Category: Entertainment

Valve’s Steam and Mac gaming

I was attending a LAN gaming session (aka. real “social gaming”) with a group of friends a while ago. Last time, we spent a lot of time installing (and updating) games and trying to get computers to find each other and I had to borrow someone else’s computer. This time, we were quickly up and running and I could proudly play on my MacBook Pro.

Sure, I had installed Windows 7 using Bootcamp on my Mac, because while VMware Fusion was okay for Tales of Monkey Island and even Torchlight, it just doesn’t cut it for hardcore gaming. The only game that I had any problems running over Bootcamp was, oddly enough, Postal 2. Otherwise, I was equal among my PC using peers. I had dreamed about this day.

But what really made things easy for all of us was Valve’s Steam, a gaming portal/service.

The iTunes model strikes again.

Steam ...for the rest of us

We have passed a long time the point where new games are automatically better than older just due to technological improvements. We were still playing games we played over 3 years ago, and some of them were “old” even by then, like Unreal Tournament 2004. The reasons for this are Windows XP and DirectX. These two technologies have enabled a decade of games that are still playable almost without any emulation. The biggest change is happening right now with multicore and 64bit CPUs.

What Steam has done is basically something that other forms of entertainment could learn a lot about, if they could get over their stone age business logic and hunting down their customers. PC game piracy has always been a problem and one reason why PC gaming today seems to be an afterthought to console gaming. Steam (and other similar services, like Impulse) mostly eliminates the piracy problem with a central authorization structure, but yet provides added value to the customer. You only need to install Steam on any computer and log in and you have access to all your games (provided that you have the bandwidth to download the over 2 GB that most games today use). This is something that isn’t possible with iTunes and only recently was possible with Spotify.

What really sets Steam apart here from other entertainment industry offerings is actual value for users. What Steam has done, is really catch the long tail of ecommerce, even though the concept of long tail has long since gone out of fashion. By being able to sell couple of years old games that are virtually impossible to find anywhere (legally) and for a fraction of the price is just amazing. I was able to buy Psychonauts, the most amazing game ever, for just 2 euros and even at the normal price of 9,99 euros it’s 1/4th of what it did cost on the shelves (and it still costs around 15 euros on Amazon). After the Steam’s holiday sales during Christmas, I found out that I had bought many games, mostly because the price was right.

Other benefits from using Steam is that all your games are automatically updated and even for some games, your progress and settings are saved in the “Steam Cloud” – allowing you to play seamlessly on multiple computers.

But there aren’t any games for Mac

The year 2010 turned to be a pleasant surprise for gamers, especially for those, like me, who have switched to Mac. First, Telltale Games announced that their games would be available for Mac as well. This was excellent news for all Sam & Max and Monkey Island fans who would no longer need to boot up VMware Fusion.

And, sure, there have always been Civilization IV and The Sims 3 for Mac, but having new, native games for Mac was excellent news. Clearly a certain threshold has been breached and the amount of gamers living in self-denial on Mac is now large enough that the market is suddenly viable.

Nothing could have prepared us, the people who still reflexivly keep our left fingers on WASD and use multi-button mice, for the annoucement from Valve that both Steam and Valve’s game engine Source would be available for Mac.

Now, I don’t see that this will mean that soon Mac OS X would be equal gaming platform with Windows, but it does warm my heart. I know that I still need to boot to Windows to really enjoy gaming. The reason Telltale and Valve have been able to pull this out is based on their choices to use cross-platform frameworks (like OpenGL) instead of Windows-only technologies like DirectX. You also need to keep in mind that both Telltale and Valve seem to have target audiences that use Macs and have both targeted certain niches, the former makes high quality “casual” adventure games and the latter high quality first person shooters for more “hardcore” crowd. It is unlikely that other game developers or publishers will follow suit. For a true revolution, Microsoft would need to not only port DirectX to Mac OS X but also develop it at same pace with Windows. Looking at Microsoft’s track record with Mac software, this is even less likely than playing Left 4 Dead natively on Mac looked a couple of months ago. The more likely scenario is that as hardware gets faster and emulating a graphics card gets more efficient, running even the most recent 3D games in VMware Fusion starts to be feasible. A possible scenario is also that through technologies like OpenCL, PC games aren’t as dependent on GPUs and DirectX as they are today.

On the other hand, this shows how Apple’s decision to invest in cross-platform frameworks like OpenGL, OpenCL and WebKit can really pay off in the long term. It also shows that being nice and having something like Bootcamp can be an advantage. I was really surprised how easily I could install Windows 7 on my Mac and how Apple had provided drivers for everything.

What Steam proves is that to succeed on the internet, you really need to be familiar with your customers and understand their needs and truly deliver superior experience and added value to them. This is nothing new, but somehow the rest of the entertainment industry seems to think that they can still get away with last century tactics.

