Category: video games

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.

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

Avatar – a review of its technologies and message

This movie was one I anticipated for some time. I’m a Sci-Fi geek, a movie freak, and a Cameron disciple (ever since Terminator 2). Most important to me today however: seeing whether the world of cinema was about to change forever… or not. My review will *not* be about the story, but about a number of themes it addresses, namely the 3D experience, motion capture, and (some spoilers) it’s environmental message.

First, the 3D experience. I’m afraid I didn’t like it very much from where I was sitting. And that I learned is one of the keys to watching a 3D flick, you have to experience it just right.

A couple of thoughts on the human experience: You have to wear glasses, you have to sit in the right place, and no one can pass the screen to go to the bathroom or else all is destroyed.

  • The glasses: there are generally 2 types of glasses used in 3D cinema, active ones with shutter technology, and passive ones, which are just like regular, slightly over-sized sunglasses. I used the latter. Having biked for 30 min. at full speed just to get to the cinema on time (that’s how geeky I am about this), I found that sweat really didn’t agree with these glasses. The cinema provided me with one of those alcohol drenched tissues, but that definitely didn’t last me through the two+ hour movie. For the rest, I found them a little dark and the image without them was a lot clearer, though of course not meant for regular 2D viewing.
  • Sitting just right: so I arrived to a packed cinema, meaning that I had to sit bottom-center-right and also that I have to try to see the movie again in a more empty cinema. To me the viewing experience definitely seemed sub-par and I will have to research optimal placement prior to seeing my next 3D movie.
  • Other people’s bladders: so a couple of things disrupted the experience: my seating position, the subtitles, and people passing the 3D screen to go to the bathroom. The latter seemed to disrupt the image physically with the light of the entire image actually changing, and my thought is that they must have disrupted the beamer in some way. And while the subtitles seemed to float as much as the rest of the objects (see next paragraphs), they took away from the illusion of staring into a wonderful 3D world at times.

Generally, I think that Avatar should actually be viewed in an IMAX theater, which has a far larger screen and is designed for 3D, and not a regular cinema converted to 3D, which seems to be all the rage these days. And while dubbed movies kind of suck, I think it may be a better choice for people like me residing in a non-English country.

THE BIG QUESTION: So how was the actual 3D? Apart from the qualms I mentioned, actually pretty interesting! A few years ago, I watched Superman Returns at an IMAX, which required me to put and take my 3D glasses on and off as a green or red symbol appeared on screen and that sucked. But for Avatar, I could keep the glasses on all the time.

The 3D itself wasn’t the pop-out kind either, rather it was like you were looking into a window at 3D objects. In one scene, Sam Worthington’s character was exploring the alien jungle and looking at some exquisite flowers and it felt to me like I was standing opposite him looking at the same objects, which was nothing short of amazing!

I liked 3D a lot in slow scenes like this, but fast scenes such as battles were a little harder to follow. Cameron tells one hell of a story though, which drew you into the picture regardless.

Topic 2: Motion capture
The actual revolution that this movie is supposed to herald is the new kind of motion capture used, called performance capture. As far as I understand it, it allows for a few innovations in film making: accurately capturing face movement, having real characters interact realistically with virtual ones, and, for the camera person, seeing in realtime the result of the performance capture through the camera’s viewfinder.

THE BIG QUESTION: did it work? Hell yes!!! You notice it first with the female antagonist, Neytiri played by Zoe Saldaña (I had no idea!), who is completely “performance captured,” and whom you fall in love with within a few minutes. Her face shows an amazing range of emotions, from anger to joy, that demands an emotional response from the viewer. The last time I found myself infatuated with a virtual character was in King Kong, where I felt real sympathy with this fantastical character that Peter Jackson brought to screen.

Topic 3: the environmental message (limited spoilers ahead!)
Yes, one of the strongest themes of this movie was preserving a planet, respecting it’s inhabitants, both plant and creature. It was very powerful, I thought, but some people may consider it as preachy.

The problem with this message is that following it would require us to abandon 99% of our technology and return to a lifestyle more connected with nature and I’m very sceptical that this could ever happen, certainly not in time for this century’s crisis.

What Avatar manages to show is that the human race, through it’s relentless need for progress and profit, will always end up destroying that which exists in order to create something new. Avatar condemns our race to a “dying planet” and it can’t send a sadder message than that.

