It was only a matter of time before Sony jumped back into the fray with a mobile device to compete with the iPhone (and to a lesser degree with the family of Android phones) in the entertainment space.  Considering how the iPhone and iPod touch have walloped Sony’s and Nintendo’s portable entertainment devices, it’s no surprise.  Engadget has described and photographed the phone itself.  Android 3.0, apparently.  This is a shortcut around Sony having to develop a mobile platform of its own, or perhaps realizing that they’re too far behind the industry to put something of their own to market at this point.  The phone offers a MicroSD slot (very handy–are you paying attention Apple?) and a Playstation-style game controller that slides out.  Of note–no keyboard, and the input device in the middle of the game controller is a multi-touch capable touch pad.   It will be interesting to see how having two touch surfaces will play out.

NetFlix on the Wii. $9 a month.  Great, just what the doctor ordered.  Except that, like the PS3, you have to put a CD in the Wii’s drive in order to actually watch the movies you rent.  A MacMini or AppleTV doesn’t suffer that characteristic.  Usability, guys.   Same thing goes for you Amazon–if you’re going to compete with the ecosystem king, you better do it by beating them at the thing consumers care about most. Usability.

The San Francisco Chronicle reports that Sony’s (embarrasingly non-innovative) Playstation-based virtual world, called Home, is experience more shrinking growing pains.  This time, the issue revolves around censorship. From the article:

The problem was that the words he was using – “gay,” “lesbian” and “bisexual” – were being filtered from text chats and were not being allowed in the naming of clubs or in postings in club forums. Marsh, who is straight but supports gay rights, said he raised the issue with Home community managers during the private beta test, but the problems persisted after the public beta introduction of Home on Dec. 11.

“I can understand if they’re filtering out profanity, but if feel like it’s discrimination,” Marsh said. “By blocking a word like ‘gay,’ which is a preferred term by the gay community, you’re encouraging it as a bad word.”

There are a couple of things that strike me here. First, if you live in the midwest and have junior high-aged kids, the word “gay” is indeed used, too frequently, as a derogatory expression.  If a teenager doesn’t like something he or she calls it gay.  It’s quite common.  I don’t know if it’s vulgar or not, but I don’t believe it’s censorship-worthy.  Second, lobbying the proprietors of a miserable, unpromising project like Playstation Home about gay rights is like picketing fifty miles from the nearest Wal-Mart: unlikely to have any effect, and completely out of place.

If you don’t like something in Home, there are plenty of other options to suit your social (and yes, sexual) preferences: like Second Life, Sims Online, the list goes on and on.  Heck, I’ve known (multiple) people whose marriages have been destroyed over affairs that started on World of Warcraft.  Bottom line, if Sony thinks it’s accomplishing something by banning the use of the word “gay”, they’re wrong.  And if a gay activist thinks he’s accomplishing something by complaining about it to Sony, he’s probably wrong too.

Interestingly, Sony has also opted to block the words “Christ” and “Jew”.  So I guess neither gays nor religious advocates will have much success setting up special interest groups.  The article goes on to say that because it’s early yet for Home, Sony can be forgiven.  I say take a cue from Linden Lab: Second Life is the wild wild west; nothing is off limits.  Kind of makes it more fun.

And I guess that’s the bottom line.  In our initial evaluation of Home, my girlfriend and I basically came to the conclusion that it wasn’t fun.   If Sony can solve THAT problem, all this other stuff would be worth talking about.

As if we really need ANOTHER social networking tool, this time geared around, ostensibly, advertising Blu Ray discs with video games on them in a virtual world called “Home”, Sony is launching their virtual world on December 11.  We previously covered this in a post that provided one of the first public glimpses of the Home beta.

So what IS Home?  Well, it’s a subset of Second Life with shorter learning curve, better graphics, and no built-in economy.  It seems that Sony has decided to launch a virtual world that has none of the annoyances of Second Life, but also none of the intrigue. What determines the success or failure of this thing is how well Sony can integrate Home with other titles.  But I think I smell a flop cooking.

I finally got around to keying in the beta test activation code for Home, Sony’s new virtual world system for the Playstation 3. The initial download was around 80 GB, and Home requires an additional 3 GB allocation on the PS3′s hard disk.

Right off the bat, the similarities in mechanics to Second Life are greater than the differences.  Of course, Sony’s graphics are superior, with the virtual world having less jaggies and pixelation than Second Life.  As far as I can tell, you can’t create or craft virtual items in Home the way you can in Second Life, but that could change as this is merely a beta.  Item creation inevitably leads to virtual perversion, so time will tell.  Remember that Second Life “rape” case?

