Archive for category Video Games

Davis Freeberg’s Site Of The Week

Cat Catches EagleThe winner of this week’s site of the week contest was Cat With Bow Golf. Cat Golf is an unusual, but highly addictive Japanese flash animation game that was created earlier this year. While I wasn’t able to understand all of the Japanese instructions, the game is pretty easy to figure out, just by playing it for a few minutes.

Basically, you control a cat with a bow and arrow. The goal of the game is to hit a target with your arrow. The only catch is that the cat is connected to the arrow, so everytime you shoot at the target, you also go flying across the screen. As you are flying, you can fire a second shot and it will change your trajectory.

The levels in the game are a lot like the courses you’ll find at your local miniature golf course. There are obstacles that you have to go above or below and there are times where you need to think beyond just one shot.

The further you get in the game, the harder the levels get. I played the game a lot over the last week, but as hard as I tried, I couldn’t finished the game with a par score or better. For every Eagle my cat caught on early levels, I had plenty of triple bogeys at the later levels.

Overall, Cat Golf won’t make your internet surfing any more efficient, it won’t give you access to special information or provide any unique insights into technology. It’s not the type of site that will save you money or provide a tangible benefit from using it, in fact, if you go to the site, it will probably be a waste of time, but from an entertainment standpoint, it’s a great way to waste time.

I’m not sure what is is about the game makes it so playable, but there is something about the Cat Golf that makes it easy for one quick game to turn into a marathon gaming session. While the graphics aren’t going to compete with Halo, the combination of the easy rules with it’s unique game play, makes Cat Golf a lot of fun.

Congratulations to Cat with Bow Golf on winning this week’s site of the week award. The nominations for next week’s site are listed below, you may vote in the sidebar. If you know of a good site that should be considered, feel free to send it to me and I’ll be happy to consider it for a nomination.

Desktop Blues

Save The Bunny

Podcast Alley

EA Sports – It’s Not In The Game

Claw Vs HoffmanOver the course of my life, I have been one of Electronic Arts best customers. It’s embarassing to admit how much money I have spent on the company, but year after year, I’m the guy who falls for their trick of repackaging the same content, over and over again.

I’m not sure why I feel so compelled to upgrade each year, but for the last decade, I’ve purchased an EA title at least, once every three months. A few of these have been new games that EA has come out with, but by and large I’ve mostly stuck with the tried, but true sport franchises.

I like the sports games the best because they allow me to play a quick game without having to keep track of what’s going on. I’ll usually start with a season mode and by the end of the real life season, I am wrapping up the playoffs. When the online capabilities started to come out, I was pretty fired up about being able to skool other gamers with my mad John Madden skillz, but as a casual gamer, I quickly found out the hard way, that I was no match for the caliber players, who have the time to play online.

Right now my lifetime winning record for all Xbox Live games is under 10%. These days, I tend to stick to playing the computer, but every now and then, I’ll still log in, just so that I remember what it’s like to take a beating.

EA knows that they make their bread and butter on customers like myself. Most of their titles are franchise oriented, which allows them to have a neverending game pipeline in the works. In the past, I thought it was silly to upgrade from one title to another, just for the updated player stats, but each year the subtle differences in the gameplay was enough to convince me to keep upgrading.

Normally, overpaying for a game that I won’t play very long, isn’t really all that big of a deal, but over the last few years, I’ve noticed a disturbing trend at EA and after continuing to be disappointed with their products, I’ve finally decided that enough is enough.

Every since I first bought my Xbox 360, I’ve noticed that EA sports has been building in planned obsolescence into their franchise titles.

My first disappointment came when I purchased Fifa: Road To The World Cup. This game was one of the first few titles that came out for the Xbox 360 and as a huge World Cup fan, it was immedietely on my must have list. After getting the game, I quickly set up my franchise and ended up picking Sweden to try and take to the World Cup. For the next few months, I played my season diligently and finally made it to the end of the qualifiers. I had a lot of tied games, but was able to successfully make it into the World Cup tournament.

It was then that I found out, that my game wasn’t FIFA World Cup it was only “the road to the World Cup.” If I wanted to actually play in the tournament, it meant that I had to pay another $60 to EA, just so that I could get the follow up title that was released shortly thereafter. I did end up trying out the real World Cup game and other than the tournament, it was exactly the same game.

As a customer, this is really frustrating because it would have been easy enough for them to include a playoff round in the game, but instead they wanted to resell the same game to me a second time. Had I known about the subtlety, I probably wouldn’t have bought the game, but you never really know what a game will be like until you’ve already purchased it and it’s sitting in your console.

After being disappointed with the FIFA game, I decided to try out NBA Live 2006. At the time, the basketball season had already started, but I was eager to see how far Kobe could take the Lakers without the help of Shaq.

After buying the game, I loaded it up and was excited to try it out, but quickly found out too late, that EA had removed the franchise option from the game. The franchise has always been my favorite part of any sports title and often times, I would build up a promising, but young team, only to sim 3 or 4 years, so that I could play my players in their prime.

While I enjoy the actual gameplay of NBA 2006, trading players and adjusting the starting lineup can be even more fun for me. Even though this feature has been included in every NBA game that I can remember, for some reason EA left it out. Given their history, it makes me suspect that the reason why they did this was so that customers would have an added incentive to upgrade in 2007.

With both of these games, I was willing to cut EA a little bit of slack. When the Xbox 360 came out, there was a rush to get the games out. I could see Microsoft making them release a stripped down version of their games just for the launch. I kept buying titles hoping they would get better, but finally, my patience wore down. The straw that broke the camel’s back was the ultimate EA franchise game of all time, John Madden’s football.

I’ve been playing this franchise longer than any game I own today and every year I’ve felt really good about making the upgrades. There were some years that they would tweak the controls a bit and it would drive me nuts, but year after year, I’d see little improvements and the game only got better. Then all of a sudden, EA decided that they needed to take away past functionality that their customers had gotten used to. In this case, they decided to kill the ability to do a fantasy draft at the start of your franchise.

