Random Thoughts – Randocity!

Game Review: Ghost of Tsushima

Posted in gaming, plagiarism, video game design by commorancy on July 20, 2020

This Sucker Punch studios created game feels like a sucker punch to Ubisoft as it is far too much like Assassin’s Creed for its own good. Let’s explore.

[Updated: 9/2/2020] After having rethought this entire article, I’ve come to a new conclusion about Sucker Punch studios. It seems highly likely that Sucker Punch is an empty-shell game development arm for Sony. What do I mean by empty-shell? Let me explain what I mean. There’s a lot that also supports this shell idea. Sucker Punch may actually be a sub-company that strictly comes up with game ideas and doesn’t actually implement them. Instead, Sony / Sucker Punch hires out third party development studios to produce a game for a fee (and under contract) based on Sucker Punch’s game concept.

In the case of Ghost of Tsushima, it appears that Sony / Sucker Punch may have hired out Ubisoft to produce Ghost of Tsushima using Ubisoft’s AnvilNext engine including Ubisoft’s development team. Sucker Punch likely wanted something very specific (i.e., all of the particle animation and Japanese environments) including the assassination concept. Who better than to hire Ubisoft for that project? Sucker Punch may employ a small team helping produce some limited assets for the game such as trees, some character models and so forth. The majority of the development work likely went to the third party team (e.g., Ubisoft).

What this likely means for Sucker Punch and Ghost of Tsushima is that Sucker Punch indirectly licensed Ubisoft’s AnvilNext for this game because Ubisoft actually produced this game for Sony / Sucker Punch under contract. As an aside, it’s odd to note that both Sucker Punch and Sony PlayStation begin with (SP). Anyway, why am I jumping to this conclusion so much later? There are excessively too many suspect mechanics included in this game that mimic Assassin’s Creed to be a mere coincidence.

That’s just the beginning of this conclusion jumping. There’s also the suspect lack of credits anywhere on the game. Any game studio putting in years of time and effort would want to reward their developers by giving credit where credit is due. Unfortunately, credits are not listed on Ghost of Tsushima… at all. Not anywhere is there a credits page within this game. If you had devoted years of your life to an entertainment / game project, wouldn’t you want credit? Wouldn’t you expect to see your name listed on the credits page? Yet, no credits appear anywhere on this game. The lack of due credit is the biggest suspect item thus leading me to the empty-shell studio conclusion.

One further telltale sign is that games by direct developers place all engines and technologies they use up front immediately after the developer’s logo splash page. Again, Ghost of Tsushima fails to give credit to the engine, physics systems and technologies used within the game… an extremely odd play for an “alleged” big name developer.

This situation could also easily explain Ubisoft’s extreme silence on the Assassin’s Creed front for the last two or three years. If Ubisoft were deep in development for Ghost of Tsushima for Sony, that team would have been unable to make significant progress on a new Ubisoft Assassin’s Creed title. Sure, there has been both Odyssey and Origins. Odyssey being the newest, was released in 2018 with nothing since. Even then, that game could have been produced at least year earlier… giving Ubisoft a minimum of 3 years development time on Ghost of Tsushima.

Since Ubisoft already has a workable existing engine in AnvilNext, it wouldn’t have taken much time to rework that engine to produce Ghost of Tsushima. However, for Sucker Punch to devise their own engine from scratch that’s even more capable than AnvilNext (and that renders almost identically to AnvilNext) in two or three years, that’s a bit of a stretch. Developing an engine as sophisticated as what’s seen in Ghost of Tsushima would take every bit of that 3 years and likely more. That doesn’t account for the time it would take to produce a functional game including character models, game mechanics, 3D assets (trees, villages, carts, etc), stories, motion capture, voice actors and all else to create a complete game. To produce a game like Ghost of Tsushima from nothing to completion would be at least 6-8 years.

While it is possible Sucker Punch could have created an engine that looks and acts like AnvilNext, considering that the last game released by Sucker Punch was INFamous Second Son, released in 2014, the idea of it doesn’t really work especially considering there are no credits. The engine used in INFamous Second Son doesn’t at all resemble what’s in Ghost of Tsushima. Sure, both offer decent lighting models, but the engines are completely different between these two games. The engine used in INFamous looks, feels and acts entirely different. There was some limited particle animation in INFamous, but nothing like what’s in Ghost of Tsushima. Even then, INFamous is just an overall different game that operates entirely differently.

