2003 – Spellforce released.
2010 – valdis348 made a Spellforce walkthrough in 238 (!) parts.
Oh … my …. god!!!
Just for fun, let’s watch a level 2003 RTS-RPG bossfight:
I just read through the “Making Scrum Stick – Overcoming Anxiety And Fear” article over at InfoQ and wanted to quote a few lines:
Often people in an organization haven’t received any training in simple things like giving and receiving feedback or dealing with conflict – both essential ingredients in a successful, high-performing, self-organizing team.
So true and completely under-appreciated. In my experience as game developer, with my colleagues the things to learn and teach were always about the work at hand. How you create models, how to paint textures, how to write good code, sharing best practices of level design and what not. Not once have i experienced or heard of or even hear people express the desire for training in what is mentioned in the quote: dealing with conflict, praising, reprimanding, motivating, coaching – anything regarding true Leadership.
That is one of the things all team members of any team should learn, right next to the skills required to produce your work. But i suppose it may be part of our society that knowledge does not equal wisdom, and a good worker needs to know how to operate his tools first and foremost – anything beyond that may be seen as luxury, a nice to have item.
Personally, i think it’s the other way around. I’d rather cope with someone’s inability to operate his tools perfectly if i and the rest of the team can work with that person well and everyone simply enjoys working together.
Strangely enough, relatively few people are fearful of being Scrum Masters, despite it being a role that combines a lot of responsibility with no authority. People are most fearful of this role when they are selected for it and either have a poor understanding of what is involved or are not clear on how it is different to their previous role.
I was once asked to become a Scrum Master. I had no idea really what it meant to be a Scrum Master, so i was told: you moderate the daily meetings, see that the 15-minute timebox is kept, make note of any special occurrences, inquire further and then report back to the Manager with anything of note since the Managers do not have time to take part in each and every daily meeting. That was the whole idea of being Scrum Master. I thought it was a dull job to do and so did most others.
Then, end of 2008, i did my own research of what was expected by a Scrum Master. I was blown away. Neither did we get the idea of Scrum Master right, we basically failed at all levels of what we called Scrum. It was at that point that i wanted to become Scrum Master more than anything. Yet how things turned out changing projects three times didn’t help and sadly a few months later a 50% staff cut was announced and that was the end of it.
In the remaining time, when things still seemed as if they were about to change for the better, Scrum-wise – i talked to a few people, some of them were already Scrum Masters and some were set out to become Scrum Master. The reaction was typically that it’s a dull job and no one really wanted to do it. Some felt they did not have the time to do that next to their own work. Others felt anxiety that they’re maybe not the correct person for the job or that they were not succeeding at it.
No one really understood the role of Scrum Master. And we still had all kinds of Manager roles which i now consider a bad sign if you’re adopting Scrum. It’s as if Scrum was a play for the Team who had now additional roles like Product Owners and Scrum Masters who were in many cases team members, yet the Manager roles were left untouched. They continued to do their managing as always, were not integrated into the teams and in the few cases that they were, over time they had so much work to do, they had to remove themselves from the team’s work to get their work done. From what i’ve learned they were also disappointed by the buy-in of Scrum from the team but also came to conclude that many people just want to be told what to do. No wonder if the Team itself has no responsibility, and little to say, and more than a healthy distrust towards Management and their ideas. Actually, the Team had a lot to say but it only served to widen the gap between Team and what was perceived as “Upper” Management – even though we were a rather close group of people.
That just serves to show how much we moved apart from each other in perception only.
The good news is that a Scrum project will come up with a baseline view of how much the project will cost and when it is likely to be finished. The only difference is that we are very explicit right from the start that this is wrong and we will make it better as soon as we start working on it. There is an amazing feeling of relief when we can become comfortable with uncertainty and a freedom to actually discover what is needed at the appropriate time.
I feel this relief each and every day. As freelancer, i have to make proposals based on unpolished, unrefined and prone to be modified project ideas. I have to calculate time and money. Fortunately, i have the experience to come up with a good baseline and then experience tells me to double that, and in the end you’ll finish 20% under time and everyone is happy.
I achieve that by not planning the uncertainty but what i know. The things i know i can put times on and they usually match perfectly. It’s the things i don’t know, those i haven’t accounted for or haven’t looked into in greater detail that are of the greatest risks. What i do is to break them down into smaller tasks, try to consider everything that is involved in it from a high-level and then put on some number on that – in bulk tasks. They’ll be broken down as i go.
The good thing is, for example, if i have a similar feature but one is for single-player mode, i know i can take some shortcuts. If it concerns local multiplayer (same screen) i expect the difficulties to ramp up moderately. For Wifi/Bluetooth multiplayer i’d have to add a lot more to it. To more uncertain or unknowing i am about a feature or technology, the higher the numbers i choose to estimate them with. For example, creating an offline scoreboard with 10 entries is maybe a day’s work even if i include a rough UI layout. I may even be able to finish and polish the UI in the same day.
However, even if i can use some existing online multiplayer highscorelist technology, i would probably shoot for at least 3 days to get the technology working, plus another day for the UI as some things like delays for downloading may force you to consider adding “hourglass” animations while scores are transferred, or disable buttons until the request has been acknowledged, and so on. So a lot more complexity and since i’m already estimating this as 4 days it’ll be a whole week – this one-day buffer is for any unforeseen events. Risks like if the technology i use were only to retrieve one score at a time and didn’t include fetching then Top scores at once, for the sake of an example.