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CeBit 2010: On 3D technology and its commercial potential

CeBit 2010 3D.jpgThis year, I had the chance to visit CeBit 2010 for the very first time. It was an anticlimactic experience. Being raised with reports of CESs and Macworlds, you can’t help but hope to stumble on the next big thing, but what I was confronted with what had the air of a dusty town ripped out of a Western movie after all the gold diggers left for fairer grounds. In this case, the gold drought is the recession, and the aftermath (to me) appeared as a number of very empty spaces and the remainder seemingly under-budgeted, not “2010 innovative” but 2007 innovative, and with a big sticker on their back saying: “I’m under-confident, please buy something!”

To me, the most interesting technologies were 3D and a massage chair that took me under for 20 min. The biggest news story, however, was USB 3.0, a sad state of affairs if 2010 is marked by a tiny, soon to be in every computer, plug (no matter how fast that damn thing is).

Ignoring the massage chair, which I can’t recommend enough, 3D was the hot topic, inspired by, of course, Avatar. Everybody, from Nokia to Nvidia, appeared to have something related to 3D. They mostly had excuses for it—Nokia was pimping its high bandwidth infrastructure for 3D content aimed at TV & telephone providers; Nvida was pimping its 3D shutter technology for consumer PCs; Frauenhofer Institut was pimping its glasses-less 3D technology; and more and more and more—but my end-conclusion, also after trying to explore the potential for a revolution that was Avatar, was that 3D is an excellent gimmick that will draw a crowd to your stand or cinema, but will leave you disappointed 2/3 times.

Ironically, Nokia had the most impressive display of 3D, showing it off on a 15,000 euro JVC flatscreen. When asked for details, however, all they could tell me was the price of the TV and that their bandwidth technology was not for sale to the “likes of me.” Very arrogant, those Nokia folk and it wasn’t just the 3D guy either… Nvidia’s shutter glasses also worked well and I see a real potential for 3D gaming. Frauenhofer’s glasses-less 3D-TV… pah! The problem with 3D is that it’s so easy to do it badly and 3D without glasses is far from ready. 3D with glasses is far from ready!

I don’t get the obsession with not wearing glasses either. First of all, they’re roomy, which means that you can wear them over existing glasses, they won’t make the claustrophobic more claustrophobic, and they’re disposable. Putting on glasses in the living room is kind of like turning off the light when watching TV.

Last, but not least, I liked lcReflex, which developed an interesting, if not very portable contraption, that makes applications on a computer screen three-dimensional. It involves something they call a Stereomonitor, two screens joined together at a 90 degree angle (one front-facing, one on top facing down) and a semi-transparent mirror in the middle. Put on glasses and you can manipulate an image of brain in 3 dimensions, which should be very interesting for, eh, brain-scientists and playing 3D Tetris.

What’s fairly clear is that we are very close to having 3D in our living rooms, whether it’s for playing games or for watching (selected) TV-shows and movies. But 3D has the same problem that HD-DVDs and -TVs have, which is that it’s insanely niche. You can’t play everything on it and you need some pretty expensive equipment to play it. That combination doesn’t justify much of an investment in it.

The best chances for success belong to companies like Nvidia, which produce consumer-priced solutions for consuming content. Add to this that it is (relatively speaking) fairly easy to convert digital content from 2D to 3D. I very much see the next stage of gaming to becoming 3D.

I’m much more bearish on video-media. Great that cinemas have found a new revenue stream to subsidise their troubled existence. Great that 7 out of 10 filmmakers are considering to make their next film in 3D. I don’t think cinemas have to worry about living rooms competing with them on that level anytime soon. While the need for a big screen to enjoy 3D is a myth well-worth breaking (and it soon will be in gaming), it is still a powerful way to experience a movie and something you can sell at €/$ 15 a pop. Home-entertainment still has the expensive technology problem and the fact that BluRay DVDs simply aren’t selling to anyone except Playstation 3 owners.

As mentioned, 3D’s gimmick power is strong, but that will wear off after having 3D technology in your living room and hardly any media to consume on it. It’s much better off in cinemas where the growing few pay a few bucks more to see space debris floating above their heads, or on consoles where the price of a 3D add-on is hardly more than buying a Guitar Hero guitar.

Thoughts on the (iTablet) iPad – connectivity, apps, multitasking, integrating with Macs

The following is a draft I wrote prior to the announcement of the iPad, but which I didn’t publish because it was a series of hypotheses based on an as yet non-existing product. It’s a series of thoughts on how an interface of a touchscreen larger than an iPhone might look like. It is inspired by both my experiences with Macs and since recently with an iPod Touch. Here goes.

