Wednesday, November 25, 2009
Thursday, November 19, 2009
Book Review: How The Mighty Fall
Posted
2:17 PM
0
comments
Labels:
BookReview,
BusinessBooks,
HowTheMightyFall,
JimCollins
Monday, November 9, 2009
EA Buys Playfish
From Techcrunch today:
Electronic Arts closed it’s anticipated acquisitionof social gaming startup Playfish for $275 million in cash. An additional $25 million in stock will be set aside for retaining the top talent at the startup, and another $100 million in earnouts are part of the deal as well if the business hits certain milestones. So the total value of the deal could amount to as much as $400 million when all is said and done.
Wow. $400M is a lot of money. Social games are clearly the hot ticket right now, so it makes sense for EA to jump in, but one has to wonder if that's money well spent.
The stock & earnout will retain the people for some time, which is I'm sure a big part of why they acquired the company.
Still, the titles are cheaper to develop, and there doesn't (as of yet) seem to be the same IP loyalty that there is in hardcore games (are there Farmville fanboys out there dissing Mafia Wars?).
Time will tell if it was a good call, but it certain does seem rash, especially with all of the kerfuffle around questionable sources of social game revenues. (Interesting meta-level piece on the same issue here)
Posted
11:13 AM
1 comments
Labels:
Acquisition,
BusinessModels,
EA,
Facebook,
Playfish,
SocialGames
Saturday, November 7, 2009
Book Review: Seize the Daylight
Seize the Daylight is a history of daylight saving time.
Posted
11:02 AM
0
comments
Labels:
BenjaminFranklin,
BookReview,
DavidPrerau,
SeizeTheDaylight
Friday, November 6, 2009
Indie Pop
I've often found that some of the best lessons in marketing are those involving commodity products. No difference between Coke and Pepsi, so the marketing better get creative, right?
Posted
8:49 AM
2
comments
Labels:
distribution,
IndieGames,
Marketing,
Sodapop
Monday, November 2, 2009
Playstructure project
Well, it's November, and I've almost wrapped up the 'summer project' play structure. It was a sunny day yesterday so I snapped a couple pics.
An off-the-shelf structure wouldn't work because we were building on an incline and over a retaining wall, so we decided to do something custom. As usual, this led to my getting a bit carried away.
Original rough concept in Sketchup:
Same, with rough orientation in situ:
Final product (still need a few pieces of trim, a pirate flag for the mast, etc):
From the downhill side (still needs a few pieces of 'hull' planking), showing slide and climbing wall:
Posted
9:00 AM
0
comments
Labels:
House,
Kids,
Playstructure
Tuesday, October 27, 2009
It's not the size of your installed base, it's how you use it
Posted
3:37 PM
1 comments
Labels:
Apple,
iPhone,
MarketResearch,
PS3,
PSP,
Wii,
Xbox360
Hot game development studio
Posted
3:29 PM
1 comments
Labels:
Humor,
Kojima,
Kotaku
Sunday, October 25, 2009
Book Review: On Writing
I'm not a big fan of Stephen King's, but some time ago I'd heard good things about his non-fiction work, On Writing. I recently got to it on my Amazon queue, and got through this week.
Posted
9:49 PM
1 comments
Labels:
BookReview,
CoryDoctorow,
OnWriting,
ReinventingComics,
ScottMcCloud,
StephenKing,
Writing
Tuesday, October 20, 2009
Protesting Pachter's iPod Publisher Plea
"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."
- Different platforms merit different pricing. I'm surprised at the first quote. Madden on PSP today retails for under $40, vs $60 on PS3 or 360. By his line of thinking, why would anyone buy the $60 version? The reasons are that the experiences *are* different, the consumer may own a particular platform and not be swayed to another for an individual title, and the economics of each platform is different (dev cost, distribution costs, etc). To take it to the extreme, There's a version of Prince of Persia on cell phones that doesn't go far in displacing the $60 console version, despite selling only for a couple dollars.
