Apple Tech Support Since 1995
Gaming
ngmoco and the freemium model
Mar 11th
I just read this article about ngmoco’s freemium model and I sincerely disagree with their stance. They clearly point out the advantages of playing for free but what they are overlooking is what we want and why we think they’re tricking us. I will attempt to explain why we think we’re being tricked. When we buy a game, we know we can play it from beginning to end. However, if we’re given a game for free we know that somewhere down the road the company will want money for their time and effort, which they rightly deserve. This freemium model doesn’t tell us what we’re paying for the game, I don’t want to buy items within the game like food of guns. I want to pay a flat fee. What’s the ceiling on a freemium game? Could I pay $100 for a freemium game if I continue to buy add-ons? That’s why we think it’s a trick. We want to know what it costs to play the game from beginning to end, not daily.
I would like to offer a possible solution to the freemium model that many of us don’t like. Rebrand the freemium model into something that includes the first level with 10 stages. Not a timed demo or limited first level, but give me the first full level with all the perks for free. And if I love the game I will pay $0.99 for Level 2 (10 stages), and I will pay $0.99 for level 3 (10 stages). No one wants to buy health or guns or mushrooms. We want a full experience; not to be given the opportunity to spend $50 on these games. The freemium model kept me from spending $10 on TouchPets (which is what I expected it to cost) when it came out because the freemium model cripples the game. Sure you can get to the end, but expect it to take longer. That’s not fun.
One thing my freemium model allows you to do is build the first two levels of more games; give away the first level; one month later release level 2 for $0.99. If you have 30 games on the market you know which ones to continue to develop for because those are the ones that are selling levels. So instead of developing 5 or 10 games with all their levels and charging for items, develop more games with a higher diversity and make more game play available as that game pays for itself.
My daughter was very excited about TouchPets, until it came out and she was required to buy dog food. Before I could even tell her that she’s not to make in-app purchases she said she didn’t want to play the game because it made her wait. Now ngmoco could argue that I could have bought her some food, but where does it end? In the article they even mention the Black Market. Really, you’re going to convince me that your model works because another game has a Black Market? We don’t like an open-ended payment scale for these games. We want a flat fee for unlimited play, even if we’re only buying it one level at a time. But each level will be unlimited to me.
I hear plenty of whiners complain about the price of $2 games and those people must be ignored. I’ve paid $10 for many iPhone games and more than $30 for a couple utilities. If people wait a week for a game price to drop it’s because they’ve been trained that’s what will happen. And as much as this country is a democracy we don’t want to be told we’re paying to support the people who weren’t willing to pay for the game.
I suppose they already know this and are just trying the pay-for-food-and-health model to see if it makes them more money than the other models. However, it has made many of us leery of their games because we don’t know what they cost. And don’t tell me that they’re free.
How do you play video games like GTA?
May 13th
I’m certain that I do things that others don’t when it comes to games like Halo and GTA. When I used to play campaign with my nephew he would shoot the Marines for fun and it would bother me. I told him not to do that, not because the Marines were helpful but because they were on our side and they communicated with us. When I started playing GTA4 a couple weeks ago I would run a lot, look for parked cars to jack and avoid all pedestrians. I never run over pedestrians for fun, or shoot them or anything like that. I will take someone’s car to speed up the story.
I’ve even tried to finish a GTA4 mission without killing cops, I did however shoot them in the leg (Terminator style). The game didn’t let me, no problem, I kill them all and escape. Maybe I could have knocked them out or something else but I didn’t try. I assume the mission was designed to have me kill them, in the game to police aren’t that respectable.
I don’t mind the violence, I still attempt to make a decent decision. It’s just a game and the majority of it fun, that which isn’t fun is just neutral (doesn’t affect me either way).
Xbox Live is five years old. I was an early Beta tester.
Nov 15th
I purchased my Xbox Live Starter Pack on 9/20/2002 for $49.95. I remember receiving it not to long after. It came with some cool stuff, at least I thought it was at the time. It came with a t-shirt that read “I’ve got great hands”, headset and adapter, orange memory card, carrying case and beta games. I continued to receive a few Beta Disks over the next few weeks.
I signed up with the gamertag “thexboxjedi”. I found that referring to myself as an Xbox Jedi gave people the impression I was good. It made me a target which didn’t help because I wasn’t that good, but I love to play. So I changed it to “themacjedi” shortly after the Xbox 360 came out.

My 5 year experience with Xbox Live has been awesome. I have a few friends on Live that joined because of me. I played games online with my Mac before I had Live but it wasn’t no where near as cool. Being able to talk to all of the players is a fantastic thing. There are always going to be people who you don’t want to hear and Live handles that.
The new Live with the 360 is a significant improvement. I enjoy it every day.
Xbox 360 Chatpad
Sep 24th
The Xbox 360 Chatpad comes in the Xbox 360 Messenger Kit with a headset. The headset is better than the previous headsets because the controller is inline. As an owner of the wireless headset and 3 of the previous headsets, the new headset is inconsequential.
Let’s start with the Chatpad Positives:
To go from having to use the virtual keyboard to an actual keyboard is fantastic. When pressing keys you get audible feedback from the TV. All of the keys that would need are there, including a few you may never use. It fix snugly onto your controller and feels very solid. It has a headset jack on the front to plug your new headset into. The keys light up for dark room use.
Now the Chatpad Negatives:
The Chatpad is designed with the white controller in mind. Therefore when attaching it to the new Black, Blue, Pink or Halo controller it looks very poorly thought out. For example, with such a small keyboard footprint they should have designed the casing with the grey color most of the controllers have and made the keyboard white or shiny (like the Guide button) with black letters. This would have increased the contrast significantly. I find I have to focus on the keyboard more than normal because of the current contract. It’s difficult to read and I have 20/15 vision.
