Author Archive | Jared Newman

Intel: Tell People What Netbooks Can’t Do

So you spent $350 on a netbook, figuring it’d be great for surfing the Internet on the road. The problem is, YouTube can be choppy and flash games grind a bit when things get too hectic. You can’t really edit your vacation videos on the fly, either. Rage consumes.

Apparently, these sorts of disappointments are happening too often, according to Intel, whose relatively weak Atom processors power most netbooks. At the company’s investor meeting (via CNet), marketing chief Sean Maloney said some retailers were seeing netbook return rates in the 30 percent range, which he described as “a disaster.”

Consumers were getting confused because netbooks are being marketed as notebooks. “So we gently went back to some of those chains and said if you segment them differently and state up front what they do and don’t do, things will be healthier,” Maloney said. “You’ve seen some of the European channels saying this (netbook) product does not do X and being very black and white and very clear.”

Here’s a slide Intel drew up to illustrate the differences:

intel-netbook-notebook-investor-09-small

I suspect there’s an ulterior motive here. Intel, like computer manufacturers, doesn’t want netbooks to cannibalize demand for full-featured laptops. Reminding buyers that the $350 machine won’t play video or create content as well as the $1,000-and-up machine is a simple way to pitch a bigger purchase. The sell will get easier when $700 ultrathins storm the industry in the months ahead, so its not surprising that Dell talked about marketing them distinctly from netbooks as well.

Regardless of Intel’s motivations, it will be good for buyers to understand what they’re getting. A little consumer education is always welcome.

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Real, Not Lame, Twitter Viral Marketing

Twitter logoOver the last few days, Twitterers — mostly writerly types, I’m guessing — were treated to the inner workings of the New Yorker thanks to Dan Baum, a one-time staff writer for the magazine who was canned in 2007.

For reasons unexplained, Baum told his story through a series of tweets, starting last Friday and concluding today (the whole thing can be read in the proper order at Baum’s Web site). Perhaps the 140-character limit is a symbol for Baum’s short career at the magazine, but I think what we’ve got here is a bona fide Twitter viral marketing campaign — intentional or not — for his latest book.

The story begins inconspicuously enough. Baum explains that he’ll be tweeting about getting fired, and immediately cuts to the juicy details. We now know how much he got paid ($90,000 per year), what benefits he received (none) and how secure the gig was (up for review annually). Later, we hear about the “creepy” atmosphere of the New Yorker office and how he butted heads with editor David Remnick.

The narrative is also sprinkled with self promotion. At every mention of an article or pitch, accepted or rejected, Baum includes a link, so it’s easy to investigate his writing beyond the boundaries of Twitter.

Baum delivers the subtle pitch towards the story’s conclusion. He talks about how the end of his New Yorker job led to his book, Nine Lives, a collection of stories about New Orleans. He mentions how his final columns allowed him to stay in New Orleans and research the book, and how the pressure of finding daily stories turned up valuable information that few locals even knew. Even though he doesn’t explicitly try to sell the book, he succeeded in getting the word out.

Viral marketing can take different forms, and Twitter marketers can be obnoxious. Baum is not. He drew in fellow Twitterers with a fascinating story, and only mentioned the book when he had everybody’s attention. In a way, it reminds me of the ilovebees campaign for Halo 2, which drummed up interest despite a merely tangential relation to the game.

At the very least, Baum’s story was better than the hostile takeover by Skittles.

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Why Mandatory Wii MotionPlus is a Good Thing

When Nintendo releases the accuracy-boosting Wii MotionPlus peripheral next month, it’s possible that game developers won’t force players to use it, and those that do may consider it a gamble.

I get that impression from recent comments by Jason Vandenberghe, creative director for Red Steel 2. Speaking to Nintendo Power magazine (via Nintendo Dpad) , Vandenberghe said making MotionPlus mandatory for the hack-and-shoot game is “a huge risk,” but there’s no way around it.

“We have no idea what the penetration rate for Wii MotionPlus will be,” he said. “We assume high. We would like it to be high. I would love to say to you that it’ll be compatible with just a regular controller, but the gameplay simply isn’t there without MotionPlus.”

Given the Wii’s 45 million lifetime unit sales, I understand not every game maker wants to limit their product to a subgroup of players, but I always assumed the concept of MotionPlus would reboot the Wii and terminate the era of gimmicky gesture controls. Now, I’m not so sure.