- Meritocracy in the market. Pachter seems to claim that kids playing on an iPod touch won't 'move up' to other platforms as the previous generation did from GBA to DS/PSP/Home consoles. First, I'm not sure this platform graduation is anything but myth. If true though, the reason the gamers would 'move up' is because the next platform would offer a higher quality experience and or different content to suit their changing tastes. If other handhelds, or home consoles for that matter, can't offer a superior experience to the Ipod Touch, then they will fail - and should fail. On the other hand, if they do offer a superior experience, then they should be able to charge for it. If Nintendo or Sony can't compete on their own merits, it's not up to EA to prop them up - and if they do, then they should be compensated in a way that lets them lower the price of titles to better compete.
- No man, nor publisher, is an island. The Appstore, while not an open platform*, is certainly more open than the controlled, curated, catalog of titles available for handhelds. What that leads to is the tens of thousands of apps that we've seen show up on it, and I'm not sure that any publisher, even EA, refusing to publish on it is going to make any difference whatsoever. [I suppose that a cartel of publishers could agree in unison to boycott the platform, hoping that absence of ANY big-name content would poison consumer interest in the device. This has happened in the past with things like music labels boycotting Napster, or (IIRC) movie studios with betamax - however, its legality is questionable, the games publishers aren't organized in such a fashion, and there's enough of an indie community that I don't think this would work anyway]. In any case, the publishers seem to be faring fine while still charging a premium for their IP (see the top grossing list)
Posted
5:00 PM
1 comments
Labels:
BusinessModels,
DS,
GamesIndustry,
iPhone,
iPodTouch,
MichaelPachter,
PSP
Book Review: The Man Who Loved Books Too Much
The Man Who Loved Books Too Much: The True Story of a Thief, a Detective, and a World of Literary Obsession was a fun little book. It's based on the true story of John Gilkey, a obsessed thief of rare books, and Ken Sanders, the book-dealer-turned-detective that set about catching him.
Posted
4:34 PM
0
comments
Labels:
BookReview,
Books,
TheManWhoLovedBooksTooMuch
Tuesday, October 13, 2009
Kaboodle conundrum
Walked by the 'Kitchen Kaboodle' while out at lunch today. Noticed they've reduced to a 4-day work week in an effort to cut costs, and then promise to pass some of this to the consumer.
Interesting that when many retailers (e.g. grocers) were faced with increased competition, they chose to increase their hours of availability, not decrease them. Doubt they're both right.
My guess, KK is wrong. I'm not sure many who shopped there were price-sensitive, plus I'm not sure how genuine the 'savings' pass down is when the markup was already hefty. And now they've proven they are ~60% as convenient as their nearest retail competitor, and 3 days a week they are less convenient than Amazon, whom I'm betting beats them on price.
Posted
3:30 PM
0
comments
Sunday, October 11, 2009
Book Review: Batman Arkham Asylum
I went on a bit of a Batman kick lately, playing the game, watching the latest movie, and so when a coworker offered to loan me the Batman: Arkham Asylum - A Serious House on Serious Earthgraphic novel set in the same mythical psychiatric hospital in which the game takes place.
Posted
10:33 AM
0
comments
Labels:
BatmanArkhamAsylum,
BookReview,
Comics
Saturday, October 10, 2009
Book Review: Moral Panics and the Copyright Wars
I've just finished William Patry's excellent book, Moral Panics and the Copyright Wars and found it brilliant on a number of levels. I've been reading his blog (first here, now here) for some time now (linking to him occasionally), so I put the book on my reading list as soon as I learned about it.
Posted
5:01 PM
0
comments
Labels:
BookReview,
MoralPanicsAndTheCopyrightWars,
WilliamPatry
Donate to Creative Commons
Creative Commons is having their annual fundraiser, and have added some incentive with a sweet Shepard Fairey CC t-shirt with a $75 or more donation.
Posted
10:02 AM
0
comments
Labels:
Charity,
CreativeCommons,
ShepardFairey
Friday, October 9, 2009
Robopomme?
After several years our Roomba finally gave up the ghost, so we replaced it.
Somewhere along the lines, it got all mac-ified. Here's a before'n'after.
