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NYC vs. AT&T

Posted in Blog Posts by Bryan Stratton on September 30, 2009

Okay, now I understand the AT&T hate that emanates from iPhone users in ginormous cities like New York and San Francisco. From today’s Gizmodo:

After a few tests, the Apple Genius determined that Manoj’s phone was dropping 22 percent of its calls, which turns out to actually be “excellent” compared to most iPhone users in the New York area, where a dropped call rate of 30 percent is said to be average.

image © Gizmodo

image © Gizmodo

The article goes on to say that an iPhone in the NYC area that drops three out of every ten calls is considered “fully functional,” and that the issue is “consistent with the service provided by AT&T.” My two take-aways:

  1. AT&T is really turning into a millstone around the neck of the iPhone. The arrangement worked when the iPhone launched and Apple needed someone to heavily subsidize the hardware to promote early adoption and a wide install base. But now they’re stuck with a carrier that couldn’t even get freakin’ picture mail to work until late 2009. And if the network is solely responsible for causing the primary function of the device to fail 30% of the time, that’s going to make it tough for the iPhone to remain competitive against all of the also-rans, which might have inferior hardware, but they’re running on superior networks—networks that don’t soak you for a $30 monthly data plan that doesn’t even include text messaging.
  2. I assume that the Apple Genius Bar follows some pretty strict protocols about the information that they give out and the way that it’s presented. So if you’ve got Apple’s own Geniuses throwing AT&T under the bus, I have to think that the writing is on the wall. I would not be shocked to see AT&T’s iPhone exclusivity come to an end within the next 12 months, unless something big changes soon.
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Twenty Lousy Bucks?

Posted in Blog Posts by Bryan Stratton on September 23, 2009

That’s all that Microsoft is going to discount their 802.11g Xbox 360 network adapter, once the new 802.11n adapter hits the stands?

image © Ars Technica

The 360 might be my preferred gaming rig, and there’s not much that I don’t like about it, but the ridiculously overpriced wireless adapter has always stuck in my craw. Considering that the Wii and the PS3 are both in the 360′s price range, and that they both feature built-in wireless networking, it seems more than a little silly that Microsoft is planning on charging $80 for outdated tech that should have been included in the console in the first place.

(That being said, I’m probably going to pick one up as soon as it’s available, because I am a sausage.)

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Wii Price Drop

Posted in Blog Posts by Bryan Stratton on September 23, 2009

In the wii hours of the morning, Engadget confirmed that Nintendo’s flagship console would be getting a $50 discount, effective this wiikend:

For nearly three years now, the console has sold briskly at $249.99, but beginning on September 27th at Best Buy (and everywhere else, naturally), the happy-go-lucky machine will be offered for just $199.99.

image © Engadget

image © Engadget

Considering that two of the three versions of the Xbox 360 are currently priced at $250 or lower and the PS3 Slim is just $50 more, this shouldn’t come as a shock to anyone. In fact, considering the true cost of Wii ownership and the fact that the Big N has managed to turn a profit on every single Wii sold (unlike most new consoles, which are loss leaders for at least a year or two), it’s a little surprising that it’s taken this long for the little white box to come down in price.

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Dreamcast, Ten Years (and One Week) Later

Posted in Blog Posts by Bryan Stratton on September 18, 2009
image © BradyGames, THQ, and/or WWE

image © BradyGames, THQ, and/or WWE

Apologies to my regular readership (both of you) for the long delay in updating. I was up against a crazier-than-usual deadline for my latest project, and if there’s one thing I’ve learned as a freelance writer, it’s that you never spend time writing stuff for free when you’ve got editors banging down your door for the text that they paid you to write.

But now that I’ve finished that project (and have finally recovered from the 28- and 33-hour all-nighters I had to pull during the last week of it), I can finally get around to writing the piece that’s been floating around in my head for the last couple of weeks.

• • •

I got my start in the games industry in May of 1999, when my girlfriend, my best friend and I packed everything we owned into a 4′ x 6′ U-Haul trailer and made the great pilgrimage from Vermont to the San Francisco Bay Area to seek our fortune. Holly had a Barnes & Noble job waiting for her in Berkeley, Matt had some savings that would get us through a month or two if things got dire, and I had nothing except a vague, “contact us when you get here” email for a job at a startup online games magazine.

