Samsung And DoCoMo Reportedly Team Up To Offer Tizen Smartphones In 2013

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Samsung and Docomo, Japan’s largest mobile communication company, are joining forces to develop Tizen, an open source OS that supporters hope will cut into the 90% marketshare held by Google and Apple. The smartphones may be on the market by next year, reports the Yomiuri Shimbun. DoCoMo is the only firm among Japan’s three top mobile operators that does not sell iPhones, which has caused it to lose a substantial amount of subscribers over the last four years.

According to the Yomiuri Shimbun, the Tizen-equipped smartphones are likely to be released in Japan and other countries around the world at the same time. The Next Web speculates that one likely platform for a first look at the devices is the Mobile World Congress in February, though Samsung’s focus on the Galaxy S4 means that launch dates are harder to predict. The Korean company is diversifying its OS offerings: it also plans to release Window Phone devices around the same time Tizen smartphones are expected to make their debut.

Tizen was launched by Samsung in conjunction with Intel to replace the MeeGo platform, which was cancelled by the Linux Foundation in September 2011 in favor of Tizen, but consumers have had to wait a while to try out the OS (the Linux Foundation had originally hoped to release Tizen devices by mid-2012). The open source, Linux-based operating system offers a contrast to Android and iOS by making it easier for mobile phone service companies to offer their own services.

The QLOCKTWO W By Biegert & Funk Is A Timepiece For Literate Lovers Of Good Design

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Biegert & Funk has made a name for itself thanks to its iconic clock design that tells time the way we tend to convey it to one another in conversation – with written words in five-minute increments, spelling out “half past twelve” or “a quarter to five.” After creating a number of wall and desk clocks with this design, the firm made a lot of people’s wishes come true and revealed the QLOCKTWO W, a wearable version of the design that fits on the wrist. One has been sitting on mine for the past couple of weeks, and in that time it has managed to make a strong impression on both myself and my friends and family.

With only a 10 x 11 grid of letters making up 110 characters in total (that’s less than a tweet), the QLOCKTWO W can display any time, and even though it only spells out five-minute increments, if you’re more exact, four dots at the bottom of the watch’s face indicate the specific minute, and you can cycle through to a view of the seconds ticking by with a couple presses of the QLOCKTWO’s single button. It also displays the calendar date (and if you’re unaware of the month and year, you likely have more problems than a watch can fix), and is available in English, French and German versions.

The QLOCKTWO W comes in three different finishes – polished, brushed, or black stainless steel. The face of each measures 35 x 35mm, which with a square-faced watch wears roughly similar to a 40mm standard round watch. For me, since I prefer smaller faced watches, it’s a perfect size. The square design and the non-tapering wide 24mm leather strap make it appear more substantial than you might expect, however, and it definitely attracts a lot of curiosity from onlookers.

Click to view slideshow.

Biegert & Funk have done a phenomenal job with the overall look of the case and strap, which isn’t surprising given their history as a design firm. The QLOCKTWO W’s most impressive feature is its display, however. When you activate the display, words light up to reflect the current time. Unlike other watches that use a push-button LED illumination trick to show the time, I found the lighting on the QLOCKTWO to be incredibly even. The letters on the face are relatively small, but they show up clear and very easy to read thanks to the well-engineered backlighting. The amount of time the light remains active also seems perfectly engineered for reading and for showing others when they ask for the time.

In general I tend to find it hard to continue to wear watches that use a push-button activation mechanism just to display the time, but the QLOCKTWO W has managed to beat that personal preference. You can also activate a demo mode to have it display the time constantly, but you’ll burn through your battery pretty quickly doing that. One other thing to note is that while the display is among the best LED-lit watch faces I’ve ever seen, it still isn’t great for reading in bright sunlight, though in all other conditions, including overcast days, it’s easy to read without a struggle.

The Biegert & Funk QLOCKTWO W is a comfortable-wearing watch that tells the time well and does so in a manner that’s unique without being difficult or obscure. It’s also a wearable work of art thanks to the iconic design of the face and smart, industrial minimalism of the case. Starting at around $650 (a price at which you can start to get some impressive automatics), it is likely to appeal to a niche crowd, consisting not so much of watch fanatics who appreciate good design, but of design fanatics who value a good watch. Whoever the buyer, however, the QLOCKTWO W makes for an interesting, attractive addition to a collection, one that practically oozes good taste.

Yahoo Bids Farewell to South Korea, Completes Exit

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After 15 years, Yahoo completed its exit from South Korea today, reports Yonhap News Agency. This move also marks the first Asian market that Yahoo is leaving.

The company announced earlier this month that it planned to close down its South Korea web portal at the end of December. Since then, users who go onto the site have been greeted with a message that says it will be shut down by December 31 (link via Google Translate).

Back in October, Yahoo announced that it would pull out of South Korea by the end of 2012 as CEO Marissa Mayer focuses on stronger markets. At that time, it cut about 200 jobs in that country. In a statement then, Mayer said “this decision is part of our efforts to streamline operations and focus our resources on building a stronger global business that’s set up for long-term growth and success.” As Yonhap notes, Yahoo was overshadowed in South Korea by local portal operators NHN and Daum Communications, and claimed less than 1 percent of that country’s search market by the time it made its decision to pull out. Yahoo has also been cutting its less successful properties in other Asian countries: earlier in December, the Sunnyvale-based company shuttered its Chinese music service.