My girlfriend hooked up a USB keyboard, which worked as expected. The chat interface, without a keyboard, is the same on-screen keyboard seen in many PS3 titles, and is too frustrating to bother with.  If chat is your thing, a USB keyboard (we borrowed one from our iMac) is a must.

We created two characters to try out. One that looks like me-skinny, pale and white–and one that looks like her–skinny, pale, white, and cute.  It is remarkably easier to get your avatar to look more like your real-life self that it is with, say, a Mii on Nintendo’s Mii Channel.  Of course, Miis are supposed to be caricatures, and I don’t suspect Nintendo has a Wii social network up their sleeves.

Walking into Home’s first main area, a town square, the female avatar was immediately inundated with chat requests and “really close” dancing by the other (male) beta testers. There were hundreds of male avatars running around, but I only counted three females including my girlfriend.  So, not exactly chick-friendly.  I’m guessing that the PS3 and XBox have far fewer female users than the Wii, since the dominant offerings for the Sony and Microsoft systems are shooters, Madden, and racing games.

There are some neat things in Home, despite its freshman appearance.  Though the stores in Home’s virtual shopping mall were “unavailable”, there was a giant-screen in the town square running a game trailer for Far Cry 2–a shooter, imagine that.  Also, there is a rather cool bowling alley where you can play arcade games that look like old-school standup machines. Pool tables (like the one shown at right) and bowling lanes provide real value-add gaming experiences, so that’s cool.   A poker room would be even cooler, but Sony apparently hasn’t licensed a fast-enough hand evaluator to get poker running in the beta.

Some of the participants were chatting about a version of Home for the PSP, but it boggles the mind. Why anybody would walk around a virtual world on a 3-inch screen when they can just walk around the real world is beyond me.  In a way, the same argument exists for the full-on PS3 version of Home. I guess it’s the same issue I’ve had with all these virtual world chat / emote / fantasy environments like World of Warcraft and Second Life. Perhaps that’s why Google canned their virtual world project. Somebody at Google must’ve had the bright idea — hey, what’s so bad about wandering around the REAL world, anyway?

It seems that there are a lot of unfinished ideas in Home: entrypoints into other games, participant contests, and so on.  The things that do work (which surprised me) are buddy call (where you can call buddies from your list like a telephone), open-area voice chat, and the virtual games.  Everything else more or less reminds be of stuff we’ve already seen a thousand times, whether it be Sims Online or the Mii Channel. Here’s hoping Sony can crack this nut.  They’ve made it useable.  Now it’s time to make it USEFUL.

With Bioware recently stating they’re looking into iPhone development, EA all but confirming so, and a former EA designer big-wig leaving to start an iPhone game startup, one has to wonder: is the iPhone going to accomplish what the PSP, DS, and their predecessors have thusfar failed to accomplish?

That is, to put handheld entertainment in the pockets of adults, not just kids and guys who still live with mom at age 35.

I’d say it’s a reasonable bet, especially if Apple can find a way out of that creepy deal it has with AT&T.  This deal is stifling to the consumer at large, keeping the iPhone out of many needful hands (including my own, and I’m an AT&T customer–contract-free and loving life, baby).

With the PSP having shipped close to 28 million units, it has a big head start on the iPhone, which will only ship 10 million by the end of the year, according to estimates. The DS, meanwhile, has shipped somewhere around 31 million units, easily three times Apple’s take.

Nevertheless, the iPhone has a larger screen and more storage than either device, meaning it’s better for movie-watching, and the Internet surfing experience on the iPhone is priceless. If you’ve ever used the YouTube app on the iPhone, you know what I’m talking about.

Let’s talk games, though. Early attempts at iPhone games were online, web-based tripe. DHTML stuff. Not that compelling.  But more recently, Pangea was able to port some of their flagship 3D game products over to the iPhone–products like Cro-Mag rally, a caveman racing game (think Flintstones meets Mario Kart). Apparently the conversion was done in “a matter of hours” with a “decent framerate”.

So there’s 3D API on the iPhone, the development environment, Xcode, is Cocoa-based, the operating system is OS X, and the availability of cross-platform game frameworks for OS X is excellent.  The drawback, if you consider it one, is that the iPhone doesn’t (and can’t) have a true gamepad-type control system, since it’s a 100% touch-screen device.

But with Apple’s influence and a steadily decreasing price point, the iPhone has a change to be the next big game platform, minus the AT&T stick-to-head contract, of course.