When crowd-favorite zombie shooter Dead Trigger decided to drop its price from $0.99 to free, citing concerns over piracy, the tech world renewed its interest in an age-old debate: how bad is piracy for developers? Of course, any lost sale is money out of a developer's pocket (though it's important to distinguish between downloads and lost sales). However, the question should and needs to be answered: just how bad is the piracy problem on Android?
Update: It appears Samsung sent out the update removing universal search from international Galaxy S III's mistakenly. I'd say the point still stands for the United States, though.
On December 1, 2004, a patent was filed in the United States naming Apple as asignee (owner). Its title is "Universal interface for retrieval of information in a computer system." This patent, which you can find here, has become Apple's most effective weapon in its fight to see Android dubbed an iOS "ripoff" by courts and consumers.
If there's one thing that sets people off upon purchasing or downloading an app (games in particular), it's opening it up and finding it has in-app purchases.
And this is, generally, a good instinct for consumers to have - hundreds, if not thousands of mobile games blatantly take advantage of people's willingness to nickel-and-dime themselves out of money they would have never otherwise spent buying a game in the first place.
When Google unveiled the Nexus Q at I/O on Wednesday, there were cheers. But not until the designers and creators of the hardware came on stage to explain what it was for a good 5 minutes. Hell, they even put together a fantastic video showing the process of manufacturing the Q (in the good 'ol US of A!). Seriously, if you haven't watched it - watch it. The production values are outstanding.
Why? Google's absolute silence on Google TV (GTV) during I/O keynotes represented, as I saw it, the last straw for the platform (at least in its current state). Of course, Google TV hasn't really seen much action since last fall, but after former Google CEO Eric Schmidt promised big, magical things for this summer, it seemed Mountain View might still have some GTV tricks up its sleeves.
HTC's marketing of Beats Audio on its One Series handsets has rapidly become a joke among critics and internet commentators alike. And that's probably putting it nicely. The fact that the entirety of the Beats "enhancements" found on aforementioned phones has been zipped up and packaged to flash on any Android 2.3+ handset has, at least in the collective minds of the internet, exposed the Beats partnership for what it is: equalization software and a fancy logo.
A few days ago, my colleague David Ruddock shared his feelings on Android tablets, why they "suck," and a few suggestions on how they can be improved. At the start of that editorial, he asked the question "how often do you instinctively reach for [your Android tablet], as opposed to your phone or laptop?" Today, I'm going to answer that question from my own personal standpoint, and I'm going to explain why I think Android tablets are actually underrated.
Update: I've refined a few of my points in this article to focus less on the whole "how much it costs to make a video game" angle, because I'm not exactly an expert on project funding. I think the point I'm trying to illustrate about Kickstarter as a whole is now clearer, and articulated in a more generally-applicable manner.
Note: This piece is of tangential relation to Android (and it grew more tangential as I wrote it), but the game in question is a joint Kickstarter venture promising an Android game, M.U.L.E.