Ghost of Tsushima looks, feels and acts like Assassin’s Creed. From the horse, to the assassinations, to the perks to pretty much everything in the game. Even the world lighting looks and feels like AnvilNext when the light falls on objects. Even the swirly wind motif iconography feels like Assassin’s Creed. The whole thing has a telltale sign that it was produced by the Assassin’s Creed developers.

Let’s get back to the credits, which seem to tattle on Sucker Punch (and the lack of technologies used). If credits were listed on this game with real people’s names, it would be easy to spot developers who work at Ubisoft. It would be even easier to know that this game was actually produced by Ubisoft. I’m guessing that both Sony and Sucker Punch decided against revealing this information thus definitively proving that SP hired Ubisoft to produce this title. In fact, if I had to make a guess, such a development agreement contract probably stipulated keeping Ubisoft’s name (and technologies) off of the game. To do that, no credits or technologies could be added to the game which would reveal Ubisoft’s involvement… hence, likely the reason the game doesn’t have credits of any kind.

With the above said, please read the rest of this article recognizing my previous mindset before I had come to the above conclusion. If the above ends up being true, then Ghost of Tsushima is technically an unofficial Assassin’s Creed installment.

Assassin’s Creed

Ubisoft originated the stealthy assassin take-down style game, but it seems that Sucker Punch is cool with both ripping off and carrying this concept forward in its latest game, Ghost of Tsushima.

By comparison, some of the most notable and identifiable mechanics in Ubisoft’s Assassin’s Creed include:

  1. Eavesdropping
  2. Hiding in weeds, hay piles or crowds of people
  3. Smoke Bombs (usually comes later as you unlock skills
  4. Healing, although this mechanic has changed several times in successive AC games
  5. Various button mashing combat mechanics including parrying, blocking, dodging and combos
  6. Parkour (climbing rocks and structures)
  7. Eagle Vision — allowing the protagonist to differentiate enemies from friendlies with an x-ray like vision
  8. Taking over Forts
  9. Horse riding and combat
  10. And… stealthy assassinations… basically how Assassin’s Creed got its name.

There are other features included such as the hidden blades, which also adds to the identity of Assassin’s Creed. However, there have also been AC games that lacked the hidden blade feature.

Why am I harping so much about Assassin’s Creed? It’s important to understand exactly how much Sucker Punch took from Assassin’s Creed to create Ghost of Tsushima.

Ghost of Tsushima

While no Assassin’s Creed game has yet visited feudal Japan, Sucker Punch decided it would be their turn to do so in Ghost of Tsushima. The game is set during the time of the Samurai, during the Mongol invasion of the island of Tsushima.

In that goal, the game sets up the protagonist, Jin Sakai. A little goofy, a little nerdy, a little naïve, Jin ends up becoming the lone Samurai who wanders the island helping out with various problems along the way while learning new skills, including stealthy assassination both from behind and from above. Learning these new skills, along with parkour, ultimately help him to defeat the Mongol leader holed up in Castle Kaneda.

Along the way, Jin learns how to become a ‘Ghost’ (Sucker Punch’s word for an assassin). He uses his newfound assassination techniques to stealthily take down everyone from archers to Mongols to whomever deserves it. Though, he is nearly just as adept at being a Samurai, heading into open combat nearly as easily.

Sounds similar to Assassin’s Creed? It is. In fact, it’s far too much like Assassin’s Creed for its own good. Even the landscape, terrain, stories, enemy archetypes, combat and situations feel like Assassin’s Creed, right down to a nearly identical Assassin’s Creed combat maneuver to break through an enemy’s shield and take down that enemy.

Stolen Ideas

Not only has Sucker Punch taken practically everything that was Assassin’s Creed and placed it into Ghost of Tsushima, it has done so with careless abandon. It’s as if Sucker Punch is flaunting this fact in Ubisoft’s face. “See what we made? It’s just like Assassin’s Creed, only better!”, I can hear someone at Sucker Punch saying.

