Holus. There are even models of this device for less than $4 if you really want to go cheap. These display enhancing devices existed long before H+’s idea. This is definitely one that attempted to pull the wool over the eyes of the backers with false claims. There’s now even an arcade game named Crazy Tower that uses this “pseudo-holographic” technology for its display. It’s not 3D either.

Apparently, H+ is still in business trying to hawk this thing. You can visit their web site at hplustech.com. Holo promises seem to be all the rage, let’s scam on.


10. Backpackin’ To The Bank

This next failure, Backzips, was a Kickstarter project that used the take-the-money-and-run approach. This project raked in all told, over $168,000 between Kickstarter and Indiegogo backers. The idea was allegedly to create a backpack that was made of Kevlar, had USB ports, sported an up to 12,000 mAh battery pack and a zipper located in such a way so as to secure your belongings inside from prying hands behind you.

What went wrong?

Suffice it to say, the delivery date(s) came and went, then came and went again over and over. There are 1,495 backers who’ve left over 1012 backer comments on Kickstarter with no answers. November, 16, 2016 was the last time backers heard from the project’s creators. Suffice it to say, that money is not coming back.

After one KS backer later found what appeared to be the same exact bag on sale at Aliexpress, he contacted the seller to get the story. Here’s what the seller had to say:

I am a backpack distributor in China. I suffered the same situation with you. I ordered 100pcs from KS, but I still didn’t receive it. Unfortunately I did pre-sale in domestic market, my customers pushed me from Nov, I don’t want to lose my reputation in China, It is very important for us to do business. so I tried to contact the manufacturer of this bag per the info on KS “same manufacturer with samsonite”, I know that factory, it is famous in China, so I contacted them, I was told that they did have 2000 stocks in warehouse, waiting for their customer to pick them up. They can’t sell to us directly, they have signed contract, but if we need, they can make as they have material stock, so I negotiated with them, placed 500pcs order with them directly. they don’t accept order less than 1000pcs of each color, I am lucky because there is rest material. now I can hold my Chinese customers, but i am waiting my products from KS also.

Apparently, the Backzips Kickstarter project creator even appears to have stiffed the manufacturer. They apparently sent a deposit to create 2000 pieces and then never showed back up to pay for the finished bags, leaving the manufacturer holding the bag (2000 to be exact). Looks like the project creator screwed over everyone all around.

Let’s watch the Pitch video:

Don’t go digging out your wallet for this one, lest you become like the 1,495 other Kickstarter backers who got ripped off backing this project. Just keep your wallet firmly closed and your eyes open as we continue to the next beefy failure.


9. Where’s the Beef?

The Kobe Red Kickstarter campaign led by creators Magnus Fun actually had its plug pulled just before the campaign closed and before the project creator(s) got their money. Kobe Red was project to offer Kobe beef jerky that’s so tasty, “omg im licking my fingers in public” or so the text testimonial goes. The product was supposed to be the world’s first “100% Japanese Beer Fed Beef Jerky.”  Yeah, right. The project amassed over $120,000 in pledges from 3,252 backers.

The project creators never put up any substantial backing material to support the claims that they could, in fact, make this beef jerky, but they apparently did put up excited videos about how great it would all be. Unfortunately, I am unable to find a video for this particular almost-scam. The creators “Magnus Fun” deleted their Kickstarter account and along with it, their videos (which didn’t seem to make it to YouTube).

What went wrong?

It would ironically be another Kickstarter funded project that got the plug pulled on Kobe Red. That other project was Kickstarted. It was a documentary film crew investigating Kickstarter projects and just so happened to investigate this project at the time Kickstarted was being filmed. As a result of the fishy problems surrounding the Kobe Red campaign, these documentary filmmakers brought their information to the attention of Kickstarter staff, who summarily pulled the plug just before that $120,000 ended up in the bank account of Magnus Fun.

In this case, the backers didn’t get screwed and the would-be scammer got nothing…  lucky Kickstarter backers. Sometimes justice is best served with a side of 100% Japanese Beer Fed Beef Jerky. Let’s jerky on over to the next failure.


8. Burn me Once, Burn me Twice

The Laser Razor is a now-suspended Kickstarter campaign that managed to amass over $4 million in backing from over 20,000 backers, but couldn’t come close to delivering a working prototype. While the razor does have a cool look, I’d personally have been skeptical of this project (and the device), particularly after having watched that semi-amateur video. Just look at the quality of this video and tell me if you trust any of the people shown in it?

Let’s Watch:

While the video shows off a prototype of sorts, notice that it has a wire. That wire apparently is a small fiber transmitting the laser and may be enough to ‘cut’ the hair. Unfortunately, that fiber is incredibly fragile. The razor also can’t be used against the skin. It must precariously balance above the skin. If you go too fast or try to cut too many, the fiber breaks. If they had managed to actually make this thing work in a reliable way, it would ultimately be similar to a laser hair removal device. However, it wouldn’t be bright enough or go deep enough to affect the follicle in the pore. Instead, it would just lase the hair shaft from the surface of the skin. Unfortunately, this laser would likely be strong enough to burn the skin. Additionally, such a laser would likely be just dangerous enough to need eye protection while using it. Not something you’d really want to don every morning just after getting out of bed.

As a result of the lack of producing a functional and necessary Laser Razor prototype to satisify Kickstarter rules, the Kickstarter staff suspended the project before the creators received any money. Yet again, the backers were lucky. This is a bit unusual considering that the project had over 20,000 backers with over $4 million in funding. With $4 million on the table, you’d think that the creators should have been able to hire an engineer capable of pulling off a truly functional prototype. Nope.

After the project was suspended by Kickstarter, Skarp moved this campaign over to Indiegogo for a second campaign where it raised over $500,000 from over 2,700 backers (a far cry from what they raised on Kickstarter), but still not a slouchy number.

What went wrong?

In 2016, CNET visited Skarp to see if the prototype that Skarp had created actually worked. According to CNET, while it did cut individual hairs, it also broke during the demonstration. So, there’s that. Skarp did receive its funds from Indiegogo, but apparently Skarp is not willing to refund anyone. They have also, so far, not delivered anything functional.

Let’s watch this CNET report:

Skarp was apparently to deliver its first product in 2016, it is now 2018 and Skarp still hasn’t delivered anything. Skarp could have engineered a better standard razor in all that time while still working on their flagship product. At least release something. Skarp’s web site is still active at www.skarptechnologies.com, so someone’s still paying the bills on that. I guess it’s all of those Indiegogo suckers.. er… backers. Let’s try not to get razor burned again, m’kay?


7. Kanoa Borrow A Light?

When it comes to earbuds, Apple pretty much has it sewn up for the wireless category. There are few headphones that beat the functionality and quality of the Airpods (even as stupid as they look while wearing them). The Bluetooth connection to the phone or whatever, for the most part, is rock solid. There is the occasional drop out, but nothing too bad. They charge fast and they usually connect pretty fast.

However, Kanoa tried to create a set of wireless earbuds to compete with Apple’s Airpods via an Indiegogo campaign. They thought they could do better. Unfortunately, the Indiegogo campaign page is not available due to ‘pending review’, so I will have to write out the details about what it is rather than showing you the pitch video. The Earbuds touted a charging case, a small design, supposedly rock stable connectivity and app-controllable noise cancelling.

To prove their worth, Kanoa sent a pair of Truly Wireless Earbuds to a YouTuber to give an honest (ahem) review about them. When the YouTuber tried to use them, they failed in pretty much every conceivable way.

Here’s a 30 minute video Cody Crouch from iTwe4kz channel telling his story of these headphones:

TL;DW — I’ll cut to the chase for you, you can come back and watch the whole thing later.

