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Heavily-funded mobile broadcast software firm Roundbox is buying the technology and IP of Jacked, a startup which provides a web-based dashboard that aggregates info
related to a TV broadcast. Roundbox says it will integrate Jacked’s technology into its
‘mobile broadcast suite’—which is used by broadcasters to deliver content, like
video and TV listings, onto mobile devices.
Heavily-funded mobile broadcast software firm Roundbox is buying the technology and IP of Jacked, a startup which provides a web-based dashboard that aggregates info
related to a TV broadcast. Roundbox says it will integrate Jacked’s technology into its
‘mobile broadcast suite’—which is used by broadcasters to deliver content, like
video and TV listings, onto mobile devices.
It's not very often that we see new IP at the head of the charts. Oftentimes, the games on top are
the ones with numbers attached to their names. Surely, games don't have to be sequels to
J'avais fait en février/mars derniers un
voyage d'études (et de tourisme) avec Serge et mon compère Christian Salles Down
Under (Down Under : c'est comme cela que les Aussies - les Autraliens - appellent leur
continent).
Serge (dit Soudo-san) y est retourné (il habite en temps normal la Région Parisienne)
pour donner quelques conférences et travailler avec VastPark, une startup australienne qui
oeuvre dans les mondes virtuels en open source (et dans laquelle il a mis quelques sous...).
J'ai réussi à "le chopper" ce matin vers 11:00 heure de Paris (19:00 même
journée à Melbourne), avant son départ pour la Malaisie... Vidéo de bonne
qualité, malgré l'extraordinaire chemin emprunté par nos paquets IP, et un temps
de latence pas négligeable...
Serge nous fait un point intéressant sur les mondes virtuels, sur l'innovation dans cette
partie du monde, sur le broadband australien, sur le recul du gouvernement australien sur le
filtrage (tollé général), et sur le thème du gouvernement 2.0 (et la
démocratie qui va avec). De "l'open data" à la démocratie "do it yourself". On
lira d'ailleurs à ce propos, un excellent post qu'il
écrit de là-bas sur son blog.
Je ne résiste pas au plaisir de publier ici une photo des trucks australiens,
qui traversent le continent, et qui sont toujours d'une propreté étincelante (photos
que je prenais en roulant, Christian conduisant - le problème c'est qu'en conduisant, il
prenait aussi des photos...)
Pour contacter Serge Soudoplatoff : serge(arobase)hyperdoxe.net
Game industry analysis firm
EEDAR dropped some interesting statistics during
its GDC panel this year. The first half of the
presentation -- hosted by EEDAR president Geoffrey Zatkin -- concerned new intellectual property in
the games industry. According to Zatkin, the amount of new IP released has increased slightly over
the last three years. Specifically, it was up to 22 percent in 2009, up from 17 percent in 2006.
However, breaking it down by console, Zatkin stated that new IP currently comprises 27 percent of
Wii software, while that number drops to 17 percent on the PS3 and 360.
He added that certain genres see very few original properties, particularly fighting games.
Furthermore, the relationship between new IP and ESRB ratings is different on various platforms.
Most new IP on the Wii tends to be rated E, while new properties on 360 and PS3 tend to be rated T
or M. Using data like this, Zatkin said, publishers can decide what sort of games to release on
which platforms. The question, according to Zatkin, is whether publishers decide to follow the
trends or fill the "holes" in their portfolios by releasing titles in underrepresented areas (any
pubs up for a mature Wii fighting game?).
Zatkin also discussed the best time for publishers to release new properties. A bar graph
illustrated a slight trend away from the industry crowding all its releases into the holiday
shopping season, though it still accounted for 37 percent of releases in 2009. Zatkin also pointed
out that many publishers release their major titles at the end of their fiscal quarters. The lesson
for publishers looking to release new (and risky) properties? Keep your games out of the fourth
quarter and try to release them in the second month of any given fiscal quarter.