Here’s the non-exhaustive list of how Ghost of Tsushima ripped off Assassin’s Creed:

  1. Eavesdropping
  2. Hiding in Pampas Grass and weeds
  3. Smoke Bombs
  4. Healing with ‘Resolve’
  5. Parrying, blocking, dodging and combos
  6. Parkour (climbing up rocks)
  7. Focused Hearing (looks like Eagle Vision)
  8. Forts and taking them down
  9. Horse riding and combat
  10. And, of course, stealthy assassination takedowns

Ghost of Tsushima even goes so far as to use a logo that looks like an A, just like Assassin’s Creed uses a different looking A for their franchise.

In fact, there are so many mechanics, behaviors and actions so similarly constructed to Assassin’s Creed (and in particular Origins, but really all of them), it makes me heavily wonder if Sucker Punch hired some of Ubisoft’s disenchanted Assassin’s Creed developers away and put them to work on this project. It’s all so suspect.

Legal Issues?

It’s one thing to hire a team to build a game that has slight similarities to another popular game title from another studio. It happens all of the time. However, it’s an entirely different issue to steal practically everything that made a single game, like Assassin’s Creed, unique and then put it all into a new game and call it your own without giving Ubisoft any credit.

Ubisoft’s Legal Team

If I were on Ubisoft’s legal team, I’d be looking at all options right about now. Considering that AnvilNext is a proprietary engine developed by Ubisoft and which is strictly for its own internal use… then seeing another engine looking, acting and performing similarly to AnvilNext, while driving a game that practically mimics Assassin’s Creed in nearly every way? Yeah… suspect.

Not only would I review that game with a fine tooth comb, I’d be looking through the credits roster to see who might have left Ubisoft and taken something with them. Talent moves around in every industry. It might be worth determining if any developers who worked on Assassin’s Creed made their way to Sucker Punch with a little something extra in hand.

Beautiful Rendering

There’s no denying that the landscape and terrain that has been built on Tsushima is outstanding, but no more outstanding than Assassin’s Creed Odyssey and Origins. Yes, the rendering of the environments doesn’t look at all much different from what’s seen in Assassin’s Creed Origins and Odyssey. Galleries below.

In fact, it looks so similar that I’d have to say that Sucker Punch may be using portions of Ubisoft’s AnvilNext engine. The look and feel of the graphics are far too similar in quality. It’s also possible Sucker Punch picked up another similar game engine. Unfortunately, even Wikipedia doesn’t yet state which game engine Ghost of Tsushima is built on. My money’s on AnvilNext, or rather a modified version of AnvilNext, Ubisoft’s proprietary engine.

Game Play

Sucker Punch’s Ghost of Tsushima plays pretty much like mashup of the best parts of Assassin’s Creed games. It utilizes the eye popping graphics seen in Odyssey and Origins, but then goes back to basics with the combat mechanics and healing. It does have various staples seen in every AC game, such as smoke bombs and hiding in weeds and it improves upon the smoke bomb by adding its new sticky bombs.

Combat

The combat mechanics are almost identical to various Assassin’s Creed games, but with one difference. Jin is easily killed with one or two hits. The enemies also have the ability to immediately stagger Jin leaving him unable to attack or move for at least a minute. This means that the rest of the enemies can simply move in for the kill and they do.

Even though Jin has decent Samurai moves, his armor leaves a lot to be desired… and that stagger mechanic is literally a game killer.

For whatever reason, games have been adding these longer and longer lasting stagger mechanics into their games, which leaves the player unable to do anything other than watch their character die. I’m not a fan of this in games, particularly when my weapons don’t equally stagger opponents in the same way. Giving the enemy an upper hand method to basically kill the player’s character instantly is never satisfying.

What you, as a player, end up doing is… entirely avoiding this situation by making sure you always have the upper hand. The problem is, this game doesn’t let you get that upper hand when in open combat. The enemies always surround you and the best you can do is dodge out of the circle.

Healing

Here’s another sore spot of this game. Ghost of Tsushima gives you the ability to heal (called Resolve), but once used, you must gain it back through specific combat moves. The problem is, you can kill enemies galore, yet never gain any resolve back. There are some times where you do get it back, but there are many times were you can defeat 10 or more enemies and still have no resolve recovered.