In Conclusion:
Above all, Avatar is an Action and Sci-Fi flick, and a good one at that, but it also makes you think, which many of Cameron’s movie seem to do. Definitely a re-watch for me, both on the silver and the small screen.

Rating: 7/10

Vincent
(p.s. minus the added formatting and picture just now, this post was written on an iPod Touch, forever dispelling my notion that typing on a touch screen is impossible. It did lead to some typos & grammar errors, mostly caused by it’s 95% useful predictive spelling engine.)

The Poor Man’s Business Model—How Out-of-the-Box thinking can generate tremendous value for customers

I’m always fascinated by business models, i.e. at how entrepreneurs and companies put together services in order to make money from them. I’d call it the source code of business if I hadn’t seen the other source code in Luxembourg —legal and accounting—but arguably that’s more like binary code, i.e. 99% unintelligible.

Sarah Lacy writes about SMSONE, a ultra-local news provider in India similar to Outside.IN, a Union Square Ventures funded US-only company that provides news updates via the web. SMSONE does it, as the name suggests, via SMS. And it spreads through a franchising model, working with local entrepreneurs that pay a franchise fee and also collect a share of the advertising revenue from locally focussed businesses. It is able to do this because of something that apparently doesn’t exist in the US (but does in Europe): receiving an SMS in India doesn’t cost the recipient anything.

newspaper boy.jpgWhen reading about this, I was immediately reminded of a similar business model employed by a Dutch entrepreneur in Russia, Ms. Annemarie van Gaal, founder of Independent Media, a company that distributed Russian versions of magazines like Cosmopolitan, Marie Claire en Good Housekeeping (source). When she spoke at the Star entrepreneurial seminar in Rotterdam a year ago, she told us about how she differentiated herself from the competition (paraphrased as I haven’t got my notes with me):

The trouble with getting your magazines distributed in Russia was that you had to pay quite a lot of money (some would call it bribes) to companies that would then take care of it… badly. Instead van Gaal decided to do it differently. She would hire street kids to distribute her magazines, similar to the gold days of newspapers: the newspaper boy.

If you read Sarah Lacy’s account on Techcrunch, you’ll see that SMSONE does it similarly, hiring local kids, often without much education, to take care of distribution. Doing it via official channels is likely a nightmare over there, and centralising distribution kind of defeats the purpose of micro-news.

It’s a different way of thinking, which many of us westerners don’t have. I mean, would you entrust your products to a beggar on the street or to a street musician? Not only is it probably against the law (except if the government does it), we pride ourselves on our super-organised infrastructure, where anything from temp-workers to interns are there to provide companies with a flexible workforce, and anything from printing presses to mobile internet exists to produce and distribute your stuff.

Of course, I wouldn’t just leave you with these two examples. In the beginning of 2008, Boston Consulting Group published a study of “local dynamos”— domestically focussed companies, which use creative business models to capture value from emerging markets that are filled with challenges, like lacking infrastructure and low-income consumers. The map below shows how widespread these companies are.

local dynamos bcg.jpg

Some very interesting examples are mentioned, like:

  • Shanda, a Chinese gaming-company, that, in order to combat software-piracy, focusses on providing interactive services through gaming, services that are impossible to pirate. And to overcome a lack of a financial infrastructure to pay for online services, they work with pre-paid cards.
  • Indian CavinKare, which sells cheap sachets of shampoo through small local retailers, while using educational marketing to teach customers how to use their products.
  • Goodbaby, which targets the many 1-child families in China, who are both willing to spend more on their child than multi-child families would, but are also in need of education.
  • Amul, an Indian food-and-beverage-marketing-organisation, which collects and pays for milk locally, while tracking all operations via satellite and uses ERP solutions to make analysis based on the data and gauge whether future supply needs to be increased or decreased.
  • Wimm-Bill-Dann Foods (Russia), which works extensively with local partners, and has devised leasing schemes for expensive machinery to boost their production and is able to serve 280 million consumers nation-wide.