The fantasy draft was my favorite way to run a franchise. Not only could I make sure that my favorite players ended up on my team, but it also introduce parity into the league. When you combined the initial fantasy draft, with the college draft at the end of each season, it allowed a user to take over the general manager position and try their hand at managing a team from the executive level. Now it could be that I’m misinterpreting EA’s intentions, but given how popular this feature has been with players, the most logical reason to take the feature out would be if they wanted to build in an automatic reason to upgrade, for the next year’s game.

I don’t mind when EA adds new features that don’t turn out to be so great. I also don’t mind, if they kill features because they are terrible or because of outside legal considerations, but when they make their games intentionally defective, it doesn’t make me very happy about upgrading year after year. It would be one thing, if I had the option to take a bad game back, but most retailers have strict rules about returning lame games, after you’ve opened up the package.

Because I’ve become convinced that EA is intentionally making their games bad, I have stopped purchasing their titles unless someone makes a personal reccomendation. The strategy may ensure that more people upgrade each year, but by watering down their games, they’ve lost at least one important customer from being so short sighted.

Gamefly Implements FastReturn Strategy – Will Customers Return For A 2nd Chance?

For the last few months, I’ve found myself buying more video games then I normally do. Usually I might buy a game once every three months and then play it intermittenly until I get sick of it and move on. Recently though, I’ve found myself wanting to try out more games and have been spending more time playing my Xbox then normal. This was probably caused in part, by my having to live without my Xbox 360 for a month, while Microsoft repaired my console. Once I got it back, I was ready to play video games with a vengence and have spent way too much money over the past few months, buying new games for my console.

At first I figured the best way to try out a bunch of new games would be to reactivate my Gamefly account, but everytime I went to their site, I just couldn’t hit the submit button to actually sign up. It wasn’t that I didn’t want to join, but rather that everytime I went to the site, I froze up when I was faced with the decision over whether I wanted ten days free or a discounted first month. This sounds really stupid because the difference in price was only a few dollars, but having had a negative experience with Gamefly in the past, I liked the idea of trying to see if they’ve improved and being able to quit without a hassle, in case they haven’t. At the same time, before signing up, I was about 75% certain that I’d be a member for at least the first month, so the part of me that loves a good deal, didn’t want to give up the lower promotional rate. The positives and negatives of this trade off were so evenly balanced in my mind, that for the last three months, I’ve been spending way too much money buying video games when I could have been renting them from Gamefly instead.

I probably would have just kept buying games, but over the weekend I came across a story on Digg, that helped to motivate me to become a member again.

I haven’t found a lot of details on the program, but Gamefly has put into place a new shipping program which they are calling FastReturn. The program utilizes a partnership with the USPS and is set up so that the post office will actually notify Gamefly as soon as your video game arrives at the post office. This allows Gamefly to immedietely ship your next game to you, instead of having to wait until the disc actually arrives at their distribution center. Because the system relies on getting it’s notifications from the USPS barcode system, not every postal location will be able to participate, but even without every postal office participating, this is still a big improvement for Gamefly.

Because of their limited number of distribution centers, long wait times have been one of Gamefly’s glaring weaknesses from the get go. Even though I live on the West Coast, it still takes a day longer then it should, for me to receive games in the mail from Gamefly. While a two day wait for a game isn’t unreasonable, if I was living on the East coast and had to wait 4 or 5 days to get a video game, it would certainly diminish the appeal of the service.

So far I haven’t shipped any games back, so I can’t comment first hand on how good the service is, but the early reviews seem to suggest that FastReturn has been a hit with customers.

Ironically, after all of the agonizing that I did over which discount to take, it turns out that because I was a former member, I wasn’t even eligible for the discount to begin with. While I ended up having to pay full price to reactivate my membership, I’m pretty sure that by reactivating my account, Gamefly must have added me to their preferential treatment list, because not only did they immedietely ship out the top two picks from my Queue, but one of those picks was NCAA March Madness 2007. Considering that March Madness in full swing, you can bet that Gamefly won’t be getting that game back from me, for at least the next few weeks.

Davis Freeberg’s Site Of The Week

Site Of The WeekSite Of The Week Hosted on Zooomr

This week’s winner of the site of the week contest was the Falling Sand website. I first came across the site about a year ago when someone submitted it to Digg and it immedietely raced to the front page. At the time, the traffic to the site was so heavy that I couldn’t even access it for a couple of days. By the time I was able to play around with the game, I was instantly hooked.

I’m not sure why I found the Falling Sands game so appealing, but there is something about watching little grains of water, plants, salt and oil fall and mix (sometimes with explosive consequences 8)), that is absolutely mesmerizing. It’s almost Zen like to see the various elements slowly build up and evolve. On one level the game is very simple and has limited rules and functionality, but on another level, it also allows users to create some pretty complex designs.

The game was originally developed, by a Japanese blogger and while I don’t understand Japanese, I’m still thankful that he took the time to build such a cool program. While searching on the web, I found a number of people who have created some really impressive structures; Wohba.com took advantage of one of the many mods for the game and planted seeds to create a virtual plant, a reader from Gamerswithjobs took the time to recreate Edward Munch’s masterpiece the Scream and it turned out very nicely, I’m not exactly sure how to describe the ecosystem that So Many Schemes developed, but I still found it’s use of blues and sharp angles very appealing.

The only downside I found to the game is how easily it is to spend way too much time distracted by it. I can’t tell you how many times I’ve gone to the site for just a minute and then ended up spending way too much playing around. Congratulations to Falling Sand for winning this week’s site of the week contest.

Next week’s nominations are listed below. You can vote in the sidebar. It’s Ok to send this to your friends to vote, but please only vote once. If you know of a good site that should be considered for the site of the week, please feel free to nominate it by sending me an email at Davis :AT: DavisFreeberg.com

Net Disaster

Internet Traffic Report

Ugly Dress

Davis Freeberg’s Site Of The Week

And The Same Black Line That Was Drawn on You Was Drawn on MeThis week’s winner of the site of the week contest was the game Wone. With such a crazy name, I’m not exactly sure how to phonetically pronounce the name of the site, but I do know that the game is a lot of fun. The game is actually pretty simple, you control a tire in a bizzarre world made up of ramps, walls and platforms. You can roll the tire left or right, but must collect a series of barrels in order to pass each level. At each stage the game gets harder and harder and while I played the game quite a bit over the last week, I still couldn’t make it past level 4.

