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The world of video games is mourning a huge loss this morning with 55-year-old Nintendo president Satoru Iwata having passed away as the result of a bile duct tumor. While the lasting impact and legacy of Iwata's influence on Nintendo will be thoroughly debated and analyzed, one thing that has no dispute is that Iwata was the rare senior executive in a powerful video game company who was actually a true gamer through and through.
The CEO of Sony Computer Entertainment, the entity in charge of all things PlayStation, is Andrew House. While House has a storied history within Sony's video game division, his entire career has been spent in advertising and communications.
Phil Spencer is Microsoft's "head of Xbox," and brought with him a lot of technical expertise, but mostly focused on project management and other 'corporate' positions that relied more on toting the company line than requiring real, unabashed imagination.
Iwata's history was refreshingly different. He entered the ranks as a freelance video game developer. He was directly hands-on with games in the Kirby and Pokemon franchises, and helped create the defining title Super Smash Bros. He understood the Nintendo business not because of what suit-and-tie people told him in everyday corporate meetings but because he was on the ground floor actually creating the content that defined Nintendo.
He became president of the company in 2002, a mere two years after becoming an official part of the Nintendo team. It was at a time when the company was in one of its worst slumps, following the disappointing reception to its Gamecube system. Under Iwata's leadership, the very unique Wii home console and DS handheld were released to extreme fanfare and excitement. These new systems gave a historic injection of new blood into Nintendo, causing the company's stock price to nearly double in 2006.
Even as he completed his transition from faceless game developer to high-ranking corporate leader, Iwata continued to show his roots as a developer and his unmistakable classification as a gamer. He introduced video segments and other content, available on Nintendo.com as well as through video streaming on Nintendo devices, where he discussed and had conversations with other game creators and developers -- the kind of stuff that the other big players relegate to their inexperienced social media teams and the like.
Unfortunately for Iwata and Nintendo, however, the remarkable success of the Wii and DS turned out to be a one-time thing, as the company has struggled to strike gold again. In recent years, Nintendo's presence has declined even though it continues to capture the attention of its very passionate and loyal fan base.
The unfortunate reality for Nintendo is that the video game environment is wildly different today than it was in 2002, when Iwata took the reigns. It is no longer good enough to be a passionate gamer. The "if you build it, they will come" mantra no longer applies to console gaming giants, as competition from mobile devices and other venues (social networks, etc) has ramped up.
Iwata majored in computer science. He was never a master of the corporate spin and never wasted his time figuring out what company talking points and buzzwords would sound the best. That was a major differentiating factor and something that allowed Nintendo to shine back in the early 2000s.
The industry has a different face today, though -- one that is hyper sensitive to several other industries and much more quickly-changing trends. As a result, it is a very real possibility that Nintendo will replace Iwata not with another passionate game developer, but with someone more ensconced in the business side of things -- someone who will more readily accept the changing tide of the market today and who will be able to manipulate that in Nintendo's favor.
But the discussion as to who will replace Iwata is something that can wait for another day. Today, the story is about Iwata's legacy and about how his vision and perspective truly molded Nintendo into what it has become over the past several years -- the good and the bad. And even though there have been some failures, they were never out of corporate greed or a lack of imagination, and that's not something many high-powered company presidents can say.
Step aside, multi-billion-dollar construction companies. The always-pioneering city of Dubai is about to prove that a completely functional office building can be set up with little more than a 3D printer.
A special 20-foot-tall printer will be able to spit out virtually all the varying components and layers for the single-story building, which will then be placed on site and manually assembled in the United Arab Emirates city. Once all is said and done, it will be a sprawling 2000-square-foot structure.
According to city officials, the efficiency of 3D printing will cut overall building time by upwards of 70 percent and reduce labor by as much as 80 percent, compared to traditional construction.
As reported by Khaleej Times, the project will be spearheaded by the Chinese firm Winsun, which is striving to prove itself as a 3D printing trailblazer. The city of Dubai itself is also an active partner in the ambitious and first-of-its-kind endeavor.
UAE National Innovation Committee Chairman Mohammed Al Gergawi was quoted as saying, "We are keen to use the latest technologies to simplify people’s lives and to serve them better. This project is part of our overall innovation strategy to create new designs and new solutions in education, healthcare and cities. Our goal is to increase the happiness and well-being of our residents and to pioneer new solutions for the world".
