Rovio delists original Angry Birds from PlayStore because it's still too popular
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But, when the gameplay is so absurdly easy you can beat everything with one finger, all the levels are pointless, and most of screen real estate is dedicated to selling you gems or ability to resume playing level after losing it, it just does not make any sense. You have to seriously be mentally retarded to play it.
Just like that, any appearance of craft that went into the levels was shredded and they just feel AI-generated rather than a natural progression. In which case, because AI-generation is basically infinite, do I really care to beat all the levels? (Angry Birds 1 was a big game - 700 levels. Angry Birds 2? 3,080! But it still feels like they could just increase an integer in the code somewhere and get another 1,000.)
I remember playing Angry Birds with friends (not AB Friends) back in ~2012. It was so great when you knew or had figured out the best solution to a level and your friends didn't know how, or vice versa. Also, old Angry Birds was like 10 chapters of ~45 levels each, so if you were stuck in one chapter, you worked on another (and could maybe have the solution for one chapter while your buddy had another), rather than a straight-through "oh, I don't remember how to beat level 308." Randomized levels and the straight-through progression shreds that.
I haven't played Angry Birds since just after it came out, but couldn't you always beat everything with one finger? The entire control scheme was you dragged a little bird and let go, what would you use the second finger for?
If I'm the developer who wants users to have any semblance of try-before-you-buy, the free category (with an IAP for "Premium") is the only option. Which is a real shame.
And, frankly, the gaming industry at large has proven that paying up front does not prevent microtransactions. Even in mobile games.
For that matter, just segregating games with any "consumable" IAP from those without would probably help a lot.
Quote from https://store.steampowered.com/steam_refunds:
You can request a refund for nearly any purchase on Steam—for any reason. Maybe your PC doesn't meet the hardware requirements; maybe you bought a game by mistake; maybe you played the title for an hour and just didn't like it.
It doesn't matter. Valve will, upon request via help.steampowered.com, issue a refund for any reason, if the request is made within the required return period, and, in the case of games, if the title has been played for less than two hours.
Google at least used to do automatic refunds if you uninstalled a pay-for app very quickly - I once had that happen with a utility app that I used to convert some stuff - since it worked exactly like I wanted, I re-purchased and left it installed for a few days.
On a less discouraging note, there is a "try now" button in the Play store that games can implement. You can upload a lightweight version of the game for people to play without installing / paying for the game.
PinOut comes to mind as an example, I'm sure there are many others: https://apps.apple.com/us/app/pinout/id1108417718
In-App Purchases
PinOut Premium $2.99Of course the problem is that it's sometimes a bit hard to tell apart games like this from the P2W micro-transaction shovelware junk
I will admit that paying like $15 four years ago for Stardew Valley on iOS felt a bit weird, but $15 is pretty cheap considering that it's the full game. It doesn't make you buy gems every twenty minutes, or watch an ad every time you plant six crops, or spam your friend to share your status for some extra gold.
It's a full game, and you pay a nominally-high-but-ultimately-reasonable price for it.
Similarly, The Binding of Isaac is also a pretty good iOS game. I don't remember how much I paid, but it was slightly higher than average, but it doesn't spam me with any microtransaction crap.
It's definitely my go-to recommendation when people ask about good iOS games.
I wonder what mechanisms exist for capitalizing on that retroactive price. You can obviously make the up-front price higher, but this obviously erects a barrier to people experiencing the retroactive value.
Some other ones that come to mind: paid DLC, "remastered" versions released N years later (Skyrim has famously done this. I think I've paid for 3 or 4 $60 versions of Skyrim at this point), and open "tip" jars / patreon style support. Any other ideas?
It just doesn't work, people don't want to buy stuff when on mobile, they just don't. The price made no difference in sales either, could be high, low, 99c, whatever, people just ignore your game and get only the free versions.
On Android this is even worse than iOS, my startup could had SOME sales on iOS, on Android we had millions of downloads and literally zero sales.
So I would never have seen your app. I was already driven out of the "ecosystem". I wonder how many others are like me -- fully willing to pay, but so disgusted by the app scene that we aren't even there anymore.