What I like about the game is that it is simple and yet it is still highly entertaining. There are no nuclear bomb buttons, no super power moves, no vertical jumping, just the ability to roll back and forth like an old tire. Trying to figure out the optimum speed to jump off the ramps could be tough, but once you hit it just right there is a great feeling of satisfaction from making your way through this virtual garage. Congratulations to Wone for winning this week’s site of the week contest.

You can see the nominations for next week’s site of the week listed below and can vote in the sidebar. If you’d like to nominate your own site for site of the week, feel free to send me an email at davis [at] davisfreeberg dot com and I’ll be happy to add your site to the pool of nominations.

Map Message


Work Friendly


Music Portl

Coming Soon To A Living Room Near You . . .

Time for HDTVTime for HDTV Hosted on Zooomr Photo By Thomas Hawk

People have been talking about it for weeks and finally CES has arrived. It’s the blogosphere’s equivalent of a Star Trek convention. Between the booth babes and Sharp’s 108″ HDTV, geeks have plenty to drool over. With so much hot technology being released at once, it’s hard to cover it all, but here are a few of the highlights from the first day of CES.

IPTV support for Xbox 360 – Microsoft’s has spent billions of dollars and years of research trying to break into the living room, but so far has had limited success. With Microsoft Vista offering media center functionality and with the Xbox 360 set to take on a new role as a set top box for IPTV clients, Microsoft is in a strong position to make a play for the digital living room in 2007. As Microsoft’s IPTV plans continue to develop, it will be facinating to see if they use the Xbox 360 as a way to differentiate IPTV from cable. Is it possible that we could one day see Bellsouth renting the Xbox 360 as part of a triple play package? Given how lucrative video game sales actually are, I can see a powerful business model developing here.

Sling Proves They Aren’t One Trick Pony – Sling Media unveiled new hardware called the SlingCatcher. It’s a device that not only allows you to move television from one TV to another, but it also gives you the capability to plug into a laptop or PC and then sling the internet content directly to the TV. This a great move on Sling Media’s part and could be a promising bridge between the PC and the TV. Instead of trying to create their own IPTV service, they’ve instead remained content agnostic. Because consumers are allowed to access any web page or video, Sling has put themselves into a position where they end up offering more internet video content than any other VOD service (whether or not Hollywood agrees ). By focusing on the delivery of video instead of controling the content, it places Sling at an advantage over those who are pursuing closed systems. Not only should this device speed up the convergence of internet and the TV, but it will open up new markets for Sling as they extend their appeal beyond just the busy traveller.

Moxi Shows Off Prototypes Of 2 HDTV DVRs – Digeo may be locked in the battle of their lives with Gemstar TV Guide right now, but that hasn’t stopped them from innovating. At CES, the company unveiled two prototype HDTV DVRs that they expect to have out before the end of 2007. The company is going the stand alone route and will offer the boxes with cable card support. With as terrible as the cable DVRs have turned out to be, there is plenty of room for Digeo to carve out a niche in the stand alone DVR market. Given that TiVo’s series 3 is priced at a cool $800, it will be interesting to watch, if Digeo’s HDTV DVRs add some competition.

Netgear Introduces Super Charged HDTV DVR – Netgear made their splash into the DVR market in a big way by introducing their EVA8000 Digital Entertainer HD. What this unit lacks in it’s name, it makes up for with it’s capability. Not only does it offer full HDTV DVR capabiities, but it also allows you to stream music, photos and video on the net directly to your television. It supports nearly every codec including WMV, DivX and iTunes and even allows you to watch YouTube on your TV. It can upscale or downscale video to the optimum resolution for your set. It retails at a slim $349 and debuts in early 2007.

Tis The Season For A Snowball Fight


Sony, Wii Have A Problem

It’s looking less and less like a Merry Christmas for Sony Executives. After suffering from shortfalls on their PS3 and being caught red handed trying to pull off a flog, they now have to worry about an upcoming price war with the Nintendo Wii. Already the Wii has proved to be popular beyond anybody’s expectations, but a price cut would be a knife to the heart for Sony’s PS3 plans. It’s unique game control has made it the must have gift of the season and already it’s next to impossible to find.

You’d think with all that buzz and a lower price point to begin with, that Nintendo would be happy to enjoy the lead they’ve taken on the PS3, but if you believe the rumors circulating amoung the blogosphere, Nintendo has more heartburn in store for the other consoles. In a move that neither the Xbox 360, nor the PS3 could match, Nintendo is rumored to be considering a price decrease on their Nintendo Wii starting in spring 2007. They are also expected to unveil Wii’s in various colors as well.

If this turns out to be true, it’d be terrible news for the PS3. At $600 a pop, the PS3 is the most expensive console ever launched and while it’s already proven to be popular with the hardcore gamers, it doesn’t offer much appeal to the non-core gamer who wants a more interactive experience. To make matters worse, if you compare the graphics on the PS3, you’ll find that it doesn’t offer a significant advantage over the Xbox 360, which has already been out for a year. Between the Wii’s early buzz and the expecatations that the Xbox 360 will hit 10 million consoles by the end of the year, Sony already has quite a bit of catching up to do. If it turns out that Nintendo isn’t afraid to engage in a console price war, Sony will face a tough challenge in maintaining the lead they built with their PS2.