What went wrong?

Cody found that pretty much every feature that he tried to use had some kind of problem. The headphones paired to the phone fine. But, the earbuds wouldn’t pair to the app so he couldn’t control the noise cancelling feature. After several hours of screwing with them and a call to the company, he got it working. Then, when he tried to use the noise canceling feature, it failed with constant loud feedback when he turned the outside noise level up to above 60%. After that, the earbuds wouldn’t charge in the charging case properly and needed to be reset, but there was a complication because the charging case was itself charging. He had to unplug the charging case to charge the earbuds. When he went outside to film part of the review, he tried to use them with the phone in his back pocket while on a skateboard. The earbuds wouldn’t work when he turned his head. They would disconnect. While he was on the phone with Kanoa working out these problems, the earbuds produced static.

He ultimately had conversations with the company about all of these problems and Kanoa eventually conceded to these problems by attempting to pay him $500 to create a good review of these earbuds. That’s when Cody gets really triggered. He then posts the above video stating what garbage the headphones really are.

After his video posted, the company shutdown and closed stating:

Capital funding is essential for ramping up production. Unlike on typical crowdfunding platforms we allowed backers to ask for refunds at any time. This policy kept us honest, but also added vulnerability once we had made major financial commitments. Setbacks and some bad publicity, like reviews of non-shippable beta units, stirred our audience. Most significantly and to our unpleasant surprise, our investors recently backed out of our funding round. We do not blame them, but this was a pivotal setback since capital was essential for ramping up production …Unfortunately, without that investment, we do not have enough capital to stay operational while we find a solution.

This carefully crafted statement basically sums it all up. Cody’s YouTube review caused, at least according to this statement, their financial backers to pull any further support and they had to close their doors. In 2018, their web site is down.

The moral here is not to request YouTube folks review your product, particularly if your product is not ready for general consumption. Just put the item onto the market and let the chips fall where they may. In this case, it’s probably best that Kanoa folded based on how junky and janky these earbuds were. Kanoa move to the next one now?


6. Fly Me to the Moon

Another failed Kickstarter project named Zano by its creator Torquing wanted to build a tiny drone that claims to be an autonomous, intelligent, swarming, nano drone. After all, drones have been around for quite a while, even super tiny ones. The drone would also contain lots of bells and whistles including a camera. Basically, instead of a bunch of cumbersome controls, the drone would follow your phone around taking pictures for about 15 minutes at a time. So, what’s wrong with this drone? That’s what the Kickstarter team wanted to find out after the drones sucked so badly they couldn’t fly properly. This Kickstarter project amassed $3.4 million in pledges from more than 12,000 backers.

Let’s watch their original pitch:

What went wrong?

In addition to various supplier problems, once Zano began shipping in Septemer of 2016, the company decided to ship the drones to pre-order customers rather than backers, which angered many. The few drones that did end up in the wild angered their owners for entirely different reasons. They didn’t work well. Sometimes the units would take off and land immediately. When they did stay in the air, they would randomly veer off course crashing into something. The drones also appeared to have no obstacle avoidance system as promised. Basically, all of the diatribe promised in the video never became reality. It was a bunch of smoke and mirrors.

According to Gizmodo, by November 2016 and as a result of all of the drone problems, Torquing declared bankruptcy. Along with that bankruptcy, so dried up the $3.4 million from all of the pledges. So ends the saga of the Zano and all of the money they raked in. Let’s drone on.


5. Deal Me Out

How hard is it to create a deck of cards? In 2012, Altius Management put up a Kickstarter campaign to produce ‘horrific’ playing cards on Bicycle playing card paper. This project amassed just over $25,000 from 810 backers. What happened? Altius Management couldn’t deliver on decks of simple playing cards. By 2015, this project was part of a lawsuit which a judge ordered the company to repay a portion of the money it had collected from Kickstarter.

Let’s watch their pitch video:

What went wrong?

Not sure entirely, but Ed Nash of Altius Management failed to deliver on the decks of cards for over 3 years. By 2015, a court had issued a judgement against Mr. Nash to repay the damages. Though, at the same time, Mr. Nash began making good on the orders and backers began receiving their decks. It was too little, too late for Mr. Nash. The court judgement still stood regardless of the decks being delivered.

Here’s one case where the backers were able to get at least something for the lack of delivery. Nope, no Aces up my sleeve, but there might be a Joker in this next failure.


4. Tripping the Light Fantastic

Here’s another Kickstarter campaign that started with grand plans. This time the creators Central Standard Timing promised to produce the thinnest watch in the world. It is called the CST-01. This watch is … well, let’s watch the video:

I know this one looks cool, but don’t pull your wallet out lest you become another of this project’s victims. This Kickstarter campaign amassed over $1 million dollars from over 7,600 backers.

What went wrong?

Apparently, the manufacturing process for this watch was a whole lot more complicated than anticipated. In 2015 after a whole lot of silence from the creators, the watch’s team posted a comment stating that the watch would be delayed due to losing their manufacturer. Not long after that notification, the company filed for bankruptcy.

$1 million dollars up in smoke. Some reporters claim it wasn’t malice, but that the company was in over its head. I don’t buy that. These companies know what it’s going to take to manufacture the product before they ever get to Kickstarter. If they don’t, they shouldn’t even be there. This should be question #1 from Kickstarter staff before ever listing a project of this nature. Time marches on.


3. Oh yeah? Oh, No!

Let’s now examine what might be considered one of the biggest crowdfunding successes that also became one of the biggest failures: Ouya. Though, the biggest failure award would actually go to #1 on this list. This console, conceived by Julie Uhrman, was touted to be the next best thing since sliced bread. Yet, what it turned out to be is a sluggish disaster worse than a generic $40 Android tablet. The Ouya began its dream as a Kickstarter campaign and ended as one of the biggest crapfests to come out of a Kickstarter.

Let’s watch their pitch video (note the mix of professional and amateur content):

The Ouya Kickstarter campaign amassed over $8.6 million dollars from 63,416 backers. That’s a lotta coin to rake in, but it’s not the largest Kickstarter funded project. Stay tuned, that’s yet to come.

What went wrong?

The Ouya is cheaply designed and built both inside and out. According to some buyers, the controller buttons would stick. Some buyers had their controller wear out within a week’s worth of use. The innards consisted of an Android based computer. But, it was a computer with far less power than your average Android smart phone or tablet. It could barely play games, according to many. Indie games were present on the console, but only when the Ouya had enough power to sufficiently play them. Most times, it didn’t.

The primary problem with any new console is adoption. Without getting developers to adopt the platform and begin writing or porting games over, it’s all done and your platform is dead. The Ouya never got the developer momentum going. It just floundered for too long. Worse, at a time when Ouya was still trying to fulfill orders to the backers, they decided to sell the console in stores. This is when the Ouya appeared in the likes of Amazon and Best Buy, and later Target. This made many backers angry who had yet to receive their console. Ouya ended up being acquired by Razer in 2015. As the TechCrunch article states:

Notably, Razer is not acquiring the hardware part of Ouya’s business, specifically the microconsole and controller …

Yes, best dump all of that Kickstarter baggage as quickly as possible. So, what happened to Julie Uhrman? After the acquisition, she ended up writing off the Ouya with her apropos closing tweet:

If you really want a high powered Android gaming console, you should check out the NVIDIA Shield TV on Amazon. I can personally vouch for the quality of NVIDIA’s consoles and controllers. These things are rugged, durable and the gaming system is a powerhouse (at least as far as Android gaming is concerned). Ouya on over to this next failure.


