Showing posts with label Become. Show all posts
Showing posts with label Become. Show all posts

Thursday, 29 September 2011

In-Game Ads Become The Target Of Scene Hackers

Devin Coldewey is a Seattle-based writer and photographer. He has written for the TechCrunch network since 2007. Some posts he’d like you to read: The Dangers of Externalizing Knowledge | Generation i | Surveillant Society | Choose Two | Frame Wars | The User’s Manifesto | Our Great Sin His personal website is coldewey.cc. ? Learn More

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The “Scene,” a loosely-knit network of hackers extant in some form or another since the days of diskette-based media, is in many ways the precursor to Anonymous. Unlike that slightly schizophrenic collective, the Scene’s marching orders have always been clear: distribute movies, TV, music, and games within itself — and if they leak to the general public, well, what they do with it is their business.

This rich subculture deserves a post of its own (their ASCII art and NFO banter alone, in fact), but today they are in the middle of making yet another change to the way they strip content of its unnecessary components. First it was NoCD, then it was cracked-DRM, and perhaps now, no-ads.

In-game advertising is kind of a third rail right now in gaming. With many publishers and dev houses under fire for things like day-one DRM, “premium” content that should have been included to begin with, and platform-exclusive items and maps, further exploitation of gaming content might push more gamers towards the dark side. Case in point: a recent update to the long-awaited and well-reviewed Deus Ex: Human Revolution that adds advertisements for the new Star Wars Blu-rays to loading screens, sending users into a frenzy.

Their frustration isn’t hard to understand. They paid for this game. Why are they being advertised to? Why wasn’t this mentioned before? Why activate it now?? Why Star Wars? Will Jersey Shore be next?

While the Scene is ostensibly a private community, it has grown to be a reliable “service” that breaks the fetters publishers add to their content. Originally it was simply about freeing games and programs from their disk-based distribution method, a side-effect of which was the necessity of modifying how the program was installed and run. Later, as games began to check whether the “play” CD or DVD was in the drive, though that disc held no content necessary to run the game, Scene hackers started snipping out the portions of EXEs that looked for the disc. Still later, as more complicated forms of verifying the legitimacy of games and apps developed, an arms race developed. Circumvention methods for StarForce, SecuROM, and always-on DRM have grown increasingly complicated, and the modifications to the games themselves have become extremely sophisticated.

But the goal has always been the same: free the content. Whether it’s for the Navy tech who wants to play Assassin’s Creed 2 while off duty on the carrier, or for the lazy/unscrupulous basement-dwelling game pirate, the principle is the same. Information wants to be free, be it text, graphic, video, or interactive.

In-game ads present a different problem. They don’t limit the functionality of the game; in fact, they are frequently closely integrated with it. Sponsorships, real cars, everyday products, these things often make a game better and more realistic. So no one has really cared to go in and excise the code that puts a Subway ad on the virtual street. Ad-supported gaming on Android is blowing up. Targeted ads on browser-based gaming networks boast huge viewer minutes per display. Yet this addition by Eidos, or whoever made the decision, has been harshly criticized, and a number of cracks and fixes have shown up on the net that address the ad issue.

Why was this time worse than, say, Need For Speed: ProStreet, which rubbed sponsorships in your face and had raceways fairly wallpapered with ads? Because not only are these ads totally unrelated to or integrated with gameplay, but they were added after the fact and without any warning. It’s a breach of trust.

So the “fixes” began to appear. I wouldn’t download any right now, as none of the reputable groups have made a patch, but Reddit user go1dfish has put together a simple guide for Windows that should work. The outpouring of frustration and resultant support from the hacking community suggests a dire future for in-game ads. DRM has grown to be a punishment for legitimate users, and in-game ads will soon be the same way — not because either one is fundamentally a bad thing (even Blizzard’s always-on DRM in Diablo III has some good reasoning behind it), but because companies are going to refuse to implement them reasonably.

There will likely be a bit of an internal war in the Scene over whether a no-ads version of the game is “proper,” as technically the ads may be part of the game. But I remember the in-Scene conflict over CloneDVD groups, which more or less worked itself out as the situation evolved. In the end, ads will be a burden to the user (because publishers have no common sense), and people with the skill to remove them will develop the desire to as well.

DoubleFusion, the firm responsible for the DE:HR ads, says that according to its research,

Three-quarters of gamers surveyed said they feel better about a product advertised in a game and 70% said they feel in-game ads give the company a cutting edge image. Four out of five say they feel games are just as enjoyable with ads.