Funny enough given this article, they have Angry Birds 1 remastered.
It’s the only games I’ll let my six year old play on her iPad. It’s disgusting to me that her first experiences playing games would be one’s trying to get her to buy stuff or watch ads.
Something like 70% of our revenue came from 2% of our users. Super bleak and helped contribute to my realization that there's just not reliable money to be made as a solo iOS dev anymore. Better to collect a paycheck building someone else's app.
I can't tell you how crazy it is on Android, to find a killer app that does something that's exactly what I'm looking for and to see perhaps it has or is a paid version, usually for just a few bucks, and I to go-to the store page and see some ridiculously small number under downloads. People will put up with a lot of cruft for free. Even worse in terms of apps and games is that younger people I know don't bat an eye at most it whether it be ads or IAPs. A younger guy I talk tech with will happily pay to win in games he plays, or expensive cosmetics, and he doesn't consider it at all. It's just how things are and he enjoys it. Sometimes I tactfully ask, where is the game if you just buy X or Y? And I don't think he quite gets what I'm hinting at and he's one of the most tech savvy zoomers I know.
In terms of video games. I'm personally not a mobile gamer though. Maybe it's quite a bit different from desktop and console.
Can you point to someone having this sort of success based on this model in the mobile space?
$5 up front, $5 for each expansion (currently 2) which add a substantial amount of content each.
The devs are active, patching regularly, and planning another content update this year. They just released a free new mode to the game as well.
No ads, no microtransactions just a fun and complete game with lots of replay value - I hope they can sustain it over time
> There's a subset of users who are hungry for high quality applications and games.
You're right on, here, and it points to a few problems and opportunities. I'm that subset of users yet I have an incredibly hard time finding apps meeting my criteria in the app stores. They are there. I often find them right after purchasing something that isn't as good or using one of a hundred free-but-varying-degrees-of-awful apps because I don't trust that spending even $3.00 isn't going to get me a paid-but-varying-degrees-of-awful app[0].The amount of awful going on in the space of "mobile development" long passed unacceptable to me. The idea that McDonald's is $10.00 or $4.50 if I use their app that crashes, needs my location, sends me random empty notifications and every other minor and major brand's app that wants to slurp up any little bit of data they can and make my notification tray useless. I'm not happy with the "check this box and we'll track everything you do but 'trust us'" cloud-enabling Windows and every app being non-functional without an internet connection and the "functionality provided" often being "license validation" and/or "share this! social network features and data mining"... takes a breath yeah, that got away from me ... but it's just nuts.
[0] The reviews which mix in the mess of one-stars from "a bad release" among the five-star "some of which were clearly paid for" just leave one wanting to take up drinking.
One way around it is Arcade, which has lots of quality games with no ads nor in apps.
I had this pain with my kids a few months ago while "looking to kill some time" in the Android world. I don't play a lot of phone games and was dismayed at the crap that was out there.
I like to introduce the kids to more low-fidelity games -- I started with 2048 -- I want to say probably 5-10 different choices; all I was looking for was "lets me buy away the ads", works offline (one choice was a webview to a URL which was not cached, several were very low quality) and has a small number of features that I like (and mostly sacrificed).
I ended up buying mobile version of The Kittens Game[0]. $2.99, minimally updated[1], and worth every penny. The pollution in the market as it were, I would have spent $9.99 for it.
Your comment kind of got me thinking, though. While searching, I used a "mental sorting method" (after I found a game matching my requirements) best summarized as "price, descending" because -- in a hurry -- I equated price with quality and assumed "a more expensive game in this category is not going to have ads/be a scam." In some spaces (slot machine/casino games), I wouldn't touch an app that wasn't "upfront payment only/no ads/no tokens" or "free without ads"[2], yet would happily pay for any that worked anything like the old Xbox Texas Hold'em (without voice/any casino-style game).
[0] https://kittensgame.com/web/ (I'm sorry for those who have yet to be exposed).