2. Dump that Ice, Party’s Over

Even though this Kickstarter product is still shipping on Amazon, this next one is considered by many to be a very big failure. This is the Cooler Master by Ryan Grepper. To some, this one is also considered as the second biggest failure in the history of Kickstarter. Some backers got what they were promised, but many are still waiting (even in 2018) for their cooler to arrive. It’s also not like this cooler is inexpensive at $450. As many as 20,000 backers had been waiting for two years for their product to arrive as recently as June of 2017 (more on this below). In fact, this was Ryan’s second attempt to create a Kickstarter campaign for the Coolest Cooler. The first campaign was considered a spectacular failure.

Grepper writes of his first Kickstarter attempt via this 2014 Mashable article:

that campaign was riddled with mistakes: the target funding goal was relatively high ($125,000), the design for the product wasn’t far enough along and the campaign launched over the winter when the last thing people were thinking about were coolers. Sure enough, the campaign fell more than $20,000 short of its goal.

After the failure of his first Coolest Cooler Kickstarter project, Grepper tried again seven months later. Grepper’s second Kickstarter project amassed a whopping $13,285,226 in pledges among 62,642 backers. This is one of the biggest Kickstarter fundraising campaigns ever. Though, not the biggest. That accomplishment (and subsequent failure) is coming up next. Before that…

Let’s watch the Coolest Cooler backer pitch:

What went wrong?

Extremely slow delivery of the product. Even as late as the middle of 2017, there were as many as 20,000 backers still waiting for their coolers to arrive. These 20,000 also found out, after a Department of Justice investigation, that they may have 3 more years to wait before it arrives. That’s over 6 years waiting for a product. That means some coolers may not arrive until 2020 for many backers of this project. This would burn me up. By then, as with many other of these Kickstarter project owners, Ryan’s company could be bankrupt. We’ll have to wait and see on this one. Nothing cool about this.

These two Amazon answers sum up all that went wrong with this product:

‘Nuff said.


1. I’ve Got Something In My Shoe

“What is the biggest failure in the history of Kickstarter”, you ask? Pebble. This e-paper based watch was touted by Pebble founder Eric Migicovsky to be such a great wearable, after all, just watch the positive upbeat videos below! In fact, the company thought it was so great that it warranted three Kickstarter campaigns. Yes, you read that right, three! Though, the third campaign was, in fact, a last ditch effort to save the Pebble company. It didn’t work.

The campaigns included the original Pebble, the Pebble Time and the Pebble 2 / Pebble Time 2 / Pebble Core. Between these three campaigns alone, the Pebble company received $10,266,845 for the Pebble campaign (68,929 backers), $20,338,986 for the Pebble Time campaign (78,471 backers) and $12,779,843 for the Pebble 2 campaign (66,673 backers) which totals an astonishing USD $43,385,674 from 214,073 backers! That’s an average of $202.67 per backer. So, what happened?

Let’s watch the pitches (fullscreen available):

Pebble Pebble Time
Pebble 2, Pebble Time 2 and Pebble Core

What went wrong?

The wearables market crashed and took Pebble with it. This Wired article tells all that you need to know about Pebble’s financial mess and the story behind the third, and ultimately failed, Kickstarter Pebble 2 campaign. Suffice it to say, Pebble’s sales took a nosedive in 2016 and Eric Migicovsky couldn’t find any further funding… so the company turned back to Kickstarter. In fact, of the Pebble 2 / Pebble Core Kickstarter campaign, Wired states:

The Core is destined be become a ghost product, a brilliant prototype that will never be delivered to the 24,000 people who ordered it on Kickstarter. (They will get refunds through the Kickstarter system.)

As of December 2016, Pebble closed its doors and obviously stopped making its wearables. According to TechCrunch, FitBit acquired what was left of Pebble for an estimated $40 million, apparently barely enough to pay off Pebble’s debts. However, in 2017, it was revealed by TechCrunch that Fitbit paid $23 million to acquire Pebble. That’s probably just barely the amount needed to cover Pebble’s debts. This, after Pebble had amassed nearly $44 million in Kickstarter campaigns. I’m quite sure the founders felt bad all the way to the bank. And with this failure, I’m so glad this pebble is finally out of my shoe.


Final Thoughts – Crowdfunding as a Platform

What do all of these failures say about crowdfunded projects? Think, people, think. If the project seems to good to be true, it is. Don’t invest money into crowdfunded projects unless you are entirely prepared to lose every last cent. And yes, it is investing. Kickstarter is not a store, even though it looks like one. Even when you do manage to get a product that works, you can see how quickly these companies that seemed successful can fail. Then what are you left with? In Pebble’s case, you’re left with an unsupported device. In Ouya’s case, a crappy console. Invest your money in companies that have a solid reputation for building high quality products and that have a history of remaining in business.

Investing in these startup crowdfunded companies is a recipe for failure. Kickstarter is a great platform to raise $50k to write a book, create a film, or even perhaps write an indie video game. But, don’t go into Kickstarter with projects that are at the $500,000 to $5 million dollar level. These levels of funding, while immense, have a high probability for failure. It seems that many project creators have little to no knowledge of either how to run a business or how to manage finances, let alone create a product. Some of them may even be hucksters simply out to part you from your money without providing anything. Stay away from these high dollar funded projects and put your money into established businesses with established products. You’ll thank me later for this advice.

Note, this is not an exhaustive list of all of the failures between Kickstarter and Indiegogo. Oh, no no no. There are have been a whole lot more than this list. It seems that there have been so many, I’d have to create a blog series to document these failures (and to document them as they continue to fail… and they will).

If you’re interested in such an ongoing series, please let me know by leaving a comment below AND by following this blog by clicking the blue Follow button in the upper right of this page. If you’ve been scammed by a crowdfunded project, please leave a comment and I’ll consider featuring it in a future article.

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What killed the LaserDisc format?

Posted in collectibles, entertainment, movies, technologies by commorancy on March 1, 2018

Laserdisc-logoThere have been a number of tech documentarian YouTubers who’ve recently posted videos regarding LaserDisc and why it never became popular and what killed it. Some have theorized that VHS had nothing to do with the failure of the LaserDisc format. I contend that LaserDisc didn’t exactly fail, but also didn’t gain much traction.

LaserDisc did have a good run between 1978 and 2002. However, it also wasn’t a resounding success for a number of reasons. While the LaserDisc format sold better in Japan than in the US, it still didn’t get that much traction even in Japan. Though, yes, VHS recorders (among other competitive technologies at the time) did play a big part in LaserDisc’s lackluster consumer acceptance. Let’s explore.

History

While I won’t go into the entire history of the LaserDisc player, let me give a quick synopsis of its history. Let’s start by what it is. LaserDisc (originally named DiscoVision in 1978) began its life as a 12″ optical disc containing analog video and analog audio mca_discovision(smaller sizes would become available later) with discs labeled as MCA DiscoVision. In 1980, Pioneer bought the rights to the LaserDisc technology and dropped the DiscoVision branding in lieu of the LaserDisc and LaserVision brands. It also wouldn’t be until the mid-90s that digital audio and digital video combined would appear on this format. A LaserDisc movie is typically dual sided and would be flipped to watch the second half of a film. They can also be produced single sided. Like VHS had SP and LP speeds that offered less or more recording time, LaserDisc had something similar in terms of content length, but offered no consumer recording capability.

There were two formats of LaserDiscs:

The first format is CAV. CAV stands for constant angular velocity. In short, CAV was a format where the rotational speed remained the same from beginning to end. The benefit for CAV was that it offered solid freeze frames throughout the program. Unlike VHS where freeze frames might be distorted, jump or be noisy, CAV discs offered perfect freeze frames.

