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Disliked

DyingJournal

Valleywag is reporting that LiveJournal has laid off 20 of their 28 employees:

> The bubble in social networking has burst, decisively. LiveJournal, the San Francisco-based arm of Sup, a Russian Internet startup, has cut about 20 of 28 employees — and offered them no severance, we’re told.

> The company’s product managers and engineers were laid off, leaving only a handful of finance and operations workers — which speaks to a website to be left on life support. Matt Berardo, a Yahoo executive hired on last summer, is also believed to be gone.

(While I do not blog on LiveJournal, this blog is available in syndicated form, and a number of my friends post there.)

While I haven’t been pleased with the level of service out of LiveJournal since Sup took it over, this sort of news doesn’t bode well for anyone who actively uses the service.

For those of you using LJ as your primary blogs, you may want to make a backup just in case.

ADDENDUM: azurelunatic has posted a minor rebuke to the Valleywag post – that only 13 have been laid off and that 17 remain.

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Debated Disliked

A Moment Of Disturbing Honesty From Activision

Stephen Totilo of MTV reporting on a moment of honesty from today’s Activision/Blizzard earnings call, emphasis mine:

During today’s Activision Blizzard earnings call, a financial analyst asked the company’s CEO, Bobby Kotick, why the company didn’t keep all of Vivendi’s games when the two gaming companies merged.

The analyst didn’t name any games, but technically, he had to be referring to the likes of “Ghostbusters,” “50 Cent: Blood On The Sand” and the new “Riddick,” which all appear to have found new publishing homes…

Kotick responded not by addressing any of the games by name, but by talking about Activision’s publishing philosophy. The games Activision Blizzard didn’t pick up, he said, “don’t have the potential to be exploited every year on every platform with clear sequel potential and have the potential to become $100 million dollar franchises. … I think, generally, our strategy has been to focus… on the products that have those attributes and characteristics, the products that we know [that] if we release them today, we’ll be working on them 10 years from now…You still need to have production of new original property but you have to do it very selectively… the focus at retail and for the consumer is to continue to be on the big narrow and deep high profile release strategy… We’ve had enough experience that I think the strategy we employ is the most successful.”

I suppose I can appreciate the honesty, but as a gamer, I couldn’t be more nauseated.

That’s not to say I’m particularly surprised – what was the last significant franchise they created?

Tony Hawk? 1999.

Call Of Duty? 2003.

Guitar Hero? 2005.

I often love the games that are too quirky, too weird, too inaccessible, or too obscure for the mass market. And it’s sad that a company that was there when I started gaming 25 years ago has become so unwilling to take risks with their titles.

Categories
Debated

In Which Microsoft Ruins XBLA

My life has always been one of jewel cases, DVD boxes, and shrink wrap. Multiple generations of gamers have inadvertently mastered obscure arts such as “removing adhesive security tags”, “shredding shrink wrap”, and “raising the CaseLogic stock price”.

Physical media has remained the primary distribution method for video games since the inception of home consoles. But with the current slew of platforms, digital distribution is finally not merely a possibility but a reality. The channels come in many forms: from the [Xbox Live Arcade](http://www.xbox.com/en-US/games/livearcadexbox360/) and the [Playstation Store](http://www.us.playstation.com/PS3/Store), to Nintendo’s [Virtual Console](http://www.nintendo.com/wii/virtualconsole) and recently launched [WiiWare](http://www.nintendo.com/wii/wiiware), to the hugely popular [Steam](http://steampowered.com) platform run by Valve for Windows.

A lot of gamers still love having discs for a variety of reasons. But there’s a growing movement of gamers and publishers pressing towards digital distribution. Gamers gain quicker access to games, less fiddling with discs, and the ability to reinstall their purchases at a later point. Publishers can create smaller, more innovative titles that wouldn’t survive at retail, keep a smaller budget, and not worry about fighting for shelf space in a brick-and-mortar store.

Or so we all thought.