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Morning Tech Support

If the experiences I’ve had over the last hour are any indication, 2008 is going to be the year where everyone forgets how customer service works.

I have attempted to deal with three separate organizations. All three have failed even the most basic of requirements for making a customer happy.

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Frigtards

I’d like to revisit a post from last year, entitled “Three Little Words“, where I tried desperately to shake people from the cocaine-style addiction the Apple faithful have to rumor sites.

The trajectory of rumor sites is simple: first, they get a handful of successful predictions while they have a source. They get linked, often by the blogs I referenced above, for somehow nailing their predictions. Their traffic spikes, ad revenues go through the roof. Apple Legal C&D’s them (or sometimes sues), and the legal fight becomes the news for a while.

While the fight is going on, the accuracy of the site starts dropping. Rumored products never appear. Keynote predictions go under 50% accuracy. Wrong information is attributed to “last minute decisions” or sometimes just edited down the memory hole.

Eventually, the traffic drifts to another site, because they’ve started the same trajectory.

Think Secret is on the downward part of this trajectory.

I would give admonitions at this point, warning people away from there, but really, I would rather people stopped putting their faith in any rumor sites.

Think Secret’s trajectory has finished fifteen months after I wrote this, and not with a poor Ryan Meader-esqe whimper, but with a settlement.

Apple and Think Secret have settled their lawsuit, reaching an agreement that results in a positive solution for both sides. As part of the confidential settlement, no sources were revealed and Think Secret will no longer be published. Nick Ciarelli, Think Secret’s publisher, said “I’m pleased to have reached this amicable settlement, and will now be able to move forward with my college studies and broader journalistic pursuits.”

Now, given that Apple fans seemingly know everything, you would think they’d know that a “settlement” is an agreement that both sides reach. As in, Ciarelli has agreed to shut the site down. As in, Apple did not “win” any legal action to force it closed. They proposed a settlement, and Nick took it.

TUAW, how you doin’?

> And how stupid is Apple by forcing this through, killing their most ardent fans? This company is more and more acting like Microsoft. A new Evil Empire. Call them the Evil Twins from now on…! The suits and lawyers has taken over.

TechCrunch, how about you guys?

> This is really disgusting that a company who claims to be the morally right choice(I think there was some advert they released ages ago about being different) Is actually far more evil than microsoft chooses to be. Seeing the way that they are behaving regarding shutting down this site and the way they act to restrict competition on the iphone and itunes, makes me glad that they are not the dominant player in the market. Microsoft may be bad, but they are definitely less evil than Apple.

Slashdot, what’s up?

> So now corporations will determine what independent press is able to say or shut them down? Our news is already skewed enough as it is by the various corporate news outlets who cater to this and that political party.

Macworld, let me hear you!

> How cool is it to bash a college kid? His site has to come down because Steve Jobs is mad? How is it that corporate secrecy is more important than this kid’s first amendment rights? I hope this gets a lot of press.

*sigh*.

For a more analytic, less finger-pointing overview, try The Shape Of Day’s ‘Think Secret Is Dead’.

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For The Love Of PixelJunk Racers

The first significant pack-in with a video game system was the Atari 2600’s Combat.

Combat is fairly ugly, and has simplistic gameplay. You are a tank (or biplane, or jet). Pressing Up on the joystick moves you forward; pressing Down moves you back; Left and Right turn. The Fire button lives up to its name and fires your cannon. The goal: shoot your opponent before they shoot you.

What made Combat interesting is that it wasn’t merely one game type – which it easily could have been, given the space constraints of the time. Instead, by making slight variations to the rules of the world, Atari crammed twenty-seven different game types in. A mode where bullets reflected off walls, or you had more than one vehicle, or you couldn’t see the walls.

Combat allowed deep variation through slight changes to the environment.

Nearly thirty years later, we arrive at yesterday’s release of PixelJunk Racers, a $6.99 downloadable game on the Playstation Network from PixelJunk.

In a generation full of gorgeous games, PixelJunk Racers is not the prettiest game in the world. IGN dismissed the graphics as “crisp, but unfortunately the backgrounds are horribly bland and static.”

PJR, like *Combat*, has simplistic controls. You are a car. L2 or R2 are the gas. Left and right on the directional pad change lanes. That’s literally it. Most people will pick it up in about thirty seconds.

PJR becomes interesting for the same reason Combat is: slight changes to the environment provide endless gameplay variations. The game features thirty-two game types that are all created through slight variations to the rules and physics. You’re fast, everyone else is slow – pass as many cars as you can. You’re slow, everyone else is faster – don’t get hit. You’re fast, but slowing down – run into someone else for another energy boost. And so on.

Plenty of games offer customization; it’s easy to give a gamer a bunch of sliders and controls and let the gamers figure them out. Combining these rules in interesting ways should be a challenge for the developers first, and the gamers second. Too many games cop-out and provide laundry lists of options. Developers should strive to provide many varied preset combinations of rules – and if you allow users to define their own, let those combinations be saved and, even better, shared between users.

(PJR, interesting, not only combines the rules of the world into different pre-defined game types, but then combines the different gametypes into sets of three to create pre-defined party modes. Result: party games that stay fresher longer.)

Back to PJR: the game is addictive, challenging, and flat-out fun. Yes, ultimately the mechanics are simple. Yes, the game is made up of slot cars. But isn’t that what we’re all supposed to be into these days – simple, easy to pick-up games? Casual games? PJR finds the balance between the simplistic and the complicated, the shallow and the deep, the meh and the addictive. It can appeal to the hardcore gamer who loves to grind high scores as well as the casual gamer who just wants a quick five minute distraction.

With ten tracks, offline multiplayer for up to seven, online leaderboards, and a progressive tournament mode, you’re looking at a pretty robust game for a very small cost. I highly recommend PixelJunk Racers for anyone with a PS3.

If you’re interested in other deep-variation-through-slight-change games, I invite you to investigate the Halo series (specifically the multiplayer), Airburst Extreme (for variations on a theme), and MLB 07 The Show (the “My Sliders” feature).