I WAS perhaps the unlikeliest person in the world to cover the Stonewall riots for The Village Voice. It was June 27, 1969. I had graduated from West Point only three weeks earlier and was spending my summer leave in New York before reporting for duty at Fort Benning, in Georgia. After a late dinner in Chinatown, I was about to enter the Lion’s Head, a writers’ hangout on Christopher Street near the Voice’s offices, when I blundered straight into the first moments of the police raid on the Stonewall Inn, a gay bar a couple of doors down the street. Even a newly minted second lieutenant of infantry could see that it was a story.
Across the street from the Stonewall, a crowd of maybe 100 was watching the police march out a dozen or so bar patrons and employees into a paddy wagon. The young arrestees paused at the back of the waiting paddy wagon and struck vampy poses, smiling and waving to the crowd.
This was not the way gays were supposed to behave when they were arrested, and the officers started shoving them with their nightsticks. People in the crowd yelled at the police to stop. The officers responded by telling them to get off the street. Someone started throwing pocket change at the officers, and others began rocking the paddy wagon. Then, from the back of the crowd, beer cans and bottles flew through the air. In a hail of coins and street debris, the paddy wagon drove away with two patrol cars, and the remaining officers retreated inside the Stonewall, locking the doors behind them.
Soon enough, loose cobblestones from a nearby repaving site rained down on the bar’s windows. An uprooted parking meter was used to ram the club’s doors. Someone lighted a wad of newspaper and threw it through the bar’s broken window, starting a small fire. The policemen inside the Stonewall put it out with a fire hose, which they then turned on the crowd.
Instead of dispersing, the people in the street cavorted sarcastically in the spray, teasing the officers with suggestive come-ons. A few moments later, patrol cars came screaming down Christopher Street from Sixth Avenue. And at approximately 2 a.m. on Saturday, June 28, the gay men decided they weren’t going to take it anymore. The clash outside the Stonewall went on for 48 more hours and become famous as the riots that started the gay-rights movement.
Amazingly, there was no TV coverage and only a few paragraphs in the city’s daily papers. Myths and controversies have arisen in the vacuum left by the mainstream news media.
One involves the argument about who is, and isn’t, a “veteran” of Stonewall. A handful can prove they were there by pointing to themselves in the famous photograph, taken by Fred McDarrah, that was on the cover of the following week’s Voice, accompanying my article and another by a colleague, Howard Smith.
For the record, I orchestrated that image. Fred was famously parsimonious as a photographer, in the habit of taking only a few photos for a story. Outside the Stonewall that night, he took a look at the scene and asked me to get a bunch of rioters together. I rounded them up and posed them on a stoop, and Fred got his shot.
A prominent Stonewall myth holds that the riots were an uprising by the gay community against decades of oppression. This would be true if the “gay community” consisted of Stonewall patrons. The bar’s regulars, though, were mostly teenagers from Queens, Long Island and New Jersey, with a few young drag queens and homeless youths who squatted in abandoned tenements on the Lower East Side.
I was there on the Saturday and Sunday nights when the Village’s established gay community, having heard about the incidents of Friday night, rushed back from vacation rentals on Fire Island and elsewhere. Although several older activists participated in the riots, most stood on the edges and watched.
Many told me they were put off by the way the younger gays were taunting the police — forming chorus lines and singing, “We are the Stonewall girls, we wear our hair in curls!” Many of the older gay men lived largely closeted lives, had careers to protect and years of experience with discrimination. They believed the younger generation’s behavior would lead to even more oppression.
In part, at least, they were correct. It would take several more years before major New York political figures came out in favor of employment anti-discrimination laws, and much longer before other gay rights would be realized.
Another myth is that the police raid on the Stonewall was part of a broader crackdown on gay bars in the summer of 1969, a mayoral election year. In fact, the Stonewall operation was the work of a Police Department deputy inspector, Seymour Pine, and officers from the morals unit, and they carried it out without the knowledge of the officers of the local police precinct, whom they suspected of taking payoffs from the Stonewall and other Mafia-run gay bars in the Village.
Deputy Inspector Pine had two stated reasons for the raid: the Stonewall was selling liquor without a license, which it was, and it was being used by a Mafia blackmail ring that was setting up gay patrons who worked on Wall Street, which also seems likely.
The owner of the Stonewall, Tony Lauria, was reputed to be a front man for Matty Ianniello (known as “Matty the Horse”), a capo in the Genovese crime family who oversaw a string of clubs in the city. New York’s gay-bar scene at the time was a corrupt system apparently designed to benefit mobster owners, who served watered-down drinks at inflated prices, often made with ill-gotten liquor from truck hijackings.
