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Comment Maybe Charge Less? Or make better games? (Score 1) 342

To put it yet another way, why buy "new" games? Especially console games.

Brand new games cost roughly $60 here in the US. If you are looking to buy used, a store like GameStop will often re-sell a used copy for just under whatever the new price is, thus a customer can potentially save 5-10 dollars on the used version vs the new version. GameStop (last I checked) also has a decent return policy on their used games, it can be returned up to a week after purchase for a full refund.

First scenario, a friend of mine will simply buy the game used, play it, beat it, and if he really enjoys it he keeps it. If not, he returns it for a full refund. Awesome. I'm sure that loophole will be closed at some point, but whatever.

Second scenario, is that games always get cheaper over time. I rarely play console games, but a game came out last year I had my eye on. It wasn't a great game, and the reviews clearly pointed out that it wasn't worth the $60 price tag. I agreed, and waited the price down to $30, and I actually wanted to own the game (hence I didn't go with scenario one).

In other words, people are flocking to used games because the time/fun to money ratio just isn't working for most people. $60 per game gets expensive, especially with some of the games being of poor quality/time versus other options. I have no problem paying more for a truly in-depth game, but these days many games are "copy-paste" jobs that end up being sequels or knock-offs of other games trying to charge full price when it really isn't worth it. You would think by the third time a company is about to release, effectively, the same game for the third time they would figure that out.

Comment Re:er this is a bit silly (Score 1) 293

If you re-read your post, you do not feel any cognitive dissonance at all here?

The police raided the owners of the wireless device. By your own analogous example, they would also raid you, using said video of your car as evidence that you committed hit and run (just as they would want to use IP addresses as stronger evidence than a license plate).

It is far more reasonable to interview or request access to the router/car (whichever example we are referring to here), but that is clearly not what is going on.

Comment Re:Very impressive (Score 1) 266

It is the ever so popular release train model. It sounds really good on paper, and management usually jumps on the bandwagon, however this type of release model is suited towards web deployments, NOT desktop applications. The scheduling looks very slick, doesn't it? It does until you realize you are just doing costly releases at regular intervals while the big ticket items usually end up getting delayed to future versions, and what you release is of low quality because everyone is in a hurry to "make the train" so they can jump to the next iteration. The pretty charts and graphs have schedules, but no features on them, and that's the issue. A release should be planned to deliver a set of features, not planned to release on day X regardless of what is in it (maybe nothing!).

For a web app, it works fairly well. For desktop software (which all browsers are), it is a bad idea.

Comment Re:Duh! Get ready for it (Score 1) 414

Like every utility, customers are eventually going to be paying fees that relate to their usage of the resource.

Except bandwidth is not a resource. Water, electricity, and gasoline are examples of resources paid for by consumption, because once the resource is expended it is gone. Hence the reason why those are paid for by the amount used.

Bandwidth is similar to renting. You pay your rent whether you are there or not and this ensures that it is there when you want it. "Renting" does not use up the residence for the next guy who rents the place after you (under most circumstances). So, the parallels to other utilities are pointless comparisons. The comparison to current cable TV is valid, except your post ignores any "resource" argument, instead citing advertisers. There are many other valid comparisons as well, such as monthly subscriptions to newspapers, gaming services (MMOs, others), and entertainment such as NetFlix.

I do not think the idea of pay per MB/GB (or whatever) is a good idea in the slightest. The average technical savvy of an end user is simply not sufficient enough to handle it, and there were examples of this pay-per-usage already for mobile phones with data plans (some of the early iPhones always accessing the internet, racking up a bill in a month of 1000+ dollars unknown to the phone owner). I do not dispute that those who abuse bandwidth, (un)knowingly or not, should not be limited in some fashion, but monetarily is the wrong way to go here.

Social Networks

The New Reality of Gaming 122

Hugh Pickens writes "Video games used to be about fighting aliens and rescuing princesses, writes Rohin Dharmakumar in Forbes, but the most popular games today have you tilling your farm, hiring waiting staff and devising menus for your restaurant or taking your pets out for walks while maintaining cordial relations with the neighbors. 'Reality, it would seem, is the new escapism.' Video games of the pre-social network era were mostly played by boys or young men but 'now the core audience of social network games are girls and young women,' says Alok Kejriwal, founder and CEO of games2win, an online gaming company. The tipping point in the US came in 2008 when women outnumbered men on the Internet. Combined with millions of parents and grandparents who're new to the Internet, the traditional face of the gamer is changing from that of a 25-year-old male to a band stretching from 16 to 40 years comprising men and women in almost equal numbers, says Sebastien de Halleux, one of the co-founders of Playfish, who predicts that someone is going to create a social game very shortly that pulls in a billion dollars a year. Gaming for this new set of players is less about breathtaking graphics, pulsating sound or edge-of-the-seat action and more about strengthening existing real world relations through frequent casual gaming. 'Think of these games as a sandbox where everybody has the same tools, yet everyone achieves different results,' says de Halleux."