Chatpad Wrapup:
It’s great to have a keyboard. I’m looking forward to the next version that might be a neutral color with a high contrast keyboard.
Additional Thoughts:
I believe the Chatpad was designed for an upcoming Xbox 360 Web Browser. They are marketing it as a Messenger solution but I can’t find people who use Messenger.
Bungie Podcast about Artificial Intelligence
Aug 25th
In the latest podcast from Bungie, they explore the nuances of artificial intelligence. While out to dinner with my wife last night, I was explaining some of the more interesting comments on the show. I was explaining about the ‘if – then” and she said it will never be like humans until they make mistakes. She gave an example of someone walking up to a door and pushing on it, then looking around and pushing on it again, then pushing on the door next to it. When the door has a sticker on it that says “Pull.”
This got me thinking, maybe she’s right, maybe artificial intelligence will never be human-like until it incorporates artificial ignorance.
AI&I (Artificial Intelligence & Ignorance). I know characters can make several right decisions, but what about wrong decisions. Like running for it when they should have stayed still. What about shooting at their buddies when they come around a corner and get startled? What about forgetting to reload after each battle and running out of ammo in the next battle?
I want to see an enemy run towards me, start shooting and run out of ammo after 2 shots. Then I beat them down while they’re reloading.
Fable and Crackdown, Seperated at birth.
Jul 13th
I’ve written several articles about the similarities between TV shows, LOST and Earth 2, Kyle XY and John Doe, including a few small ones. Today’s article is about two video games that have too much in common for it to be just a coincidence.
One of my favorite games of all time is Fable for the original Xbox. I loved the atmosphere of the game, the music, the mystery. It might not have been everything they originally intended it to be but that didn’t concern me. The game is very much an Action RPG. Since I don’t care for your typical RPG I was surprised how much I like it.
So a couple months ago I picked up Crackdown for the same reason most people picked it up. What I didn’t know was that Crackdown was an Action RPG. But not any Action RPG, an Action RPG that was separated at birth from Fable.
There are so many similarities that I can’t believe no one has written about them. So let me provide a few similarities and differences.
Similarities:
1. Central hub of the world, (F) The Guild, (CD) The Keep.
2. Several cities to explore, with different missions for each.
2. Killing enemies releases glowing experience orbs that follow you and are used to level up.
3. As your character levels up they physically change in size.
4. Attacking Guards or Peace Keepers will have all of them attacking you.
5. Use Cullis Gates and Supply Points to move from one locations to another.
6. You level up several major areas of your strength, skill, agility and will.
Additional Similarities:
First – In both Crackdown and Fable, your character never had a definitive persona to him. Roughly speaking, neither of them carried an actual “name,” but instead were referred to as the “Hero” (Fable) or “Agent” (Crackdown). In addition, although each character shared the exact same personality or skills as every other “character,” you could alter their appearance without changing overall gameplay or story.
Second – There were a variety of mini-games that despite not adding or subtracting to the game’s storyline, they offered a larger scope to overall gameplay that aided in boosting your stats to make progression through the game easier or quicker.
Third – Both characters neither talk nor show a certain degree of individuality among the environment and other characters (NPCs), more so in Crackdown than in Fable.
Let’s discuss the differences:
First – In Fable, there were several NPCs and essential characters that furthered the story and provided a deeper involvement in the overall gameplay, common in the RPG genre. However, in Crackdown, there was little to no association with any NPC or other character that contributed to the plot.
Second – In Fable, you could choose a path to follow that changed the scope of the game in either a hero or villain fashion depending on your general choices throughout the game as a person. However, in Crackdown you had no choice as to what path to follow, but were confined to a more linear gameplay, in which you played the “bad cop” or “antihero.”
Third – In Fable, you had a two-weapon scheme, in which you carried one melee weapon and one long range weapon, albeit their are more archaic variations to more modern armaments. In Crackdown, you still retain a two-weapon scheme, but are not limited as to what should be carried and, thus, more modern weapons are utilized with a more long range combat tone to the overall gameplay.
Well there you have it, these games actually have a lot in common. I would like to thank Stephen Jenkins for his help on the Similarities and Differences. Since we both played each game a lot I knew he would be able to provide accurate info.
If you have any additional Similarities and Differences please send them through my contact form.
The Apple Sticker Game
May 6th
Have you ever had your kid in the car and they get bored. You know their bored because they said “Daddy I’m bored”.
A few months ago I came up with a game to entertain my daughter when she gets bored. Or you can start a game if they’re whining or annoying you.
It’s called The Apple Sticker Game.
All they have to do is find a automobile with an Apple sticker on it.
The Rules:
1. You must be in an automobile with the engine running. Stickers can’t be pointed out when engine is not running. If stickers are called out from outside the automobile or when the engine is off those stickers become void and can not be used in the game. Automobiles with stickers do not need to be moving or with their engine running. Any automobile with an Apple sticker is in play.
2. Can’t be an Apple sticker that’s been used in any other game. You know, my car, neighbors cars and such.
3. They have to be able to prove it. You know, point it out and such, honor system can be used if on highway.
4. Multiple stickers on a car are multiple opportunities. If an automobile has 3 stickers, one kid can win three dollars if they call them all.
5. If a parent notices an Apple sticker on a automobile and points it out, that automobile becomes void and can not be used in the game. I’ve never used this rule but I might if I lived in Cupertino.
6. This is The Apple Sticker Game, no other Apple logos are valid such as store signs, billboards or Apple stickers not on an automobile.
The Rewards:
1. Find an Apple sticker on an automobile and win a dollar.
2. Find an old multi-colored apple sticker on an automobile and win five dollars.
3. Find an Apple sticker placed on the inside of the car and therefore looks backwards from your point of view and win five dollars.