The BCG, of course, takes the stance of its customers, Western companies, and the study is mainly aimed at how multinational companies (MNCs) can replicate 6 of these dynamo’s advantages, in order to compete with them. They are:

  1. Customising to local needs – which involves first understanding these needs, and then meeting them.
  2. Devising innovative business models that overcome local challenges – a logical follow-up to the last point, how to make money from the info you gained.
  3. Leveraging the latest technologies – meaning that these emerging economies are less burdened with traditional infrastructure and quicker on the uptake of more affordable, newer, and easier-to-spread technology, e.g. mobiles.
  4. Benefiting from low-cost labor and overcoming shortages of skilled labor – there’s two ways to look at this; a local workforce will be better equipped to interact on a local level, a highly-trained workforce will be better equipped to run a business. Tough call.
  5. Scaling up fast – Russia, India, China, Brazil, etc. are all giants with the promise of huge rewards when you capture them. Many of these dynamos grow quickly through both through acquisitions and building up their network of suppliers and distributors.
  6. Sustaining long-term hypergrowth without imploding – this kind of follows on to the last point

Some of the Western companies mentioned, which have managed to compete on a local level, include:

  • General Motors, which has adapted its luxury-liners to meet the demands of its Chinese customers, who are usually sitting in the back;
  • LG, in China, which has learned that the audio-quality of its televisions is more valued by its customers, who often reside in noisy environments;
  • Carrefour, which has started to work with local municipal governments in China, as these don’t meddle in their operations like local dept. stores would, and are able to provide access to prime locations;
  • Perfetti Van Melle, in India, a candle/chewing-gum manufacturer, which has found local means to advertise, interacts frequently with local partners, and has adapted its products to local tastes;
  • and Yum! Brands, which owns Pizza Hut and KFC, and has adapted its menus to meet local Chinese tastes, started a new food-chain aimed specifically at the market, and uses its international expertise to integrate IT, lean supply chains, and a higher level of food standards into their offering.

It shows the value of out of the box thinking in terms of reaching people, and I believe that traditional “Western” thinking should long ago have been thrown out the door anyway, particularly in light of the troubles that media-, automotive, and financial industries are going through. We are in the flux of disruptive innovation and only those quickest to grasp new technologies and ways of thinking are able to survive another day.

No shortage of lessons on that from entrepreneurs in emerging economies…

Vincent out

How Technology has pushed us into a Zone that is neither Real nor Unreal

light vs. dark side.jpgFrom the European FT this weekend:

“Blackberry owners will soon be able to download music wireless tracks to an application that will help the smartphone compete with those made by Apple and Nokia. … Most tracks will not have copy protection software, which restricts how many devices the music can be moved to.”

It’s the word “most,” which has triggered today’s rant on PR, technology, media, and more. First of, what kind of statement is that most tracks will not have copy protection? Why not all, why not none?

Looking at the past, we all know that copy protection, aka DRM, has plenty of negative associations attached to it. And, as with most negatively perceived technologies, it has been hacked so often that the word “protected” has just become a PR term. Copy protection is not a feature, it’s a handicap, but clearly most songs on the Blackberry platform will not be handicapped, which is… a feature??

We all know that optimally, no producer (or organisation associated with music production) would allow music to be released DRM-free. But the very fact that protection means Zilch, means that actually there is no point to implementing any kind of DRM-system, except on the request of the owner(s) of particular songs (which probably happened here). So, instead of all or none, we get “most,” which is just BS. I already predict that this new initiative is going to fail, by the sheer indecisiveness of the PR message alone, which is a reflection of how little thought-out the business strategy must be.

My point in all of this, infused by a single expression of vagueness, is that somehow technology has spun out of control. There is a system of checks and balances in place, there is a self-correcting mechanism at play, but no one has the complete overview of how it works and when it will work. In the case of the recession, for example, things will balance themselves out again. And hopefully we will get a system in place, the more open the better, that will regulate what is happening. But there will very likely be many casualties of war.

In the case of media and profiting from it, it looks bad, very bad. The word “most” perfectly reflects the uncertainty of where it is all heading, but anyone can see that with production and distribution becoming cheaper and more decentralised, there is hardly any need for centralised music companies, except to build systems that track what is out there and rate it (e.g. CBS/Last.fm, Hypemachine) or to fund the more expensive part of the formula: getting on TV/radio (which will also disappear at some point) or setting up a concert (which will hopefully never disappear, but is hopefully self-sufficient).

Sadly, the only solution I see to saving “the industry” is to silo everything off, which is arguable already happening when you look at the behaviour of businesses like Pandora, CBS/Last.fm, and Hulu) and sue the crap out of anyone infringing. That would make everything nice and predictable again, but only if you could make it impossible to go from one side to the other. Star wars.

