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To: zax who wrote (15558)1/20/2012 12:07:43 PM
From: sylvester80  Read Replies (1) | Respond to of 32692
 
HTML5 needs one big hit to regain momentum and trigger 'boom time', reckons Albino Pixel's Dave Allanson
Platform yet to blossom
pocketgamer.biz
Keith Andrew 10/1/2012
Product: Albino Pixel news Publisher: Albino Pixel by Keith Andrew
Cautionary statements about HTML5 were hard to find in 2011.

The question of whether it would serve as the perfect tool to enable developers to target multiple operating systems or not had seemingly been nullified – it was no longer a case of if, but rather when.

Yet Dave Allanson's belief that HTML5's progress has stalled after an encouraging start couldn't be better timed.

Just this week, one of the platform's flagbearers – Moblyng – was forced to close its doors. The post-mortem suggests the firm simply jumped too soon, unable to monetise from a platform yet to mature.

As such, with Allanson's own firm set to focus on app and game development full time, it's safe to say HTML5 won't dominate the outfit's output for the foreseeable future. We caught up with the Albino Pixel co-founder for his take on mobile development in 2012.

Pocket Gamer: Though Albino Pixel is no stranger to the app world, you say the firm also has experience in web development. Why the focus on games and apps moving forward?

Dave Allanson: Web development is my business partners background and will be a fundamental part of the day to day business of Albino Pixel.

We will be operating as more of an agency than an out and out apps developer, so we will offer apps development, games development, web development and consultancy as our four main specialities.

As well as a few exciting apps projects in the pipeline, we are also in discussions with a variety of UK and US clients about potential web development projects.

What kind of games are you looking to produce?

I think social titles will definitely be an area we focus on, and also how existing concepts and genres can be shaken up a little bit to have more of a social focus.

Adding a social element to any app can have a powerful impact if it's implemented right, whether it be challenging your friends with scores or lap times or playing against them in a turn based strategy game.

I think we will focus mostly on social and puzzle games, but we have a couple of internal projects we hope to get off the ground this year.

Why the initial focus on iOS and Android?

We are also keeping an eye on HTML5, and I have XNA and 360 development experience so Windows Phone is another area I am interested in.

There are a few rumours around that Windows Phone 8 will be a lot more open as a platform which if that is true it will make it a lot smoother transition from Android and iOS across to the platform.

I am also interested to see how PS Vita takes off as this is another platform we would be interested in, along with PSN and Xbox Live.

The initial focus on Android and iOS more comes from the fact these are not only the two largest platforms, but also from us being chosen as part of Marmalade's developer program with PowerDown.

Marmalade and Cocos2d-x have been working together to make it much easier for developers with iOS apps coded in Cocos2d to port them to a C++ version of the Cocos2d engine. Then using Marmalade, they can be deployed across multiple platforms, such as Android, PlayBook and bada.

Do you plan on developing your own titles, or working with third-parties?

We have a couple of our own concepts which we would really like to develop this year - one in particular.

We are currently looking for ways to be able to fund this whether through a development fund or from profits on other projects we may get in throughout the year. Our aim is eventually have the company split 50:50 between outsourced work and our own internal development.

We are currently working on our first major client project with a US based developer - we will hopefully be able to announce more regarding this in February or March.

How do you see the app market now? With HTML5 web-based apps on the rise, are the borders between different platforms likely to be broken down in the years to come?

The app market is a tougher market than ever. With so many stores and millions of apps available, it is hard to get noticed, but it is still possible to make money - that much is clear. Just don't put all your eggs in one basket.

In terms of HTML5, I am still not sure which direction it is going to go. Since the initial launch of HTML5 games on mobiles last year, there hasn't really been much more momentum, but all it will take is one hit HTML5 app and I think the market will boom.

Until then, however, we will probably stick with the core mobile platforms.

What about initiatives such as OnLive? Does this threaten the indie-friendly nature of the mobile market?

As it is, I don't think OnLive is too much of a threat to the indie market.

A lot of the games being offered through the service work great on your console or PC but are just too cumbersome to work on a mobile device.

