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January 30th, 2008

MySpace Platform Goes Live February 5; Accepting Developer SignUps Now

MySpace logo

After months of rumblings and announcements, MySpace is finally getting ready to pull the trigger on its long-awaited platform for developers. Starting today, programmers can sign up to register for the MySpace API program, which will go live on February 5th. The APIs will allow developers to create social applications for MySpace much like they can already for Facebook. The platform will be compatible with Google’s OpenSocial platform, meaning that applications written for OpenSocial will work on MySpace with a few minimal tweaks.

More details will come out later about what exactly the APIs will allow developers to do, but at a high level they will allow for deeper integration into MySpace than can currently be done with Flash widgets. The APIs we believe will support Flash, iFrame elements and Javascript snippets, and give developers deeper access to MySpace member profile information and their connections. Developers also will be able to make money from advertising associated with their applications.

MySpace has a lot of catching up to do with Facebook in terms of building a loyal community of developers. For one thing, Facebook is far ahead technology-wise, with nearly 15,000 apps written for the site. But competition is always welcome. One way for MySpace to attract developers would be to offer better economic incentives. Amit Kapur, who is MySpace’s newly-appointed COO, tells me he is most excited about helping developers make money:

Yeah, I think ultimately that may be an area where we are able to differentiate. If you look at the past, companies like Photobucket and YouTube did contribute to the success of MySpace. They were continuing to build on the user experience in ways we were not focused on. Philosophically, we want to make that easier for companies.

As we find out more details about how the economics will shake out, we’ll keep you posted. Kapur also mentioned that the three big areas MySpace is focusing on right now are: making the Web more personal, more portable (through both mobile and data portability), and more collaborative. It is a fair bet that social apps that focus on those areas are likely to receive more attention from MySpace.

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January 30th, 2008

Yahoo soft-launches lifecasting service

Yahoo logo

Yahoo is launching a new video service called Yahoo Live. Initially available for Yahoo employees only, the service allows users to create their own “social broadcasting experience.” Translation: Yahoo is the first major company to get into the lifecasting space currently occupied by startups like Ustream.tv and Justin.tv.

Yahoo! Advanced Products releases an internal alpha of the new video service Yahoo! Live.

Yahoo! Live is social TV, where you’re the star! Create your own social broadcasting experience. Start by broadcasting yourself from your webcam, invite your friends to chat with you, they’ll go live with you, and you’re all on candid camera!

The service is scheduled for release in early February, but be the first to test it and tell us what you think!

Join our mailing list at http://ilist.yahoo.com/wws/info/ylive-discuss for general discussion and to announce upcoming broadcasts.

We know it’s easy to get carried away once you’re on camera, but a few things to keep in mind about Yahoo! Live -
- This is an internal alpha release (Yahoos only!) so it’s confidential.
- The service is still in development and may undergo outages, so any data saved may be lost prior to public launch.
- The service may not be accessible if you are on a wireless connection, due to security concerns. You can work around this by setting your browser to go through a proxy server. Here’s how: http://twiki.corp.yahoo.com/view/Mingle/SocksProxyHowTo. Otherwise, please use the service from a hard wired connection.

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January 29th, 2008

Kingdom Under Fire II goes massively multiplayer

Kingdom Under Fire COD logo

The Kingdom Under Fire real-time strategy series has always incorporated action and role-playing game elements, dating back to its 2001 inception on the PC. With the Xbox 360 release of Kingdom Under Fire: Circle of Doom earlier this month, the developer went so far as to drop the RTS focus and crank out an action-RPG instead.

Kingdom Under Fire SS1

Now the franchise is set to embrace an even more convoluted genre description. Developer Blueside today announced that it will be taking the series back to its action-RTS roots with Kingdom Under Fire II, but it’s also adding something new. The game will be the first example of a new genre the developer is dubbing Massively Multiplayer Online Action Real-Time Strategy, or MMOARTS.

Kingdom Under Fire II’s new MMO mode will allow thousands of gamers to meet in “siege battles of epic proportions,” according to Blueside. Both its multiplayer and single-player campaigns will feature a new storyline in which the balance of power between the Human Alliance and the Dark Legion is upset by a third faction bent on world domination.

Kingdom Under Fire SS2

With an anticipated 2009 release window, the game is being made for worldwide release on the PC and unspecified consoles. Blueside is codeveloping the title with Phantagram, but no publisher has been announced yet.

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January 29th, 2008

Nokia to buy Trolltech, will become a patron of KDE

KDE by Nokia

An announcement issued by Trolltech today reveals that the software company is being acquired by Nokia for $153 million. Trolltech is the company behind Qt, a cross-platform application development toolkit that is available under both commercial and open-source licenses. Trolltech also develops a Linux-based mobile platform called Qtopia that includes a mobile Qt stack.