I’m sure many of us would find something to disagree with there. But my impression is that there simply isn’t enough data right now. In-game ads aren’t nearly as prevalent as banners, text ads, flash ads, interstitials, 30-second spots on Hulu or broadcast, or on-screen placement. It seems unwise to draw conclusions so early in the game, but I would submit that gamers as a demographic are far more technically savvy than the average, and I’m pretty sure that correlates with rejection of online advertisements. In-game ads not being rejected yet speaks more to the scarcity and relative mundaneness of attempts so far. When Chun Li starts chugging Red Bull between rounds and attributing the power of her tatsumakisenpukyaku (I write from memory) to that drink’s refreshing taste and unique blend of… well, you get the idea. Gamers aren’t going to buy it, so to speak.

The decreasing relevance of moddable platforms, however, suggests that this imminent advertising revolt may be a small one. After all, you can’t patch iPhone games, or at least no one but a microscopic set of users are going to. So unfortunately, the process of consumers wising up to tricks like in-game ads is counteracted by the process of them being less and less in control of the platform on which they are advertised to.

They’ll make a ruckus, but like so many boycotts, complaints, and petitions before, they’ll end up buying the game for their favorite console anyway and cursing the publisher for a few seconds the first few times they see an ad. After that, like on every other platform, they’ll cease to perceive the ads as an intrusion, but simply as an unwanted but natural extension of the medium.

So unfortunately, the Scene’s battle against in-game ads won’t result in a groundswell of casual gamers cutting the advertisements out of their games. And the fact is that they are more of a vestigial component of the games distribution system now. Game-as-service is the new word, and things like Valve’s free-to-play TF2 and Call of Duty’s $50 yearly Elite service are likely more representative of the future of gaming. Fairlight, Skidrow, Razor 1911, Myth, Class, and all the rest of the groups are proud holdovers from a simpler time, a marginalized Illuminati of piracy.


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Sunday, 25 September 2011

New Net Neutrality Rules Become Official

The revised Net neutrality rules that the FCC approved in December became official on Friday when they entered the Federal Register. They will take effect on November 20.

Net neutrality advocates have long lobbied for laws that prevent Internet providers from blocking competitive content, charging for faster connections to certain sites, and a slew of other tactics that would destroy the “open web.” Meanwhile, broadband and wireless providers have argued that it’s government regulation — not Internet provider discrimination — that threatens the open web.

While the new rules [PDF] do prevent fixed broadband providers (cable, fiber and DSL) from blocking access to sites and applications, they are different for wireless providers and not as clear as advocates on either side would like.

The rules lay out three basic protections:

Fixed and mobile broadband providers must disclose the network management practices, performance characteristics and commercial terms of their broadband services. No blocking: fixed broadband providers may not block lawful content, applications, services, or non-harmful devices; mobile broadband providers may not block lawful websites, or block applications that compete with their voice or video telephony services. No unreasonable discrimination: fixed broadband providers may not unreasonably discriminate in transmitting lawful network traffic.

When a draft of the rules came out in December, roughly 80 grassroots organizations signed an open letter avowing their disapproval. The letter complained that the Order “leaves wireless users vulnerable to application blocking and discrimination,” uses “unnecessarily broad definitions,” and claims that specialized services “would create a pay-for-play platform that would destroy today’s level playing field.”

Wireless providers, which are in favor of minimal regulation, also complained. Verizon filed an appeal, Sen. Mitch McConnell said that the rules would “harm investment, stifle innovation and lead to job losses,” and the Republican party reportedly started planning its repeal within an hour of the rules’ approval.

The House of Representatives voted to overturn the rules in April, but the resolution is unlikely to pass in the Democrat-controlled senate. President Obama has threatened to veto it even if it does.

Now that the rules are official, however, all parties are free to launch their legal offensives. Get ready for another round of lobbying, damning public statements and lawsuits.

Image courtesy of iStockphoto, enot-poloskun


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Wednesday, 31 August 2011

Garmz Pivots To Become Lookk, Aims To Disrupt Fashion Industry Cycle

TechCrunch Europe is edited by Mike Butcher (FRSA, Fellow of the Royal Society of Arts). As well as editing TechCrunch Europe, Mike is involved in a project to bring European technology entrepreneurs and investors together in a club environment called TechHub (@TechHub), in London initially. A long time journalist, Mike has written for UK national newspapers and magazines including... ? Learn More

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Like a catwalk model pivoting on the runway, Garmz, a startup which allows upcoming fashion designers to cut out the traditional network of buyers and sell clothes straight to consumers, is today rebranding as Lookk and announcing new Seed investment.