In other notes, it's pleasing tones have been accompanied by voice messages, but in third person. Such a disappointment. "Please clean the debris from Roomba's brushes" is so much more lame than "Help! My brushes are dirty! Clean them out and I will return to serving you, gracious overlord."
Posted
12:23 PM
0
comments
Thursday, October 1, 2009
Getting Hired
A few people have linked to this awesome story from Tim Schaefer about how he did a very unique job application that landed him his job at Lucasarts many years back. It reminded me of another unique approach I'd read about, taken by John Newcomer, designer of Joust, who got hired by Williams after handing in a resume rolled up and stuffed down the neck of a rubber chicken.
Posted
4:51 PM
5
comments
Labels:
GamesIndustry,
Hiring,
Interviewing
Monday, September 28, 2009
In the margins
Alice pointed me to this very funny list on Joe Ludwig's blog of "50 things I never need to hear at another conference" (in this case, lampooning the wisdom of the Austin GDC crowd):
- Korea is the future.[]
- Free to play with micro transactions is the one true business model.
- Client downloads are death.
- We must look beyond the core gamer audience and embrace more casual players.
- Women are 50% of the audience.
- ...
The most interesting things are in the margins.
Posted
11:16 PM
2
comments
Labels:
AustinGDC,
Conferences,
Trends
Sunday, September 20, 2009
Four Pointers on the Future of Games
I read a number of posts over the past week or two that opened my eyes. Here they are:
- Dan Cook's 'Flash Love Letter' series of posts (two so far: one, two. With more coming soon) on Flash games, the opportunity for premium flash games, how to monetize them, existing (flawed) feedback systems when distributing through portals, etc. His blog has always been gold, but this series of posts shows that he understands this space better than almost anyone who's writing about it. Much of it applies to all digital distribution and not just Flash games.
- Raph's liveblog of the AGDC panel on monetizing online games: Free-to-play biz model experts discuss successes and stats around different tweaks on the biz model and how it's evolving. I remember when I first worked in casual games, being surprised about how scientific (in the sense of hypothesize-->test-->measure-->analyze results) the business was compared to traditional big-budget retail games. This group takes it up a notch. A must-read.
- Alice's post on Smokescreen. Smokescreen is an online game that aims to educate teens about issues involved with their online activities, like identity, privacy, security, etc. By all means go play it - at least see the first mission through. It will challenge both what you think is possible in an 'educational' game, and in the quality of production possible in a publicly-commissioned game. On the latter note, I'm not sure what the budget was here, but its clearly NOT your $50k flash game. It's polished, rich, and deep. It doesn't take much to extrapolate a few years out and think about what it means when your games have to compete with free-to-play, $10M+ budget titles funded by your taxes.
- This GamesIndustry.biz post on Bobby Kotick's comments about 'untethered' Guitar Hero. Kotick has done his share of talking out of his rear, but this is not one of those cases. The idea of a stand-alone SKU of guitar hero, connected to a dedicated service, is not as ludicrous as you might first think. Music games are a phenomenon and there are still a lot of households without consoles. If some of the people who shelled out $250 for a Wii did so to buy 'the Wii sports machine', then I don't see why this wouldn't hold for people that want GH or Rockband but don't own one of the big 3 consoles. And if this is a route for publishers to connect directly to their customers without console holder as middleman? Hmm..
Posted
7:01 AM
0
comments
Labels:
BobbyKotick,
BusinessModels,
DanCook,
Futurism,
GameDesign,
GameDevelopment,
GamesIndustry,
RaphKoster
Tuesday, September 15, 2009
Creative Destruction
Justin's got a good post-mortem-esque post up about GameLayers' startup game PMOG/Nethernet, which they made the decision to shut down in order to focus on another project, Dictator Wars.
Good read.
Posted
11:01 PM
0
comments
Labels:
DictatorWars,
GameLayers,
JustinHall,
Nethernet,
PMOG
'top grossing' appstore list challenges assumptions
The iphone appstore added a 'top grossing' filter to the 'top paid' and 'top free' lists (which were based on units only.