Nokia describes its acquisition of Trolltech as a way to move its cross-platform software strategy forward and also alludes to the potential for increasing the value of its S60 and Series 40 mobile platforms. “The technology landscape evolves and, for Nokia, software plays a major role in our growth strategy for devices, PCs and the integration with the Internet… Common cross-platform layers on top of our software platforms attract innovation and enable Web 2.0 technologies in the mobile space,” said Nokia executive vice president of devices Kai Oistamo in a statement. “Trolltech’s deep understanding of open-source software and its strong technology assets will enable both Nokia and others to innovate on our device platforms while reducing time-to-market. This acquisition will also further increase the competitiveness of S60 and Series 40.”

Nokia clearly intends to incorporate Qt support into its mobile software platforms, but the intended scope of such plans remains unclear. Nokia could potentially reinvent S60 and Series 40 as Linux-based Qtopia platforms and ditch the Symbian underpinnings. The company could also potentially port Qt to those platforms and provide it as an additional layer for third-party software development. Support for Qt would vastly simplify the process of developing third-party applications for those platforms, encouraging the growth of a richer software ecosystem.

Another significant factor is the inherent portability of Qt, which provides robust support for all three major desktop operating systems and is actively being ported to Windows CE and Windows Mobile by Trolltech developers. Qt already provides a very clean glide path between desktop and mobile developments. Developers using Qt will be able to use a single code base to produce an application that runs on a variety of mobile and desktop platforms, an appealing prospect for third-party software developers who want the broadest possible audience.

Nokia intends to preserve the multilicensing model that Trolltech established for Qt. Developers who wish to create open source software with Qt will be able to use the GPL-licensed version and developers who want to create proprietary software with Qt will obtain a commercial license. Perpetuating this licensing model allows Nokia to encourage continued growth of an open-source Qt ecosystem while also creating a revenue stream from selling commercial development licenses.

Some have expressed concern that Qt support for desktop development will stagnate or degrade as a result of Nokia’s strong emphasis on mobile technology, but that appears to be an unlikely possibility. The fundamental value of Qt, and quite likely the reason behind Nokia’s interest in the technology, is that it spans the desktop and mobile space.

Implications for KDE

Nokia’s acquisition of Trolltech could have broad implications for the KDE desktop environment, a user interface and application development platform for Linux that is built on top of Qt. Most KDE users will probably not perceive Nokia’s acquisition of Trolltech as a threat since an elaborate framework is already in place to protect KDE from any potential disruptions to open Qt development.

The KDE Free Qt agreement, which has been in place since 1998, was originally created to ensure that KDE development would be able to go on in the event that Trolltech ever discontinued support for Qt under open source licenses. Under the terms of the agreement, the KDE Free Qt Foundation will be permitted to release Qt under a highly permissive BSD-style license in the event that Trolltech ever ceases Qt development or discontinues its open-source version. The agreement was constructed so that it would be enforceable after mergers, acquisitions, and even bankruptcy.

The KDE Free Qt agreement provides a last-resort assurance of Qt-openness, but it is unlikely that it will have to be invoked. Nokia has generally been a positive influence on open-source software development and intends to expand ties with the KDE project. An open letter to the open-source software community jointly by Nokia and Trolltech affirms intentions to collaborate and requests feedback from community members. “Trolltech has benefited greatly from the feedback the community has been providing while using Qt to develop free software,” the open letter says. “We respect the symbiotic relationship Qt has with the community and we wish to continue and enhance this relationship. Nokia is committed to continue Trolltech’s current open-source engagements, including honoring the KDE Free Qt agreement, and we will seek to strengthen our support of KDE in the future. As a first step Nokia will apply to become a Patron of KDE.”

Nokia has already invested considerably in GNOME and GTK, vendor-neutral open-source software development components that compete with Qt and KDE on Linux. According to Nokia, GNOME technologies will continue to be used extensively in its Internet Tablet product line. Nokia’s work on the GNOME-based Maemo project will continue moving forward unaffected by the acquisition of Trolltech. This means that Nokia is now one of the biggest and most diverse contributors in the mobile open source space.

Trolltech has a very unusual business model and a very complex symbiotic relationship with the open-source software community, factors that will likely pose some challenges as Nokia attempts to integrate the software company into its own business. Although there will probably be some bumps in the road, the acquisition has a lot of upside to it. Nokia has demonstrated a very positive influence on the open-source software community in the past and has the resources and expertise needed to take full advantage of Qt’s potential.

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January 29th, 2008

iPhone Application Key reportedly leaked

Last night, an anonymous tipster pointed us to this Austin Heap webpage that purportedly reveals the iPhone’s secret Application SDK key. Another tipster, also anonymous, then tipped me to iPhone “Elite” developer Zibri’s blog, that shows the same key. So what does this mean? Since all iPhone applications must be properly signed for iTunes to process them and for the iPhone to load them, this key suggests that hackers are closer to creating compliant IPA application bundles for home-brew iTunes distribution. With the proper key, developers can create and distribute applications that load through iTunes without Apple’s blessing.

