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16
Dec

Level design in mobile games – how developers make their games fun


Level Design

Great mobile game design is a little like a great film soundtrack – if it’s done well, you shouldn’t notice it. Unfortunately, this also makes it all too easy to overlook the amazing detail that goes into the best games and to take for granted subtleties like camera movement and gameplay mechanics.

This also means that when you come to design your own game, you may well be unaware of everything you need to consider to ensure a good experience for your players. Whether you’re a developer who wants some tips on good design, or you’re a gamer who wants to appreciate all the hard work that went into your favorite titles; game design is something worth reflecting on.

green hill zone

Ultimately, the smallest tweak can often the difference between a game being lots of fun or highly frustrating. Let’s take a look at what’s going on behind the scenes of some classic games and see what we can learn.

The tutorial level

Remember when computer games came with thick instruction manuals? Reading these tomes on the bus home was always part of the fun back in the days of the SEGA Genesis/SNES and is something many gamers recall fondly.

But things have changed and especially when it comes to mobile games. Android games are downloaded from the Play Store, so there’s no option to include a booklet. And the last thing anyone wants to do before diving in is sit and read a bunch of in-depth instructions on their phone screens!

Good tutorial levels shouldn’t need dialogue or explicit instruction to guide the player but should instead should teach the rules implicitly.

This is where the ‘tutorial level’ comes in. The purpose of a tutorial level is to teach the player all the basics of the game before they go up against any significant challenges but this needs to be done in a way that’s still fun.

Good tutorial levels shouldn’t need dialogue or explicit instruction to guide the player but should instead should teach the rules implicitly. This all comes down to level design, which can be used to encourage certain interactions while also directing attention in specific directions.

One particularly popular example used to illustrate this point is the classic Super Mario Bros. World 1-1. In this thoughtfully designed opening level, the player is presented with a large amount of space to their right, which indicates clearly which way they’re supposed to go.

Hmm... where to go?

Hmm… where to go?

After a couple of seconds, they’re shown their first enemy: a Goomba. They can deduce this is something they need to avoid by the angry-looking eyebrows and the fact it’s on a collision course with Mario. To evade the Goomba, the player needs to jump. They therefore can’t progress beyond this point  without learning the main mechanic of the game.

Next, the player is likely to jump and hit the question mark boxes; the question marks themselves illicit curiosity. Upon doing so, they will release a mushroom and the positioning of the platforms ensures that it’s almost impossible for them to avoid picking it up (it drops down onto the player and if it misses, will rebound off the pipe to the right). Thus they get to witness their first transformation into Super Mario.

mario-2-16x9

At this point, the player has learned:

  • Where they need to go
  • How to jump
  • How to evade bad guys
  • That question mark blocks contain items
  • How a mushroom moves
  • What a mushroom does

All of this happens without the player being explicitly told anything.

Another fantastic example of implicit tutorials is the game Portal, which is often praised for its design and intuitive method for teaching the player to ‘think with portals’. After initially introducing the portal gun, the game goes on to gradually introduce more and more elaborate scenarios and gradually show how the physics work. Only once the player is comfortable with how everything works, does it then introduce puzzles with escalating difficulty.

Watch the video below for more on this, but look out for spoilers if you haven’t played the game!

Of course these aren’t Android games but the same principles apply on mobile. Your objective as a game designer is to teach your player without necessarily telling them how to interact with the world you’ve created.

You might also want to introduce new obstacles and enemies in your game as the player progresses. When you do, make sure that you go through a similar ‘tutorial’ process each time you do and never assume that your player will inherently know how to interact with your spring, spikes or bad guy.

If you get this right, you can eventually string together a challenging sequence that tests the player on everything they’ve learned up to that point. This can be crazy rewarding because someone who hadn’t played through the previous levels wouldn’t know how to even begin going through that sequence! It’s almost like learning a whole new language.

The learning curve

So why can’t you just drop your player in at the deep end by presenting them with an obstacle they’re unfamiliar with and forcing them to figure it out?

Simple: it’s not fun.

This is why the learning curve in your game is so important. Some players like difficult games and that’s fine – but you still need to make sure the game is fun which means it needs to be fair and it needs to build up to the challenge.

Bullet hell games can sometimes throw a million missiles at you on a single screen and give you one life with which to survive the onslaught. But even the cruellest won’t make that screen the first screen.