Some systems where this is the case, more or less, would be gaming consoles, and you would need the same for audio and video content. But because the light and the dark side (traditional media vs. new media vs. piracy) are not separated, you will continue to see a shift towards freeing everything until the only thing predictable will be that there is no money to be made from media, just from the products (e.g. merchandising) and services (e.g. concerts) around it.

Yes, I continue to be very down on traditional media. Feel free to lift my spirits in this area.

Vincent

What would an Always-On Device look like? Do we even want it?

It’s funny how our thoughts evolve from one day to the next. Which reminds me that we need to adapt our About page to reflect that a little more, as it’s about 2 years old. My thinking about Always-On Devices comes from a simple pain that I feel when I miss “a moment.” Sometimes I wish that I could… well Andy Warhol in Miraclemen phrases it much better than me.

always on.jpg

In Alan Moore’s & Neil Gaiman’s graphic novel, Warhol’s existence is not painted in a very colourful light (pun intended). He has been resurrected as a machine into a society where money no longer plays a role and is very depressed. So his ability to record everything is really not very meaningful to him. Having only read this part of the comic last night, already my sentiments about Always-On are changing towards… and what would it accomplish?

I recently visited an Art Exhibition of independent artists in Maastricht and tested out a little what an Always-On Device would look like to me. I used my camera, a Canon 870 IS, as a recording device, which I held in front of me while walking through the crowd.

I managed to capture the people experiencing an exhibition, a piano player who was adding atmosphere to a room full of art, just hypnotically playing a few notes over and over. What actually intrigued me the most, I captured maybe two dozen miniature sets for the Maastricht Opera house. It was very surreal, the sets which were made out of cardboard and wood mostly, were 3-dimensional, and I was floating with my camera device around it and through it even, capturing it all at angles never deemed possible to me before. As if I was my own film-director.

Of course, apart from the disappointing battery-life on my camera, clearly not designed for video-recording, and the occasionally funny looks that I got, the real challenge is to make that data actionable—a big priority in everything I do. It is a matter of transforming the raw footage into a tight package that can be consumed by others, and the question is really, should this be the responsibility of the creator or of the consumer…?

With us having reached and surpassed the age of the mashup, it makes less and less sense to continue to try and re-invent the wheel, rather delegating that task across far more… interested people (in the area of video-editing at least), of which there is no shortage, as long as the tools and the specific community exists. Clearly, that kind of methodology requires a lax attitude about copyright.

To recap, so that it doesn’t seem like I’m entirely floating in thoughts, an Always-On Device would need:

  1. A willing human recorder
  2. A recording device designed for capturing experiences
  3. A way to process that information into “usable bits”
  4. A favourable legal environment
  5. And a willing consumer

I’ll leave the question of “do we even want it?” for smarter people than me to decide. In the mean time, I will continue my search for point 2 and 3 on that list (more on this blog, if successful).

Until after Paris,
Vincent

The iPhone's hardware and software capabilities are misaligned

iphone for toddlers.jpgI spent quite a lot of time evaluating smart-phones this last week, including having hands-on time with the Nokia E71, the Blackberry 8900, the iPhone & iPod Touch, with a firm eye on their capabilities as a mobile computer, more so than a mobile phone or a mobile entertainment device.

My conclusion: the iPhone (or respectively iPod Touch) are interesting insofar as interfaces are concerned that either require mouse-like interaction or that require no interaction whatsoever, e.g. listening to music. And it’s pretty consistent with my first post about the iTunes app store, where I wrote that developers should focus on developing games and other visual applications, rather than on typing-intensive apps.

Now I may be perfectly wrong about this and if you’re a long-time iPhone / iPod Touch user and are able to type long messages without a problem, please drop a comment.

There’s no denying that the Apple gadget (whichever version) is h.o.t. But I think it’s a matter of the software-features being over-hyped and people forgetting that the hardware isn’t mature yet.

  • First of all: touch-keyboards, really? It just doesn’t seem precise enough for accurate typing.
  • Second: 400 dollars/euros for 32GB of space seems way over-priced, more so because it’s also a video-device and increased video-quality also comes with (much) increased file-sizes. Add to this that streaming video from your Mac doesn’t seem possible, unless you employ one hack or the other.
  • Thirdly, I think that the web2.0 hype of developing application after application after application has strongly spilled over to the iTunes appstore, which is one of the few digital venues to have some kind of business model, but it totally overshadows any hardware deficiencies the iPod and iPhone may have (and I mean that only in terms of typing and storage, as I think apps for gaming and other entertainment work perfectly fine).