At the time, I knew almost nothing about the games business. I hadn’t really played games for fun since my early high school years, and I’d only recently picked up a PlayStation, 3 1/2 years after it had first come out. My recent gaming résumé was limited to the Myst franchise, D&D-based RPGs like Baldur’s Gate and Squaresoft’s epic Final Fantasy VII. But a half-hour phone call to my hardcore gamer brother the night before armed me with enough knowledge and buzzwords about the state of the industry to bluff my way through the interview. It also didn’t hurt that they were looking to launch a “lifestyle” gaming magazine (i.e.: interviewing celebrities about video games), and I had managed to cobble together respectable entertainment journalist credentials by being one of three working journalists in Vermont who interviewed the few rock stars who came to town.

image courtesy Wikimedia Commons

image courtesy Wikimedia Commons

That job turned out to be one of the greatest jobs I ever had, and my co-workers wound up becoming some of my best friends on the West Coast, despite the fact that most of us have since fled the Bay Area. It was one of those rare gigs where the daunting amount of work that had to be done on a daily basis didn’t feel much like work, because every workday also brought ten hours of hanging out with two dozen of the best people I’ve ever worked with. I even managed to repay my brother’s interview prep by getting him a job at the magazine a few months later.

Of course, I had to spend some serious time getting up to speed on the industry I’d doubletalked my way into. Through sheer coincidence, I was entering it just as Sega‘s final game console, the Dreamcast, launched in Japan. And did I mention that our offices were located at 650 Townsend Street, the (now former) Sega building?

image © Bizjournals.com

image © Bizjournals.com

But all of the synchronicity in the world wouldn’t have helped the Dreamcast win me over if it hadn’t also been the best game console on the market at the time, hands-down. Even once the PlayStation 2 launched, the Dreamcast’s crisp, colorful graphics absolutely blew away any other console hardware on the market, and the lineup of games it featured in its initial 12 months remains the most impressive first-generation game library in history: Soul Calibur, Sonic Adventure, Virtua Tennis, House of the Dead 2, Space Channel 5, Power Stone 2, Star Wars Episode 1: Racer, Resident Evil: Code Veronica, Chu Chu Rocket, Crazy Taxi, Sega Rally 2… the list goes on and on. It was the first console that I ever went online with, and its innovative VMU memory device predated Nintendo and Sony’s efforts to link their handheld gaming devices to their consoles.

If there was any justice in the gaming world, the Dreamcast would have established itself quickly as the dominant console and secured its place in history as one of the all-time greats. Sadly, as it turned out, it only achieved the latter, and only among those of us who were there for the ride. It had the misfortune of launching at a time when its parent company was hundreds of millions of dollars in debt, when the Japanese and American arms of the company could not overcome their cultural differences, and when Sony was preparing a marketing offensive for the PlayStation 2′s launch that would make the Dreamcast’s record-setting launch look like someone selling old VCRs at a flea market.

In a sad bit of tragic irony, Sega Chairman Isao Okawa forgave $40 million owed to him by Sega Corporation and gave it control of his nearly $700 million in Sega stock, shortly before his death in March of 2001. That was the same month that Sega discontinued the Dreamcast.

The magazine I worked for in San Francisco had gone belly-up less than a year prior, one of many casualties of the dot-com bust. And despite the fact that I’ve landed quite well and am fortunate enough to earn a good living from doing a number of things that I love, my memories of 1999-2000 will always exist on an untouchable plateau. I might have been born a generation too early to enjoy the Summer of Love, but I don’t think I’d trade the Year of the Dreamcast for anything.

• • •

For more reminiscences of the Dreamcast on its tenth birthday, see the excellent series of articles on Bitmob.com, where I’d originally hoped that this piece would wind up.

AT&T Is Really, Really Sorry

Posted in Blog Posts by Bryan Stratton on September 4, 2009

AT&T just released a three-minute video apology for the delay in rolling out MMS and data tethering for the iPhone. Rather than comment directly on it myself, I thought I’d just post the video and Gawker’s response to it:

The telecommunications company knows its wireless network is the scourge of iPhone owners, so it’s just posted a YouTube video of an empathetic, long-haired geek named “Seth” to explain how hard it has been for the company to keep up with the torrid growth in smartphone subscriptions. You know what else is hard, “Seth?” Spending $100 per month for crappy service.

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The Internet’s Baby Pictures

Posted in Blog Posts by Bryan Stratton on September 4, 2009

Saw this a couple of days ago and forgot to post it until just now. From Gizmodo:

image © Gizmodo?

image © Gizmodo?

The image above shows the log entry of the first meaningful connection between two computer nodes. It happened on October 29, 1969. However, the very first heart beat, the first actual connection in which bits were exchanged between two hosts happened 40 years ago today.

Happy (belated) 40th birthday, internet. Hopefully by the time you’re 50, Hallmark will make a card for that.