It also offered a fast scrubbing speed and slowed play. Later LD players even offered a jog shuttle on the remote to reverse or forward the playback a few frames at a time to as fast as you could spin the wheel. CAV also meant that each frame of video was one rotation of the disc. Keep in mind that NTSC video is interlaced and, therefore, half of the disc ring was one half of the frame and the other half of the disc ring was the other half of the frame. It took a full rotation to create a full NTSC frame.

The NTSC format CAV disc only offered up to 30 minutes per side and a little more for PAL. A 90 minute movie would consume 3 sides or two discs. This was the first format of disc introduced during the DiscoVision days. Early content was all CAV.

The second format is CLV. CLV stands for constant linear velocity. This format reduces the rotational speed as the disc reaches the outer edge. You can even hear the motor slow as the movie progresses playback if you’re close enough to the player. I should point out that LaserDiscs read from the center of the media to the outer edge.

LaserDisc players also read from the bottom side of the disc when put into the player. It’s just the opposite of a vinyl LP that reads from the outside in and from the top. This means that the label on the center of the disc refers to the opposite side of the media. The CLV format offers no freeze frame feature. Because the rotational speed drops as the laser moves across the disc, eventually multiple video frames would be contained in a single rotation. Any attempt to freeze frame the picture would show multiple frames of motion. Not very pretty. The freeze frame feature is disabled on CLV formatted discs.

The NTSC formatted CLV disc offers up to 60 minutes of video per side and a little more for PAL. A 90 minute movie comfortably fits on one disc. After CLV was discovered to hold more content than a CAV LaserDisc, this format is how the majority of movies were sold once the DiscoVision brand disappeared. Note that many movies used CLV on side one and CAV on side two when less than 30 minutes.

The intent for LaserDisc was to sell inexpensive films forLaserVision_logo home consumption. It all started with the Magnavox Magnavision VH-8000 DiscoVision player which went on sale December 15th, 1978. This player released on this day along with several day one release movies on LaserDisc. The format, at the time, was then called DiscoVision. Because 1978 was basically the height of the disco music era, it made sense why it ended up called DiscoVision. Obviously, this naming couldn’t last when the disco music era closed.

Early Player Reliability

The first players used a visible red laser consisting of a helium-neon laser. The light output looks similar to a red laser pointer. These LD players had pop up lids. This meant you could pop the lid open while the disc was playing, lift the disc and see the red laser in action. The problem with these first players was with the helium-neon laser unit. In short, they became incredibly hot making the unit unreliable. I personally owned one of these open lid style players from Philips and can assert from personal experience that these players were lemons. If they lasted 6 months worth of use, you could count yourself lucky. At the time, when your player was broken, you had to take your player to an authorized service center to get it repaired.

These repair centers were factory authorized, but not run by Philips. Repairs could take weeks requiring constant phone calls to the repair center to get status. The repair centers always seemed overwhelmed with repairs. It just wasn’t worth the hassle of taking the unit in to be repaired once every 6 months, paying for each repair after the warranty ran out. This would have been about 1982 or so. I quickly replaced this player for a new one. I’d already invested in too many LaserDiscs to lose all of the discs that I had.

In 1983-1984 or thereabouts, the optical audio Compact Disc was introduced. These players offered solid-state non-visible lasers to read the CD optical media. As a result of the technology used to read the CD, LaserDisc players heavily benefited from this technology advance. Pioneer, the leading LaserDisc player brand at the time, jumped immediately on board with replacing the red visible laser with very similar solid state lasers being used in CD players.

Once the new laser eye was introduced, reliability increased dramatically. Players became more compact, ran cooler and became more full featured. Instead of being able to play only LaserDiscs, they could now also play CDs of all sizes. This helped push LaserDisc players into the home at a time when LaserDisc needed that kick in the pants. Though, adoption was still very slow.

1984

The year 1984 would be the year of VHS. This is the year when video rental stores would become commonplace. During this time, I helped start up a video rental department for a brand new record store. It was a time when record stores were expanding into video rentals. I don’t know how many VHS tapes I inventoried for the new store. One thing was certain. We did not rent anything other than VHS tapes. No Betamax, no LaserDisc and no CED rentals. We didn’t even stock LaserDiscs or CEDs for sale in this store location. In fact, the chain of record stores where I worked would eventually become Blockbuster and would adopt the same logo color scheme as the record store chain used. But, that wouldn’t be for a few more years.

VHS was on the verge of and would soon become the defacto format for movie rentals. Why not LaserDisc? Not enough saturation in combination with LaserDisc having the same problem that pretty much all optical media has. It’s easily scratched. Because the LaserDisc surface is handled directly by hands (it has no caddy), this means that the wear and tear on a LaserDisc meant eventually replacing the disc by the rental store. This compared to VHS tape that, so long as the tape remained intact, it could be rented over and over even if there was the occasional drop out from being played too much.

LaserDisc fared far worse on this front. Because there was no easy way to remove the scratches from a disc, once a disc was scratched it meant replacement. Even if the disc was minimally scratched, it could still be unplayable in some players, particularly the red visible laser kind. These older models were not at all tolerant of scratches.

Media Costs

While VHS tape movies cost $40 or $50 or even upwards to $70, LaserDisc movies cost $25 to $30 on average. The cost savings to buy a movie on LaserDisc was fairly substantial. However, you had to get past the sticker shock of the $800-900 you’re required to invest into Pioneer to get a CLD-900 player. This at the time when VHS recorders were $600 or thereabouts. However, VHS recorder prices would continue to drop to about $250 by 1987 (just 3 years later).

LaserDisc player prices never dropped much and always hovered around the $600-$800 price when new. They were expensive. Pioneer was particularly proud of their LaserDisc players and always charged a premium. You could find used players for lower prices, though. Because Pioneer was (ahem) the pioneer in LD equipment at that time, buying into Magnavox or other LD equipment brands meant problems down the road. If you wanted a mostly trouble free LD experience, you bought Pioneer.

Competitors

I would be remiss at not mentioning the CED disc format that showed up on the scene heavily around 1984, even though it was introduced in 1981. CED stands for Capacitance Electronic Disc. It was a then alternative format video media disc conceived in the 1960s by RCA. Unfortunately, the CED project remain stalled for 17 years in development hell at RCA.

CED uses a stylus like an LP and the disc is made of vinyl also like an LP, except you can’t handle it with your hands. This media type is housed in a caddy. To play these discs, you had to purchase a CED player and buy CED media. To play the disc, you would insert the disc caddy into the slot on the front of the unit and then pull it back out. The machine grabbed the disk out of the caddy on insertion. As soon as the caddy is removed, the disc is begins to play. The door to the caddy slot locks when the disc was in motion. Once the mechanism stops moving, the door unlocks and you can insert the caddy, then remove the disc.

Because the CED is read by a stylus, it had its own fair share of problems, not the least of which was skipping and low video quality. LaserDisc was the consumer product leader in image quality all throughout the 80s and 90s until DVD arrived. However, that didn’t stop CED from taking a bite out of the LaserDisc videodisc market. The CED format only served to dilute the idea of the videodisc and confuse consumers on which format to buy. This was, in fact, the worst of all situations for LaserDisc at a time when VHS rentals were appearing at practically any store that could devote space to set up a rental section. Even grocery stores were jumping on board to get a piece of the VHS rental action.

VHS versus LaserDisc rentals

As a result of VHS rentals, which could be found practically everywhere by 1986, renting LaserDiscs (or even CEDs) was always a challenge. Not only was it difficult to find stores to rent a LaserDisc, when you did find them, the selection was less than stellar. In fact, because VHS rentals became so huge during this time, LaserDisc pressings couldn’t compete and started falling behind the VHS releases. VHS became the format released first, then LaserDiscs would appear a short time later. This meant that if you wanted to rent the latest movie, you pretty much had to own a VHS player. If you wanted to watch the movie in higher quality, you had to wait for the LaserDisc version. Even then, you’d have to buy it rather than renting. Renting of LaserDiscs was not only rare to find, but eventually disappeared altogether leaving purchasing a LaserDisc the only option, or you rented a VHS tape.