This ‘resolve‘ mechanic is actually an incredibly piss poor design. It definitely needed a whole lot more development time. In fact, I’d have preferred just having dead enemies drop health and let me pick it up without having to regenerate “resolve” through very specific means, which clearly doesn’t always work.

Photomode

To carry on from the Beautiful Rendering section above and because this game is just so damned photogenic, you’re inevitably going to want to take some pictures. While photomode does work, it has some important limitations, which may be resolved in later updates. Let’s go through them now:

  1. If the game is night time and you change the time of day to daytime, the sun comes up, but the night sky remains. It looks like a very brightly lit night moon sky rather than daytime. If you want daytime shots, you’ll need to wait until it’s actually daytime in the game.
  2. There’s no way to pose the character at all. Once photomode begins, the character is in whatever pose he was in when it began. The only thing you can change is the facial expression. Even then, the facial expressions are poorly crafted.
  3. Likewise, there’s no way to pose the horse.
  4. While there are various types of weather from foggy to rainy to clear, none of them really work as well as you might expect. When switching between these, like the night/day problem above, the difference is just not that noticeable.
  5. Yes, there are filters. No, they don’t look great. In fact, the filters are so piss poor in quality, there’s really no reason to use them. Though, vivid is probably the most useful of these crappy filters.
  6. Unfortunately, photomode entirely lacks a vignette mode.
  7. Depth of field is also here, but it also doesn’t fare well. While it does support foreground and background blurring, it just doesn’t look as good as it should. It’s just not configurable enough.
  8. There’s no way to improve contrast, only brightness.

There are a number of other photomode features, but they just don’t really work as well as they should. You can get some great shots out of the game, but mostly by happenstance and not by messing with the filters and settings. Here are some images I’ve captured while playing….

Image Gallery

Ghost of Tsushima

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Compare the above to these similar in appearance images from both Assassin’s Creed Origins and Odyssey

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Weapons

As one would expect of a Samurai game, Ghost of Tsushima offers you your choice of blades including a dagger and a Samurai blade and more as you progress. You also get access to a Bow, bombs and various other weapons that you’ll get as you complete ‘Tales’.

Dyes and Plants

Picking certain plants and flowers gives you resources, such as wood and dyes, that you can trade at merchants to change or improve your clothing, armor or weapons. Remember back to Assassin’s Creed 2? Dye was a big thing in those early Assassin’s Creed games.

Skill Tree

There are basically two skill trees in this game. One is the Ghost (assassin) skill tree. The other is the Samurai skill tree. As you progress through the Tales (Quests), you are given skill points at the end, which you can use to unlock skills from any tree. As you progress more and more, you can unlock more and more skills. It’s a fairly bare bones basic skill tree setup.

Animus Missing

The one thing that Assassin’s Creed included that Ghost of Tsushima doesn’t is having an outer shell. What I mean is that Assassin’s Creed was predicated on Templars from the present using the Animus virtual technology to revisit the past to find specific relics. These relics would help them in the present day gain specific power.

Ghost of Tsushima refrained from using this wrappered shell system so as to avoid that similarity. Although, even though that’s not included in Ghost of Tsushima, the rest of the mechanics included more than make up for the lack of this one missing thing.

Tales

As with any open world system, there must be quests. In this game, they’re called Tales. When you participate in a tale, you help someone do something in return for their help. Sometimes they give you a bow or armor, but sometimes you’re recruiting them to help you later. In return for that help, they expect you to do something for them now. Most times, it involves combat.

Forts

As mentioned above, forts are common in Assassin’s Creed. You end up having to not only take down everyone in a fort, you must also take down its leader. Once you do this, you basically own this fort.

The same can be said of Ghost of Tsushima. Though, while at the end you don’t own the fort, you do get to loot it for whatever rewards you can find.

Overall

Ghost of Tsushima is pretty. Very, very pretty, particularly when the wind is blowing across the grass and trees. One only needs to look at the above images to see that. But, having a game rendering a pretty environment is only part of the battle.