It worked like this: citing disorderly behavior laws, the State Liquor Authority ruled that bars catering to openly homosexual patrons were not entitled to liquor licenses. Gay bars were thus made effectively illegal, which left them to the mob, which happily ran clubs without liquor licenses and paid the police to look the other way. Several more years would pass before the first clubs with openly gay owners would be licensed — places like the Ballroom on West Broadway and Reno Sweeney on West 13th Street — and the mob lost its stranglehold, an early legacy of Stonewall.
On Sunday, the third night of the riots, I ran into Allen Ginsberg on the street and accompanied him into the reopened Stonewall, where he talked and danced with some of the young revelers. Afterward, as the last of the riot police packed up to go home, I walked with him toward his home in the East Village. He said everything seemed different after the riots — how grim, even sad, gay bars were compared to the “beautiful” scene at the Stonewall that night.
As I turned south on Lafayette Street, he waved and cried out, “Defend the fairies!” His jolly farewell was obviously meant in jest, because after Stonewall, they didn’t need defending any more.
Thanks to Lucian K. Truscott IV
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Thursday, July 09, 2009
Tuesday, July 07, 2009
One Year Anniversary of World Wide Mafia Wars
Zynga, the largest developer of social games, announced the one year anniversary of social gaming’s most popular crime-based game, Mafia Wars. Since its launch in June 2008, Mafia Wars has grown to more than four million daily active users; in the last three months, alone, the game has doubled the number of daily players.
In celebration of Mafia Wars’ one year anniversary, Zynga also launched Cuba, an entirely new destination, and extends the amount of time players can enjoy Mafia Wars. Players who have reached the rank of “Consigliere” (level 35) can leave New York City and cross the Cuban border which has been outside the reach of the Mafia’s influence for almost 50 years. Now with Cuba as a destination, players can expand their influence and increase their power with new loot, weapons, businesses, collections and achievements. Cuba offers more than 100 levels of additional jobs, items, a unique property system, and opens up a wealth of new opportunities including:
* 40+ new jobs to carry out
* 52 brand new weapons, armor and vehicles
* Four businesses that can be purchased and upgraded
“Mafia Wars is on its way to becoming a cult classic,” said Bill Mooney, executive producer, MMO Studios, Zynga. “We have the most dedicated and loyal players who have made the game a hit and we want to thank them by extending the game in a dynamic destination that makes the game unique and challenging.”
The Mafia Wars franchise has reached key milestones during its first year. The iPhone version which launched in April contains rich, high-quality graphics and interface including original animations and sounds, creating a fun and addictive gaming experience. Mafia Wars was also recently voted Best Game of the Year in the Webby People’s Voice Awards where more than 50,000 votes were cast by people around the world for their favorite sites, video, and ads. Additionally, Mafia Wars has garnered over two million fans on its Facebook Page making it the highest ranked page.
In celebration of Mafia Wars’ one year anniversary, Zynga also launched Cuba, an entirely new destination, and extends the amount of time players can enjoy Mafia Wars. Players who have reached the rank of “Consigliere” (level 35) can leave New York City and cross the Cuban border which has been outside the reach of the Mafia’s influence for almost 50 years. Now with Cuba as a destination, players can expand their influence and increase their power with new loot, weapons, businesses, collections and achievements. Cuba offers more than 100 levels of additional jobs, items, a unique property system, and opens up a wealth of new opportunities including:
* 40+ new jobs to carry out
* 52 brand new weapons, armor and vehicles
* Four businesses that can be purchased and upgraded
“Mafia Wars is on its way to becoming a cult classic,” said Bill Mooney, executive producer, MMO Studios, Zynga. “We have the most dedicated and loyal players who have made the game a hit and we want to thank them by extending the game in a dynamic destination that makes the game unique and challenging.”
The Mafia Wars franchise has reached key milestones during its first year. The iPhone version which launched in April contains rich, high-quality graphics and interface including original animations and sounds, creating a fun and addictive gaming experience. Mafia Wars was also recently voted Best Game of the Year in the Webby People’s Voice Awards where more than 50,000 votes were cast by people around the world for their favorite sites, video, and ads. Additionally, Mafia Wars has garnered over two million fans on its Facebook Page making it the highest ranked page.
Monday, July 06, 2009
Facebook, MySpace and Twitter, Taken Over by The Mob
Not so long ago, the faces of gaming on social networks were those of zombies, vampires, and cuddly virtual pets. Now it's more along the lines of Michael Corleone or Tony Soprano.