DivX In The Post Convergence World – An Interview With DivX CEO Jordan Greenhall

DivX Mpeg 4DivX Mpeg 4 Hosted on Zooomr

Over the last few months, DivX has undergone a pretty dramatic shift. After years of being a closely held private company known more by the underground P2P community then, by the business suits on Wall St., they thrust the company into a wider spotlight by opening up their books and their business to greater scrutiny when they took the company public in a late summer IPO. With the YouTube craze at a fevered pitch and a mainstream audience beginning to seriously think about video downloading for the first time, DivX’s timing was impeccable and as a result, they’ve seen their stock rise by approximately 70% since their debut. While the company was able to raise $145 million in cash from the proceeds of their IPO, it wasn’t without a cost. Because they agreed to take cash from the public markets, it means that they now have to publicly update investors on their performance and disclose details that many public companies would be more then happy to keep as trade secrets. When I saw that the company was going public, I siezed on this opportunity to take a look inside a company that I’ve known about for a long time. As a technology enthusiast and a huge video fan, I’ve used their codec for years and was eager to delve into all of the details that leak out during the very public IPO process.

Over the last few months I’ve documented the company’s progress and have helped to outline some of the strategies that DivX is employing in their quest to make the DivX codec a defacto standard in the digital home. As a result of my coverage, Divx’s CEO Jordan Greenhall reached out to me and granted an interview to someone outside of the traditional press where I could ask some of the questions that I felt the business analysts and mainstream media were missing. As a result, I an excellent conversation with Greenhall, where we discussed DivX strategy with their Stage6 video sharing site, the status on their talks with Microsoft, Sony and Nintendo over bringing support for DivX movies to the video game consoles and the reputation that the company has been labeled with by the open source community over the years. Rather then choosing to provide commentary on the interview or release select quotes, I’ve decided to publish a complete transcription of the interview and the following is the conversation that took place.

If you could tell me about the history of DivX, how it got started, what the birth of this whole thing was up until the point of where we are today?

There are actually two entirely different threads that combine to create DivX. Which are you most interested in?

Mostly the start of the codec itself and how it turned into a business?

Ok, That’s actually two threads, so the one thread is largely mine, the other is Jerome’s, (Gej) Gej was the individual who actually created the technology. He was in Southern France at the time. He was working as a professional video creator and he needed to be able to solve a practical problem in being able to send video that he was creating to a remote location. In order to do it he needed to be able to compress it and he wasn’t satisfied with the tools that were available at the time, so he started looking for better tools and some people on IRC recommended that he take a look at some of the few things that were being done on the intertag standards reports on mpeg4 and he started working with that and he created an idea that he later called DivX. He started calling it DivX by version 2 or so, I’m not sure what package that was. Particularly it just happened to be a very early version of a Mpeg4 asp technology that had to be able to create and maintain DVD level quality, it was really well optimized for D1 resolution and he got it down to a size that could reasonably fit on a DSL line, 784kbs. It was built in an open environment and it included all kinds of technologies to make it happen. He used the .avi platform because there wasn’t a good file format available at the time, and released it out to his various friends on IRC and they sent it to their friends and they handed it to their friends and rather rapidly people started using it a lot. It just happened to hit at roughly the same time frame as Napster, maybe 6 months after Napster hit, it really became known as a phenomenon about a year and a half after the real pickup of mp3. This was largely the community of individuals who had really taken to the mp3 scene. They just took the technology that they were using for audio and took this technology and used it for video.

I actually had a completely different path and intercepted Gej’s path when I was specifically looking for a technology that handled exactly like this. I had a strategic plan in place talking about the convergence and what the new media lens would look like after convergence and an expectation of what would be required to happen for convergence to happen and as it turns out one of the elements that I thought would be needed for this, was a piece of video compression software that allowed you to put images, video and audio that allowed for the reduction in size to the level where traditional mass market pipes, broadband pipes that would be in existence in a reasonable time frame. Even if you had broadband and there were relatively few at the time, we knew that this would be a catalyst, but we also knew we wouldn’t have 10MBs pipes anytime soon.

When you went to look for the DivX codec were you specifically looking for video or for all three formats?

Video, I had worked at mp3 and I saw where audio went and had a good sense that there wasn’t going to be a whole lot of innovation on the technical level, so audio was going to start maturing on the latter side of the convergence arc. Having to do with first the physics of the size and then the transformation of the actual music industry and I was actually spending time with Intervu, which later got bought out by Akamai, and Intervu was the company that built the first distributed network specifically focused on media. At the company I had a lot of insight into what the state of the art was for moving media bits around the internet and when it goes straight to the internet it’s difficult to stretch over the size that pipes had on the overall internet so as a consequence I believed that you needed to have another compression level come in and software is a better solution then hardware, because if you didn’t solve the software problem it could be five or ten years before the hardware and pipe connection could meet the needs of convergence. So that was clearly what I was looking for, so I sent that out to a lot of friends that I knew from prior to it’s inception and a friend of mine said hey there’s this thing going on right now on some of the alternative p2p networks that’s springing up around post Napster, called DivX which is being used for video, so I went and found one called Cutemx, I’m not sure if it still exists, and logged onto a variety of chat networks to check out how this subculture works, got the nomenclature, found somebody who actually had some videos and downloaded a video which was exactly what I had hoped for.

It was not DVD level quality, there was certainly degradation, but it was roughly equivalent to where mp3 was with the audio degradation from CD, circa 97′. There was degradation, but it was eminently watchable and the size was a lot smaller then an original DVD. It was small enough that over the net I could grab it in like 35 minutes, which is very reasonable and at that point everything falls from that.

So at that point I started to go out and try to find this guy, but to a certain extent he’s a little bit like yourself, he was acting under a noms de plume, Gej. I didn’t know who he was so I had to track him down, but I was able to track him down and chat with him on where I thought this thing should ought to go, what kind of system could be built and he agreed and we got together and started working on the project, which we called project Mayo.

How did you pick that name for it?

Initially that was a name that was meaningless, the domain wasn’t owned, and it appealed to his aesthetic sensibilities. We tried lots of code names, but it turns out that those three things are hard to get. Then we recruited these other guys to start the organization up and then about three months later Lee Gomes from the Wall Street Journal had followed exactly the same path to track this guy down and I got an email from Gej saying, uh oh and then an email from Lee Gomes saying we’re writing this story about this new phenomenon of online video sharing around DivX and I’d like to interview you for it, but if you don’t want to interview for it I’m still going to write the story, so we did the story and a lot of things happened after that.