This is Bangai-O: Missile Fury. As the name implies, there is no shortage of missiles...

This is Bangai-O: Missile Fury. As the name implies, there is no shortage of missiles…

We can actually relate this back to a psychological concept called ‘flow’. Flow is a state of mind where we are optimally engaged with the task at hand, resulting in improved attention, learning and enjoyment (I’ve written about the neuroscience of flow states or ‘transient hypofrontality’ here). Researchers generally agree that a task will be more likely to encourage flow if it presents just the right amount of difficulty – challenge that sits at the upper end of what the individual is capable of. Consider this image taken from lithosphere.lithium.com:

flow states in game design

If something is too easy, it’s boring and if it’s too hard, we’re inclined to give up. But if it’s hard yet doable we’ll be focused and our brains will reward us with lots of dopamine (the neurotransmitter associated with anticipation of reward). Ultimately, our brains like games that lie just outside our comfort zones in order to trigger learning and create a sense of progress. We like getting better at things.

As a game designer, you need to maintain your players’ interest by keeping the difficulty at the right level as they improve at the game. Compare the first and last levels of Super Hexagon, one of the simplest and yet most difficult games on Android:

(The second video here shows Terry Cavanagh playing, who actually made the game).

You’ll probably agree that the last level looks nigh impossible. But by repeatedly playing the first levels and developing the necessary muscle memory, it eventually becomes doable… and the sense of reward you get upon completing it is incredible (I imagine…). Now imagine if that was the first level, how long do you think you’d last before turning it off?

The same is true for puzzle games. You need to ensure that the player is given all the necessary elements to solve the puzzle and that the number of steps taken to reach solutions increases gradually over time.

Keeping it fun

When you die in some games and have to do the level again, it makes you want to pull your hair out. Conversely, if it’s a game you really love then you might find the opposite thing happens: you’re actually excited to give it another shot and can’t wait to jump back in.

This is how I feel when I play Sonic Generations. To me, the levels in that game are such a rush that I actually feel disappointed when they’re over. They’re fast paced and constantly surprising and the action is never interrupted. I don’t mind dying and trying over because getting to that same point is still so much fun.

Another good example of this on Android is Shadow Blade. Shadow Blade is a game where you control a ninja and it’s fantastic at stringing together different obstacles in a way that allows a skilled player to move swiftly through the levels without pause. Not only does this allow for subsequent speed running but it also ensures that the game never feels like a chore to play.

speed running in games

The mistake that’s very easy to make here is to make the game punitive and actually dull to play as a result. Causing your player to get lost in a huge maze with no idea of where to go isn’t fun. Likewise, making them repeat the same repetitive action, or wait for a long time for an on-screen element to move also isn’t fun. Try to resist the urge to become sadistic in your level design and always make sure that maintaining the fun is your first priority.

A game that does this particularly well is Velocity 2x, which keeps the player constantly learning and never slows down the action. The creators, Futurlab, designed their levels around these concepts and they wrote an excellently insightful blog post on it here.

Velocity-2X

Empowering the player

Another way you can ensure your game stays fun is to empower the player. The way you do this is simple: by ensuring their actions have consequence on the game world.

Another way you can ensure your game stays fun is to empower the player. The way you do this is simple: by ensuring their actions have consequence on the game world.

This is something that one mobile game does particularly well. You may even have heard of it… it’s called Angry Birds.

The whole premise behind Angry Birds is that you need to destroy large structures using relatively believable physics. You release your bird and as a result you get rewarded with a ton of smashing glass, collapsing bricks and exploding pigs. It’s immensely rewarding because you can see the visceral impact that you’re having on the world and you feel crazy powerful as a result. The realistic physics are key to making this work.

Angry birds empowers the player

In the game I’m creating at the moment – Captain Dude Lasers – you have the ability to turn into a laser and zap across the screen. I found that my testers enjoyed the moments where this caused lots of destruction so I threw in a ton of glass panes and destructible furniture to make that form feel really powerful and hopefully more rewarding. Fortunately, Unity2D handled the physics for me!

The graphics are still a work in progress FYI!

The graphics are still a work in progress FYI!

