NYT on “pay up or wait” freemium games

In my prior post, I detailed how (from my perspective) Rovio has managed to just about ruin what had been one of the best game franchises in history: Angry Birds. The crux of the problem was the introduction of in-app purchases that are now required to get the best scores — combined with incessant nagging during game play to get you to spend money on these purchases. This strategy may be working well for Rovio’s short-term profits, but it comes at a cost that may well have a long-term negative effect.

As gamers no doubt know, this is not just restricted to Angry Birds. As it turns out, the front page of yesterday’s New York Times ran an article about increasing complaints regarding the spread of “freemium” games — where you download the game for free but then have to shell out significant money to actually play it:

…the freemium model is encountering some resistance. Regulators here and overseas are taking a closer look at whether some free games mislead consumers about the true costs of playing them and whether vulnerable players, like children, might be duped into spending money.

I don’t entirely oppose the idea of freemium apps. They can even be a good way to allow a “try before you buy” method for distributing a game. For example, after downloading a free game, you could play the first 5 levels, but then have to pay a reasonable fee to unlock the remaining levels.

What I object to is, as described in the New York Times article, more like the situation for the recently released Dungeon Keeper app:

The free mobile version of the game began its solicitations for in-app purchases early and with gusto. Players faced waits of 24 hours to dig out sections of earth to create their dungeons unless they spent real money to accelerate the process. A demon character taunted them to pay up.

Let’s hope that game developers, such as Rovio and Electronic Arts, begin to see their miscalculations here and that the pendulum begins to swing back in the other direction. I doubt freemium games will vanish from the landscape, but they can be made much less annoying, misleading, demanding and intrusive.

Noah? No

Here’s a footnote to my prior article on Cosmos and God:

If ever there was a Bible story that makes absolutely no sense, it is the story of Noah. It’s so easy to find logical fallacies in the telling that it hardly seems worth the trouble to do so. However, Noah has recently received more than his usual amount of attention, thanks to the Darren Aronofsky movie starring Russell Crowe. An assortment of articles (such as this one) debate the story’s “accuracy.” Several Christian groups are alarmed at the movie’s supposed misrepresentations.

Although there’s not much I can add that has not already been said, I’ll offer a few personal thoughts anyway:

• In Genesis 6-9, God expresses his regret at creating “man” because all men have become evil and wicked. Really? Isn’t God perfect? If so, how could he create something he later regrets?

As an aside: Can you imagine what would happen if someone alive today claimed to be having conversations with God similar to what Noah had? They would almost certainly be declared insane.

• Can it really be true that everyone on earth was evil at the time of Noah, as God asserts in Genesis? What about newborn children? What about most children really? What about the people in distant parts of the world that were unaware of what was going on in the Middle East?

Did everyone really have to die to appease God here? Why couldn’t God have selectively destroyed just the truly evil people, similar to what he did when the Egyptian first-born were slain — as told in Exodus and recalled by Jews every Passover? For some reason, this was apparently not a possibility.

Instead, if the story is true, God executed the biggest act of genocide in history (as others have pointed out).

• Moving on to the specifics of the flood (and again as has been pointed out by others), it would be impossible for the ark to contain a pair of every living creature. There were just too many. It would certainly be impossible for them all to survive for the duration that the ark was afloat. For starters, the varying ecological requirements for each species would prevent this.

Digging a bit deeper, what about the polar bears in the Arctic, the penguins in Antarctica, or all the animals unique to Australia? What about species that live exclusively in caves? Or in the jungles of South America? Did they somehow make it to the ark? If so, how? And if not, how do we explain their existence today?

On a smaller scale, consider insects. There are “more than 925,000 species of insects that scientists have identified. Still, this represents only 20 percent of all species believed to exist” today. Were all of these species on the ark? What about all the microscopic organisms that existed at the time? Were these “paired up” and put on the ark? Not likely.

Yes, one could argue that God intervened, in some miraculous way, to allow all these animals to board the ark, co-exist and survive until the flood waters receded. But resorting to miracles is a slippery slope. If God could use a miracle to accomplish something like this, why require an ark at all? Why couldn’t God have instead used his miraculous powers to keep the necessary animals alive without an ark? Wouldn’t that have been much simpler?

I am sure that the people who take the Noah story literally have invented answers to respond to all of these questions. But that’s the point. They are “invented” answers. They are suppositions. They have no basis in fact.

My view here extends beyond the story of Noah to the Bible as a whole. Rather than viewing the Bible as literal historical truth, it makes more sense to view it as a collection of stories created by humans in an attempt to comprehend the world back when humans had very little knowledge about how the world really worked.

Consider this: From the time the New Testament Bible was written, it would take about 1,500 more years before we came to accept that the earth revolved around the sun and not the reverse. It is only in the last two centuries that we’ve come to understand that stars are actually distant suns light-years away from earth. At the other end of the spectrum, it took us the same 1,500 years to discover that microscopic organisms exist and the critical role they play in our lives. It’s been less than 100 years since we broke the genetic code and began to truly comprehend how reproduction and inheritance work. In that context, it’s not surprising that people might take the story of Noah seriously thousands of years ago. But not anymore.

Presumably, an omniscient God, present at the time of Christ, knew that someday we would “discover” bacteria, DNA, computers, space travel, black holes and all the rest that makes up modern science — including many things we have yet to discover. And yet the Bible makes no mention of any of this. Rather, as you would expect from a document written by humans, it is restricted to the (very limited and often incorrect) knowledge humans had at the time.