One of the more recent innovations that you’ve been working on has been the launch of your web video site Stage6, can you tell me how that fits into your longer term strategies and what piece of the puzzle that falls into as far as DivX goes?

Let me start at the top with our long term strategy and you’ll see how easily it fits. DivX the company has three beginnings, it’s literally why I was looking for this when I was looking at what does the new media landscape look like post convergence? More significantly there, we have to make convergence happen, so we have two missions, one mission is to understand a better media future, and to do that, on the one hand we are building what we are calling a common media language. Which we believe is the underlying technology layer necessary to enable convergence to happen and you can see that in the codec, in the DRM, things like DivX connect, going into cameras, going into set top boxes, etc.

The other mission is called the new new network, which is building the specific infrastructure that is appropriate to the functions of what media looks like post convergence. We have 20 year plan and we’ve gone through 6 years of it and we’re more or less on track. If you assume and if you are positive that convergence will happen, and by convergence I mean literally the combination of all networks into some form of the internet, mobile, cable etc., some form of open network typology where all devices communicate with that network in a functional way. That is, they’re not tied through medium, through the kinds of content they can consume, rather then a physical typology of their use case, so the cell phone is mobile and small and it fits into certain uses that it satisfies, portable devices, which are mobile and larger have another function it can satisfy. Then you have a very large screen TV in your living room, which is fixed and therefore has limited functions it can satisfy, but they’re not tied to any particular medium so it’s just like broadcast television having immediate control over your TV set.

So thats how I define convergence at large. So a large part of what we’ve been doing over the past six years has been ramping up the infrastructure for this to happen and having a common media language. A set of protocols really that all being complete, can cut across all devices over an open network typology is required for that to happen and that’s a role that we can play. Other requirements of course are the rollout of broadband, the rollout of 3rd generation wireless, affiliated co-married networks and things like that where we really don’t have any synergistic role, so we’re assuming that the market will take care of that on it’s own and we’ll take care of the rest.

A large part of the infrastructure that’s developed around DivX has been from pirated material, do you have any numbers as to what percentage of DivX content today represents pirated material?

I don’t, one of the features of pirated material is that they don’t accurately report pirated numbers. If you take a look at the external numbers of the volume of pirated material over the world, it’s certainly a very large number. I can’t remember what the last report was, but in the music world it still dwarfs the amount of content sold in all collective commercial institutions. I think in the video world, it would be an even larger fraction because online commercial video is still very much emerging whereas grey market online video is rather mature.

Have you talked with any of the major media companies about putting their content on Stage6 and has this issue with piracy complicated those talks at all?

It’s actually kind of a funny story, the very first phone call we got when we started up our office, we had a phone on a box plugged into the wall, was from the MPAA. The second was actually from Disney, so yes we’ve talked with the major media companies for quite some time, in fact the way we first set it up, in an early conversation with one of the CEOs from a major media companies, he said look I think what you guys are doing is great and it needs to happen, but I hope that you understand that there is no way that we’ll be doing any business with you for six years. I said that I completely understand and know the time frame around what was happening, so here’s what I propose we do, what I’ll do is, I’ll say here’s what I’m going to do over the next six months and then six months later I’ll come back and say here’s what I said I’d do, here’s what I actually did and here’s what I’m going to do over the next six months and then just keep doing it. Sometimes what you ask me to do, I’ll do and sometimes what you ask me to do I won’t do, but over a period of three or four or five or six years, you’ll start getting a sense of what we’re about.

When we first said that, we knew that we would be in a position to make a realistic play and that’s more or less how it’s played out. We’ve been involved in all kinds of interesting things with the media companies, we were part of the original high definition standard DVD forum. We were specifically focused on the use of red laser for high definition that took advantage of compression instead of advantage of storage for high definition. That particular initiative didn’t make it off the DVD forum world, so we spun it off ourselves and we’re now promoting red laser high definition in an open market as opposed to a consortium approach.

If someone downloads one of your high definition files from Stage6 and burns it to a DVD, will they be able to get high definition on their traditional DVD player from the HDTV video they download off your site?

If you put it into a traditional DVD player you’re not going to get anything, so at the very minimum it will need to be a DivX certified DVD player, but it would actually need to be an HD certified DivX DVD player to be able to handle high definition files.

How many HD DivX certified players are out there right now?

I believe we have 4 – 6 OEMs who provide these products right now. They are available, they’re not particularly expensive and if you look at the way cycles work in CE, you always go through a cycle where you have relatively high end CE chips which are thick DSP’s on the order of $50 – $60 bucks, which could get you traction to a final cost of $150 – $300 bucks, so you start at $300 and move down to $150, which if you are successfully you can then move into lower cost silicon, which is also a more mass market product. We are now pricing our DivX DVD standard issue with lower cost silicon, particularly with lower cost products, so right now I think the cheapest DivX HD certified device you can buy is somewhere on the order of $150 bucks, but we expect to be able to get that price point below a $100 bucks when the next generation comes out with a lower cost mass market use silicon. Then when you start getting into our approach to high def, we believe that high def is really really cool and great, but it shouldn’t be a whole new product category you have to buy $1,000 worth of hardware, it should be a feature, existing on a product category that you already had that’s relatively already a commodity.

Do you ever see DivX HD Certified competing with HD-DVD or Blu-Ray or do you think it’s designed to do a different thing?

I think we’re competing with Blu-Ray/HD-DVD in terms of content, but I don’t see us competing with those discs in terms of storage. I can imagine and expect to see DivX content, internet and high def on top of Blu-Ray/HD-DVD players, typically because you can fit 10 DivX HD titles on a single Blu-Ray disc just like you can put 10 standard definition movies on a single DVD, but DivX is a global company so we think on a global basis so we are already seeing significant interest in our user base for DivX discs to be sold in retail in high definition in markets where HD-DVD and Blu-Ray don’t even exist at all, especially in regions where it’s just too expensive.

How large is a DivX HD file for a 2 hour movie? Will that fit on a traditional DVD at all?

Yeah, it’s exactly that we can fit a regular 2 hour movie on a single DVD file. It’s exactly targeted for that and at a quality level where you’re probably going to see your Blu-Ray and your HD-DVD. It’s just using better compression.