A couple of thoughts I had last night (written on 13.01.2010) about interfaces, the current state of development for the iPhone OS, how Apple could build a hybrid of Mac and iPhone OS, and how the company could build multi-tasking into its rumoured tablet. My thought were the following:

Welcome to the Apple Store - Apple Store (U.S.).jpg

a. A new category: I don’t think the iTablet, if it exists, will be either a Mac or an iPhone. My super-superficial reason: it doesn’t fit in the Mac line-up depicted on the online Apple Store (see pic), but a more underlying reason is that I don’t see space for it in either a Mac-category or a Mobile phone/media player category. Which is not to say that it won’t do either well, but I think it will more fall into the class of Netbooks, though of course with the purpose of bombing those low-tech, low-innovation devices out of the water… just like Apple did with MP3 players and with Phones. Note from today: as it turns out, the iPad is depicted below the iPod, iPhone, and Mac lines, but time will tell where it will be once it’s on sale.

b. The Keyboard: I think that any 10″ screen will demand more connectivity to secondary (Apple) devices than the iPhone allows for. That means, an external keyboard and mouse, which transforms the tablet into a desktop. I have less complaints about the software-keyboard now, after working with a Touch for a while, but I still don’t see it as an alternative for longer texts, which a larger screen would warrant. Some months ago, I made a stupid mock-up of the iPhone + a keyboard (see pic), which is how I envision it looking (only better).

c. The App Store: 3 Billion Apps downloaded, Apple just reported, which also suggests a kind of lock-in. For better or worse, developers have accepted the App-store and I think it works for several reasons for both, namely more protection from pirates, more predictability for developers when developing for the black hole that is Apple, and more control by Apple, which is what Apple likes, not to mention new income streams for both. I think the App Store will continue to exist and will present new challenges when talking about a larger screen. Note from today: I don’t believe that what we will get to see in less than two months will be that what people were playing around with after the Apple keynote. iPhone apps inflated to a larger screen, come on?

d: The User Interface: I’ve written previously about Quick Look in Snow Leopard and how I also dug its slight innovation in terms of in-icon playing of media. Previously, OS X also introduced Dashboard into Tiger (I believe), whose interface, on the surface at least, resembles the iPhone. My view is that Apple will give developers the option to just keep the same resolution apps as they have offered before, though not exclusively of course. But imagine “Quick Looking” an app and still having it run inside its “Icon,” while the user does something else. For the rest, I of course think that full-screen Apps will exist, which is where Dashboard comes in, or at least a type of Dashboard. (Note: that was wrong. More below.)

Apple Dashboard in iPad-1.jpge. Integration with the Mac: One of the most underused interfaces, at least on my Mac, is Dashboard, which allows people to have continuously open widgets on anything from news, to games, to radio, to system monitoring. It’s useful for those purposes, but not really something i spend more than a few minutes at a time with. Yet the first thing that came to mind when thinking of a “Tablet,” using both iPhone and Mac interface components, was Dashboard. It creates a new layer on top of a traditional desktop, allowing for user-input and information display. When I envision someone running the apps that would work on the “iTablet” also, I think of it either being that you open up a new layer on your Mac and run the very same apps on it through something like a Dashboard-like interface. Or, and the simplest solution is usually the best, through having the Tablet sync through iTunes with regular applications on the Mac.

Note from today: well, obviously this was wrong, but there have been several theories aired of having a type of Dashboard on the iPad for apps like calculator and weather, which don’t at all make sense to run in single focus on a larger screen than the iPhone.

Further thoughts from today: I do think that we will see a new OS update for both the iPhone and iPad before the release of the iPad. This will address the concerns that people have about it just being a larger iPod Touch. For the rest, to me the only downside to this device is the lack of a front-facing camera for video-calling, and some minor things. And I also think it’s the perfect “parent device!” What the Wii was to gaming, the iPad is to computing, addressing a very very blue ocean.

As previously stated, I’m still in line to get one this year, though only after trying one first.

Vincent

FarmVille is a role playing game

As I argued in the comments in Vincent’s post about FarmVille, FarmVille is a role playing game (RPG). And pretty bad one at that. Like most RPGs, you don’t actually need any skills or develop any skill playing it yourself as your success is solely dependent on the amount of time you sink into it. You can get pretty good at FreeCell, but no matter how much time you spend in FarmVille, you won’t get “better” in it. But what most RPGs have at least is a story – even if most these days have left the ending pretty open. Contrast this to FarmVille which isn’t trying to tell you any story. In this sense it resembles a simulation, but that genre is usually characterized by depth and strategy which are nowhere to be seen in FarmVille, unlike, say, in SimFarm from 1993.

Free range animal farming at FarmVille

It is way too easy to categorise FarmVille as a “casual” game, but “casual” doesn’t need to mean games where you can’t lose, games which have zero learning curve and games that don’t offer challenge. A good example of “casual” game that always ends in the player “losing” and (hence?) offers a lot of challenge is Bejeweled. If I remember correctly, Bejeweled was the previous title holder to the biggest casual game ever.