Some game makers will try to have it both ways. Producers for EA’s Grand Slam Tennis, one of the first games to showcase MotionPlus, will also let players use a standard Wii Remote at no disadvantage against players with the peripheral. The intent is good — Wii owners won’t have to spend $20 more on each controller — but it reminds me of the way Mario Kart Wii allows you to use a thumbstick instead of steering the remote. If more accurate motion control isn’t a crucial part of the game, is it really an improvement?

Red Steel 2, meanwhile, will reportedly feature “more comprehensive tracking of a player’s arm position and orientation, providing players with an unmatched level of precision and immersion,” CVG reports. That sounds a lot more interesting than merely replacing static crosshairs with a moving pointer, as previous shooters have done, or relying on a limited set of pre-determined gestures to simulate swordplay.

I’m glad the producers of Red Steel are taking the leap. I hope it works out, and that other game developers follow suit, wholeheartedly.

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Dell’s the First With A Sub-$300 10-Inch Netbook

dellmini10vDell doesn’t make the cheapest of netbooks, so I never guessed it would first to make a 10-inch model for under $300, but the proof is in the company’s May 2009 PDF catalog, hawking the Mini 10v for $299.

Apparently the news was leaked earlier than Dell anticipated, but it’s real. One user in Denmark has already pre-ordered the new model. The 10v uses an Intel Atom N70 processor, standard for netbooks, instead of the Z520 and Z530 processors used in the original Mini 10. As a result, it’s $100 cheaper.

You can find smaller netbooks, such as Dell’s Mini 9 and Asus’ 8.9-inch Eee PC, for under $300, but from what I can tell by looking at all the major netbook makers, Dell is the first to offer a 10-inch screen at this price. ZDNet, which sees the move as the beginning of a trend, believes cheaper, full-fledged ultrathin laptops from HP, Acer and MSI are the motivation.

I’ve got my own theory: Netbooks were an underdog to begin with, selling at rock-bottom prices because of their small screens and meager specs. It follows that most of their expansion has been upwards towards standard laptops, with bigger screens, better batteries and more powerful processors. Dell’s development moves in the opposite direction, using decidedly average technology to create a netbook that’s dirt-cheap, but far from cutting-edge.

In a sense, Dell’s mimicking the typical PC growth cycle. As new models hit the market, the old technology sticks around in cheaper models. It’s just fascinating with netbooks because the prices are so low to begin with.

This is a trend that I’d like to continue. Having more options at the high-end is great, but netbooks’ real appeal remains in ever more capable PCs at the floor of the price spectrum.

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Sony CEO: We Could Have Beaten Apple

sonylogoBoxing in customers is rarely a good idea, and Sony CEO Howard Stringer says he’s come around to that reasoning.

In an interview with Nikkei Electronics Asia, Stringer spoke of how his company didn’t take open technology very seriously in the past, pointing to the failed Sony Connect music store as an example. The site’s tunes came in the proprietary ATRAC format, which only worked with Sony’s music hardware and obviously displeased freedom-seeking customers. Connect was phased out beginning in 2007.

Stringer blames the store’s failure on a type of proprietary digital rights management. “At the time, we thought we would make more money that way than with open technology, because we could manage the customers and their downloads,” he said. “This approach, however, created a problem: customers couldn’t download music from any Websites except those that contracted with Sony. If we had gone with open technology from the start, I think we probably would have beaten Apple Inc of the US.”

The interview, published this month, seems slightly dated, as Stringer talks about Apple’s use of FairPlay DRM and how Sony can maybe exploit that weakness. Of course, Apple removed DRM from iTunes last month.

Beyond Stringer’s “open vs. closed” epiphanies, the interview’s other main takeaways deal with the Playstation Network. He drops some hints about an expansion of the network “to hardware other than the PS3” and speaks of “evolving the PS3 into a platform for Web services,” but doesn’t elaborate in specifics.

With the exception of Bravia TVs and maybe the revamped Walkman X-Series, I don’t see much room for expansion. Owners of a Playstation 3 and PSP can already transfer movies and TV shows between the two, and the PS3 is the only home console that can access Hulu, albeit through the machine’s Web browser. That’s not to say those two pieces of hardware wouldn’t benefit from an online media store.

