TUAW interviews OpenFeint’s Peter Relan, Net Jacobsen, and Jason Citron

Posted on June 25, 2009 by Mike Schramm.
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Danielle Cassley and Jason Citron are the folks with their names on Aurora Feint, but as Danielle told us in an interview a while ago, Peter Relan is the real mastermind behind the growing Feint empire. Not only did he put the two together in an idea lab, but he's one of the driving forces behind the OpenFeint enterprise. Under his oversight, the Feint folks have swelled to become one of the major forces behind iPhone gaming (and thus, behind the iPhone's app ecosystem itself).

Netanel "Net" Jacobson is a newer addition -- he's previously worked with Sony Ericsson on their mobile devices and Facebook on their own growing app empire, and now he's arrived at OpenFeint to help them use the lessons he's learned at the biggest online social networks around on their social software. Get the sense of how big this is yet? Relan, Jacobsen, and Citron all have pretty big ideas about where iPhone gaming is going, and as 3.0 comes down the pike and introduces a whole set of new features from Apple, they're in the best seat they can be in to do exactly what they want to do.

TUAW sat down with the three last week, and chatted about iPhone 3.0 and why it's such a big deal for developers, how they're going to approach microtransactions (carefully), and what's coming next for OpenFeint now that they've rounded up a whole stable full of developers implementing their backbone. Click "read more" to continue.

Continue reading TUAW interviews OpenFeint's Peter Relan, Net Jacobsen, and Jason Citron

TUAW interviews OpenFeint's Peter Relan, Net Jacobsen, and Jason Citron originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 25 Jun 2009 12:30:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)TUAW interviews OpenFeint's Peter Relan, Net Jacobsen, and Jason Citron originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 25 Jun 2009 12:30:00 EST. Please see our terms for use of feeds.

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TUAW Interview: OpenFeint, continued

Posted on by Mike Schramm.
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Have you seen anything like that already, where developers have said, well we thought about doing it this way, but we're going another way?

PR: Too early. The phones aren't even out yet, user experience hasn't occurred yet. I would say July, we'll get a lot of feedback once these games come out with push notifications. The other thing that's kind of interesting, by the way, is that OpenFeint is working on cross-compatibility, because if I have a 2.2 iPhone and you have a 3.0 iPhone, and you send me a social challenge, in my app on 2.2, it won't show up as a push notification, right, because I don't have the 3.0 iPhone. So we are support the concept of push notifications in the plumbing and infrastructure of OpenFeint, however on a 2.2 phone, whenever the user next opens the app, they would see a screen that is an OpenFeint screen that would have a notification saying "you've got to beat my score," as opposed to seeing it on the iPhone icon, as a number, like the Mail thing, where it says you have notes waiting for you.

So I think as a user experience, the jury's still out, because the platforms are just getting ready, right? So the key here is to say that we're going to make it trivial by continuing our tradition, which is no servers, very easy to integrate, and some big games will launch in July with push notifications and then we'll go from there.

I think, to a certain extent, the same thing will happen on the microtransactions side. It already has happened with Xbox Live -- I don't know if you remember the story of horse armor, where everyone says "how can you release a different graphic and ask us to pay for it?" Have you seen examples yet of how developers want to use microtransactions? Are they aware of that danger or are they fearful of that at all?

PR: So I think the obvious one, just because I have, as I said, investments in companies in the Facebook app space, the big reason for microtransactions is virtual goods. So any kind of virtual world, avatar apps, some of these Mafia iMob apps, you can assume that there will be virtual goods unlocking with microtransactions. That one I think will translate over fairly well, in fact Net is going next week to China, where he's a keynote speaker at Tencent's annual conference. Tencent is an Asian company which does a billion dollars in microtransactions, all of it virtual goods. So I think that microtransactions, as we see them on social networks today, will come pretty much that way onto the iPhone social network, or the iPhone gaming network.

NJ: I also think that it will actually lead to the pricing, might even drop dramatically, but those who are charging for applications are going to go free, because they're going to earn much more by making it free and leveraging microtransactions.

Yeah, if you're charging $4 for an app and can sell four levels for $1 each, that's the way to go.

NJ: The user starts playing, gets very engaged, and wants to get to the next level and make the purchase, and it's very difficult not to make the purchase if you're engaged and you want to continue the game.

