Archive for the ‘News’ Category

OnLive’s Cost Still Looks Like a Sticking Point

Thursday, March 11th, 2010

Now that OnLive has finally revealed some pricing details, the cloud gaming service is looking more than ever like a dubious proposition.

OnLive will cost $15 per month when it launches on June 17, but that price won’t let you play any full games. You’ll still have to rent or purchase games to stream to your computer in addition to the monthly charge, at prices that are still undisclosed. Even if it costs less to rent or play a game — and it probably will, given that OnLive promises lower distribution costs compared to retail — OnLive will have a tough time competing with actual hardware for all but the most dedicated gamers.

Let’s say you spend $300 on a new console every five years. That’s $5 per month, already less than a subscription to OnLive. Now, let’s say you buy one new game every two months, at $60 each (a very generous estimate given that average game ownership per console hovered around six games after 24 months in this generation ), your’e basically spending $65 every month. That means publishers have to charge $50 or less for a game through OnLive to make the proposition worthwhile.

Even if publishers are willing to go that low, the consumer is making concessions. Yes, you get instant gratification and the ability to play anywhere, but you lose the ability to buy, trade or sell used games, and there’s no guarantee you’ll be able to play what you bought 10 years from now. If OnLive goes belly up, so does your entire game library. And I wonder, if you decide to stop playing games for a year or two (say, you’re raising a baby), can you recover your library when you’re ready to start playing again?

The prospect of game rentals raises more questions. How much will an OnLive rental cost and how long will it last? In other words, how long do you have to rent a game before it becomes more feasible to “buy” it? Will the amount you spent on the rental be credited towards the purchase price?

I’m still willing to give OnLive the benefit of the doubt that its technology will work (despite one rogue report), and that cloud gaming itself isn’t a bad idea. But on pricing alone it’s too early to call OnLive a console killer.


Video Calls at 30,000 Feet

Thursday, March 11th, 2010

My friend John Battelle (who is, among other things, CEO of Federated Media, Technologizer’s advertising partner) was on a cross-country United plane flight equipped with Wi-Fi last night. He used iChat to do a videochat with his wife and kids, who were back at home in the Bay Area. And John got busted–by a flight attendant who told him that video calls are forbidden for security reasons.

John says that there don’t seem to be FAA rules prohibiting video calls. Which sounds logical: Once a plane has Wi-Fi, I’m not sure if if there’s anything terrorists could do with video that they couldn’t do equally effectively with other communications means, such as IM. (Besides, they’d probably ignore any rules against video calling–hey, they’re terrorists.)

But there are at least two other plausible arguments against video calling in the air. One involves the people surrounding the folks doing the calling, who might find the call intruding on their personal space. (Probably depends in part on the courtesy of the person doing the calling, but I sometimes have a hard time dealing with gabby seatmates who are simply making phone calls before takeoff or after landing.)

The other issue is bandwidth: I don’t how much speed a service like Aircell’s Gogo has to share among everybody on a flight, but it’s not infinite–and consuming video might bog things down for everybody else. (Of course, video of any sort could do that–I wonder if Gogo does anything to block, say, Hulu?)

I have a hard time living without inflight Wi-Fi these days–I’m going to use it so much on Virgin America this month that I shelled out for a month-long pass–but I could tolerate with a ban on video. (Then again, if I was sitting next to John and noticed he was chatting with his family, I wouldn’t press the Flight Attendant button and squeal on him.)

Your take?


Finally, a Major New Reason to Use Blogger: Easy Custom Templates

Thursday, March 11th, 2010

At this point, blogging has been around so long that there’s nothing extraordinary about almost anyone–from an eleven-year-old to a grandma–having his or her own blog. One basic thing about blogging, however, remains surprisingly tough: gaining control over a blog’s look and feel. Automattic’s WordPress.com, Google’s Blogger, and Six Apart’s TypePad all provide plenty of off-the-shelf themes, but no simple way to create a truly unique skin for your blog.

Now Blogger–a venerable service that hasn’t changed much in eons–is doing something about it. It’s using its Blogger in Draft lab site to launch an ambitious template designer that provides point-and-click control over elements like colors, images, and layout. You can start with a canned theme, use the editor, and end up with one that’s unique to your Blogger blog.

