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Four Design Links: October 22, 2009

We're not trendy, but we are well-read. You can be, too: Four Design Links is trolling the interwebs so you don't have to.

1. Is Spec Work Ever Okay?

Threadless Website

Threadless is a popular t-shirt company who crowdsources its designs from user submissions. Chosen designs are awarded $2,500 with bonuses for reprints and a shot at a larger prize in a yearly "best-of" competition. But of course, the company might make a hundred times that in sales, which has led some to accuse it of basing its business on spec work.

Jake Nickell, CEO of Threadless, doesn't argue that he uses spec work, but he disagrees that what his company does is a bad thing. His argument is that Threadless submissions 1. Allow designers to keep their copyrights 2. Are an open process with no specifications (no brief) 3. Pay quite a bit. Most importantly, he says, people who submit to Threadless do it for enjoyment and not for the money.

I'm torn. On one hand, it doesn't answer the critics of spec work which argue for professional engagement-- that design is serious business which is not something to be farmed out on the cheap to amateurs. On the other, people who aren't designers like to make things and Threadless actually seems to give them a fair shake. I'm not sure what the breakdown is ethically. But if you're going to solicit spec work, I suppose there's a sea of people out there doing worse.

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NickOct 22, 2009
 

Protect, Point, Pay

The Associated Press thinks that the way to save journalism is to use new technology (DRM) to preserve its old business model. Reddit user ClockworkSparrow took AP's diagram and rewrote the text to expose the folly of this idea.

Rollover the image to see the parody version. Caution: Language is NSFW.

Diagram of the AP’s new Protect, Point, Pay Scheme

To add insult to injury, after studying the initial press release, Ed Felten determined that the technology AP plans to use can't actually do any of the things they claim it can!

Lest we forget, Techdirt reminds us why any strategy that depends upon DRM is doomed to fail:

This has been said before (multiple times) but you don't rescue your business model by "protecting" against what people want to do. You don't rescue your business model by wasting resources trying to hold back what people want to do. You rescue your business by providing more value and figuring out a way to monetize that value. Putting bogus DRM on news does none of that. It only hastens failure.

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NickJul 30, 2009
 

World of Goo(d)

Paul and I have been through a couple of busy weeks lately. Although we are not playing too many games these days, we’d like to share some love for one we enjoyed recently: World of Goo.

Developed by 2D Boy, a two-person team, World of Goo is a puzzle game with a simple mechanic—assembling minimal physics-simulated structures so your Goo-balls can exit the level, Lemmings-style. More than this, it has great production values (made with open source software!) and a lot of heart. If you’re in need of some fun, we encourage you to check out the demo.

World of Good is awesome.
Don’t just take our word for it. The critics totally dig the full game.

When you’re ready to take the plunge, you can purchase it on Steam (which we also like), or from WiiWare. ((I may go the Wii route over Christmas because I like waggle controls and it seems to be a bit more reasonably priced than the PC version ($15 vs. $20)))

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NickNov 13, 2008
 

Services as Bait and Switch

DLB looks at the Android G1 and gripes: why can't a cell phone play my MP3's?

I was following Clay Shirky’s Twitter feed the other day and I noticed him talking about the first Android (Google) phone, the G1. I am definitely not a phone aficionado (it’s not like I leave the vicinity of my computer very often) but he said something that caught my attention:

A Tweet from Clay Shirky.
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NickOct 30, 2008
 

DRM and the Social Contract

If DRM is necessary (or just unstoppable), what's a fair way to do it? DLB looks for inspiration in an example of a successful compromise between publishers and users.

I didn’t want to dwell on DRM anymore, but after responding to a comment on Tuesday’s post, I felt the need to play devil’s advocate—to prove that we’re not just idealists, but seriously thinking about this stuff.

My original suggestion was to remove all protection, embrace the effects of copying and change the pay structure. Ideally, the net result would be fewer pirates, thus more revenue. But maybe that’s just as radical as putting DRM on everything—who knows if it would really work?

The truth is: this stuff is still evolving. There isn’t a perfect model of DRM out there that works in the best interests of both the publisher and the user.

However, rather than be defeatist, I’d like to share with you one that does a fairly decent job by taking the middle path.

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NickOct 3, 2008
 

Evolving Beyond DRM– Part Two

How can companies prevent the general unhappiness caused by DRM and still sell games? Find out in part two of our series.

Do Nothing

When we last left off, I suggested that the solution was to do nothing. What does that mean, exactly?

What I’m saying is, forget about copy protection entirely.

DRM costs far more than it protects. It doesn’t prevent piracy—pirates are going to break it anyway. What it does is hurt paying customers, who should be cherished at all costs. After all, these are the people who are actually giving publishers money when they can get something for free. Why make things hard on the good guys? All it does is make them into the bad guys.

Yeah, sure, you say. No copy protection is just asking for people to pirate my game. How will I make any money?

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NickSep 30, 2008
 

Evolving Beyond DRM– Part One

DLB presents a two part case-study about piracy, DRM, and customer's rights. Today's theme: "You're doing it wrong".

The Situation

Piracy is the biggest problem facing PC games. Publishers claim it’s so bad that it threatens the very existence of the platform. Since it’s so easy to copy games, it’s no longer profitable to develop for the PC.

To help stave the flow of lost sales, many newer games come with DRM (Digital Rights Management), a kind of software lock designed to prevent unauthorized copying. It sounds okay in theory. I mean, we can generally agree that companies have a right to protect themselves.

But that’s where the game publishers have gone overboard—putting their rights above their customer’s. And so, instead of profiting as they should be, they’ve created a storm of controversy and actually made things much worse for everyone involved.

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NickSep 26, 2008
 
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