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  Free iPhone Games Are Awful:  Strategy?  
 
 
Posted 2008-07-18 by Tony Walsh
 
 
     
 
Nearly every one of the dozen or so free iPhone games I've downloaded and tried are just plain awful. Most are barely games at all, or are simply slight variations on classic (boring) games such as Pong or Simon.

I had (seemingly incorrectly) understood there was some sort of quality bar that Apple set for its first round of developers. Clearly the bar was set very, very low. I don't understand the strategy here: my entire outlook on iPhone games and small developers is now tainted. Why pay for a game if the free ones are terrible? Is Apple trying to boost the major brands by allowing this indie crap into the App Store? Confused. Disappointed.
 
     
 
   
 
  5 comments  
  Dipping Into Toronto’s Flash Pool  
 
 
Posted 2008-06-26 by Tony Walsh
 
 
     
 
Toronto's Flash user group 'FlashinTO' held a public meeting last night that included brief presentations from a handful of local Flash designer/developers, including yours truly. Although I've been working the new media trenches here in Toronto for almost 15 years, and have been working with Flash since version 2, I'm way out of the loop in terms of who's doing what with Flash locally (aside from my clients and a few others). Glad to have had a chance to get a bit up to speed.

Other presenters included Andy Tipping of Mischief Media, Tim Willison of Oddly Studios, Tom George of DesignAxiom, and a dude who gave us a preview of an in-browser media viewer called "Radar." Good to be able to get a nice cross-section of what's going on around town, and meet some folks Flashing it up in Toronto.
 
     
 
   
 
  3 comments  
  Quick Links for 2008-05-12  
 
 
Posted 2008-05-12 by Tony Walsh
 
 
     
 
 
     
 
   
 
  0 comments  
  Google Spreadsheet As Virtual World  
 
 
Posted 2008-03-28 by Tony Walsh
 
 
     
 
Probably someone out there's already mentioned this, but the Google Docs spreadsheet application shares a few features with virtual worlds. I've been using the Google Docs quite a bit lately to work with my distributed team, and the spreadsheet seems to really shine in terms of worldy potential. Here are the features:
  • Controlled multi-user environment: Simultaneous usage by multiple persons. Access is controlled by the person who created the spreadsheet--users can be set as collaborators or just viewers.
  • Presence indicators: All users sharing the spreadsheet are informed of the presence of others in the form of a chat window, temporary notifications, and a mobile avatar (see next point).
  • Real-time text chat: Plus voice if you use Skype.
  • Unique, mobile avatars: Each user is represented by a uniquely-colored outline on an individual spreadsheet cell. A simple avatar, but distinct, and user-controlled. It can move around the spreadsheet.
  • Spatial relationships between users: My avatar can be beside, above, or below yours.
  • User-generated content: All Google gives you is a blank spreadsheet. The users add the content. I don't think it's possible to add proper graphics to a spreadsheet, but it is possible to color a cell and to add colored text to a cell. It is also possible to lock rows and columns, which could provide a visual effect.
  • Dynamic content: It's a spreadsheet, so it's possible to put formulas into cells which rely upon and affect other cells.
  • Inhabitable zones: A spreadsheet can have multiple pages ("sheets"), allowing users in the same spreadsheet to occupy distinct areas--each area is visible only as a tab until clicked, allowing a mild degree of privacy, and a sense of "travel" between sheets.
  • Persistent world: A Google spreadsheet endures over time--it is a "live," changeable, but persistent environment which remembers its state after the users have logged out.
  • Communication with outside world: Users can opt to be notified by email when the spreadsheet has been changed, on a global, sheet, or cellular level. I believe a Google Doc can also be embedded in a web page.
Certainly a Google spreadsheet is not a fabulous virtual world, but I see potential for socializing and play there. The barriers to entry are definitely very low, and content creation is easy, too.

[Update1: added real-time chat to the list. Update2: added spatiality to the list.]
 
     
 
   
 
  5 comments  
  Clickable Comments:  Logins Temporarily Broken  
 
 
Posted 2008-02-09 by Tony Walsh
 
 
     
 
One of my readers kindly pointed out that logins aren't working on Clickable Culture--both new and old accounts are affected. I am working on a fix, and will post an update once things are back on track. My apologies to those who've attempted to leave comments lately--the system's behaving badly.

[Update: Logins are restored. You must have cookies enabled for the system to work as expected.]
 
     
 
   
 
  0 comments  
  PSP Gets Skype Integration  
 
 
Posted 2008-01-06 by Tony Walsh
 
 
     
 
Sony will roll out Skype services for its latest PSP handheld game console (the slim, lightweight one) through a software update scheduled for late January. According to an emailed press release, the software update will allow PSP owners with WiFi access, a microphone, and a Skype account to make and receive free voice calls, manage contacts and presence, modify their Skype account settings, and make use of the SkypeOut (place calls to non-Skype phones) as well as SkypeIn (receive calls from non-Skype phones) services.