Yahoo is not the only company that has exited South Korea because it was unable to withstand local competition. Others include Motorola and HTC, which were run off by Samsung and LG’s stronger sales.

Pakistan’s YouTube Ban Is Lifted And Then Reinstated As Observers Worry About Internet Freedom

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Pakistan lifted, then very quickly reinstated its ban on YouTube after a few hours when efforts by the government to filter out blasphemous material proved unsuccessful. Prime Minister Raja Pervez Ashraf had ordered the video sharing site blocked in September after YouTube refused to remove the low-budget anti-Islamic film “Innocence of Muslims.” Access was restored for a few hours on Saturday, but Ashraf issued orders to reinstate the ban after seeing that blasphemous content was still accessible.

On his Twitter, Pakistan’s interior minister Rehman Malik said the government had unblocked YouTube due to great demand and because it believed that it could filter out offense material:

There was a gr8 demand to unblock Utube from all sections of society esp fellow tweeps..expect the notification tday! Hope u r all happy now

— Rehman Malik (@SenRehmanMalik) December 28, 2012

Some Pakistani observers accused television channel Geo News of triggering the ban’s reinstatement after reporting that the “Innocence of Muslims” film could still be viewed on YouTube. Though the temporary lifting of the ban was cause for a few hours of rejoicing among many Internet users, Pakistani newspaper the Express Tribune noted ”the news of the video sharing site being unblocked comes with an ominous cloud over it” as that country’s government moves toward building an Internet firewall.

Chinese Telecom Giant Huawei Accused Of Offering Embargoed HP Equipment To Iranian Companies

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Chinese telecommunications manufacturing giant Huawei is once again in hot water over allegedly playing loose with trade sanctions. One of Huawei Technologies’ key Iranian partners reportedly offered to sell embargoed HP computer equipment to Iran’s largest mobile-phone operator in late 2010, according to documents unearthed by Reuters.

Huawei, which overtook Ericsson in August to become the world’s largest telecommunications maker, said that neither it nor its Iranian partner, a private company registered in Hong Kong, went through with the deal, which would have provided Mobile Telecommunication Co of Iran (MCI) with at least 1.3 billion euros worth of equipment. Though the deal did not go through, Reuters said “the incident provides new evidence of how Chinese companies have been willing to help Iran evade trade sanctions.”

At the beginning of 2012, U.S. lawmakers pushed the U.S. State Department to investigate Huawei’s reported sale of mobile phone tracking equipment to Iranian mobile phone operators, saying the Chinese company “appears to facilitate the Iranian government’s restriction of the speech of the Iranian people and the free flow of unbiased information in Iran.” Then in October, Huawei was criticized by the U.S. House Intelligence Committee for failing to “provide evidence to support its claims that it complies with all international sanctions or U.S. export laws.” The next month, Huawei denied that equipment it sold to MTN Irancell, Iran’s second largest mobile operator, would be used to aid in the monitor and censoring of dissidents.

Huawei’s problematic relationship with international and U.S. sanctions goes back more than a decade. An October 2003 New York Times article noted that Huawei had been accused of making deals with Saddam Hussein’s government in Iraq.

Huawei insisted that the most recent document uncovered by Reuters is a “bidding document” submitted by its partner Skycom Tech Ltd to MCI. Huawei’s statement to Reuters also said:

Huawei’s business in Iran is in full compliance with all applicable laws and regulations including those of the U.N., U.S. and E.U. This commitment has been carried out and followed strictly by our company. Further, we also require our partners to follow the same commitment and strictly abide by the relevant laws and regulations.

HP told Reuters:

HP has an extensive control system in place to ensure our partners and resellers comply with all legal and regulatory requirements involving system security, global trade and customer privacy and the company’s relationship with Huawei is no different.

With A Flick Of The Wrist, Facebook Could Destroy Current Advertising Models

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Advertising is something that we’ve all grown accustomed to in today’s society. For companies that provide free services, it’s an important part of keeping those services free for everyone to use. But are ads even working on us anymore? That’s up for debate and discussion, and those are decisions everyone can make for themselves.

One of the biggest companies ever facing the conundrum of introducing advertising is Facebook. The social network is inherently made up of people, and in turn, their content. There’s private content, personal content and public content. Facebook is trying to monetize as much of it as it can to keep its shareholders happy, the service free, and its users from leaving for another option, of which there are none to speak of at the moment.

No matter where the advertising is placed, it’ll either rub people the wrong way, or will be ignored completely. Here’s what Mark Zuckerberg, Facebook’s CEO, has been quoted as saying regarding ads:

Advertising works most effectively when it’s in line with what people are already trying to do. And people are trying to communicate in a certain way on Facebook – they share information with their friends, they learn about what their friends are doing – so there’s really a whole new opportunity for a new type of advertising model within that.

Is that “new” advertising the future or is it more of the same? Remember those flashing animated banner ads on websites in the early 2000′s? They were annoying and people didn’t really click on them. Just ask Myspace. Sure, they got some clicks, but only because advertisers became sneaky enough to turn them into “games” and interactive modules using Flash. They still sucked, though.

Where Myspace failed, Facebook has a real opportunity to capitalize on the fact that ads are just not so good for the user’s experience. How, you ask? By offering an option to turn them off, something that has worked for services like Amazon’s Kindle, Pandora and Spotify recently. Yes, they are different, because they are offering up entertaining content. However, that Facebook content is entertainment, especially since a lot of people spend a lot of their free, and busy, time on it. On mobile devices, there is way less real estate for unwanted content. Good thing that Facebook stopped working on them for a while.