The only challenges are achievements – and now collections. But there’s little, if any, social value in achieving them – unless you count boasting about them on your Facebook wall. And, unfortunately, the game doesn’t have level 13 Pig Warlocks.

There’s some irony that the main reason people play FarmVille, boredom, is also a main reason why people quit it. This boredom kicks in at about level 20 or so, where you start to realize that you have pretty much seen everything the game has to offer. The only thing left is the grind.

There are, of course, shortcuts to simple grinding. You can use farm machinery to do your activities faster, but they consume fuel (that, until recently, you could only refill by real money). Also, spending money allows you to get many benefits before non-paying players. And this is a problem, because many people don’t consider this “fair”. Offering players to pay to save time, however, is pretty crucial from business logic. The trap here is that the players who don’t feel comfortable paying start to feel that the only way to progress in the game is to spend real money.

FarmVille follows the RPG formula that the higher you have leveled, the more effort (= experience points) you need to reach next level. Granted, you have access to new things that might increase your “productivity”, but the mean time between levels is increasing. However, and this is the problem, the reward of leveling up remains pretty much the same. At some point, the perceieved benefit/effort ratio falls short. The trick is that at this point, the player has invested so much into the game that they might be more willing to pay real money to make advancing easier… if the rewards of leveling up are worth it.

The business logic of FarmVille dictates that the more you play, the better player you are for Zynga. It’s the curious logic of taxing your good customers, the discrimination for the information age. This is most evident if you look at how the experience points you get from crops depends on their harvest time. The shorter the harvest time (and so, how many times the player “needs” to play FarmVille), the more experience the player can gain in given time. As you can see, the relationship between these two variables follows an exponential distribution with pretty high correlation.

Harvest time is strongly correlated with experience points you can get in FarmVille

There's not much correlation between profits and harvest time, though.

As an interesting side note, the correlation between Harvest time and profit isn’t nearly as high and there’s a lot of variation. This neatly illustrates how the main metric in the game (from game designer’s perspective) is not profit, but experience points which are tightly tied to player retention. This also means that while there’s a wide variety of different kind of crops, there’s only a handful that makes any sense to use as the rest are strongly dominated. Oh, and the trees and the animals don’t make any sense given how scarce the land is and how much more profitable the crops are. The only reason to have either is for achieving ribbons – or self-expression (which you might have already guessed was pretty low on my priority list).

The other thing in FarmVille is that your game progress is also aided somewhat by the amount of friends you have. Whether these friends help you or not, is not necessasry, as only retaining a certain friend amount gives you benefits. The most important of these is access to larger farms. The social aspects of FarmVille can be divided into self-expression (how one designs one’s farm) and a coordination game of sharing gifts and other “loot”. The game design trick of “free gifts” is pretty clear after the player realizes that he or she needs a bigger farm to accommodate all the gifts. Contrast this “social gaming” to the title-holder of “most anti-social game ever”, World of Warcraft, in which (as far as I’ve understood) it is possible to “complete” the game alone, but playing with others is a key element to enjoy the game. In WoW the higher level players can help out lower level players, but in FarmVille the higher level players can gift some items to lower level players that lower player level players can’t gift. So, for some time the reciprocity logic didn’t really work in gifting, but this was recently fixed by introduction of “Mystery gifts” that are pretty much the only thing that makes sense for lower level players to send to higher level players.

So, what you are left in a more competitive sense of “social gaming” is the amount of ribbons you have collected, the level you have achieved and how pimped out your farm is. The element of achievements that you can accomplish as a group is zero.

I’m not entirely sure that Facebook is the most fertily grounds for games, as the dominating functionality seems to be “the social” and exploiting one’s userbase. Game mechanics and social dynamics come second. This is why I believe that to experience “true” social gaming, one needs to invest some real money to buy a game. The “free” gaming model seems to denigrate too quickly into nickel-and-diming, see for example what happened with EA’s Battlefield Heroes – where again some of the players didn’t see the real money elements as “fair” after certain point.

The problem with FarmVille, in short, is that the business logic dictates the game design too much. The revenue incentives of Zynga make the game experience worse for the players, who are looking for more than killing time.

My computing context and what I think about the iPad

OK, time to write a few words about the iPad. In true spirit of fanboyishness I started (and finished) writing this post in bed on my iPod Touch. Let me start by saying that with reservations I want the iPad. Reservations include that like you, I haven’t actually used the device, and that it doesn’t include a front facing camera which is a real shame. Flash… Pah! I really don’t care. Anyone who experienced the professional look, feel and support you get even from a €0.79 game on the Touch or iPhone isn’t going back to freeware flash (read my Farmville review as an example).

