This blog has moved to a new location! http://iqandreas.github.com/
Showing posts with label apple. Show all posts
Showing posts with label apple. Show all posts

Saturday, June 4, 2011

Does "Ponycorns" exploit the mentally ill?

This post can be found on the new blog at Does "Ponycorns" Exploit the Mentally Ill?
Untold Entertainment recently released a new game, "Sissy's Magical Ponycorn Adventure".



Already the game has had some positive media attention, from interviews on both local radio and television, to several internet news sites including Yahoo news and BoingBoing.

After only having been released for soon two weeks (as of today, June 4, 2011) the game has received about 200,000 plays and $2,500 in donations (and more is likely to follow as time progresses).


This game must be awesome!!

Is the game deserving of all this media attention by being awesome and fantastic, with hours of intricate puzzles, stunning graphics, and gripping story lines? No.

Then why so much popularity? The graphics, sound effects (including most of the dialog), and story were all designed by a 5 year old, little girl.


Assume for a second that this game had been released on Newgrounds (which is, from what I hear, the #1 portal for Flash content with not enough quality to be allowed on portals with "higher standards") and Ryan Creighton (the father and lead developer) had proudly announced that he had produced the game all on his own.

Ryan could then sit back and expect a steady stream of classic Newgrounds comments such as "OMGWTF gay", "-9999/10", and "giv me my 2mins of life bak".


"Ponycorns" exploits the mentally ill

At this point you are probably calling me an insensitive prick and have likely already started to flame me in the comments. But, I am trying to make a point here.

This game takes advantage of at least two "weaknesses" (couldn't find a better word) of human nature.


FW: FW: FW: FW: FW: Funny pictures (must see!)

First, people love babies, young children, and kittens (for various reasons you can likely dig up a lot of research on yourself). Anyone who doesn't believe me apparently doesn't have family members who have learned to use the "forward" button on their emails.

Seb Lee-Delisle's iPhone app, Kitten Conveyorbelt, is another game which takes advantage of this exploit ($1 for a slideshow of cats, seriously?)

Somewhat related, the "8 Beyblades for sale on eBay", despite having several "fake bids", still received a lot more bid amounts than selling the Beyblades on their own would have. Why? People feel sorry for these crying little children and their situation.

(Next time you try selling your car, include a picture of yourself next to it crying and see if it also works with grown-ups)


Good job, sweetie. I'll put this up on the fridge where everyone can see it

Second, humans (at least the empathetical ones) will value items and achievements higher if they were produced when the "creator" was under certain limitations (in the case of Cassie Creighton, limitations in age and game development experience).

Did your mother put your paintings of a giraffe with rockets strapped to it on the refrigerator because your work was comparable to Rembrandt?
And why would anyone otherwise care about "special olympics"?
And what makes Michael Phelps much more famous than all other swimmers?


On a related note, even I can draw better than this elephant! Why don't my YouTube videos get 6.5 million views?



What can we learn from all this?

Other than the obvious point of "Taking advantage of human psychological flaws leads to more attention and in return buckets of easy money", there is a broader point to be made (which is by far no new idea):
Presentation is key

As I still haven't produced even a single game, I feel like some sort of hypocrite (did I use that word correctly or is there a better term?) telling people how to design their games. After all, what do I know?

Luckily, the principle has many more applications. Often when presenting something, you are very limited, such as the title of a blog post, description of a game, or a small introduction in a conversation or speech.

Presenting any creation as "just another of many" will quickly cause the listener to loose interest. What makes your product unique? How does it stand out from the rest? (Note that I do not support lying or over-exaggerating in order to glorify what you are selling! Scumbags...)

Perhaps it will gain more attention if you release it for a good cause, such as donating all income from a game to earthquake/tsunami victims.

Perhaps even take advantage of a few other human psychological flaws, such as curiosity to reel in your listeners (this blog post title got you here, didn't it?)


Does Apple exploit the mentally ill?

I simply cannot end a discussion on exploiting human psychology without bringing up Apple.

As I have said many times before (which someone said before me, but I don't remember the source), Apple sells a religion, not a product. When you buy their iPhone, you buy an experience, and a ticket into the community of awesome people.

In a nutshell "Cigarettes Apple's products make you look cool!"



FAQ


Is Ryan Creighton exploiting our weaknesses for monetary gain?

It's possible, but I doubt it.

This may be a good place to add that all donations and income from Mochi Ads are going directly to Cassie's college fund (so help her education, and donate! Link is on the game's page)


Does this mean you hate the game?? And little children?!?

Alas, I am neither a Vulcan nor a sociopath, and susceptible to the same flaws of human psychology as everyone else, so yes, I thought it was cute.

The one thing in specific I enjoyed were the small witty bits of dialog. They reminded a bit of the the comments found in Lemony Snicket's books (sample excerpt)

My favorite quotes from the game (spoiler alert)
Your'e a mouse now. How do you like THEM apples?
That's what you get for being evil! AND a lemon!


Did you write this post to stir up conflict and flame wars, or perhaps to ride the wake of Ponycorn's success?

Neither, by writing this post I'm avoiding the PHP work on my plate, and since I'm still getting something done, I can avoid the feelings of guilt that come from procrastinating my real work.

Thursday, June 3, 2010

What is the point of this Blog?

I recently had to write a summary of the blog, and thought it might be a good opportunity to repost this information here and make it clear to all my thoughts and purposes of this Blog.

This blog is a collection of information focused mainly on ActionScript and Flash, with emphasis on game development, plus a little bit extra thrown in. It is aimed to be readable by beginners and not only experienced developers.