One of the most high-concept revolutions in the seemingly infinite world of 3D printing is the idea of mass-produced affordable housing. Winsun has already turned that idea into reality, having printed several houses and even apartment buildings in China. Similar ambitions and proofs of concept have popped up in several countries, including the United States. So far, though, 3D-printed construction projects have remained largely conceptual. Incorporating the technology into a major cosmopolitan city like Dubai will be a big step in the right direction.
In addition to molding the exterior of the building, Winsun will also use 3D printing technology to create inner components as well, including all of the office furniture, with the aid of some non-printed materials like glass, concrete, and plastic. Runaround tech support and unending office politics will presumably still be provided by humans.
There have now been nearly 50 women who have publicly accused venerable comedian Bill Cosby of inappropriate sexual conduct throughout his entire career, but what will you find on his public Wikipedia page?
In his introductory Wikipedia paragraph, visitors will see nothing but the glowing commendations Cosby has earned over the years. Only in the deeply buried sections of his online encyclopedia entry will anyone eventually find a brief description of the ongoing sexual allegations and lawsuits. Visitors to the page are also greeted with a warning that "the neutrality of this article's introduction is disputed".
Bill Cosby has been the subject of at least three independent police investigations spanning 15 years, as well as civil lawsuits that include six named victims and a total of more than a dozen women including Jane Doe witnesses. In addition to that, a total of more than 40 women have come forward accusing Cosby of inappropriate conduct, ranging from dubious former felons to high-profile Hollywood executives.
Yet his Wikipedia page spends only four paragraphs talking about the myriad allegations, compared to more than 40 other paragraphs discussing his achievements in TV, film, and academia. Anyone attempting to create a specific Wikipedia article about the Bill Cosby sexual assault allegations will be rebuffed by the website for creating an article that only exists to defame or damage the reputation of someone -- no matter how many New York Times or Associated Press references accompany the article.
And yet, many other former celebrities have their own allegations detailed in specific Wikipedia pages, like Jimmy Savile, Kobe Bryant, and Jerry Sandusky.
Any time someone attempts to further expose the sexual assault allegations to Bill Cosby's Wikipedia page -- which may arguably define the comedian's overall legacy -- they are questioned. Even earlier this month, an attempt to add additional sexual assault allegations to Cosby's Wikipedia page were removed, with the following comment: "We don't know for certain, and we can't express that in Wikipedia's voice as if it was a fact".
The Bill Cosby Wikipedia page has been placed into "semi-protected mode", meaning that only verified Wikipedia users may attempt to edit the page. And even then, anyone attempting to add negative information about the comedian is thrown against the wall.
Even though there are more allegations of inappropriate conduct for Cosby than nearly any other American performer in history, the revision history of Cosby's Wikipedia page history includes the assertion that it "was agreed to not be up to the level of importance for the intro," meaning the allegations will not be incorporated into the introductory section of Cosby's Wikipedia page.
Given that Wikipedia is supposed to be the most open and transparent source of information on the Internet, it makes one wonder why Cosby continues to be so insulated. Is it fear of ramification from Cosby's legal team? Is it because of the power of Cosby loyalists who do not want to see his name tarnished?
Whatever the cause, it seems like an injustice for a source as powerful as Wikipedia to appear to be willfully ignorant of the continued allegations against such a powerful and venerated pop culture icon.
Meanwhile, Cosby currently faces three ongoing lawsuits: a class-action suit from three women who claim Cosby unfairly branded them as "liars" for speaking out, a separate lawsuit from former model Janice Dickinson over similar claims, and a sexual battery lawsuit from yet another victim who alleges Cosby sexually assaulted her at the age of 15.
Isn't that enough to deserve at least one sentence in a celebrity Wikipedia introductory paragraph? Apparently not.
P.S. Bill Cosby has denied any wrongdoing and has never been criminally charged.
A case of autonomous road rage nearly broke out on Thursday, after two competing self-driving cars barely avoided colliding with one another on a California roadway. It's being called the first incident of its kind.
