Kickstarter – at its core – is a brilliant idea (and I wish I’d thought of it first). Creating a funding platform to literally allow anyone to bring an idea to fruition by asking for – essentially – seed capital and investors en masse via crowdfunding is truly appealing in every sense of the word. Originally a stronghold of new inventions, gadgets, and apparel, it quickly spread into the entertainment industry as well, with hobbyist game developers, auteur filmmakers, and first time writers given the chance to use crowdfunding to breathe life into their creations.
Star Citizen first appeared on the Kickstarter platform way back in 2012 and was hailed as the next great space simulation game. The campaign was started by Chris Roberts – one of the grand masters of the genre – who created the legendary Wing Commander series while working at Origin Systems. While these might be unfamiliar to non-gamers, anyone who played computer and console games in the 80s and 90s would recognize each name as a juggernaut of the industry.
Without going into specifics, this is the equivalent of Steven Spielberg asking for money to make Montana Miles, a new franchise centered around an ace paleontologist and all around tough guy roughneck adventurer who maybe had a run in or two with certain historical societies while pursuing artifacts from an ancient and forgotten world.
Ol’ Steve is definitely gonna get backers. To really set this up, imagine he asked for money in the late 80s. That’s the kind of perfect storm situation we’d have here.
Star Citizen managed to bring in over $2.1 million from nearly 35,000 backers at its inception, and the fervor and excitement was high. This was due to the pedigree of those involved in the project and the fact that a massive space sim had not seen release in several years (the video game industry – like many others – goes through cycles, with certain properties and genres fading into and out of popularity). Fans eagerly donated, and it reached its original $500K goal quickly, with 9 people contributing $10,000 each and another 19 pledging $5,000.
Since then, additional crowdfunding was conducted by giving fans the option to buy ships and other digital goods to be used in-game, bringing the total to $339 million in the past 10 years (accounting for pre-production and other planning that was done prior to the Kickstarter campaign).
Backing up for a second, consider that I just said 10 years. Which doesn’t sound too bad until you consider that the game is still not out and has no projected release date. If you go to their website, you can be directed to their Pledge Store to purchase ships and other items for a game that isn’t even done, and last released new public material way back in 2015. A side project meant to appease and entice backers – Squadron 42 – just announced its own delay.
And the developers have more or less given no reassurance or updated timelines. The prevailing theory is that this is the result of feature creep, but even this has sparked a number of heated discussions and angry denial from the developers.
Understandably, gamers are angry, and are (perhaps justifiably) lashing out (I won’t link to Reddit or any other forums, but it’s easy to sniff these out). There’s even a (hilarious) Imgur repository of broken promises and failed deliverables against a backdrop of developer feel-good rhetoric. At least one lawsuit has been filed.
Let me take a moment here to say that the gaming industry is no stranger to delays, and has also seen games be released in broken states. The biggest recent example is Sony pulling Cyberpunk 2077 from its digital storefront and offering refunds. Cyberpunk 2077 is the biggest and most anticipated game at the moment, but has been delayed countless times, suffered numerous glitches, crashes, is otherwise unplayable on console platforms (both the Playstation 4 and Xbox One), and been called a disaster.
Let’s not even go into talking about the legacy of delayed games, which stretches from Daikatana, Duke Nukem Forever, No Man’s Sky (though it should be noted that Hello Games has worked tirelessly to rectify the game’s original dismal state against its many, many promises)… The list goes on.
But we’re getting a little off course here by looking at traditionally funded games (even if there are dozens of problems there too). In terms of pure Kickstarter-funded debacles? There’s lots of examples, including DoubleFine’s Broken Age (famous for being the first major game to be crowdfunded and a story in and of itself), SpaceVenture (now over seven years late), and whatever it was that Yogscast game was trying to do (relevant because this was one of the biggest Youtube groups at the time). What about when backers paid for the Oculus Rift, only to have it purchased
outright by Facebook before it was even released to backers?
There’s too many fascinating and infuriating rabbit holes to go through.
So let’s talk about Kickstarter directly for a bit, because if we’re going to play the blame game (hah!), then we certainly need to consider their participation. As it stands, Kickstarter continues to operate with almost no oversight, and has remained a silent and invisible actor throughout these failures. In effect, they are a neutral third party.
Even worse, Kickstarter themselves say that a creator is under zero obligation to complete their project, and relies heavily on the fact that each and every crowdfunding campaign functions in a benefit of the doubt construct. If a creator reaches funding and is never heard from again, Kickstarter maintains that not only will they not pursue any kind of legal action, but doubles down on blaming the investing audience by stating that they knew the risks upfront. Put bluntly: Kickstarter has a very convenient excuse that “art works by different rules.”