Articles are typically in one of the following categories:


The posts also strive to be unique. "If you can find it from 100 different sources on Google, there is no use in reposting what is already out there." Though, I may link to good articles, but I try to avoid writing repetitious information, clogging up the already very filled internet.


If there is any part of ActionScript you want more information on, or have an idea for a good blog post, leave a comment in the section below. A blog isn't much use if the information is irrelevant to it's readers.

Cheers,
Andreas J. Renberg
http://iqandreas.blogspot.com/


And now on to SWF Protection! :)

Monday, May 24, 2010

Calvin and Jobs

It seems like these comics have been around for a while, but considering the circumstances, I believe it to be appropriate to "rebump" them.
http://gizmodo.com/5033627/calvin-and-jobs-kick-steves-nuts

These were not made by the original Calvin and Hobbes writer Bill Watterson, but instead by MAD Magazine.

I do not hold any sort of copyright for these images at all. I wasn't satisfied with the original qualities, so I made a few quick touch ups in Gimp. Enjoy...

Calvin and Jobs - 64 Million

Calvin and Jobs - Ads

Calvin and Jobs - Bullies

Calvin and Jobs - New Clothes

Calvin and Jobs - Virtues

Calvin and Jobs - Court Practice

Calvin and Jobs - Trash

Calvin and Jobs - Pixar

Steve Jobs responds regarding Flash

"We also know first hand that Flash is the number one reason Macs crash." [...] "Perhaps Adobe should focus more on creating great HTML5 tools for the future, and less on criticizing Apple for leaving the past behind." — Steve Jobs

Finally, someone from Apple responded to war on Flash in an official statement — Mr. Steve Jobs himself! That letter can be found at http://www.apple.com/hotnews/thoughts-on-flash/

In the letter, Steve Jobs points out six main points why Flash is the enemy that has infested the Internet, and must be weeded out and slaughtered before it kills us all. Here I list the "abbreviated" version of his letter without any personal opinions or replies; I'm saving those for later.

First, there’s “Open” Adobe's products are 100% closed and proprietary. Adobe updates when THEY want to, and sets whatever prices they like. Although Apple has closed products, standards like HTML5, CSS, and JavaScript are entirely open and available to all, and therefore all work with Apple's products.

Second, there’s the “full web”. Almost all popular video on the Internet can be viewed in a newer, more modern format, H.264. Even though users cannot play flash games, there are over 50,000 applications in the App Store, and many of them are free.

Third, there’s reliability, security and performance. Symantec recently highlighted Flash for having one of the worst security records in 2009. We also know first hand that Flash is the number one reason Macs crash. We don’t want to reduce the reliability and security of our iPhones, iPods and iPads by adding Flash. In addition, Flash has not performed well on mobile devices.

Fourth, there’s battery life. Most Flash video is saved in formats which need to be decoded first; this takes up valuable battery life. On an iPhone, H.264 video can play for 10 hours until the battery dies, while most other formats only last the battery 5 hours.

Fifth, there’s Touch. Flash was designed for PCs using mice, not for touch screens using fingers. Apple’s multi-touch interface doesn’t use a mouse, and there is no concept of a rollover. Most Flash websites will need to be rewritten to support touch-based devices.

Sixth, the most important reason. Apple doesn't want any third party standing in between the developer and Apple. If Apple releases new updates, the users have to wait until the third party has updated their software to match, and are at the mercy of the third party. Although Flash is intended to be "cross-platform", Apple is very much against this thinking. Apple wants all their apps MADE FOR the iPhone or iPad, optimized with all the features available to "iProduct" developers, not available to iProducts as a "side feature".


Some of Steve Jobs arguments are a little shaky, and a lot of the time, he is pointing out a flaw in Adobe, while four fingers are pointing right back at Apple. But I'll post counter arguments and opinions on the matter another time.

This article is part 2 of 3 in the series "The Apple vs. Flash Wars"
  1. "Go screw yourself Apple" — Lee Brimelow
  2. Steve Jobs responds regarding Flash
  3. Thoughts on the Steve Jobs reply [in progress]

Tuesday, April 13, 2010

"Go screw yourself Apple" — Lee Brimelow

"Go screw yourself Apple" — Lee Brimelow

Instead of just adding to the oodles of posts out there on Apple's recent move with just another long hateful rant, I will just add my two cents in little paragraph, as well as a few good reads on the matter.


What are you talking about?

Okay, let's start from the beginning.

In the past, to develop iPhone apps, users had to download the "free" (note the quotes) SDK from Apple, which ONLY runs on MAC. In addition, developers had to pay $99 per year to Apple and join the "iPhone Developer Program" in order to publish their apps to the store. The only way to put iPhone apps onto your iPhone is via the apps store (unless you jailbreak the phone, but that may void your warranty)

This was the only way to develop games and applications on the iPhone, and some companies would offer to port the games for a fee.

On October of 2009, at the Adobe MAX conference, Adobe announced that Flash Player CS5 will have the ability to export Flash games and applications to a format that can run natively on the iPhone. Natively means no slow interpreters or emulators, but direct compiling to the iPhone's bytecode. [Ryan Ragona's comprehensive blog post, Lee Brimelow's video, and Adobe's official iPhone apps site]

The compiler upgrade in CS5 was VERY exciting for developers, as not all developers have the time or money to port all their games to the iPhone format or go through each line of code and translate it to Objective-C.


Wohoo! Now even I can make iPhone games!

Not so fast, I haven't come to the bad news yet.

Early April 2009 Apple announced that it is illegal (or whatever legal term they used) to compile your iPhone applications using any other tools then their SDK.