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Comment Re:Sony Hack (Score 1) 118

I think it's a function of any collective that requires no membership; it merely requires someone to self-identify as part of it. I could claim to be muslim and commit horrible acts, but I'm simply a microcosm of the overall collective. Even condemning the individual through some unofficial hierarchy isn't a powerful enough message to separate the self-identifying member from the collective. A loose collective's behavior/perspective then is only in context as a whole, and is not reliant on single individual or relative small group sample size.

Comment Re:From the man who brought you Xband and WebTV! (Score 1) 146

...so you've used it? I mean you clearly have experienced this lag in the games you've been playing in Onlive. Otherwise this is just speculation contrary to my actual experience and that of numerous journalists. I feel as a network engineer, a netcode debugger for multiplayer games, and a former pro CS player; I have a unique perspective on this particular claimed issue. Round trip latency, for me, falls within a 50ms to 100ms. It's noticeable to only the most competitive players, a large majority of FPS players will not be able to notice any input lag at all. With latency continually trending downwards, it will only be a short time before it's completely unnoticeable. I'd say that, while Steve Perlman's projects haven't been misleading to investors, they are simply a victim of timing. No matter how savy the CEO, you can't predict the future. WebTV's spectacular failure was largely due to the technology bubble leading up to the early 2000's. Perlman, however, was not at the company when things went south, but like many other tech companies, experienced fantastic success up till that point. WebTV was purchased by Microsoft in 1999 after Perlman personally met with Gates and described his vision. In my opinion. He may be ahead of his time, but his ideas are still relevant. Especially with the transition to XaaS, consumer grade solutions are becoming more cost-effective every day. When is that break-even point? Steve Perlman is still trying to get it, but he'll let us know when he does.

Comment Battery Life? (Score 1) 14

My phone has a hard enough time staying charged running its wireless connection and camera simultaneously. Placing additional power demands on mobile devices doesn't make sense at the moment as an end-user, but as power becomes less of a concern (whether due to improved battery technology or more efficient processor design) these devices become more like PCs and less like phones. I'm just waiting for Folding@Anywhere to run when I have my phone plugged in.
Cellphones

Multiplayer Mobile AR Gaming With No Dedicated Server 14

MIT's Technology Review discusses a new augmented-reality game for Android phones called Photoshoot, which allows multiplayer without the need for an additional server. Quoting: "Multiplayer games on mobile devices like phones usually require remote servers for communication between devices and game hosting, says Roelof Kemp, a computer scientist at Vrije Universiteit, in Amsterdam, the Netherlands, who codeveloped the game. But the game allows phones to communicate without the cost and added complexity of maintaining this additional infrastructure, he says. 'We hope it's going to open the door for new and interesting distributed computing applications,' says Kemp. The game uses a computing middleware system, called Ibis, originally developed for high-performance, distributed computing tasks, such as image processing or astrophysics research, but which Kemp and colleagues have adapted to run on Android phones. 'It allows each phone to run a lightweight communication server,' says Kemp. The devices can communicate directly with the game, which is hosted on both handsets, using a 3G connection or Wi-Fi."
The Almighty Buck

EA Flip-Flops On Battlefield: Heroes Pricing, Fans Angry 221

An anonymous reader writes "Ben Kuchera from Ars Technica is reporting that EA/DICE has substantially changed the game model of Battlefield: Heroes, increasing the cost of weapons in Valor Points (the in-game currency that you earn by playing) to levels that even hardcore players cannot afford, and making them available in BattleFunds (the in-game currency that you buy with real money). Other consumables in the game, such as bandages to heal the players, suffered the same fate, turning the game into a subscription or pay-to-play model if players want to remain competitive. This goes against the creators' earlier stated objectives of not providing combat advantage to paying customers. Ben Cousins, from EA/DICE, argued, 'We also frankly wanted to make buying Battlefunds more appealing. We have wages to pay here in the Heroes team and in order to keep a team large enough to make new free content like maps and other game features we need to increase the amount of BF that people buy. Battlefield Heroes is a business at the end of the day and for a company like EA who recently laid off 16% of their workforce, we need to keep an eye on the accounts and make sure we are doing our bit for the company.' The official forums discussion thread is full of angry responses from upset users, who feel this change is a betrayal of the original stated objectives of the game."

Comment Re:Valve and iD, twin snakes (Score 1) 147

The first two CoD's did use an iD engine. They switched to one of Treyarch's engines with CoD3, and haven't looked back. Why are they still paying per-unit royalties to iD? iD is complaining, hence Carmack has cited their inability to get publishers behind them as one of the reasons for selling. If you think they enjoy being marginalized back to an "engine-only" company I think you're missing the point of the sale.

Comment Re:Valve and iD, twin snakes (Score 5, Interesting) 147

I agree. They can't compete in their traditional market due to capital. Look at the kind of money Activison can put behind a Call of Duty production, let alone the marketing. iD, being a fairly independent developer and thus capable of paying for their own development, doesn't really stand a chance when it's competing against a publisher funded project where the publishers have a vested financial interest in the title's success. iD didn't leverage their projects enough so competing with the likes of Inifinity Ward, who used the traditional "publisher funded" approach, just isn't possible. Their publishers simply didn't make enough money off iD's "niche" titles and self-funded approach. iD's previous organic growth provided immense stability and financial independence, but it severely limited how quickly they could expand and thus compete in a rapidly changing marketplace.

Comment Valve and iD, twin snakes (Score 5, Insightful) 147

Their situation was very similar to Valve's before Steam became a viable platform. (ie: struggles with EA/Sierra) But the two roads diverged: We see that Valve's initially puzzling move of developing their own distribution channels has lead to a period of unbridled growth and creativity. iD's decision to innovate only on their core competencies (graphics,graphics,graphics) has lead to the events of today.

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