If you weren’t into rentals and wanted to own a film, then LaserDisc was the overall better way to go. Not only were the discs less expensive, the video and audio would remain the highest home consumer quality until S-VHS arrived. Unfortunately, S-VHS had its own problems with adoption even worse than LaserDisc and this format would fail to be adopted by the general home consumer market. LaserDisc continued to dominate the videophile market for its better picture and eventually digital sound until 1997 when the DVD arrived.

Time Was Not Kind

As time progressed into the late 80s, it would become more difficult to find not only LaserDisc players to buy, but also LaserDiscs. Stores that once carried the discs would begin to clearance them out and no longer carry them. Some electronics stores just outright closed and those outlets to buy players were lost. By the 90s, the only reasonable place to purchase LaserDiscs was via mail order.

There were simply no local electronics stores in my area that carried movie discs any longer. Perhaps you could find them in NYC, but not in Houston. Because they were 12″ in size, this meant a lot of real estate was needed to store and display LaserDiscs. Other than record stores, few stores would want to continue to invest store real estate into this lackluster format, especially when VHS is booming. In a lot of ways, LaserDisc packaging looked like LP records, only with movie posters on the front. This packaging was not likely helpful to the LaserDisc. Because they were packaged almost identically to an LP, including being shrink wrapped (and using white inner sleeves), these discs could easily be confused with LP records when walking by a display of them.

Marketing was a major problem for LaserVision. While there was a kind of consortium of hardware producers that included Pioneer, Philips and Magnavox, there was no real marketing strategy to sell the LaserDisc format to the consumer. Because of this, LaserDisc fell into the niche market of videophiles. Basically, it was a small word of mouth community. This was a time before the Internet. Videophiles were some of the first folks to have a small home theater and they demanded the best video and audio experience, and were willing to shell out cash for it. Unfortunately, this market was quite a small segment. Few people were willing to jump through all of the necessary hoops just to buy an LD player, then mail order a bunch of discs. Yet, the videophiles kept buying just enough to keep this market alive.

Laser Rot

In addition to the hassles of bad marketing, the discs ended up with a bad reputation for a severe manufacturing defect. Even some commercially pressed CDs ended up succumbing to this same fate. The problem is known as laser rot. Laser rot is when the various layers that make up a LaserDisc were sealed improperly or used non-archival adhesives during manufacture. These layers later oxidize causing pitting on the sandwiched metal surface. This oxidation pitting causes the original content pits to be lost over time ending up with snow both in audio and in video. The audio usually goes first, then the video.

Laser rot even appeared early on the earliest pressed DiscoVision media, we just wouldn’t find out until much later. This indicated that the faulty manufacturing process began when the format was born. Laser rot caused a lot of fans of the format a lot of grief when the format least needed such a pothole. This problem should have been addressed rapidly once found, but there were many discs that continued to be improperly manufactured even into the 90s after the problem was found. The defective manufacturing process was something the LaserVision consortium failed to address, which tarnished (ahem) the reputation of the LaserVision brand.

For the videophiles who had invested heavily in this format, nothing was worse than playing a disc that you know worked fine a few months ago only to find it now unplayable. It was not only disheartening, but it gave fans of the format pause to consider any future purchases.

Losing Steam

Not only were the average consumers turned off by the high prices of the players, consumers also didn’t see the benefit of owning a LaserDisc player because of its lack of recording capabilities and its lack of readily available rentals. Some videophiles and LaserDisc format advocates lost interest when they attempted to play a 3 year old disc only to find that it was unplayable. At this point, only true die-hards stayed with LaserDisc format even among the mounting disc problems and lack of marketing push.

The manufacturers never stepped up to offer replacement discs for laser rot, which they should have. The LaserVision consortium did nothing to entice new consumers into the format nor did they attempt to fix the manufacturing defect leading to laser rot. The only thing the manufacturers did is continue to churn out upgraded LaserDisc player models by adding features that didn’t help further the LaserDisc format directly. Instead, they chose to add compatibility for media like CDV or 3″ CD formats or CD text, features that did nothing to further LaserDisc, but were only added to entice audiophiles into adding a LaserDisc player into their component audio system. This ploy didn’t work. Why? Because audiophiles were more interested in music selection over compatibility with video formats. What sold were the carousel CD players that would eventually hold up to 400 CDs. Though, the 5 CD changers were also wildly popular at the time.

Instead of investing the time and effort into making LaserDisc a better format, the manufacturers spent time adding unnecessary features to their players (and charging more money for them). Granted, the one feature that was added that was desperately needed was digital audio soundtracks. These would be the precursor to DVD. However, while they did add digital audio to LaserDisc by the early 90s, the video was firmly still analog. However, even digital audio on the LaserDisc didn’t kick sales up in any substantial way. This was primarily because 5.1 and 7.1 sound systems were still a ways off from becoming mainstream.

The 90s and 00s

While LaserDisc did continue through most of the 90s as the format that still produced the best NTSC picture quality and digital sound for some films, that wouldn’t last once the all digital DVD arrived in 1997. Once the DVD format arrived, LaserDisc’s days were numbered as a useful movie format. Though LaserDisc did survive into the early noughties, the last movie released in the US is ironically named End of Days with Arnold Schwarzenegger, released in 2002. It truly was the end of days for LaserDisc. Though, apparently LaserDiscs continued to be pressed in Japan and possibly for industrial use for some time after this date.

Failure to Market

The primary reason LaserDisc didn’t get the entrenched market share that it expected was primarily poor marketing. As the product never had a clearly defined reason to exist or at least one that consumers could understand, it was never readily adopted. Then VHS came along giving even less reason to adopt the format.

Most consumers had no need for the quality provided by a LaserDisc. In fact, it was plainly obvious that VHS quality was entirely sufficient to watch a movie. I’d say that this ideal still holds true today. Even though there are 4K TVs and UltraHD 4K films being sold on disc, DVDs are still the most common format for purchase and rental. A format first released in 1997. Even Redbox hasn’t yet adopted rentals of UltraHD 4K Blu-ray discs. Though Redbox does rent 1080p Blu-ray discs, they still warn you that you’re renting a Blu-ray. It’s clear, the 480p DVD is going to die a very slow death. It also says that consumers really don’t care about a high quality picture. Instead, they just want to watch the film. Considering that DVD quality is only slightly better than a LaserDisc at a time when UltraHD 4K is available, that shows that most consumers don’t care about picture quality.

This is the key piece of information that the LaserVision consortium failed to understand in the early 80s. The video quality coming out of a LaserDisc was its only real selling point. That didn’t matter to most consumers. Having to run all over town to find the discs, deal with laser rot, having to flip the discs in the middle of the film and lack of video titles available (compared to VHS), these were not worth the hassle by most consumers. It’s far simpler to run out and buy a VHS tape recorder and rent movies from one of many different rental stores, some open very late. Keep in mind that VHS rentals were far less expensive than buying a LaserDisc.

In many cases, parents found an alternative babysitter in the VHS player. With LaserDisc and rough handling by kids, parents would end up purchasing replacement discs a whole lot more frequently than a VHS tape. Scratched discs happen simply by setting them down on a coffee table. With VHS, they’re pretty rugged. Even a kid handling a VHS tape isn’t likely to damage either the tape or the unit. Though, shoving food into the VHS slot wasn’t unheard of by the children of some parents. Parents could buy (or rent) a kids flick and the kids would be entertained for hours.