- Only 5/25 are $1.99 or less, and only 1 of those is a game (Battlebears).
- 14/25 are games. Just over half, despite a huge glut of game titles in the appstore overall
- 5/25 are priced $29.99 to $99.99 (Utilities, GPS apps...)
- Brands rule: Of the 14 games, 10 are around recognizable IP (Madden, Scrabble, Uno, Tetris, Bejeweled, Sims, Need for Speed, Dexter, Monopoly, Civilization). More than ever, brand matters when you have limited time and space to influence purchase decision.
- Publishers rule: EA has 6 of the top grossing apps. Gameloft has 4.
Still, it's another perspective, and thus interesting.
- Develop remarkable product. There's a lot of competition, and if you don't have something special, and you don't have a publisher's marketing budget, then nothing's going to help you.
- If you don't have a recognizable brand, then at least develop an intuitive name. (I'll post a presentation I did a couple years back at the Montreal Game Summit on this subject, but the challenge I discussed in that presentation was about the casual games space where the same limited shelf space, attention time, etc, exists: You have a fraction of a second to get someone to determine if your game is something they might like. "Magic Gem Collapse", "StuntBike", etc) Oh, and don't make the name one that is so long it gets cut off in the app store list! Looks like approx 24 characters is it. Unbeleivable how many people blow that one.
- Lobby Apple HARD for a Sundance Channel style indie games list. You want a store where you don't have to compete with EA. Then work with the dev community, press, and Apple to make it cool for people to buy games there. Both hard tasks, but the alternative is competing with EA, and last I checked, that was hard too :-)
- Build community on the web, use your community to market outside the appstore. Use the community to game the app store itself. Lots of people experimenting here, but the idea is to get escape velocity and get your app into orbit (aka on the prominent lists). One idea might be to offer a PC version for some amount of time before, offer a code for an extra level for people that buy the game, provided they buy it during the introductory week. Get them on a mail list for when launch is going to happen, and then when it does, get them to go buy, mail them invite codes they can mail friends to get a discount or free extra level or something.
Posted
9:09 AM
0
comments
Labels:
Apple,
Appstore,
BusinessModels,
ElectronicArts,
IndieGames,
Marketing
Monday, September 14, 2009
Kudos to the DLF!
OK, imagine you work at a big company. Like any big company, there's a push to make the quarter's numbers, to grow the customer base, to retain existing customers, to increase market segment share, etc.
Many web services make it difficult to leave their services - you have to pay them for exporting your data, or jump through all sorts of technical hoops -- for example, exporting your photos one by one, versus all at once. We believe that users - not products - own their data, and should be able to quickly and easily take that data out of any product without a hassle. We'd rather have loyal users who use Google products because they're innovative - not because they lock users in. You can think of this as a long-term strategy to retain loyal users, rather than the short-term strategy of making it hard for people to leave.
We've already liberated over half of all Google products, from our popular blogging platform Blogger, to our email service Gmail, and Google developer tools including App Engine. In the upcoming months, we also plan to liberate Google Sites and Google Docs (batch-export).
Posted
11:18 PM
0
comments
Labels:
BusinessModels,
DataLiberationFront,
google
Game Review: Batman Arkham Asylum
Short-n-sweet thoughts on B:AA.
built from the gameplay up, asking what it is like to be The Bat. It’s about being a predator, swiftly moving through the darkness, instilling fear before destroying your prey. It’s about being a fist-fighter, able to level anyone who dares attack you. It’s about being The World’s Greatest Detective, using gadgets and gizmos to aid you. These are core mechanics, not bolted-on aspects to a 3D brawler or platformer. [] From that point on, everything Batman: Arkham Asylum does is flawless: the voice acting, the cape not just being a questionable sartorial choice, but as an object that defines Batman, the excellent pacing
Posted
9:55 AM
0
comments
Labels:
BatmanArkhamAsylum,
Comics,
GameReviews,
licensing
Sunday, September 13, 2009
A better approach to pegboard
A friend pointed me to this LifeHacker post about keeping pegboard organized with peglocks.