[1] So my kids got hooked which meant I went down that rabbit hole, again. I'm not sure when the last update was, but many bugs mentioned in the Wiki aren't present in the mobile game.
every platform has a free version (hidden beneath the ad-ware ones)
The Amazon Underground thing they used to incentivize their app store was pretty great also, the "Actually Free" games let you unlock everything in the App. That was discontinued in 2019.
It's interesting how much more effective advertising is than word-of-mouth. Maybe its because I'm not an "active gamer", but it's been hard to find honest recommendations for good paid games by small developers. Trying to research through the Play Store is very difficult though not completely impossible. The store credits from "Google Rewards" certainly lubricate the process of trying things out.
I'm guessing it's not a bad platform?
The App Store and Play Store are full of ad free and micro transactions free good ports of popular PC games if you are ready to pay the price. Some are strictly targeting the iPad but others can be played on a phone. I have spent an insane amount of time playing Slay The Spire on mine. They are not really put forward by Apple and Google however.
Highly recommend "Slay the Spire", "Dead Cells" and any of Trese Brothers games. Of the free games "Vampire Survivors" is really good and not intrusive with ads (I think it's some kind of altruistic business model).
No ads, no micro transactions, very high quality games.
On the other hand, kinda nice too, provides an interesting perspective.
I'm really worried since it occurred to me that going forwards the only way to really change what any computer device does/can do is through app stores. No more programming languages; specially not 'open ones' for your own computer hygiene (or safety).
heck, at this moment I'm worried about a future (I hope it stays a future plan forever) agendas against teaching people to read and write. Now that computers can engage in verbal (oral) communication is just a matter of time.
Once our capacity to 'self-correct' (which is the essence of healing) becomes unused we will begin to lose it.
I guess in such a world we all talk to our personal 'computers' and they communicate us to other humans translating everything automatically. sounds like we will be so free that we won't have to learn to talk to others, 'our' computers will do that for us, and so on until we don't know whether we are ourselves or our computers are us; perfectly assimilating us into the borg.
we will have accomplished a more perfected state of "freedom": we will have become free from having to be alive!!
Google actively forgets everything in order to encourage new content and paying customers.
Not to mention, many products hit their peak of usability, and then the publishers go ahead and make it a little worse each year just so some product person can look like they did something.
Same reason a book might spend two pages describing a lazy dog laying on a porch swatting flies with his tail, instead of cutting straight to who said/did what.
But what I'm trying to say is there are other tools in the toolbox now - I haven't heard anyone say that Everything Everywhere All At Once was bad, it's a great movie, absolutely full of deliberately chosen mood, and it never has to resort to extremely long shots that take the wind out of the story's sails.
I can think of a lot of older movies I'd not touch the pacing on. I don't think it'd improve the film. Then again, I admit I've bounced off a couple because of extremely-flat cinematography and slow-as-molasses pacing (the original Oceans Eleven comes to mind—I don't drop many movies that I start, but I'm not sure I even made it to the 20 minute mark on that one).
Maybe I'm misjudging what you mean by "old"—I'd kinda assumed you meant "before digital editing", say, 80s and earlier. I don't think films from the '70s tend to feel terribly different from modern ones (we've developed new and more-chaotic ways to assemble very bad action scenes, but that aside, not much different) for example, but would grant that it's probably possible to divide cinema into silent/middle/modern period as far as the feel or what's asked of the viewer, and that the former two do feel pretty different from modern films—but I'd say we were already transitioning out of "middle" and into "modern" in the '60s, so you've got to go pretty old to get into what I'd judge to be notably different.
Now, film films do tend to look very different from modern movies, even as recently as the 90s, but that's because easy digital color grading hadn't ruined the artform yet. :-)
Some movies were just never very good in the first place, I'd put the original Oceans Eleven in that category. On the other hand, compare the original The Italian Job to the remake. The remake has faster 'modern' editing but it's definitely a much worse movie than the (excellent) original.
Isn't that true of all movies?
I understand what you're saying - choices make it either loved or hated, but most movies don't have choices that split people that extremely.
Also, keep in mind survivorship bias - we largely ONLY think of the great movies from the 50's and 60's but have plenty of bad examples of modern cinema to easily draw from.
