Wired Releases Annual Vaporware List
alacqua writes: "Wired
has an article titled
Vaporware 2001: Empty Promises
which is a top-ten list of last year's vaporware.
'You've Got Smell!'
made it, but the Justice Department did not. Says Wired, 'Speaking of Microsoft, some smart-aleck readers opined that the most vaporous thing in tech last year was the Justice Department's failure to deliver on its promise to punish Bill Gates for his company's monopolistic misdeeds -- but we thought that a bit of a stretch.'"
Anyone remember that one?
Cheers,
RLJ
Wow! Wayyy OT.
Ask any Economics 101 student and he will tell you that a free, open service market will eventually become closed, and the barriers to entry then raised insurmountably high. At this point, you need the government to step in and free up the market.
If I run a steel corporation and corner the steel market, what do I do next? In order to have my company continue to flourish, it must need to grow. If I have closed out a market, I need to expand to other markets....like utilizing that steel...
My next move would be to get involved in steel construction...then automotive and shipbuilding, each time utilizing my corporation's vastly deep pockets to outperform my competitors in my new market....
But 3D Realms CEO Scott Miller wasn't very upset to hear about his product getting the Vaporware top spot. "It's a very ambitious game," he said. "It's not cookie-cutter shooter like most are nowadays If it's another FPS, how can it NOT be cookie-cutter ?
it probably contains an abnormally large amount of vulgarity, nudity, and monsters. perhaps even vulgar nude monsters.
I agree, I'm pretty tired of people crying when blizzard pushes back the release dates of their games. Everything they have put out from Warcraft 1 to Diablo 2 has been a solid, well polished game.
Blizzard's overall attention to detail is WAY above the average for the video game industry. 3D Realms and Valve completely deserve their spots on this list however.
Government has no business interfering with the market!
Yep. I dream of the day when food products no longer need to have those annoyingly informative nutritional labels upon them. I yearn for when we can break free of the schackles imposed upon us by "truth in advertising". I'll lead the parade when we get rid of "safety standards". I'll...
Oh, wait. You're a troll. Nevermind.
I for one am glad that the software developers (3D Realms for Duke Nukem Forever in particular) are taking their time creating this game. I am sick and tired of games being released these days that need patch after patch, often times just to make the game PLAYABLE, let alone enjoyable.
Where and when should developers draw the line? Shouldn't that be for them to decide?
-- Dan
It's in the /. MacWorld coverage.
But still, they're right. I think I can be correct (mostly) in saying that Apple wouldn't exist today if it weren't for Adobe, and without X-native Adobe apps, X will flounder. It's a *wonderful* OS, but Adobe has long been providing Apple with the killer apps it needs to stay alive, and OS X is no exception.
"Mod, mod, mod...and another troll bites the dust."
Half-Life was an FPS that managed to avoid being cookie-cutter, through the inclusion of plot and scripting. Most FPSes at the time consisted of "You're on a strange world. Go fight.", while Half-Life had a more immersive feel to it. The technology behind it may have been nothing revolutionary, but the overall effect was anything but cookie-cutter.
Thief redefined the term FPS to mean "first person sneaker". It's technically the same sort of game as Quake or Doom, but a few tweaks to the rules of the world result in entirely different gameplay.
Just because most FPS games have been content to go with very straight-forward games, there're significant changes that can be made to avoid being cookie-cutter.
Wired doesn't get it: software development is HARD. I can't really blame them, though, when so-called software developers don't get it. How hard can it be, I say, when I myself have developed several Visual Basic applications? Naturally this doesn't distinguish between doing it and doing it RIGHT. There is the problem of defining requirements; they generally turn out to conflict; then they change every other week. I'll say it again: developing commercial software for general release is HARD. And for the terminally inattentive, I'll spell out the rule of software release:
It is released when it is released. Don't expect it any sooner.
Anyway, here's Wired's (software) Vaporware for the last three years. Consider this year's in light of it...
Vaporware 1998: Windows 2000
It's here now.
Vaporware 1999
9. Ideaworks3d's Vecta3D
It's here now.
7. Games for the Mac
Not a Mac afficionado; all I know is that there are Mac games, but not many. I'll give them this one.
6. SDMI
It's here now, though flawed in both concept and execution...
5. Daikatana
It's here now.
4. Diablo II
It's here now.
3. Netscape's Communicator 5.0
It's here now (though they secretly incremented the version number while no one was looking).
1. Windows 2000
See 1998's list, above
Vaporware 2000
10: Tribes 2
It's here now.
6: Warcraft III
Hey, they finally nailed one!
4: A New Linux kernel (2.4, specifically)
It's here now.
3: Black and White
It's here now.
2: Duke Nukem Forever
This one's not here, but the article itself states there's no scheduled release date! How is this vaporware?
1: Mac OS X
It's here now.
So, Wired, in the software category, you called 2 out of 14 (both of which are still under active development). The rest weren't vapor. How, then, should we view this year's software entries?
Get a free IPv6 tunnel from Freenet6 or Hurricane Electric.
Supposedly IPv6 will have enough addresses to give one to each of the angels dancing on the head of the proverbial pin. Can't wait.
I've got my block of 2^64 addresses...