Physics also allow for something else: emergent gameplay. This is what happens when a bad guy accidentally strays into an area not intended for them and cause a ton of boxes to collapse which you can then run up to escape their gunfire. Emergent gameplay is when the physics, the game world and the player’s interaction allows for the creation of unique scenarios which allows the player to tell their own stories. This is the ultimate accomplishment of giving your player the ability to impact the world in a meaningful way.

This type of sandbox gameplay is something seen more often on consoles and PC than on mobiles however owing to limitations in the platform. Mobile games actually have unique potential to empower the player in other ways though thanks to the touch screen input and even the gyroscope controls. Smart Android developers have created games that connect the player to the action by letting them reach out and touch the various in-game elements, taking full advantage of the medium.

The Room is one such excellent example. This series lets you interact with things like boxes, tables and doors by swiping, twisting and turning your phone as though it were that item. It adds an additional dimension to the puzzles but it also helps the player feel like they’re really making an impact on that world. Games like this are brilliant for their mobile-first sensibilities, rather than trying to ape successful mechanics from different gaming eras.

Atmosphere and exploration

There are exceptions however where empowering the player is not the aim of the game. Some games actually derive enjoyment from stripping the player of their power and thereby creating suspense. This is that feeling that you get when you’re down to your last health bar, or when you’re walking down a corridor in Resident Evil waiting for those darn dogs to come smashing through the window.

LimboIt’s something that Limbo does fantastically well. This is a game that thrives on making you feel small, vulnerable, isolated and lost.

Creating atmosphere is great because it helps to transport the player to that place and gives them a sense of wonder and discovery. Conveying sense of place on a small screen with limited assets is a challenge but indie developers have come up with some fantastic ways of rising to that challenge. Often with minimalist approaches to their graphics.

Many games create a sense of place by using an almost impressionistic style – including just enough cues to suggest specific locations, times, weather etc. The soundscape is just as important here as the graphics. If you want to see a masterclass in this, then I highly recommend downloading Superbrothers: Sword & Sworcery EP which uses pixel art and surround sound to really capture a mood.

sword-and-sworcery-16x9

 

Discovering a new area filled with amazing sounds and a whole new aesthetic can work as an excellent reward and motivation to continue progressing through the game and is once again intrinsically tied to the reward centers of our brains.

This is also why it’s important to keep switching up the look and feel of your game to keep things interesting. As an indie developer, you’ll have limited time and resources for creating entire new sets of sprites but sometimes just changing the background for a level can make a big difference to the tone of the game so there’s no excuse to keep things samey all the way through.

An example is Pewdiepie: Legend of the Brofist (which is a surprisingly good game). In the below screenshot, you can see two levels that would be considered ‘snow levels’ and they even use some of the same textures and sprites. Despite this, they each have a completely different feel and vibe owing to changes in the background and the color scheme:

Two levels that have the same theme but create a very different 'mood' for the player.

Two levels that have the same theme but create a very different ‘mood’ for the player.

When you first enter the cave, it’s quite an atmospheric moment and it really helps to break up the action. Throughout the game things are kept amazingly varied and fresh with set pieces ranging from being chased by a dinosaur to leaping between car roofs on a motorway.

Just as you have to ensure you maintain the feeling of learning and improving, you also need to maintain that feeling of discovery, atmosphere and exploration.

Designing around the game engine

As a closing note, I also think it’s important to point out the role that your game engine will have in all this; which is why I feel every level designer should learn some basic coding skills.

Consider the aforementioned importance of physics with regards to empowering the player. Those physics aren’t determined by the designer – they’re determined by the engine and the coder. As a designer, you might notice an opportunity to make a moment even more fun by throwing in an exploding barrel, or making the barrel even more explosive. In order to accomplish this, you need to be able to add in those effects yourself, or speak to someone who can. Likewise, you need to know how many exploding barrels you can add before you’re going to start causing slow down.

There is a great amount of synergy between the way your game works and the way you design the levels.

Another example of this is the game camera. Remember how we noticed Mario’s camera at the start of World 1-1? That big open expanse to the right tells the player where they have to go. But what if your game moves left to right? In that case the camera needs to face the other way. Consider too how far out the camera needs to be – a faster paced game will need a camera with a wild FOV (field of view) to ensure that the player has time to react to oncoming hazards.