VHS tape recorder

Here is what a lot of people claim to be the reason for the death of the LaserDisc. Though, LaserDisc never really died… at least, not until 2002. The one reason most commonly cited was that the LaserDisc couldn’t record. No, you could not record onto a LaserDisc. It had no recordable media version available nor was there a recorder available. However, this perception was due to failure of marketing. LaserDisc wasn’t intended to be a recorder. It was intended to provide movies at reasonable prices. However, it failed to take into consideration the rental market… a market that wasn’t in existence in 1978, but soon appeared once VHS took off. It was a market that LaserDisc manufacturers couldn’t foresee and had no Plan-B ready to combat this turn of events.

However, there was no reason why you couldn’t own both a VHS recorder and a LaserDisc player. Some people did. Though together, these two units were fairly costly. Since most households only needed (and could only afford) one video type player, the VHS tape recorder won out. It not only had the huge rental infrastructure for movies, it was also capable of time shifting over the air programming. This multi-function capability of the VHS recorder lead many people to the stores to buy one. So, yes, not being able to record did hurt the LaserDisc image, but it wasn’t the reason for its death.

Stores and Availability

Around 1984-1986, VHS tape recorders were widely available from a vast array of retailers including discount stores like Target, Kmart and Sears. You could also find VHS recorders at Radio Shack and Federated and in the electronics section of Service Merchandise, JC Penney, Montgomery Wards, Foley’s and many other specialty and department stores.

You could also buy VHS units from mail order houses like J&R Music World who wrote in 1985, “We occasionally advertise a barebones model at $169… But prices have fallen significantly–15 percent in the past six months alone–and now a wide selection sells for $200 to $400.”. That’s a far cry from the $600-900 that a LaserDisc player may cost. Not only were VHS recorders and players available practically at every major department store, stores typically carried several models from which to choose. This meant you had a wide selection of VHS recorders at differing price points. While in the very early 80s VHS recorders were around $1000, the prices for VHS recorders had substantially dropped by 1985 helping fuel not only market saturation for VHS, but also the rental market.

Unlike VHS, LaserDisc never received much market traction because the LD players failed on two primary fronts:

1. They were way too pricey. The prices needed to drastically drop just like VHS machines. Instead of hovering at around the $600 mark, they needed to drop to the $150-$200 range. They never did.

2. They were difficult to find in stores. While VHS machines were available practically everywhere, even drug stores, LaserDisc players could only be found in specialty electronics stores. They could be found in the likes of Federated, Pacific Stereo and other local higher end component based electronics stores. Typically, you’d find them at stores that carried turntables, speakers and audio amplifier / receivers. While Sears may have carried Magnavox LD players for a short time, they quickly got out of that business and moved towards VHS recorders.

Because the manufacturers of LD players failed to get the players into the discount stores and they failed to price the players down to compete with those the $200-$400 VHS units, LaserDisc could gain little mass consumer traction. On top of this, the confusion over CED and LaserDisc (and even VHS) left those who were interested in disc based video in a quandary. Which to choose? CED or LaserDisc? Because CED discs and players were slightly less expensive (and inferior quality) than LaserDisc, many who might have bought LaserDisc bought into CED. This reduced LaserDisc saturation even further.

It wasn’t the videophiles who were buying into CED either. It was consumers who wanted disc media, but who also didn’t want to pay LaserDisc prices. Though, the mass consumer market went almost lock-stock-and-barrel to VHS because of what VHS offered (lower price, better selection of movies, rentals everywhere and recording capabilities).

Why Did LaserDisc Fail?

LaserDisc’s failure to gain traction was a combination of market factors including lack of marketing, poor quality media, high hardware prices, unreliable players, CED confusion, and the VHS rental market, but this was just the beginning of its downfall. At the tail end, even though LaserDisc did attempt a high definition analog format through Japan’s Hi-Vision spec using MUSE encoding, even that couldn’t withstand the birth of the DVD.

If the LaserVision consortium had had more vision to continue to innovate in the LaserDisc video space rather than trying to make a LaserDisc player an audio component, the format would have ultimately sold better. How much better? No one really knows. If the consortium had embraced MPEG and made a move towards an all digital format in the 90s, this change might have solidified LaserDisc as a comeback format which could have supported 1080p HDTV. Though there was a digital LaserDisc format called CDV and also Japan’s Hi-Vision HD format, these never gained any traction because the LaserVision consortium failed to embrace them. Hi-Vision was never properly introduced into the US or Europe and remained primarily a Japanese innovation sold primarily in Japan.

Instead, the introduction of DVD pretty much solidified the death of what was left of LaserDisc as a useful movie storage, rental and playback medium. Though, the LaserDisc media releases would continue to limp along until 2002 with the last LaserDisc player models released sometime in 2009.

What would kill the LaserDisc format? LaserDisc would ultimately die because of 1080p 16:9 flat screen HDTVs, which the LaserDisc format didn’t properly support (other than composite low res or the short lived Hi-Vision format which was problematic). Ultimately, no one wants to watch 480i 4:3 ratio pan-and-scan analog movies via composite inputs on a brand new 16:9 1080p widescreen TV. Yes, some anamorphic widescreen films came to exist on LaserDisc, but that still utilized a 480i resolution which further degraded the picture by widening the image. Of course, you can still find LaserDisc players and discs for purchase if you really want them.

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Technology Watch: Calling it — Wii U is dead

Posted in botch, video game design, video gaming by commorancy on June 10, 2013

I want Nintendo to prove me wrong. I absolutely adore the Wii U system and its technology. The Gamepad is stellar and it feels absolutely perfect in your hands. It just needs a better battery. The battery life sucks. There’s no doubt about it, the Wii U is an amazing improvement over the Wii. So what’s wrong with it?

Titan Tidal Forces

There are many tidal forces amassing against the Wii U which will ultimately be its demise. In similarity to the amazing Sega Dreamcast and, before that, the Atari Jaguar, the Wii U will likely expire before it even makes a dent in the home gaming market. Some consoles just aren’t meant to be and the Wii U, I’m calling it, will be discontinued within 12 months in lieu of a newly redesigned and renamed ‘innovative’ Nintendo console.  Let’s start with the first tidal force…

What Games?

Nintendo just cannot seem to entice any developer interest in porting games to the Wii U, let alone creating native titles. With such big game franchises as Bioshock Infinite, Grand Theft Auto V, Saints Row 3 and Deadpool (Activision, surprisingly) side-stepping the Wii U, this tells me that at least Rockstar and Activision really don’t have much interest in producing titles for this console. Even such bigger titles like Call of Duty, which did make it to the Wii U, didn’t release on the same day as the PS3 and Xbox versions.  Call of Duty actually released later, as did The Amazing Spider-Man.

Worse, Nintendo doesn’t really seem committed to carrying any of its own franchises to this console in any timely fashion. To date, there is still not even an announcement for a native Zelda for Wii U. Although, we’re not yet past E3, so I’ll wait to see on this one. My guess is that there will be a Zelda, but it will likely fall far shy of what it should or could have been.

Basically, there are literally no upcoming game announcements from third party developers. And there’s especially nothing forthcoming from the big franchises on the Wii U (other than Ubisoft’s Assassin’s Creed IV, which is likely to be just another mashup and rehash). Yes, there are a number of b-titles and ‘family’ titles, but that’s what Nintendo is always known for.

Sidestepped, but why?

