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A computer on a USB stick?

It does exist. And for about $35, you too can own it now!

 

The earliest modern computers were huge (as in, a whole commercial building floor-wide huge), performed simple and basic operations, took a long time to process information, were costly to produce and generated a ton of heat. Fast-forward 40 years, miniaturization striedes through civilization and voila! We can now operate much more efficient systems with something the size of our thumbs. Just plug it on the backside of a TV.

There are many implications about the potential widespread use of this device.

 

Me? I’m just glad I’ve lived long enough to see it happen.

Pinterest is the latest fad of early 2012, promising to engage its growing userbase by capitalizing on their visual senses as they share pictures of their interests.

And guess what – there’s already porn on it (update: they took some of it down, so there’s now a clone of it).

Facebook is, despite its attempts to otherwise, a media-sharing site. Of the media shared on Facebook, most is photos. The reason is, perhaps, all too simple: not every one knows how to edit a video, or create music, but everyone can at least take a picture and edit it (very roughly) on Painter (or the old Microsoft Paint). Pictures are also instantly displayed as they shared on the news streams of friends and public alike, whereas media like audio and video are bigger, and therefore must be loaded up first.

Pinterest makes photographic display its reason for existence.

Like everything in the modern world of 2012, you can “like”, “share” and “comment” on pretty much everything that exists on the site and Pinterest makes it a point to connect your Pinterest assets to either your Facebook or Twitter persona (you can opt for both, but you must use one). What you do on Pinterest is automatically shared on your Facebook/Twitter feeds, unless you fine tune via privacy settings.

Personally, the way Pinterest is set up reminds me of collaborative software; particularly, some browser extensions (like Springpad). As it currently lacks klout on the web to merit some sort of “Pin it!” button on web content, in contrast with Google’s +1 and Facebook’s Like, it makes use of its own bookmarklet “Pin It!”, which the user must add to his browser. This might be its Achilles’ Heel, as there is a rule of thumb that users are inherently and predominantly lazy.

Will it stick to the wall, or will the pin drop? It’s too early to tell.

 

 

 

You Might Wanna Read:

How Brands Are Using Pinterest – And What They Can Do Better

Pinterest for Business

Pinterest Is Not A Virtual Pinboard

Chances are, you don’t know what “Psychonauts” is. I’ll allow a brief second so that unseen voices may pause, gasp, sigh, and silently curse you as “Heretic!” under their breath. … … We all good? Right, moving on.

As I said, you probably don’t know what a great, well-humored game Psychonauts was. I can’t blame you. But chances are, you know of a game called Full Throttle, and another one known as Day of the Tentacle. Well, here’s the catch: they were all produced by this one guy called TIM SCHAFER. He also produced a great game called Brutal Legend, a game set in a surreal, post-apocalyptic setting conceived by the unholy amalgam of dozens of songs from Heavy Metal bands.

If you haven’t caught up yet with the geniality that this guy is capable of, I can only weep for this generation and the next one.

Anyway, why is this all newsworthy, eh?

How about for the fact that, 5 days ago, his company broke the record on the fastest fund accumulation for any project on Kickstarter?

Before someone wipes clean the article on Wikipeda, let me show the historical impact of this single event:

Double Fine Adventure was announced by way of a Kickstarter project initiated on February 8, 2012. The idea came after Double Fine’s Tim Schafer was interviewed for 2 Player Productions‘ upcoming documentary on the game Minecraft, itself a crowd-funded effort through Kickstarter.[1] After the interview, Schafer and 2 Player discussed the idea of the production company filming a documentary about Double Fine as a future project.[1] When 2 Player completed the Minecraft project, around November 2011, they wanted to create a more in-depth documentary, recognizing that Double Fine had the right type of environment where such a documentary would be possible.[1] The two studios began to work out the specifics of the project, but Schafer realized that publisher interference would make an honest portrayal of game development impossible. Double Fine lacked the resources to self-fund a game, and 2 Player lacked the ability to fund the film, so the two companies elected to crowd-fund the project on Kickstarter, a method Schafer had seen successfully used to raise much smaller amounts for independent game developers. The creation of a new game was initially considered “kind of as a sidenote” by Schafer to accommodate the documentary filming.[2][3]