As Reuters reports, one of Google's driverless car prototypes -- a modified Lexus RX400h crossover -- was cruising along San Antonia Rd in Palo Alto, CA. By happenstance, another driverless car powered by automotive company Delphi, was driving on the same road. Google's corporate headquarters and Delphi's self-driving research facility are both located nearby in Mountain View, CA.
The Delphi car was a modified Audi Q5 crossover with John Absmeier, director of Delphi's Mountain View facility, seated in the driver's side as a passenger. Absmeier says while the Audi was attempting to change lanes, the Google-operated Lexus cut in front of him, forcing the Audi to quickly take evasive action. Although Absmeier was in the car in order to take over control if necessary, the car "took appropriate action" on its own, he told Reuters. Google had no comment.
There was no impact and no one was injured, but it brings up the very relevant question of what kind of situations could arise when the streets are filled with autonomous cars made by competing companies with varying software and algorithms. In this case, Delphi's Audi had the right technology to take the appropriate defensive maneuvers, but it was Google's car that forced those maneuvers to be triggered.
Self-driving cars, which are street legal in at least three other states in addition to California, are being researched and tested by several other companies including most of the major car manufacturers as well as research groups like VisLab, and even rideshare company Uber.
While there have been previous well-publicized incidents of autonomous vehicles getting into accidents, they have all involved collisions with a human-driven car. And the only time the driverless car was deemed at fault was when it was not even in 'driverless' mode and was instead being manually operated.
A case of autonomous road rage nearly broke out on Thursday, after two competing self-driving cars barely avoided colliding with one another on a California roadway. It's being called the first incident of its kind.
As Reuters reports, one of Google's driverless car prototypes -- a modified Lexus RX400h crossover -- was cruising along San Antonia Rd in Palo Alto, CA. By happenstance, another driverless car powered by automotive company Delphi, was driving on the same road. Google's corporate headquarters and Delphi's self-driving research facility are both located nearby in Mountain View, CA.
The Delphi car was a modified Audi Q5 crossover with John Absmeier, director of Delphi's Mountain View facility, seated in the driver's side as a passenger. Absmeier says while the Audi was attempting to change lanes, the Google-operated Lexus cut in front of him, forcing the Audi to quickly take evasive action. Although Absmeier was in the car in order to take over control if necessary, the car "took appropriate action" on its own, he told Reuters. Google had no comment.
There was no impact and no one was injured, but it brings up the very relevant question of what kind of situations could arise when the streets are filled with autonomous cars made by competing companies with varying software and algorithms. In this case, Delphi's Audi had the right technology to take the appropriate defensive maneuvers, but it was Google's car that forced those maneuvers to be triggered.
Self-driving cars, which are street legal in at least three other states in addition to California, are being researched and tested by several other companies including most of the major car manufacturers as well as research groups like VisLab, and even rideshare company Uber.
While there have been previous well-publicized incidents of autonomous vehicles getting into accidents, they have all involved collisions with a human-driven car. And the only time the driverless car was deemed at fault was when it was not even in 'driverless' mode and was instead being manually operated.
Update: Delphi released a statement saying "It was not a close call, “The vehicles did not come within a lane width of each other". Meanwhile, Google's statement claims "The headline here is that two self-driving cars did what they were supposed to do in an ordinary everyday driving scenario".
In a convention where virtual reality has crept into every corner of the show floor, Sony's Project Morpheus makes the distinction of being the only way to experience virtual reality on a traditional gaming console.
The big title being shown at Sony's booth this year is a demo by the name of Rigs, which puts players in control of a giant mechanized robot and the rest should be self explanatory -- players can live out their fantasies of soaring into the air, moving at breakneck speeds, and shooting missiles throughout a vastly expansive environment.
On the opposite side of the convention center, at Maximum Games's booth, is a game called Loading Human. Originally pitched on Kickstarter, it is an expansive adventure game that really allows players to get immersed in a beautiful, fictitious open world and explore while completing missions and solving puzzles.
Both feel definitively like "console game" experiences. There is incredibly high production value. It's not cheap to fund the tremendous resources needed to develop for Morpheus, along with the traditional bureaucracy of getting approved and licensed by Sony. It's a far less open platform than Oculus.