Making Something You’re Proud Of

Zuckerberg has also made this statement time and time again:

What really motivates people at Facebook is building stuff that they’re proud of.

As I used Facebook last night on the desktop, I wondered, as I’m sure many of us have, “Is this something that Facebook employees are really proud of?” Have a look:

For whatever reason, this advertisement from Dodge was shoved into my News Feed. It’s probably because one of my friends liked their page at some point in time. However, that’s where it stops making sense. I don’t like trucks, Dodge, anything with the word Ram in it, and I prefer to take the train. This isn’t about me, though. This story is told at bars everywhere when it comes to Facebook ads. The lack of “targeting” isn’t really a shortcoming, it’s a near impossibility. Knowing what people want to see and when they want to see it is human, not algorithmic. Sentiment and moods can’t be measured in 1′s and 0′s.

Facebook shows popular content on your News Feed with its magic algorithm. What happens with this “advertorial content” is that brands pay money to get it in as many faces as it can, maybe a thousand people “Like” it, and all of a sudden, it becomes “popular.” It’s not organic, and it’s not something that we really wanted to see in our feed of friendly content.

Is that experience best for users, or even advertisers at the end of the day? No.

What’s Best For Users

Users should be able to do what they do best on Facebook, which is update their status messages, share photos and video, and add new friends. They should be able to play games, talk to their parents, have a video chat and find old high school mates, without interference. All of the ads along the right-hand side of the News Feed, and every other page on Facebook just about, are distracting. Users are being distracted from what Facebook makes its money off of, our information.

The more a user is interrupted when interacting, the less they’ll use a product, even if it’s just by a tiny bit. It’s a pretty obvious fact, and something that Facebook is most certainly aware of. The position that the social network is in now, is that most of its users are addicted to the site, and there are plenty of people to fill gaps when one or two fall off. Over a billion users is ridiculously massive.

All of this is somewhat obvious, but it’s something that should put fear into marketers’ minds. The worse these ads are, the less targeted they become, the more pissed off users will be, thus not caring about your brand. The next time I see a Dodge Ram commercial on TV, I’m going to remember that obnoxious ad that I saw on Facebook. Did that help sell trucks for them? No.

How Advertisers Should Connect

Advertisers should start thinking about new ways to engage people, the way it used to be on Facebook, before its advertising platform was pushed. Why? Because Facebook could very easily turn on an ad-free model, allowing its users to pay a nominal fee, maybe $10 a month, to move about the site uninhibited –without ads.

This would be catastrophic for the advertisers that have their “campaigns” on cruise control, looking at stupid metrics like clicks and how many people viewed or commented on a status update. While they let “social media gurus” irritate the users that can bring them massive revenue, those who use Facebook the right way to engage with customers and potential customers would benefit from an “ad-free” Facebook. Seeing advertising should be optional, and great advertising doesn’t feel like advertising.

How much money could Facebook make if they were to offer an ad-free option? Let’s do some easy math:

If 100 million of its users paid $10 a month for 12 months, Facebook would make $12 billion. How good would that be for Facebook? They reported $1.26 billion in revenue last quarter. These numbers are based solely on 100 million users. Do the quick math as you add more users into the fray. Ten bucks a month isn’t a lot to ask, especially for something that we use daily. You could even give a yearly subscription as a Gift…a Facebook Gift. This wouldn’t all be straight profit though, as they’d have to do a full opportunity cost analysis based on what they’re making in ad revenue, plus actually refactor an ad-free version of the site.

If Facebook turned this option on, the marketers and brands that are relying on self-serve ads to survive would stumble and fall quickly. Advertising as we know it, especially in the social stage of the Internet, would be turned on its ear. And Facebook would still make billions. Of course, people are already trying similar things, but they don’t have the userbase and potential that Facebook has.

Would you pay for an ad-free Facebook? In 2008, some people thought that it would never happen. Maybe most people don’t mind ads, but as they are shown more and more in our News Feed, will that change? Since Facebook is focused on mobile now more than ever, it just might.

If you missed Zuckerberg’s fireside chat with Michael Arrington from TechCrunch Disrupt this year, it’s a great Sunday watch:

[Photo credit: Flickr]

Don’t Be Alarmed By The Bankruptcy Sign Outside I/O Ventures

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We had a bit of a false alarm today, when TechCrunch’s Kim-Mai Cutler spotted a bankruptcy sign on the door of the i/o Ventures building in San Francisco’s Mission District. We guessed that the sign was referring to the cafe that shares the building with i/o, but we weren’t sure.

So in case you were wondering: Ashwin Navin, a partner at the startup incubator, confirmed it’s the cafe that went bankrupt, and the incubator is unaffected. By our count, this is actually the second time in the incubator’s history that the neighboring cafe has gone out of business.

Navin also noted that he’s looking for a new cafe tenant, and that i/o has opened a new-ish space in Los Angeles.

And yes, I just did a post about a piece of non-news. But hey, it’s the Sunday before New Year’s. And now you know.

Will Google+ Ever Get A Full Read/Write API?