The passage of time doesn't play a role, because even though individual directors/actors get more experience with age, they also age out of the industry and get replaced with new guys. And besides, it is very often the case that movies get worse as a director ages. Compare The Godfather to anything Francis Ford Coppola has made in the past 30 years. Or Michael Mann's Thief and Manhunter to anything he's done in the past 20. Or Ridley Scott's filmography. There are many examples like this; experience counts for something but old men often lose their edge.
https://towardsdatascience.com/are-new-movies-longer-than-th...
But here again we're looking at Marvel movies and saying that's the entirety of what's being offered in cinema's these days. It's not, but it feels like it.
But there is no general relationship, direct or inverse, between the length of a movie and the quality of a movie. Some movies should be short and some movies should be long. It really depends on the movie in question.
Sometimes those scenes are fat. Poorly made movies are certainly not just a modern phenomenon.
But sometimes it's critical that those scenes are as they are.
Throughout this discussion I've realized that this whole conversation is fraught with survivorship bias - we imagine generic marvel movies or the fast and the furious stuff when we think of modern movies, but when we think of the past we really only consider the classics. We haven't yet seen what modern movies will qualify as classic.
The 80/20 rule holds here: 80% of everything is crap. That applies to movies now, and it also applies to movies in the past.
There's also the very real thing of changing tastes. Movies are made to appeal to the taste of audiences in the time they're made. Modern tastes are different than the tastes of yesteryear.
I think it's not right to say that modern tastes are better or worse than older ones. They're just different -- but it makes sense that the ones aimed at different tastes will be a less popular.
On top of that, a lot of actually interesting content has the potential to cause shitstorms. Like, especially anything LGBT and women's rights won't fly in China, Russia, Arabia and lots of Asian countries. Black lead actors lead to massive shitstorms from the far-right in the USA and parts of Europe [1] - and so, producers leave all that "potentially troubling for sales" content out.
Everything "mainstream" is just the same bullshit now, white- and dumbwashed.
[1] Black Panther and the 3rd Star Wars trilogy were surrounded by some of the most vile harassment campaigns I've seen, for example
Or, movie studios have exaggerated the impact of (real, but not very numerous) internet trolls to protect their own egos from valid criticisms. The third Star Wars trilogy was an incoherent mess. And for reasons I still don't understand, the end of Black Panther was released in a rough half-rendered state. But the people making these films don't want to hear criticism of their baby, so online critics get dehumanized as "trolls". Rare instances of real trolling from the likes of 4chan get highlighted and blown out of proportion as a defense mechanism.
For BP, it was the same. The whine from the far-right about "who wants to see <N-word>s in movies", "we're being ethnically replaced", "this is our future" etc. was unacceptable.
I'm not denying, much less excusing that. What I am saying is that such trolls are an irrelevant minority who's voices are amplified by those to whom nutjobs are a convenient excuse for their own failures.
Black Panther sold many millions of tickets in America, and had maybe a few thousand 4chan-style trolls complaining about it. Am I really expected to believe those few thousand trolls were the reason the movie got less than flawless glowing reviews from critics, rather than flaws in the movie itself being to blame? And if the Star Wars trilogy failed to perform as Disney expected, it certainly wasn't the fault of trolls. Star Wars fans outnumber trolls a million to one. If the Star Wars trilogy under-performed, it was because the Star Wars trilogy was flawed. Trolls are just a convenient excuse for the people involved in the production who don't want to face the facts about the quality of their product.
The worst thing are the stalkers that don't leave it at comments on Twitter but cross into real world intimidation (e.g. invasive photos, ordering pizzas, ...) to outright violence - you never know when they are gonna hit.
If you are looking for movies that focus on strong dialogue and character work those movies are still being made and are fantastic.
My favorite films would include Das Boot, I Claudius, and Seventeen Moments of Spring. For something more contemporary, I also enjoyed The Expanse. Any recommendations? Films or series in any language are okay.
Filmmakers have learned how to optimize for a very specific kind of "excitement", but I disagree that movies are more exciting now than they used to be.