Morpheus is unique from the other virtual reality platforms as well in that it pretty much requires players to have PlayStation Move controllers. Oculus recently unveiled its own controllers as well, though few projects are using them at this point and it's unclear whether or not third-party variations will somehow muddle the market of controller-optimized Oculus Rift games.
The industry is quickly approaching a point of VR saturation. It's becoming easier and easier to look at any video of any virtual reality title -- whether it's being played on an Oculus PC headset, smartphone-enabled headset, or the PS4's Morpheus -- and not be able to tell which is which.
That's why virtual reality, more than any other video game paradigm before, is really all about the experience. Morpheus is inevitably poised to become the VR standard for the traditional console gamer because there is no competition. The upcoming Oculus Rift will have no trouble impressing those who love PC gaming and have a computer strong enough to handle its amazing technology.
The only problem with that is the fact that PC gaming is not a big enough market for something as cataclysmic as virtual reality to really become mainstream. The Morpheus, when combined with other ambitions from Samsung and other mobile companies as well, will help fill in all the gaps to make sure VR is available to anyone who wants to try it. And anyone who gets a taste of what Morpheus has to offer, will want to try it.
While its competitors were fighting about Weather Channel royalty fees and customer service fiascos, Dish Network was blazing ahead to become an exceedingly relevant TV provider in a 21st century landscape. Its new effort to merge with T-Mobile is just the latest example.
As has been widely reported, Dish and T-Mobile are in discussions to become one entity that would give a huge amount of wireless spectrum to T-Mobile and give Dish a completely unique position in the mobile marketplace.
The mobile market is filled with complicated spectrum laws and antitrust watchdogs preventing any major shakeups, and the pay-TV space has been dominated by egos and bullying for the better part of 30 years. This is the kind of merger that could actually mark a conceptual change in these two behemoth industries.
The merger with T-Mobile cannot be looked at in a vacuum. In a market where most pay TV companies are becoming increasingly irrelevant and only succeeding in becoming more of a subject of vitriol and ridicule, Dish has long been the outsider. This is not a case of a satellite TV company wanting to become relevant. It in instead the latest chapter of the only long-standing TV provider that has pushed for relevance for years.
Dish has been allowing its traditional customers to remotely stream virtually any live TV channel or DVR'ed content from their smartphone since 2013. The year before that was when it introduced the commercial-skipping Hopper DVR, a technology that was so disruptive that networks, most vocally CBS, expressed unparalleled rage.
Then, at CES earlier this year, Dish announced Sling TV, which is now the preeminent solution for streaming live satellite TV across a variety of devices. And unlike so many announcements that are all about hype without any specific roadmap to launch, Sling TV launched the very next month.
Dish's approach toward Sling TV is refreshing. The company explicitly and unapologetically says it is only targeting people who have already cut the cord, or were never bound to a cord to begin with; it's not trying to steal traditional pay TV customers. If a customer is even thinking about signing up for cable or satellite, Sling TV does not want that customer.
That such a product is coming from a traditional provider is the perfect example of just how much Dish Network "gets it". Time Warner Cable, Cox, Comcast, and the rest have now finally begun to offer what today are seemingly basic necessities -- things like streaming live TV from a mobile device or being able to watch on-demand content from anywhere. Most of the providers only began that kind of innovation after fighting for years, to their own detriment, to prevent it. And even still, you will need old-school cable or satellite subscriptions and hardware leases that belong in the 1990s.
Oh, and one more thing: Sling TV lets customers subscribe and unsubscribe with a few button clicks. No need to wait for 5-hour installation windows or fight with anti-cancellation "retention specialists".
Dish's daring vision never to cling to the status quo seems a perfect marriage with T-Mobile, which has been desperate over the past few years to appear as the edgier mobile carrier.
It would be a very compelling case for T-Mobile if it were able to offer some kind of exclusive deal with Sling TV. The idea that customers could potentially find themselves paying for HBO, ESPN, and the rest of their favorite live TV channels as part of their smartphone bill, does not seem like some crazy far-off concept. It sounds like the perfect forward-thinking reality of today's content consumption landscape.
And Dish Network is the only one that could pull it off. This kind of merger would be a poster child for questioning the status quo and understanding that no matter how gigantic or unmovable an industry may seem, paradigm shifts will always be inevitable. It's going to be interesting to see how it plays out.