The other part is producing compelling, innovative mechanics to drive this world. Unfortunately, Sucker Punch actually lives up to its name and practically sucker punches Ubisoft for its Assassin’s Creed franchise. Sucker Punch entirely took almost everything that was Assassin’s Creed and imported it almost intact into Ghost of Tsushima.

If you’re an Assassin’s Creed fan, you’ll probably like this game. However, it’s so similar and plays so similarly to Assassin’s Creed, you may also feel like you’ve played this game before… and you likely have.

Is it worth $60? That’s debatable. I’m not usually one to urge people to run out and buy copycat games. In the case of Deep Silver’s Saint’s Row 3 and 4, these were so satirical of Grand Theft Auto, they had their own quirky uniqueness. In this case, I would recommend Saint’s Row because while they had some similarities to GTA, they were uniquely different.

With Ghost of Tsushima, the only really unique thing about this game is it having been set in feudal Japan. Everything else pretty much feels like a clone of Assassin’s Creed, for better or worse.

Ratings

Graphics: 10 out of 10
Sound: 9 out of 10
Gameplay: 4 out of 10
Uniqueness: 1 out of 10
Stories: 7 out of 10
Voice Acting: 8 out of 10
Mouth Tracking: 2 out of 10
Replayability: 1 out of 10
Multiplayer Mode: none, single player campaign only

Overall: 4.5 out of 10 (Rent first. If you like it, then buy it.)

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Rant Time: SmugMug and Flickr

Posted in botch, business, california by commorancy on November 12, 2018

Flickr2While you may or may not be aware, if you’re a Flickr user, you should be. SmugMug bought Flickr and they’re increasing the yearly price by more than double. They’re also changing the free tier. Let’s explore.

Flickr Out

When Flickr came about under Yahoo, it was really the only photo sharing site out there. It had a vibrant community that cared about its users and it offered very good tools. It also offered a Pro service that was reasonably priced.

After Marissa Mayer took over Yahoo, she had the Flickr team redesign the interface, and not for the better. It took on a look and feel that was not only counter-intuitive, it displayed the photos in a jumbled mass that made not only the photos look bad, it made their interface look even worse.

The last time I paid for Pro service, it was for 2 years at $44.95, that’s $22.48 a year. Not a horrible price for what was being offered… a lackluster interface and a crappy display of my photos.

After SmugMug took over, it has done little to improve the interface. In fact, it is still very much the same as it was when it was redesigned and offers little in the way of improvements. We’re talking about a design of a product that started in 2004. In many ways, Flickr still feels like 2004 even with its current offerings.

Status Quo

While Flickr kept their pricing reasonable at about $23 a year, I was okay with that.. particularly with the 2 year billing cycle. I had no incentive to do anything different with the photos I already had in Flickr. I’d let them sit and do whatever they want. In recent months, I hadn’t been adding photos to that site simply because the viewership has gone way, way down. At one point, Flickr was THE goto photo service on the Internet. Today, it’s just a shell of what it once was. With Instagram, Tumblr and Pinterest, there’s no real need to use Flickr any longer.

A true Pro photographer can take their work and make money off of it at sites like iStockPhoto, Getty, Alamy and similar stock photo sites. You simply can’t sell your work on Flickr. They just never offered that feature for Pro users. Shit, for the money, Flickr was heavily remiss in not giving way more tools to the Pro users to help them at least make some money off of their work.

Price Increase

SmugMug now owns the Flickr property and has decided to more than double the yearly price. Instead of the once $44.95 every 2 years, now they want us to pay $50 a year for Pro service.

SmugMugFlickr

[RANT ON] So, what the hell SmugMug? What is it that you think you’re offering now that is worth more than double what Yahoo was charging Pro members before you took over Flickr? You’ve bought a 14 year old property. That’s no spring chicken. And you now expect us to shell out an extra $28 a year for an antiquated site? For what? Seriously, FOR WHAT?

We’re just graciously going to give you an extra $28 a year to pay for a 14 year old product? How stupid do you think we are? If you’re going to charge us $28 extra a year, you damned well better give us much better Pro tools and reasons to pay that premium. For example, offer tools that let us charge for and sell our photos as stock photos right through the Flickr interface. You need to provide Pro users with a hell of a lot more service for that extra $28 per year than what you currently offer.