That’s why for me, rather than come up with torturous explanations for the contradictions and impossibilities contained in the Noah story, it makes far more sense to accept the obvious: The story amounts to a folk tale, a fable, a legend, a morality lesson. Call it whatever you want. Just don’t call it true.

MacFixIt is gone

MacFixIt is gone.

Sometime last week, apparently without any formal announcement (aside from a tweet), CNET dropped the MacFixIt name from its site. As of now, if you go to www.macfixit.com, it takes you instead to CNET>Computers.

In response, Topher Kessler, who had been the primary contributor to MacFixIt under CNET, has started a new troubleshooting-focused site called MacIssues. I wish him luck.

I began MacFixIt in 1996. After managing the site for four years, and watching it grow to a level I had never imagined possible, I sold MacFixIt to TechTracker in 2000. I remained as editor until 2002. I continued to write a monthly column (mac.column.ted) for MacFixIt until 2009. Beyond that, after resigning as editor, I no longer had anything to do with the site.

TechTracker did a fine job of maintaining MacFixIt in the years after my departure. I felt a bit like the parent who nurtures their child until adulthood and then watches as the child continues successfully out on their own. [To read my look back at MacFixIt’s first decade (1996-2006), as originally posted on the site, click here.]

In 2007, CNET purchased TechTracker, including MacFixIt. This resulted in a dramatic transformation of MacFixIt. In my opinion, it was not a good change. While the MacFixIt name was retained, the site soon lost its distinct character. It was even hard to find the “site,” if you didn’t already know the URL; it was awkwardly located under the “Reviews” section of CNET. After a while, it seemed to me that there was little point in CNET keeping the MacFixIt name alive. I guess CNET finally came to the same conclusion.

[Note: Most of the site’s content remains on CNET, at least for now (for example, click here). However, you’ll likely have to do a Google search to find any of it.]

MacFixIt had a great run. It survived 18 years, almost to the day. That’s a very long time in Internet years. I remain quite proud of the site and all that it accomplished.

I’ve said goodbye to MacFixIt in various ways over the years. The time has now come for me to give it my last goodbye.

Letterpress “house rules”

Recently, Jim Biancolo alerted me to an article he posted regarding informal “house rules” for playing Letterpress. The article linked to two other similar postings by other players (Brent Simmons and Daniel Jalkut). As a fan of this great game (I’ve previously written two articles on Letterpress strategy), I want to offer my thoughts regarding these “rules.”

First off, I completely agree with two of the rules cited by the above players:

• If you win a game, let your opponent go first on a rematch. That is, allow the loser the advantage of the first move on the next game. Usually, this happens automatically in games I play, as the loser challenges the winner for a rematch.

• Don’t use any “cheater” apps or websites while playing a game. This should be obvious. There’s a reason they call these programs “cheats.” And that’s the reason you should stay away from them. After the game is over, it’s okay to look at them to potentially learn words you might have otherwise played. But not during the game.

There is one minor exception to this for me. I am still waiting for Loren to update Letterpress (as he previously informed me he was planning to do) so that you can check the validity of a word when it is your turn. As it now stands, you can only do this when it is your opponent’s turn. If you enter a valid word when it’s your turn, it plays…period.

There are many times when I want to know if a word is valid without necessarily playing it. In fact, there are times when I have no intention of ever playing a given word. I instead want to know if I need to worry about my opponent playing it. So, in such cases, I look up the word. I don’t consider this cheating.

As to the rest of the suggested rules, I generally do not agree with them. In particular:

• I wouldn’t end a game in a tie after 50 moves. Rather, I plow on until someone wins or resigns.

• I don’t consider it off-limits to play a word like STOPPED if my opponent plays a similar word of the same length, like STOPPER. I especially wouldn’t consider abiding by this when I have no idea if my opponent is doing so, as is usually the case.

Similarly, I make no effort to avoid playing a word with a prefix or suffix added to my opponent’s word. I do check to see if there is a better word I could play instead. But if I can’t find one, I would have no hesitation about playing REACTIONS, for example, after my opponent played REACTION.

More than that, I believe this is a positive part of the strategy of the game. For example, I might see that the words STOPPER, STOPPERED, STOPPERS, STOPPED and STOPS are all available. Before I would play any of those words, I try to think through the implications of my opponent playing the other words in response. Figuring out how best to play the sequence takes skill. Perhaps the best strategy will be not to play any of the words until your opponent plays one first.

Such sequences sometimes lead me to try unusual approaches. For example, there are situations where I might play ADVISE even though I know ADVISES is playable. The reason is that I see that ADVISED is also available. By playing ADVISE, if my opponent replies with ADVISES, I can come back with ADVISED. If I played ADVISES first, and my opponent played ADVISED, I would have no come back.

• Finally, I don’t try to win with the smallest possible advantage. To the contrary, I go for the largest margin of victory I can get. Once again, I view knowing how to maximize your win as part of the skill of the game. However, I do have a limit. The limit is I will not unduly prolong a game simply to up the score differential. Once it’s clear that I have the game won, I try to expedite the ending. However, if I see a game ending in about the same number of moves, and I wind up with a bigger score by using word A rather than word B, I will take word A every time.

One rule I would add to the list:

• If you give up on a game, resign. Don’t just abandon the game and leave your opponent dangling, unsure if you ever intend to play again.