12 karma · joined May 15, 2012
"Our goal is to build a sharing tool that lets you move big files, and big ideas, freely. Without surveillance." [1]
Unfortunately without proof this sort of marketing sounds like "give us all of your data, we won't look, we promise."
... I may be a little cynical because I like the idea of decentralized sync.
[1] http://blog.bittorrent.com/2013/11/05/introducing-bittorrent...
What is more interesting is that another 15% to 20% of my colleagues at this store are in their late forties to mid fifties. For various reasons they each decided to abandon their careers (found out they didn't believe in what they were doing, or decided to take time off to look after their kids and could never get back into the industry, etc...)
It is a bit of a specialized store so I am sure it is not the same distribution as in a Target or a Walmart. However it is also worth mentioning that aside from one or two people (who I am not sure about), everyone else has at least a bachelors degree or is in the process of getting one. There are maybe 15 college students out of a staff of about 60.
The always connected to the internet aspect was bad for D3 and it seems it is even worse for Sim City. If I remember correctly, Blizzard had legal problems in South Korea because of connectivity. My hopes is that incidents like this force companies to move away from the online only single player design.
I think that aside from the philosophical problems with DRM in general, the required internet connection aspect means that once EA shuts down the server the game could be lost forever. When making these games (good or bad) a team adds something to the cultural record of our time. Old movies may not be as good as modern movies in terms of technical execution, but they are interesting because they contain within them an aspect of a lost culture. Games should aspire to do the same.