The most exciting and engaging movies I can think of are all pretty old.
Peak movies in terms of both tickets sold and total real revenue was 2002. Everything since then has been a rapid decline, paired with lots of inflation and ticket prices going up even faster than inflation. I'd also add that those data don't consider another aspect. Since 2002 the US population has increased by more than 45 million. Seeing ticket sales plummet alongside this is especially telling!
So, while you may personally find what passes for a movie now a days as "more engaging", even "the masses" would beg to differ!
Alternative read: the industry is dying so they double down on pandering in an ultimately futile attempt to bail out the sinking ship.
Consider anime: It has been a dying art ever since Japan's economic stagnation/recession in the early 90s. So the anime industry (generally, with some exceptions) turned hard into pandering to their most base fans, lonely dudes. Lots of waifu characters designed to sell body pillows and trash like that. This hasn't improved quality and sales continue to slump, but they're still trying.
[1]http://cutting.psych.cornell.edu/pubs/cutting&candanProj15.p...
[2]https://wordsrated.com/bestselling-books-have-never-been-sho...
Really .. can you at least try to not be so cynical about the present? Everybody's walking around with a star trek device in their pocket that has all of the world's knowledge, can remote call anyone on earth, and can translate any language into any other.
Oh yes, and some movies suck. I bet if you look at the past few years of releases you'll find some you like, too.
that isn’t “maximum cynicism” or “whinging” or even an attack on modern life
why are you jumping to such an argumentative posture? is this a debate you’ve had elsewhere that infuriated you?
Even Roald Dahl is having his works censored and rewritten.
I believe its due to reaching "Peak Content".
If things are more localized, you can build up more momentum as a home team kind of competitor and gain skills.
If you have to compete on an even playing field with everybody else in the world from the word go, it wildly distorts things and produces really weird results. It's still optimized, but it's optimized for a mass audience that is SO huge, and applies more pressure on anything that doesn't comply.
That's what the Angry Birds thing is like. The original has to compete on the grounds of 'produce more money', not just proliferate. As such it's cannibalizing stuff that produces more money.
But it does make movie selection a little easier -- if it's a remake, there's a 90% chance that it's going to be terrible.
I don't know if this applies to Disney given they just launched a massive streaming service containing almost all of their back catalogue.
1. A squeaky-clean princess printing machine that reliably churns out 50 billion dolla- I mean, a new Disney Princess franchise every 5-10 years. No expense is spared on making the movie a lavishly animated, voiced, scripted, and instantly treasured addition to any childhood. (Because they know every dollar there will throw off a thousand in merchandising and Disney World tickets)
2. Weird creative stuff. Pixar is in this bucket, imo. Soul and Inside Out and such were amazing, amazing movies but they're obviously not going to put merchandise on the shelves. But they still sell out theaters and help build (maintain) brand prestige.
3. An oracle-tier legal/financial arm that is essentially independent of 1 and 2 that just views itself as having a giant stack of copyrights and money and it needs to turn it into more money.
So while (imo, this is subjective obviously) I think 1 and 2 are roughly as good as they ever were (and remember that Disney almost died multiple times due to not actually being very good for decade long stretches), 3 doesn't care about that and if some tactic with DVD supply or whatever will help juice sales, they'll do it because it's their job.
Disney gets a lot of flack, and rightly so! They're a big reason why copyright in the US is so fucked up, and I do hate them for that. But at the same time, I think they honestly do contribute more to artistry and enduring culture in the West than lots of other companies with even-worse legal departments do.
Counterpoint: they saturate the market with so many MCU, Star Wars and other high-profile (Avatar!) content that it is all but impossible for anyone else to get enough people into cinemas or onto streaming.
Like, people only have so much money and time to set aside for entertainment, cinema is one hell of an expense as it is [1] and now, when alone the MCU pumps out four movies a year, there is no budget left for anyone but them. Streaming? The same. There's an insane amount of high quality content on Disney+, and they got all the "cool and popular" stuff.
