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Comment: They tried like only RadioShack can (Score 2) 314

by itomato (#48823011) Attached to: Radio Shack Reported To Be Ready for Bankruptcy Filing

They just tried too late, and made such a tepid entry, it only served to get people exposed locally, and ultimately hooked up with SparkFun and Adafruit (or eBay for knock-offs which RS could damn well produce in Fort Worth, TX.)

First, RadioShack acknowledged there was a need, so they teamed up with Make and began carrying Arduinos.

Then they made a very public appeal to the community for feedback on how to be awesome again. http://hackaday.com/2011/05/27...

Next, the stores received a Bright White remodel that did nothing but highlight how few people there were in the store, and there was that Super Bowl commercial that may serve as Tandy/Radio Shack Corp's epitaph.

You may notice the rather complete shelf of branded electronics tools and racks of organized component drawers, largely missing from most of the stores you've been in lately.

They could be *owning* the SDR and Quadcopter market with DIY and R2R set-ups, workshops. The 3-D printing and DIY screen repair stations are cool but unused and expensive.

Bottom line; RadioShack's used to *BUZZ* with activity. There were computers humming, disk drives loading, an ungodly cacophony of "Made in Taiwan" beeps and squawks, CB's that needed squelch, and customers enjoying and producing that buzz.

It's gone, and no number of Cell Phones will bring it back.

Domestic Hi-Fi for the blue collar audiophile could, so could an in-house engineering department that hires grads and rewards them with equity. Take the damned thing private for a while, narrow the focus.

Hell, I'd even advocate for a merger with MicroCenter or buyout from Adafruit or SparkFun. (10MM could have bought more than greenfield construction)

Comment: Not surprised, and good for Bliz. (Score 1) 155

by andr0meda (#47981757) Attached to: Blizzard Has Canceled Titan, Its Next-gen MMO

Actually this kind of 'disaster' cancelling occurs quite often in other companies as well. Typically it goes something like:

The company reaches a point like: "We made a few games, we know our trade, we have the cash, now let's do something interesting." Then they throw all their best ideas onto a huge pile, and the game-design sanctioned people try to make sense out of it. At this point, a lot of creativity is already out of the door, since of course, the huge undertaking has to play safe ball to ensure success, and who knows better than anyone else how huge games work except game designers, right? In parallel, work starts on pre-production, concept art, prototyping, level design, game play mechanics, effects, you name it. After a while, it turn out that the really fun bits are not fun at all, no matter how much you tweak them, and everything starts to look like a tech-demo, because everyone is focusing on just a small fraction, and there's no coherence whatsoever. How could there be. Of course by then we're 2 year after the project starts, and canning it is starting to sound expensive. In the end, it comes down to a financial gamble: releasing crap can mean the end of the company (ahum: Destiny). You can sell crap once with success and maybe break even or profit, but you shit most of your loyal fans in the face, and usually they tend to not take that lightly. Or you can cancel, and swallow the loss and work on something that holds the promise to bring more grit (of which, of course, there is no proof yet).

If there's one team that has the money and the minds to work on very ambitious projects, it's Blizzard. And apparently the teams values their future productions and fan-base as more important than selling Titan. That said, Titan did look impressive from the setup, so I hope the tech and team survives.

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