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  AppleInsider - How Apple Pay beat the odds because of great design
Posted by: xSicKxBot - 09-10-2018, 02:50 AM - Forum: Apples Mac and OS X - No Replies

How Apple Pay beat the odds because of great design

Rivals have fallen away and while it’s taken time to be adopted very widely in the US, it’s practically ubiquitous overseas. AppleInsider details the uphill battle to bring us Apple Pay, a fight that started on September 9, 2014.

Apple Pay logo over image of a wallet

Tell the average American person or American company about Apple Pay and they will invariably be more wary of its security than, say, Europeans. They need more convincing that it’s safe and this is a direct but unfortunate consequence of how bad the current US financial transaction system is.

Last year, the US accounted for 47 percent of all credit card fraud in the world. Go back one year further to 2016 and the figure was 38.7 percent.

It’s not that the US is getting worse, it’s that other countries are doing better at making fraud harder. European and other countries have long had what are called EMV smart cards but they’ve only been catching on in the States since 2015.

This standard was devised by Europay, MasterCard and Visa back in the early 1990s. That means it’s taken two decades to be significantly adopted in the US. By comparison, Apple Pay has raced ahead.

Apple security


Apple Pay is a genuine solution to the same security issues that make people wary of switching to it.

In typical Apple fashion, though, the company worked to deal with all the security issues behind the scenes. And it worked to produce a system that first compelled us through its ease of use.

[embedded content]

On September 9, 2014, Apple announced Apple Pay. This was at the same keynote where the iPhone 6 and the Apple Watch were revealed.

Tim Cook said that Apple’s ambition was to completely replace the wallet —and by implication also the handbag. The company was to start by tackling payments which Cook reported then meant 200 million transactions every day in the US and a total of $12 billion per day.

Showing an image of a credit card, he said that these transactions are: “based on this little piece of plastic. And whether it’s a credit or debit card, we’re totally reliant on the exposed numbers, and the outdated and vulnerable magnetic interface —which by the way is five decades old —and the security codes which all of us know aren’t so secure.”

Replacing the card


He then compared the regular way of paying by card at a store to how it now would be with Apple Pay. Cook did definitely over-sell how many steps the regular system takes but he was spot on about the speed of Apple Pay. Hold your phone near the payment machine and you’re done.

Tim Cook at the launch of Apple Pay

“It’s no wonder that people have dreamed of replacing these [cards] for years,” continued Cook. “But they’ve all failed. Why is this? It’s because as it turns out most people that have worked on this, have started by focusing on a business model that was centered around their self interest instead of focusing on the consumer experience. We love this kind of problem. This is exactly what Apple does best.”

You know how this works


You can add your credit or debit card to Apple Pay and so have it available through your iPhone and Apple Watch. There’s also the ability to use it on websites.

[embedded content]

Though at launch that ability to pay directly on a website was the least promoted by Apple. Far more prominent in the company’s press release was the fact that the service supported cards “from the three major payment networks, American Express, MasterCard and Visa” and issued by “the most popular banks including Bank of America and Wells Fargo”.

There was also support in the US from retail stores such as Bloomingdale’s, Duane Reade, Macy’s and more. In total Apple Pay was to launch with the partners “representing 83 percent of credit card purchase volume in the US”.

Wherever you bought anything using Apple Pay, you were paying with your credit or debit card but the vendor never sees that. You no longer give your number, expiry date, or codes, because instead Apple Pay creates a transaction code that’s unique to your device and to this specific purchase.

Three images showing the process of paying by Apple Pay on an iPhone

This transaction code uses what’s called the EMV Payment Tokenisation Specification.

The fact that it is your device is confirmed by your using TouchID or now FaceID.

Apple Pay works as advertised and it is as straightforward as Tim Cook claimed. That didn’t mean it was welcomed by everyone or that it escaped critics.

Critics


Writing for the New York Times, Neil Irwin claimed that Apple was overplaying the arduous difficulty of paying with your credit card.

“It’s a dangerous business to bet against Apple’s ability to make a product that you didn’t think you needed as part of your daily life. But ‘Apple Pay’ looks as if it may be one of those offerings that don’t live up to the company’s hype.”

Even so, Irwin acknowledged the security issues that Apple Pay improved on.

Still, Apple Pay would come in from harsher treatment from another group: the retailers involved in trying to create a different payment system.

MCX and CurrentC


Apple Pay’s announcement came about two years after the creation of Merchant Customer Exchange, a company formed to create a mobile payment system called CurrentC.

It was a consortium formed by some of the best-known firms in American retail such as 7-Eleven, Best Buy and Walmart. Together they reportedly then accounted for around $1 trillion per year in sales.