Comment Real World vs Classroom (Score 1) 182

I attended a college where the most popular professor of CS there taught part time and ran his own software business on the side. Of course, it helped that he taught some of the advance courses and was able to cherry pick the better students for part time positions. As a result, his classes and teaching style was real world oriented in terms of producing quality code, but the soft skills of a) delving into an existing code base b) using a SCCS (source code control system) or c) bug tracking systems were completely lacking in all my time spent doing CS.

I ended up learning the topics in this article on the job, and various companies are going to approach these systems differently. How an organization deals with some of these issues can reveal what the mindset and culture are handled in a company. While I think the lessons here are valuable, as far as the "practical student" goes, the vast majority of assignments are one-time throw-away. So it is no surprise to me that while interesting, the skills learned may be quickly lost as the day to day college student doing CS work will write one program for one assignment before moving on to write another program for a completely different assignment.

Comment Difficulty to build? (Score 1) 138

What I am most curious about, and what I did not see covered in interviews (or maybe I missed it), is how difficult it was to get SC2 to be "done". From my perspective, SC2 is an SC1 remake, with the WC3/TFT engine + lots of extra customization via the map/unit editor. I even attended Blizzcon years ago when they were showing it off, and even then I looked at it and said "yeah, Starcraft on the Warcraft 3 RTS engine, ship it next year?" in 2007 IIRC. From what I understand the big hold up was the "new" battle.net system, and that ended up holding up the game longer than it may have otherwise.

A comment I read above regarding the UI, having played the various Blizzard RTS games, I was really thinking they would put in some kind of HUD overlay on the game so that the mini-map, which is SO important, would be more prominent than a little box in the corner of the screen. Blizzard usually has a theme of making a game more casual friendly, easier to pick up and see what is going on, but sticking with the SC1 interface a decade+ later seems like a failing to me.

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Woman Trademarks Name and Threatens Sites Using It 273

An anonymous reader writes "Be careful mentioning Dr. Ann De Wees Allen. She's made it clear that she's trademarked her name and using it is 'illegal... without prior written permission.' She even lists out the names of offenders and shows you the cease-and-desist letter she sends them. And, especially don't copy any of the text on her website, because she's using a bit of javascript that will warn you 'Copyright Protect!' if you right click on a link."
The Almighty Buck

Letting Customers Decide Pricing On Game DLC 156

An anonymous reader writes "How much should game developers be charging for DLC? It seems that one indie dev has decided to carry out a unique experiment. The latest expansion pack for Gratuitous Space Battles is priced at $5.99 — or is it? It turns out there is both a standard ($5.99) version and a discount version ($2.99). And the difference between them is... nothing. The buyers have been left to make their own decisions on whether or not they should pay full price, and send more money to the developer, or treat themselves to a deserved discount. The buy page even lists comparisons of national incomes, average salaries and even the price of sausages to help buyers make up their minds. Will this catch on? Will Microsoft start asking us whether or not we should get a discount and trust us to answer honestly?"

Comment When is the last time anyone bought American? (Score 1) 384

It is a serious question. Take a look at the things you buy. Why isn't that item "Made in America"? Can you find a class of goods that are primarily "Made in America" anymore? I would have a tough time doing so, "software" (if we could call it a good) would probably be one of our biggest "Made in America" products, but most of the items on my person or in my home will not be made in this country.

American businesses will just make their factories in other countries as long as it is vastly cheaper to do so. And since there are exceedingly few American manufacturers, even if you or I wanted to consider and give preference to American made items, we just simply don't have that option most of the time.

All things being equal, I can't really blame the guys who open up the factories in foreign countries for cheap labor. There's simply no downside. They can get away with paying their workers crap wages and dealing with fewer laws. What is the incentive for such people to open a plant/factory/shop here in the US instead of somewhere else? Is there any? How could we give them one?