Game industry analysis firm
EEDAR dropped some interesting statistics during
its GDC panel this year. The first half of the
presentation -- hosted by EEDAR president Geoffrey Zatkin -- concerned new intellectual property in
the games industry. According to Zatkin, the amount of new IP released has increased slightly over
the last three years. Specifically, it was up to 22 percent in 2009, up from 17 percent in 2006.
However, breaking it down by console, Zatkin stated that new IP currently comprises 27 percent of
Wii software, while that number drops to 17 percent on the PS3 and 360.
He added that certain genres see very few original properties, particularly fighting games.
Furthermore, the relationship between new IP and ESRB ratings is different on various platforms.
Most new IP on the Wii tends to be rated E, while new properties on 360 and PS3 tend to be rated T
or M. Using data like this, Zatkin said, publishers can decide what sort of games to release on
which platforms. The question, according to Zatkin, is whether publishers decide to follow the
trends or fill the "holes" in their portfolios by releasing titles in underrepresented areas (any
pubs up for a mature Wii fighting game?).
Zatkin also discussed the best time for publishers to release new properties. A bar graph
illustrated a slight trend away from the industry crowding all its releases into the holiday
shopping season, though it still accounted for 37 percent of releases in 2009. Zatkin also pointed
out that many publishers release their major titles at the end of their fiscal quarters. The lesson
for publishers looking to release new (and risky) properties? Keep your games out of the fourth
quarter and try to release them in the second month of any given fiscal quarter.
EA DICE has been a
fairly prolific developer during the current console generation, churning out both a high-profile
title based on original IP (Mirror's
Edge), as well as ones based on established franchises like Battlefield. EA was searching for a way to
capitalize on the downtime between these blockbuster releases -- a game which would be relatively
quick and painless to create, while still standing up to the quality standards set by their
previous releases. Thus, the idea for Battlefield 1943 was born.
Battlefield 1943 producer Patrick Liu explained the studio's unique design philosophy
while making the game, which boiled down to "make the game as long as resources last." They
maximized the amount of content they produced under this strategy by settling on the somewhat
smaller scope of the game early, and focusing on recreating the Battlefield experience to
adhere to that scope.
Some decisions made under this philosophy include making ammunition and health auto-regenerate,
cutting down on tiresome resource runs back to your home base. This decision led to others,
including the removal of the medic and engineer classes. It also let them focus on perfecting a
handful of maps and gametypes, which, while iterated from previous installments in the franchise,
also saw major adjustments in 1943.
The result was a project developed by 15 series veterans at once, at one-tenth of the cost of a
full DICE game, which broke day one, week one and month one downloadable sales records. It's no
surprise that Liu expressed interest in developing more "games of this size and scope" -- when
handled correctly, it sounds like a miniature entry in a major franchise can be quite the
profitable cash cow.
EA DICE has been a
fairly prolific developer during the current console generation, churning out both a high-profile
title based on original IP (Mirror's
Edge), as well as ones based on established franchises like Battlefield. EA was searching for a way to
capitalize on the downtime between these blockbuster releases -- a game which would be relatively
quick and painless to create, while still standing up to the quality standards set by their
previous releases. Thus, the idea for Battlefield 1943 was born.
Battlefield 1943 producer Patrick Liu explained the studio's unique design philosophy
while making the game, which boiled down to "make the game as long as resources last." They
maximized the amount of content they produced under this strategy by settling on the somewhat
smaller scope of the game early, and focusing on recreating the Battlefield experience to
adhere to that scope.
Some decisions made under this philosophy include making ammunition and health auto-regenerate,
cutting down on tiresome resource runs back to your home base. This decision led to others,
including the removal of the medic and engineer classes. It also let them focus on perfecting a
handful of maps and gametypes, which, while iterated from previous installments in the franchise,
also saw major adjustments in 1943.
The result was a project developed by 15 series veterans at once, at one-tenth of the cost of a
full DICE game, which broke day one, week one and month one downloadable sales records. It's no
surprise that Liu expressed interest in developing more "games of this size and scope" -- when
handled correctly, it sounds like a miniature entry in a major franchise can be quite the
profitable cash cow.