Unlimited GB? Seriously? It already was unlimited. Photos are, in general, small enough not to even worry about size.

Advanced stats? They were already there. It’s not like the stats are useful or anything.

Ad-free browsing? What the hell? How is this even a selling point? It’s definitely not worth an extra $28 per year.

10 minutes worth of video? Who the hell uses Flickr for video? We can’t sell them as stock video! You can’t monetize the videos, so you can’t even make money that way! What other reason is there to use Flickr for video? YouTube still offers nearly unlimited length video sizes AND monetization (if applicable). Where is Flickr in this process? Nowhere.

Flickr is still firmly stuck in 2004 with 2004 ideals and 2004 mentality. There is no way Flickr is worth $50 a year. It’s barely worth $20 a year. [RANT MOSTLY OFF]

New Subscribers and Pro Features

Granted, this is pricing grandfathered from Yahoo. If you have recently joined Flickr as a Pro user, you’re likely paying $50 a year. 50 US dollars per year, I might add that’s entirely not worth it.

Let’s understand what you (don’t) get from Flickr. As a Pro user, you’re likely purchasing into this tier level to get more space and storage. But, what does that do for you other than allowing you to add more photos? Nothing. In fact, you’re paying Flickr for the privilege of letting them advertise on the back of your photo content.

Yes, you read that right. Most people searching Flickr are free tier users. Free tier viewers get ads placed onto their screens, including on your pages of content. You can’t control the ads they see or that your page might appear to endorse a specific product, particularly if the ad is placed near one of your photos. Ads that you might actually be offended by. Ads that make Flickr money, but that Flickr doesn’t trickle back into its paying Pro users. Yes, they’re USING your content to make them money. Money that they wouldn’t have had without your content being there. Think about that for a moment!

Advertising on your Content

Yes, that’s right, you’re actually paying Flickr $50 for the privilege of allowing them to place ads onto your page of content. What do they give you in return? Well, not money to be sure. Yes, they do give you a larger storage limit, but that’s effectively useless. Even the biggest photos don’t take much space… not nearly as much space as a YouTube video. Flickr knows that. SmugMug now hopes the Pro users don’t see the wool being pulled over their eyes. Yet, do you see YouTube charging its channels for the privilege of uploading or storing content? No! In fact, if your channel is big enough, YouTube will even share ad revenue with you. Yahoo, now SmugMug, has never shared any of its ad revenue with its users, let alone Pro users. Bilking… that’s what it is.

On the heels of that problem, Flickr has never offered any method of selling or licensing your photos within Flickr. If ever there was  ‘Pro’ feature that needed to exist, it would be selling / licensing photos.. like Getty, like iStockPhotos, like Alamy… or even like Deviant Art (where you can sell your photos on canvas or mousepads or even coffee mugs). Instead, what has Flickr done in this area? NOTHING.. other than the highly unpopular and horrible redesign released in 2013 which was entirely cosmetic (and ugly at that)… and which affected all users, not just Pro. Even further, what as SmugMug done for Flickr? Less than nothing… zip, zero, zilch, nada. Other than spending money to acquire Flickr, SmugMug has done nothing with Flickr… and it shows.

Free Tier Accounts

For free tier users, SmugMug has decided to limit the maximum number of uploaded photos to 1000. This is simply a money making ploy. They assume that free tier users will upgrade to Pro simply to keep their more than 1000 photos in the account. Well, I can’t tell you what to do with your account, but I’ve already deleted many photos to reduce my photo count below 1000. I have no intention of paying $50 a year to SmugMug for the “privilege” of monetizing my photos. No, thanks.

If you are a free tier user, know that very soon they will be instituting the 1000 photo limit. This means that you’ll either have to upgrade or delete some of your photos below 1000.

Because the Flickr platform is now far too old to be considered modern, I might even say that it’s on the verge of being obsolete… and because the last upgrade that Marissa had Yahoo perform on Flickr made it look like a giant turd, I’m not willing to pay Flickr / SmugMug $50 a year for that turd any longer. I’ve decided to get off my butt and remove photos, clean up my account and move on. If SmugMug decides to change their free tier further, I’ll simply move many of my photos over to DeviantArt where there are no such silly limits and then delete my Flickr account entirely.