As an Android developer, you also need to keep in mind the variable size of your screen – zoom out too far and the character will be hard to see on smaller phones! Then there’s the small issue of fingers obstructing the screen in the bottom corners.

There are also subtle distinctions between cameras that follow the player exactly and cameras that allow the player to occasionally move independently. This latter solution can prevent nausea in games that involve a lot of jumping or darting left and right. These cameras often operate using a ‘camera window’ with the camera only moving when the protagonist steps outside that designated zone. The height and width of that window should correspond to the most common movements in the game, which in turn will correspond with the properties of elements in the levels (such as the heights of your platforms). Other games use entirely different mechanisms for their cameras – such as Super Mario World which would ‘snap’ the camera each time the player landed on a platform.

marioworld_platformsnap_240

This image was taken from an article on Gamasutra that goes into massive depth regarding camera movement. You should definitely check it out.

The point I’m getting at here is that there is a great amount of synergy between the way your game works and the way you design the levels. To some extent, you’ll be designing your levels around the limitations of your engine but you should also occasionally adjust your engine to help you bring to life your more outlandish ideas. If you can learn some basic coding, this will help a great deal.

Even your business model will play some role in your design process – how long do you have to make this game? How big is your team? In a previous article I talked about the value of simplicity when creating apps if you actually want to profit from them anytime in the next decade. For your first game, I highly recommend designing something simple in terms of the necessary code and the number of assets. This way, you can come up with something fun and get a flavor for the process before you invest countless hours. Flappy Bird could probably be built in less than a day and yet it made Dong Nguyen rather wealthy! Simple doesn’t have to mean trite though either – just look at something like Thomas Was Alone. In that case, the simplicity is actually a selling point!

thomas was alone

Conclusion

There are tons of small design decisions that you’ll need to make during the creation of an Android game and we’ve still only really scratched the surface. Make sure you give them some serious time and thought because they can make or break the experience.

Having a great idea and a lovable character isn’t enough. You need to think about how your camera is going to frame the action, how your players will gradually learn the mechanics of the game and how you’ll make them feel empowered and successful as they play.

I recommend checking out some of the games mentioned in this post and playing close attention to what they do well. It’s actually quite amazing how much care and attention goes into even the simplest endless runner.

Games not art? Pfff!

16
Dec

Google Play Books introduces Night Light to help you sleep better


While there is no doubt that technology has made our lives easier, staying glued to mobile phones and tablets for long hours can certainly affect the natural sleep pattern. In order to counter the adverse effects of bright light on our eyes, Google Play Books has introduced its Night Light feature.

After a thorough analysis of Play Books users’ reading patterns, Google found that activity peaks between 8:00 pm and 10:00 pm local time across the globe. But exposure to blue light emitting from electronic devices before bed doesn’t only affect users’ eyes, it is also considered to be one of the major causes of sleeplessness.

Google’s Night Light feature gradually filters blue light from your screen, replacing it with a warm and amber display. It supposedly adjusts the warmth and brightness of the screen according to the amount of sunlight available outside.

nightlight_progression

“Night Light automatically adapts to the amount of natural sunlight outside based on the time of day, giving you just the right temperature and brightness. The color adjustment is more comfortable on your eyes and greatly improves low-light night reading.”

– Greg Hartrell, Senior Product Manager, Google Play Books

The feature has begun rolling out to the Google Play Books app on Android and iOS. Once you update your app, all you have to do is, turn the Night Light mode on when you open an ebook. After that the lighting of your display will adjust according to the time of the day. Do you think that Google Play Book’s new feature will help you sleep better? Write your thoughts in the comments below.

The post Google Play Books introduces Night Light to help you sleep better appeared first on AndroidGuys.

16
Dec

[Deal] Here’s your last chance to get the Essential JavaScript Coding Bundle


New Years is around the corner, so it’s just about that time where you make those Resolutions for 2016. If you’ve been interested in designing websites or coding in general, why not get a jump start on 2016 and get ahead of the game.

The Essential JavaScript Coding Bundle has 15 different courses for you to code your way to excellence on the World Wide Web. You’ll learn the ins and outs of JavaScript, build applications with the help of Angular, and more. This set of courses will teach you more about the world of JavaScript than you could even imagine.