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Depending on who you ask, Google+ is either a thriving social network and the most important backbone of Google’s social efforts, or a deserted wasteland where a small clique of fans keeps the lights on. I tend to think it’s doing quite alright for Google, but I also know that I would use it far more if I could use a desktop client (and maybe one that combines Twitter, Facebook and Google+) to read and post updates. Google, however, has steadfastly refused to launch a full read/write API for Google+.

At I/O earlier this year, the company’s representatives said that they don’t want to “disrupt something very special” and “magical” by just letting third-party apps post to it. What Google wants to avoid, it seems, is auto-posting news updates, cross-posted tweets, and other updates it considers to be of low value to its users. Google also wants to keep full control over the Google+ user experience. While it has whitelisted a few tools like Hootsuite and Engage121 and now allows them to post to Google+, there are currently no consumer-oriented tools for directly interacting with Google+ without going to the site.

Sure, there are the Google+ buttons, a basic read API and the Hangouts API for those who want to run video chats and a few other tools, too, but unlike Twitter, which despite its recent kerfuffles with developers still enables lots of interesting third-party services, Google+ still feels very insular. If I want to post a picture to it from my phone, I have to use the Google+ app. If I want to post an update, I have to use the Google+ app. But while that app is actually quite good, I’m pretty sure we would see a lot more innovation and interesting use cases for Google+ if the company made it easier for developers to really start using it as a platform.

At I/O, Google quietly launched the Google+ History API for privately sharing updates to Google+ to your profile after the fact, but I’m not aware of any popular apps or web services that currently use this API. Throughout 2012, the Google+ team always said that it won’t release a full API until it is sure it gets everything right and won’t have to make changes later on that will upset developers the way Twitter did this year. It sure is taking its time to get things right, though, and as time passes, this argument continues to lose its power.

Maybe it’s telling then that the Google+ developer blog (the “official source of information about the Google+ platform”) has only been updated twice since the end of this year’s I/O. To be fair, the team regularly posts on Google+, but there have obviously not been many major updates to the platform in the second half of 2012. Google, it seems, really isn’t all that interested in turning Google+ into a platform. Instead, it wants it to remain as pristine and tightly managed as possible.

I often think of Google+ as a walled community with an overbearing homeowners association that wants to make sure your lawns are perfectly trimmed and the flags you hang outside your house aren’t offensive to anyone. It’s safe to let your kids play on the streets there, but it’s also a bit boring. That, it seems, is the community Google is striving for on Google+, but I can’t help but think that if it opened the gates a bit wider for third-party developers and let them innovate on top of the Google+ platform, the social network itself would quickly become far more interesting, too.

Game Over: Zynga Shuts Down PetVille And 10 Other Titles To Cut Costs

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Executing the cost-reduction plan CEO Mark Pincus announced in November, Zynga has shut down, pulled from the app stores, or stopped accepting new players to 11 games, with some turning off today. The gaming giant will reallocate resources to more successful titles as well as creating new ones. Along with layoffs, the shutdowns are part of the hard road to recovery for Zynga.

The San Francisco-based company had overextended itself. During its heyday on Facebook it built dozens of games, then aggressively launched mobile games as smartphones gained popularity. It didn’t seem like a problem when the company was preparing for a big IPO.

But Zynga’s share price got decimated over the past year. Investors feared it had become bloated, free virality on Facebook had been curtailed, competitors were proliferating, and the shift of Facebook users to mobile from Zynga’s stronghold on the desktop canvas would break the company. Zynga’s share price is down 3.52 percent to $2.33 from its $10 IPO price a year ago.

To get the company back on track, Zynga announced a deep set of cost-cutting measures, including laying off over 100 employees, closing offices, ceasing to renew deals with contractors, shutting down 13 titles, and significantly reducing investment in The Sims-style game The Ville.

Now the hammer has dropped on eleven of these games. Keeping them alive spread engineers, designers, and product teams too thin and cost money Zynga can’t afford anymore. Those that weren’t shut down or pulled from the app store already no longer accept new sign ups and will stop altogether next month. Here’s the full list:

PetVille – Shut down December 30th
Mafia Wars 2 – Shut down December 30th
FishVille – Shut down December 5th
Vampire Wars – Shut down December 5th
Treasure Isle – Shut down December 5th
Indiana Jones Adventure World – Closed to new players, shuts down January 14th
Mafia Wars Shakedown – Pulled from app stores
Forestville – Pulled from app stores
Montopia – Shut down December 21st
Mojitomo – Pulled from app stores
Word Scramble Challenge – Pulled from app stores

These shutdowns might not seem like a big deal to everyone, but they were near cataclysmic for some players who pumped countless hours and dollars into these games. If you’d spent years tending your virtual aquarium only to have it disappear, you can imagine how disappointed or angry you’d be. Comments from gamers on the shutdown notices included things like “my daughter is heartbroken” and “Please don’t remove petville. I been playing for 4 yrs. and I’M going to miss my pet Jaime….why do you want cause depression for me and others. Why do you want to kill my pet?”

To numb the pain and try to get gamers hooked on titles that will keep running, Zynga offered people who played FishVille, Adventure World, and some other titles a free bonus package of virtual goods in one of its flagship games CastleVille, ChefVille, FarmVille 2, Mafia Wars, or YoVille.

Though it may seem like a mass culling, Zynga will still have over 30 titles available across Facebook, Zynga.com, iOS, Android, Myspace, and other social sites.