Can you talk a little bit about some of the recent partnerships that you’ve announced with Canon and Pentax? What’s the strategy there and how does it fit into your overall business plan?

It’s all part of the same strategy for a common media language, so the way we see it is there are two interlocking ecosystems, one ecosystem is unified by the individual consumer’s home. Deal with all the content that they ever play with. The other ecosystem has to do with interlocking between content creators and consumers, so the DVD player for example is in both ecosystems. The consumer will use that DVD player to consume content that you’re ingesting from external parties, from online, retailers, whatever it may be and then you also use that DVD player to ingest content that your getting from people in your relationship circle. Now when you’ve got DivX on your PC and DVD player, if your a consumer who’s going to be getting a camera that will be used to create video, whether it’s a digital video camera or a digital still camera, you as a consumer have a very good reason for wanting that camera to be producing DivX anyway, so that they’ll play in your personal ecosystem. That’s really the beginning and the end of it. We believe what comes with the DivX brand is associated with creating a higher quality media experience, so where a consumer has a reason for consuming a high quality video experience with video cameras, our role is to make sure that if you buy a digital cameras to make video, if it has the DivX logo on it, you’re gonna know that you can create high quality video that’s going to look good and that it’s interoperable, that you’ll be able to play it in all the different environments that play the DivX language.

That’s a broad value proposition that we bring with our brand. You’ll notice that what we’re not doing is a whole lot in the digital video camera space, the DV camera space, we’re really focused on the still camera space. The reason for that is because we took a look at the marketplace and we actually believe that the highest quality user experience is being able to record on the fixed media card, in which we keep all together. It’s very rapid, it’s very easy to use, it’s very easy to store, it’s very easy to load into your hard drive and move around your home, and we’ll be focused on high definition for straight video cameras for the next DivX period.

When your talking about bringing DivX to the mass markets, your talking more about SLR than the traditional video cameras that most of us think about then?

Yeah we’ll hit both categories. We’ll hit still cameras that have video as a mode and then we’ll hit high definition cameras that are standalone video cameras that will preferably and will always shoot to hard drives.

As far as the compact cards go, how many hours of DivX content will you be able to fit onto a 1GB flash card?

You can fit 90 minutes on a 1GB flash card. It is in fact DivX quality so were able to get a lot of content on that card in high quality and interoperable, so you can see how the common media theme runs through everything that we do and it enriches and makes a better media experience, so we can do both simultaneously and make it fit and I think in the future you’ll see that across the board.

One of the things that’s clear from watching DivX’s popularity online is that a lot of people want to know how to get DivX on their Xbox 360, the PS3, even this weekend some industrious hackers figured out a way to bring their DivX movies to the Wii, have you talked to the console companies about officially supporting DivX and how have those talks gone?

We actually talked to those companies back in the PS2 and the Xbox days and back then things didn’t go particularly well. As a company we always have a basic launch where we start with the consumer and work our way back and as a consequence we tend to be more successful in marketplaces that are more influenced by market forces then top down strategies. Which is to say we do better in open vs. closed, so if it’s more open like a DVD player as opposed to closed, like a cable set top box or a cable provider, our systems will have more traction. We found that the second generation game consoles (or technically the fourth depending how far you go back), the PS2 and Xbox and before the gamecube, were still very closed in their way at looking at the world. Increasingly, for a variety of reasons, many which are random as happens to be the cases, we are seeing these next generation game consoles are taking a more open approach the way they are looking at the marketplace and so I have more optimism about our ability to get DivX to those clients, mostly because the consumer is being more vocal in demanding DivX for those clients. We haven’t gotten any concrete announcements about to happen yet, but I do tell people it’s important and I do spend time focusing on it and certainly you can put me on the record as somebody who would be delighted to see DivX in all those media consoles. Also you can put me on the record as someone who recommends that if you don’t currently have a Wii, that you buy one.

As far as the console strategy goes do you think that if Microsoft were to license DivX for the Xbox 360 that Sony would be under a lot of pressure to license the codec as well or do you see an opportunity where Microsoft could differentiate themselves there?

The pressure would certainly be on and then it’s a matter of the politics of each organization. I would argue that on a pure market competitive basis, if Microsoft stepped up and put DivX on the Xbox, they would have a significant competitive advantage and the onus would be on to reduce that advantage by licensing DivX as well, but that doesn’t imply however the Sony would have the forethought to do it.

One of the things that we’ve seen is that people are creating step by step instructions for getting DivX content to the consoles and are utilizing software tools that allow consumers to transcode their codecs in real time. What are your thoughts about these software tools and is this a threat to your business model?

Under the big picture heading of what we do, it may strike you as a little odd, but DivX is actually codec agnostic. I’m as likely to promote using flash as I am for promoting DivX technology. It’s about the appropriate technology for the need that you have and the key is to provide the highest quality consumer experience. My criticisms for these particular transcoder’s approach is that really, what they are is a stop gap. At the end of the day, it’s a low quality experience. It’s not that different from the approach taken in the DV camera market, so it’s clearly a lower entry solution if you were in a more stable system. If you could maintain both the quality, as well as ease of use for whatever the format is in all the way through the channels, but if you’re somebody who wants to watch your DivX content on your TV and you’ve got an Xbox and Xbox has DivX in it, it’s the second best scenario. In any event, I would not vigorously endorse it, but I’m also not completely antithetical because at the end of the day it’s about providing the best quality experience to consumers.

By the way, this is a great segue back to your Stage6 question, Stage6 is our first significant toe in the water on what we call the new new network, the post convergence environment. In our business plan, in our 20 year plan back in 2000, we predicted that you’d see a significant amount of user generated content around the time of 2005. I think YouTube bore that out, although it was a little later then we expected, at the same time it was a little bit bigger then we expected. We specifically predicted that because it would be at the PC, it would be what at the time we called lean forward content, which I think is actually still a useful term. The way we look at DivX the company is that we’re focused almost exclusively on lean back content. These are media experiences where as a consumer you want to become disembodied behind the medium. You sit in the theater and your movie starts and you don’t want to be interrupted by the growling in your stomach until the movie is stopped. That’s the part that we focus on and that’s the part that we think is important and by the way that can be entertainment content, it could be news content, it could be personal content, but it’s lean back content, each one of those segments have different feelings associated with that environment.