Posted
10:32 PM
10
comments
Labels:
HomeImprovement,
Lifehacker,
Tools
Monday, September 7, 2009
Arcades
Took the kids to a 'fun center' arcade style place this weekend.
It's been some time since I set foot in an arcade.
I was surprised (though I guess I shouldn't have been) to see how many titles were licensed/ported versions of PC and console games from the big publishers. EA's Nascar, Ubisoft's Blazing Angels, etc.
Posted
6:08 PM
0
comments
Labels:
Arcades,
BusinessModels,
licensing
Sunday, September 6, 2009
Book Review: Small is the New Big
Another library find was Seth Godin's Small Is the New Big and 183 Other Riffs, Rants, and Remarkable Business Ideas.
Posted
12:09 AM
0
comments
Labels:
BookReview,
SethGodin,
SmallIsTheNewBig
Saturday, September 5, 2009
Book Review: Following Through
Following Through caught my eye when looking for something else at the library, and so I picked it up.
Posted
11:13 PM
0
comments
Labels:
BookReview,
FollowingThrough
PAX'09 Pix
Just a few pix I snapped with the phone:
Posted
11:44 AM
0
comments
Labels:
Conference,
JohnBaez,
Pax,
PAX09,
TheBehemoth
PAX'09 thoughts
I did a whirlwind trip up to PAX yesterday, leaving at 5:30 for the 3hr drive up to seattle, and arriving home at around 11:30. Six hours in the car wore me out, but well worth it for what I compressed into the remaining time.
I hang my head in shame and say this was my first PAX. When I was living up in Seattle I had schedule conflicts that kept me from attending the past couple of them. Decided I'd make the effort this year and was glad I did.
Some quick thoughts on the event, with a few topics requiring lengthier posts later.
The event itself: Wow. PAX has grown up. I think the E3 Supernova helped them get escape velocity, and now even with E3 making a comeback, PAX remains a big deal. We'll wait to see attendance numbers, but it felt like a 10k+ attendee event.
If you haven't been, I'd describe it as follows: GDC is the nerdy kid you knew in high school. E3 was his Jock older brother who drove a Chevelle and got all the chicks and gave him wedgies. PAX was the middle brother who listened to GWAR, wore combat boots, played D&D and smoked weed while doing it, and who mom and dad didn't really mind skipping out on the family reunion. :-)
There are panels and other sessions at the event but they aren't the point of the event itself, which is really a mix of game/geek culture celebration, fan-fest, and game companies exhibiting their goods to the hardest of hardcore gamer fans. Oh, and there's a pretty big lanfest and some board gaming thrown it for good measure.
- The "Edge" trademark hullaballoo: Tom Buscaglia had to tread lightly around this one because of Langdell's IGDA involvement, etc. The short version of the opinion was that trademarks and copyrights have their place and people have a right to defend them. In this case, both parties have behaved very poorly from the outset and dug themselves into a hole.
- The project Entropia Banking license thing (my question to the panel on this one was what their impressions where, and whether they subscribed to the theory that eventually all MMOs are banks, and regulation is inevitable): At least one panelist agreed with the theory, and two expressed sentiment that the Entropia thing in particular was a good thing, shows games offering more, growing up, etc.
- SW Patents: The usual lawyer-speak about "ya better file 'em!", but Tom B had a good answer to an audience question/comment about SW patents being evil, etc. He made the point that (a) the patent portfolio isn't the problem nearly as much as poor scrutiny of claims at the USPTO, and (b) a patent portfolio is something that can serve as collateral to borrow against with banks, and that Harmonix in particular did so against their patent portfolio and used that cash to survive a tight spot before their big hit. i.e. While there are plenty of examples of patent trolls, this is a counter example of patents saving what otherwise would never have become Guitar Hero.
- First amendment/free speech vs regulating violent games, etc. Good precendents set now with universal defeat of these initiatives across more than a dozen states. Sign of games success and also their growth into a major media. "they join the club of art forms across history that have been feared and attacked in similar ways: movies, rock music, etc"
A mix of exhibitors from the major publishers (EA, Ubi, etc) and HW vendors (Sony, MS, Intel, Alienware) but with a disproportionately high number of indie studios meeting their fans and selling merch. (Twisted Pixel, Dofus, The Behemoth, many others).