The fact is that if Zynga wants to save these games, keep the rest of its workforce employed, and get its share price growing, it had to cut deadweight. While dead pooling 11 games was surely tough, it’s better than Pincus freezing up as the ship sinks. The teams from these games could help Zynga produce and publish more titles like Horn, a mobile adventure Zynga co-released with Phosphor that Appolicious named the best mobile game of 2012.

Sometimes you have to put old dogs to sleep.

For more on Zynga’s decline and attempt at recovery, read:

Why Zynga Failed

Zynga Just Shut Down Boston Office, Laid Off 100+ Employees From The Ville And Bingo Teams In Austin

[Image Credit]

2012: TechCrunch Year In Review

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We started the year at CES where it was clear that Samsung is the new Apple.

Late January brought the Crunchies, our annual awards fest where we gave Dropbox the nod for startup of the year. We were also treated with the hip hop of Booby Hammer, son of the noted VC, Mr. MC Hammer. Seriously.

Kodak dipped and died this month and Apple also didn’t release the iPhone 6. But something big was on the horizon…

Windows 8 came out in consumer beta. We liked it. Dreamers dreamt of the iPad 3.

We talked of esprit. A start-up offered bras. We also went hands-on with the HTC One V. Felt great.

In March, rumors of The iPad 3 came true and its Retina goodness amazed MG.
Anthony Ha railed against SoLoMo which, I believe, is a type of Italian salami. Creepers could use SoLoMo to find Girls Around Them and we launched our TC/Drama vertical which, thankfully, has been surprisingly quiet.

Matt detailed how citizens of his hometown, Flint, Michigan, started using social media help save the city.

March also brought us the near death of Best Buy but an anonymous store manager assured us that everything was fine on the floor. Speaking of lost causes, Matt told us to believe in BlackBerry again. A tweet told us otherwise.

Digg headed to WaPo and Rovio sold 50 million copies of Angry Birds.

Colleen worked out with a device strapped to her, resulting in a leaner, meaner Taylor. The Winklevossi became WinkleVCs. Samsung rose while Nokia fell while we all got drunk on interesting beer. Nintendo (Nintendo!) saw profits fall. Some analyst said Apple was Sony.

An iPhone-powered electronic guitar almost won Disrupt NYC 2012 — but UberConference took home the cup.

Kickstarter seemed to be hiding failed projects (but it wasn’t). Microsoft plopped out a release preview. Google Glass started popping up all over. What’s happening over at Apple? They’re looking for a connector design engineer!

Ohhhhh…

Samsung launched the Galaxy S III.

John, Matt, and Jordan hit the road in two Honda Pilots and toured the Southern startup scene drawing huge crowds in Savannah, Atlanta, Durham, Charlotte, and Greenville. Crunchbase is a treasure. Apple won the Flash Wars.

We loved Alexia and felt bad for her.

Amazon trips. Devin spoke of Stranded Vessels. Who didn’t like the Nexus 7? Not us!

Bezos walked into a bar.

This is a LEGO wheelchair. Seriously.

Winter began coming. Skydrive too.

Mountain Lion is all over the place. Obama is all over the place.

Linux still lived. WebOS was open. It was a weird month for news.

Machines made friends with us. Apple opened a flagship. Romain was up all night night for the iPhone 5.

Did we mention iPhone 5?

MG didn’t use the word Apple. France was Free and liked it. Eric honored a pioneer: his grandfather.

Romain told us that tech tells stories. GalNote!!

If there are no keyboards, how will we type?

We kept typing.

November brought us Sandy and a huge mess. Thousands were out of power along the Eastern seaboard and we finally saw the effect of global weirding.

The iPad Mini hit the shelves, just as we expected. Google fought back with the Nexus 4 and 10. Nokia gave it another try. Wii had fun.

We visited Detroit 2.0 during our Northern Meetups and figured out why people were returning to the rust belt. Apple stock crashed.

Alex called enterprise computing a stinking mess and a fake press release fooled us all. Luckily, we got to talk a little about churn.

Darrell asked us if we all want to make comic books. We do. Then A child’s toy became a cheap mine-clearing robot.

More problems at Apple. But are they real problems? Alex brought the science with his look at AWS.

These dice are amazing.

On the 21st the world didn’t end. Instead, Snapchat nearly destroyed it but Jordan helped explain what was up.

Tragedy. Aftermath.

Happy New Year.

The Games Industry Is Driven By Marketing Stories

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Editor’s note: Tadhg Kelly is a game designer with 20 years experience. He is the creator of leading game design blog What Games Are, and consults for many companies on game design and development. You can follow him on Twitter here.

There were many significant games-related stories in 2012. On the one hand there were negative tales, from the breakdown of the social game model to the (not entirely surprising) revelation that the bulk of gamification doesn’t really work. These stories were essentially about novelty wearing off, twinned with the growing general awareness of the playing audience of Skinner-box designs that aren’t much fun.

Other negatives included the generally weak anticipation for new consoles and the mass overcrowding of iOS and Android (and no doubt the Windows Store soon enough). Discoverability became the watchword on game makers’ tongues, as many struggled to gain enough momentum to really see any success. For many, the industry felt as though it was going through a crunch, to the point that big publishers like THQ are officially circling the drain.