PR: The thing that's a little trickier, I think, is when you have microtransactions that aren't directly virtual goods, because virtual goods don't fit the theme. But are like chapters, or just additional content in the game. Then, I think, the business model is a little trickier, because that's your content update strategy, and to some extent, the iPhone user is used to -- like, if you look at the success of Pocket God, it's a double edged sword. If you talk to the Pocket God guys, their game is one of the few games that stays in the top five constantly. It's just always in the top five. And they use OpenFeint, and they're going to use push notifications, but when we spoke to him about microtransactions, he said, I have to figure that out, because their commitment to their userbase is, every week you're going to get an update with more content. So given that he's already committed that on the current price point, how does he unlock more content with microtransactions? So he was the first to say I definitely want to do push notifications, but I have to think hard about how I could incorporate microtransactions into Pocket God. So I do think there's a little more complexity there, especially when it's not just direct virtual goods. But I think they'll crack it. I think some other people we're talking to are certainly thinking of Chapter 1, Chapter 2, Chapter 3, three microtransactions. And certainly the virtual goods guys are like no questions how they'll do it.

And there are definitely precedents for both, in terms of episodic gaming on other services. Jason maybe you can talk about this, too, as a developer -- I'm really interested in the balance between making sure that what you're selling people is worth it, or something that's not. If you're asking to pay a dollar for a gun that's just a re-skin, people won't go for that. What do you think of that?

JC: I think, as a game designer, what you have to really think about is the motivations for why people will want to purchase this content. Whether it's a re-skin or not is less important than what it will allow you to do in the game. And the reason why I think virtual goods have done so well on social networks is that social pressure is a huge motivator to getting people to do things, and if part of that social pressure results in you engaging and buying virtual content, people are much more likely to do it. I mean, if you just have another gun that allows you to increase your DPS by two points, that's not terribly interesting to anyone but the ultra hardcore gamer, and then they'll probably just be pissed off that they have to pay for it. So that's not really an appropriate way to go about it. As a traditional gamer, buying episodic content or buying level packs, or substantially new gameplay experience, fits with my head, and then virtual goods, I think, have to be motivated through social pressure.

And the last question I have is just about the future of OpenFeint. I have to give it you guys -- there were quite a few, and there still are, services poking around that want to do the kind of stuff that you're doing. And just in terms of size and influence right now, you're kind of the top of the heap. So what's next, are you planning to kind of sit on the heap and just keep things set, or are you still aiming to improve here?

PR: I think that definitely we will continue to innovate and add more services to the platform -- there's no question that it's a platform play, and that we will continue to add features and additional things. I would say two things: one is, we will publish games, always, on top of our own platform technology, that will really kind of push the borders of gameplay design around the OpenFeint platform, to sort of demostrate and lead the way. So in the last announcement, we did hint at a new game coming out this summer based around push notifications and microtransactions, where we want to lead the industry. Because we never think that by being in front today, that we will be always in front. So we want OpenFeint to be the premiere platform, we agree that today, we certainly feel like it's way up there, but we feel like you constantly have to build new product on top of your platform to really make a world class platform. Because otherwise you're just sort of opining and thinking oh, this is good stuff. So we always want to test our own platform, and expect a title this summer based on OS 3.0 and OpenFeint features.

The second thing, which is, I think we're really doing something different around the business model. Ngmoco announced their Plus+ platform this week, and it's really a publishing tool rather than an open platform, and we're pretty proud of the fact that we're sort of the biggest player who is really able to provide an open platform where a developer does not have to make a publishing deal with us in order to get access to the platform. Ngmoco's platform is hey, we have this platform, it's part of our publishing network, and if you want to publish games with us, that's how you get the platform, and obviously you know the economics of the publishing business in the game industry, right? There's revenue that has to be sacrificed there. So I think as a guiding strategy, we will never make our platform related to anything with our publishing because it's our belief that this OpenFeint thing does two things that we will always have to provide for publishers: no servers, because 90% of developers have no experience building servers, they build great console games, client side stuff, C, C++ programming, all this stuff, but they really don't have any backend experience. And two, we're not going to take rev share, in terms of publishing deals. And those two things, I think, are sort of our long-term guides. The third thing is to build our own games constantly, so we can use Danielle and Jason's game design and knowledge to say here's the kind of games we can do. So if we can do that and execute, I think, with some fingers crossed, with some luck, we'll emerge as the de facto standard, which is our goal.