So far, I’ve only seen the template designer in screen-image form–you can see some example shots after the jump–rather than getting hands-on experience. But it looks like a neat idea that could be a major new reason to consider using Blogger when you create a blog. It also looks at least a little like the customization options at SquareSpace, a less well-known blogging platform that emphasizes a blend of powerful features with a simple interface.

Blogger’s template designer will be available to all Blogger users today as an opt-in offering with fifteen starter templates; Blogger product manager Siobhan Quinn told me that Google wants to roll it out as a default feature as soon as possible, and that the final version will offer additional customizable versions of existing Blogger themes.


Playstation Move: Motion Control for Whom?

Thursday, March 11th, 2010

For too long this morning, I’ve been trying to think of something pithy to write about the Playstation Move, Sony’s newly-unveiled motion controller for the PS3. But aside from the facts — it’ll be out later this year, for $100 including one controller and a camera that tracks the controller’s movement — all I can spit out are conflicted opinions.

I’m somewhat excited for the Move, if only because it’s a more sophisticated version of Nintendo’s Wii, with its wand-shaped, button-laden controllers. The difference is that the Move uses an existing product, the Playstation Eye, to track the controller’s motion along three dimensions. This allows you to step closer or farther from the table in virtual ping pong, or make 360-degree turns in real space.

Cool technology, for sure, but is it a cohesive vision for motion control, or a half-hearted attempt to capture the so-called casual gamer? I can’t tell yet.

Take the games, for example. There’s the requisite Wii Sports Resort clone, but with more realistic graphics. There’s an on-rails shooter, but with a playful, arcade look and feel. There’s a pet-training game for children, but there’s also the military shooter SOCOM 4. Instead of showing off a killer app, Sony’s throwing pasta at the wall, hoping to find a target audience that sticks.

The Move has a controller issue as well. Some games will require you to wield two motion controller wands, while others will use a Wii Nunchuk-like secondary controller, with an analog stick. That means even if you’re playing solo, you’ll need three controllers for every possible scenario. It’s confusing, and it escalates the cost well beyond $100. Can this kind of set-up compete with the $200 Wii? Doubtful.

I think the issue is that Sony’s still in tech demo mode. I’m sold on the technology, but not on the product. This early look at the Move suggests that Sony wants to create both a Wii Sports killer and a Halo killer with motion control, but so far we’ve seen a controller that does neither.


DoubleTwist Does Podcasts

Thursday, March 11th, 2010

DoubleTwist, the excellent free media manager, has added podcast features to its Windows version. (The Mac one gets them next month.) If you have an Android or Palm phone–or any of the scads of other supported devices–and a collection of songs and videos, you need this program…


Opera Mini 5 Beta for Android

Thursday, March 11th, 2010

Opera has released a beta of its Opera Mini 5 browser for Google’s Android OS. Mini’s signature feature is the way it caches and compresses Web pages on the server side so they’re relatively snappy on a phone even via a sluggish wireless connection. As its name suggests, Mini started out as a pretty basic browser, but version 5 is full-featured for a phone browsser: It’s got tabs, a password manager, and Opera’s Speed Dial feature that provides one-click access to favorite sites.

In my brief time with Mini 5 so far on a Verizon Droid, it felt fast but not strikingly faster than the standard Android browser (an experience which PCMag.com’s Sean Ludwig also encountered). Formatting is never as faithful as in the stock browser, and some of the sites I visited with the beta looked just plain wonky. But on the plus side, Mini let me get into one Web site–the back-end part of WordPress.com I use to update Technologizer–which I haven’t been able to access with the bundled Android browser.

Worth a look if you’re a browser buff with an Android phone (and I’m glad that Android users have the option of choosing Mini–here’s hoping that iPhone owners get to choose, too).


Google Apps Gets an App Store

Tuesday, March 9th, 2010

I’m at Google for one of its Campfire One developer events. There’s a campfire and a tent–even though we’re indoors–and a piece of significant news: The company is introducing Google Apps Marketplace, which is both a portal for business apps and a set of tools that let third-party developers integrate their wares with the Google Apps services.