I see titles like Grand Theft Auto V, Saint’s Row 3, Destiny and Deadpool where there is no mention of a Wii U version. For at least GTA5 and Saint’s Row, these developers likely had well enough of a lead time to be able to create a Wii U version. So, what happened? Why would these games not be released for the Wii U?  I think it’s very clear, these developers don’t think they can recoup their investment in the cost needed to produce the game for that console. That doesn’t mean that the games won’t be ported to the Wii U six months after the Xbox, PS3 and PC releases. But then, what’s the incentive to play a 6 month old game? I don’t want to pay $60 for has-beens, I want new games to play.

Hardcore gamers want the latest at the moment when it’s released. Not six months after other consoles already have it. As a hardcore gamer, I don’t want to wait for titles to release. Instead, I’ll go buy the an Xbox or a PS so I can play the game when it’s released, not wait 6-9 months for a poorly ported version of the game.

Competition

With the announcement of both Sony’s PS4 (*yawn*) and the Microsoft’s Xbox One ( :/ ), these two consoles together are likely to eclipse whatever hope the Wii U has of gaining the hardcore gaming element. In fact, it’s likely that Sony’s PS4 is already dead as well, but that’s another story. Also, with the lackluster announcement of the Xbox One, we’ll just have to wait and see.  Needless to say, people only have so much money to spend on hardware and only one of these consoles can really become dominant in the marketplace. For a lot of reasons to be explored later in this article, Nintendo’s Wii U cannot survive with the course it is presently on.

I can’t really call which is the bigger yawn, PS4 or Xbox One, but both have problems. Namely, no compatibility to previous console games which really puts a damper on both of these next gen consoles. Maybe not enough for either of them not to become successes in 5 years, but immediate adoption is a concern. Available launch titles will make or break these new consoles as backwards compatibility is not available. Meaning, without launch titles, there’s literally nothing to play (other than Netflix, which you can pay far less than the price of a console to get.. i.e., Roku). For competition alone, this is a huge tidal force against Nintendo that will ultimately keep the Wii U in third place, if not outright dead.

Let’s not forget the nVidia Shield based on Android that is as yet an unknown quantity. Although, the way it is currently presented with the flip up screen and the requirement to stream games to the unit from a PC is a big downer on the usability of this system as a portable. I don’t believe nVidia’s approach will succeed. If you’re a portable system, then it needs to be truly portable with native games. If you’re a console, then make it a console and split the functionality into two units (a controller and a base unit).  The all-in-one base unit and controller, like the Shield, isn’t likely to be successful or practical.  The attached screen, in fact, is 1) fragile and likely to break with heavy usage and 2) make it hard to play games because the screen shakes (loosening the hinge) when you shake the controller.  For the PS Vita, it works okay. For the Shield that still requires a PC to function, this isn’t a great deal, especially at the $350 price tag.

Nintendo Itself

Nintendo is its own worst enemy. Because it has always pushed and endorsed ‘family friendly’ (all age) games over ‘hardcore’ (17+ aged) games, the Wii U has pushed Nintendo into an extremely uncomfortable position. It must now consider allowing extremely violent, bloody, explicit language games into the Wii U to even hope to gain market share with the hardcore 17-34 aged gamers.  In other words, Nintendo finally has to grow up and make the hard decision. Is it or isn’t it a hardcore gamer system?  Nintendo faces this internal dilemma which leaves the Wii U hanging in the balance.

It’s clear that most already released titles have skirted this entire problem. Yes, even Call of Duty and Zombie U do mostly. Assassin’s Creed III is probably the hardest core game on the system and even that isn’t saying much.

Game developers see this and really don’t want to wrestle with having to ‘dumb down’ a game to Nintendo’s family friendly standards.  If I were a developer, I’d look at the Wii U and also ask, “Why bother?” Unfortunately, this is a catch-22 problem for Nintendo. Meaning, Nintendo can’t get people to buy the system without titles, but Nintendo can’t rope in developers to write software without having an audience for those titles. The developers just won’t spend their time writing native titles for a system when there’s not enough users to justify the expense of the development.

Worse, the developers realize they will also have to provide a ‘dumbed down’ version for the Nintendo platform to placate Nintendo’s incessant ‘family friendly’ attitude. For this reason, Nintendo can’t turn the Wii U into a hardcore system without dropping these unnecessary and silly requirements for hardcore games. Nintendo, as a word of advice, just let the developers write and publish the game as it is. Let the ratings do the work.

Bad Marketing

For most people, the perception is that the Wii U is nothing more than a slightly different version of the Wii. The marketing was all wrong for this console. Most people’s perceptions of this system are completely skewed. They really don’t know what the Wii U is other than just being another Wii. This issue is cemented by naming the system the ‘Wii U’.  It should have had an entirely different name without the word ‘Wii’. Unfortunately, the Wii was mostly a fad and not a true long-lasting gaming system. It picked up steam at first not because it was great, but because people latched onto the group gaming quality. For a time, people liked the ‘invite people over for a party’ quality of the Wii. This group gaming quality was something no other gaming system had up to that point. Then came the Kinect and the Move controllers and competition wiped that advantage out.

The Wii U design has decidedly dropped the idea of group gaming in lieu of the Gamepad which firmly takes gaming back to a single player experience. Yes, the Wii U does support the sensor bar, but few Wii U games use it. Worse, the Wii U doesn’t even ship with the Wiimote or Nunchuk, firmly cementing the single player experience. Only Wii compatible games use the sensor bar for the multiple player experience. Because of the focus back to single player usage, this again says Nintendo is trying to rope in hardcore gamers.

Unfortunately, the marketing plan for the Wii U just isn’t working. The box coloring, the logo, the name and the way it looks seems like a small minimal upgrade to the Wii. Until people actually see a game like Batman Arkham City, the Amazing Spider-Man or Call of Duty actually play on the Wii U, they really don’t understand what the ‘big deal’ is. Worse, they really don’t see a need replace their aging Wii with this console knowing that they rarely play it at this point anyway. So, when the Wii U was released, the average Wii user just didn’t understand the Wii U appeal. The Wii U marketing just didn’t sell this console to either the family audience or to the hardcore gamer correctly.

Bad Controller Button Placement

The final piece of this puzzle may seem insignificant, but it’s actually very significant to the hardcore game player. Because the PS3 and the Xbox map action buttons identically to the controller across games, you always know that when you press A, it’s going to do the same thing on the Xbox or the PS3.  So, you can move seamlessly between either console and play the same game without having so shift your button pressing pattern. In other words, you can play blind because the button location+action is identical between the Xbox and the PS3.  The buttons placement is then as follows:

Y/Triangle = 12 o’clock, B/Circle = 3 o’clock, A/X = 6 o’clock, X/Square = 9 o’clock (Xbox / PS3)

The actions of Y and Triangle are the same between the systems.  The actions of B and Circle are the same and so on. If you play Call of Duty on PS3 or Xbox, you always press the button at the 6 o’clock position to perform the same action.

The Wii U designers decided to place the buttons in opposition to the Xbox & PS3. The button placement for Wii U:

X = 12 o’clock, A = 3 o’clock, B = 6 o’clock, Y = 9 o’clock (Wii U)

This button placement would be fine if A (3 o’clock) on the Wii performed the same action as the B/Circle (3 o’clock position) on the Xbox and PS3. But, it doesn’t. Instead, because the Wii’s controller is labeled ‘A’ (3 o’clock position), it has the same function as the ‘A/X’ (6 o’clock position) button the Xbox and PS3. The ‘B’ button at (6 o’clock) matches the B/Circle (3 o’clock) on the Xbox/PS3. This means that you have to completely reverse your play on the Wii U and retrain yourself to press the correct button. This means you can’t play blind. This is a difficult challenge if you’ve been playing game franchises on the Xbox for 10 years with the Xbox/PS3 button and action placement. This would be like creating a reversed QWERTY keyboard so that P starts on the left and Q ends on the right and handing it to a QWERTY touch typist.  Sure, they could eventually learn to type with keys in this order, but it’s not going to be easy and they’re going to hit P thinking it’s Q and such for quite a while.