The PC is really not the optimum lean back screen. It’s a lean forward screen. It’s spectacularly short content, it’s interactive, your multi-tasking, your checking your blog, your checking your MySpace page, you hit a link, you go to YouTube, you watch a clip, your out, you’re very much involved in that environment, your not hitting play to sit back.

We look at it and say, YouTube is improving the use case and people are aware of it, the time is now ready for us to start sowing the seeds for what this environment looks like in a post convergence environment. Still, we’re a couple of years away from convergence being a true case, but the content language part of our business is now ramping now that you can say with confidence, that enough consumers can consume content from the internet on their television and that there is a materially reasonable marketplace. In the arc of that curve, as the ball is beginning to roll downhill, is that somewhere between now and 2010, convergence will happen and you’ll be able to see a post convergence environment.

Stage6 is specifically focused on creating an environment for people who want to create engaged communities around a content brand for lean back content on the internet using a distribution medium. And that’s what it is, so if you go to Stage6 what you’ll find is that we’re really serious about content. It’s not populated by short form clips, etc., it’s populated by people who regardless of their particular content level are trying to create some form of expression. That may be very very short form or an expression could be done in a second if you do it right or it could be long form and all of it is very high quality, so DVD level quality and high def quality is where things settle out for Stage6, but it’s a different kind of community, kind of culture that is being built there.

Stage6 is actually an exemplar of behavior that we expect to see happening on a much more global basis. The strategy for Stage6 is to not Stage6 be a vertical portal for all people and all content. Rather we want to use Stage6 as a way of showing, anybody who wants to be engaged in a lean back content environment, how they can do it and build an audience and build a marketplace and build other platform technology to make that possible more broadly speaking. So in terms of an open or closed environment, we definitely don’t want Stage6 to be a closed environment, we want Stage6 to be one of many open typologies to turn the entire internet into creating brands and to consume that content.

Community has always been important to DivX and Stage6 is clearly an expression of this strategy, but at the same time, the creation of the DivX codec was also very much a community driven process. What do you say to critics who feel like DivX turned their back on them in terms of taking the company private and not keeping this as an open source product and when people say that DivX took advantage of them, how do you answer that?

Well the first is that we never took advantage of the open source community whatsoever. There is a very interesting set of mythology in that environment. The fact of the matter was DivX, as an original codec that Jerome created, was not open source. When we created the DivX company we very specifically looked at it and made the tactical decision that open source made sense for us to launch the original DivX codec, because we believed that to do it would create a more energetic and healthier environment. When we launched DivX as an open source project, on the one hand, while we did get some contributions from the open source community, it was relatively small in coded content. By far the most significant contributor was a guy named Eugene Kuznetsov, code name Sparky, who we essentially brought into the company on a full time basis, hired him out of the community into what we do, but we ran into an interesting problem which is that a lot of the companies, particularly the electronic companies who we were very interested in having DivX be a part of their environment, would not actually use DivX if it was an open source codec. So as a consequence we created a closed source version of it, which we launched on the DivX website. It became an open source version, you could access the code page on the project Mayo website, so that we could provide the code out to particularly the consumer electronic manufacturers and to a lesser extent, third party software manufacturers like Sonic and Pinnacle and guys like that, who wanted to use the technology, but wouldn’t use an open source technology for a lot of reasons some of which were not rationale, nonetheless were mandated by what we call their GC group.

What we found was that, then the consumer would invariably go to DivX.com where they could download the codec and nobody would actually use Project Mayo in the first place, so we’re working in a fraction of an open source environment, so we just sort of let it die. Actually, we had already disclosed the source vis-a-via the open source project and at that point it sort of just ran out of steam. Then a couple of the guys from the open source community who really wanted to be part of the final project, they said we’re going to keep a copy of the final project and they went out and did it under the heading of XviD. We said, great run with it and in fact they ran into a situation where they had a hardware company that ripped off their codec and tried to close source their codec. We supported them throughout pretty strongly. It’s kind of interesting that there is this sort of mythology of tension between DivX and the open source community, but actually the people who are really the open source guys behind the open source codec, we actually have a pretty good relationship with them, we’ve actually worked pretty closely with them.

DivX is a company that is focused on open as a typology. Open source is open, but only when it’s effective, so if you take an open source strategy and by so doing you either A.) Make it so nobody can use it or does use it or B.) Keep yourself completely destroyed by trying to use a closed source strategy in the marketplace, then you actually fail the primary mission which is to actually maintain an open content typology.

When you are looking at an open vs. closed system, this is a pretty critical part of your business strategy and when you look towards things like set top box developers and iPod’s and all of these different gadgets that are out there, do you think that DivX needs to be in a closed system or do you still see DivX as benefiting more from open products?

It’s good that you mention that, one is that I actually have a strong hypothesis on a macroeconomic level that forces that are happening under the heading of convergence will ultimately lead to open networks across the board. So I’m on the record as saying that if you are in the business of owning closed pipes, you better figure out how to get out of that business at some reasonable time frame. The second question is, which because of the way that we actually approach the marketplace, our value proposition is at it’s lowest ebb in the entirely closed environment, so we’re not really, at the end of the day a technology company. We’re not really a codec company. We had conversations with set top box manufacturers and cable guys in 2001 and 2002, but when they’re trying to license your technology, component video technology, that’s commodity pricing. A penny for a million users in an interactive space, there’s no real value proposition. Compare that to the DVD manufacturers where what we really brought was a community of users who are trained to consumer content over the internet and to have some way to do it without having a set top box or computer operate that particular phenomenon. So the fact that DivX technology is associated with that path is a really interesting physical manifestation, but the reality of the value proposition is that the market, the community itself is a value proposition, so what you’ll find is, if you map our progress on a go forward basis, everything that appears in a DivX marketplace, there’s actually strong evidence that the marketplace is becoming more open.