You've probably seen it in your news feed: From Facebook to MySpace and now Twitter, Mafia-themed games have more or less taken over. Mobsters, a game created by development company Playdom, is the most popular application on MySpace's platform. Mafia Wars, owned by Zynga, is a huge hit on Facebook. The Social Gaming Network has an iPhone app called Mafia: Respect and Retaliation. And earlier this month, a Twitter-based game called 140 Mafia launched. The craze appears to have started with a Facebook app called Mob Wars, which was built by a smaller company called Psycho Monkey.
The premises of most of these games are the same. You can found or join a "mob" with friends from the social network that the game has been built on. You can carry out missions, including "killing" other players in rival mobs, in order to earn points. Your activities are broadcast, via news feeds or Twitter posts, to your friends on the network in question.
With the mobster gaming craze, social-network developers may have found the secret to bringing multiplayer role-playing games--long the lucrative domain of ultrageeks--fully into the mainstream. They can build elaborate role-playing scenarios with points, levels, teams, and weapons, but without the nerdy stigma that's become attached to fantasy-themed games in the vein of World of Warcraft. (A 2006 episode of the Comedy Central cartoon "South Park" summed this up well.)
"A lot of the core architecture is very similar to role-playing games in the past, in the way that levels and achievements and so forth are often themed around the certain topic but are pretty generic, actually," said Justin Smith, who runs the blogs Inside Facebook and Inside Social Games. "When you compare a dragon game to a mob-based game, they're actually pretty much the same thing with different content."
"People just really like the crime genre," said Mark Pincus, CEO of Zynga, which publishes Mafia Wars. The mobster game is currently the company's most popular app, with 15 million active users across social networks Facebook, MySpace, and Tagged. "GTA (Grand Theft Auto) and a lot of derivative games of GTA top the charts, and I think that it's more those games feel more culturally relevant to people than a lot of other games that go into other genres that are either historical or more fantasy. I think that people like fantasies that are closer to reality."
There's another side to it: Organized crime in the real world tends to be concerned with the illicit transfer of wealth in one form or another (drugs, laundered money, gambling, you name it). When you take the popular perception of the mobster lifestyle and transport it to a gaming environment, there are plenty of opportunities to bring money into the mix. Most of the Web's Mafia-themed role-playing games make money from display ads as well as the sale of virtual goods, and some make it possible to earn extra points and "level up" by completing offers and surveys. It's no secret that some social gaming companies are making a ton of money, but mobster games are a particularly lucrative enterprise.
"(It's about) climbing your way to the top, and the status, and the ego of being the biggest and the best and the toughest," said Jason Bailey, CEO and co-founder of Super Rewards, the company that has partnered with 140 Mafia to power its payment platform. In 140 Mafia, for example, players who want to speed up their "recovery" from a round of game play can petition to the "godfather" for a favor (and that'll cost them real money).
Plus, Bailey said, it gets personal: "It has that small violence factor as well, being able to feed on people and put them on the hit list. When somebody does that to you, when somebody kills your character...the rage that it conjures up in people is much much stronger and they're much more willing to retaliate than in a sports game or a racing-themed game."
As with any online sensation, though, the question remains: Is this just a fad? From film noir to "The Godfather" to "The Sopranos," mobster themes have a solid shelf life to them, but mobster games on social networks could easily fade from favor if something more exciting comes along. But the real lasting power, social gaming insiders said, is in the fact that Web development makes it possible to keep a game in a constant stage of evolution. Once these games hit critical mass--which Mafia games arguably have--it's easier to keep people around.
Short attention spans
They're also low-maintenance, said Dave Kahn, head product manager for Zynga's Mafia Wars.
"I would say the difference between what makes Mafia Wars more popular over time than your traditional console game or your traditional hardcore game is that you can have the same experience with five minutes of play and you can interact with your friends," Kahn said. "I would say a game like GTA or a game of that crime genre would be much more popular if you could interact with your friends on a daily basis, and it doesn't require much time investment for you and your friends to have that satisfactory interaction."
"You're able to come in and come out in short spurts. You can play for 30 seconds, you can play for five minutes," Jason Bailey said. "It's not like a first-person shooter or a real-time strategy game where, if the phone rings, you're going to get shot. It's really easy to come in and out of these games."
On the flip side, though, casual players who haven't put a massive time investment into a game are quite likely to be more fickle about whether they stick around or not. Time will tell when it comes to just how "sticky" mobster games turn out to be for players who aren't completely hardcore.