OnLive is the future of home gaming, but I think there will always be a space for simpler, pick up and play indie games on mobile - you only have to look at how well the likes of Angry Birds, Fruit Ninja and Tiny Wings are still selling.

On a similar note, what are your predictions for the industry in 2012?

In 2012 I think we will see a lot more refining of what is already there.

The Android and iOS markets will become more refined, while Microsoft will open up their platform to more developers with Windows Phone 8, which will hopefully help Microsoft and Nokia regain some of the lost ground.

We will see more HTML5 games emerging, and cloud saves so that you can continue the same game on your mobile or in your browser.

On a games front, what were your highlights in 2011?

Ustwo is probably the developer that impressed me the most in 2011 – purely by how much it is willing to gamble on projects such as Whale Trail, and how it uses their products to market the company.

Siege Hero and Hard Lines were probably two of my favourite titles, just because of how they took existing IP's and put their own spin on them to make them seem so different.

Thanks to Dave for his time.



To: zax who wrote (15558)1/20/2012 2:20:58 PM
From: FJB  Read Replies (1) | Respond to of 32692
 
Apple’s Sweatshop Problem: 16 Hour Days, ~70 Cents An Hour

By Henry Blodget | Daily Ticker – 1 hour 50 minutes ago
VIDEO
finance.yahoo.com
We love our iPhones and iPads.

We love the prices of our iPhones and iPads.

We love the super-high profit margins of Apple, Inc., the maker of our iPhones and iPads.

And that's why it's disconcerting to remember that the low prices of our iPhones and iPads — and the super-high profit margins of Apple — are only possible because our iPhones and iPads are made with labor practices that would be illegal in the United States.

And it's also disconcerting to realize that the folks who make our iPhones and iPads not only don't have iPhones and iPads (because they can't afford them), but, in some cases, have never even seen them.

This is a complex issue. But it's also an important one. And it's only going to get more important as the world's economies continue to become more intertwined.


(And the issue obviously concerns a lot more companies than Apple. Almost all of the major electronics manufacturers make their stuff in China and other countries that have labor practices that would be illegal here. One difference with Apple, though, is the magnitude of the company's profit margin and profits. Apple could afford to pay its manufacturers more or hold them to higher standards and still be extremely competitive and profitable.)

Last week, PRI's "This American Life" did a special on Apple's manufacturing. The show featured (among others) the reporting of Mike Daisey, the man who does the one-man stage show "The Agony and the Ecstasy of Steve Jobs," and The NYT's Nicholas Kristof, whose wife's family is from China.

You can read a transcript of the whole show here. Here are some details:

The Chinese city of Shenzhen is where most of our "crap" is made. 30 years ago, Shenzhen was a little village on a river. Now it's a city of 13 million people — bigger than New York.Foxconn, one of the companies that builds iPhones and iPads (and products for many other electronics companies), has a factory in Shenzhen that employs 430,000 people.There are 20 cafeterias at the Foxconn Shenzhen plant. They each serve 10,000 people.One Foxconn worker Mike Daisey interviewed, outside factory gates manned by guards with guns, was a 13-year old girl. She polished the glass of thousands of new iPhones a day.The 13-year old said Foxconn doesn't really check ages. There are on-site inspections, from time to time, but Foxconn always knows when they're happening. And before the inspectors arrive, Foxconn just replaces the young-looking workers with older ones.In the first two hours outside the factory gates, Daisey meets workers who say they are 14, 13, and 12 years old (along with plenty of older ones). Daisey estimates that about 5% of the workers he talked to were underage.Daisey assumes that Apple, obsessed as it is with details, must know this. Or, if they don't, it's because they don't want to know.Daisey visits other Shenzhen factories, posing as a potential customer. He discovers that most of the factory floors are vast rooms filled with 20,000-30,000 workers apiece. The rooms are quiet: There's no machinery, and there's no talking allowed. When labor costs so little, there's no reason to build anything other than by hand.A Chinese working "hour" is 60 minutes — unlike an American "hour," which generally includes breaks for Facebook, the bathroom, a phone call, and some conversation. The official work day in China is 8 hours long, but the standard shift is 12 hours. Generally, these shifts extend to 14-16 hours, especially when there's a hot new gadget to build. While Daisey is in Shenzhen, a Foxconn worker dies after working a 34-hour shift.Assembly lines can only move as fast as their slowest worker, so all the workers are watched (with cameras). Most people stand.The workers stay in dormitories. In a 12-by-12 cement cube of a room, Daisey counts 15 beds, stacked like drawers up to the ceiling. Normal-sized Americans would not fit in them.Unions are illegal in China. Anyone found trying to unionize is sent to prison.Daisey interviews dozens of (former) workers who are secretly supporting a union. One group talked about using "hexane," an iPhone screen cleaner. Hexane evaporates faster than other screen cleaners, which allows the production line to go faster. Hexane is also a neuro-toxin. The hands of the workers who tell him about it shake uncontrollably.Some workers can no longer work because their hands have been destroyed by doing the same thing hundreds of thousands of times over many years (mega-carpal-tunnel). This could have been avoided if the workers had merely shifted jobs. Once the workers' hands no longer work, obviously, they're canned.One former worker had asked her company to pay her overtime, and when her company refused, she went to the labor board. The labor board put her on a black list that was circulated to every company in the area. The workers on the black list are branded "troublemakers" and companies won't hire them.One man got his hand crushed in a metal press at Foxconn. Foxconn did not give him medical attention. When the man's hand healed, it no longer worked. So they fired him. (Fortunately, the man was able to get a new job, at a wood-working plant. The hours are much better there, he says — only 70 hours a week).The man, by the way, made the metal casings of iPads at Foxconn. Daisey showed him his iPad. The man had never seen one before. He held it and played with it. He said it was "magic."Importantly, Shenzhen's factories, as hellish as they are, have been a boon to the people of China. Liberal economist Paul Krugman says so. NYT columnist Nicholas Kristof says so. Kristof's wife's ancestors are from a village near Shenzhen. So he knows of what he speaks. The "grimness" of the factories, Kristof says, is actually better than the "grimness" of the rice paddies.

So, looked at that way, Apple is helping funnel money from rich American and European consumers to poor workers in China. Without Foxconn and other assembly plants, Chinese workers might still be working in rice paddies, making $50 a month instead of $250 a month (Kristof's estimates. In 2010, Reuters says, Foxconn workers were given a raise to $298 per month, or $10 a day, or less than $1 an hour). With this money, they're doing considerably better than they once were. Especially women, who had few other alternatives.

But, of course, the reason Apple assembles iPhones and iPads in China instead of America, is that assembling them here or Europe would cost much, much more — even with shipping and transportation. And it would cost much, much more because, in the United States and Europe, we have established minimum acceptable standards for the treatment and pay of workers like those who build the iPhones and iPads.

Foxconn, needless to say, doesn't come anywhere near meeting these minimum standards.

If Apple decided to build iPhones and iPads for Americans using American labor rules, two things would likely happen:

The prices of iPhones and iPads would go upApple's profit margins would go downNeither of those things would be good for American consumers or Apple shareholders. But they might not be all that awful, either. Unlike some electronics manufacturers, Apple's profit margins are so high that they could go down a lot and still be high. And some Americans would presumably feel better about loving their iPhones and iPads if they knew that the products had been built using American labor rules.

In other words, Apple could probably afford to use American labor rules when building iPhones and iPads without destroying its business.

So it seems reasonable to ask why Apple is choosing NOT to do that.

(Not that Apple is the only company choosing to avoid American labor rules and costs, of course — almost all manufacturing companies that want to survive, let alone thrive, have to reduce production costs and standards by making their products elsewhere.)

The bottom line is that iPhones and iPads cost what they do because they are built using labor practices that would be illegal in this country — because people in this country consider those practices grossly unfair.

That's not a value judgment. It's a fact.

So, next time you pick up your iPhone or iPad, ask yourself how you feel about that.