My gut tells me that iPods are mainly for entertainment and not productivity and even so that there’s a better deal to be had waiting for at least another generation beyond this.

Once again, I’m very open to you (trying to) convincing me that I’m am completely and utterly wrong.

Vincent

A (Sci-Fi inspired) vision of Facebook's (or equivalent) future

Sci-fi future of facebook.jpgOK, admittedly I’ve gone a little Facebook-crazy, ever since I joined the service ca. 2 years ago. Not Twitter-crazy, as in adding millions of friends, but an infatuation based on real value, the ability to organise activities and communicate with long-lost friends. And definitely not as crazy as the future I envision for Facebook or what I call *real friend*-based social networking™.

Phase 1, five years from now: Real-time

Imagine Google talk’s new innovation, video chat through the webplayer. Also imagine perhaps the most annoying internet-phenomenon of all: “voyeur TV,” made most famous (to geeks) by the likes of Justin TV and other Lifecasters, not to mention Survivor and Big Brother.

Where I see Facebook going in just a few years, is that you tune into a profile and if your friend allows it, you see a live feed instead of a static picture. Already, when I met old friends in Maastricht a few weeks ago, I thought how cool it would be to track a person’s physicial changes real-time on Facebook, instead of seeing what they *want me to see*.

The flaw: most people aren’t that comfortable showing unfiltered feeds. The opportunity: everyday, we’re becoming more accepting of the lack of privacy that the internet provides. The reality: probably a mix of both, where users give consent and only operate the camera when they feel like it.

Phase 2, ten years from now: in your living room

Picture the two innovations that Apple has essentially made mainstream. One, a camera in every electronic device. Two, training users to abandon the keyboard, through the iPhone and now multi-touch gestures. Repeating something I wrote before: this video-review, where a journalist compares typing on the EEE PC vs. the iPhone, at insane speeds in an all-terain vehicle, was really eye-opening how well that “virtual” keyboard works on the iPhone. So much for my first post on the iPhone app-store, that “the iPhone is just for games“…

My vision of a connected society in 10+ years is not that we all become experts at typing. The PC has always been designed by and for geeky engineers and we’ve had to put up with it because there was simply no other choice. Instead, I see every TV, every device perhaps, internet-enabled, in which we manipulate by simple gestures, a shake perhaps, the push of a single button…

In the future, I see people turning on their TV and tuning into Facebook and chatting with their friends as if they came for afternoon tea.

Phase 3, twenty years later: holofriends

In “Avatar,” the new movie by James Cameron, 13 years in the waiting, the story is that people use avatars to explore strange new worlds. In the real world, James Cameron is developing technologies that can capture actors’ facial expressions to the nth degree, and offer a real time preview into how that would look like post-production. Take that together with ca. 2000 cinema screens in the US that have been converted to 3D and perhaps you see where my thinking is going. In a few decades, both the motion-capture technology and the 3D one will become affordable, already 3D filming is a matter of tying two HD-cameras together, and eventually 3D screens will come to our living rooms,… perhaps enabling us to see and interact with hologram friends from Facebook?

Imagine, jogging with a Facebook friend, having your mom “virtual hug” you after you were dumped, having virtual se… ok, now I’m going to far!

Facebook on the brain.jpg

Phase 4, fifty years into the future: I’m alive, I’m alive!!!

In the future we will be able to speak to dead friends and family members. Morbid? Perhaps it’s better expressed as, in the future we will live forever, at least digital versions of us.

But perhaps the 300 MB sized data encompassing our brain, as envisioned in the Battlestar Galactica sequel, Caprica, isn’t quite so realistic. Instead, a $100 million Paul Allen foundation, called the Allen Institute for Brain Science, is using digital technology to slice, dice, and capture what our brains are made of. It’s quite sad, because so far they are finding that the data is so excessive and so “personal” (every brain is different!!!), that they don’t yet know when, if ever, they will have finished capturing the brain.

But what is certain is that, eventually, we will develop an understanding of what makes us tick, and perhaps, perhaps, develop technology to transfer our memories to a machine. And when that happens, what’s to stop people from signing up to live forever? And imagine the pressure then coming from friends and family members to experience those memories one last time, and again, and again. It would be the rebirth of a more morbid social network, finally.