Failed competitor MCX CurrentC relied on QR codes

Best Buy and Walmart stated that they would not accept Apple Pay at their stores. Others who were already using some contactless systems found that customers could already use Apple Pay on them without the stores doing anything. So CVS and Rite Aid did something: : they actively stopped Apple Pay working in their outlets.

It’s hard to imagine any store refusing to accept a valid form of payment but in this case the companies CVS and Rite Aid then disabled this“>arguably had no choice. Their contract with the MCX consortium forbade the use of any rival system and that wasn’t a big deal in 2012 when there really weren’t any alternatives.

Come 2014 when there was Apple Pay and CurrentC wasn’t expected for another year, it became a very big deal.

Big enough that eventually CurrentC simply died. It took years but in 2017 what remained of the consortium’s technology was bought by JPMorgan Chase & Co.

Tim Cook had stated that other companies had failed because they put their self-interest ahead of any consideration about customers and that’s what MCX did.

Its aim was not to create a convenient payment system but rather to get around paying credit card fees. Rather than accepting the costs involved when a customer uses a credit card, CurrentC would take money directly from their bank accounts through an ACH transfer.

There’s nothing wrong with that, so long as the customer has agreed and is getting a benefit from it too. In theory the customer would have got the same convenience that Apple Pay offers, but in practice the system was a chore. You had to find the right QR code on your phone and show that to the merchant who would scan it.

If you’ve ever held your iPhone over a card reader or wafted your Apple Watch over the turnstiles in the London Underground, you’ll know how vastly better Apple Pay is.

Only, MCX had a point


It genuinely seems that Apple started with what would benefit customers but it wasn’t altruism and the company found its way to creating a gigantic benefit for itself.

Every time anyone uses Apple Pay, Apple gets some money. Of course it does and so do credit card companies. While figures vary in different locations and while they are changed over time, the Financial Times reported in 2015 that Apple would take 0.15 percent of any purchase. (Article requires subscription.) By comparison, credit card companies take at least 0.65 percent.

On the surface, that makes Apple Pay more attractive to retailers —but Apple Pay is a way of storing your card on your phone. Depending on your card, your bank and quite how the transaction is done, you are effectively still paying by a card. Which means the retailers are can still be having to pay a fee to the card companies.

Then Apple does also have a way of presenting the best side of a feature.

Over three slides at the launch presentation, Eddy Cue stressed how secure and private Apple Pay was. He said that Apple doesn’t know what you bought, where you bought it or how much you paid.

What he didn’t say is that it’s at least partly because Apple also doesn’t care. The company gets a transaction fee and overall it gets another reason for people to buy into the Apple ecosystem of software and hardware.

MCX’s CurrentC was intended to handle loyalty cards and coupons, the kind of things that give stores an Apple-like way to encourage customers to stay with them. At launch, Apple Pay had none of this.

This was the retail equivalent of how developers on the App Store got no information about their customers. It has changed, though. In 2017, AppleInsider reported on how US restaurant chains were able to offer loyalty cards via Apple Pay.

So Apple Pay is developing as well as expanding to more and more banks, more and more countries.

Speaking of Countries


Years after its launch, it is still news when a new bank or credit union signs up to support Apple Pay —or rather it is in the States.

Chiefly because other countries were already moving to contactless payments, it’s more common that Apple Pay just works there.

In the United Kingdom, for instance, Apple Pay arrived in July 2015 and the company claimed that “over 250,000 locations will accept Apple Pay”. In practice, contactless payment readers didn’t see Apple Pay, they saw the cards you had stored on it and so simply worked.

Consequently Apple Pay was instantly accepted just about everywhere in the UK. We’re hesitating over saying definitively that it was absolutely every possible place you could pay money but it could well have been that.

Which means that now, some years on from the launch, Apple Pay is just another form of payment. You do still occasionally get comments if you use it with your Apple Watch but not often.

There have been some changes since Apple Pay came to the United Kingdom, though. Initially payments were limited to amounts under 30 Sterling (approximately $40 US) but that was because so were all contactless payments.

Now many places will accept any amount through Apple Pay. Unfortunately, there’s no way to know which these places are until you try..

There are exceptions


There are places where Apple Pay is not available and they are significant. Right now you can’t use it in India, a simply giant market, and it appears that situation won’t improve any time soon.

There are many issues preventing the service working there and they are a mixture of technology and financial ones. Apple is reportedly concerned about having to store customer data within the local country —though it does this with China.

And the National Payments Corporation of India is allegedly distrustful of fingerprint technology such as TouchID and would prefer people enter a passcode.

There are also improvements


Back at that 2014 launch of Apple Pay, Tim Cook said that the company’s aim was to replace the wallet and that it was starting with payments.

It’s true that you can now —and we regularly do —leave home without carrying any cards at all.