In almost all instances, this has resulted in incomplete and abandoned projects, often fueled by lies, deception, and fraud. And yet, Kickstarter has dodged any and all liability, and it’s unlikely that backers can easily exercise any kind of legal action. A similar situation would be taking a contractor to court over an unfinished job, but having no way to actually enforce restitution even under a favorable judgement.
This doesn’t even take into account that there’s a chance of a rogue backer voicing so much dissatisfaction that they sue a company into bankruptcy. Sure, this sounds like reasonable punishment, is entirely legal, and conceivably is well within the rights of that person. But even so, does the blame lie with an inexperienced creator, impossibly high standards set by a (debatably unreasonable) customer, or with Kickstarter being an enabler?
The lofty goals of Kickstarter set against this backdrop of numerous pitfalls suddenly tarnishes its efficacy and integrity, exacerbated by a laundry list of what ifs and potentialities. There’s simply too many legal issues to navigate when it comes to crowdfunding.
Real quick, I want to mention a few other things – similar crowdfunding platforms such as Indiegogo have the same issues, GoFundMe is not without its own controversies, and Valve’s digital marketplace Steam gives developers the same loophole via its Early Access program by allowing them to keep a game in a forever-limbo state.
So I guess the lesson here is that all of these crowdfunding platforms should be treated with a similar attitude you might have when playing the lottery. At the least, try to vet the creator beforehand, as there are certainly viable companies that have run successful campaigns in the past. I encourage you to read user comments on a campaign’s page, research the company in question (have they put out successful products previously?), and be financially ready to lose the money you might put into a shiny new hypothetical.
Google is giving back some privacy control? (You read that right)
(TECH NEWS) In a bizarre twist, Google is giving you the option to opt out of data collection – for real this time.
It’s strange to hear “Google” and “privacy” in the same sentence without “concerns” following along, yet here we are. In a twist that’s definitely not related to various controversies involving the tech company, Google is giving back some control over data sharing—even if it isn’t much.
Starting soon, you will be able to opt out of Google’s data-reliant “smart” features (Smart Compose and Smart Reply) across the G-Suite of pertinent products: Gmail, Chat, and Meet. Opting out would, in this case, prevent Google from using your data to formulate responses based on your previous activity; it would also turn off the “smart” features.
One might observe that users have had the option to turn off “smart” features before, but doing so didn’t disable Google’s data collection—just the features themselves. For Google to include the option to opt out of data collection completely is relatively unprecedented—and perhaps exactly what people have been clamoring for on the heels of recent lawsuits against the tech giant.
In addition to being able to close off “smart” features, Google will also allow you to opt out of data collection for things like the Google Assistant, Google Maps, and other Google-related services that lean into your Gmail Inbox, Meet, and Chat activity. Since Google knowing what your favorite restaurant is or when to recommend tickets to you can be unnerving, this is a welcome change of pace.
Keep in mind that opting out of data collection for “smart” features will automatically disable other “smart” options from Google, including those Assistant reminders and customized Maps. At the time of this writing, Google has made it clear that you can’t opt out of one and keep the other—while you can go back and toggle on data collection again, you won’t be able to use these features without Google analyzing your Meet, Chat, and Gmail contents and behavior.
It will be interesting to see what the short-term ramifications of this decision are. If Google stops collecting data for a small period of time at your request and then you turn back on the “smart” features that use said data, will the predictive text and suggestions suffer? Only time will tell. For now, keep an eye out for this updated privacy option—it should be rolling out in the next few weeks.
Looking to refresh your virtual rooms? Check out Zoom’s Immersive View
(TECH NEWS) Zoom’s new Immersive View feature will help you feel like you’re back in the workplace or classroom again – or wherever you want to be.
If you’re tired of feeling separated from your coworkers, friends, or classmates, Zoom has a new feature that will make you feel like you’re all in the same place once again. At Zoomtopia, Zoom’s annual user conference, the company announced its Immersive View feature that they say will allow for a “more engaging and collaborative way to meet”.
With Immersive View, video participants can all be arranged in a single virtual space. Hosts can choose from one of Zoom’s immersive virtual scenes and embed video participants within that scene.
To make sure your scene is as natural as possible, hosts can move around and resize a participant’s image so they can look like they are sitting on a chair in a classroom or conference room. For added fun, you can even set a custom background. So, if you’d rather be part of the Galactic Senate Chamber, you can create your own scene.
Up to 25 video participants can be in the same virtual space. Any additional people after that will show up as a thumbnail strip on the top of the screen. And, at any time, you can change the view back to Speaker View or Gallery View if you want to.