I had talked to Danielle a little about pricing already, but I wanted to ask about microtransactions as well -- when you do that stuff, are you not skimming off revenue as it comes through, or what is the pricing scheme there?

PR: Well even today, we have cross promotion inside OpenFeint 2, even before microtransactions, where if two players meet in a lobby, and they're from different games, then one player clicks on the other player's game, and you go to the App Store and you buy that other player's game? That's what you call our one-touch iPromote product inside of OpenFeint, it's a big draw for a lot of developers, because our community is now three million and growing -- we call it our social bazaar, because the App Store is so cluttered now that it's hard to differentiate. So you use OpenFeint and get your game in front of three million people in these lobbies. That revenue, when someone buys a game using OpenFeint's cross promotion feature, doesn't come from the developer, it comes from Apple. Because we are an Apple affiliate, through BigShare. So we take the user into a webview, which is our own catalog, where you can buy games off the App Store, and then Apple actually pays us. So that's hopefully -- this is the same thing, the whole idea is to get Apple to pay us every time there's a purchase in the App Store, including in-app purchases, as opposed to the outside.

Great. That's pretty much everything I had to ask, was there anything else you wanted to share? I guess we'll keep an eye on the game coming out this summer.

JC: Yeah, I guess the only other thing worth mentioning is that OpenFeint is available now -- it can be downloaded by anyone from our website. It's real.

Cool. Thanks very much.

TUAW Interview: OpenFeint, continued originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 25 Jun 2009 12:30:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)TUAW Interview: OpenFeint, continued originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 25 Jun 2009 12:30:00 EST. Please see our terms for use of feeds.

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Apple’s Share of U.S. Smartphone Ad Requests Grows, iPhone OS 3.0 Adoption Mixed

In its May 2009 Mobile Metrics report released today, mobile advertising firm AdMob revealed that the iPhone and iPod touch now account for 69% of the U.S. smartphone traffic on its ad network. The figure is up from 59% in April and 50% in March. W...

Smartphone Experts Roundtable 5

Posted on by Dieter Bohn.
Categories: Uncategorized.

SPE Roundtable

Join Dieter, Matthew, Rene, and Kevin as they discuss all of the insanely great new smartphones that have been announced and released in the past month. On the docket:

Show notes after the break.

Credits

Special thanks to gmz for the song Parametaphoriquement, licensed under the Creative Commons at CCMixter.org

 

This is a story by the iPhone Blog. This feed is sponsored by The iPhone Blog Store.

Smartphone Experts Roundtable 5


iSuppli estimates the iPhone 3GS costs $179 to make

Posted on by Mike Schramm.
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Did you know that after it is broken down into all of its composite metals and materials and parts, your human body is really only worth about $4.50? Yup, you're cheap in the broadest sense -- all of that oxygen, magnesium, iron, and sodium isn't actually worth all that much in the rare metals market. In fact, according to iSuppli, you're worth way less than the iPhone 3GS -- they looked at the component parts for Apple's new handset, and calculated its raw value at around $178.96. The most expensive components are the 16gb flash memory (ringing in at around $25 per part) and the display (at $19), all the way down to the audio codec board, which Apple reportedly picked up for a cheap $1.15. Of course, there was lots more cheaper stuff (we assume the screws weren't a buck each), but iSuppli didn't actually go that granular. That also doesn't include any of the non-hardware costs: shipping fees, R&D, distribution, marketing, and so on. But it's way more than you're worth, and it's $40 more than the Palm Pre costs to make, too.

Lest you start worrying that your spouse will start valuing their iPhone more than your body, however, there is a silver lining. If you break down to the mineral components of the human body, we're cheap, but the actual components of the body are pretty expensive, it turns out. Expensive to the tune of $45 million, if you count up all the money you could pick up from taking out your bone marrow, extracting your DNA, and selling off a lung or two. Just like the iPhone's parts, when assembled, are worth more than iSuppli's $179, you too pick up some value when assembled the right way.

[via Engadget]

iSuppli estimates the iPhone 3GS costs $179 to make originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 25 Jun 2009 11:30:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)iSuppli estimates the iPhone 3GS costs $179 to make originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 25 Jun 2009 11:30:00 EST. Please see our terms for use of feeds.

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Sat Nav for your iPhone – MobileNavigator British Isles

Posted on by Maggie Mills.
Categories: Uncategorized.
For those of you in the UK that were tempted by NAVIGON’s MobileNavigator Europe but were a bit put off by the price they now have another option available. NAVIGON have released MobileNavigator British Isles at a reduced price of £37.99. It’s currently on special offer and the price is due to rise to £59.99 on [...]

