Archive for March, 2008

I had some really f***d up problems yesterday with my wordpress installation while running a backup. So i decided to take the risk and rush forward to Wordpress 2.5. The upgrade process was impressing easy and fast. Thanks to the Wordpress-Dev-Team.

I had to disable some of my plugins but besides this issue it just works.

Sorry if the page was not accessible yesterday evening :D

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A must-read here

Full quote:

Recently there has been a lot of talk about how piracy affects PC gaming. And if you listen to game developers, it apparently is a foregone conclusion - if a high quality PC game doesn’t sell as many copies as it should, it must be because of piracy.

Now, I don’t like piracy at all. It really bugs me when I see my game up on some torrent site just on the principle of the matter. And piracy certainly does cost sales. But arguing that piracy is the primary factor in lower sales of well made games? I don’t think so. People who never buy software aren’t lost sales.

Is it about business or glory?

Most people who know of Stardock in the gaming world think of it as a tiny indie shop. And we certainly are tiny in terms of game development. But in the desktop enhancement market, Stardock owns that market and it’s a market with many millions of users. According to CNET, 6 of the top 10 most popular desktop enhancements are developed by Stardock. Our most popular desktop enhancement, WindowBlinds, has almost 14 million downloads just on Download.com. We have over a million registered users.

If you want to talk about piracy, talk about desktop enhancements. The piracy on that is huge. But the question isn’t about piracy. It’s about sales.

So here is the deal: When you develop for a market, you don’t go by the user base. You go by the potential customer base. That’s what most software companies do. They base what they want to create on the size of the market they’re developing for. But not PC game developers.

PC game developers seem to focus more on the “cool” factor. What game can they make that will get them glory with the game magazines and gaming websites and hard core gamers? These days, it seems like game developers want to be like rock stars more than businessmen. I’ve never considered myself a real game developer. I’m a gamer who happens to know how to code and also happens to be reasonably good at business.

So when I make a game, I focus on making games that I think will be the most profitable. As a gamer, I like most games. I love Bioshock. I think the Orange Box is one of the best gaming deals ever. I love Company of Heroes and Oblivion was captivating. My two favorite games of all time are Civilization (I, II, III, and IV) and Total Annihilation. And I won’t even get into the hours lost in WoW. Heck, I even like The Sims.

So when it comes time to make a game, I don’t have a hard time thinking of a game I’d like to play. The hard part is coming up with a game that we can actually make that will be profitable. And that means looking at the market as a business not about trying to be “cool”.

Making games for customers versus making games for users

So even though Galactic Civilizations II sold 300,000 copies making 8 digits in revenue on a budget of less than $1 million, it’s still largely off the radar. I practically have to agree to mow editors lawns to get coverage. And you should see Jeff Green’s (Games for Windows) yard. I still can’t find my hedge trimmers.

Another game that has been off the radar until recently was Sins of a Solar Empire. With a small budget, it has already sold about 200,000 copies in the first month of release. It’s the highest rated PC game of 2008 and probably the best selling 2008 PC title. Neither of these titles have CD copy protection.

And yet we don’t get nearly the attention of other PC games. Lack of marketing on our part? We bang on the doors for coverage as next as the next shop. Lack of advertising? Open up your favorite PC game publication for the past few months and take note of all the 2 page spreads for Sins of a Solar Empire. So we certainly try.

But we still don’t get the editorial buzz that some of the big name titles do because our genre isn’t considered as “cool” as other genres. Imagine what our sales would be if our games had gotten game magazine covers and just massive editorial coverage like some of the big name games get. I don’t want to suggest we get treated poorly by game magazine and web sites (not just because I fear them — which I do), we got good preview coverage on Sins, just not the same level as one of the “mega” titles would get. Hard core gamers have different tastes in games than the mainstream PC gaming market of game buyers. Remember Roller Coaster Tycoon? Heck, how much buzz does The Sims get in terms of editorial when compared to its popularity. Those things just aren’t that cool to the hard core gaming crowd that everything seems geared toward despite the fact that they’re not the ones buying most of the games.

I won’t even mention some of the big name PC titles that GalCiv and Sins have outsold. There’s plenty of PC games that have gotten dedicated covers that haven’t sold as well. So why is that?

Our games sell well for three reasons. First, they’re good games which is a pre-requisite. But there’s lots of great games that don’t sell well.

The other two reasons are:

  • Our games work on a very wide variety of hardware configurations.
  • Our games target genres with the largest customer bases per cost to produce for.

We also don’t make games targeting the Chinese market

When you make a game for a target market, you have to look at how many people will actually buy your game combined with how much it will cost to make a game for that target market. What good is a large number of users if they’re not going to buy your game? And what good is a market where the minimal commitment to make a game for it is $10 million if the target audience isn’t likely to pay for the game?