Here are some of the features that can be found in the Essential JavaScript Coding Bundle:

  • Dive into 15 courses on JavaScript & beyond
  • Learn how to build impressive applications w/Angular
  • Combine the Bootstrap framework w/ Angular to create elegant websites
  • Enhance Angular applications w/ Angular directives by adding functionality to your HTML
  • Explore unique JavaScript libraries such as D3.js to generate incredible visualizations
  • Improve the performance & efficiency of JavaScript code
  • Create reusable, agile workflows w/ Grunt
  • Develop mobile apps w/ Angular & Ionic which look and feel like native apps

Normally priced at over $1000, you can jump on this deal for only $29, a savings of over 95%. However, time is running out on this great deal. This deal for the Essential JavaScript Coding Bundle will be over at 11:59PM EST on Thursday, so you’ll want to jump on this while you still can.

AndroidGuys Deals: The Essential JavaScript Coding Bundle

The post [Deal] Here’s your last chance to get the Essential JavaScript Coding Bundle appeared first on AndroidGuys.

16
Dec

Spotify launches party playlists with original tracks


Spotify wants to permanently cross out one entry in your perennial to-do list for parties: 1.) Prepare food, 2.) Set up location, 3.) Prepare a party playlist. The music streaming service has launched Spotify Party, a feature similar to Spotify Running, which delivers beat-matched music playlists. Of course, it’s not as useful if you can afford to a hire a DJ, but it could be your new best friend if you’re a frequent host and don’t usually have time to scour the service for appropriate tunes.

Some of its playlists contain original tracks created exclusively for the company by Diplo — he conjured up 120 tracks for the project — the American DJ and producer who’s just been named the most Shazamed artist of 2015. Others feature beat-matched seamless music, which means zero interruption if you want non-stop, all-night dancing. You can also slide the mood tuner to tell the service that you want slow, laid-back songs or fast dance tunes. The good news is that unlike Running, which took some time to reach Google’s mobile platform, this feature’s rolling out to both Android and iOS users right now, just in time for the holidays.

[Image credit: Rebecca van Ommen/Getty Images]

16
Dec

iPhone 6s Tops Google’s 2015 ‘Year in Search’ List in Consumer Tech


Google today released its annual “Year in Search” results, highlighting popular and trending searches in 2015. Apple-related search terms continued to rank highly in the consumer tech category, with iPhone 6s taking the top spot and Samsung Galaxy S6, Apple Watch, iPad Pro and LG G4 rounding off the top five globally.

Samsung’s Galaxy Note 5 and Galaxy J5, HTC’s One M9, Huawei’s Nexus 6P and Microsoft’s Surface Pro 4 were also among the top ten Google searches in the consumer tech category this year. No technology-related terms made it into Google’s top ten searches overall in 2015.

https://www.google.com/trends/topcharts/widget?cid=bcecc8a9-a934-401c-8295-d86890f3f480&geo=&date=2015&vm=trendingchart&h=413

In Google’s 2014 Year in Search, a number of Apple-related search terms similarly ranked highly among the most trending searches in the Consumer Electronics category, with “iPhone 6” taking #1, “Apple Watch” taking #8, and “iPad Air” taking #10. Flappy Bird also ranked #6 in Google’s top 10 overall trending searches in 2014.

Tag: Google

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16
Dec

Diversity of ARM powered embedded compute boards on the up


TS-4900

The most advanced System on Chip in the world is only so much inert silicon without the printed circuit board that supplies it with power, connects its interfaces and otherwise gives it a home where it can do its job. Vendors of Embedded Computing Board (ECB) products are sometimes overlooked, but without their System-on-Module (SoM) and Single Board Computer (SBC) solutions there would be a critical gap between silicon and product. Many embedded systems start their life based around a standard form-factor SoM or SBC. For some this is more than sufficient, whilst others may progress to a custom design if suitable. At ARM TechCon 2015, Eric Gowland did a brief walking tour to visit some of the ECB vendors present on the show floor.

First up is Technologic Systems of Fountain Hills, Ariz. They were displaying their product range, which covered the spectrum from the TS-4000 series System-On-Modules to the TS-7000 Single Board Computers. They also sold their SBC packaged with an integrated touch control panel as the TS-TPC-7000 series – ready to drop in as a complete system with human interface. Their SoM modules could be used with any of a wide range of application specific carrier boards, or integrated to a customer’s own designed to work with their standardised form factor. Both modules and boards offered options with Freescale, Marvell Semiconductor and Atmel silicon. Technologic’s flexibility in providing a variety of options in each form factor made for an impressive lineup.