But beyond attention span issues, perhaps the biggest challenge to the creators of mobster games is that there are simply too many of them already, and the companies that make them have fallen into courtroom infighting that bears an ironic resemblance to actual mob warfare. There's an outstanding lawsuit between Zynga and Playdom, for example, over the latter's allegedly illegal use of the Mafia Wars name in advertising its own Mobsters game. And Mob Wars creator Psycho Monkey sued Zynga over copyright infringement in February.
"There's a variety of litigation that's still pending, and I think it just generally reflects the current culture of game development on social networks right now," Inside Social Games' Justin Smith said. "There's a lot of rapid iteration based on adapting other games and twisting them in a very slight way, and there haven't been many good examples of cases in which the IP has been successfully protected in the courts. So I think it will really be interesting in seeing how some of these cases play out over the next few months."
As we learned in the Scrabulous-Wordscraper-Lexulous affair last year, in which the manufacturer of board game Scrabble used litigation to force a Facebook-based imitator to change its name, intellectual property laws for games are complicated, and extremely similar games may legally coexist as long as they don't share a few key features. But it's not clear whether the mob wars over Mob Wars and its ilk will be without carnage.
"There's literally 20 or 30 mob-themed games on the Facebook and MySpace platforms, and that's conservative," Jason Bailey said. "If people find something that works, they copy it and copy it and copy it, ad nauseam."
The playing field for mobster games, as well as any other games on social networks that make money through virtual goods and transactions, could also change dramatically when social networks start introducing payment systems of their own. Facebook will start to do this soon, and it's also been circulated as a possible business model for Twitter. It's unclear what the rules will be in either case.
But Super Rewards' Jason Bailey--whose company will be a competitor to Facebook's in-house virtual currency platform, it should be said--thinks the dominance of mobster games won't change much if Facebook brings new rules to the applications on its platform. It may be too late for the massive social network to be the real kingpin when it comes to monetizing the likes of the mobster game craze.
"Facebook's issue, I believe, is it's hard to tack something like this on later...companies go out and spend millions of dollars building games for your platform," he said. Were Facebook to start requiring a cut of the revenues, "there would be literally a riot of people with torches at (CEO Mark) Zuckerberg's house tonight complaining about it."
Well, that's a whole different kind of mob.
Thanks to Caroline McCarthy
You've probably seen it in your news feed: From Facebook to MySpace and now Twitter, Mafia-themed games have more or less taken over. Mobsters, a game created by development company Playdom, is the most popular application on MySpace's platform. Mafia Wars, owned by Zynga, is a huge hit on Facebook. The Social Gaming Network has an iPhone app called Mafia: Respect and Retaliation. And earlier this month, a Twitter-based game called 140 Mafia launched. The craze appears to have started with a Facebook app called Mob Wars, which was built by a smaller company called Psycho Monkey.
The premises of most of these games are the same. You can found or join a "mob" with friends from the social network that the game has been built on. You can carry out missions, including "killing" other players in rival mobs, in order to earn points. Your activities are broadcast, via news feeds or Twitter posts, to your friends on the network in question.
With the mobster gaming craze, social-network developers may have found the secret to bringing multiplayer role-playing games--long the lucrative domain of ultrageeks--fully into the mainstream. They can build elaborate role-playing scenarios with points, levels, teams, and weapons, but without the nerdy stigma that's become attached to fantasy-themed games in the vein of World of Warcraft. (A 2006 episode of the Comedy Central cartoon "South Park" summed this up well.)
"A lot of the core architecture is very similar to role-playing games in the past, in the way that levels and achievements and so forth are often themed around the certain topic but are pretty generic, actually," said Justin Smith, who runs the blogs Inside Facebook and Inside Social Games. "When you compare a dragon game to a mob-based game, they're actually pretty much the same thing with different content."
"People just really like the crime genre," said Mark Pincus, CEO of Zynga, which publishes Mafia Wars. The mobster game is currently the company's most popular app, with 15 million active users across social networks Facebook, MySpace, and Tagged. "GTA (Grand Theft Auto) and a lot of derivative games of GTA top the charts, and I think that it's more those games feel more culturally relevant to people than a lot of other games that go into other genres that are either historical or more fantasy. I think that people like fantasies that are closer to reality."
There's another side to it: Organized crime in the real world tends to be concerned with the illicit transfer of wealth in one form or another (drugs, laundered money, gambling, you name it). When you take the popular perception of the mobster lifestyle and transport it to a gaming environment, there are plenty of opportunities to bring money into the mix. Most of the Web's Mafia-themed role-playing games make money from display ads as well as the sale of virtual goods, and some make it possible to earn extra points and "level up" by completing offers and surveys. It's no secret that some social gaming companies are making a ton of money, but mobster games are a particularly lucrative enterprise.