The Marketplace allows companies to create versions of their offerings that share a single sign-on with Google Apps (courtesy of the OpenID standard) and which have access to information stored in Apps (via OAuth, the same standard that Twitter uses to enable third-party Twitter clients); it also lets developers embed Google Apps widgets inside their services. APIs for Google Apps features such as its calendar and contacts permit further integration. And when a business finds and signs up for something in the Marketplace, it then shows up in its Google Apps dashboard along with Google’s own apps.

The Marketplace is launching with more than fifty partners. Among them are four companies which did brief demos tonight: Intuit (which is offering an integrated payroll service), Atlassian (JIRA, an issue-tracking suite for developers), Manymoon (a social productivity application for teams), and Appirio (professional service automation). What we saw looked slick.

Other names I recognized in the slide Google just flashed briefly included Aviary, Box.net, eFax, Expensify, and Memeo.

In its broad strokes, at least, Apps Marketplace looks reminiscent of Salesforce.com’s AppExchange, which similarly lets third-party companies meld their wares with the Salesforce platform and market them to Salesforce customers. David Girouard, president of Google Enterprise said that part of the idea of Apps Marketplace is  to let Google focus on a few core Google Apps services rather than try to build everything for everybody. It’s a strikingly different strategy from that of Google’s most interesting Web-based productivity rival, Zoho, which is building a remarkably far-flung, comprehensive set of business apps.

(Knowing Zoho, though, here’s a safe bet: If at all possible, it will offer some of its services on Google Apps Marketplace rather than merely competing with it.)

(UPDATE! Yup, it was a safe bet–in fact, Zoho already has Zoho for Google Apps live.  SlideRocket, an online presentation tool that’s much better than Google Apps’ presentation program, is also part of the Apps Marketplace. Smart of both of them to jump aboard the bandwagon.)

This is an important time for Google Apps (and everyone else doing Web-based productivity): The last few months before Microsoft jumps into the online suite game with Office 2010’s Web Apps are dwindling away. Microsoft is concentrating almost completely on (A) catching up in terms of basic editing and collaborative functionality, (B) working well with Office’s traditional desktop apps, and (C) doing a good job of preserving formatting. If it has anything like Apps Marketplace in the works, it hasn’t announced it yet–and so it makes a lot of sense for Google to get this rolling before Microsoft’s Web suite is even open for business.

Google Apps Marketplace is up and running now–here’s Google’s blog post about it. And here’s the company’s video walkthrough…


Valve Gives Mac Gaming a Boost

Tuesday, March 9th, 2010

Some serious PC gaming is about to come to Macs, with Valve announcing that its Steam platform will support Apple computers in April.

Valve says it’ll treat the Mac as a “tier-1″ platform, meaning that its games and all updates will be released simultaneously for Windows and Mac. A new feature called Steam Play will let people play the same game on a Windows PC and a Mac for no added cost, with saved games transferring between computers.

Valve’s a heavy hitter in PC gaming, with iconic first-person shooters such as Half-Life, Counter-Strike and Left 4 Dead. And Steam, a platform for digital game downloads and online play, has 25 million members. That number will soon inflate with Mac support, and there’s a good chance other game developer will give Mac ports more serious consideration; DICE, the maker of recent blockbuster Battlefield: Bad Company 2, is already mulling a Mac version.

Why now? Thanks to Wikipedia, I found this 2007 Kiziko interview with Valve co-founder Gabe Newell, in which he explains that Apple never seemed particularly interested in gaming. “I just don’t think they’ve ever taken gaming seriously,” he said. “And none of the things developers ask them to do are done. And as a result, there’s no gaming market there to speak of.”

Apple has since made a few moves that show the company no longer ignores gaming. Indeed, the iPhone has proven that games are a lucrative market, so why not give the personal computer some love? Newell didn’t elaborate in the Kiziko interview what he wanted from Apple, but I’ll wager that Apple has addressed Valve’s concerns. Given the way Valve teased its announcement of Steam for Mac, it seems there’s a lot of love going around. Nothing wrong with that.