On top of that, Disney's treatment of, say, VFX studios is fucking up the market there as well: the more market share Disney has on the client side, the less choice studios and other suppliers have. Either they accept the sometimes disgusting behavior from Disney (especially ridiculous deadlines) or they don't have other clients and shut down.
Between the Mouse just gobbling up everything they can, Netflix pushing for a washed-down uniform standard [2] and small cinemas closing down left and right, entertainment is in for dark, dark times. Disney needs to be broken up and since the movie industry didn't get the hint from the music industry that rightsholders should take care of offering access to multiple streaming services, government has to mandate that as well. The lack of competition hurts everyone.
[1] a typical MCU movie for two people will be anything from 50-100$, including tickets, 3D surcharge, long-duration surcharge, popcorn, soda, parking/public transport
[2] https://www.vice.com/de/article/ake3j5/warum-sieht-beim-netf...
Sadly, I share this pessimism. It's why I've started collecting DVDs of movies that I know I'll want to see again. Mostly used, because so many aren't even available on disc anymore.
I see the day coming when these movies will simply be unavailable to me, and so need I need to archive them myself.
And last year, Paramount was the top-grossing studio until Avatar was released at the end of the year.
This is the main thing I think of when I think of Disney (I think of other things as well, but none of them are positive). That's why I give them the fewest dimes I possibly can.
to illustrate, the realistic choice would be to choose between Snow White and Frozen and Moana.
to be clear, this isn’t me blindly supporting Disney: I don’t watch their films, I don’t work for them, I don’t own their stock. moreover, I in fact have swathes of scepticism for colossal nation-shaped megacorps; nevertheless it’s a bad example weakening a good hypothesis, and this I have a problem with
that's because they'd rather you sign up for Disney+
I wonder if this is simply a rebranding so that the original no longer appears for "Angry Birds" searches in the app store. Namely that subsequent versions make more $ per install, and having the original at a low price point is cannibalizing sales of the newer more profitable titles.
Higher-margin market, which means hope for up-selling.
That way, when a copyrighted work goes of market (or is no longer sold at a reasonable mass-market rate), there would be no penalty for redistributing it.
(Derivative works might need to be handled differently, since the above effectively invalidates the GPL, though not Apache or BSD)
Say, hypothetically, that I am the creator of a song, book, video game or whatever. One day, for purely selfish reasons that I don't need others to understand, I decide that I no longer want to offer my creation to others. Do I forfeit any and all rights over something that I personally produced; that I invented, designed, fabricated and brought into existence; just because I once offered it to others?
I know that the law takes a more social look at the issue. After a while creative works enter the public domain and copyright is no longer recognized. The timeline varies and has been extended. I think right now it is the life of the author plus 75 years or something like that because of copyrights held by corporations rather than individuals.
I don't know what the "right" length of time is. And for classics that have outlived the life of the creator and are "culturally significant" there is a broader discussion to be had.
Beyond that scenario, the principal that I come at this from is that I, as a creator, rightfully recognize and defend my own rights to the things that I pour a significant portion of myself and life into. I made it, it's mine and therefore others can GTFO even if they disagree with me.
Bill Waterson, of Calvin & Hobbes fame, had a similar view. In rare interviews he stated that the only audience he ever cared about was his wife. If he could make her laugh with the comics, that was all that mattered. Since retiring the comic he has held on to those rights very tightly. He has allowed a few reprints but otherwise does not license out the property much at all. He doesn't want any more Calvin & Hobbes works to be created. Agree or disagree, I recognize that as his right as the creator. You or I did not create Calvin & Hobbes, he did. It's his.
Nothing wrong with choosing not to engage in business. The problem arises when you want to stop people with the force of the government who want to plug the hole you've created.
If you want to benefit from the temporary state-enforced monopoly on your works, you must submit to what the state/society determines are the fair conditions in exchange for said monopoly.
We've decided that limiting others rights for a temporary period was an acceptable price in order to encourage the creation of new works.
All of this was explicitly and energetically debated when copyright laws were being considered at all in the first place.