"(It's about) climbing your way to the top, and the status, and the ego of being the biggest and the best and the toughest," said Jason Bailey, CEO and co-founder of Super Rewards, the company that has partnered with 140 Mafia to power its payment platform. In 140 Mafia, for example, players who want to speed up their "recovery" from a round of game play can petition to the "godfather" for a favor (and that'll cost them real money).
Plus, Bailey said, it gets personal: "It has that small violence factor as well, being able to feed on people and put them on the hit list. When somebody does that to you, when somebody kills your character...the rage that it conjures up in people is much much stronger and they're much more willing to retaliate than in a sports game or a racing-themed game."
As with any online sensation, though, the question remains: Is this just a fad? From film noir to "The Godfather" to "The Sopranos," mobster themes have a solid shelf life to them, but mobster games on social networks could easily fade from favor if something more exciting comes along. But the real lasting power, social gaming insiders said, is in the fact that Web development makes it possible to keep a game in a constant stage of evolution. Once these games hit critical mass--which Mafia games arguably have--it's easier to keep people around.
Short attention spans
They're also low-maintenance, said Dave Kahn, head product manager for Zynga's Mafia Wars.
"I would say the difference between what makes Mafia Wars more popular over time than your traditional console game or your traditional hardcore game is that you can have the same experience with five minutes of play and you can interact with your friends," Kahn said. "I would say a game like GTA or a game of that crime genre would be much more popular if you could interact with your friends on a daily basis, and it doesn't require much time investment for you and your friends to have that satisfactory interaction."
"You're able to come in and come out in short spurts. You can play for 30 seconds, you can play for five minutes," Jason Bailey said. "It's not like a first-person shooter or a real-time strategy game where, if the phone rings, you're going to get shot. It's really easy to come in and out of these games."
On the flip side, though, casual players who haven't put a massive time investment into a game are quite likely to be more fickle about whether they stick around or not. Time will tell when it comes to just how "sticky" mobster games turn out to be for players who aren't completely hardcore.
But beyond attention span issues, perhaps the biggest challenge to the creators of mobster games is that there are simply too many of them already, and the companies that make them have fallen into courtroom infighting that bears an ironic resemblance to actual mob warfare. There's an outstanding lawsuit between Zynga and Playdom, for example, over the latter's allegedly illegal use of the Mafia Wars name in advertising its own Mobsters game. And Mob Wars creator Psycho Monkey sued Zynga over copyright infringement in February.
"There's a variety of litigation that's still pending, and I think it just generally reflects the current culture of game development on social networks right now," Inside Social Games' Justin Smith said. "There's a lot of rapid iteration based on adapting other games and twisting them in a very slight way, and there haven't been many good examples of cases in which the IP has been successfully protected in the courts. So I think it will really be interesting in seeing how some of these cases play out over the next few months."
As we learned in the Scrabulous-Wordscraper-Lexulous affair last year, in which the manufacturer of board game Scrabble used litigation to force a Facebook-based imitator to change its name, intellectual property laws for games are complicated, and extremely similar games may legally coexist as long as they don't share a few key features. But it's not clear whether the mob wars over Mob Wars and its ilk will be without carnage.
"There's literally 20 or 30 mob-themed games on the Facebook and MySpace platforms, and that's conservative," Jason Bailey said. "If people find something that works, they copy it and copy it and copy it, ad nauseam."
The playing field for mobster games, as well as any other games on social networks that make money through virtual goods and transactions, could also change dramatically when social networks start introducing payment systems of their own. Facebook will start to do this soon, and it's also been circulated as a possible business model for Twitter. It's unclear what the rules will be in either case.
But Super Rewards' Jason Bailey--whose company will be a competitor to Facebook's in-house virtual currency platform, it should be said--thinks the dominance of mobster games won't change much if Facebook brings new rules to the applications on its platform. It may be too late for the massive social network to be the real kingpin when it comes to monetizing the likes of the mobster game craze.
"Facebook's issue, I believe, is it's hard to tack something like this on later...companies go out and spend millions of dollars building games for your platform," he said. Were Facebook to start requiring a cut of the revenues, "there would be literally a riot of people with torches at (CEO Mark) Zuckerberg's house tonight complaining about it."
Well, that's a whole different kind of mob.
Thanks to Caroline McCarthy
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