If the target demographic for your game is full of pirates who won’t buy your game, then why support them? That’s one of the things I have a hard time understanding. It’s irrelevant how many people will play your game (if you’re in the business of selling games that is). It’s only relevant how many people are likely to buy your game.

Stardock doesn’t make games targeting the Chinese market. If we spent $10 million on a PC game explicitly for the Chinese market and we lost our shirts, would you really feel that much sympathy for us? Or would you think “Duh.”

You need a machine how fast?

Anyone who keeps track of how many PCs the “Gamer PC” vendors sell each year could tell you that it’s insane to develop a game explicitly for hard core gamers. Insane. I think people would be shocked to find out how few hard core gamers there really are out there. This data is available. The number of high end graphics cards sold each year isn’t a trade secret (in some cases you may have to get an NDA but if you’re a partner you can find out). So why are companies making games that require them to sell to 15% of a given market to be profitable? In what other market do companies do that? In other software markets, getting 1% of the target market is considered good. If you need to sell 500,000 of your game to break even and your game requires Pixel Shader 3 to not look like crap or play like crap, do you you really think that there are 50 MILLION PC users with Pixel Shader 3 capable machines who a) play games and b) will actually buy your game if a pirated version is available?

In our case, we make games that target the widest possible audience as long as as we can still deliver the gaming experience we set out to. Anyone who’s looked at the graphics in Sins of a Solar Empire would, I think, agree that the graphics are pretty phenomenal (particularly space battles). But could they be even fancier? Sure. But only if we degraded the gaming experience for the largest chunk of people who buy games.

The problem with blaming piracy

I don’t want anyone to walk away from this article thinking I am poo-pooing the effect of piracy. I’m not. I definitely feel for game developers who want to make kick ass PC games who see their efforts diminished by a bunch of greedy pirates. I just don’t count pirates in the first place. If you’re a pirate, you don’t get a vote on what gets made — or you shouldn’t if the company in question is trying to make a profit.

The reason why we don’t put CD copy protection on our games isn’t because we’re nice guys. We do it because the people who actually buy games don’t like to mess with it. Our customers make the rules, not the pirates. Pirates don’t count. We know our customers could pirate our games if they want but choose to support our efforts. So we return the favor - we make the games they want and deliver them how they want it. This is also known as operating like every other industry outside the PC game industry.

One of the jokes I’ve seen in the desktop enhancement market is how “ugly” WindowBlinds skins are (though there are plenty of awesome ones too). But the thing is, the people who buy WindowBlinds tend to like a different style of skin than the people who would never buy it in the first place. Natural selection, so to speak, over many years has created a number of styles that seem to be unique to people who actually buy WindowBlinds. That’s the problem with piracy. What gets made targets people who buy it, not the people who would never buy it in the first place. When someone complains about “fat borders” on some popular WindowBlinds skin my question is always “Would you buy WindowBlinds even if there was a perfect skin for you?” and the answer is inevitably “Probably not”. That’s how it works in every market — the people who buy stuff call the shots. Only in the PC game market are the people who pirate stuff still getting the overwhelming percentage of development resources and editorial support.

When you blame piracy for disappointing sales, you tend to tar the entire market with a broad brush. Piracy isn’t evenly distributed in the PC gaming market. And there are far more effective ways of getting people who might buy your product to buy it without inconveniencing them.

Blaming piracy is easy. But it hides other underlying causes. When Sins popped up as the #1 best selling game at retail a couple weeks ago, a game that has no copy protect whatsoever, that should tell you that piracy is not the primary issue.

In the end, the pirates hurt themselves. PC game developers will either slowly migrate to making games that cater to the people who buy PC games or they’ll move to platforms where people are more inclined to buy games.

In the meantime, if you want to make profitable PC games, I’d recommend focusing more effort on satisfying the people willing to spend money on your product and less effort on making what others perceive as hot. But then again, I don’t romanticize PC game development. I just want to play cool games and make a profit on games that I work on.

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Der CCC hat sich mal wieder mit dem Thema Fingerabdrücke auseinandergesetzt.

Interessant wie ich finde:

Der CCC Biometrie Artikel

CCC and Schäubles Fingerabdruck

ARD Reporter im EDEKA-Test auf YouTube

Heise.de zum Thema CCC und Schäubles Fingerabdruck

Zeit.de zum Thema CCC und Schäubles Fingerabdruck

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I have written about Leopards Quarantine flag for downloaded files some weeks ago.

During the research in those days i have found a nice idea by Henrik using folder Actions to solve that issue. Read here how he solved it.

I have tweaked his Folder Actions Script a little bit. Basicaly i have just added Growl Support. You can find the Folder Script Ignorantenprogramm here.

Ok, if you are new to Folder Actions that might sound like a way over your head, but it isn’t. Lets take a look how to use it.