Does data deserve special rights in the first place? If I make a table and sell it I don't get to control whether the buyer sells it to someone else or lets someone else look at it and make their own identical table. Same for, say, a biscuit recipe. You might say there's a qualitative difference between those things and, for example, a book or a movie, but that difference only exists because we can't communicate our memories to each other. What if we could? I don't think what is morally right or wrong should depend on a technological inconvenience.
This isn't about the ability to resell something that you bought and paid for. It's about exploiting the efforts of others for personal gain.
> If I make a table and sell it I don't get to control whether the buyer sells it to someone else or lets someone else look at it and make their own identical table.
The first half of that sentence is true, the second half is not so cut and dry.
If the design of the table is your invention, which is to say that you identified and solved problems intrinsic with that table design, you provided the artistic and aesthetic creativity that went into its look, you prototyped it, maybe you built small scale versions before moving on to the full thing, you poured years of your time, effort and money into bringing it into existence - you can apply for a patent in order to protect your investment and your creation.
If we're not talking about a table but instead an artistic creation, that's when copyright applies.
I'm a magician, and magic has an interesting history with respects to IP law. Back in the vaudeville days, stage illusionists would commonly protect their illusions through patents. And the business was cut-throat. Magicians would steal from others like crazy. Also a patent only protects a mechanical invention for a period of time. So if one magician did the exact same trick but using a different method, there is no infringement on a patent. Teller, from Penn & Teller, took what was at the time an uncommon position with respects to his works. He observed that his "inventions" were more appropriately considered theatrical works and sought to protect them under copyright law instead of patent law. For decades this was only theoretical until someone started selling a method for one of his tricks. It's worth noting that the method was different from Teller's method, but the routine, the trick, the structure was the same. Teller sued him for copyright infringement and won.
You are free to disagree with me that ideas ARE real (we can measure their effects on the physical world) and that anyone that wants to profit from the intellectual and laborious efforts of another without consent or due compensation to the creator is a parasite and a mooch. But that's the world-view that I subscribe to.
It's a business deal of sorts: we allow the copyright holder to have unusual and potent legal power for a limited time, in exchange for the work becoming public property when that time ends.
It distresses me greatly that we've forgotten this so thoroughly that you see people actually saying out loud that copyright is a property right. It most certainly is not, and was never represented as such until fairly recently.
It would seem like that naively, but we've seen that even stopping the copyright term from continually lengthening has been impossible. Making surface changes to copyright (that could easily be rolled back) will take as much or more effort than rebasing copyright on a clearer, more logical foundation that takes public benefit as a baseline. With a logical restructuring would come new arguments and slogans that might build up enough inertia to get it done.
Simply cutting back copyright length is hard to argue for, because the number you would be arguing to cut it back to is just as arbitrary as the number that the media industry would like to extend it to. Hell, I think that life of the author plus 70 years was chosen because it's biblical sounding: a biblical life is 70 years, so life plus 70 is a way of saying "children" without saying "children." For that reason, I don't think "one decade is plenty" is going to be an effective argument against life plus 70; the only thing a decade has going for it is that it's a round number and people are superstitiously attracted to round numbers.
The path to real progress is getting the masses to self actualize and use self-representing computing technology, rather than falling for the siren song of advertising dollars promising fallacious convenience. These monopolist-makes-arbitrary-problematic-decision stories are mostly irrelevant once you've escaped their proprietary locked down world. Sure, it's less good that I can't just type "angry birds" into Aurora Store and have the game magically appear, but if I cared that much about it I should have kept a copy when I first installed it. But even though I didn't I can probably find it in some android torrent anyway - similar to every other orphaned work.
But the new ones are just a piece of crap where the actual gameplay occupies the 5% of overall UI and the level design is boring as hell (levels look like somebody vomited them on the screen). It is basically how they put their child on altar and sacrificed it to Mammon.
I wanted my small children to get the Angry Birds experience but my youth memories were violated.
I'm sure they've made significantly more money by going freemium with ads, but in doing so they also poisoned the well of mobile gaming. Everything now is Pay to Win. Despite there being genuinely impressive games on mobile (Asphalt racing for one), the mechanics of how the game actually works makes me not want to play it.
