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WordPress Plugins to Tweak Canonical Links

2010 July 24
by Joost Schuur

I became a bona fide WordPress plugin author yesterday, with the release of two extremely basic plugins that tweak how canonical links are managed by WordPress:

  • Homepage Canonical Link – Adds a canonical link to your blog’s home page, which the current WordPress does not do.
  • Remove Default Canonical Links – Disables WordPress’ default generation of canonical links. Useful if you’re generating your canonical links through other means

Both are intended for WordPress 2.9 and above and have been tested for 3.0. They’re also linked from my new WordPress Projects page.

If you’re not up to speed on canonical links, they help search engines figure out the official URL of a given page, to avoid duplicate content being indexed when query string data might otherwise create multiple URLs to the same page. Setting the canonical links helps with search engine optimization. More details can be found from Matt Cutts at Google on the topic.

They total about 6 lines of actual code, but it was a good way to learn the basics of plugin development and the submission process to the WordPress plugin directory. Thanks go out to Bryan Hadaway (author of his own Canonical Link plugin), who vetted my work and provided the encouragement to submit it. Have a look at his post on getting started with WordPress plugin development or  the official guide to writing a plugin at the WordPress Codex for in depth information.

Wherein I use more gadgets than needed for a simple blog post

2010 June 21
tags: iphone
by Joost Schuur

iPhone OS 4.0 (errr, make that iOS 4.0) hit the streets for the general populace today (nice Ars Technica review), and I decided to give everything a field test and write an entire blog post with it on my 3GS. As a registered iPhone developer (yeah, I’m dabbling), I’ve been running the GM since last week, but it never occurred to me to try out the bluetooth keyboard tethering until now. It’s nice, but considering that even the Apple keyboard is 5 times the size of the phone, I don’t see myself carrying this around on a day to day basis. I’m using the dock to hold the phone, and the angle isn’t the best. On the iPad, it reclines back further, and the overall size of the iPad means I don’t have to look down too far and risk a neck strain.

The WordPress iPhone app updated today as well to support fast app switching, which I’m going to use right… NOW to grab some URLs for this post… OK, I’m back and it worked, although I’ve already discovered a bug. Being connected via a bluetooth keyboard seems to reserve room for the actual keyboard in the lower half of the screen, even though it doesn’t pop up with an external keyboard connected.

A few apps started to update late last week for 4.0, but Pandora really kicked things off this morning for a lot of people. Not only does it support ‘fast app switching’, like some of the recent apps, but it truly plays in the background now and might be the biggest contributing factor towards many people on the old unlimited AT&T plan reconsidering switching to a $5 or $15 cheaper one. Between this and Rdio (anyone need invites?), I’m back in one of my music discovery cycles.

Does 4.0 deliver full blown multitasking goodness? Well, no. Craig Hockenberry has a good summary (don’t worry, he uses lowercase letters) of what it really offers in order to peacefully co-exist within the realities of memory and power restrictions of a mobile device, and earlier this week, Instapaper author Marco Arment already talked about the false expectations that the freely banded about term ‘multitasking’ is going to generate for app developers. He has a great proposal for a periodic, background HTTP downloading service that I can see come in handy for a lot of apps. For now, it’s in the hands of the developer community to adopt ‘multitasking’ features to the extent that iOS 4.0 allows for. Things I’d like to see:

  • Background uploading of images to Flickr.
  • Synching of Instapaper & Reeder after I’ve launched it and switched to another app.
  • Fouresquare/Yelp reminding me when I’m in the vicinity of a location that I’ve previously checked into (anything else would be too spammy).
  • OmniFocus notifying me that new tasks are due.
  • Twit Live app background streaming (you can actually already use the live feed in the background with Mobile Safari even before 4.0, but you can’t open another browser tab or it stops streaming)

Another thought: How wild would it be if Command-Tab actually popped open the recently used apps list at the bottom and allowed me to switch between apps? Even on the iPad, when an external keyboard is connected, you still have to touch the screen for certain things. I’d love to be able to simulate a home button click or switch pages and navigate to other apps with the keyboard. Or activate my bookmarks in Mobile Safari.

OK, bored with iOS 4.0 now. When is 5.0 due out again?