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January 28th, 2008

Paradise lost or found? A review of Burnout Paradise

Burnout Paradise Logo

There is a car on the street that seems to be slightly out of control. It’s going way too fast, with flames licking out of the exhaust. It makes a slight course correction to avoid a parked car, and that’s the end; over-correction at this speed is fatal. Soon enough, the car slams into a wall, and we see everything in slow motion: the hood crumples, the glass blows out, and finally, the car flies upwards and slams onto its hood. The camera zooms into the seat: there is no one there.

Burnout Paradise 1

Burnout has always been about barely-controlled chaos and spectacular crashes, and Paradise is no exception. Criterion doesn’t model drivers; to do so in a game like this would make this a little too disturbing… these aren’t crashes anyone would ever be able to walk away from. This is the first Burnout that includes a free-roaming city instead of a hub of menus, and it’s also the first Burnout that has been built from the ground up for the newer systems (and avoiding the cliché of EA hating the PS3, the game actually looks better on Sony’s system—although the difference is slight). Burnout Revenge for the 360 was merely an update to the current-gen versions of the game.

Now you have an entire city to play in, and the crash mode is done for. There is no traffic-checking, so be careful when you’re in traffic. You find races and other events at intersections. If you fail once, you have to turn around and drive all the way back; there is no easy restart function to allow you to try again. This isn’t the Burnout you’re used to, and we were quite taken aback by the changes when the demo was first released. When I began writing this review, Ars’ Managing Editor Eric Bangeman jokingly suggested the title be “How EA ruined Burnout.” I’m not sure what my expectations were when I began to play the retail game, but it’s important to look at what kind of game Burnout Paradise is, not the Burnout we wished it was.

Then I started to play in the city, watching all the driver-less cars bash into each other, racing and jumping and screeching around, and it felt like the Burnout I remembered. Paradise City is merely a playground for the insane and reckless, and by removing the drivers, the consequences are also removed; you can feel free to use the other cars as your playthings.

This is a bold move for a very well-respected franchise. Messing with a proven formula is a dangerous game, but Burnout has never felt safe. Oh, won’t you please take me home?
If there are no people in these cars, why is it so disturbing to see a car seat in one?

Don’t worry about the races, not yet. Take the time to just zip around. The city is huge and open: there are urban sections, warehouses, parking garages, hills, rural areas, you name it. While the game takes place in one open city, there is a very respectable amount of variety in your surroundings, and being able to drive from one to the other in a way that makes sense gives the game a more cohesive feel than the previous entries in the series. You’ll also see areas blocked off with yellow barricades, smash through those for shortcuts and more demanding terrain. The yellow lights? Those show you where the big jumps are. The Burnout billboards? Find a way to jump through these throughout the city. There is much to see and do before the first race.

The races and events are found at the intersections, and most of these are in the more downtown-type areas of the city. If you see an event you’d like to take part in, slow down at the intersection and hit R2 and L2 to begin. The map then comes up to show you where the goal is. Suddenly, other cars zip out of nowhere to take you on. This is where you’ll start to realize just how differently the game is played in this huge city.

Burnout Paradise 2

You see, it’s easy to know where the races begin and where they end, but there are many ways of getting between the two. In fact, at the beginning of my play time, I got lost more than a few times and had to pull the map down to plan my next few moves. This disrupts the frantic nature of the races, but with practice you begin to get a feel for the streets and need the map less and less. Feel free to go off the beaten path while racing; there is no out of bounds. This may be disorienting to people used to Burnout races being linear affairs, but it deepens the game play significantly. Wait until you see some of the crazy paths you can take to win races; finding the best route is half the fun.

Of course, there is no way to restart a race. This is a problem for players who are used to trying races over and over until they are perfected. Now? If you fail a race, just get used to wherever it spits you out, and try an event or two there. It’s a more laid-back way to play Burnout, and while it may annoy some, it leads to more exploration-based play.

One of the things that does tend to be annoying in the long wrong is the need to go to junkyards to switch cars, paint shops to change the paintjob, and autobody shops to repair yourself. In some ways this is fun, blowing through a gas station to get extra boost in a race is a good time, but in others it can be annoying to have to go to one of only a few places in the city to switch cars out to complete a burning route. The open-city aspect of the play is more fun than expected, but having to drive around to switch cars can get tiresome.

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January 28th, 2008

Amazon Says International MP3 Downloads Coming in 2008

Amazon MP3 store logo
Amazon has made the important, if vague, announcement that its DRM-free MP3 downloads will be made available internationally starting in 2008.

Taking its content from all four major record labels internationally will strengthen its position as a superior DRM-free music provider to Apple’s iTunes Store, which doesn’t even offer content from all the major labels yet. Amazon currently provides 3.3M songs from 270,000+ artists, encoded at 256kbps, and priced anywhere between 89 and 99 cents each. Things are similar with iTunes Plus, Apple’s DRM-free music collection: songs are 99 cents each and encoded at 256kbps. However, Apple only provides “up to 2 million iTunes Plus songs” in comparison to Amazon’s 3.3M, giving the latter company a substantial edge with its scope.

Amazon’s MP3 store launched in September and signed up the last major label just this month. The company is declining to provide a “specific launch timeline for individual Amazon international websites.”

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