And besides, Hulu and video downloads are relatively recent developments anyway, taking hold in the second half of last year. Perhaps Stringer’s shift in thinking began a while ago.

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Book of Nintendo: Thou Shalt Not Emulate

intellivisionIf we can all agree that an Intellivision compilation for the Nintendo DSi would have been pretty neat, than we can all mourn together, because it’s not happening.

The reasoning is most peculiar. Nintendo says games from two of its virtual storefronts, WiiWare and DSiWare, must not run under emulation — that is, software that pretends to be hardware, such as an old game console. So while Nintendo will happily let you buy old video games through the Wii’s Virtual Console, it’s not cool for third parties to do the same on their own, at least according to Intellivision rights holder Keith Robinson.

IGN, which broke the story, has already performed the necessary speculation, wondering if this news foreshadows a store for classic games on the DS. With no comment so far from Nintendo, you can’t read into the story any further than that.

Still, this is disappointing given DSiWare’s track record so far. The most recent update to the store consisted of an Animal Crossing-themed clock and calculator, and most of the actual games are derivatives of existing Nintendo DS or Game Boy Advance releases. It’s certainly not the hub of unique indie games that WiiWare has been since launch.

It’s worth noting, as IGN does, that Apple has already approved the compilation, officially dubbed Intellivision Lives!, for the iPhone and iPod Touch. I hope Nintendo shifts DSiWare into gear and starts competing.

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Can’t Get Free Food? Blame the Internet.

kfcchickenThe other day, I was browsing through my Twitter feed and spotted a link to a free meal coupon from KFC. Needing dinner, I printed out the coupon and took it to my local restaurant for some free grilled chicken, two sides and a biscuit. I also retweeted the link and told some friends through e-mail.

To put it another way, I helped the offer go viral. As demand soared, KFC began experiencing difficulties. Not everyone was getting their chicken, and some angry would-be diners went so far as to protest en masse.

It didn’t help that the Internet made it easy to exploit the system. Getting the coupon required downloading and installing a program that ensures you’re only printing one, but it didn’t take long for people to find the PDF version, which was offered to viewers of Oprah on the night of the show. I believe this is how the promotion started, but it certainly wasn’t how it ended.

A variation on this theme occurred earlier this year, when Quizno’s decided to give away one million subs for free. Not more than a two days after the promotion began, customers reported being turned away or subjected to bait-and-switch from franchise owners. In a memo, Quizno’s corporate noted the impressive speed with which the campaign spread and increased the reimbursement level to each franchise as a result.

That information spreads quickly over the Internet is no revelation, but these examples show how quickly the Web can motivate people to get their free lunch. That leads to store owners getting overwhelmed, which leads to backlash. Fast food chains, consider yourselves warned.

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Duke Nukem Forever No More?

duke-nukem-forever-3Shacknews reeled in a monster scoop this evening, reporting that 3D Realms, the development team that has worked on Duke Nukem Forever for 12 years, will shut down. If this is the truth, it could put to rest a legendary example of computer game vaporware.

The story quotes “a very reliable source close to Duke Nukem Forever developer 3D Realms,” but has since confirmed the story with a named 3D Realms employee, publisher Take Two Interactive and spinoff labels Deep Silver and Apogee Software, which will continue to work on the separate Duke Nukem Trilogy for the PSP and Nintendo DS.

When I first heard the news, I imagined three possible scenarios:

1. 3D Realms reveals the news to be a hoax, and announces a ship date for Duke Nukem Forever. And it’s tomorrow.

2. The entire existence of Duke Nukem Forever was a myth created by 3D Realms — or at least a concept that departed from reality many years ago — and the closure will ultimately lead to the truth. (I’ve had my doubts ever since the release date of “when it’s done” emerged)

3. Duke Nukem Forever’s tale of development hell is the honest gospel, and we may finally see some closure, even if it’s not the ideal outcome.

But in the latest update at Shacknews, webmaster Joe Siegler ruled out option number one. “It’s not a marketing thing,” he said. “It’s true. I have nothing further to say at this time.” Take Two said it retains the publishing rights to the game, but does not fund its development, so there’s a path to market if the game somehow gets completed.