Apple Plays Hardball, Microsoft Benefits?

Tuesday, March 9th, 2010

Good post over at CNN Money by Philip Elmer-DeWitt with some backstory about Apple’s lawsuit against HTC over iPhone patents. Elmer-DeWitt quotes Yair Reiner, an analyst who says that the suit is spooking handset manufacturers since it throws the future of Google’s Android OS into doubt. (And Reiner says that manufacturers were already nonplussed over Google’s introduction of its own Android phone, the Nexus One.)

End result, according to Reiner? A window (pun unavoidable) of opportunity for the otherwise way-behind OS known as Windows Phone 7 Series, which manufacturers may turn to instead of Android. (I don’t know if Windows Phone is vulnerable to Apple lawsuits, but on the surface, at least, it owes far less to the iPhone than Android does…)


The Secret Origin of Windows

Tuesday, March 9th, 2010

Few people understand Microsoft better than Tandy Trower, who worked at the company from 1981-2009. Trower was the product manager who ultimately shipped Windows 1.0, an endeavor that some advised him was a path toward a ruined career. Four product managers had already tried and failed to ship Windows before him, and he initially thought that he was being assigned an impossible task. In this follow-up to yesterday’s story on the future of Windows, Trower recounts the inside story of his experience in transforming Windows from vaporware into a product that has left an unmistakable imprint on the world, 25 years after it was first released.

Thanks to GUIdebook for letting us borrow many of the Windows images in this story.

–David Worthington

Microsoft staffers talk MS-DOS 2.0 with the editors of PC World in late 1982 or early 1983. From left: Microsoft’s Chris Larson, PC World’s Steve Cook, Bill Gates, Tandy Trower, and founding PC World editor Andrew Fluegelman.

In the late fall of 1984, I was just past three years in my employment with Microsoft. Considering the revolving doors in Silicon Valley at that time, I already had met or exceeded the typical time of employment with a high-tech company. Over that time I already had established a good track record, having started with product management of Microsoft’s flagship product, BASIC, and successfully introduced many versions including the so-called GW-BASIC which was licensed to PC clone vendors, various BASIC compilers, and a BASIC interpreter and compiler for the Apple Macintosh. As a result I had been given the overall responsibility for managingMicrosoft’s programming languages, which included FORTRAN, Pascal, COBOL, 8086 Macro Assembler, and its first C compiler for MS-DOS. It was at this point that things took a significant turn.

I had just gone through one of those infamous grueling project reviews with Bill Gates, who was known for his ability to cover all details related to product strategy, not only those on the technical side. Borland’s Turbo Pascal had just come out, seemed to be taking the market by storm, and looked like a possible competitor to Microsoft BASIC as the language that was shipped with every PC. While Microsoft had its own version of Pascal, it had been groomed as a professional developer’s tool, and in fact was the core language Microsoft wrote many of its own software products in before it was displaced by C.

Bill Gates made it quite clear that he was not happy.

At $50 for the Borland product vs. the Microsoft $400 compiler, it was a bit like comparing a VW to a Porsche. But while Turbo Pascal was lighter weight for serious development, it was almost as quick for programming and debugging as Microsoft’s BASIC interpreters. And Pascal was the programming language that most computer science students most typically studied. The new Borland product would require serious strategy revisions to the existing plans to port Microsoft Pascal to a new compiler architecture. But it also required thinking about how to address this with our BASIC products. Could a Turbo BASIC be on the horizon? In any case, Gates made it quite clear that he was not happy .

Returning to my office I was somewhat devastated. In the days that followed, as I tried to come up with a revised strategy, I was uncertain about whether I should even continue in this role. I had come to Microsoft from a consumer computer company where I had primarily managed a variety of entertainment and education software. Even in my early career at Microsoft I had managed its early PC games like Flight Simulator, Decathlon, and Typing Tutor. And I had loved managing BASIC, not just because it was the product the company was best known for, but because BASIC helped me get my own start in the PC business, and I believed it allowed a wide audience to tap into the power of PCs. Now my job had evolved to where I was managing a family of products mostly for a highly technical audience. So, I spoke with Steve Ballmer, then my direct manager and head of Microsoft’s product marketing group, and suggested that perhaps I was the wrong person for this job.