Final thoughts

None of this has to be Facebook-powered of course. But there’s no denying that wherever the internet is going, it will be built on more interactions between people, between real people, not these quasi-friendships strangers make on Twitter, mostly for selling and customer support purposes. And right now, as far as those *real* relationships are concerned, Facebook is king.

The end… or the beginning?

Vincent

OK you cheapskates, what do you think of the iPhone now?

cheapskate.jpgBear in mind that by calling you cheapskates, I also call myself the same (plus, I’m Dutch…). Remember that I was the one raving about a €30 contract-less phone not too long ago, the Motorola Motophone (which I have since given to my mother, who hates it). Since moving to Luxembourg, less than a month ago, I’m shopping for a new phone and am considering the iPhone.

At the same time, do the math! To get the 16GB version, I have to shell over €99 + €50 per month for the next two years. That’s €1300 as a base price for the iPhone, not including the cost of getting hooked to paying such prices in the future.

Some other factors to consider:

  • There’s is city-wide, free WiFi in Luxembourg (at least one good thing about this small city, apart from me being there :-) )
  • Skype was just released in the app-store, making calling on the iPod Touch + Wifi a viable option.
  • Signing a 2 year contract seems like a big deal, considering I just started the job and still need to be able to keep it.
  • The country of Luxembourg is so small, that I ‘ll be in international roaming mode before I know it (Mobile in Europe sucks, did you know that?)
  • Taking a 32GB iPod Touch + a internet-less phone, would be ca. €400 + €30 per month = ok, €1120 for 2 years (bearing in mind that I usually NEVER take 2 year contracts on anything!)
  • I already have an excellent portable camera, the IXUS 870 IS
  • I also expect an upgraded iPhone to come around, hopefully within the next 6 months, but too long for me to wait.

So, it’s a tough decision for a cheapskate like me.

It’s taken me a long time to get to the point of wanting to use a touch-screen, which I considered an inferior typing solution, until… I watched this video. It’s amazing that this guy, sitting in a moving vehicle shaking like a bull on steroids, can type intelligible words on his iPhone, and nothing at all on a regular button-based keyboard.

netbook in extreme rally car typing challenge.jpgVideo_ iPhone vs netbook in extreme rally car typing challenge - Crave at CNET UK - (Build 20090423191946)-1.jpg

Take that together with the iPhone OS 3, due to come out within the next 1-3 months, and it sounds like an interesting option. But €1300 for a phone? Man!

What do you say, cheapskates, buy or don’t buy?

Vincent

Hitchcock / Truffaut and the future of the moving picture

If you look at the world of video now, there are a number of trends that reign:

  • The shift from TV to web (Youtube, Hulu, iTunes Video, etc.)
  • The shift towards gaming, aka interactive video
  • The shift towards 3D cinema
  • The unabated reign of piracy, which means that content-producers have to look beyond traditional media.
  • The relative affordability of the home cinema.
  • The rise of televised serials on par with movies in terms of budgets, screenplay, acting, and other qualities
  • Something else? Please let me know in the comments!

It kind of makes you wonder whether cinema as we’ve known it is ending. Is cinema, in its constant drive to innovate, losing those things that made it great in the past? It took me something like reading “Hitchcock / Truffaut” to come to the conclusion that that is not the case. As the web2.0 boys like to write, “Shift happens!”

The lodge glass ceiling.jpgCase in point: when Hitchcock started making movies in the 1930s, they were silent. To give the effect of the sound of a man walking back and forth in the room upstairs in “The Lodger,” he used a glass ceiling. That’s right, you could actually look through the ceiling and see the feet of the man. Today, even a decade or two later, that effect would’ve been completely unnecessary.

Same as today camera rigs are becoming affordable to you and me, changes in technology can and will affect how we give visual meaning to a story. Because that’s what it’s all about, story telling, and the medium is simply the one that is the most effective for that.

There is perhaps a risk of focussing on form over substance. Many have predicted that in order for the status of proprietary cinema to be safeguarded, there would need to be a 3rd and maybe even a 4th dimension. My last IMAX-experience having been the two year old “Superman Returns” movie, I’m no expert, but I found it entirely unconvincing. 2009 is the year of 3D cinema, so I’ll leave it up to the more recent IMAX-visitors to decide whether 3D is as yet ready to replace 2D. I’ve heard critics say that “the screen just points at you,” which I don’t find particularly encouraging. At the same time, as equipment becomes cheaper and people experiment more, I’m sure a way to settle into the new medium will be found.