Posted
10:42 AM
3
comments
Labels:
BusinessModels,
Cosplay,
IndieGames,
Lecture,
Legal,
Panel,
Pax,
PAX09
Steampunk Shuffle
From the steampunk challenge, which contains a number of brilliant ones and a few more videogame inspired ones.
Posted
10:37 AM
0
comments
Labels:
Humor,
Steampunk
Tuesday, September 1, 2009
"It's complicated" - or - Beating Facebook made easy
Posted
5:11 AM
3
comments
Labels:
BusinessModels,
DisruptiveTechnology,
Facebook,
MMO,
MySpace,
SocialNetwork,
WorldOfWarcraft,
XboxLive
Monday, August 31, 2009
Book Review: The 4-Hour Workweek
I recently finished reading The 4-Hour Workweek: Escape 9-5, Live Anywhere, and Join the New Rich and I have to say I have very mixed feelings about it.
Posted
4:41 PM
2
comments
Labels:
BookReview,
FourHourWorkWeek
Sunday, August 30, 2009
Hecker gets let go, goes Indie
Kotaku and Gamasutra picked up on the news Chris broke that EA laid him off. He's now going to work on an indie game called 'SpyParty', a prototype of which was shown at the 2009 GDC EGW. I'm pretty sure this version was born out of an even earlier prototype done as part of the 2005 Indie Game Jam 3 and shown at the 2005 GDC EGW, in a barrage of 'people interacting' jam prototypes.
Posted
9:16 PM
1 comments
Labels:
ChrisHecker,
EA,
IndieGameJam,
IndieGames,
Layoffs,
Maxis,
SpyParty
Tuesday, August 11, 2009
Good rant on the 'games as art' thing
From Damion Schubert's (Bioware designer) wonderful Zen of Design blog.
All this being said, narrative is a red herring in the discussion of games as art. Let’s put it this way: can oil paintings succeed without great cinematography? Can classical music be great without a killer screenplay? Can a Ming vase be great without compelling characters?These are very silly questions.
Each artistic medium has its own rules for what makes that particular craft capture the viewers eye and imagination. For video games, narrative is an exceptionally powerful tool – one used exceptionally well in Knights of the Old Republic and Starcraft, for example. But I posit that many games without story, games like Civilization and Minesweeper, are elegant, artful games with barely a lick of developer-provided narrative. The art found in these games is less about what you find in a movie theater, and more about what you find in an ancient Chinese puzzle box.
Posted
11:24 AM
0
comments
Labels:
Art,
DamionSchubert,
GameDesign
Monday, July 27, 2009
Is Amazon fanning the Kindle(ing) flames?
I've been following the Kindle with some interest for a while. I *really* want one, but not as long as it's as closed a model as they are currently pursuing. I want to get e-books from other places, and I'd like an RSS reader please... which really means an open development platform so that RSS readers can compete... which quickly leads to other ebook retailers, and you see why they aren't that interested in it.
This is an apology for the way we previously handled illegally sold copies of 1984 and other novels on Kindle. Our "solution" to the problem was stupid, thoughtless, and painfully out of line with our principles. It is wholly self-inflicted, and we deserve the criticism we've received. We will use the scar tissue from this painful mistake to help make better decisions going forward, ones that match our mission.With deep apology to our customers,
Jeff Bezos, Founder & CEO, Amazon.com
Sounds really good. I beleive he think's doing the right thing. He is.
Except he's doing the right thing about the wrong problem.
One problem is that some people had their books taken from them post-purchase, and yes, it's good to apologize for that.
However, this problem is only symptomatic of the REAL problem, which is that people bought a device which comes with hidden restrictions, unclear terms of service, and the capability to change behavior and functionality at any point in the future. (Cory at BoingBoing has been on a bit of a crusade to get answers on exactly this)
So, kids, what have we learned?
