Achieving Ubiquity with Social Networks

If Facebook wants to be the king of hill, they’re going about it the wrong way. The number of useless apps that cram my Facebook feeds with useless “top friend invites” and “super hugs” is just too much. Those of us who would prefer a more serious social network tool would prefer the closed, no-frills approach of something like a LinkedIn, which doesn’t allow “apps” to be added, and tries valiantly to keep nuisances to a minimum.

Still, LinkedIn is for business-oriented users, and will never have the flexibility or wide-audience draw required to make a ubiquitous, dominant social network. People go to LinkedIn because because of its tight focus, and, in many cases, that’s why people avoid LinkedIn as well.  And in the end, tools like LinkedIn won’t suffice to help salespeople, because it’s mostly sales people than inhabit its garden (let’s face it).

Buying and selling aside, I’ve been doing a ton of thinking about social networking lately, because I was charged with creating a social network for a company in the media business. This social network is geared around a specific pastime of American culture–a vertical subject area too narrow for a Facebook to be excellent at.  What’s more, this social network wouldn’t be a good extension of a large publisher or broadcaster already involved in this pastime, because traditional media is bent on subcription fees and a lack of openness that discourages adoption.

So there’s a specific role for culture-driven social networks, things geared around video (like YouTube), sports, and music, though none of these verticals has been dominated by a single player, except for video probably. What’s needed is a social network infrastructure that allows many enrollment-based sites to be used with a common access credential–that’s right, a single sign-on for many social networks.

Google’ OpenSocial offers some of this thinking, but adoption has been laggard. Another example is Gravitars, which allow a common avatar picture across many blogs. Gravatars is supported by WordPress and Typepad, among others.

The challenge to seeing a single sign-on implemented across the medium is that the players who are big enough to make it happen (Facebook and MySpace, make no mistake) won’t do it, because they’ve gone into revenue-sucking mode.  So time will tell.

iPhone: the first truly mainstream handheld entertainment device?

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.