If enough people do this, it will hurt SmugMug bad enough to turn that once vibrant Flickr community into a useless wasteland, which honestly it already is. I believe that outcome will actually become a reality anyway in about 2 years.

SmugMug

This company is aptly named, particularly after this Flickr stunt. They’re definitely smug about their ability bilk users out of their money without delivering any kind of useful new product. It would be entirely one thing if SmugMug had spent 6-12 months and delivered a full features ad revenue system, a stock photo licensing tool and a store-front to sell the photos on shirts, mugs and canvas. With all of these additions, $50 a year might be worth it, particularly if SmugMug helped Flickr users promote and sell their photos.

Without these kinds of useful changes, $50 is just cash without delivering something useful. If all you want to do is park your images, you can do that at Google, at Tumblr, at Pinterest, at Instagram and several other photo sharing sites just like Flickr. You can even park them at Alamy and other sites and make money from your photographic efforts.

Why would you want to park them at Flickr / SmugMug when they only want to use your photos to make money from advertising on a page with your content? It just doesn’t make sense. DeviantArt is actually a better platform and lets you sell your photos on various types of media and in various sizes.

Email Sent to Support

Here’s an email I sent to Flickr’s support team. This email is in response to Margaret who claims they gave us “3 years grace period” for lower grandfathered pricing:

Hi Margaret,

Yes, and that means you’ve had more than ample time to make that $50 a year worth it for Pro subscribers. You haven’t and you’ve failed. It’s still the same Flickr it was when I was paying $22.48 a year. Why should I now pay over double the price for no added benefits? Now that SmugMug has bought it, here we are now being forced to pay the $50 a year toll when there’s nothing new that’s worth paying $50 for. Pro users have been given ZERO tools to sell our photos on the platform as stock photos. Being given these tools is what ‘Pro’ means, Margaret. We additionally can’t in any way monetize our content to recoup the cost of our Pro membership fees. Worse, you’re displaying ads over the top our photos and we’re not seeing a dime from that revenue.

Again, what have you given that makes $50 a year worth it? You’re really expecting us to PAY you $50 a year to show ads to free users over the top of our content? No! I was barely willing to do that with $22.48 a year. Of course, this will all fall on deaf ears because these words mean nothing to you. It’s your management team pushing stupid efforts that don’t make sense in a world where Flickr is practically obsolete. Well, I’m done with using a 14 year old decrepit platform that has degraded rather than improved. Sorry Margaret, I’ve removed over 2500 photos, cancelled my Pro membership and will move back to the free tier. If SmugMug ever comes to its senses and actually produces a Pro platform worth using (i.e., actually offers monetization tools or even a storefront), I might consider paying. As it is now, Flickr is an antiquated 14 year old platform firmly rooted in a 2004 world. Wake up, it’s 2018! The iStockphotos of the world are overtaking you and offering better Pro tools.

Bye.

Reasons to Leave

With this latest stupid pricing effort and the lack of effort from SmugMug, I now firmly have a reason to leave Flickr Pro. As I said in my letter above, I have deleted over 2500 photos from Flickr which is now below 1000 photos (the free tier level). After that, it will remain on free tier unless SmugMug decides to get rid of that too. If that happens, I’ll simply delete the rest of the photos and the account and move on.

I have no intention of paying a premium for a 14 year old site that feels 14 years old. It’s 2004 technology given a spit and polish shine using shoelaces and chewing gum. There’s also no community at Flickr, not anymore. There’s really no reason to even host your photos at Flickr. It’s antiquated by today’s technology standards. I also know that I can’t be alone in this. Seriously, paying a huge premium to use a site that was effectively designed in 2004? No, I don’t think so.

Oh, well, it was sort of fun while it lasted. My advice to SmugMug…

“Don’t let the door hit you on the way out!” Buh Bye. Oh and SmugMug… STOP SENDING ME EMAILS ABOUT THIS ‘CHANGE’.


If you’re a Flickr Pro subscriber, I think I’ve made my thoughts clear. Are you willing to pay this price for a 14 year old aging photo sharing site? Please leave a comment below.

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Rant Time: eBay and shipping fees

Posted in botch, business, california by commorancy on January 30, 2018

This one will be quick. Today is the day I decided to do a little shopping and hopefully find a bargain online. Once again, foiled. Why? Let’s explore.

