The Anti-Sony

C|Net is carrying an interesting article on Samsung. I seem to recall Samsung on a design hiring spree around 1997 – forming a partnership with a well-known design firm (whose name escapes me at the moment) and setting up studios to help them develop the kinds of products needed to…well…kick Sony’s ass. Looks like that effort, doubtlessly part of a much larger strategy, has worked.

This success does, however, pose a problem for me. The speculation is that Sony stumbled in part because they were attempting to protect their entertainment division. Even if someone dreamed up an iPod before Apple, when a company owns content, they’re naturally going to be hesitant to develop products which facilitate its theft. Before they got into the media business, they doubtlessly had little concern about the effects their Walkmans or VCR’s would have on the entertainment industry.

The problem now, for content creators, is that a lesson is being learned in corporate boardrooms everywhere; that lesson being: forget protecting content. For designers looking more and more at creating content as options to the declining job market in the West (as it moves to low-cost Asian countries), this does not bode well. And in the long run, it doesn’t bode well for the public who thinks nothing of stealing music and movies. That is unless Westerners are prepared to watch subtitled movies and listen to foreign-language pop songs.

I can just see redneck Bubba, dressed in his Indian-made Western clothes, listening to Filipino singers covering Hank Williams tunes on his Taiwanese radio driving his Japanese truck to his job at the Chinese buffet. Just hope he likes Tsingtao beer.

Of Gecko Feet and Shark Skins

Okay, I’m trying to focus on “virtual+meat” items, but this article over on Wired is just too cool. Imagine a hull coating for ships that not only mimics the microscopic landscape of shark skin to prevent sea life from attaching itself, but flexes and moves with the application of an electric current to really make it unappealing. Love it.

This reminds me of the recent news about how geckos manage to walk wherever (and we mean wherever) they want. All this materials technology amazes me. And I keep recalling how boring Materials Science was back in the early 80’s when I was getting my engineering undergrad. Then again, it’s been 20 years.

Xbox 2 : Virtual Markets and Micro-transactions

Blue’s News has posted a portion of the features listed in the “Guide” to Microsoft’s upcoming gaming platform: the eagerly anticipated Xbox 2. Among the features of note are:

* Marketplace. Browseable by game, by genre, and in a number of other ways, the Marketplace will provide a one-stop shop for consumers to acquire episodic content, new game levels, maps, weapons, vehicles, skins and new community-created content.
* Micro-transactions. Breaking down barriers of small-ticket online commerce, micro-transactions will allow developers and the gaming community to charge as little as they like for content they create and publish on Marketplace. Imagine players slapping down $.99 to buy a one-of-a-kind, fully tricked-out racing car to be the envy of their buddies.

Some of you out there understand why I initially chose “reBang” as my company name: it referred to the creation of real world product additionally leveraged as virtual content. This makes sense since the modern development of tangible goods almost always now involves the creation of a virtual 3D representation.

I’ve been waiting for the chance to straddle two worlds for some time, and the implementation of Marketplace and Micro-transactions features in MS’s console signals that this may now soon be possible (the first issue, high-rez content, has been resolved with the latest technology as demonstrated in Half-Life 2, Doom3, and the forthcoming Unreal 3 game engine).

Looks like I need to get myself in gear and position myself appropriately now that the time is fast approaching for this to happen. And that may mean less “shotgun” blogging and more focus. It was coming anyway.