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AT&T FAIL (Updated!)

Posted in Blog Posts by Bryan Stratton on September 3, 2009

Just a quickie today; from the Old Gray Lady:

More than 20 million other smartphone users are on the AT&T network, but other phones do not drain the network the way the nine million iPhones users do. Indeed, that is why the howls of protest are more numerous in the dense urban areas with higher concentrations of iPhone owners.

“It’s almost worthless to try and get on 3G during peak times in those cities,” Mr. Munster said, referring to the 3G network. “When too many users get in the area, the call drops.” The problems seem particularly pronounced in New York and San Francisco, where Mr. Munster estimates AT&T’s network shoulders as much as 20 percent of all the iPhone users in the United States.

image © New York Times

image © New York Times

Honestly, since I got my 3GS a couple of months ago (upgrading from a 2G iPhone), I haven’t noticed any decline in data or call quality. If anything, it’s improved across the board, and it’s miles better than the service I had on the Sprint smartphone that predated my iPhone.

Then again, I live and work in the relatively sleepy metropolis of Portland, not the tech Sodom and Gomorrah of NY and San Fran. But since most tech media is centered in one of those two cities, that helps to explain the pervasive anti-AT&T vibe that I’ve never quite understood.

That being said, AT&T promised MMS functionality by “the end of summer” (and yes, it’s completely ridiculous that the world’s awesomest futurephone still doesn’t have native picture mail). By my reckoning, that gives AT&T about 19 more days to get their act together. If I’m not able to text pictures of my drunk friends to their spouses’ phones by then, I’m drinking the AT&T Haterade.

UPDATE: AT&T says that MMS will be enabled on iPhones via a software update on September 25th. That’s four days late, AT&T! Four days late!!

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Um, Hooray?

Posted in Blog Posts by Bryan Stratton on September 2, 2009

As a follow-up to my RROD Xbox 360 post from last week (via Gizmodo):

Hey guys, have you heard? Xbox 360s die, horribly, almost without fail. In the wake of some devastatingly terrible survey results—54% failure rate terrible—a third-party warranty company is saying that RRoD troubles are on the wane.

image © Gizmodo, I think

image © Gizmodo, I think

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Facebook v. 3.01 App

Posted in Blog Posts by Bryan Stratton on September 1, 2009

image © Bryan Stratton

image © Bryan Stratton

Now that I’ve had a few days to play with version 3.0 of the Facebook iPhone app (which was recently upgraded to 3.01), I can say with confidence that it’s the update I’ve been hoping to see for a long time. In fact, my only criticism is that we didn’t get it months ago, when Facebook went through its last major redesign.

The addition of the menu screen is probably the biggest and best improvement to the app. Navigating the app with nine, Home Screen-like buttons drastically simplifies what was a needlessly overcomplicated UI in the previous version. And being able to add quick links to frequently visited friends’ pages streamlines the browsing experience even more. (In fact, I wouldn’t mind seeing something like this on the actual site, especially if it was implemented discreetly, to avoid the MySpace “who’s in my top eight?” drama.) I also like that there’s a Notifications tab at the bottom of the menu screen, and that the number of unread notifications (not just unread emails) appears on the Facebook icon in the Home Screen.

image © Bryan Stratton

image © Bryan Stratton

Other things I’m digging on include the ability to finally view and create Notes, see all of your upcoming Events (including friends’ birthdays) and enjoy the full filtered or unfiltered News Feed. The redesigned Chat interface is also quite slick and functional, and I’m glad they didn’t muck up the most useful feature in the original app, which was the ability to use your Friends list as a second Contacts list and call them without leaving the app.

Overall, I think that the app presents a very clean and efficient version of Facebook‘s core features, one that is almost preferable to the main site, especially  if you’re the sort of person who can’t stand seeing a feed that’s choked with quizzes and app postings. I’ll be interested to see how long it takes Facebook app designers to start taking advantage of the iPhone app’s potential and whether or not it’s possible to do so without sacrificing the iPhone app’s streamlined design.

9/9/09 Apple Event

Posted in Blog Posts by Bryan Stratton on August 31, 2009

Apple just announced a rock and roll-themed event in San Francisco on September 9th, 2009. This is the same 9/9/09 that sees the release of The Beatles: Rock Band and the remastered stereo and mono Beatles discography boxed sets. Is there anyone out there who will bet against the Beatles’ music finally turning up on iTunes?

image © Engadget/Apple

image © Engadget/Apple

Other things I expect to see at the event:

I will bet against seeing the Mac tablet/”iPad” a week from Wednesday. Anyone want to take my money?

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