Toradex-ECB

I next had a look at Toradex. A Swiss outfit, Toradex focuses on the SoDIMM-sized SoMs with its Apalis and Colibri families. They offer a carrier board so customers can purchase a complete solution. We spent some time discussing software support, which is a critical part of the offering of most ECB vendors. Toradex provides boards support packages for Windows Embedded and Linux (based on the Open Embedded build framework), as well as a variety of additional libraries for just about any peripheral device a customer would want to integrate. Enabling rapid development is the name of the game here, so end users can focus on getting their system up and into production as quickly as possible. Toradex included silicon from Freescale, NVIDIA and Marvell. One offering was the Freescale Vybrid, including the VF6xx variant with heterogeneous dual core ARM Cortex-A5 and Cortex-M4. That is an interesting configuration!

TQ-ECB

The final ‘industrial’ ECB vendor I visited at TechCon was TQ Group. Alongside a comprehensive selection of SoM and SBC products, TQ also operates as an ODM solution provider, building custom systems for customers. Their product lineup reflects this, with a variety of form factors appropriate for different solutions. Their SoM families feature silicon from both Freescale and Texas Instruments, as do their SBC and Hardware Kit solutions. Being an ODM, TQ prides itself on the level of additional product development support they can provide their customers — ranging from specific component delivery to full system design and production.

odroid-with-display-and-sensors

This wasn’t the end of my journey: I also stopped by the Hardkernel booth to check out the latest Odroid platforms. While not an industrial ECB, Hardkernel is one of the few vendors offering single board computers powered by Samsung Electronics chips, including some that have appeared in the most top of the line smartphones of recent years. Hardkernel were highlighting the media and connectivity capabilities of the Odroid platform, with examples running as connected media centres and network storage controllers. Seeing mobile silicon applied to use cases like this makes it apparent just how much computing power we all have in our pocket these days.

If you want to know more about ARM, its microcontrollers, its Cortex-A processors, and its diverse eco-system then be sure to checkout ARM’s Connect Community at https://community.arm.com/welcome

Republished with permission from ARM – Read the original post on ARM’s Connected Community.

16
Dec

Moto X (2014) now updating to Marshmallow in India


moto-x-2014-first-impressions-8-of-18

In the past year, Motorola has changed rather dramatically. In addition to its new owner – Lenovo – the company has produced an unprecedented three Moto X products for 2015: the Moto X Style, the Moto X Play, and the Moto X Force. Compare this with the past two years which saw…the Moto X (2013) and the Moto X (2014). Aside from the product diversity however, another big change – or at least that which Moto owners worry has changed – is the company’s update policy.

While it’s not as quick as last year’s Lollipop update, those with the Moto X (2014) will be pleased to know that, at least for users in India, Marshmallow is now rolling out.

marshmallow-moto-x-2014

The update is Build 24.11.18.en.EU and is 884MB in size. As indicated in the above picture, contains Marshmallow which brings along with it “many new enhancements including in-app assistance with Google Now on Tap, battery-smart features, new app permissions that give you even more control, and more.” Specifically, the company lists the following individual points:

  • Doze Mode — This new feature monitors your phone and puts it into a deep sleep when it’s not being used, which can extend battery life substantially.
  • Now on Tap — We love Google Now, and it’s improved in Android M. Simply long press the home button to bring up the Google Now feature and display information based on whatever you’re doing at the time.
  • Android Pay — Android M allows you to bring up Android Pay with a simple tap and easily make purchases without having to open a separate app.
  • Direct Share — Share your photos, news, links, etc. with your favorite contacts easily and quickly.
  • Simpler volume controls — A more intuitive way to control ringtone and media volume.