Online Gaming Tidbits for May 2nd, 2010

2010 May 2

A few of the latest online gaming related stories in the news:

  • In an interview with Gamasutra, Ben Cousins, general manager of Electronic Arts’ new free-to-play group, discusses the rise of free-to-play at EA with their Battlefield Heroes, Lord of Ultima and BattleForge properties.
  • When Realtime World’s cops vs. robbers MMO APB releases, its publisher EA will try a novel new payment model for the genre: 50 hours of online gameplay in its ‘Action’ districts come with the $50 title, and after that, an additional 20 hours will cost $6.99. Socializing in other districts doesn’t won’t towards your hours left however.
  • FarmVille numbers just continue to boggle the mind. A recent survey from GamePlan Insights reveals that of gamers aware of the game, 21% play it daily.
  • How many data centers does it take to launch a global streaming video game service? Dave Perry’s upcoming Gaikai will launch with 300 of them and require a ping time of no more 5-10 milliseconds. Further announcements are slated for this year’s E3.
  • InstantAction’s approach at digital game distribution meanwhile evolves around their concept of ‘play anywhere‘, promising the ability to embed full games into a browser. A version of The Secret of Monkey Island showcases their new distribution platform.
  • Being overwhelmed by popularity at launch is a problem most developers would love to have. Ngmoco’s iPhone and iPad farming game We Rule had seen its servers take some hits lately, and they’ve been using the game’s Twitter account to keep people updated on their status. CEO and co-founder Neil Young went a step further with an honest progress report stating they’d simply underestimated the number of people that would play the game.

If you find these stories useful, you can subscribe to just this category via RSS, or to the entire blog.

Online Gaming Tidbits for April 28th, 2010

2010 April 28

A few of the latest online gaming related stories in the news:

  • With the Halo Reach beta a week away, Bungie have launched a new FAQ section, including a list of the game’s matchmaking features like the active roster, queue-joining system, social settings and voting screen.
  • EA continues its practice of encouraging and rewarding loyalty by offering up early access to a sniper rifle in their upcoming Medal of Honor game for people who purchased Battlefield Bad Company 2.
  • GigaOM talks to PopCap Games about how they are re-inventing themselves in the age of social networking sites. “All of our games will be somewhat social”, says co-founder John Vechey.

If you find these stories useful, you can subscribe to just this category via RSS, or to the entire blog.

Online Gaming Tidbits for April 27th, 2010

2010 April 27
by Joost Schuur

A few of the latest online gaming related stories in the news:

  • At least some die hard Halo 2 players on the original Xbox aren’t going gently into the night. 12 days after Microsoft shut down Xbox Live support for their first console, 14 people still haven’t disconnected yet and are still playing the game until they are ‘forcibly removed’.
  • A staggering 350,000 people have played Madden 10 online once and never played it again, EA creative director Ian Cummings recently revealed to Kotaku. My question would be what counts as ‘playing it online’. An actual multiplayer match? Maybe they didn’t find an opponent? What does the PS3/Xbox distribution look like for that figure?
  • Zynga is apparently raking in over $1 million a day, making it the largest  virtual goods vendor in the US. Not counting the day Blizzard made $2 million in 4 hours, selling virtual pets of course.
  • In their Guild Wars 2 Design Manifesto, Arena.net calls for making MMO games more social, by encouraging people to naturally play with others around them, without a rigid party system.
  • Don’t forget to check out the updated raw data from Microsoft’s Xbox Live Top 20, presented by yours truly as a curated Google Docs spreadsheet. See the introductory post for details. This past week, Splinter Cell Conviction makes it to #6, NHL 10 is back in at #15, Madden up to #17 and GTA4 & COD4 both drop a few ranks.

If you find these stories useful, you can subscribe to just this category via RSS, or to the entire blog.

Online Gaming Tidbits for April 1st, 2010

2010 April 1

A few of the latest online gaming related stories in the news:

  • Developer DICE, which just released a free map pack to coincide with Modern Warfare 2′s $15 Stimulus package, is adamant that they will never want to charge for Battlefield maps. Free content is available for their ‘VIP’ members only. In order to be a VIP, all you have to do is by a new copy of the game, rather than a used one.
  • April Fools! Blizzard is now offering real life matchmaking, allowing Battle.net users to find ‘someone to pwn noobs with’.
  • Just because a game doesn’t feature a multiplayer mode, doesn’t mean you can’t add a little competitive fun through connected features. The official Just Cause 2 web site features a game stats section with in-game accomplishments like Tallest Base Jump and Vehicles Hijacked, although only the top 10 players are listed, with no way to paginate further. I haven’t played the retail version personally, so it’s unclear if after you link your account, you see your overall rank. Otherwise, it seems like only a handful of players are going to feel stoked by these charts. Aside from the publicly listed stats, I can’t help but wonder what other data mining Eidos are doing under the hood with this reported data.
  • Yesterday, Microsoft claimed their Modern Warfare 2 DLC launch induced matchmaking problems had been resolved by 11 AM, but today they’ve put out a request for details from those still affected.
  • Prepaid card vendor Incomm are reporting ‘tremendous growth‘ from sales in pharmacies of 200% over year to date since last year. The news item is fresh off of a press release, and we’re really not getting any absolute numbers here. How many people bought cards there? How does that compare to other outlet types?Is there a demographic shift for people who purchased cards in pharmacies?
  • Virtual payment platform gWallet is being accused of some minor problems with shady offers. VentureBeat discussed the situation with founder and CEO Gurbaksh Chahal, who said they had ‘unintentionally slipped into its network’.
  • The kingdom simulator/farming game We Rule managed to storm tie App Store charts in a little over a week, already becoming the #4 free game, and boasting over 2 million sessions a day. Ngmoco’s other major freemium game, Eliminate Pro sits at #51 currently. My guess would be the more complex control scheme for an iPhone based FPS has something to do with that.
  • Are we starting to see true MMOs on the iPhone/iPad soon? Many of today’s free2play social games on the iPhone seems to be only using their connected/buddy layer to virally grow their player base and drive people towards in-app purchases. Built on Ngmoco’s plusplus network, Castlecraft on the other hand, promisesmassively multiplayer city building gameplay with quests, alliances and true resource management and technology trees. Still, it’s billed as a free game for the iPad, so expect some layer of monetization.I don’t think players would mind that, as long as the game play wasn’t as shallow as We Rule currently is.
  • Speaking of free2play on the iPhone, Digital Chocolate are launching their first title in the genre today with Fantasy Warrior Legends for Apple’s handheld platform.

If you find these stories useful, you can subscribe to just this category via RSS, or to the entire blog.

Online Gaming Tidbits for March 31st, 2010

2010 March 31

A few of the latest online gaming related stories in the news:

  • Ubisoft’s senior community developer Kimi Matsuzaki issued a short multiplayer map survey, asking gamers whether they wanted multiplayer maps out of the box or as DLC and if they purposefully unlocked callsigns and emblems (Modern Warfare 2 terminology). Ubisoft’s next major multiplayer FPS due out is Ghost Recon: Future Soldier. Hmmm….
  • Ubisoft continues to be plagued with problems with its DRM server, especially in Australia, preventing people from playing Settlers 7 on the PC.
  • According to AppData, the top 3 Facebook games this week are all from Zynga. Most interestingly? FarmVille, despite its 31 million users this week alone actually managed to gain a million over last week!
  • Scoreloop rolled out a new set of white label monetization tools for the iPhone platform, allowing developers to create in-game virtual currencies and storefronts. It’s being billed as ‘the only iPhone social platform that will be directly compatible with the iPad upon launch’.
  • Riot Games, developers behind the multiplayer RPG League of Legends discuss their iterative level design in a competitive online game in this post-mortem on Gamasutra.
  • Capcom is looking to double its market share (to 4%) and is looking to drastically increasing their focus on post-release DLC as a key means to reach that goal, says the new Capcom Europe boss David Reeves.
  • The latest study of the Chinese online game market sees it reaching $9.2 billion by 2014, despite a ‘harsh regulatory environment particularly for foreign games, and a gamer base that has become increasingly discerning about game quality’. There were 68 million online gamers in China at the end of 2009, with the number expecting to grow to 141 million by 2014.

If you find these stories useful, you can subscribe to just this category via RSS, or to the entire blog.

Xbox Live activity reports raw data analysis

2010 March 31
by Joost Schuur

Almost every week, Microsoft’s Major Nelson posts Xbox Live activity  charts, ranking the most popular games on the service, based on ‘unique users’.  Depending on how you interpret that term, the methodology may differ than the peak concurrent users counts that Steam uses for its charts, but either way, Microsoft doesn’t share absolute numbers. Their data is also based on the presence data coming from being connected to Xbox Live, regardless of whether or not the game features online play or not, which explains games like Mass Effect 2 in the list.

I’ve begun tracking this data in a spread sheet for my own research, and am sharing it via Google Docs as well now, in an automatically republished version, whenever I update the master spread sheet. The data is available as both an HTML page and a raw CSV download. Originally, the list was a top ten, but as of 1/25/10, it encompasses the top twenty titles.

