When Netflix started its transition from DVD to streaming (and finally making their name make sense), they were really the only game in town. That meant that any studio that had content they wanted to make available only had a single choice through which to distribute. It also meant that consumers only had a single place to go to see if a certain piece of content was available to stream. Today, the market is beyond fragmented, with general purpose services like Netflix, Hulu, and Amazon Prime Video, plus network-specific services like CBS All Access, HBO NOW, and more. In addition, DC just launched a service, and Disney is looking at as many as 3 separate services.
As the number of distribution platforms increases, so does the number of pieces of content that sign exclusivity deals with a particular platform. The platforms believe that locking content in as an exclusivity to their service, it essentially holds consumers hostage to paying for their platform. On F5 Live: Refreshing Technology, we have discussed several times that the fragmentation of the industry has caused a new problem for consumers: too much cost. For example, if you want to watch Futurama, you have to pay $8 per month. If you also want to watch Disenchantment, also from the same team, you need to also pay $8 per month for Netflix. So, just to watch the two shows, it's $16 per month.
As the cost of streaming options increases, due to too many choices, customers have another choice to make: whether or not to pay. However, the internet generation is not going to be dissuaded from watching the content they want. If you need any proof, ask the music industry how preventing streaming has worked for them (hint: it created Napster). As it turns out, the choice they are making is to pirate the content.
According to a new report from Sandvine titled Global Internet Phenomena, as streaming availability raised, the use of services like BitTorrent decreased. However, as the industry has continued to fragment, the use of BitTorrent has increased once again. In 2011, the report showed that 52% of all upstream traffic in the Americas was BitTorrent traffic. In 2015, only about 28% of all traffic was BitTorrent. This year, however, usage shows a reversal of the trend, and exclusivity deals are likely a cause.
Unfortunately, this report is unlikely to make any changes in the industry. There is a certain amount of content piracy that is expected and, if the companies are smart, planned for. Until that loss is exceeded, the industry won't look at its behavior and begin to make changes. However, if the wireless industry is any indication, they will eventually discover that exclusivity is not good for business.
It is no secret that 2018 has not been Facebook's year. Between illegal data collection lawsuits and of course Cambridge Analytica, which landed CEO Mark Zuckerberg in front of Congress, this is almost certainly a year the company wishes it could do over. Unfortunately, last week added to the company's difficulties, this time care of a data breach.
This breach, which affected only about 50 million of the site's 2.23 billion active users (or about 2%), took advantage of a bug in the altered upload process introduced in mid-2017 and a bug in the "View As" profile feature. By using the bug in the View As feature, attackers were able to get access to external access keys, used to connect to applications like Hootsuite and MissingLettr, or for logging into applications via the Facebook login process.
By using these keys, an attacker could, potentially, be able to make whatever changes or access whatever data that key gives access to. For example, if you used to login process, they might be able to access your name, email address and possibly your contact list. If the key was for an application like Hootsuite, they attacker could have access to a ton of data, including all of the pages you manage and would be granted access to post to your profile and pages as you.
Fortunately, once Facebook became aware of the issue, they patched the vulnerabilities and expired every exposed access key, plus keys for another 40 million users who had used the View As feature in the last 12 months. Those 90 million users started their Friday being asked to login to a variety of applications, including the website, mobile apps, Messenger, and more. While it might be an inconvenience, it's better that Facebook revoked all of the tokens rather than leaving it up to the users to figure out some revocation process.
Your next steps, whether or not you were forcibly logged out, should involve a thorough review of the apps that you give access to your information. You might even want to consider not using the Login with Facebook feature in the future, if that is an option. Some popular applications do not allow you to skip the Facebook Login, but most allow you to create a platform-specific login. When that is an option, use it. If you were logged out, you might also want to change your Facebook password, although the company says there is no indication that password information was made available.
Earlier this year, we learned about Project Yeti, Google's attempt to create a game streaming service. Over the years, various companies have attempted game streaming systems with varying results. OnLive failed miserably in the market, while Sony's purchase of Gaikai, which ultimately became PlayStation Now, has been a success. Even Microsoft is working on a game streaming system to enhance the Xbox One and PC gaming space. So far, the only real successes or potentials for success have come from companies already established in the gaming world.
This week, Google, who has no real place in the gaming industry, announced and launched the first test of what we assume to be their Project Yeti, which is currently being called Project Stream. The system allows people to stream a AAA title, Assassin's Creed Odyssey, directly to their browser. Unfortunately, the system only works in Chrome for Desktop, meaning anyone using Edge, Firefox or Safari, or anyone on a mobile device, is currently out of luck, though Windows, macOS, Linux, and Chrome OS are all valid options.
All from within the browser, you can play the game with keyboard and mouse or with a wired controller. For whatever reason, Project Stream cannot use Bluetooth controllers, although as far as the computer is concerned it should be the same. Google says that both modern console controllers, both Xbox One and PlayStation 4, work just fine when wired. It should also work with controllers from Logitech and Razer. You'll also need a recommended 25Mbps internet connection, though a faster connection will likely work better.
As is fairly normal for Google product launches, the system is invite-only. To get an invitation to the system, you can visit the Project Stream website and fill out a simple form. Filling out the form does not guarantee that you will get an invitation, but it's the only way to get started. Invitations are available to anyone in the US 17-years-old or older.
Over the past few years, the trend of electronics companies preventing consumers from making alterations to their devices has been on the rise. When it came to videogame consoles, one of the early implementors, it made some sense: altering a console could cause cheating, which is no fun for those who play legitimately. But, as the trend left gaming consoles, it went from a policy to protect a community to a policy to protect corporate profits.
We've seen phones and laptops seal their bodies, even preventing their owners from changing something as simple as a battery - a capability that both had previously had for decades. All of these changes have been made difficult or nearly impossible, but if you had the determination, you could make the repair and continue to use your device. All of that is about to change, however.
