More connected toy sightings
Early in the year I was saying we'd see more connected toys (see #5). I've noted a few on my radar and thought I'd call them out:
- Skylanders (Activision-Blizzard)
- Nukotoys
- Disney Appmates
"A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects." - Robert A. Heinlein
Early in the year I was saying we'd see more connected toys (see #5). I've noted a few on my radar and thought I'd call them out:
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4:44 PM
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ConnectedToys,
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Posted
7:15 AM
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ClaytonChristensen,
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Game Dev Story is a fun little iphone sim about running a games studio. I found a lot of developer friends talking about how enamored they are with it.
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9:57 PM
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Apple,
GameDevStory,
IndieGames,
iPhone,
iTunes,
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Posted
4:21 PM
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Amazon,
Apple,
BusinesModels,
CoryDoctorow,
CraigMod,
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I'm long overdue to write up a post on the iPhone, appstore and closed-vs-open platforms. This isn' t it.
“This is us helping our developers make money so they can survive and keep the prices of their apps reasonable,”
Btw, was anyone else struck by Jobs’ use of the word “survive?” I think that’s the closest he’ll ever come to admitting that life for developers is rough in the world o’Apple.
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1:38 PM
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Apple,
Appstore,
BusinesModels,
DaveEdery,
iPhone,
iPhoneGames,
SteveJobs
Posted
10:50 AM
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iPhone,
iPhoneGames,
Psychology,
ThinkLikeAShrink
Last night's PAGDIG meet-up had Andrew Stern (Catz, Babyz, Facade) of Stumptown Game Machine give a talk about the development of TouchPets Dogs for iPhone. Good talk and I took some notes. Here they are.
TouchPets Dogs is an iphone-based, modernized take on the 'pet simulator' genre that Stern gave birth to with Dogz and Catz back in 1995. Not surprising that when NGMoco wanted to do a game along these lines, they came to find The Man :-). The game uses a business model that is kind of a hybrid of pay-to-play and pay-for-upgrades, and indeed they are evolving the business model on the fly based on performance. It also uses gesture input, accelerometers and all the usual iPhone platform candy.
Ok, so, notes [with added commentary in braces]
What went wrong:
* [lots of questions and talk about this afterward. One of the challenges being echoed from XBLA, then iphone, and now Facebook. High dependence on single gatekeeper, with no commit from gatekeeper on how policies/APIs will change, whether notice will be given, etc. People are betting their companies on stuff that can be pulled out from under them with hous notice]
What went right:
It was a good talk and we went over to Stumptown's studio afterward for a release party, complete with snack foods served on dogfood bowls. Woof!
Posted
9:10 AM
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AndrewStern,
GameBudgets,
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iPhoneGames,
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Posted
3:37 PM
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Apple,
iPhone,
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PS3,
PSP,
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"Putting well established franchises such as Madden on the iPod Touch for USD 10 cheapens their value, he explained. "Whether it's the same experience or not, and it's not, why would I ever spend USD 60 for Madden if I can get it for USD 10 on my iPod Touch?"
"It's a serious threat to pricing. And once people start to look at this as a substitute for the DS for smaller kids, for 12 and unders, then you're going to train a whole generation of 12 and unders that this is a perfectly acceptable gaming experience at that low price point."
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5:00 PM
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BusinessModels,
DS,
GamesIndustry,
iPhone,
iPodTouch,
MichaelPachter,
PSP
I've played a bunch of stuff recently that I haven't posted on. Here goes:
[update: Forgot to add two titles]
Posted
10:09 AM
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GameReviews,
GuitarHeroAerosmith,
HalfLife2,
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WiiSports,
Xbox360
Raph had a pointer to a pretty intriguing new game & company called Akoha.
Posted
8:52 AM
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Akoha,
CardGames,
iPhone,
LocationAware,
SeriousGames,
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I bought Ian Bogost's new iPhone game, Jetset.
"A game for the frazzled globetrotter in all of us. Keep up with the changing rules of airport security on your iPhone or iPod touch. Play in airports to earn unique souvenirs to keep, give to friends, or redeem for prizes"
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10:48 PM
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It occurred to me that I've bought and downloaded a bunch of iPhone games (17 to be precise - for a total of ~$20) but not commented on them. I'll also post some thoughts about the market in general in the next few days..