I’m not trying to provoke you by being so dismissive of flash, even though I feel a lot of people really really hate how the iPad turned out. I am only writing out of my own current and past context and reserving final judgement until it’s in my hands.

My context is several. I was born into an age when there weren’t any personal computers. As a matter of fact, Apple had only just been conceived when I was born. I grew up without computers, until I got a toy Amiga at 13, and a very buggy 1st PC at 15. It ran DOS mostly and crashed a lot in Windows 3.1. I mention this because people in my generation suffer from a curse. We were forced to learn a zillion crappy commands as teens, which made our parents and family members consider us computer geniusses and not a week goes by when I don’t get at least 1 question about a bug in a computer. Last week, I spent maybe 5 hours trying to get a Wifi card to communicate with an Internet radio, I will have to set up skype VOIP at my parents’ house this year and who knows what else.

My no. 2 reason for getting an iPad? To give it to my parents and save me future headaches (knock on wood).

My no. 1 reason is different. Last December, my MacBook was lost on a train. I’m using an older MacBook from work at the moment and digging this iPod Touch a lot. In many ways I do more on the Touch now. It has its flaws of course, and no it has nothing to do with “openness” or flash. The screen is too small and there are times (less than you would think) where I need a physical keyboard.

So picture my context. I travel a fair amount, I think the MacBook is not always neccessary but the Touch/iPhone is not always enough. The Touch meets my casual gaming needs (serious games, that’s what consoles are built for), it kind of meets my wordprocessing needs (still typing on the Touch …). So why on earth, for that price, wouldn’t I want an iPad?

Truth be told, I was considering getting a sleek MacBook Pro to replace my lost MacBook. But for years, I’ve secretely lusted after a shiny iMac as well, never being able to justify having both a laptop and a desktop. The iPad is not a standalone PC. It needs to be synced with one (every week or so). But it also gives me a chance not not restrict computing to a small 13-15″ screen and buy a “real” computer so that makes sense to me.

In my UNIQUE context, the iPad makes sense. In my less unique context regarding my parents, it makes sense. 2010 is hopefully a year of less computing headaches and more of just getting things done.

the end
Vincent

Thoughts on Farmville, an addictive but flawed Facebook game

I quit Farmville yesterday, after 3.5 weeks of pushing it up to level 20. In the first week, I wanted to write a review of how awesome it was and how it changed the social dynamic of Facebook. Now after a few weeks of wintery downtime, my gaming habit is back in the closet where it belongs, and my opinion is somewhat different.

What attracted me to Farmville in the first place? Well, in true Web3.0 spirit, it was someone raving about it on Twitter (Fidji Simo, I believe). It made me check it out and when I found out that some of my friends were on it, it made me give it a chance. I also remember SimFarm being one of the first games I played on my first PC and there was the nostalgia factor.

Farmville = FunVille?
The fun part of Farmville was to me truly the social dynamic. You build experience by doing different activities, such as growing fruit and vegetables, herding animals, and also helping out your friends. You can also give gifts to friends who in turn gift you back. All of that leads to two ways of measuring progress: experience points, which leads to new levels and abilities, and achievements, which you get after doing certain activities enough. While helping friends fuels my socialist—we are all equal, blablabla—self, the latter fuels my competitive—I am better, haha—self. As such, Farmville gives me complex feelings of satisfaction that can’t be found in every activity or game.

Now, while I admit that the latter statement is a little weird, but hopefully sufficient to explain why I liked the game, let me get to the parts that made me quit Farmville. They are, simply put: money, Adobe’s Flash, and boredom.

Farmville = CashVille
Farmville was admittedly the biggest blockbuster on the Facebook platform in 2009 and I have no doubt it will do well in 2010 also. The reason it is what it is, is because of its way of making money. Yes, if you want the easy way to winning, which is measured by how beautiful your farm is, you have to pay! There are three ways to pay for stuff in Farmville: achievements, such as having many neighbours or growing many tomatoes, which gets you free stuff; fake money, which buys you stuff; and Farmville money, which you get by either levelling up or by buying it for real dollars.

You can do pretty much everything you want without spending Farmville cash. Except for two things: expanding your farm, which would lead to having more real-estate and thus more “fun.” And, buying fuel. You can buy vehicles that make farming an easier chore, but using those vehicles requires fuel, which is expensive to buy and slow to recharge. The fact that I couldn’t sustainably earn income and spend it (without spending real cash) was a real downer in terms of gameplay.

Farmville = FlashVille
Flash made headlines these last few years mostly because of three things. It got bought by Adobe, its Air-platform and the sheer ubiquity of Flash as a development platform on sites such as Facebook. And, its lack of support on the iPhone / iPod Touch OS. And the latter is the case because Flash really sucks! It’s bloated, it’s not as good as pretty much any other interfacing technology (for lack of a better term), and it reminds us all of badly designed Myspace sites.

