News for hackers. Stuff that matters.
Re:What Killed Google+ And What Can Save It by rektide on Saturday May 03, 2014 @01:42PM (#7691644)
Google has kept tight control over the product. Where-as Twitter grew from a diverse range of different products doing different things with the API and progressed towards a more authoritarian model, Google+ has been tightly controlled and normalized an experience. There's less room in the Google+ ecosystem for interesting things to work their way in.

There is a Moments API for external applications to post specialized content into the feed, and there is a read-api giving an Activity Streams centric feed.

Conversely, perhaps it's that we're less likely as a civilization to try to push things to interesting uses. Quake1, Quake2 and Unreal Tournament mark an exemplary period where dabblers came along and tried to push the systems, tried to find interesting and creative twists. Twitter was similarly buoyed into popularity, but today we see polished, final games- games are no longer moddable, would-be hackers simply license and leverae the engine, not a complete game to hack from, and like we see movements and projects such as IndieWeb, Tent.io, app.net, Salmon, ad-infinitum saying we must do it ourselves, rather than focusing on creating a rich dynamic around something that is.

Suffice it to say, my view is that anything that attempts to stand alone is bound by very low limits, and I'm not sure where G+ needs to go to overcome it's limits of being merely itself.

Re:What Killed Google+ And What Can Save It by cubancigar11 on Saturday May 03, 2014 @03:26PM (#7692064)
> games are no longer moddable

I don't think that is true - success of Skyrim (or other TES series) stand in direct contrast. FPS are indeed non-moddable nowdays but FPS have been done to death and only the franchises (like Modern Warfare, CoD, Crysis) are making enough money.

Re:What Killed Google+ And What Can Save It by rektide on Saturday May 03, 2014 @08:07PM (#7692805)
A bunch of content packs isn't really pushing the bounds. That you end with a discussion of money and survivability of the FPS somewhat drives the point home of how different our views are: an open system doesn't necessarily attract commercial value, it attracts eccentric purposes. AirQuake wasn't made for money, it was made because someone wanted to take something known and explore. Conversely, CoD and MW might be fighting for life because it's only the same commercial hacks doing the same thing to death and not letting other people come in and muck around with shitty barely working mods. Not that people necessarily still do wide-scale show up and start building mutators, anymore: most would rather get paid by the hacks to do "blockbusters."

As per Gibson: "The street find's it own uses for things," and it's that ability of the street to do so that gives long renewing interest into the thing. Either let oneself be reborn again and again, or die of certain irrelevancy.

Re:What Killed Google+ And What Can Save It by cubancigar11 on Sunday May 04, 2014 @02:00AM (#7693450)
Skyrim mods are more than content packs. There is one that converts it into a 3D platformer, one that converts it into a puzzle game and one that converts it into an FPS by giving everyone a gun.

At some point you have to consider the fact that there really isn't much left to do in FPS. When Quake and HL came we were still in infancy. While CS survived every other mod died a horrible death in neglect. People now know what sucks. And what doesn't has been honed to perfection and there really isn't much left to do anymore.

If you want to see modding don't look at FPS, look at Minecraft.