However in tandem with those problems came the return of tools intended to solve them. In the last few months, companies like Tapjoy have resurfaced with new versions of their old Facebook product, this time for mobile. Cross-promotion is back in style, with many a provider offering the opportunity to lower your customer acquisition cost. So too are monetisation platforms that offer developers the ability to manage their virtual stores dynamically, profile their customers and tailor their offers. Finally there are social tools like Everyplay, which can magically share your gameplay sessions on video sites.

More than a few people have made the analogy that these companies are doing the smart thing, selling shovels to prospectors rather than getting in on the digging themselves. If you were in their shoes, you likely would too.

The odds are increasingly stacked against any developer who’s unable to pull a Peter Molyneux and attract a whole lot of press attention to a zany idea. Their problem is that most often their games look and act very similar to others’ games, have the same look, gameplay and overall dynamic as competitors’ games. That is the kind of market that favours aggregators (like cross-promoters) over creators because in it the creator is just cranking out a commodity.

On the supermarket shelf, commodities are all much the same and the user doesn’t really have to care which choice he makes, so he tends to go with the one he sees first or second. That’s why Apple has all the power on the App Store, why Google is sort-of getting there with the Play store, and why Zynga has all the power within the sub-ecosystem it has developed on Facebook. In commodity markets, visibility is everything.

However at some point aggregation is also not enough. Perhaps for a while there is room to manoeuvre with your quirky take on the standard farming game, or if you’re skilful enough at playing the arbitrage game you’ll get your social casino to rise up the charts. But those ideas are kind of cheap, and you’ll quickly find many competitors doing the same thing. The aggregator tools that you’re using also start to become overly full of competitors who had the same idea as you, and they start to shut down because of a lack of return-on-investment.

This leaves only a very few in the market competing over hundreds of millions of players with hundreds of thousands of games, which is basically just another version of the low-rent gaming portal business of 2000-2005. For the individual developer the game then has to become about either impressing platform holders and users, or doing something else.

Most choose to try to be impressive. This year the tablet space in particular has had a marked increase of graphical polish, and that trend shows every sign of continuing. In some respects it’s like watching the console and PC games industry play its story out all over again, but with good reason: Graphics, in particular a stylish look, can really push a game forward into the market in ways that innovation rarely does.

However this does not give much solace for the developer who cannot afford to spend a fortune. He finds himself needing an edge, and that edge is the marketing story.

Amid all the gloom, the most interesting story of the year was crowdfunding. At first it seemed like a small thing, such as in 2011 when Six to Start raised $72,627. However a gear shifted in early 2012 when Double Fine got in on it, raising millions. At first dismissed as a blip, or a one-time event, crowdfunding then proved to have legs, funding dozens of projects from games to add-ons, and one whole brand-new console. And it continues to do so.

Its secret is deceptively simple: The projects that represent causes in which the market already believes get funded. These cause-projects are commonly tied to a particular game maker, such as Chris Roberts or David Braben, but often not. Nobody ever heard of Palmer Luckey before he raised $2.4m for the Oculus Rift, nor Adam Poots who’s very close to raising a million dollars for a co-operative board game named Kingdom Death. They are all examples of marketing-story driven success.

A marketing story is a cause that a market believes itself to be a part of, and which goes out of its way to try and recruit more members into the market. It’s often fuelled by a sense of injustice at some past misdeed, or some anticipated future, and through purchasing players feel that they are participating in telling that story. That whole Apple fandom thing is an example of a marketing story operating at full steam, as is the (slightly more dented) Nintendo fandom.

Marketing stories are everywhere in games, from the iOS game 10000000 to Minecraft. Some of them are small in scope, reflecting a passionate niche (like my recent report on eRepublik whales). Others are huge, like the legions who queue at midnight to get World of Warcraft releases.

Some marketing stories also extend beyond the boundaries of games. A recent example is the belief that games are dangerous or induce violence (here, the market is political rather than monetary). Another is (approaching defunct) San Francisco Revolution view that meaning, behaviours, community and education can all be melded into noble businesses through gaming. This story is what gave virtual worlds and alternate reality games their impetus five years ago, which is currently driving gamification and – when gamification finally falls away, as is inevitable – will likely propel augmented reality.

The important word here is belief. Marketing stories are not rational analyses based on studying metrics or performance; they are derived largely from a narrativised understanding of games and what they mean. They often have historical roots, an idealised origin story, and leader figures who propel them. This is why many Kickstarter-funded games tended to gather around game designers of yesteryear, but equally the story can be more consensual (such as for the Ouya).

All the most infectious marketing stories tend to be future-forward in their thinking. Cynics may roll their eyes, but phrases like “We need 21 billion hours of gaming to save the world” (a Jane McGonigalism) inspire imagination. One marketing story forming around a future-forward idea is that of 3D printing. For legions of war game fans, the idea that we will be able to download and print miniature armies in the future is positively erotic.

For games, these passions have always existed. However Kickstarter (and to a lesser extent other services like Indiegogo and Steam Greenlight) have made them more directly expressible, and this is a capacity to which neither aggregators nor power plays generally have access. It’s somewhat pat to say, but the way that the network connects is fuelling both a fragmentation of the existing industry and a new generation of heroes. But it’s also creating a strong sense of disruption.

This newfound tribal funding and evangelism model has appeared at a time when the official industry finds itself in a deeply troubled state. Nobody’s really sure whether they even want a new console anymore, or a gaming PC, or whatever. Developers have no idea which market will be the hot ticket, or which might at least allow them to survive. The metrics simply do not track fast enough for anyone to have a firm grasp on what the hell is going on anymore.