Virtual reality. The term has been a curse for more than 50 years. A curse, because the name is almost inherently an over-promise. It's such a grandiose concept that since its inception, companies and ideas ranging from experiential theaters to video games who dared use the term would inevitably end up being mocked and ridiculed out of existence. Yet the dream and the hype have never fully faded away, and at next week's E3 2015 trade show, all the big names in the current VR landscape will once again make the pitch that virtual reality is now here to stay.
Of course, VR enthusiasts will be most interested in the presence of Oculus VR, whose Oculus Rift headset, in development since 2012, finally got an official release window last month. The impending headset, which has preemptively become the standard-bearer of virtual reality today, will be available to consumers in Q1 2016.
At E3, Oculus will be formidably situated at the entrance of the West Hall where, aside from the titans of Sony, Nintendo, and Microsoft, it will be the largest booth on display, according to the official show floor map.
It will be the first time that the latest version of Oculus Rift's developer kit, known as Crescent Bay, will be at E3. And with such a large booth, it's very likely that new games or projects will be introduced. Perhaps the biggest expectation from Oculus is that it may finally introduce some kind of controller or input device, a subject about which the company has been notoriously dodgy whenever it's been discussed in the past.
Oculus also teamed up with Samsung to deliver the Gear VR headset late last year, which uses the power of Samsung's Galaxy Note 4 phone to deliver an untethered virtual reality experience. It's unclear how much of a presence the Gear VR will have at Oculus's booth, but it is sure to be on display in some form.
Also on display will be Project Morpheus from Sony, a VR headset peripheral for the PS4. Although announced at the 2014 Game Developers Conference, there was virtually no mention of it at Sony's official E3 press briefing a few months later, nor was it highly emphasized at the company's E3 2014 booth.
Sony has been ramping up the hype machine in the past few months, though, and Morpheus is expected to have a bigger presence, not only at Sony's booth but with third-party publishers as well. A total of 21 Morpheus-enabled games have been announced so far. Expect that number to go up by the end of next week. Like the Oculus Rift, Morpheus is slated for release in 2016.
Of course, having the Oculus Rift and Project Morpheus at E3 2015 is expected. They were around last year; they're the big virtual reality stories right now. What's more interesting and more telling about the creep of VR into the video game industry are the other players that are popping up.
For example, Samsung has not had an official presence at E3 in the past and the fact that is is beginning to plant its roots this year means that the mobile giant is getting increasingly serious about becoming a defining name in the market of mobile VR. The company has a block of meeting rooms set up right next to the official mobile gaming space on the show floor, and its presence is almost surely focused on the Gear VR.
And speaking of mobile VR, a newcomer called MergeVR will also be exhibiting at the show, which claims to be a mobile VR headset that works with any smartphone and also has the first mobile VR-exclusive controller. Unlike Morpheus and the Oculus Rift, MergeVR is boldly predicting a launch this holiday season.
Moreover, third-party publishers touting their E3 lineups are eager to point to virtual reality titles as their headliners. For the first time, Morpheus games will be playable outside of the Sony booth, and there are more publishers than ever offering Oculus-ready demos.
Wild outlier rumors, such as Microsoft potentially unveiling its own VR headset, are also out there, but even if there is nothing completely unexpected or off-the-wall announced next week, it will be a good time for VR fans. Last year's E3 pretty much had the typical console fare with Oculus off in the corner and some behind-closed-doors Morpheus demos at Sony's booth. This year, the reach will be far, far greater.
Is 2015 going to be the year of virtual reality? Googling that question brings up plenty of people saying yes. Similar stories crept up everywhere about 2014, and plenty more are already giving the title to 2016. Heck, the Internet is full of predictions that every year up to 2020 and beyond will be "the year of virtual reality".
So without throwing around those meaningless and tired cliches, in all seriousness, E3 2015 is without a doubt going to the most VR-centric Electronic Entertainment Expo that there has ever been. As to how this bodes for the future of VR, it certainly looks promising.
What's truly interesting is to see virtual reality as the new concept that appears to be universal across all gaming markets. There has always been a kind of awkward division at E3 between console games, PC games, and within the last several years, mobile games. Virtual reality may be the only theme that truly spreads across all platforms, and very few high-concept trends in the world of video games have been able to say that.