Eden Ventures has taken the lead on the investment. Terms were undisclosed but sources say Eden went in for just over £500,000. Other Angels investors have joined the round including 500 Startups founder Dave McClure, Kima Ventures, and Angel investors Sherry Coutu, Richard Titus, Tom Hulme and Net-a-Porter founder Carmen Busquets. The startup is a former 2010 Seedcamp winner and took the standard £50,000 investment then.

Lookk lets new fashion designers upload designs – these are then voted on by consumers. The winning designs are produced by Lookk own in-house operation with Lookk responsible for the the manufacturing, distribution and disbursement of the pieces, including all associated costs.

As you can imagine there are lots of aspiring fashion designers who would jump at such a chance to leap-frog the relatively slow-moving fashion industry.

Andreas Klinger, co-founder and COO of Lookk, says the name change does not mean a change in business model or direction of the company, but more an attempt to better reflect its appeal to designers. The new site is certainly a lot better looking that the previous incarnation.

He explains that it takes several years to gain a reputation as a fashion designer amongst the buying networks. “Buyers can’t trust new designer’s names to sell so they can’t stock their clothes and consumers can’t buy it LooKK addresses this issue by bribing designers and consumers together,” he said.

However I think the social aspect of Garmz wasn’t going as viral as perhaps it might. The site has 16,000 Facebook fans, so not as many as one might think after a good year of operation. This perhaps explains the re-brand.

The site also faces some competition of sorts. NotJustALabel.com is a marketplace for avant-garde fashion, for instance. However, no other site does the entire end-to end process all the way up to the making of the designs. This creates a barrier to entry against competition, which Lookk can exploit.

McClure says they verbally agreed informal terms a year ago, but documentation took longer than expected. He says the team combines “Great design sensibility, SEO structure – a good combination of tech an visual design skills. It’s rare to find a combination of hacker and hipster skills in the one team at the same time. And I’m psyched about crowd sourcing plays like Lookk.”

The startup is the brainchild of Tamas Locher, Andreas Klinger and Gilbert Wedam.


LOOKK (formerly Garmz) enables new design talent to reach their customers and start building their brand. As well as empowering customers to discover a previously unseen section of the...

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Thursday, 25 August 2011

Lenovo COO Jumps Ship To Become President And CEO At Chip Maker AMD

Robin Wauters currently works as a staff writer for TechCrunch and lead editor of Virtualization.com. Aside from his professional blogging activities, he’s an entrepreneur, event organizer, occasional board adviser and angel investor but most importantly an all-round startup champion. Wauters lives and works in Belgium, a tiny country in Europe. He can often be found working from his home or... ? Learn More

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Chip manufacturer Advanced Micro Devices (AMD) has named Rory P. Read its new president, CEO and board member, effective today. Read joins AMD from PC maker Lenovo, where he worked for five years and most recently served as president and COO.

Thomas Seifert, who served as AMD’s interim CEO since January 2011, will return to his role as SVP, Chief Financial Officer.

Seifert replaced Dirk Meyer, who led the team that designed and developed the Athlon processor and went on to become CEO at AMD until he was ousted in January 2011, following a dispute with the board about AMD’s direction.

The search for a new CEO took AMD, which rivals Intel, took over half a year but has now finally come to an end with the appointment of Read.

At Lenovo, Rory P. Read worked his way up to the role of president and COO in 2009, and helped turn Lenovo into the world’s fastest growing major PC manufacturer. Prior to Lenovo, Read spent 23 years at IBM, where he held a range of management positions.

According to Lenovo’s website, Read was “responsible for driving growth, execution, profitability and performance across a global $16 billion enterprise encompasing (sic) 160+ countries”.

AMD has not brought to market microprocessors designed for modern-day smartphones and few for tablet computers, focusing instead on desktop PCs, laptop, server, game console and graphics chips. We’re curious to see where AMD will be heading under its new leadership.

AMD will host a conference call today at 9:15 AM PST regarding the hire.

AMD shares are up almost 5% on the news in early trading.


AMD is an American semiconductor company that develops computer processors and related technologies for both commercial and consumer markets. They produce primarily microprocessors, motherboard chipsets, embedded processors, and...

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Lenovo Group Limited, an investment holding company, engages manufacture and distribution of IT products and services. It offers laptops, desktops, workstations, servers, batteries and power, docks and port replicators,...

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