TiPb Give Away: Tiger Woods PGA TOUR for iPhone and Xbox 360!

Posted on by Rene Ritchie.
Categories: Uncategorized.

Tiger Woods PGA Tour for iPhone is currently 30% off for a limited time [$6.99 - iTunes Link]. To celebrate, they’re giving a lucky TiPb reader a free copy for the iPhone (technically a gift certificate) and for the Xbox 360!

Hoping to score a give-away hole-in-one? Get over to our TiPb iPhone Forums and tell us your favorite funny golf moment or joke. (And no, you can’t just link to Robin Williams videos, okay?)

Ready… Swing!

This is a story by the iPhone Blog. This feed is sponsored by The iPhone Blog Store.

TiPb Give Away: Tiger Woods PGA TOUR for iPhone and Xbox 360!


AT&T planning 3G revamp in many areas soon, according to AT&T

Posted on by Philip King.
Categories: Uncategorized.
Residents of major US cities that have had near-unusable 3G since the iPhone 3G’s launch should finally get relief in the months ahead, AT&T says. Those who live in at least New York City and San Francisco should expect a major improvement in the quality of AT&T’s 3G over the next several months, carrier spokesman Mark [...]

iPhone 3GS speed difference over 3G (and other phones) dramatic in some cases

Posted on by Philip King.
Categories: Uncategorized.
In controlled JavaScript Web site renders, the iPhone 3GS is nearly three times as fast as the iPhone 3G and Palm Pre, and 5.5 times faster than the T-Mobile G1, according to a new study, which also reveals that the iPhone 3.0 software alone has a dramatic impact on the speed in which an iPhone [...]

iPhone 3GS PlayStation, Game Boy Advance emulators demoed on video

Posted on by Nilay Patel.
Categories: Uncategorized.

A final iPhone 3GS jailbreak hasn't been released yet, but that isn't stopping enterprising hackers from trying to get at all that extra horsepower, and some of the first notable hacks we've seen are these updated PlayStation 1 and Game Boy Advance emulator ports, which run way faster than the versions for the original and 3G. The revved up hardware in Apple's latest is apparently capable of running either of these at 150 - 225fps with zero frameskipping, which is pretty impressive. Of course, we'll be way more impressed when the Dev Team releases a 3GS jailbreak and we can hit these up ourselves, but in the meantime there are plenty of videos to with which to while away the time at the read links.

Read - Emulator videos
Read - ZodTTD blog post with more info

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iPhone 3GS PlayStation, Game Boy Advance emulators demoed on video originally appeared on Engadget on Thu, 25 Jun 2009 10:46:00 EST. Please see our terms for use of feeds.

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The cost for Apple to build an iPhone 3GS: $179

Posted on by Philip King.
Categories: Uncategorized.
Apple’s component and manufacturing costs for its new 16GB iPhone 3GS falls within $5 of those required to build last year’s 8GB iPhone 3G, this despite a doubling of the handset’s built-in storage capacity and the addition of several new components, according to a new tear-down cost analysis. Market research firm iSuppli, which specializes in dismantling [...]

AOL’s DailyFinance App updated

Posted on by David Winograd.
Categories: Uncategorized.

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We noted the introduction of the DailyFinance app in April, so without rehashing old business... It's time to move Stocks off of your main apps page. The multifaceted DailyFinance app from AOL has been updated to version 1.2 and AOL has made a great app even better.

DailyFinance provides real time price information from the BATS Exchange, the third largest trading exchange in the country. A broker can choose to trade on the NYSE, NASDAQ, AMEX or BATS which covers over 6,000 stocks. The correlation between exchange prices isn't perfect but can be very close in highly liquid stocks. If a stock is listed on BATS and NASDAQ for example, both quotes are displayed in DailyFinance, with a notation that the NASDAQ quote is delayed by 15 minutes. Being a trader I can tell you that those 15 minutes are often critical and buying real time quotes can be expensive.

DailyFinance automatically syncs your Portfolios and Watchlists with the AOL Money and Finance web site.