The adventure game genre was selected to offer the public a product that would not have existed without their support, and help to distinguish the project from the developer’s publisher-financed work.[3] Schafer, a veteran of LucasArts, has long been associated with adventure games, a genre that has long been stigmatized as commercially niche, particularly since the release of Schafer’s own Grim Fandango.[2] In his pitch to the public, Schafer argued that funding for such a project would be very difficult to come by, stating “If I were to go to a publisher right now and pitch an adventure game, they’d laugh in my face.”[4] Ron Gilbert, another ex-LucasArts adventure game designer at Double Fine, has long expressed this sentiment, writing in his personal blog, “From first-hand experience, I can tell you that if you even utter the words “adventure game” in a meeting with a publisher you can just pack up your spiffy concept art and leave. You’d get a better reaction by announcing that you have the plague.”[5]

The Kickstarter drive was launched in early February 2012 so that, regardless of its success, Schafer would be able to talk about it during the 2012 Game Developers Conference in early March.[3] Double Fine set the goal for the project at $400,000, with $100,000 allocated to the film production and $300,000 for the game. Although this was the largest goal of any gaming project yet on Kickstarter, it was the lowest budget the company had worked with, and a small fraction of the budget of the company’s previous downloadable games, which cost around $2 million.[3][2] Schafer admitted that a game made for this budget would be “hobbled,” and that the budget was chosen because it was the absolute minimum he thought he could make an adventure game for.[3] The two had originally envisioned a total $200,000 budget, a typical cost for an iOS game, but Schafer had doubts about whether Double Fine could deliver a game for such a low cost.[3]

Various incentives were given to those that donated $15 or more, including the game itself, early beta access to the game, access to private community areas to discuss the game, prints, and invitations to meet with the Double Fine staff.[2] In launching the Kickstarter project, Double Fine claimed it was the first major studio to use the model for the funding of a game.[6]

Within nine hours, the Kickstarter project had exceeded the $400,000 goal.[7] Within 24 hours, it had surpassed $1 million.[8] As the funds raised approached $1.35 million, Schafer noted that the funds had already exceeded the budget for Day of the Tentacle ($600,000) and was nearing the budget for Full Throttle ($1.5 million).[9] Kickstarter stated on the day after its start that the Double Fine effort is the most successful to date, having attracted more backers than any prior effort in the site’s history [10] while others have noted it is the second project to achieve more than $1 million in funding through Kickstarter.[6]

The Kickstarter page was updated with the promise that additional funds would go to increased production values for the game and film, and deployment on additional platforms.[8][2] A later update by Schafer affirmed that the additional funding will support development for the Mac OS X and Linux platforms and select iOS and Android devices. Additionally, the game will have voice acting for the English version, and include text localization for French, German, Italian, and Spanish languages. Schafer also stated that a digital rights management-free version of the game will be available after release.[11]

Impact

The success of the Kickstarter project has been seen by some journalists as a shakeup in the traditional publication model for video games. Many journalists questioned whether the success of Double Fine’s Kickstarter project would signal the end for publishers, John Walker from Rock, Paper, Shotgun disagreed, but added that it would force publishers to ask themselves questions such as “Are we really in touch with our audience’s desires?”.[12] Johnny Cullen of VG247 compared the Double Fine Kickstarter to the release of Radiohead‘s album In Rainbows, which the band had sold through their website in a pay-what-you-want model prior to a physical printing, without the interference of a music publisher. Cullen noted the model of crowd-sourcing has previously not worked for some game developers, and does not expect it to be a guaranteed success for future efforts, as he believes Double Fine is a unique studio with a dedicated fan base, aspects that are not shared by all developers.[13] Several other small game developers, commenting during the first 24 hours of the Kickstarter, shared a similar view, in that Double Fine’s reputation and trusting fan base, and Schafer and Gilbert’s past success with the adventure game genre, were uniquely suited to take advantage of the Kickstarter model.[14] Dan Whitehead of Eurogamer added that Double Fine Productions has had an unfortunate history of falling victim to game publishing problems that were outside of its control, and the Kickstarter has been seen as a way for fans to help support Double Fine as an underdog, and produce a product without any interference from a corporate publisher.[15] Luke Plunkett of Kotaku believed the success of the Kickstarter could be more attributable to the lack of high caliber adventure games, and Kickstarter was a way to immediately fill that need.[16] Schafer further agreed that the success of the Double Fine Kickstarter would be somewhat difficult to replicate for other games, even for Double Fine, as it would require the project to be “a good story for people to get behind”.[3] Another factor contributing to the Kickstarter success is the opportunity for those providing the funds to be part of something larger, not only by having their names appear in the game’s credits or appearing as characters within the game itself, but to the larger trend of changing the game publication model. Jane McGonigal, a game designer, sent a Twitter message to Schafer congratulating him on the success of the funding project, stating that “You’re making us all feel like we’re a part of something historic.”[6]

Publishers do their business in a way that works for them. They’re risking millions of dollars so they’ve got to mitigate that risk – and sometimes that means removing risky ideas from games.
The thing is, Double Fine is all about coming up with new, unproven and really creative ideas. It’s a constant battle for us to get those ideas to go through the system, that long spanking machine of people who have to sign off on your idea. They’re not evil, they’re just trying to protect themselves.