Still hoping that games with "surprise mechanics"[1] get legislated into the 18+ bucket one day. That would not only keep many kids from blowing their parents' credit cards on gems but make this business model less attractive by shrinking the market.
[1] https://www.ign.com/articles/2019/06/20/ea-defends-loot-boxe...
Differentiation between business models is also needlessly hard. Apps that are free with most features locked behind IAP, free with ads, and free for a limited time with subscription all look the same at first glance in the App Store and there's no way to filter on business model.
For instance, Soul Caliber was ported to iOS and it costs $10. I think I might have been one of the few people who bought it.
It seems like the only way that you can make non scammy games make sense is via subscriptions like with Apple Arcade and even then it’s probably a loss leader for Apple and they subsidize game makers.
This is partially the fault of the App Store model that doesn’t allow upgrade pricing.
For the sake of profitability, I could imagine the gas station might choose to stop selling gas through pumps since those simply couldn't be as profitable.
I'd assume the price of gas would go up once they found it wasn't being subsidized by other sales.
So it's more like you having two gas stations next to each other - one with a price per gallon and nothing else, one with a more confusing user experience that yields more dollars per gallon of fuel than a fixed price.
But even the ones who don't lose money are nearly always only breaking even on the gas.
It's a lot like how movies theaters make basically nothing from the ticket sales for the movie. They make their money at the concession stand.
It kept working and being available through the 32 bit era. But was never updated for larger screens and was replaced with an ad ridden version.
Plants vs Zombies 2 was also much worse than the original because of ads and in app purchases.
That being said, they did “bring back” Angry Birds Classic to iOS as a one time 99 cents purchase.
I think the net effect has overall been detrimental for users and companies alike.
99p games should never have existed in the first place.
A decade later it is worse than anyone imagined, no real hits just a couple games from that earlier era because they’re the only ones you can play offline at all
if I'm missing some gems let me know!
On the other hand, I find solace that we still have games like Elden Ring coming out that are a one-time purchase, finely crafted experience that manage to sell like gangbusters.
It's relatively silly that when they pull these games, there's very little way to get them back—see flappy bird, for instance. With classic game consoles, you still have the install/play media like discs and cartridges. With digital downloads, you don't—and if you do, you still need some sort of code or receipt signing to play, even if you have the binary.
That's not great—we're going to have games lost to time. Sure, maybe not Angry Birds for its cultural influence, but others? Definitely.
Ensuring existing AAA games run solidly on Linux, like Valve is working towards with Proton, seems to have a much greater impact.
Also, if anything I’d say the old, write-your-Xorg.conf-by-hand Linux desktop included more of these than the modern glossy one: Chromium B.S.U., Tux Racer, GNOME Robots (still in gnome-games I think), there were a ton of those. As well as xneko, xeyes and so on. Whereas on Windows you needed to look on computer magazine CDs and such to find the equivalent.
Guess there's little hope of their re-releasing Seasons, then? That's the only other one I'd pay money for (or, indeed, even play for free).
https://i.imgur.com/EcJugS8.png
Another loss for paying customers, another win for pirates.
"How to 'write' your first "hello world!" program"
step 1: find the "hello word!" app in the store
step 2: buy it
step 3: done! you're now 'programming' your device!!!
What a poor way to make an announcement
- low resolution image
- red flashy background full of noise
- blurry text
My eyes are still burning
When given the choice between working several hours at a job you don't like to pay for entertainment verses using a free option for entertainment that is just as good if not better, many people are choosing the former.
Here is another example:
If you asked 100 random 20 year olds in 1985 what "success" looks like. There is a high likelihood some would mention large house, BMW, pool in the back yard, large TV, executive at a large company.
If you did the same thing today you are much less likely to get that answer. Today you are much more likely to get millions of subscribers on YouTube or Instagram and no need for a full time job.
If that's true, that sounds like progress to me.
There are methods of profit maximization whose abstract functionality is basically the same, the only thing that changes are the parameters.
I sincerely believe administrative sciences tend to not make clear abstractions out of this, since that is... hard...