A couple of weeks later, Ballmer called me in and proposed that I transfer over to manage Windows. Sounds like a plum job right? Well, that wasn’t so obvious at the time. Windows had been announced the previous year with much fanfare and support from most of the existing PC vendors. However, by the time of my discussion with Steve, Windows still had not shipped within the promised timeframe and was starting to earn the reputation of being “vaporware”. In fact Ballmer had just returned from what we internally referred to as the “mea culpa” tour to personally apologize to analysts and press for the product not having shipped on time and to reinforce Microsoft’s definite plans to complete it soon.

Windows was developing a reputation for career death.

Further, Microsoft’s strategy to get IBM to license Windows had failed. IBM had rejected Windows in favor of its own character-based DOS application windowing product called TopView. With IBM still the dominant PC seller, Microsoft would have to market Windows directly to IBM PC users. It would be the first time the company sold an OS level product directly to end-users (unless you count the Apple SoftCard, a hardware card that enabled Apple II users to run CPM-80 applications on their Apple IIs, which I had also previously managed). Since I had been the product manager that had the most experience with marketing technically oriented products through retail channels (rather licensed to PC vendors), Ballmer thought the job might be a good fit. In addition, he pointed out that since Windows was intended to expand the appeal of PC through its easier-to-use graphical user interface, it should appeal to my more end-user product experience and interests.

At that point Windows was no longer considered the company’s star project, as it had become a bit of an embarrassment. Even internally there were doubts among some in the company that Windows would ever ship. Also, because Ballmer had already burned though four product managers to try to get there–people who now had been either reassigned or were no longer at Microsoft–the product was developing a reputation for career death. Apparently prior to offering the job to me, Ballmer had tried to persuade Rob Glaser, already recognized as a bright, up-and coming talent, to take the position. But Glaser turned him down. When Glaser heard that I was offered the position, he even stopped by to counsel might that it would be a bad career move.

This made me think that perhaps the offer to me was a ploy by Gates and Ballmer to fire me because of their disappointment in dealing with Turbo Pascal and my suggestion that perhaps my assignment to managing programming languages was a poor choice on their part. It seemed clever: give me a task that no one else had succeeded with, let me fail as well, and they would have not only a scapegoat, but easy grounds to terminate me. So, I confronted Gates and Ballmer about my theory. After their somewhat raucous laughter they regained their composure and assured me that the offer was sincere and that they had confidence in my potential success.

So, in January of 1985 I transitioned over the Windows team, but even as I assumed my new role, I discovered that the Windows development architect and manager, Scott McGregor, a former Xerox PARC engineer, has just resigned. Ballmer himself took up McGregor’s role as the development lead in addition to his other responsibilities.

Shaping Up Windows

My first task was to assess of what was done and what was left to be done as well as come up with a marketing strategy of how to sell an OS add-on to end users, a task that was a significant challenge because no Windows applications existed at that time. How to sell a new application interface without any applications?

I discovered that while the three core functional components of Windows (Kernel–memory management, User–windowing and controls, and GDI–device rendering) were mostly in place there was still a substantial amount of work to be done, and Ballmer had given me only six months to finalize the product and get out the door. This didn’t bother too much since I had currently held the record for getting a product from definition to market in the shortest time.

Windows needed to be finished, not further tweaked in anyway that jeopardized getting it out that summer without further embarrassment.

There wasn’t much time to make changes. Ballmer was emphatic not to redefine what was already done, even though McGregor had changed Windows from its original overlapping windows design to a tiled windows model and every windowing system out there or under development featured overlapping windows. There also was not enough time to change the Windows system font displayed in title bars and control labels from a fixed width typeface to a proportional typeface, which made the overall look a bit clunky, especially in comparison to the newly announced Macintosh interface. Steve’s promise was that in the next release I would get creative freedom to make any significant changes to the product’s interface. I could add some functionality to make it more appealing to end-users, but overall the product needed to be finished, not further tweaked in anyway that jeopardized getting it out that summer without further embarrassment.