For hardcore Xbox gamers, making the switch to the Wii U is a significant controller retraining challenge. When I replayed Assassin’s Creed III, I was forever hitting the button at the 6 o’clock position thinking it was the A button because that’s the position where it is on the Xbox and PS3. Same for the reversed X and Y.  By the end of Assassin’s Creed III, I had more or less adapted to the Wii U’s backwards controller, but I made a whole lot of stupid mistakes along the way just from this button placement issue alone.

Either the games need to support Xbox/PS3 alternative action placement compatibility or the Wii U needs to sell a controller that maps the buttons identically to the Xbox and PS3. I personally vote for a new controller as it doesn’t require game designers to do anything different. This button placement issue alone is a huge hurdle for the Wii U to overcome and one that is a needlessly stupid design when you’re trying to entice Xbox or PS3 gamers to your platform. I don’t want to relearn a new controller design just to play a game. Ergonomics is key in adoption and this is just one big Nintendo ergonomics design fail. For the Wii, that button placement was fine. For the Wii U, the controller needs to identically map to the PS3 and Xbox button/action layout to allow for easy and widespread adoption.

Death of the Wii U

Unfortunately, due to the above factors, Nintendo will struggle to keep this console afloat before it finally throws in the towel to the Xbox One and the PS4. Worse, the Wii U really doesn’t have a niche. It lost its fad group gaming image over a year ago when people stopped buying the Wii for that purpose. Those who did use it for that shoved it into a closet. The Wii U may have been somewhat positioned to become a hardcore system, but due to poor controller button placement, lack of quality developers producing hardcore titles, the Wii U’s silly user interface, Nintendo’s antiquated ‘family friendly’ attitudes and Nintendo itself placing silly requirements on titles to reduce violence and language as part of that antiquated attitude, the Wii U doesn’t really have a market. It just doesn’t appeal to the hardcore gamers. So what’s left? Zelda and Mario and that’s not enough to invest in the Wii U.

Just looking at the titles presently available for the Wii U, at least 85% of which were original launch titles (most of which were ported from other consoles).  In combination with the new fall console hardware releases plus hardcore titles for existing consoles that completely sidestep the Wii U, Wii U just cannot succeed without some kind of major miracle out of Nintendo.

I full well expect to hear an announcement from Nintendo dropping the Wii U, not unlike Sega’s announcement to pull the plug on the Dreamcast so early into its console life.

Business Organization Fail: The failure of the sales pipeline

Posted in business, certification, tanking by commorancy on November 4, 2009

In my line of business, purchasing services is part of doing business.  Unfortunately, many businesses fail at sufficiently managing this budding relationship properly.  This time is a crucial in relationship building between the two companies.  If the order process does not go smoothly, is delayed or is slow to process or complete, this can damage the relationship from the start.  A lot of companies pride themselves on their actual services, but how many company’s pride themselves or tout their order entry and completion processes?  Not many.

All too often, you place an order for a service and the order does not complete as you expect.  At first, you think this operation should be simple.  However, when installation day and time passes without a peep, this leaves you wondering what happened.  So, you call the sales and/or customer support line only to find out they don’t have a record of your order.  Unfortunately, this is a sign of disorganization.  A sign that this company fails to manage the order entry and order pipeline system properly.   This is a company that should leave you with the question, “Do I really want to do business with them?” Rightly, you should be asking yourself that question.  In some cases, however, this may be a cable company or some other company where you are over a barrel.  Defacto monopolies exist in society and there’s little we as consumers can do about that.  So, if you want that service, you must purchase it from that company or you don’t get it.  But, even with all of that in mind, you should still ask the question, “Should I do business with this company?”

Disorganization is nearly always a sign of things to come.  If there is this much disorganization surrounding the installation  and the order process, that does leak into other parts of the business including the actual service itself. So, you may find your service affected in random ways throughout the life of the service.  These problems may include, unintentional service disconnection, incorrect billing and invoicing including double billing and inaccurate billing to sporadic service quality and uninformed service outages and even installation issues resurfacing months or years later.  Disorganization affects far too many businesses.  Worse, most businesses don’t even recognize that they are affected, let alone do anything about it.  Bigger businesses are more prone to disorganization than smaller companies, but business of all sizes can and are affected.  With large companies, the departments and staff get more and more disconnected.  As the departments get bigger and more disconnected, employees adopt a ‘not my job’ mentality and once something reaches the limit of their job description, they push it off their desk with no thought to the customer’s relationship.  Once it’s pushed off their desk, they don’t really care what happens.  This can leave holes that let customers’ orders fall through the crack and not be serviced.

With small businesses, disorganization happens from immature processes and/or constantly shifting priorities. Also with small businesses, these companies are usually understaffed and that leaves the employees overworked.  So, instead of the service order falling into a black hole like a larger company, the order simply gets buried on the desk (or in email).  This results in lack of order tracking.  Effectively, big or small company, the problem is the same: a lost order.

Organizing: Documentation and Communication

Order taking doesn’t have to be a complex process.  It does, however, need a process.  In large companies, each department needs to be on the same page.  So, that means sales, billing, customer support and technical support all need to use the same system to reference order numbers.  Having multiple order tracking systems is ripe for failure in the order process.  There’s nothing worse than need three or four reference numbers to discuss an order. Worse, though, is when you call and they can’t even look up any of the order numbers and they resort to company names, service addresses and phone numbers.  Sometimes these don’t even work.   When nothing works to look up your account, that indicates either an incompetent service representative or fractured systems.  If you get a service rep who can’t seem to find your order, ask them for their name, thank them and call back.  When you get a new representative ask them to look up your order or company.  If they immediately find it, you should report the previous representative to their supervisor.  Representatives can sometimes intentionally prevent finding the company to get you off the phone faster.  These need to be reported.

Companies must recognize disorganization in order to fix it. Without recognizing this issue, the company cannot change their internal processes.  The processes must be streamlined from start to finish.  This is why many businesses adopt and use ISO 9000 standards certifications.  These certifications, while rigorous and somewhat costly to obtain and somewhat costly and rigorous to maintain, ensure a high quality customer experience from start to finish.  These certifications require that every department follow a blueprint each time they interact with customers.  A set of steps that always lead the customer through the same experience.  It sets quality standards from services and products and, again, it overall ensures a high quality customer experience.

Many larger companies require ISO certifications of their vendors.  This certification process ensures there is a commitment of quality and a level of organization associated with a company’s service offerings.  In other words, ISO certification immediately tells would-be buyers that they can expect a certain level of quality.  ISO certifications require each employee to write their processes down of how to properly work through their daily jobs.  Once these processes are documented, it’s easy to hand the documentation to new staff and have them follow these standards.  Standards set by a company ensures that products and services are efficiently provided.  Without any standards in place, this quickly leads to disorganization and haphazard and random methodologies in placing and managing the order process.   Without standards and processes in place, a company cannot provide high quality services as easily or consistently.

Communication with prospects is key to an order’s success.  If there is an issue with an order, there needs to be someone in the organization to manage these delays.  Someone should be tasked with keeping track of orders and managing (by contacting the customer) when there is to be a delay or an unexpected issue that may prevent an order from completing properly.  So, on top of the processes in place to make sure orders always take the same path, there needs to be a person to manage the order fully from start to finish.  Additionally, systems need to be interlinked properly so that Sales, Customer Service and Billing can be on the same page at the same time. There is nothing worse than calling in and asking about the progress of an order only to find out the order was cancelled from lack of communication.

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