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Privacy

Why We Should Celebrate Snapchat and Encourage Ephemeral Communication 140

Posted by samzenpus
from the get-off-my-lawn dept.
An anonymous reader writes "Within a few months of launching, Snapchat has made an enormous and lasting impact on the culture of communication on the Internet – and we should all be grateful. They have simplified a security process enough to the point that anybody can use it, while validating the market of the next generation of privacy-preserving ephemeral communication. Most importantly, we may finally get a break from the forced permanence of the Facebook and Google world, where everything you do and share is a data point to be monetized and re-sold to the highest bidder."

Comment: Re:Still going (Score 1) 488

by mumb0.jumb0 (#41989869) Attached to: The Empire In Decline?
They are embracing interoperability, just not in the way you mean.

Dynamics CRM, AX/NAV/GP, Sharepoint, Office and Outlook, Exchange, SQL Server (including SSAS and SSRS).

At the corporate level, the cost of software is not in the licenses. It's in the customisation to conform to your business processes (and the maintenance of those customisations).

MS have one technology stack that covers 80% of your business out of the box. All the pieces integrate with each other as standard (or at least MS are driving everything in this direction). They are making customisation simpler (read: less coding) with each iteration. And MS are the only technology company doing it.

Who cares if an operating system (or a foray into hardware) happens to be a poor performer?
Canada

+ - Canadian Minister Slams Door Shut on 3 Strikes Law->

Submitted by Anonymous Coward
An anonymous reader writes "It did not attract much media attention when the Canadian DMCA was introduced, but this week Canadian Heritage Minister James Moore slammed the door shut on a three strikes and you're out system for Canada, saying such an approach would be devastating. The comments come as the opposition Bloc are now calling for a two strikes and you're out approach."
Link to Original Source
PC Games (Games)

Civilization V To Use Steamworks 295

Posted by Soulskill
from the hope-it-doesn't-get-you-in-hot-water dept.
sopssa writes "2K Games today announced that Civilization V will be using Steamworks for online matchmaking, automated updates, downloadable content and DRM for the game. Steam's Civ V store page is also available now, revealing some new information about the game. There will be an 'In-Game Community Hub' for online matchmaking, communication, and for sharing scenarios between players. While including Steamworks might put some people off, it might also indicate better online gameplay than in the previous Civilization games, where it was almost impossible to have a good game without playing with just friends."
Piracy

Estimating Game Piracy More Accurately 459

Posted by Soulskill
from the arrrrbitrary-numbers dept.
An anonymous reader tips a post up at the Wolfire blog that attempts to pin down a reasonable figure for the amount of sales a game company loses due to piracy. We've commonly heard claims of piracy rates as high as 80-90%, but that clearly doesn't translate directly into lost sales. The article explains a better metric: going on a per-pirate basis rather than a per-download basis. Quoting: "iPhone game developers have also found that around 80% of their users are running pirated copies of their game (using jailbroken phones). This immediately struck me as odd — I suspected that most iPhone users had never even heard of 'jailbreaking.' I did a bit more research and found that my intuition was correct — only 5% of iPhones in the US are jailbroken. World-wide, the jailbreak statistics are highest in poor countries — but, unsurprisingly, iPhones are also much less common there. The highest estimate I've seen is that 10% of worldwide iPhones are jailbroken. Given that there are so few jailbroken phones, how can we explain that 80% of game copies are pirated? The answer is simple — the average pirate downloads a lot more games than the average customer buys. This means that even though games see that 80% of their copies are pirated, only 10% of their potential customers are pirates, which means they are losing at most 10% of their sales."

Comment: Because it's the same! (Score 1) 462

by mumb0.jumb0 (#32096346) Attached to: Do Gamers Want Simpler Games?
The story line of the game might run for 40, 60 or 80 hours, but the new content is experienced in 5. That is why people quit.
After 5 hours, I have experienced the new combat mechanics, weapons, graphics, classes, etc. And guess what? It's the same game I played last year. At that point I lose interest in mastering it and quit. Been there, done that.
The story line of most games, though often not a total waste of time, aren't strong enough on their own to entice me to keep going through repetitive battle after repetitive battle. Especially when I already did it ad nauseum in the previous clone in that genre.
I don't want simpler games. I want something I can truly sink my teeth into. It's just that I'm almost always disappointed.
Games

Do Gamers Want Simpler Games? 462

Posted by Soulskill
from the i'd-say-no-but-i-used-to-love-frogger dept.
A recent GamePro article sums up a lesson that developers and publishers have been slowly learning over the last few years: gamers don't want as much from games as they say they do. Quoting: "Conventional gaming wisdom thus far has been 'bigger, better, MORE!' It's something affirmed by the vocal minority on forums, and by the vast majority of critics that praise games for ambition and scale. The problem is, in reality its almost completely wrong. ... How do we know this? Because an increasing number of games incorporate telemetry systems that track our every action. They measure the time we play, they watch where we get stuck, and they broadcast our behavior back to the people that make the games so they can tune the experience accordingly. Every studio I've spoken to that does this, to a fault, says that many of the games they've released are far too big and far too hard for most players' behavior. As a general rule, less than five percent of a game's audience plays a title through to completion. I've had several studios tell me that their general observation is that 'more than 90 percent' of a game's audience will play it for 'just four or five hours.'"
Bug

Saboteur Launch Plagued By Problems With ATI Cards 230

Posted by Soulskill
from the more-or-less-finished dept.
An anonymous reader writes "So far, there are over 35 pages of people posting about why EA released Pandemic Studios' final game, Saboteur, to first the EU on December 4th and then, after knowing full well it did not work properly, to the Americas on December 8th. They have been promising to work on a patch that is apparently now in the QA stage of testing. It is not a small bug; rather, if you have an ATI video card and either Windows 7 or Windows Vista, the majority (90%) of users have the game crash after the title screen. Since the marketshare for ATI is nearly equal to that of Nvidia, and the ATI logo is adorning the front page of the Saboteur website, it seems like quite a large mistake to release the game in its current state."

Comment: Re:Still not a Chrome user (Score 4, Informative) 207

by mumb0.jumb0 (#28970825) Attached to: New Chrome Beta Adds Themes, Speed, & HTML 5 Video

As a incognito porn site surfer, I was really taken aback and worried about privacy issues.

Interesting choice of words. Chrome has an "incognito mode". From the blurb shown when you open the browser in that mode:

Pages that you view in this window won't appear in your browser history or search history, and they won't leave other traces, like cookies, on your computer after you close the incognito window. Any files that you download or bookmarks that you create will be preserved, however.

Comment: Re:It won't fail, though (Score 1) 244

by mumb0.jumb0 (#28689271) Attached to: The Evolution of Multiplayer Games and Online Play
It is my guess that, "some time" after the initial sales rush, they will release a patch that allows offline play - in much the same way some games required a disc in the drive to play initially, then that security requirement was patched out.

At least, that is what I'd do if I were them.

Comment: Re:Imagination. (Score 3, Informative) 240

by mumb0.jumb0 (#27843439) Attached to: A History of <em>Rogue</em>
Diablo is an "action rpg". That basically means it's space invaders with character development.

There is no real adventuring - despite the randomized maps, there's very little to explore (because there's very little to find, except more monsters). There's no discovery - the identify system is token and adds nothing to the game. There's no problem solving (apart from figuring out how to blast a bunch of monsters before they blast you) because there's no depth - your options are a) attack, or b) attack.

If you think Diablo is basically a real-time Rogue-like, then you've misunderstood what is so great about Rogue.

You are an insult to my intelligence! I demand that you log off immediately.

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