4D, which is the time-dimension, and in which you can find interactive media like games, and media spread across a longer period of time, such as TV-series, also holds much promise, perhaps more so than 3D. As a story-teller, imagine the potential of having the viewer co-create the story, or of having 50 hours of film to tell a story in. Amazing!

Hitchcock / Truffaut” is a fascinating study of Hitchcock films, in the form of one long interview between Alfred Hitchcock and François Truffaut, and I encourage anyone interested in classic cinema to give it a read. It’s also about finding visual elements to tell a story and gives an insight into how cinema has evolved over the years. 4 Thumbs up!

Vincent

Leaps in Logic — a post about blue and red oceans

Thinking a lot about blue and red oceans these days, which was a topic of a New Venture seminar last week (summary post about that coming up). Still not having completed Blue Ocean Strategy, the book (someone told me, reading the summary would suffice. See slides below), I’m still not entirely sure how to get to a blue ocean. More after the slides.

[slideshare id=61974&doc=blue-ocean-strategy-summary4461&w=425]

I know, from the first few chapters, that you analyse features of a competing business. You list them in some kind of chart and map out how far they go and how to beat them with your own features. Taking the case of gaming consoles, which is as good as any, for the two powerful ones, Playstation 3 and Xbox 360, we would list:

  • Online platform (more Xbox360)
  • Huge graphical capabilities (more Playstation, but negligible difference)
  • Looks better on HDTV
  • DVD-drive (huge, unpredictable format-war at launch)
  • Games, Games, Games
  • Same (more or less) controllers as usual
  • Expensive components overall
  • Price point in the $500+ (at that time)
  • Aggressive marketing strategy, based on above features, targeted mostly at young men.
  • Huge multinational corporations with huge budgets
  • Lot’s of industry consolidation, virtual and actual
  • Added, due to comment: both players may have other motives, apart from pushing their gaming-plaform (e.g. Blu-ray for Sony & Live-platform for Microsoft)

And I could probably go on.

Fighting Microsoft and Sony would require some serious leaps in logic, you would think. You can see that the leap that Sony and Microsoft made was not too far off. It was based on the assumption that any next generation of console would have to be significantly more powerful than the last. And you could see that, them being huge multinational corporations, the thinking was probably that if any drastic industry change could happen (take that format war), they could make it come true. There’s another industry-change that had to happen for both of these to take off like gangbusters, which was that everyone would buy an HDTV. That didn’t exactly happen.

So, essentially, we had several weaknesses, namely that:

  • The format war was undecided, confusing customers.
  • HDTVs were expensive.
  • The consoles themselves were expensive.
  • They were eating up each others already small markets (made small by the three preceding factors).

You could also add that they focussed on the same consumer segments as a weakness, but how could they know, right?

Now, if you read into Blue Ocean Strategy, then you would expect for Nintendo to have anticipated these issues. How would that be possible?

For one, they are industry-insiders, just like Sony and Microsoft, so they would have had access to data about production costs of both competing consoles, as well as of the state of HDTVs and HD DVDs, now and in the near future. Two, being a successful console and game producer, they would also have a good grasp on their audience. Three, they would have their own vision and be able to iterate quickly on it.

When you think about it, the leap of logic wasn’t actually happening from those entering the blue ocean, it was from those operating in the red one: Sony and Microsoft.

I wrote this, because sometimes, as a new player on the market, you aim small. You don’t want to upset the big players in the red ocean and instead want to *grow* a blue one. I don’t think blue oceans are grown, they are instead hidden. Growing an ocean is the worst leap of all, because it means changing people’s behaviour. Core-users of Xbox & Playstation haven’t changed one bit, rather you found new customers that weren’t being addressed by those two marketing strategies.

If you do have to make a leap in logic to launch a product, make sure that the price you pay isn’t to expensive.

End of thought.

Vincent

Another look at Nintendo's blue ocean strategy

Nintendo released the new channel, Nintendo Channel, for Wii recently in Europe. It was released about a week after WiiWare, the channel that enables online shopping and downloading of games. WiiWare is interesting in the sense that we can easily expect some really amazing stuff coming out through that channel, while Nintendo Channel is something that exemplifies why Wii is different from other consoles.