Bargain Shopping

I open a browser and go to eBay. I go there because I typically expect to find reasonable prices on most things. Sometimes I can find item prices at substantially reduced prices from Amazon. However, today wasn’t one of those days. I began searching for a specific item and I actually found it. In fact, I found the item at a very reasonable price. I even found the same item on Etsy with this very same listing problem. The problem wasn’t the price for the item, but it was in the shipping costs. I’ll skip mentioning this specific item because it’s not really relevant to the article. I’ve seen this problem on and off for many different items over the years. I’ve finally decided to rant about this problem.

While I can find the item I want at $5.99, I see that the shipping fee is $18.00 (or sometimes higher). What ridiculousness is this? Why am I expected to pay 3x the price of the item in shipping fees? No, I just won’t do that.

Stop These Listings

I don’t know what goes into that $18 cost, but many times I see the item is shipping within the US to a US address. Yes, I realize that FedEx and UPS and even the USPS (to an extent) aren’t always inexpensive for shipping. But, who in their right mind would pay $18 to ship an item that costs $5.99 or less? Not me.

It’s time that Amazon, eBay and Etsy stopped these listings. There is no reason to force would-be buyers to weed through useless listings like these to find someone who’s willing to offer a much more reasonable shipping fee. It would be a simple matter for these sites to decline to list items whose shipping fee exceeds 1x the cost of the item. When it gets to 3x the cost of the item’s price, it’s way too high and a waste of a listing. How many people would really pay that?

Maybe there are some people out there desperate enough to pay that high a cost for shipping, but I’m not one of them. I firmly believe that to be any kind of a deal, the shipping fee should be equal to or lower than the cost of item being listed. If shipping costs exceed the price by more than 1x the item’s price, the listing should be refused. Or, alternatively, make the default search filter remove listings with unnecessarily high shipping fees. For the people really interested in paying high shipping costs for an item, then click a checkbox to enable searching these. Yes, it is time to penalize sellers trying to price gouge through shipping fees.

Shipping Scam and Advice

I do realize that for a time there was a scam going around that sellers would back load the cost of the item into the shipping costs. So, instead of listing the item at a reasonable price, they would list the item for $.99 and then back load the item’s cost into the shipping and handling fee at something like $19.99 or similar. The reason for this is that it makes your product seem low priced until people looked at the shipping costs. It was simply a way to game the search listing sort engine. I’m sure that the seller thought they could trick someone into thinking they’re paying $.99 by not looking at the shipping fee. That’s a very old trick. A trick, in fact, that eBay is so well aware of, all of their listings now tell you shipping costs up front right in the search listing page. As a seller, it does you no good to try and trick the system using such tactics. Instead, it only makes you, as a seller, look like you’re trying to pull a fast one.

If you have something to sell, be honest with your prices and your shipping costs. People prefer honesty over trickery. If you know your shipping and handling is going to end up at $40 for a $5 item, don’t even bother to list the item in that way. It’s not worth it. This also makes you look inept. It would be better to front load your costs into the item itself and then reduce your shipping costs. In fact, you might as well just include the cost for the item plus the shipping costs together and state that it’s free shipping. You’re likely to attract more buyers this way than attempting to back load your costs into the shipping and handling fees.

Ridiculousness Abounds

Over the last several years, I’ve seen more and more of these kinds of shipping ripoff listings. These sites need to crack down on the listings with overpriced shipping and stop them (or, at least, filter them out by default). When I go shopping, I’m always looking for a deal. If as a seller, you can’t provide me with a deal at least as good as stores in my local retail area, then don’t show me those listings at all. Few people would want to pay 3x or higher in shipping costs for a seemingly low priced item. It’s just not a sustainable product offering.

If you have put items up on eBay or Etsy and sold them with a shipping cost 3x higher than the price of the item, sound off in the comments below. I’d like to know if you were able to sell that item or if the listing expired. My guess is that the listing expired. If you did sell the item, I’d like to know if your buyer was satisfied or dissatisfied with what they spent on shipping fees. I’d also like to know how many people returned the item once they found out the actual shipping costs.

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