Posted
8:00 AM
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CasualGames,
iPhone,
iPhoneGames,
Rolando,
TapDefense
Posted
1:29 PM
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BusinessModels,
DRM,
GamesIndustry,
iPhone,
Movies,
MusicIndustry
Square announces that they are going to be doing downloadables. Cool.
Of course the money quote is:
"...All formats – Xbox Live, WiiWare, PlayStation Network – are all viable formats for us"
Those aren't all the formats though. Are they? Just those that developers have been excited about for a few years.
PC, iPhone, (DS & PSP also support downloads now don't they?), etc.
Anyhow, says something about the industry's myopia. Kind of like europeans setting sail for the new world when those that settled it are already in wagons heading west.
Posted
11:15 AM
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Downloadable Games,
iPhone,
PCGames,
PSN,
SquareEnix,
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XBLA
While at TGS, I had a lot of hallway & dinner conversations about iPhone games, with people weighing in on whether the iPhone Appstore was the promised land (a la XBLA circa 2005) or whether it was going to rapidly turn into something less than that.
- The store is CROWDED. Even more than XBLA, the responsibility of getting your app noticed falls on the developer. Crossing your fingers and hoping to make the "featured" page or the "top 25"page is not a strategy.
- The quality level is highly variable, and the long-term effects this is going to have on the customer impression of the store is TBD. My guess is that over time, there's going to be negative perception for this reason, and Apple's going to start reeling it in (either by pushing low-quality titles to the 'back shelf', or pulling them off altogether).
Posted
7:06 AM
1 comments
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Appstore,
BusinessModels,
DigitalDistribution,
IndieGames,
iPhone,
Marketing,
XBLA
Mashable has an interview up with the folks from Gendai Games who are the developers of Game Salad, another entrant to the drag'n'drop user created games space (e.g. like gamebrix and others).
Posted
8:54 AM
1 comments
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Areae,
GameBrix,
GameSalad,
iPhone,
UserGeneratedContent
So, long after giving other folks crap about it, I cracked and bought an iPhone this week.
My windows mobile phone had died, I'd gone back to and old phone, and was shopping around for something new. In the meantime, I went to DICE and watched people using theirs and realized that I was willing to trade off my complaint about 'sub-optimal phone' in order to get 'Internet in your Pocket'.
Phone's not as bad as I thought, though still far from perfect. But the device is fantastic. Really fun and useful.
Of course, going with it meant that I had to click through no less than FOUR separate EULA's (thus the title of this post) with Apple and AT&T.
To top it off, when all that was done, I got a message asking (paraphrasing, I forget the exact words): "Would you like to go to iTunes and see what songs the record companies have granted permission for using as ringtones". Excuse me? Ummm, no thanks!
Posted
12:18 AM
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DRM,
iPhone,
RIIA
Adam keeps giving me a hard time about my lack of iPhone. I honestly don't want one that bad. Not sure I'd trade it for my given phone even if free. It's a great web browsing device, but there are things I don't like about it as a phone.
Now, on the other hand, I saw this yesterday.
Full Throttle on the iPhone might be worth suffering with a phone I don't like! :-)
Posted
8:36 AM
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Apple,
Emulation,
FullThrottle,
iPhone,
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OK, clearly my previous post was wrong and burning tablets have been popping out of bushes, as the hype behind the JesusPhone (aka the iPhone) seems to be justified. I have quite a number of friends that picked one up this weekend and the flurry of mail I've received is heavily laden with things like "sexy", "its like holding the future", "rules changing", "requiring pants-changing", etc.
I haven't looked too closely at the device (already seen a couple floating around the MS cafe this morning, before 8am even!) nor at the service & sign up. However, for all the stuff I read yesterday, one thing stood out:
Signup happens through Apple.
That is the single biggest thing about this entire launch. It fundamentally changes the rules of the game between device vendors and carriers - nay - between the tech industry (new guard) and the telco industry (old guard). Similarly to how iTunes, over time, changed the rules between the big music labels and the online services, only overnight, and more dramatically.
It took a pretty sexy device and a religious user base to get the telcos to sell their soul, but AT&T has done so. And after making a deal with the devil, I'm not sure there's any going back for them.
Posted
8:17 AM
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Apple,
ATT,
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TippingPoint