As St. Patrick's Day draws near, Apple fans are counting themselves among the lucky. After all,
Steam is finally coming to the Mac, the iPad finally has a ship date, and the iPad developer
program now has a much lower barrier to entry. Read on for the top Apple news from the last week:
HTC lawsuit came after warning by Apple to handset makers: Apple supposedly
contacted executives at "tier-1" handset makers in January saying it was ready to go to the mat
over its iPhone-related IP. Those warnings, coupled with Apple's complaints against HTC, may have
a chilling effect on smartphone makers for the indefinite future.
Valve:
full "Steam" ahead on Mac OS X with free syncing: Valve is bringing its online
service to the Mac in April and plans to make its Source engine cross-platform. Along with the
new cross-platform strategy, Portal 2 will be the first simultaneous release for Mac and Windows.
As St. Patrick's Day draws near, Apple fans are counting themselves among the lucky. After all,
Steam is finally coming to the Mac, the iPad finally has a ship date, and the iPad developer
program now has a much lower barrier to entry. Read on for the top Apple news from the last week:
HTC lawsuit came after warning by Apple to handset makers: Apple supposedly
contacted executives at "tier-1" handset makers in January saying it was ready to go to the mat
over its iPhone-related IP. Those warnings, coupled with Apple's complaints against HTC, may have
a chilling effect on smartphone makers for the indefinite future.
Valve:
full "Steam" ahead on Mac OS X with free syncing: Valve is bringing its online
service to the Mac in April and plans to make its Source engine cross-platform. Along with the
new cross-platform strategy, Portal 2 will be the first simultaneous release for Mac and Windows.
The creator of Chatroulette has revealed that he is working on a way
to preserve user’s privacy, following the launch of Chat Roulette Map, a Google Maps mashups
that pinpoints the location of users of the service.
Andrey Ternovskiy, speaking in an interview with the New York Times Bits blog, stated,
“There is a certain level of anonymity on the Chatroulette that Chatroulette Map takes
away, but I plan to add something to my site to allow them to still hide their
whereabouts.”
Chatroulette Map highlights a Chatroulette user’s location by looking at his or her IP
addresses, which is revealed via the peer-to-peer nature of the webcam connection. As well as
placing a marker on a map, users are screengrabbed, offering anyone in the world a brief sneak
peak through a stranger’s webcam.
This has drawn criticism from privacy advocates, although those behind Chatroulette Map say they
will remove an image and marker on request if emailed a matching photo to ensure the authenticity
of the request.
17-year-old Ternovskiy, a Russian student currently visiting the U.S., says of ChatRoulette Map,
“I enjoy it”, but obviously realizes his users — some of which appear to have a
penchant for public nudity and masturbation — might be less likely to use the service
without the anonymity it previously offered.
However, this does not mean Ternoviskiy is green-lighting the use of the service for such NSFW
activities. He has introduced a “report” button, which will see someone
“reported” three times banned from the service.
Other points of interest from the interview are the fact that Ternovskiy has yet to collect his
Google AdWords earnings as he’s is still under 18, that he’s been offered a $1
million buy-out, and that last month 30 million unique visitors hit Chatroulette, which is
averaging one million new users a each day.
SmartSniff allows you to capture TCP/IP packets that pass through your network adapter, and view
the captured data as sequence of conversations between clients and servers. You can view the
TCP/IP conversations in ASCII mode (for text-based protocols, like HTTP, SMTP, POP3 and FTP.) or
as hex dump. (for non text-based protocols, like DNS).
On Win2K/XP, SmartSniff is able to capture TCP/IP packets using raw sockets. This method has some
limitations and problems, but it does not require the installation of a separate capture
driver.
A better way to capture TCP/IP packets is to install the open-source WinPcap capture driver. This works on Windows
98/ME/NT/2000/XP/2003, and functions better than the "raw sockets" method.
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