I’m up to date from July 2009 to March 2010 right now and there’s already some interesting factoids that struck me:

  • Modern Warfare 2 took the immediately stole the #1 spot from Halo 3 when it launched, and Halo 3 has been able to recapture it, remaining at #2 ever since, except for a week at #3 right as MW2 launched. Seems like Call of Duty 4 got a small bump when its sequel came out. Either people waned to finish or replay the previous game, or those that didn’t pick up the new one got nostalgic and played COD4 again.
  • Battlefield: Bad Company 2 quickly jumped to #3 within two weeks, but hasn’t managed to beat out MW2 and Halo 3 yet.
  • Halo ODST debuted at the #2 spot, but quickly dropped out of the top 10 within 6 weeks and has been barely able to stay within the top 20 in the past month.
  • Call of Duty: World at War took the #1 spot from Halo 3 for a whole month in August 2009, just as its third map pack came out. Since then it’s dropped to #3-4 consistently and only just dropped again to #5 this past week.
  • Gears of War 2 held a solid #4-6 spot for months late last year, but the release of MW2 caused it to drop to around #10 immediately. An indication of where MW2 was also getting its player base from?
  • Only a handful of single player games made it into the chart (Batman: Arkham’s Asylum, Bioshock 2, Mass Effect 1 & 2, Fallout 3 and the Just Cause 3 demo among them), and Mass Effect 2 came out the highest at #6 for its launch week, but then quickly fell down to #19 within a few weeks. Proof that games with online play tend to dominate the charts longer.
  • The most popular sports games were FIFA 99/10 and Madden 10 respectively, with FIFA 10′s international appeal actually beating out Madden by coming in at the #4 spot on 4 separate weeks. That marked the only time a non shooter title had broken the top four.
  • Grand Theft Auto IV has enjoyed a very stable run between #5 and #9 for the past 9 months, no doubt aided by 2 sets of time exclusive expansion packs and a lot of side missions.
  • Only occasionally did an Xbox Live Arcade title manage to crack the overall charts. MajorNelson began to post a separate chart for just XBLA titles eventually, but only 6 titles (Battlefield 1943, Trials HD, Perfect Dark Toy Soldiers and South Park Let’s Go Tower Defense Play, Shadow Complex) in the past 6 months cracked the overall chart. Battlefield 1943 came in the highest at #5.
  • Music games have barely made a blip in the past 9 months. Rock Band 2 reared its head a couple of times at the bottom of the charts, but no other titles from the genre turned up at all.
  • 9 out of 46 games in this first analysis were demos.

Notice anything else interesting? Post in the comments! Feel free to post your own mashups with this data and link back here if it came in handy. Keep an eye out for updated versions linked above every week.

Online Gaming Tidbits for March 30th, 2010

2010 March 30

A few of the latest online gaming related stories in the news:

If you find these stories useful, you can subscribe to just this category via RSS, or to the entire blog.

Xbox Live’s fundamentally flawed Game with Fame

2010 March 30
by Joost Schuur

Microsoft bills their Game with Fame program as an opportunity to ‘play your favorite games online against your favorite actors, bands, and sports stars’. However, it’s little more than a marketing means, tacked on to an online system that is not equipped to scale to the interest levels it generates, and will ultimately disappoint many more than those few that do get a legitimate opportunity to take part and play their idols.

The biggest problem is that for a short window of two hours, only a very limited numbr of fans will actually get a chance to play these celebrities. Consider the potential audience of 25 million people who are on Xbox Live as a starting point, and any celebrity or group featured can easily generate tens of thousands of people who could potentially make themselves available during that time. There’s no proper mechanism either to sign up, other than the existing friend list abilities of Xbox Live, along with its current 100 friend limit. Just before the event, fans are asked to send a  friend request to one or more specifically created gamer tags for the event, in what is nothing more than a digital land rush, awarding whomever happened to send a request at the right time to get noticed.

In the end, thousands of other people who set time aside to take part are not only left out in the cold, but have no further way of actually following the event as it takes place, since there’s no broadcast ability of matches on Xbox Live. On top of that, Microsoft call for those lucky few who did get a chance to play, to email in their stories, since again, there’s no formal way to record what happened for each participant built into Xbox Live in most games.

