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Devin Becker
Lives in Sacramento, CA
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There's a edison edition coming out towards the end of the month too
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Posted up some thoughts about gambling game design trends at the suggestion of my wonderful girlfriend +Amanda Foster  !
Gambling games by video game designers It’s been really interesting to see game designers like David Sirlin and Jason Rohrer who normally have done video games or board/card games dipping their toes...
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Devin Becker
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As a tip for everyone who gets an Edison:

One thing that tripped me up was not realizing that if you don't hook up BOTH USB ports (as per the instructions, I know, RTFM right) it won't work.

Seems a little weird, but once I did that it worked fine!
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Seems like turkey day slowed everyone down a bit so we'll give anyone who hasn't submitted their application tonight to get their entry in. If you get yours in quick there's a pretty good chance of getting a board!

Not sure what to make? Check out the instructables link Bob Duffy posted as well as the Roadshow winners on the Intel IoT site linked on the group links for some inspiration!

Happy Thanksgiving weekend folks. 
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Devin Becker
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Make sure your project team leader fills out the Project Application form if you want to get in and especially if you want a board!
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Devin Becker
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Welcome to the Intel IoT Incubator Program group. This group is for discussing your projects, problems, and resources.
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Devin Becker

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My current circle of game developers, hope it helps other people find some!
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Devin Becker
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Stephane nice job on your twitter feeder. And thank you Devin and Nile for a great IoT Pilot! Looking forward to more!
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Devin Becker
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Added a bunch of links based off stuff it looked like people needed links to during the workshop!
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So here's the list of all the Teams - Projects selected to receive a board. All team leaders will be e-mailed as well with the e-mail they provided in the application. If for some reason you missed the deadline, still apply in case some people drop out!

We will be having a pickup/workshop time Friday afternoon/evening (to be posted soon).

BasicMakers - Galileo ExploraTop
2ABC - FermWatch
newt - NewNet
Das Otto - Otto Drummer
Iced - Ice Rink Manager
Hot Stuff - Fireplace Minder
IOT Dashboard - IOT Dash
Curious Forge - Kiln Temp Controller
Beacon Safety Co. - Beacon Bike Light
Purdue Neurostimulation Team - Edison Headset
BananaSplit - Car Safety Sensors
Shasta - Low Cost Customer Logger
Stropheus - Project Stropheum
3 Gen - Critter Capture
Viva La Ω - Connected Board Game
MediPortal Devices - MediPortal
Team Zebra - Run Temp
Mark's SportsMaps - SportsMaps

Please come get your board in a timely fashion so we know if we end up with extras.

Here's some basic stats from the applications to give you an idea of the spread:

Board requests
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10 Edison's
5 Gallileo's

Development environments
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5 Arduino Sketch
5 C/C++
3 JS
5 Python

Thanks everyone, excited about your projects!
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Wow! 
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Devin Becker
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Hey Aaron,

Both boards support UVC driver based webcams.  As far as brands, most Logitech webcams seems to work wonderfully but there are many others out there.  The one we used in the demo is the c270 which was procured for ~$40. 

As far as interfacing with it, opencv libraries are included in the yocto images for both Galileo and  Edison boards which are available here https://software.intel.com/en-us/iot/downloads .  Let me know if you have any further questions!
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Devin Becker

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Thinking about what's next after the f2p whale model dies down. Always struck as kind of odd that you have 20% or less of you players paying for a game yet still have to bug the other 80% like some kind of homeless vet fishing for change outside the grocery store.

In looking at the motivations of many "whales" often reveals a sort of old school arts patronage mentality of wanting to support the game. If you could simply get the patron whales to pay then you could leave everyone else who won't ever pay alone and not have to force pay walls or annoyances into the actual game design. If the small minority of players that are paying the majority of money are doing so not because of designed frustration then why do it?

Kickstarter is a decent example of pay what you want patronage, but it is generally designed for starting production and free to play is based on pay as you go.

Only some players realize in app purchases are essentially funding continued development of the game. When players don't realize this they will see IAP and paywalls as greed even when its essentially a shareware or nagware model.

One possible solution I see is to use honesty in your favor, put IAP in that is directly and visibly tied to potential feature development. Vanity items would probably be best. You would retain control of the feature design, but players would vote on which features are worth the money with their actual wallet. Kickstarter reward tiers and stretch goals provide a decent model for this. Want that cool new PvP mode? Then buy this special piece of PvP gear that represents it!

There are some downsides of course. It's complicated to raise money in a way that you can refund (Kickstarter style) vs keeping the money either way (Indie Go Go style). This model can also lead to the whales directing the feature development of the game, but if the demand is high enough from small payers for a feature it can still make its funding goal. In a way this makes everyone playing the game a potential shareholder in the feature design without relinquishing creative control. You as the game developer also get to decide which features are up "for sale" so this doesn't ever have to become "design by committee".

Part of this thought was inspired by an interview with the developers of Dwarf Fortress talking about possibly working on the game for another 20 or 30 years as long as there's enough people helping support the costs for what is a free game. Sounds like patronage to me.

Why is this better than just asking for donations? Donations are all well and good, but it feels a lot more compelling when you know how your money will be spent and who doesn't like to feel a certain level of influence and power over a game you like in exchange for some visible status? See humble indie bundle (or indie royale bundle) leaderboards for an example.

One final downside is that with traditional IAP players don't know how many others have made that purchase and the amount of profit to be made from it has no inherent ceiling. Selling IAP for feature funding would need to be clear how extra money would be spent (assuming the amount raised so far is displayed). This means you'd need to factor in "hidden costs" like support, bug fixing, marketing, etc.

Hope to see some more diversity in business models for games outside of copying whoever is getting rich at the moment.
Patronage is the support, encouragement, privilege, or financial aid that an organization or individual bestows to another. In the history of art, arts patronage refers to the support that kings or popes have provided to musicians, painters, and sculptors. It can also refer to the right of ...
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AMEN! AMEN! AMEN!
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