Posts by Tag / TOPIC: Consumer Experience (76)

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Curating Steam: Moral Complexity versus Automatic Norms

Steam, owned by Valve, is the world’s biggest digital distributor of computer games. For years, it’s had frustratingly inconsistent and unpredictable rules on what games could be sold on its platform. After the most recent kerfuffle, Valve’s Erik Johnson published a post to the Steam blog titled “Who Gets To Be On The Steam Store?

It’s worth reading in its entirety, but here’s my summary: Deciding which games can be sold on Steam is a hard problem that Steam has struggled with for years. There’s a long list of controversial topics and kinds of content - and for each one, many people in Valve’s huge multinational audience feel strongly that it should be allowed on the store and many people feel strongly that it shouldn’t. Many of these topics are also controversial among Valve’s own employees. So rather than continue to struggle with the increasingly impossible goal of consistent curation, Valve is scaling back to block only games that are illegal or “straight up trolling” (later clarified somewhat to mean “designed to do nothing but generate outrage and cause conflict"). Valve’s efforts will instead go toward creating tools to allow people to control what content they see - customers will be able to block specific kinds of games from their own slice of Steam and creators will be able to avoid harassment if they release something controversial.

We’ll have to wait and see the filtering and anti-harassment tools to know whether this plan will succeed, but the reasoning and intent seem solid and likely to lead to a vast improvement over the current unpredictable mess. So I was shocked to see that the reaction from the game journalism community featured widespread rage and contempt.

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Why People Pirate Amiibo and What Nintendo Can Do About It

Amiiqo disc

The Amiiqo is a recently announced device that can be used with an Android phone or tablet to back up and restore data from Amiibo figures. This data can easily be shared online, which means that the Amiiqo also effectively enables piracy of Amiibo.

Amiibo have only been around since November 2014. They aren’t the first major toys to life franchise - Skylanders came out in October 2011 and Disney Infinity launched in August 2013. (U.B. Funkeys in 2007 was a bit before its time, and I’m not sure when Hero Portal started because it’s not even on Wikipedia.) They all use similar technology (Amiibo uses NFC while others use RFID) and can thus all be backed up and pirated in roughly the same way. While the Amiiqo is not the first toys to life backup device to be announced (see, for example, MaxLander) it’s the first targeted specifically toward Amiibo and is getting more attention.

Why would Amiibo piracy be so much more interesting than Skylanders or Disney Infinity figure piracy? While Amiibo are in many ways similar to those franchises, there are several key differences that encourage piracy.

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Uninformed Economic Voters

Recently, your friend and mine Cliff Bleszinski wrote an essay defending microtransactions in general and EA in specific. There are a lot of things to be said about this essay - some of which are said expertly by Jim Sterling here, and some of which touch on concepts discussed by Shamus Young writing a couple of years ago about Bobby Kotick here and here.

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The GameStop/OnLive Debacle: How I Like To Think It Happened

GameStop Underling: Huh. That’s interesting.

GameStop Boss: What is?

Underling: These Deus Ex: Human Revolution games Square Enix shipped us include a voucher for a free OnLive copy of the game. I don’t think they mentioned they were gonna do that.

Boss: What? OnLive? But we just bought our own digital delivery game service - Impulse! That makes OnLive our competitor!

Underling: I suppose it does.

Boss: We better open the boxes and remove the vouchers.

Underling: Wait, what?

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