Except that only works if you are solely going to be paying companies like retailers. When you need to pay a friend because you’re splitting the bill in a restaurant, Apple Pay is no use to you.

Or rather, it wasn’t. From iOS 12, you’ll be able to use Apple Pay Cash to effectively send money over text message.

[embedded content]

At launch, though, this feature is only going to be available to people in the United States.

Doubtlessly it will spread to other markets but for now, America has a lead on payment technology —and it’s all because of Apple.

Keep up with AppleInsider by downloading the AppleInsider app for iOS, and follow us on YouTube, Twitter @appleinsider and Facebook for live, late-breaking coverage. You can also check out our official Instagram account for exclusive photos.

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  PS4 - The Golf Club 2019 featuring PGA Tour
Posted by: xSicKxBot - 09-10-2018, 01:28 AM - Forum: New Game Releases - No Replies

The Golf Club 2019 featuring PGA Tour



Do you have what it takes to win the FedExCup on the PGA Tour? Compete in the all-new officially licensed PGA Tour Career mode. Play on famous courses like TPC Boston, TPC Sawgrass and more.

Publisher: 2K Games

Release Date: Aug 28, 2018

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  News - Star Citizen Made Fun Of In New Rebel Galaxy Outlaw Trailer
Posted by: xSicKxBot - 09-09-2018, 08:47 PM - Forum: Lounge - No Replies

Star Citizen Made Fun Of In New Rebel Galaxy Outlaw Trailer

Rebel Galaxy, a popular space trading and combat simulation video game, is getting a prequel called Rebel Galaxy Outlaw. This time around, you'll be leaving the captain's chair of a capital ship and cozying up in a small gunship.

Outlaw puts you in control of Juno Markev, a rebellious pilot who's climbing the criminal ladder. You'll fly your way through a single-player campaign, blasting through enemy threats as you complete missions. According to the game's FAQ page, there's over 21 hours of radio music for you to listen to while you're flying. Between missions, you can gamble or play pool and place bets for new ship parts and upgrades.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7

A new PSA for Outlaw reveals more details about the game, and finishes up by making fun of Star Citizen's pattern of charging its players exuberant fees. This purposively hurtful but playful tone makes up the core of Outlaw's humor, and can be seen in clips that Rebel Galaxy has tweeted out--like this one where Juno flips off an enemy pilot, spouts a one liner, and shoots them down.

Outlaw won't feature a multiplayer component and launches on PS4, Nintendo Switch, and PC in early 2019. The PC version of the game will have both HOTAS and mouse/keyboard support, and include features for modding. The game costs $30/€30.

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  XONE - Graveyard Keeper
Posted by: xSicKxBot - 09-09-2018, 04:05 PM - Forum: New Game Releases - No Replies

Graveyard Keeper



Graveyard Keeper is the most inaccurate medieval cemetery management sim of the year. Build & manage your own graveyard while finding shortcuts to cut costs, expand into entertainment with witch-burning festivals, and scare nearby villagers into attending church. This is a game of capitalism and doing whatever it takes to build a thriving business. Face ethical dilemmas. Do you really want to spend money on that proper hotdog meat for the festival when you have so many resources lying around? Gather valuable resources & craft new items. Expand your Graveyard into a thriving business, go ahead and gather valuable resources scattered in the surrounding areas, and explore what this land has to offer. Make business alliances. These dead bodies don't need all that blood, do they? Why not sell it to someone who can put it to good use. Same for body parts. Hey, it's being efficient with recycling! Explore mysterious dungeons. No medieval game would be complete without these. Take a trip into the unknown and find useful new ingredients which may or may not poison a whole bunch of nearby villagers. Capitalism. [Microsoft]

Publisher: tinyBuild

Release Date: Aug 15, 2018

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  XONE - PlayerUnknown's Battlegrounds
Posted by: xSicKxBot - 09-09-2018, 04:05 PM - Forum: New Game Releases - No Replies

PlayerUnknown's Battlegrounds



Battlegrounds (PUBG), the tactical, high-octane battle royale phenomenon, debuted footage from two new maps: Sanhok, a smaller-scale, action-packed map inspired by the islands that dot the Southeast Pacific Ocean, and a snow-covered map currently in development. New footage also debuted of War Mode, a deathmatch-style battle royale gaming experience and the world premiere debut of the Ballistic Shield, a new tool for setting up quick cover for explosive and close-distance attacks. [Xbox.com]

Publisher: Microsoft Game Studios

Release Date: Sep 04, 2018

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  News - Teaming up with cool Yo-kai!
Posted by: xSicKxBot - 09-09-2018, 04:05 PM - Forum: Lounge - No Replies

Teaming up with cool Yo-kai!


Teaming up with cool Yo-kai!