Motorola Moto X 2014 cyber Monday

According to Motorola’s official blog in India, the following devices are also set to receive Marshmallow, some of which – such as the Nexus 6  and Moto X Pure (2015) – have already received it:

  • 2015 Moto X Pure Edition (3rd gen)
  • 2015 Moto X Style (3rd gen)
  • 2015 Moto X Play
  • 2015 Moto G (3rd gen)
  • 2014 Moto X Pure Edition in the US (2nd gen)
  • 2014 Moto X in Latin America, Canada, Europe and Asia2 (2nd gen)
  • 2014 Moto G and Moto G with 4G LTE2 (2nd gen)
  • DROID Turbo
  • 2014 Moto MAXX
  • 2014 Moto Turbo
  • Nexus 6
  • Moto X Force
  • DROID Turbo 2
  • DROID Maxx 2
  • 2015 Moto E with 4G LTE in Latin America, Canada, Europe and Asia2 (2nd Gen)
  • 2015 Moto G Turbo Edition (3rd Gen)

Those who read carefully may notice a small “problem” with the above list: with respect to the Moto X (2014) in the United States, only the Pure Edition will receive Marshmallow, not the carrier variants. While not new news in and of itself, the obvious reminder stands out still due to the fact that the DROID Turbo, another 2014 carrier product, will see Marshmallow. Adding insult to injury, news recently also broke that the Moto E (2015) would see an update in much of the world, but not in the US.

With this said and done, readers residing in India will no doubt be pleased to find that Android 6.0 is on its way to your devices. Please drop us a line in the comments section below to let us know how your update experience has been!

16
Dec

LG G3 Marshmallow source code appears, update may be coming soon


LG G3 Vs HTC One M8-88

Rejoice LG G3 owners, as there are strong signs that an Android 6.0 Marshmallow update could soon be upon us. LG has just released the open source Marshmallow code for its last generation flagship (the D855 model at least) and appears to be in the testing phase.

LG still hasn’t officially announced exactly when the LG G3 will be receiving an update to Marshmallow, although it had suggested a mid-December time frame earlier in the year. The release of this 1GB source file suggests that an OTA update could be arriving any time now, perhaps even in the next few days. However, OTA updates are usually staggered, so not every country will receive them at the same time and it could take weeks before the update hits a wide range of regions. Carriers, as usual, will be substantially slower with their own updates.

LG also recently began pushing out its Android 6.0 Marshmallow update for this year’s LG G4 flagship, which came in a slightly larger 1.55GB package.


lg-g4-problems-fixes-1See also: LG G4 being updated to Android 6.0 Marshmallow in parts of Europe22

Unfortunately, other LG G3 models, such as the D855K or P, will probably have to wait a little longer, as it’s just the international D855 model showing Marshmallow code for now. Keep an eye out for that update notification in the next few days and let us know when yours comes through.

16
Dec

Metal Moto: New leak shows a possible redesign for Motorola’s 2016 handsets


motorola lenovo logo

When Motorola first unveiled its current incarnation of product design language, it was with the Moto X, a device once thought to be a superphone and/or the 2013 Nexus. Often branded the “iPhone Killer”, the device that would eventually launch was neither spot-on with super specs nor a freakishly fantastic futuristic flagship. What it was, however, was a superb value for money offering which was pocketable due to its small size, vivid thanks to its AMOLED display, and intelligent thanks to the software enhancements Motorola baked in.

moto-g-2013

The original Moto X.

As time has progressed, not only has the Moto X series expanded – both figuratively and literally – but so too as the company’s offerings, with December 2015 now seeing three different Moto X devices, a Moto G, and Moto E, and two Moto smartwatches. With respect to the smartphones in particular, all are either purely plastic or else a combination of plastic and metal. This may be changing in 2016.

Hot off the proverbial presses in China, a new leak has emerged that purports to showcase a 2016 Motorola device. The source, cnBeta, suggests it might be the Moto X (2016) however at this stage it’s seemingly too early to tell. Do note that the source also has indicated the product pictured here is just a sample production prototype and thus the design is subject to change. With that said, let’s have a look see:

Moto Metal

Three specific talking points arise from this photograph; let’s analyze each:

The camera

First and foremost, the camera module looks gigantic. This may be an indication that Motorola is seeking to further improve the photography elements of its 2016 flagship. While the Moto X Style saw an improved camera sensor over last year’s Moto X, it was still not the first place winner in various camera comparison tests held throughout the year.

The flash looks to be semi-circular and will reside below the camera. In addition, if you look at the above the flash, the word “moto” can clearly be seen. This particular detail slightly elevates the nature of this leak given that it would be somewhat surprising for someone to create a fake image and think to add in that level of detail.