I'm really asking out of ignorance. I do not know the answers to the above.

Comment Rewrite = Tough Sell to Management (Score 2, Insightful) 390

I'll briefly mention that I was gifted an iPod nano, but I was well aware of the clumsiness of iTunes and I have always avoided it like the plague after using it years ago. I found an open source python script which would allow me to just drag whatever mp3s on the device I wished and it randomized them for me. I would highly suggest it.

Anyway, about rewrites of software. They hardly ever happen and in the vast majority of cases they do not work out for the better. OS X was an exception, but lets face it, OS 9 was a piece of absolute crap compared to other modern day operating systems and Apple has an entire team devoted to their OS which was aware of this. They even saved themselves some work by using some OSS *nix code (the guts of OS X runs on a BSD variant and a Mach kernel, but my memory is fuzzy).

That brings me to my over-arching theme, such that, a rewrite of a "successful" application is a very difficult sell. OS 9 was not what anyone would call successful. iTunes could be described as successful given its usage. Sure, those of us here are going to scoff at it, I think we expect more, but until Apple sees some sort of sales hit or massive negative backlash about it, the management will likely stay the course.

This brings me to my next point, the rewrite of any application will likely have an equivalent and/or reduced feature set. In some cases that is good (for cleaner, crisper software), however if you take this proposal to non-tech-savvy management, they will interpret the request along the lines of: spend X man years, Y million dollars, and end up with the same product that only works slightly better. The obvious follow up question from management then comes in: "well, can we fix what we have for cheaper?" In doing the trade-off analysis, nearly any sane management will take the significantly reduced cost for a minor improvement in a trouble feature as opposed to a rewrite.

And to go to the car analogy, say you are management. Your car currently makes you a lot of money because people use it, but they complain about how old/clunky it is. To completely re-invigorate your car, the mechanic wants $25K to completely re-tune/paint/upholster/everything your vehicle. The end result will be basically the exact same car, just in mint condition. OR you think to yourself, you can do the bare minimum maintenance, and take that 25K and buy a new car, and have two cars that can make money. Even if your customers simply use the new car over the old one, at least now you can buy a different car from the old one and attract more customers! Management generally prefers the latter option here, while consumers might prefer the former. Then again, its management's money, hence the tough sell.

So the key here is, if you were someone who could talk to the Apple Management, how could you make a convincing enough case to do a rewrite of iTunes such that the ROI (return on investment) is worth it for management? A true answer to that takes more than just a /. post.

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Woman Wins Libel Suit By Suing Wrong Website 323

An anonymous reader writes "It appears that Cincinnati Bengals cheerleader Sarah Jones and her lawyer were so upset by a comment on the site TheDirty.com that they missed the 'y' at the end of the name. Instead, they sued the owner of TheDirt.com, whose owner didn't respond to the lawsuit. The end result was a judge awarding $11 million, in part because of the failure to respond. Now, both the owners of TheDirty.com and TheDirt.com are complaining that they're being wrongfully written about in the press — one for not having had any content about Sarah Jones but being told it needs to pay $11 million, and the other for having the content and having the press say it lost a lawsuit, even though no lawsuit was ever actually filed against it."

Comment Re:The top things AppleTV users requested... (Score 1) 579

This is true. A friend of mine did cancel his cable TV and watches his television from his AppleTV, either buying individual episodes or entire seasons so he can watch what he likes.

What I am a little surprised about is the AppleTV move to no purchasing (only rentals). If true, that seems like a step backwards in how my friend is currently using his AppleTV. I would have to question why he would keep using the device if the service no longer offered individual episodes or seasons for purchase.

The Almighty Buck

EA Says Game Development Budgets Have Peaked 157

Gamasutra reports on comments from Electronic Arts VP David Demartini indicating that the company thinks AAA game development budgets are not going to continue their skyward trend. "If [a developer] happens to make a lot of money based on that budget, great for them. If they come up short and have to cover some of it — y'know, they'll be smarter the next time they do it. That's kind of the approach that we take to it." Certainly this has something to do with a few major economic flops in the games industry lately, such as the cancellation of This Is Vegas after an estimated $50 million had been dumped into the project. Another example is the anemic response to APB, an MMO with a budget rumored to be as high as $100 million. Poor sales and reviews caused developer Realtime Worlds to enter insolvency and lay off a large portion of the development team.

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