Wii Endless OceanIt is an interesting channel in regards to Nintendo’s blue ocean strategy (discuess earlier here by Jeremy), but like many other aspects of Wii, it leaves me wanting more. The channel is basically an advertising/marketing channel for Nintendo. You can download demos, see information and trailers about upcoming games, and some other stuff. One of these additional functionalities is the feedback section, where you can submit feedback back to Nintendo on the games you’ve played on your Wii. You can also enable a tracking feature so that your Wii will send information what you do (the same info it shows in your Message view) to Nintendo and in exchange the channel will recommend you titles and allows you to download demos for DS. All in all, really simple stuff, but the execution is really nice – and dead simple.

I know that one main aspect of Wii is its simplicity and many of the things I think I’d want it to do would just make it too complex. I’m well aware the limitations of the console – most of which seem likeconscious design decisions by Nintendo. The hardware has been optimized for cost and really makes the developers focus on the gameplay (instead of graphics, like on the other next-gen consoles). The software and mutliplayer are made as child-safe as possible, to the point that mutliplayer racing in Mario Kart Wii feels like anonymous one-night-stand-orgy. It’s a bit like with most Apple products, you know the limitations in (mostly) advance and accept them as they are the reason “things just work”.

Remote would be one solution to aforementioned problem, but that of course is totally infeasible solution. Wireless broadband adoption of today doesn’t also warrant spending too much time on making I find it sad that some innovative features are underutilized with the Wii. I’d love that my Mii character would actually be “in the cloud” and propagate through my friends, carrying over my settings and accomplishments. Now, my Mii can only propagate a read-only copy of its appearance across other Wiis. No doubt the authentication scheme for such feature would be a nightmare. I like to fantasize something like this was in the initial vision of Wii, because otherwise I can’t understand why the Wii Remote has storage capabilities. Tying your character to a WiiMiis the global representation of my Wii gaming they could be. The ubiquoitus rules of unlockable content on console games mean that, as it is today, my gaming experience depends on how far the I or owner of the Wii I’m playing has progressed in a game and not how far I have progressed in some Wii. I guess this tradition will remain for all nomad Miis who wander from a firend’s Wii to another.

The current “next-gen” consoles have me split. While Wii is truly exciting and something new, it is a bit too centred still on the age-old Italian plumber. The Playstation 3, on the other hand, has only GTA IV going for it (okay, and Super Rub-a-Dub) and it’s twice the price. Xbox 360 just doesn’t feel right, and that it has like twenty different editions á la Vista doesn’t help. The Wii of course has lots of hidden fees in form of accessorizing (Component cable, Wii Wheel, Wii Fit…), but the other consoles are guilty of this to some extent too.

Mario Kart WiiWhat interests me in today’s console gaming is multiplayer, both on my sofa and online. Both of these aspects are taken more into account on the Wii, where most gaming has been designed as a group activity. PS3 and Xbox360 have taken the more traditional PC way of mutliplayer and have focused on online only, which is stupid as the expectation that my friends would be online at the same time at their own homes playing the same game is really, really far-fetched. On the other hand, some games insanely enough do not supportmultiplayer on the same console even if they have online-multiplayer. This anti-social tendency I can understand in story-driven games as GTA IV, but not otherwise.

I did answer on Nintendo Channel’s feedback section that, in my opinion, Mario Kart Wii is, in fact, a Hardcore game (as opposed to casual). Once you’ve passed the easiest cups you start to see the classic Nintendoesque features. The game cheats as much as it can in the hard mode, just like in Mario Strikers Charged Football. It’s amazing just how in the last 10 meters or so, I’m hit with all the suffering theWii can inflict on me (red and blue shells, lightning…) just like it’s able to make a goal in the last second despite me trying to tackle the seemingly invincible player with all my players.

It is really exciting to see how Nintendo tries to do new innovative things with Wii. This has been no doubt a risky decision, but it seems to have paid off as Wii is still outselling other consoles, even though its pricing is exactly the same as on the launch date. The other consoles have seen aggressive price cuts, no doubt in part response to the success of Wii.

I’m quite sure that Wii can and will probably surprise us in the future, but I’m afraid the initial design decisions of PS3 and Xbox360 means that they can only replicate or improve, but not innovate. One reason, I guess, is because of people like me, who want to expect certain things from them. There’s no room for innovation when you got expectations on top of long traditions. In those circumstances you can only perform.

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