This week, it was revealed that Apple has made a change to its 2018 MacBook Pros and iMac Pros, updating a piece of hardware included in their computers specifically to punish people who want to fix a product they own. The new version of the chip, the T2, will temporarily self-destruct the computer if certain repairs or upgrades are performed without authorization. These actions include anything involving the display assembly, logic board, keyboard or trackpad, or Touch ID board. These are some of the most common and most expensive repairs, which causes owners to look for less expensive options. Unfortunately, to get the computer back up and running after a repair, Apple's Toolkit 2 has to be run to unlock the device.
In addition to being a downer to owners themselves, this policy change is going to add several new complications to the macOS ecosystem. First and foremost is computer repair stores. Most are not able to get certified Apple Authorized, which means that these companies will no longer be able to repair or upgrade these computers for their customers without making things worse.
This will also create a new complication for people looking to purchase a used Mac. Similar to Xbox, PlayStation, iPhone, and other devices, there is now a risk of purchasing a used Mac that is theoretically fully functional and even potentially upgraded, but which doesn't work.
This policy has nothing to do with security and everything to do with greed on Apple's part. Apple wants you to bring your computer to an Apple Store or an authorized repair center (which pays for that right), rather than taking it to your local computer shop, so that they can charge customers far above market rate for repairs. Hopefully, other manufacturers won't follow Apple's terrible lead in this area.
In the software world, everyone wants to be "the next big thing." In fact, when pitching investors, it is apparently recommended that you compare yourself to another company, related or not. For example, if you are a fitness company in the gig economy space, refer to yourself as "the Uber of fitness." If you're a new social network, you're supposed to say you're "the next Facebook."
This week, "the next Facebook" got some decent press: Webtalk. In fact, my Facebook feed seems to be filled with mentions of the new site because of a feature on Good Morning Tampa Bay, the local version of Good Morning America. But, like any good fluff piece, the feature does not actually look at the details of the site and its business. Webtalk does everything that every "next Facebook" tries to do: tries to not be Facebook. It enhances privacy and puts it front and center, but unfortunately doesn't do it to the same granularity as Facebook does.
It also claims to integrate some features of LinkedIn, without seemingly offering any of the features of LinkedIn. Yes, you can group contacts as personal and business, and share posts based on those groups. However, Facebook has the ability to create custom groups and share content based on those groups, so you could create your own personal and business contact groups. It does feature a more detailed Experience capability than Facebook, but that is trivial. I created a profile just to see what was possible.
None of this really matters, though, as the business structure of Webtalk is the thing that is going to cause problems for growth. The site has leaned-in completely to the current general acceptance of multi-level marketing and pyramid schemes as a get rich quick scheme. We have all experienced it on social media: friends selling "travel experiences," cheap jewelry, and even off-brand leggings, plus the long-running annoyances of Amway, Pampered Chef, and Herbalife. All of them promise lots of money on a minimal investment. In reality, the cost is often your closest friends.
Webtalk works the same way. Like Facebook and Gmail were in the beginning, the system is private and, like Gmail, requires an invitation from an existing member to get in. In theory, this idea drives users to want access to the system and ask friends for referral codes. However, this system pays people for claimed referrals on a tree structure, giving payouts for the referrals of their referrals, going 5 layers deep. They even have a handy calculator to show how the pyramid structure works.
Pyramid schemes are clearly popular today, with everyone knowing people who have gotten involved looking for a quick buck. Normally, a failed attempt costs tons of money in licensing fees and product purchases that sit in garages and cars for ages. In this case, there isn't really a financial cost, but there is for sure the icky feeling that a normal person gets when their friend pitches a pyramid. When it comes to pyramids, privacy is almost never at the forefront.
The company did not respond to a request for comment.
Does the idea of an MLM-based social network sound appealing to you, or is it something to avoid? If you want to try it out for yourself, invites are available. Let us know your thoughts in the comments.
2018 has been a rough year for videogame studios. This year has seen studios like Wargaming Seattle and Carbine Studios close their doors. For some, like Wargaming, the operations of their games shift to sister studios. For others, like Carbine, the operations of their games will cease entirely. Most notably, that means the end of unique free-to-play MMO WildStar.
While neither of those shutdowns was a massive surprise or industry-changing, this week brought a different scenario, with the announcement of the end of Telltale Games. This studio has produced a long line of popular titles, including the immensely successful The Walking Dead episodic series, and Minecraft: Story Mode. While all of these games may have vastly different properties, they all have a distinctly Telltale style.
Whether it be the distinctive style or their reliance on other companies' properties for their games that led to the company's downfall we will likely never know. What we do know is that the company has let the majority of its staff go this week and has begun the process of dissolving the studio entirely. The company issued a statement explaining,
Today Telltale Games made the difficult decision to begin a majority studio closure following a year marked by insurmountable challenges. A majority of the company's employees were dismissed earlier this morning, with a small group of 25 employees staying on to fulfill the company's obligations to its board and partners. CEO Pete Hawley issued the following statement:
"It's been an incredibly difficult year for Telltale as we worked to set the company on a new course. Unfortunately, we ran out of time trying to get there. We released some of our best content this year and received a tremendous amount of positive feedback, but ultimately, that did not translate to sales. With a heavy heart, we watch our friends leave today to spread our brand of storytelling across the games industry."
Telltale Games has had a lot of impact on both the videogame industry, as well as on the overall gaming community. The distinctive style has produced some of the most interesting fanart and cosplays, including from one of our new correspondents, Julian. The loss of this studio will be felt industry-wide, but with the staff leaving and likely going to other studios, there is the likelihood that their legacy will live on in other games and other studios.