For me, the lack of iPhone OS support was a real factor as I got a Touch this Christmas, which became my nr. 1 Facebook interface, minus the reason* why I mainly visited Facebook these last few weeks (*: yes, yes, I really did mean it when I wished my friends a Merry Xmas and Happy New Year, but that just wasn’t getting me the experience points to get me ahead on Farmville…).

The second factor was that Flash is simply a bad technology. 1. it was incredibly slow and I had to reload the page several times, also losing my progress. 2. the Farmville interface is split up into blocks, on which you can farm, build, plant trees, or herd animals. Doing stuff on these chunks required actual movement of my avatar/farmer, who wasn’t moving to swiftly because of “Flashville’s bloatyness,” and I also couldn’t drag actions across the screen, which I would have been able to do even in the 16 years older SimFarm! Flash sucks and was the no. 2 reason for quitting Farmville.

I think Farmville would make the perfect iPhone App, but I really think Flash needs a major overhaul and/or be killed of.

Farmville = FrustrationVille
I already mentioned how repetitive the actual playing part became, going from one block to the next to plant or harvest. Every level felt slower and more frustrating, which was mostly due to Flash, but also perhaps due to Farmville making it harder to get to the next level. In the end, I kind of started wondering why I was playing this game and if I was even playing and not just doing manual labour. The only real reward seemed to be Farmcash, which you could either earn by levelling up (1 Farmcash per level, while buying more farmland costs like 20-30 farm-dollars, seems frustrating) or by paying real money (and that would just be sad). I could also spam my friends to join Farmville and become my neighbours, but come on!

I did get some satisfaction out of reading the several strategy guides that exist for Farmville and there really is no shortage of community support. But in the end it seems like Farmville emulates actual farming too closely, by making it tedious manual labour to grow stuff on your farm (mostly due to Flash sucking!) and it also makes it feel like serfdom, by having to buy Farmcash from your “masters,” in order to have a great-looking farm.

Well, that’s all I have to say on Farmville. It was a fun experience during the holidays and I don’t regret trying it. But while I think social gaming has a strong future, I really don’t like business models that rely on making its users’ lives more frustrating. I know World of Warcraft has a similar model and is the most successful multiplayer game ever made, but that doesn’t mean that it makes it the best game ever made. I can name a dozen single player and half a dozen multiplayer games that aren’t as successful financially, but just work well in terms of gameplay. And games like Farmville have a long way to go before they get there.

End review.
Vincent

Pomplamoose : social networks, video-songs and disintermediation

Pomplamoose Pas Encore

Internet IS disintermediation. It removes boundaries between services/product producers and consumers.

Which means that if your business model consists in standing between them, as a gatekeeper, then you have a positioning problem. Record companies have been learning this the hard way during the last decade.

We all know about Myspace and how musicians made their work popular before signing a contract with a record company (think Lily Allen and Arctic Monkeys).

It looks like even this time is over : the music industry business model is now getting a step further towards disintermediation with the smart, cheap and beautiful Pomplamoose. Read more »

Christmas Address

Merry Christmas!.jpgAs formal as Address sounds, it’s not meant to be. Just a small reminder that we are still here, more exemplified perhaps by the inverted correlation between blogging and doing great things (P.S. Many of us can be followed on Twitter, which doesn’t appear to have that problem).

Yes, we have all been busy doing things like moving to different countries and continents, starting companies, starting and changing jobs. I think Cecil is even well on his way to becoming a e2.0 authority, and judging by Fidji Simo’s tweets, I think she’s developing herself into an expert in retail—on-, off-, and hybrid forms. And that is amazing news and exactly what I always wanted from Tech IT Easy—a “workforce” that is productive outside of Tech IT Easy and contributes to its members’ lives on- and offline as well.

Which is why I still encourage anyone interested in technology and its commercialisation to join us, to develop and contribute their thoughts and expertise!

All that aside, what more can I wish for our readers and bloggers on this Christmas day? For one, I wish for a better 2010 and I am 100% certain that it will be. We all got a little roughed up in 2009, but what doesn’t kill us only makes us stronger! The Internet Boom & Bust… pah, I laugh at its impact: it lead to Le infamous nouveau Web, aka Web 2.0, aka the one where 37Signals had to remind us of the revolutionary idea of charging $$$ for products. I also laugh at Enron, as all its promised consequences of accountability haven’t affected the upper-tier of management one bit (and maybe never will).

But I don’t laugh at what is happening today, I’m happy about it. Between the magnificent state’ification of banks, the “new/old” lean approach to doing all business, and the threat of global warming, it’s another warning shot at us, the complacent human race who thought they had it all under control again. The world isn’t perfect and I hope that every one of those bumps bring us closer to making it better.