While this is fantastic news for anyone who already has a slimline PSP, I'm not sure it's going to push PSP sales in general. As the ill-fated N-Gage phone/game console showed us, there doesn't seem to be much interest in a game console which doubles as a phone. Skype services are only available wherever WiFi hotspots are, so coverage isn't exactly ubiquitous in most parts of the world. I don't really see how the inclusion of Skype helps the PSP brand, either--is it a game console (its game library is weak), a media player (its original movie format is dead or dying), or a communications device (only where there's WiFi)?
 
     
 
   
 
  0 comments  
  ‘Electric Sheep’ Herd Culled  
 
 
Posted 2007-12-21 by Tony Walsh
 
 
     
 
Second Life's largest third-party developer became substantially smaller earlier this week. The Electric Sheep Company cut 22 staffers on Tuesday (reportedly about 30% of its workforce), as announced by COO Giff Constable, and reported by Sheep client Reuters. Unofficial blog Second Life Podcast broke the news on Monday with word that the Sheep's planned Virtual World Ad Network was also canned. According to Constable, the company will continue to work on its OnRez client software and shopping site as well as "some other cool initiatives."

I'm not surprised at the news. Although I haven't been able to follow Second Life like I used to, my impression is that business interest in SL has been waning, barely a year after a boom for metaverse developers. Since that time, it seems the developers with the most sense are investigating other platforms rather than concentrating solely on Second Life.

Having met a number of enthusiastic Sheep staffers in the past, I found the company reminiscent of a 1990s Dot Com--seemed like folks were being hired left and right. Although the timing is really unfortunate, trimming staff and refocusing the company is the sensible thing to do--lessons learned from the Dot Com Bust.
 
     
 
   
 
  2 comments  
  Quick Links for 2007-12-12  
 
 
Posted 2007-12-12 by Tony Walsh
 
 
     
 
 
     
 
   
 
  0 comments  
  Quick Links for 2007-12-05  
 
 
Posted 2007-12-05 by Tony Walsh
 
 
     
 
 
     
 
   
 
  0 comments  
  Evil Video Streams Threaten ‘Second Life’ Cashflow: Report  
 
 
Posted 2007-12-01 by Tony Walsh
 
 
     
 
Linden Lab has warned users of Second Life that QuickTime-based video streams may be used to "crash or exploit" Second Life's client software. The Mercury News paints a more sinister picture, alerting us that "security researchers have found a flaw in Second Life virtual world [sic] that allows them to strip a user’s character of all of its in-world money."

Since Second Life currency is easily converted to American dollars, there's a real risk here: Users of the virtual world may have dozens to hundreds to thousands of "Linden Dollars" on hand at any time. In the past 24 hours, the equivalent of about $1.5M USD has flowed through the system. So how to avoid getting robbed? Linden Lab's advice is for users to turn off video streaming, despite the company's ability to turn off streaming for all users across the virtual world until Apple fixes QuickTime. This strategy is reactive in my view, as Linden Lab plans only to act if it discovers a malicious stream. Affected users will receive "appropriate assistance," whatever that means.
 
     
 
   
 
  2 comments  
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Dinozoiks wrote:
Wow! Thanks for that Tony. Just posted a bunch of other tips here... http://www.dino.co.uk/labs/2008/45-tips-when-designing-online-content-for-kids/ Hope it helps someone... Dino...
in Dino Burbidge's '10 Things To Remember When Designing For Kids Online'


yes, many of the free little games are crappy. but as an artist who has recently published free content on the itunes app store,…
in Free iPhone Games Are Awful: Strategy?


I vote for popup radial menus. Highlight a bit of text, the push and hold, Sims-style radial menu pops up with Copy, Paste, etc....
in More iPhone Gestures, Please


Hey Tony! A client of mine is looking to hire an internal Flash game dev team to build at a really cool Flash CCG…
in Dipping Into Toronto's Flash Pool


Yeah, there's a lot of weird common sense things I've noticed they've just omitted from the design. No idea why though....
in More iPhone Gestures, Please


It also bears noting there's no mechanism right now for a developer to offer a free trial for the iPhone; the App Store isn't…
in Free iPhone Games Are Awful: Strategy?


@GeorgeR: It's on my shopping list :) I've heard good things about it as well. And Cro Mag Rally. @andrhia: meh, I don't know…
in Free iPhone Games Are Awful: Strategy?


...you get what you pay for, you know? I actually bought Trism based on early buzz, and it's truly a novel mechanic. I've been…
in Free iPhone Games Are Awful: Strategy?


The only one I've heard good things about is Super Monkey Ball. Have you given that a whirl yet?...
in Free iPhone Games Are Awful: Strategy?


Advance warning: this frivolent comment is NOT RELATED or even worth your time ... But whenever i hear "Collada", i think of that SCTV…
in Electric Sheep Builds Its Own Flock


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