Really, though, this is just me blabbering over a bit of gaming news that’s hard to swallow. For all the games and technology layoffs and cutbacks we’ve seen over the last year, Duke Nukem Forever didn’t seem like a target simply because of its persistence. I always thought the perpetual generator of punch lines would be around, forever.

If you want to see what might have been, here’s an old video and a new video. And here’s a great chronology from Shacknews.

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5 Reasons Apple Should Not Get Into Gaming

800px-pippinfront2When rumors of an Apple takeover of Electronic Arts arose, I steered clear of reporting on it, but it’s hard to ignore Apple’s recent hiring of an Xbox executive and its previous investment in a UK-based chip maker. I can’t help but ponder what the computer and gadget trendsetter might gain from gaming in the first place.

Today, there’s an article from ChannelWeb’s Brian Kraemer on why Apple should get into gaming, arguing that Apple should develop its own game console. After reading Kraemer’s bullet points, I’m not convinced this is a good idea, and here are five reasons why:

1. The Best Ideas Are Already Taken: The notion that Apple can do to video games what it did to music only works if there’s a void in gaming that needs to be filled. While MP3 players were certainly lacking until the iPod came along, most gamers can find what they’re looking for these days. Before the Wii, it might have been a different story.

2. A Console Wouldn’t Play to Apple’s Strengths: Apple is known for creating easy-to-use technology, and while some people need books like Wii for Dummies, the average consumer can figure out how to put a disc in a tray. Beyond that, Apple is renowned for its products’ sleekness and quality materials, but those features don’t have the same cachet in gaming. Fancy-looking set-top boxes won’t impress the ladies.

3. It’s Expensive: Microsoft’s Xbox division endured an entire console cycle, and then some, of financial losses before turning a profit, and I need more than two hands to count the number of companies that have failed at making consoles entirely. With Apple already profiting on the strength of the iPhone, why make such a risky investment?

4. The Field is Too Crowded: When Sega’s hardware division bit the dust and discontinued the Dreamcast in 2001, Microsoft’s Xbox filled the gap, but is a four console market necessary? I don’t think so. If anything, gaming needs fewer consoles so developers won’t have as many headaches trying to port between them all.

5. The iPhone and iPod Touch: This is the biggest reason of all. Apple already has two capable game consoles that are also multimedia and communications devices. Even the most gaming-averse users can try an App or two, and that crossover appeal is exactly why games are already so successful on these gadgets. If Apple indeed plans to advance in gaming, it will be through existing devices that do other things.

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Holding Out Hope for Motion Control

wiimotionplusWe’re just over a month away from the release of Wii MotionPlus, an attachment to the Wii Remote that adds much-needed precision. Two EA Sports games, Tiger Woods 10 and Grand Slam Tennis, will be the first to show off the new technology, and hopefully they’ll be the antidote to Wii Sports’ heartless wrist flicking.

But an opinion piece by Crave’s Jeff Bakalar, titled “Is MotionPlus too little, too late for Nintendo?” got me thinking. The article brings up a familiar criticism of some Wii games’ tacked-on waggle controls when simple button presses would do and wonders, without a definitive conclusion, whether motion control’s ship has sailed.

For me, at least, accurate swordplay and sports simulation — both ideas that currently exist in half-baked form — still sound like a blast. To answer the core question, though, Nintendo may have missed its opportunity to dominate that experience.

It depends on whether Microsoft and Sony unveil their own motion control devices in the near future. Rumors of motion-tracking camera technology coming to the Xbox 360, which we reported on in February, have surfaced again, and Sony reportedly has its own motion controller in store. Now that everyone’s expected to cough up extra money for a cool gaming peripheral, the playing field is level.

As year after year of dominant Wii sales suggests, the average buyer of Nintendo’s console either didn’t know or didn’t care about the Wii Remote’s lack of accuracy when making the purchase. In more dedicated gaming circles, however, you still hear talk of “1:1” control — that elusive idea of seeing one’s gestures mimicked precisely on screen, no matter how complex. Nintendo may be working with a bigger install base, but I don’t think its customers will be more inclined to pick up a new peripheral than owners of the other two consoles.

Come E3, if motion control comes to the Xbox 360 and Playstation 3, it’s anybody’s game. Best of all, the competition could inspire some great video games for everyone.

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