All cynicism aside, we live in a time where information is at our fingertips, where collaborative filtering and neuroscience help us better filter the relevant stuff to the top, where we can still publish news at a click, which is still an amazing concept, and where we all have GPS in our hands today, and augmented reality in our hands tomorrow. Yay, the innovative mind and yay, it’s practical outcomes!

Merry Christmas everyone and if you don’t hear from us before the 31st of December, have a great transition into the new year!

Love,

Your Tech IT Easy team:
Alex, Jeremy, Steve, Fidji, Georgia, Cecil, Vincent, Kari, Manu, Lucien, Matthias, Raj, Raphael, and Remy

Entrepreneurial Brainstorming Session: Augmented Museum Experience iPhone App

Edvard Munch _The Scream_.jpgHi, Vincent here. I have neither the intent, nor the talent to develop this application, but it was a thought/pain I experienced at a museum today and an iTunes search didn’t reveal an app like it.

A brief background. I’m pretty a-cultural, but I find audio-tours in museums generally a must, which means I usually spend the 5 or 10 euros extra to get one of those players to walk around the exhibition with headphones on. A little anti-social, but it helped me discover the lives of some amazing artists, like Vincent van Gogh, Rembrandt, Toulouse-Lautrec, etc. And my favourite nation of artists: Japan!

Yesterday, I was an an exhibition of “That Scream Guy” Edvard Munch. I was there with my sister and it seemed a little wasteful (it was only 3 rooms of lithographies), not to mention anti-social, to get an audio-guide. Still, it helps tremendously to get just a little background on a picture, really adding to the experience.

Here’s the iPhone app I would like to see.

  1. Point the phone at a painting (an immediate weakness there),
  2. image recognition happens (how?),
  3. it hooks into a source of info about it (preferably in an audio-format) such as Wikipedia,
  4. and you get to hear or see a description of the painting you are seeing.

It’s nothing genius and apart from perhaps the image recognition part, it seems fairly cheap/easy to produce.

The one weakness: cameras in museums aren’t always allowed. I would guess this means that you have to work together with museums to get things going (which sucks!).

Well, this is just something I want to throw out there, a la the much underused twitter hashtag #freeideasiwanttoseehappen

So if someone is looking for a creative challenge, you have your first customer right here!

/Vincent

Well what do you know, Snow Leopard did come up with a feature I like

When Leopard (10.5) came out, I could mention a laundry list of features that were pretty great. When its spawn/sibling/relative(?) came out in the form of Snow Leopard, I was struck with a serious case of reviewer’s block. There is very little to say about something that really only innovates under the hood and at the fringes.

So, my review today will be short, so short that I won’t talk about more than one feature. And that feature may disappoint you, I know it. But, in the greater picture of things, I think it’s pretty cool.

Stepping over from Windows half a decade ago, I had to adopt a new behaviour. I was forced to use iTunes, which meant that I had to import my whole library into it to make full use of this software and it’s ability to organise music. The iPod also affected this, which, prior to the iPhone/Touch, delegated its entire user-interface to iTunes also, allowing people to create intricate smart- and playlists, download podcasts, etc. in the software, whilst letting the hardware be controlled by one button only.

My musical behaviour on the computer had become somewhat bloated, less spontaneous than before. Leopard (10.5) innovated on this a little, by introducing Quicklook, which, through the space bar, allows for the quick previewing of most files, which is especially nice for movies and occasionally nice with music as well. The problem with the latter is that when you shift the focus to another app, as ADD-affected/music-listening people tend to do frequently, the music stops… quite literally. So it wasn’t a perfect solution.

Snow Leopard (10.6) introduced an improvement to that feature, one that is already affecting the way I listen to music on my Mac. Quicklook still works the way it always did, but what’s new is that you can quick look within an icon. By hovering over a music file on your desktop and changing the display in the finder to large enough icons (they need to be made a certain size (64×64 on my Macbook) for this to work), you will see a play button on the icon, which, when clicking, plays the track or video. And you can keep playing it while you do your other stuff, such as me typing this blog post.

Preview icons in Snow Leopard.jpg

Pretty awesome, if you ask me. No need to fire up iTunes just for that one file and my need to ADD has been satisfied.

/End Review.

Vincent

The lowest common denominator online: the written word

keep-it-simple-stupid-kissA few months ago, I wrote to you about an experiment I was conducting regarding collecting videos from people that could not make it to a reunion I was organising for my high school. Out of the ca. 300 people that signed up to our Facebook group, only ca. 100 can make it in the end (this weekend). Many of them live all over the world, hence it made sense to try and involve them in some way.