Tim Schafer[17]

In the week following the Kickstarter launch, Schafer said that he wasn’t trying to “vilify” publishers. He understood that publishers were risking millions of dollars and would want to mitigate their risk by removing risky ideas from games, but pointed out that it was Double Fine’s job to come up with unproven and creative ideas. He went on to say that developers were moving from closed publishing systems, like PSN and XBLA, and on to open systems like Steam where they can set their own prices, issue patches and support users with ease – Schafer illustrated his point by saying that it costs $40,000 to issue a patch on a closed system. [17] Schafer further noted that while the Kickstarter was considered a success with over 40,000 people donating during the first week, the equivalent number in sales of a game would be considered a “flop” in the industry.[3]

Some gaming journalists who have contributed to the fund have found themselves conflicted, as they would be reviewing a game that they helped pay for upon its release.[8] Chris Pereira of 1UP.com contrasted contributing to the Kickstarter, where the funds are going to help develop the game, as opposed to pre-ordering a game, where the funds are generally profit for the company, and felt himself conflicted, and noted that readers would “question his motivation for covering the game now and in the future”.[18]

Outside of these shortcomings, at least two developers, David Jaffe (who at the time was in the process of creating a new studio), Chris Avellone of Obsidian Entertainment, and Brian Fargo of inXile Entertainment have stated that they may consider using Kickstarter or similar crowd-sourcing funding in the future for new projects, following the success of the Double Fine project.[19] [20][21]

(The Wikipedia article was retrieved, as is, on February 19, 2012.)

As you can surmise from reading that wall of text above, big-site reporters are already scrambling to cover this in detail, philosophers are philosophing while historians have already pronounced their judgment: this is something BIG, it really happened, and people better take good note of it. Specially with the video game industry being what it is.

If you’re just another mundane “gamer”, that is, a mere consumer of video games spawned from this modern generation then you are playing your Halo game, your Call of Duty game, your Final Fantasy game, your Tekken game and everything is just fine. Every iteration of your beloved game series sends another numbered title out onto the market, packaging the same thing, the same game from 2 years ago, just with prettier bells and whistles and premium play features that you have to pay additional extra.

But if you are more than just a mere consumer, if you have a mind to consider just why we are spending so much money to gain access to Downloadable Content (DLC) that could have well been on the game we just bought, and in many cases was but PR and Marketing departments were quick to spin a different story on the mainstream media, this is one event that might very well build up a shift in our current Paradigm.

 

This is a way we gamers say a very loud, fuck off, to the video game industry as it is right now. It’s the clarion call of a Revolution right here, folks.

I’ve read an interesting post somewhere about how QR Code-tagging just doesn’t work and how it won’t last.

I think it’s very interesting because people probably said the same about Barcodes when they first debutted. And here we are, scanning them at supermarkets, concert halls, department stores and all places everywhere. In fact, a lot of people probably said the same thing about the ubiquitous iPods, iPhones and iPads: It’s a rule of thumb that people naturally approach new technologies with distrust and suspicion; to discredit their potential with empty phrases like “it will be too complicated to use”, “people won’t like it” and similar. But if anything, Steve Job’s true legacy lies in his uncanny sensing of how technology was evolving and on his approach on selling his gadgets: you have to make them feel like second nature to users, make them feel and act intimate and familiar with your products.

In his blog article, Mashable’s Jon Barocas advocates for MVS – Mobile Visual Search – as the ideal substitute for Barcodes, saying they’re every aspect better than QR. I respectfully disagree. His argument that QR requires a dedicated app to decode the tag applies to MVS just as easily.

 

In another article, Mashable touches on Shortcut, a potential QR substitute.

Personally, I understand QR as something that will potentially segregate the average user and specialized, IT technicians. If people really prefer to go for the visual aspect of technology, capitalizing on one of our senses, then the QR will continue to be what it has always been: a tool that facilitates the transmit of data. Furthermore, one whose very nature will confound and befuddle the mundane user, but will reveal itself to the learned magus.

You can count on the marketing department to try and come up with all kinds of ideas on how to make QR more accessible

I daresay that they won’t really grasp even the basic concepts of the technology yet …

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Say, have you heard of them supercomputers?

Yeah, they’re probably bigger than your desktop at home. Way bigger, even with all the miniaturization of components and whatnots. Their processing speed and capacity is astonishing, a true testament of Man’s ability to construct such systems.

