Dec 9, 2011
The future of media is not about geographical restrictions.
John Gruber
Oct 6, 2011
In a post-Steve-Jobs world, there is no longer an excuse for large corporations to be less bold than start-ups.
Steve Jobs: a personal remembrance, by John Siracusa, in Ars Technica
Oct 4, 2011

Diagram: User Acquisition
If your users, with their shiny MyWebBookSauceHubsterVille account, come to your app from MyWebBookSauceHubsterVille.com, they’re your customers: your marketing got them, you own them, Apple respects that.

If, however, users come to the app from the App Store, they’ve never heard of MyWebBookSauceHubsterVille before: all they’re interested in doing is making their iPad a little more useful. Then, Apple sees them as Apple customers, first and foremost, and Apple wants its cut of the action. You’re standing on top of their stack, and that costs 30%.

Apple, Apps, Appeals, & Appeasement: the Story of Drift via github
Aug 1, 2011
God, can you imagine if 5 years ago someone told you that you’d be rooting for EA, and that they’d be the “good guys” (reliantly speaking) of big publishers…
Starky on RPS : http://www.rockpapershotgun.com/2011/01/21/modernwarfare3/#comment-606928
Apr 26, 2011
Without your support and participation, all we would have is a bunch of servers and some code.
http://blog.reddit.com/2011/04/good-news-everyone.html
Apr 25, 2011
the “cloud” was still just something that you drew up on a whiteboard as a placeholder for the in-between crap that someone else was going to build and operate.
Bryan Cantrill, VP of Eng @ Joyent.
Apr 22, 2011
Apr 15, 2011

speaking of Valve :

What Went Right : Steam

Tommy: Steam is amazing. I can’t stress that enough. The ability to quickly update within hours of a bug popping up made the entire PC launch much easier than it could have been if Steam had a different system in place to update code.

Also, Steam listens to its developers. They listened to us when it came to our suggestions for how we should push the sale, and in return we listened to them. Working with Steam never felt like a publisher / developer relationship. It felt like a mutual partnership to make the most money and put the best game out there.

We love Steam.

Team Meat, Super Meat Boy Postmortem on Gamasutra.
Apr 15, 2011

Frustration was the biggest part of retro difficulty and something we felt needed to be removed at all costs, in order to give the player a sense of accomplishment without discouraging them to the point of quitting.

At its core, this idea was quite basic: Remove lives, reduce respawn time, keep the levels short and keep the goal always in sight.

Team Meat, Super Meat Boy Postmortem on Gamasutra.
Seems like a Valve quote.
Apr 7, 2011
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