The only way you can get anyone to change is to explain how this change will be beneficial for them – you cannot buy commitment, only compliance
Signed.
Wired.com: “No Flash means that the iPhone browser is incapable of displaying a large portion of the internet.”
No Flash also means the iPhone or iPad for that matter is capable of avoiding a lot of issues that come with Flash. Besides, i don’t see “ads” as an interesting part of the Internet, next to games and streaming videos this is the third most widespread use of Flash on the Internet. The games wouldn’t work well anyhow on the iPad due to numerous issues (not designed for touchscreen, use too much memory, expect keyboard, bad performance) and the videos are at least partially supported via the Youtube app. I’ve said it before that the iPad doesn’t need Flash, and here i say why it shouldn’t.
There are actually good reasons for Apple not to support Flash on the iPad and many of those who desire Flash either haven’t realized that or chose to ignore them. So here’s a quick list for those who, instead of whining about the lack of Flash, would like to understand why there is no and will be no Flash for the iPad:
Flash Apps would undermine the App Store
This is the biggest issue from Apple’s business perspective. If any Flash app could run on the iPhone, any app would be possible including those that violate Apple’s Terms of Service. Flash apps would also be in direct competition to native apps, bypassing Apple’s but also competing developer’s revenue streams. Instead it would play in the hands of Flash portals, specifically gaming portals, and if you have to choose between the two and where you want to earn your money – i believe the App Store wins hands down.
Given enough will it would also be possible for companies to undermine iTunes as a whole by offering eBooks, music and video downloads. Apple is well aware of that danger and if one could remove all other concerns for Flash but this, Apple still wouldn’t allow Flash to run on the iPad/iPhone for that very reason. So if you’re hoping that eventually Flash will come to the iPad – forget it.
As it is now, websites who use Flash and are also targeting iPhone and iPad users would be well advised to develop their own native app if possibly. This in turn would strengthen the App Store, moreso the more popular that website is. Another gain for Apple.
There is no quality control for Flash Apps
Every App Store app must pass Apple’s quality control. As much as some may hate it, it’s good that this sort of quality control exists. It doesn’t mean that Apps can’t be total crap but at least a minimum set of standards for both content and user experience can be expected. Most notably offensive and malicious apps are much less likely to appear in the App Store than they are with Flash. Which brings us to the next point.
Security & Privacy concerns
It’s no secret that Flash brings with it security risks and privacy concerns. Not that anyone would care though. But maybe you care more about the next issue.
Flash performance
Well written Flash apps run rather well on most computers but it is also rather easy to overdo it and we still see particular Flash apps that don’t run smoothly even on multiple GHz computer. How would it scale down to a several hundred MHz system? Not very well. And while Adobe is currently porting Flash to the iPhone to allow developers to use Flash to develop native iPhone Apps, the performance numbers and developer’s experiences are discouraging to say the least.
And let’s not forget: many Flash apps are memory hogs – none of them have been optimized for devices that offer less than 100 MB of memory, let alone just around 35 MB at most on the iPhone. So how many Flash apps could you really use if the iPad supported Flash? I bet the number would shrink drastically and you’d be furious about Flash apps crashing frequently.
Yes, Flash apps also load incredible amounts of content and that comes from where? Correct, the Internet. So would you wait for minutes while on 3G or even EDGE for that matter? And then having it crash because it runs out of memory? It makes for a terrible user experience – and a lot of users will blame it on the device’s Flash support. So in that light no Flash is better than the best you can hope for, which would be: “Flash works in principle”.
Finally, Flash apps will drain your battery like any other iPhone app. If at all possible, Flash content would have to be started per user request instead of auto-loading as it does on computers as to avoid each and every ad to be a strain on the battery.
Flash games to this point are not designed for touchscreens
So forget the dream of playing all those Flash games if only the iPad would support Flash. While there are a good number of games that work with just one mouse button the rest of the games with keyboard support would simply be a waste of your time. And even for the one-click games it’s still doubtful they would work so well on a touch screen if only for the fact that your finger is much bigger than your mouse pointer which conceals the part of the screen you’re tapping on.
Further readings:
Venturebeat: Why the iPhone won’t have Flash anytime soon.
Wired: Why Apple Won’t Allow Adobe Flash on iPhone
Poking fun at Apple
Closing Words
I mentioned in my last iPad + Flash post that i’ve installed a FlashBlocker for Opera. Now every Flash app is a little “f” button that i have to click to play. Not surprisingly (to me at least) i found that 95% of the webpages i visit do not require Flash at all, or only show those nasty Flash ads which i didn’t even know are Flash based until i installed the Flash Blocker.
So what content am i really missing if i didn’t have any Flash? Well, for one i don’t see the stock market graph on Yahoo. Youtube videos obviously. The Zwoptex texture atlas generator i use for work. Slideshare may be of interest twice per year that i’d be missing out. Aaaaaaaand that’s about it. I can trade stocks, do online banking, research every bit of information i need, read news, stay up to date on sports, contribute to user communities via forums, chat and what not. All of this without native iPhone/iPad apps and without Flash obviously. So why is it such a big deal for so many people? I just don’t get it.
And then there’s a wise saying that certainly applies here: if you can’t do it right, don’t do it at all!










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