I’ve heard DivX say that there are efficiencies with being able to record DivX directly to TiVo, Media Center, PVRs and Apple’s upcoming iTV, why wouldn’t they be licensing your codec if they could fit that much more content onto their hard drives?

Well there’s a trade off between storage space and computational complexities. That content is a pretty powerful force, if you can buy the hard drive space for less then the cost of a silicon chip at half the size of the hard drive space, you’re more efficient buying your hard drive space and we find that encoding chips have a slower cycle, then decode chips had, so the computational complexity is a lot higher, for encode then it is for decode. It hasn’t been until very very recently until like the last couple of months, that encode chips have become available for things like DVD recorders and DVRS to use with technologies like DivX. Now that these chips are just beginning to rollout, literally we’re just able to sell these now, we’re seeing an opportunity to break those chips into the OEM cycle for CE products, so it was only a matter of time. There will certainly be an opportunity, but you have to be aware of the limitations of the silicon cycle.

As a bonus to my interview I concluded my questions by subjecting Jordan Greenhall to a series of brutal choices in a lightning round session. I asked him to restrict his answers to no more then short sentences during the lightning round. The following were the answers that he gave during this session of the interview.

- PC or a Mac? (not for the office for personal use) – Mac

- Do You Own A TiVo and If So Which Model? A Series 2 TiVo and 2 high def DVRs through the cable company

- Do You Read Slashdot or Digg? Digg

- Engadget or Gizmodo? Engadget

- Netflix or Blockbuster? Netflix

- Do You Have An iPod? Which is Better iPod or Zune? He owns an iPod and describes himself as a “miniman”, but may move to the Zune if the social networking actually works.

- Xbox 360, PS3 or Wii? Wii, although John Madden could tempt him to look at the 360 or PS3

- Pirate Bay or Torrent Spy? He hesitated on this one, but then I told him I was joking because I knew that the big media companies would be listening and he couldn’t really answer. He said both services are a mess right now.

- What’s Your Favorite Gadget Right Now? The Wii

- HD-DVD or Blu-Ray? Blu-Ray because it has better storage

-Zooomr or Flickr? I figured that he wouldn’t know what Zooomr was, Thomas Hawk made me ask this one, but he said Flickr without hesitation.

- Canon or Nikon? Canon

- MMORG or First Person Shooter? MMORG

Are Sony’s Entertainment Assets Dragging The Company Down?

For whatever reason there are always a number of brands that are able to command a premium amidst a sea of generic competition. Apple is a great example of this. Deep down inside they’re just another computer operating system, but unless you are willing to raise advertising money by etching laser designs into your Mac notebook or by promising to tatoo your first born with the Apple logo, it’s insanely expensive. Nontheless, people are happy to spend the money because they get a premium experience that provides value to them.

Not long ago, Sony was one of those brands, but over the last decade their media division has prevented their technology division from taking the necessary steps to protect their brand name in the consumer electronics industry.

When thinking about how to successfully integrate a business as diverse as Sony’s, there are essentially two strategies that they can take. They either want to create a horizontal structure or a vertical one. A horizontal structure tries to dominate a single product or category. Once you achieve critical mass you can save from cost savings and by being in a position to lead pricing.

Sony used to be in that position when it cames to television sets, but over the last decade, they’ve lost their control over pricing and now Sony executives are publically worried that prices on LCDs are dropping so fast that it could have a material impact on the company’s bottom line. Their response has been to threaten no more price cuts even if competitors continue to slash prices and frankly, if they had a premium brand on TV sets, they could get away with this, but consumers are no longer willing to pay premiums for Sony TVs and if Sony insists on not staying competitive, they’ll soon learn the hard way how much value their brand really has.

When it comes to vertical integration, Sony tries to save money by creating products that can compliment and drive demand for other divisions within the company. Their studio division creates music and videos which drives demand for DVD and CD players mp3 players, which ultimately drive demand for televisions, computers and playstation consoles.

While on the surface this strategy seems like a sound approach for Sony to use, I can’t help but wonder if conflicts within the company have prevented an otherwise stellar technology company from better capitalizing on the innovation we’ve seen over the last decade.

Case in point, the Walkman.

It used to be that Sony dominated the portable music industry, yet they were never willing to embrace the mp3 market until Apple put a gun to their head and forced them to innovate beyond those terrible mini discs that they tried to convince consumers to buy. Was this because Sony the technology company didn’t want to sell a new product? Could it have been because they didn’t see the natural benefits of being able to play mp3s or did they really believe that people wanted to buy their media again on a minidisc or carry around bulky CD walkmans that skipped everytime they tried to take a jog?

While I’ve never been privy to the secret Sony executive meetings where they plot their delusions to try and control the media world, my gut tells me that Sony the music studio didn’t want to embrace this crazy mp3 “fad” and was more concerned about protecting CD profits then innovating and bringing an mp3 solution to the market early on. The result of course was that their precious Walkman has very little brand value today and is more recognizable as a footnote of 80′s subculture, then as a portable phone.

In looking at some of the other missteps that Sony has taken, I can’t help but wonder if Sony the technology company would have ever supported rootkit technology if it weren’t for their media division? Somehow I doubt it.

Would Sony’s PS3 divison have given up their lead on Microsoft just so that they could implement Blu-Ray? Who really knows, but Sony’s insistence to include this technology has created a backlash against their PS3, higher prices that are going to be hard for the non-early adopter crowd to justify and delays in the number of units launched.

While it’s possible that even without their media division Sony would have still lost their cool factor long ago, when I see desperate attempts to build buzz by creating flogs for their PSP, it’s clear to me that Sony has lost their premium status in the marketplace. If they can’t get their users to talk about their product on their own, then something is seriously wrong with Sony’s brand. Sony’s sneaky attempt to try and influence the net culture with their fake internet site is a clear sign that the company has jumped the shark.

How devasting this loss of premium status will be to the company’s bottom line is anyone’s guess, but as long as their technology departments continue to answer to their media divisions, Sony will continue to fail when it comes to bringing new innovation to the market.