How to get started with Zoom’s Immersive View
Immersive View is available on Windows and macOS for desktop. By default, all Free and single Pro accounts using Zoom 5.6.3 or higher will have the feature enabled.
To use the feature, first start your Zoom meeting or webinar on your desktop. In the top-right corner, click “View” and select “Immersive View”.
To place participants into the scene, choose between automatically and manually. By choosing automatic, as many participants as the layout will allow will be added to the scene. If you choose manual, you can add and remove participants as you’d like. Since Immersive View will use the first 25 participants, manual works well for larger meetings. If participant No. 26 needs to speak up, you can remove someone and add No. 26 in.
After you’ve made your choice, select one of the provided virtual backgrounds or upload your own image. If you choose to use your own custom background, make sure to follow Zoom’s virtual background specs for the best results.
Finally, click “Start” to launch your scene, and, now, you’re all set!
Those that aren’t using Zoom 5.6.3 or higher will not be able to see the Immersive View. Instead, they will see either the Gallery View or Speaker View with a black background.
Currently, Immersive View isn’t available in breakout rooms yet. Also, recordings of Immersive Views aren’t supported. Depending on your recording settings, recordings will appear in Gallery View or Speaker View.
Considering all the video call fatigue going on right about now, the timing of Zoom’s Immersive View feature couldn’t come at a better time. It will be refreshing to see a video call without just heads inside boxes.
Create a pandemic-friendly sign-in with this touchless technology
(TECH NEWS) In an era where touchless communication is paramount, Wellcome brings touchless employee and visitor sign-in technology to the workplace.
Touchless technology is becoming more and more common these days and for good reasons — health and safety. Due to the COVID pandemic, social distancing is crucial in helping decrease the amount of positive coronavirus cases.
Unfortunately, some work environments require in-person employees, contractors, and visitors. And now, some businesses are even starting to bring more of their workforce back into the office. While we can hopefully assume they all have some safety protocols in place, the front desk interactions haven’t changed much. This makes it difficult to manage and see who’s in and out.
But to fill in that gap, meet Wellcome. Wellcome is a touchless sign-in platform for employees and visitors. According to their website, the app “helps you manage the workplace effectively, making it safe and easy for everyone” who’s in the office.
And the platform does this by implementing the following features in its tool.
Employee Touchless Check-in
By uploading a list of employees to the Admin, employees automatically receive an email with a one-click “Wellcome Pass”. This pass can be added to their Apple or Android digital wallet.
Once at work, employees scan their pass on an iPad at the reception desk. Then, they will see a customizable confirmation screen with the company’s health and safety guidelines messaging. This reminder can help ensure everyone is following the rules and staying safe.
Visitor Touchless Check-in
For visitors without a Wellcome Pass, they can still scan the QR code on the iPad using their device. The QR code will direct them to a customized check-in form where they can select their host and fill out a health questionnaire on their mobile device.
COVID-Safe Visitor Screening
Based on how a visitor answers the health screening questionnaire, it will grant or deny them access to the office. This health COVID screening will help HR managers “protect the office by restricting access to visitors that might be infected.”
Via email, Slack, and/or SMS, Wellcome will immediately notify the host when they have a visitor and send them the visitor’s contact details. It will also let them know if their visitor was granted or denied access based on the health screening. If a visitor is denied access, the host is instructed to not meet the visitor, but contact them another way.
If there is a potential or confirmed COVID-19 case at work, Wellcome makes it easy to identify and notify anyone who may be at risk. To do this, the HR manager just needs to search by a person’s name and date range in the Admin. Search results will pull up anyone that could have come in contact with the infected person.
The Admin will also notify all employees and visitors that need to self-isolate and get tested. If needed, Wellcome also lets you download and submit a tracing report.
Manage Office Capacity
Wellcome tracks workplace capacity and occupancy data to help maintain social distancing. If occupancy reaches the capacity limit, the Admin will be notified to “take steps to reduce occupancy in order to stay within the required limits.”
In the Admin Dashboard, reports are available to view the status of current capacity. It can also predict what the occupancy will be each day so companies can plan ahead.
Employees have the option to pre-book when they want to come into the office. The app displays how many slots are available for each day, and it can send out a calendar reminder. Through the Admin, HR managers can see who will be coming into the office. This is Wellcome’s other way of making sure capacity limits are always within range.
Also, setting up Wellcome is pretty simple. All you need is an iPad. You install the app on it and leave it at the reception desk for employees and visitors to check-in.
For companies who have employees and visitors in and out of the office. Wellcome does sound appealing, and it looks like they will benefit a great deal from the platform. And, if you’d like to check it out, Wellcome lets you use the app free for 14 days. Afterwards, you can select a plan that works best for you.
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