Installation:

  • Download Ignoratenprogramm.scpt
  • Open Finder and goto “/Users/yourUsername/Library”
  • Create a folder “Scripts” if it is not already there
  • Open that new Scripts folder
  • Create a new folder “Folder Action Scripts”
  • Save Ignorantenprogramm to this new folder

Installation is done. To get Ignorantenprogramm working you need to define an Action Folder now.

Configure Folder Action:

  • Right-click the desired Folder (most likely your Download Folder)
  • Select “More”
  • Select “Configure Folder Actions”
  • Select your Download folder in the folder-column of Folder Action Setup window
  • Choose Ignorantenprogramm as script in the script column of Folder Action Setup window
  • Close the dialog

Using:

Now lets make a test.

Download a new file to your Download Folder. If the download has finished you should see a Growl notification that the quarantine flag of this file is ignored now.

The final test:

Open that new file and see if you still see the Mac OS X Leopard quarantine question.

Hope you enjoy it.

Edit: forgot to poste the code

Code:


– Ignorantenprogramm

– Description:
– * Ignoratenprogramm is an appleScript based Folder Action

– Function:
– Ignoratenprogramm deletes the quarantine flag of files stored into an folder
– using this Folder Action.

– basic idea:
– http://henrik.nyh.se/2007/10/lift-the-leopard-download-quarantine

on adding folder items to thisFolder after receiving addedItems

– repeat
repeat with anItem in addedItems
set anItem’s contents to (quoted form of POSIX path of (anItem as alias))
end repeat

– define
set AppleScript’s text item delimiters to ” ”

– save path as string
set myPath to addedItems as text

– run ignore command
do shell script “xattr -d com.apple.quarantine ” & myPath

– Output using Growl
try
tell application “GrowlHelperApp”
set the allNotificationsList to ¬
{”Test Notification”}
set the enabledNotificationsList to ¬
{”Test Notification”}
(register as application ¬
“Ignorantenprogramm” all notifications allNotificationsList ¬
default notifications enabledNotificationsList ¬
) notify with name ¬
“Test Notification” title ¬
“Ignorantenrogramm” description ¬
“quarantine niformation of file: ” & myPath & ” ignored.” application name “Ignorantenprogramm”
end tell
on error
– Problem using growl
display dialog “Ignorantenprogramm had problems using Growl with file: ” & myPath with title “Ignorant” with icon 1 buttons {”Ok”} giving up after 5
end try
end adding folder items to

Yeah that wasn’t that much work, but i was curious how easy it would be to use it myself. Guess my AppleScript focus should be back to Tierprogramm now.

Need more examples about using Folder Actions ? Check this link

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as the topic already points out … there is a new release of Tierprogramm.

For a detailed listing of changes check the changelog.txt provided with the download-archive.

I hope this release is bug-free but like always … feel free to give feedback. I am open for new feature requests, critic and anything else.

Download Link

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wow, feeling honored.

Just realized that my little Tierprogramm is listed in the Links section of Phil Harvey’s Exiftool

I am really wondering how that happened. Big thanks for the unexpected support :)

Looks like i can upload an updated version this weekend.

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Collegue at work forwarded this url and i have to call it the URL of the Day.

Basically its a homepage which collects custom Quick look Plugins.

Its a must for Quick Look lovers

Edit:

Regarding installation:

Those plugins do have a .qlgenerator extension. You can copy them to:

  • /Library/QuickLook/
  • /Users/yourUser/Library/QuickLook/

I have choosen the second location, so i was forced to create the folder first.

To get them working you need to restart, relogin or just running the following command in terminal.app:

qlmanage -r

I am using the zip, applescript, folder, pkg and chm plugins at the moment.

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Found an older review from Paul Thurrott about Vista SP1.

If you havent checked other sources yet, it could be at least somehow helpful.

My vista installation at work is already SP1′d and it seems like i dont have a single real problem with it. Great.

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Raw copy/quote from macosxhints.com:

If you don’t want to manage server lists for tab completion with ssh, put the following line in your .bash_profile file in your home directory:

complete -W “$(echo `cat ~/.ssh/known_hosts | cut -f 1 -d ‘ ‘ | sed -e s/,.*//g | uniq | grep -v “\["`;)" ssh

This will allow you to tab complete any hostname you've previously ssh'd to.

[robg adds: This worked as described for me. The complete command is a built-in bash function that lets you specify lists of options to be used with tab completion on a given command. The version above parses your known_hosts to create the list of options. You can read more about the complete built-in function in the bash man pages -- man bash, then search for the section titled Programmable Completion.]

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I have found a German - english dictionary plugin for Mac OS X5.

You can read more about the plugin here.

Quote from the project:

This package enhances Mac OS X Leopard’s (10.5) Dictionary.App by providing the complete german-english vocabulary from the fabulous dict.cc dictionary for offline use.
It works great in Dictionary.App and other core OS X services like Spotlight or Dictionary-Widget.

Well the bad news at the end:

This is limited to 10.5, as dictionary in 10.4 does not supports plugins.

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