I’m sure the logistics of holding these kind of events are equally frustrating for marketers at Microsoft. I expect they consider it to be an imperfect, early foray into using Xbox Live to connect gamers with celebrity video game players, allowing them to measure level of interest and see what works and what doesn’t. In fact, when you look at their 1 vs 100 quiz game, the foundation is already there for a much better system that could allow you to play alongside or even against celebrities on a much larger scale. At the very least, Game with Fame is a promotional opportunity to attract attention to the latest works of a band or actor, perhaps as part of a collection of paid advertising bought elsewhere on Xbox Live or Microsoft’s other properties. It’s a numbers game: Hundreds of thousands see the event announcement, ten thousand try to take part, 25 succeed. Thus you’ve caught many more eyeballs than you’ve ended up disappointing.

So at the core of Game with Fame’s problems is the fact that most game’s aren’t designed with this kind of marketing strategy in mind. Most developers don’t even have the luxury of creating a fully featured buddy, stats and matchmaking system into their game, much less appease their publisher’s marketing department with features to specifically play celebrities. By the time marketing even starts to propose a promotional event with a celebrity, most games have long gone gold and shipped. Still, let’s put on our thinking caps and consider what opportunities might be possible, with some foresight and support by the great Keeper of the Project Development Schedule:

  • Broadcast their game play live: Make an event out of it that people can plan for and promote virally. ’6 PM, tune in and watch Tom Cruise get his butt kicked by a 13-year-old in Halo 3!’. Even if the game doesn’t support streaming matches via its own protocol (like Valve’s SourceTV), you could capture the video out from the celebrity’s system and use any number of existing video streaming services. Time delay it by a little bit, so you’re not giving people in the game an unfair advantage.
  • Replay the event later: For those that couldn’t tune in live, let people watch a replay at a later date. Create 5-15 minute highlight reels for people who don’t have that much time and add some expert commentary from someone who knows the game and can explain strategies used (or missed). Video on demand has the added benefit of serving as a permanent add for the game, especially if you mix up video footage of people behind their controllers with what’s happening on the screen: ‘Look at how much fun Metallica had playing Brutal Legend! I should get this game!’.
  • Feature the whole thing on TV: Once you’ve got nicely edited footage, find a TV show and network with the right demographic and show it on TV. This’ll work for a little while. TV viewing is declining, while younger viewers, who are the target audiences for video games are flocking to the Internet. How about an online show then? Something produced for Revision3 e.g.? The point is though, once you’ve broadend yourself from serving a few dozen people who happened to be able to catch a spot on a buddy list, to a wider audience of viewers, the video you produce can be used in a lot of different places.
  • Allow fans to play against the replays: This one’s going to be game specific. Racing games in particular often let you race a player’s ‘ghost’ to see how well you did against them. The trick is going to be highlighting that replay data among everyone else’s. This will often require the game to explicitly allow you to search a specific player’s shared replay data, instead of playing against players of a similar skill level or on your buddy list.
  • Beat a celebrity’s score: Probably one of the easiest ideas. Many games have leader-boards that give you your rank, even though many of them don’t let you look up a specific player’s score if you know them by their gamer handle. If you really wanted to mix things up though, you could create an event specific leader board and award everyone who played during a specific time period and beat the celebrity a small (virtual) prize to boast with later on. Imagine an avatar t-shirt that says ‘I beat Slash at Guitar Hero!’. Such an event specific leader board would take some foresight to implement into the game however.
  • Celebrity created content: Depending on what kind of modification ability the game offers, allow the celebrity to actually shape and influence the content that goes into the game. Maybe you allow players to drive a custom tuned car based on the specs put together by a NASCAR driver, or you let them skate on a skate park designed by Tony Hawk. If you want to go really big, pair them up with a seasoned game designer and create a whole new death-match level, or just create a model for a really wicked looking weapon thought up by Mikey from American Chopper.
  • Celebrity endorsed content: If it’s not feasible to create new content, you could at least have celebrities pick their favorite bits of the game and discuss it. Highlight their favorite track out of dozens or explain what their favorite map in an FPS is along with what strategies they use on them. Show screen shots of their avatar as they appear in-game and have them discuss their load outs or character inventories in an RPG.

Just for fun, substitute the word ‘celebrity’ with ‘developer’ and think about how all of these features can be used by the people who made the game to communicate with their players about what they’re most passionate about in it. It doesn’t all have to be blatant marketing initiated from the publisher to take advantage of a game’s demographic. Opportunities like this could just as well be used to educate gamers about how to have more fun playing a game and then enjoy it for longer.

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