To some, there is an element of the transitional yips about 2012. Fine, they might say. It’s all well and good for the moment for Kickstarter to be doing its thing, but just wait until there’s a crash, a scam or something else to take the shine off. Just wait until old-school game designers like Peter Molyneux come in and wreck it. Just wait until E3, when Xbox3 and PS4 roll in and the industry gets back to “normal” once again.

Personally I think the crowdfunding story has struck hard and deep because it’s as significant a shift as going from physical to digital shopping. As we know from reading all about long tails and the like, the digital landscape allows users to connect to the interests they care about rather than just the ones they are served, and this tends to cause all sorts of unexpected effects. The market becomes much more chaotic, more thousand-niche-like, and the paths to success all look like long-odd bets. In such situations, only a marketing story tends to survive.

Marketing stories don’t tend to fizzle out that quickly, even if the leader of the story makes missteps. The crowd proves willing to forgive as long as it feels kept in the loop. It wants to see the future that the story promises. They believe what they believe, no matter what. That fountain is always regenerating, always has new heroes to step in and push the story forward, and new enemies to fight.

And now that the true believers can participate directly, that is what they are going to continue to do.

Road Tripping In The Digital Age

driving

I’m just wrapping up a week-long road trip, in which a travel companion and I visited some friends in Southern California. We hit up a few different spots along the way, including San Luis Obispo, Santa Barbara, Los Angeles, San Diego, and Palm Springs. Not a crazy trip, but enough wandering around to go to a few places I’d never been to.

The thing that amazes me about our travel is just how little planning we had to do: We only booked one night’s stay ahead of time, and decisions around where to sleep, eat, and visit were mostly spontaneous. If either of us had a better sense of travel planning, it might not have been this way. Maybe we would have seen more sites, or maybe we would have eaten in better restaurants. But we made through just fine, mostly thanks to lots of digital tools. Here’s what we used, and what we think could be done better.

Navigation

It didn’t take us long to settle on Google Maps for getting around. We might have tried Apple’s built-in iOS maps a couple of times, but for going from place to place and getting around in cities. Google’s maps and navigation are simply better, as everyone already knows, so I don’t have a whole lot more to add on that front. But it’s probably worth noting that, after driving more than a thousand miles, it was definitely our app of choice.

Lodging

I’m a big fan of Airbnb, and have used it for nearly all non-work travel I’ve done over the past several years, and even some travel I’ve done for work. So for our first stop on the trip, somewhere between San Francisco and Los Angeles, we wanted to find a place to stay somewhere around San Luis Obispo or Santa Barbara. For pure novelty’s sake, we settled on a yurt outside of SLO. (It was probably what you’d expect from an outdoor enclosure built on an “art farm” in Arroyo Grande — horses and dogs and outdoor bathroom and all — but it was cozy enough, and makes for a good story.)

The Alcazar hotel in Palm Springs, which we booked on Hotel Tonight. It was very white.

But for the rest of the trip, we used Hotel Tonight, which is quickly becoming one of my favorite travel apps. That includes two nights in San Diego and one in Palm Springs — we stayed with family in L.A. — all of which cost about $120 or less. (We also benefitted from $25 new sign up and referral credits, but I’m not counting that.) Because we were doing everything pretty spontaneously, and we didn’t necessarily know where or how long we would be staying in whatever various city we landed in, Hotel Tonight was a pretty ideal choice for finding reasonably priced lodging.

While Airbnb works well for finding places for generally longer stays well ahead of time, especially if you want to stay in hip or far-off neighborhoods, our preliminary searches kept us from booking anything for this trip. For one thing, all of the full-home Airbnb places we looked at — as well as some of the shared spaces — were priced around the same as Hotel Tonight lodgings in comparable areas. And we would have to deal with the friction of getting Airbnb hosts to agree to house us, handing off keys, and the like. This trip was all about instant gratification, and there’s little more gratifying than booking a hotel by sliding your finger along that little Hotel Tonight bed icon.

Food and drink

I found beer, thanks to Yelp, TripAdvisor, and asking a local

The Yelp mobile app still wins for food discovery, although I admit to checking out Foursquare Discover once or twice, just to see what it would recommend. Both were good for suggesting places we’d never heard of in cities we’ve never visited. That said, I’m finding Yelp’s rating system less useful in actually determining good places to eat, rather than just keeping you from places that are not so good. After all, where do you go when everything is 3.5 or 4 stars?

For that, we settled on a very non-technical solution, called “Ask a local.” Getting offline reviews from people who lived in a city tended to trump whatever we could find out by browsing the Internet or Yelp mobile app. These are the people who know the city best, after all.

Finding things to do

I hate to say this, but TripAdvisor was our go-to mobile solution for finding things to do on the fly. And I hate saying that, because I really, really hate TripAdvisor. It has a good list of things to do, and user ratings tend to get the cream to rise to the top, but outside of pointing me to other websites to look at, it’s really not that useful.

I really wanted to like using Peek, especially since San Diego is one of its featured destinations. But, Perfect Days notwithstanding, I found the focus on transactional commerce off-putting. Plus, we weren’t looking for “amazing things to do.” Just like, chill, hanging out things to do. If we had thought about it earlier, we probably could have used the RoadTrippers mobile app for off-the-beaten track ideas.