1) There's a lesson here in the growing awareness of, and intolerance for, DRM in all it's forms. Every story about a consumer being burned by DRM adds to that awareness and intolerance.
2) While it was good for Bezos to publicly apologize, he's created another problem: He's shown that he's aware of the situation and therefore what was a puzzling silence on questions around the Kindle's functionality and DRM now seems like a deliberate silence.
In the meantime, I'll stick to dead trees. They tend to not disappear from the nightstand while I sleep.
Posted
11:40 AM
0
comments
Labels:
Amazon,
CoryDoctorow,
DigitalDistribution,
DRM,
eBooks,
JeffBezos,
Kindle
Friday, July 24, 2009
Lessons from PopCap on Facebook Games
Another good presentation from James Gwertzman at Popcap. This one to the audience at ChinaJoy, about Popcap's experience launching Bejewelled Blitz on Facebook. The graphs of the adoption rates are pretty amazing in both their slope & uniformity. The graph on slide 9 was an eye opener too.
Posted
7:54 AM
3
comments
Sunday, July 19, 2009
Security in the Cloud
Another good read: The Anatomy of the Twitter Attack. This is the first of a two-part techcrunch post about a recent Twitter hacking, where 300 confidential docs were stolen by a hacker and sent to, among other places, TechCrunch's email inbox. This article outlines how the hacker managed to get in, the next post promises to deconstruct Twitter's reaction to the theft.
It's a facinating read, in itself, but also makes me wonder what the implications are for online games and game services. If your identity games or game service becomes linked to your identity in other more significant places, will those be back doors to identity theft or other serious crimes. Will those running such games or game services safeguard my account info as well as my online bank? Will they legally be required to? Some say those games are actually banks anyway, so they may need to be.
Posted
1:46 PM
0
comments
Labels:
Banking,
cloudcomputing,
Hacking,
Security,
Twitter,
WebServices
Equality, Class, and Technology
Went through two really good reads this morning:
- President Carter's essay Losing My Religion For Equality. "The truth is that male religious leaders have had - and still have - an option to interpret holy teachings either to exalt or subjugate women. They have, for their own selfish ends, overwhelmingly chosen the latter"
- danah boyd's lecture from the Personal Democracy Forum on The Not-So-Hidden Politics of Class Online. "we've assumed that inequality in relation to technology has everything to do with "access" and that if we fix the access problem, all will be fine. This is the grand narrative of concepts like the "digital divide." Yet, increasingly, we're seeing people with similar levels of access engage in fundamentally different ways. And we're seeing a social media landscape where participation "choice" leads to a digital reproduction of social division"
Posted
1:28 PM
0
comments
Labels:
DanahBoyd,
Equality,
GameDesign,
JimmyCarter,
Racism,
Sexism,
SocialNetwork,
SocialTech
Friday, July 17, 2009
Rock Band Network: Marketing Tool or Moneymaker?
This...
Attention Bands, Studios, and Labels:
Create. Play. Get Paid.
The Rock Band Network is Coming.Coming Soon - Use our tools to author playable tracks. Upload and submit your tracks for review by the Rock Band Creators community. Approved tracks become available in the Rock Band Store and on the Xbox LIVE Marketplace*, and you get a cut of every purchase
Posted
8:22 PM
0
comments
Labels:
BusinessModels,
iTunes,
Marketing,
Rockband,
UserGeneratedContent,
Xbox360
Thursday, July 16, 2009
Playfish CEO misses the point of FB Connect
This caught my eye (via Alice): 'Playfish CEO unsure of Facebook Connect'.
Speaking in a panel at the Develop Conference 2009, Playfish CEO Kristian Segerstrale as revealed he is yet to be convinced by the prospect of the Xbox 360's forthcoming social networking service, Facebook Connect.
"I'm not too sure about social networking and Facebook integration on the Xbox 360, because not everyone has one, [snip] Social Networks do open up games to a far wider audience, but it has to be just a click away, and you don't want to have to buy a 360 just to get at it."
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6:09 AM
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Develop,
Facebook,
Playfish,
SocialNetwork,
Xbox360