But what are they good for? Well, here might be some suggestions …

How Watson Can Work

Potential Applications for IBM's Latest Supercomputer

Do you remember the old days, when you would go visit one of your aunts and she’d force everyone present to sit through a couple of hours while she joyfully talked about all the pictures she took during her last trip, in detail?

Now imagine that you have over 600 aunts and they all share an average of 30 trip pictures with you on a daily basis. Hard to imagine? Hardly.

Just bring up your Facebook.

 

In the IT and Telecommunications field, there’s a term called “Signal-to-Noise ratio“: generally speaking, the ability to send and receive packages of data depends upon the quality of the signal. The clearer and less obstructed it is, the better. There can be noise, a loss in quality, but so long as it falls within acceptable parameters, there’s no harm. But as noise accumulates, it becomes progressively difficult to send and receive data and ultimately leads to a complete breakdown (worst-case scenario, mind you).

Porting that concept over to social networks is hardly a stretch; whether it is micro-blogging on Twitter, or updating statuses on Facebook or Google+, everyone contributes information on a constant basis. The quantity of information we contribute today is several orders of magnitude higher than, for example, we did in 2003 and that projection will only grow.

What does that mean to the individual? Well, it means that unless you have some way to control how all this information will reach you, and how you filter it, you’re going to miss fun gatherings with your friends because more than a hundred people shared too many pictures of cats on your News Stream/Main Feed.

I am honestly surprised, and extremely pleased, whenever I see a trailer for Asura’s Wrath: it just shows that a developer can make any game it wants, if they want so.

Asura’s Wrath is a game being developed by developer CyberConnect, the same developer for the .HACK game series: if you’re unfamiliar with these names, let me give a quick course on the subject: it’s an RPG story about people playing an MMORPG game. Meta-storytelling at it’s best, folks; the plot itself was thin, the concept not that good and the gameplay was fairly bland. Oh, and the game and its story was sold in oatmeal pieces so you actually bought one game at the price of four. So, yeah …

That’s why I think I’ll enjoy Asura’s Wrath.

To kick it off, Asura’s Wrath puts you in the shoes of the titular character. Who’s always mad. Actually, he got either a murder- or a rape-face on (it’s hard to tell the two apart); he’s on a roaring rampage most of the time, and he’s got the balls to pull it off. Pair this fella with Kratos, and you don’t need the four horsemen of the Apocalypse — just two will do.

So far, gameplay looks fast, furious and fun. Quicktime Events pop up to convey a cinematic style, but by now we’re all used to them thanks to games like God of War and Bayonetta, and they don’t feel overused or out of context.

This is a really quick take on this game, because it’s one that I prefer a more hands-on approach. I’ll definitely write more later.

In case you’re unfamiliar with the developer, Suda51 is responsible for the games Killer7, No More Heroes and Shadows of the Damned (and now, Lollipop Chainsaw).

You don’t know any of these? … Heresy!

 Jokes aside, Goichi Suda is a game developer with a brilliant mind. You can’t play Shadows of the Damned and not be amazed by how much detail goes into it; and not just the game itself — just look up some trailers on video-sharing sites, and you’ll see that a lot of effort has been funneled into making trailers more than simple gameplay and cutscene footage glued together.

(Perhaps I’ll go into detail on Shadows of the Damned later.)

Lollipop Chainsaw has been shaping up to be a fun hack-n-slash/action game with a zany atmosphere and zombie people for you to kill. And a punk metal undead ringleader, judging from the last trailer. Hey, I just said “zombies”. If it’s got zombies, you gotta kill ’em. A-to-B, in simple fashion. The whole game atmosphere comes to life with good visuals and the audio ain’t shabby, either.

If you are a God of War player who’s been deprived of recent excuses to hack away at stuff lately, Lollipop Chainsaw might be just what you’re looking for.

OXM posted a story on Tim Sweeney’s conversation with VentureBeat, regarding Microsoft’s next-gen console.

 

Planning a console is not an easy project, by any stretch: you got its lifespan to consider, have some idea how the technology trends are likely to follow (so as to consider what features will be in as basic, what others will be optional, and all the others you can’t put in because of production costs and feasibility analysis), among a plethora of other details. You also have to really listen to developers; as games increase in project scope and complexity, programming for a console becomes a ginormous development cycle and this only adds further length to them if developers have to devote considerable timing to learn everything anew, instead of merely building upon previous the experience of previous projects.

It’s too early to say what the new Xbox will be like, so let’s just follow the rumor mills and presentations and see what pops up.