Moto X Pure Edition Camera Samples-64

A picture taken at night with the Moto X Pure Edition (Moto X Style)

The holes

Located towards the bottom of device shown in the image are 16 small, round holes. These are believed to be for the speaker(s) which would imply Motorola might be interested in creating a more premium audio experience. One question to raise however, is if this would mean the front-facing speakers the company has used for so long might be cut, or if this will be simply an additional element.

The frame and design

moto g turbo edition india

2015 saw some new Moto models, but not a major new design.

The frame and body are look to be made of a metallic construction. A banded approach is used, similar to that on the iPhone 5 and iPhone 5S, creating three distinctive “pieces” however it would appear the top and center piece may be fused together whereas the bottom one is a separate one.

The design is also quite different from the Moto products we are used to seeing. Gone is the Moto “dimple” instead replaced by a flat icon. Gone is the contoured, curved rear of recent Motorola products, replaced with a flat back. Absent is any kind of rear-mounted fingerprint sensor module suggesting the company would either include it on the front, or else skip it entirely.

Apple iPhone 5s vs LG G2 aa 5

The iPhone 5 and iPhone 5s also made use of three “panels” for the back

Analysis

As we said earlier, it is too early to suggest this will be the Moto X (2016), though as with anything, there is always a possibility until proven otherwise. The design seen in this leak would theoretically make it much more difficult to customize such a product in Moto Maker: we could easily imagine several different colors of metal, but due to the total redesign of the phone itself there doesn’t seem to be ample locations where different color schemes could be applied.

Moto G Moto Maker

How might Moto Maker work with a metal phone?

Perhaps different pattern designs might be used, similar to the Limited Edition Moto X Pure Edition handsets. Perhaps that bottom rear piece could be pallet swapped. Maybe the front of the phone would tell a different story.

2016 would spell the fourth year that Motorola would be using the same design provided things don’t change. At the very least, assuming this leak is legitimate, it serves to suggest that next year will feature a totally new looking Moto product. Perhaps more premium, perhaps thinner.

Wrap Up

What do you think of this potential product? Does the premise of a metallic Motorola phone intrigue you? Would you rather have a Moto X 4th generation that looks like this than the Moto X Style? What of Moto Maker? And the fingerprint sensor? Drop us a line in the comments section below to share your thoughts and reactions.

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16
Dec

Bitcoin tech approved as a way to issue shares


For the first time, the US Securities and Exchange Commission (SEC) is allowing a company to issue public shares using the technology behind Bitcoin. The honor went to Overstock, which was also the first retailer to accept Bitcoins from the public for purchases. It built its own crypto-currency tech via a subsidiary called T0 (T-Zero), and uses open-source Colored Coins to issue stock in the form of “blockchains,” a type of electronic ledger. Overstock plans to license the tech to other public companies, and company CEO Patrick Byrne told Wired that it “can do for the capital market what the internet has done for consumers.”

The system allows shares to be traded instantly, rather than in up to three days in regular exchanges. It could also eliminate a lot illegal short-selling and other cheating that goes on now, since there are no middlemen, and share owners can be reliably tracked. During an interview earlier this week with Tabb Forum, Byrne said that current markets “are extremely opaque. There are huge [price] spreads in it. It’s kind of a dirty little secret how much money is made there.”

The stock market extremely opaque. There are huge [price] spreads in it. It’s kind of a dirty little secret how much money is made there.

Overstock was the first major retailer to accept Bitcoins, and the first to issue private bonds using blockchain technology. Byrne’s company won’t issue Bitcoin-style shares through a major exchange like NASDAQ, but will rather do it through an alternative trading system (ATS) via its T0 subsidiary. (Since it’s selling stocks to the public the exchange is still regulated by the SEC.) However, Byrne also recently acquired a company called SpeedRoute, which handles around 2.5 percent of US equity orders on all 11 major US exchnges. His plan is to eventually use the company to offer blockchain trading to companies listed on those exchanges.

The technology is also being considered by major banks like Goldman Sachs, JPMorgan Chase & Co. and Barclays. However, now that it’s been given regulatory approval by the normally cautious SEC, blockchain trading adoption may snowball. For now, Overstock plans to issue up to $500 million worth of public shares on its private exchange as soon as possible.

Source: Wired