750 karma · joined August 18, 2008
Podcast: http://www.idlethumbs.net
When a user writes a shitty review, they know for a fact the developer will read it, whereas many app store developers may not even have a web presence, let alone a reliable looking way to contact them.
I'm not saying that's good by any means -- dialog with your customers gets to the bottom of things and usually leaves them happier -- but right now if it's easier for your customer to find and leave a public vent session on your app store page than it is to find out how to contact you, they are going to take the path of least resistance.
If user to developer dialog is important to you, enable your users to do it, don't expect them to jump through hoops to seek you out when there's an easier alternative.
Apple has served that market (or at least the front-end focused part of it) pretty well in graphic design and video for a long time, but even if that market becomes too small or too complicated for Apple, those people will still need their machines and their systems, and their business will be big enough for someone.
Siri itself is the only (big?) iOS 5 feature that is hardware locked to the 4S.
It is a feature, a service, but so is Netflix, and Dropbox isn't encumbered by movie studios. They just have the neat "whoa this is almost magic" part.
An optimist would say that's exposed so you can wipe it clean, a pessimist would say that's exposed so you can refine your profile to be better advertised to.
It would be more appropriate, and less flashy, to call this PNG matting, because it's far more analogous to cutting a matte (overlaying a paper stock frame over your artwork to shape it's borders) than it is to an actual mask (using an overlaid shape to actually define a new transparent alpha channel for your image)
"If you've seen me I've been spending a lot of time over there [at the demo stations] just watching people playing, generally with a big old grin on my face.
"We had so much that we set out to do on this that was different than what we had done before. Id had been almost a stereotype of what you do - first person shooter, run and gun, corridors, monsters jumping out at you, this type of thing. We invented this genre and we followed it for a long ways, but people thought that was all that we were doing.
"And with Rage we set out to be really pretty ambitious, to do a lot of things that we had never done before, and in hindsight knowing that it took six years, we would look back and say, 'Maybe we shouldn't have been quite as ambitious, maybe we should have done a few more of the things we had plenty of experience doing,' but in the end everybody gets the benefit of... we picked hard battles, we fought all of them, and in the end we did a really damn good job on it.
[...]
"It really is probably the most enjoyable id game, from my perspective, that we've ever made. I've played all of our games to degrees, but I was never one of the people who could spend eight hours deathmatching. I know there's a lot of you out there, but that was never kind of my take on our games.
"The pacing on Rage allows us to go ahead and have a game where you have moments of abject terror and intensity, and it's nicely balanced by the areas where you're going through, you're exploring, you're talking in town and doing these things. And we learned a lot through this process. By no means are we ready to be stood up next to Skyrim or something as an adventure game -- that's not what we're doing -- but it is clear at this point that there are beneficial things we can add to the gameplay experience, where we take everything that was fun and good about classic id games, and you can do these other things that add additional layers to it, that don't take anything away."
(Watch the keynote at http://www.youtube.com/watch?v=4zgYG-_ha28 )
Carmack's take on his own game seems to be a very very far cry from the parent article's "blame the artists!" whinging. It sounds from what he says about his own take on the game, and probably more importantly from how genuinely excited he seems up on stage, that Rage's mixing up the tried and true id gameplay formula was, personally for him, an exhilarating breath of fresh air.
iAd is an obvious-feeling exception to this, of course. That said, iAd has clearly never been a focus, it's always felt like an "I guess we should," and maybe a poster child for WebKit in the commercial/ad space, but not as a significant means to an end for the company. How often is iAd discussed by Apple or anyone else, especially compared to everything else they do.
They also sell content in their online stores, but that is also a false lead, because it differs from Google and social network styles of digital monetization. They're still selling CONTENT to CONSUMERS there, and they're only doing it because they want Apple hardware to be the thing people buy to consume their media.
When selling iCloud, they have repeatedly pointed out that its an advertising free service. "Who wants ads in their email?" was the sentiment expressed at its announcement.
Apple suddenly shifting gears, turning their precisely built, paid for and profitable consumer goods into trojan horses for bundled adware seems nearly entirely unlikely.
Letting users INSTALL that sort of thing wouldn't be a surprise -- "Siri, play 'Super Troopers' on Netflix" -- but that's, again, the user using a paid for service or product on the device, not the user being sold to an advertiser.
That's the best articulated philosophical breakdown between the two products and the two companies that I've seen. The two devices look similar at a glance, but the reasoning behind their numerous differences boil down entirely to those two different philosophies. Apple wants you to buy an iPad to buy an iPad -- they get you to do that by pointing out how it has apps and music for sale. Amazon wants you to buy a Fire to buy a ton of Amazon digital content -- they get you to do that by making the Fire itself cheap.
I think that Netflix (and Hulu) show that part of the appeal of online content consumption is that the content and the curation/presentation don't have to be intrinsically tied. Having to pay for a Starz account to watch Starz content through the Starz Player is about the most '90s thing they could do.
Having their content on Netflix or Hulu makes media companies feel like second class citizens because -- from their current worldview -- they are. They're no longer the tastemakers, the editors, the curators. They're now just the guys with the content, and in their eyes the content guys are the red on the balance sheet, they're the means to an end.
If advertising is the mousetrap, the content is the cheese, and its a big goddamn blow to traditional media outlets to discover that on the internet, they're cheesemakers or they're nothing, because there are waaay better mousetraps out there.
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* Stratifying your content curation by creative entity feels counter to what people seem to be expressing they like.
I think people like Netflix because it has a disparate collection of content which it recommends, filters, and curates, and lets users choose and collect within that content. You don't need to go to Netflix' "BBC" section to watch Doctor Who -- it's just there, filtered by Netflix' employees and algorithms to sit next to other like-minded content. Content made elsewhere, curated with care, and paid for.
(edit: I'd also originally listed Babbage's in there with competition, but reading up reveals that GameStop was basically Babbage's, renaming themselves to GameStop at some point along the way as they were merging and consolidating.)
Other competition, now also deceased: Hollywood Video had GameCrazy for a while -- small gaming stores built into Hollywood Video rental stores -- which was actually a pretty spectacular game retail experience with great current and retro selections, but when video rental really started dying a few years back Hollywood closed them all down. I think Blockbuster had some game sales to try and compete as well, for a bit, but not to the degree of GameCrazy.
GameStop's only remaining competition is online with Amazon and digital distributors like Steam and OnLive, and in the (often superior to GameStop's) new game aisles of big box chains, probably most specifically* Best Buy and Toys R Us.
*(based on forums where people talk about buying games)
Microsoft really pushed having an integrated console dashboard and operating system, and Sony has slowly caught up with the big pieces over the life of the PlayStation 3, but whenever it's mentioned to Nitnendo, they seem to take pity on the questioner for seeing any importance in it, giving online, connectivity, and software as service a grimace-ridden "that's nice, dear," before going back to putting more gyroscopes and polarized displays in their disconnected, single player peripherals.
I just don't think it's in their culture, and they don't seem ready to make a shift.