Just like you guys couldn’t offer me much of a suggestion regarding how to arrange this distributed video system, people were fairly unresponsive to my request to send me greetings by video or audio. Even pictures from the good old days were apparently too much to ask for–us “oldsters” used analogue cameras back in the day and no Flickr in sight.

This all changed however just last week when we decided to focus on what I call the lowest common denominator in organised activities like this reunion and also business. Focussing on the simplest possible solution to solve a collaborative problem.

We asked everyone that couldn’t make it to send a short text to say hi, etc. And the responses came rolling in. Within 2 days, we already had 30 and they keep coming.

It just shows you 2 things: 1. really K.I.S.S. (keep it simple & stupid) is the best way to deal with most problems. And 2. we are really not ready for a video-based messaging system. Sure, there’s Youtube and more, but you also need to record, you need to look good on the recording, you need to convert it to flash, you need to upload it, the receiver needs to convert it back, edit it (a super-big hassle!), and then present it in a usable way. Far from K.I.S.S.!

Vincent

What I’d love: A laptop with a built-in projector!

I’m thinking about getting a HD projector and a Playstation 3 Slim. Talking about it Facebook, one of my friends wrote that it’s nothing short of a paradigm shift to get a Projector for your media consumption, and I’m already thinking about buying a portable projector, e.g. the Optoma HD700X DLP, and hooking that up to my laptop + taking it with me whenever I need it.

But what I’d really love is: a laptop with a projector built-in.

asus

Apple changed my life when it introduced the in-built camera in the laptop. It changed many people’s lives from all demographics, I imagine, who starting thinking about the possibilities for collaboration through Skype or otherwise.

The one thing that I miss from my laptop (occasionally) is the lack of big screen-size. It doesn’t make a difference for writing or surfing, but it most certainly does for graphic work, media-consumption, or gaming. I would love for it to be super-simple to enlarge the screen, simply by having a type of projector built in.

Of course, I realise that projectors run hot and because of that cannot perhaps be compressed to a very small size. I don’t know what the model no. is for the ASUS depicted above and how it makes it work, but I’d love for this to become a standard.

Vincent

The Retro Problem

Retro Programming sucks?

Retro Programming sucks?

Derek Sivers writes about an idea for a creative computer: it would do nothing until you figet with it enough / learn about it enough to make it work. Kind of like the Radio Shack TRS-80 in 1978, which he grew up with.

I love this idea, but my no. 1 thought is that the context differed largely for him as a kid and for kids now. 1. there’s peer influences. I know that home schooling is a semi-big deal in the US (tried it once, it sucks) and that a large factor of that is keeping your kid isolated from bad influences.

In the scenario of CreatoComputer2009(TM), you would have to keep the “bad” influence of innovation and gadgetery around kids to a minimum, to allow your kid to use CreatoComp. Because as soon as that kid sees that all the other kids have to work nada to have a working computer, the whole experiment implodes.

Vs. 1978, where everyone had to work at making these wiry beasts, people dared calling a computer, work.

You can take this analogy to anything retro really: cars, movies, Asteroids the game. Compare that to any modern invention and people (except for the nostalgic crowd) quickly turn away.

I agree that to create creative & creating people, you have to confront them with difficult problems to solve at an early age (perhaps). I do think that it needs to be built upon the platform that we are now living with: super-connected graphical interfaces that operate in the digital realm mostly and involve minimal wiring or soldering. I also think that our understanding of education is evolving to the extent that even playing games can be considered a type of learning, which seems fairly compatible with being a child also.

You know there’s only one answer to this problem, right?

Vincent.
(P.S. I know, 2 posts in 2 days. Doesn’t mean that I’m back though, more confused about whether I want to come back. Gotta love the limbo that is August…).

Teenies are not us

Teens don't like attentionNY Times writes that teens don’t dominate the Twitter-sphere, thus proving that kids don’t always drive innovation.

I’m not going to go into what sad individuals do like Twitter (small gulp), but I am pretty certain that teens are major drivers in terms of Facebook or Myspace (as, from personal experience, I don’t really see teens stopping being teens until their 21, I classify most undergraduate university students as teens also).

The major driver in teen-life is not exposure. It is in fact privacy. For every teen version of Paris Hilton in highschool, ca. 20 students in fact feel uncomfortable about all this exposure. It’s a hormonal thing and I don’t think technology change can change biological factors, at least not for a very long time.

Just my 2 cents, derived mostly from growing up in a large family. Feel free to disagree, but I think privacy is a much better marketing strategy for teens than “let’s expose everything.”

Vincent

Guerrilla Babies

babies + coolness + humor + timeless style = top of mind

it has good momentum to spread virally (one of the most watched in bing and this is how i found out ) and i am checking if and how often i will stumble over it

basically I blog …water, being in hiatus mode  as well :)

enjoy

Georgia

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