As it is, “Ask a local” was again probably the best suggestion. Someone please disrupt this space.

Avoiding crappy local radio

A $10 auxiliary cable to plug into our rental car’s stereo was the best purchase we made on the whole trip. Listening to Spotify and Pandora instead of the same ten songs on the same five radio stations wherever you drive throughout the country is a godsend. And if you really need to listen to NPR, TuneIn Radio is a much better solution for listening to the local public radio station, rather than trying to find it and then having Car Talk crap out due to static 20 minutes later.

This poor dude who played me at Letterpress

Fighting mind-numbing boredom during long drives

One word: Letterpress

Bonus apps

Disneyland. Our trip included a stop in Disneyland on Christmas, where we used a couple of apps for getting around. I found the official Disneyland app to be just sufficient for maps and wait times, restaurant choices and menus, etc. But it could be better! Faster load times, for instance. My travel companion used one of the crappy, non-park sanctioned “Wait Time” apps. It wasn’t pretty and frankly, I’m skeptical of what seemed like just a rip-off of information that is freely available elsewhere, so I’m not linking to it.

There’s also the issue of poor connection, due to tens of thousands of people being in a confined space, all with their mobile phones on. Disney, please install free Wi-Fi parkwide, STAT, and offload some of that mobile data traffic!

Starbucks. I have the bladder of a five-year old, and have to pee every five minutes. So there’s no app that is more essential than the one which shows you where the nearest Starbucks, which is also likely the nearest free and clean open local restroom, while on a long road-trip.

How Hackers/Founders Grew From Beer-Filled Bar Meetups To Full-On Startup Incubator [TCTV]

jonathan nelson

Back in 2008, Jonathan Nelson was working as an ER nurse and tinkering on code at home in his spare time. As someone who wasn’t a full-time engineer, he had a hankering to get out of the house and rub elbows with other techies. So he organized a casual meetup at a local bar, inviting other programmers toying with the idea of getting into the startup world to trade stories and talk shop over a beer or two. He called the group exactly what it was: Hackers/Founders.

Quite a bit has changed since then. In the past four years, Hackers/Founders has grown into a full-on movement, boasting thousands of members that take over entire event spaces at their regular networking events. Nelson’s nursing days are now behind him, and he is working full-time on all things H/F, which most recently spawned its own legitimate startup incubator program called Co-op with support from the likes of investors including Greylock, Andreessen Horowitz, Floodgate, Mohr Davidow, Kapor Capital, Felicis Ventures, O’Reilly Alpha Tech Ventures, CMEA, WinFunding, and SV Angel.

Six startups participated in the first ever Co-op program, which was fondly dubbed an “accidental incubator”Zerply, VidCaster, Tripping, CodeEval, Browserling, and Pieceable — and two have already been acquired.

It’s been an interesting turn of events, so it was nice to have Nelson stop by TechCrunch TV recently to give us the full story. Watch the video embedded above to hear about how H/F has grown from the days when it was just a few guys at a bar, why he thinks Silicon Valley could use another incubator, why H/F’s Co-op takes a 2 percent stake in its portfolio companies (most other incubator programs take 6 to 10 percent), and where he thinks the movement can go from here.

CrunchWeek: The Year-End Wrap Up

It’s CrunchWeek time, wherein a few of us writers turn on the TechCrunch TV cameras and shoot the breeze about some of the past week’s most interesting stories. This week, we decided to reflect on some of the year’s biggest stories in tech.

Colleen Taylor, Alexia Tsotsis and I chatted about Facebook’s acquisition of Instagram and the social network’s future as a public company, Marissa Mayer taking the top spot at Yahoo, and how the enterprise got sexy.

Happy New Year!

Hackulous Shuts Down, Taking Its iOS Piracy App Installous With It

hackulous

Hackulous, the company behind the popular (and controversial) app Installous which let people easily download pirated apps on jailbroken iOS devices, has shut down.

In what iDownloadBlog’s Sebastien Page has called “a small victory against app piracy,” Installous is now no longer available for use.

Hackulous announced the closure today in a brief post on its website that reads:

“We are very sad to announce that Hackulous is shutting down. After many years, our community has become stagnant and our forums are a bit of a ghost town. It has become difficult to keep them online and well-moderated, despite the devotion of our staff. We’re incredibly thankful for the support we’ve had over the years and hope that new, greater communities blossom out of our absence.

With lots of love,
Hackulous Team”

Fans of the Installous are mourning the loss on its Facebook page, and, not surprisingly, offering up links to other piracy apps that are still up and running.

This comes just one day after our East Coast editor John Biggs wrote a TechCrunch article calling Installous “the scam iOS maker of the day” and calling for Apple to shut down the Installous app, which he called “a travesty, and an insult to those who strive to build great apps.” It’s unclear whether Apple heeded his call, or if Hackulous pulled the app on its own as part of its planned shutdown. Either way, now it’s gone.

Update: The Installous app that Biggs wrote about is indeed gone from the iOS App Store, but it is a separate entity from the Installous that was operated by Hackulous, which was available on Cydia via the Hackulous repository. Guess today is a bad day for both of the Installouses in the world. Apologies for the error.

This is certainly not the end of mobile app piracy, but it is one small step forward for developers who want to earn an honest living for building fun mobile applications, and for those of us users who are happy to pay the the dollar or two it takes to download an app the honest way.