New features of this already solid app include:
  • The ability to set your default screen from your settings app
  • Re-ordering of your Watchlists in the same manner as re-ordering Contacts
  • Alphabetical sorting of Portfolio symbols
  • Re-ordering, or deleting news categories
  • Horizontal views of news stories.
The power of landscape mode is nicely put to use. When viewing a chart, tap compare to bring up a list of overlays including comparisons of your chart with markets, industry peers, seasonality, events (such as estimated earnings versus actual earnings), and other stock symbols. Tapping a chart while viewing a Watchlist brings up a CoverFlow view of all the charts in the Watchlist.

The app is elegantly executed, and serves as a one-stop portal for financial information. Market data is provided in a logical, easy to follow format that packs a huge amount of information on a small number of screens.

Download
a free copy from the App Store and check it out for yourself. If you trade stocks, I think you'll be quite happy.

Note: AOL is the parent company of TUAW and Weblogs, Inc.

AOL's DailyFinance App updated originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 25 Jun 2009 10:30:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)AOL's DailyFinance App updated originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 25 Jun 2009 10:30:00 EST. Please see our terms for use of feeds.

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iPhone 3.0 adoption rate estimates in question

Posted on by Aayush Arya.
Categories: Uncategorized.
Even though 75% of most Convertbot customers seems to have moved over to iPhone OS 3.0 already, Aayush Arya reckons that it may not be indicative of a larger trend.

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Review: PoliticoTracker for iPhone

Posted on by Ben Boychuk.
Categories: Uncategorized.
The promising politicoTracker lets you sort news and information about your favorite (or least favorite) politicians. And a companion app keeps tabs on their posts to the Twitter microblogging service.

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iPhone 3GS blows away iPhone 3G in 3D

Posted on by Top iPhone News.
Categories: Uncategorized.
How fast the iPhone 3GS's 3D graphics capabilities? Based on Daniel Pasco's some OpenGL ES speed test results for plasma on iPhone 3GS and an iPod touch, then John Casasanta, posted a few comparisons in 3D capabilities on iPhone 3G and 3GS. The result is: The 3GS is close to ...

What?! Dunkin’ Donuts’ iPhone app?

Posted on by Top iPhone News.
Categories: Uncategorized.
Yeah. Dunkin’ Donuts have released Dunkin’ Run [iTunes link], a free app for the iPhone and iPod touch, allowing their customers to make group orders. "Do you and your friends need to fuel up with Dunkin' Donuts coffee? Be the hero," their companion website says. Here's how it works [taken from ...

Demo of Digital Compass Used in an iPhone App

iPhone developer Ziconic has already started taking advantage of the new iPhone 3GS's digital compass in a prototype build of its AirCoaster 3D iPhone application.

AirCoaster 3D is an existing application that allows users to design ...

IPhone 3GS in Japan: Less of a crowd, more of a party

Posted on by Martyn Williams.
Categories: Uncategorized.
Lines for the iPhone 3GS outside Softbank's flagship store in Tokyo had grown to around 100 people by 7 p.m. Thursday evening.

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How many iPhone apps do you have in iTunes?

Posted on by Dan Frakes.
Categories: Uncategorized.
We're surveying our followers on Twitter about their iPhone use. Today's installment covers the number of third-party applications people download (which isn't necessarily the same as the number they have installed on their iPhone or iPod touch).

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TUAW First Look: A behind-the-scenes peek at WorldVoice Radio

Posted on by Steven Sande.
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WorldVoice Radio [iTunes link] is a cool little iPhone app that may help do for podcasting what Twitter did for web publishing -- make it easy to send out short, frequent messages. Of course, there's a difference, since WorldVoice Radio does this by letting you publish short podcasts from your iPhone. If you've used Utterli or Audioboo, you have the general idea.

The app, which was created by Kai Cherry and RnSK Softronics, has just arrived in the App Store. Kai is an occasional guest on the TUAW Talkcast, and he asked a few of the TUAW bloggers to join his beta testing team for WorldVoice Radio. (In the unlikely case that you're not familiar with the concept of beta testing, it's about getting a group of users together to make sure that an app is bug-free and functional prior to going to market.) Follow along as I give you a first look at this intriguing app, and as I beta-test WorldVoice Radio.

Continue reading TUAW First Look: A behind-the-scenes peek at WorldVoice Radio

TUAW First Look: A behind-the-scenes peek at WorldVoice Radio originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 25 Jun 2009 08:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)TUAW First Look: A behind-the-scenes peek at WorldVoice Radio originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 25 Jun 2009 08:00:00 EST. Please see our terms for use of feeds.

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