In a twist on the YO-KAI WATCH series of games, up to 4 players* can team up for action-packed local and online multiplayer battles. You can train with Sgt. Burly to become the strongest Blasters team there is! As you tackle missions, you can befriend new Yo-kai to amplify your team’s awesomeness. Some missions, bosses, and Yo-kai are exclusive to each version of the game.

Features:

  • More than 400 new and returning Yo-kai to discover and befriend.
  • You can strategize with different battle roles: Attacker, Healer, Ranger, and Tank Yo-kai.
  • You can befriend all friend Yo-kai from all versions of the YO-KAI WATCH 2 game, boss Yo-kai, and the all-new Usapyon and Blizzie.
  • You can uncover new sides to the story as well as new Yo-kai, bosses, and missions with a post-launch software update!

YO-KAI WATCH BLASTERS: Red Cat Corps and YO-KAI WATCH BLASTERS: White Dog Squad are available now for the Nintendo 3DS family of systems.

*Additional games and systems required for multiplayer mode; sold separately.


Comic Mischief
Fantasy Violence

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  News - Devs recount the making of Golden Axe: Beast Rider, a crunch-ridden $15M flop
Posted by: xSicKxBot - 09-09-2018, 04:05 PM - Forum: Lounge - No Replies

Devs recount the making of Golden Axe: Beast Rider, a crunch-ridden $15M flop

“Unfortunately, [Golden Axe] was a bit shit.”

– Game developer Belinda Heywood, reflecting on her work as a producer on 2008’s Golden Axe: Beast Rider.

Back in 2008 Sega and the now-defunct game studio Secret Level released Golden Axe: Beast Rider, an attempt to revive the Golden Axe franchise (in 3D!) that earned a lukewarm reception from both critics and customers.

Now, nearly a decade later, the folks at Variety have published an interesting feature about the game’s ~$15 million development which includes a lot of eye-opening input from some of the original dev team.

It’s an intriguing read, even if you feel like you’ve heard this tale a few times before: ambitious studio pitches an ambitious project, overscopes, then desperately chops a bunch of stuff out and pours in loads of overtime in an attempt to make something playable in time to ship. 

What really stands out is how much time the devs remember spending in crunch: multiple folks told Variety they remember working overtime seven days a week for months on end, to the point that they would take a break on weekend evenings to go out and party, then come back to the office to sleep it off and continue working.

“We’d work from 10 to 7. Then we’d go out, and drink, then come back and work some more,” said producer Belinda Heywood. “We did it for six months. Everybody did. And Saturday and Sunday as well, seven days a week.”

Deeply troubled, the project reportedly saw a lot of turnover, and Variety’s sources paint a picture of a studio that fostered both enduring camaraderie and progress-killing disputes over seemingly trivial matters like who gets to write the shaders. With less than a year before it was scheduled to release, Dedan Anderson signed on as the new lead designer and was tasked with bringing it all together into a shippable product.

“That was a firefighting exercise,” he told Variety. “There was a lot of crunches. I blocked that out. That was my last crunch project. That took the crunch out of me. I’m not doing crunches anymore.”

Unsurprisingly, crunching didn’t make the game good. However, in an effort to end on an upbeat note Variety’s feature helps shed more light on why teams crunch, and what keeps them going: a feeling of camaraderie and teamwork in solving huge problems.

“I think it’s my best game,” said art director Matthew Butler. “Not in the way of gameplay or anything like that, but just in the team, the situation. The whole team was great. I think I had one of the best times I’ve ever had creating anything. We weren’t satisfied with what we did, but we had the most fun, or I did.”

“The last 13 months were some of the most challenging crunch I’ve ever experienced in my over 10 years in the games industry,” added Boccieri. “I was one of the people that made it a point I needed to leave the office from time to time, but there was a team of at least 20 to 30 core staff that were some of the most dedicated people I’ve ever worked with who brought the game over the line.”

In the end, a game envisioned as what we might now call an open-world RPG replete with multiplayer and a cast of playable character wound up being a pretty linear single-player game starring a scantily-clad woman. The rest of Variety’s story about how that happened is well worth reading in full, as is Gamasutra’s extract of the Beast Rider postmortem published in a 2009 issue of (the also now-defunct) Game Developer Magazine.

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  Xbox Wire - Dolby Vision for Xbox One – 1810 System Update
Posted by: xSicKxBot - 09-09-2018, 04:05 PM - Forum: Xbox Discussion - No Replies

Dolby Vision for Xbox One – 1810 System Update

Quickly following our news-packed Gamescom Inside Xbox show, we have even more news for our Xbox Insiders as Dolby Vision™ HDR releases today on Xbox! Starting with the Alpha Skip Ahead and Alpha rings, Xbox Insiders with a compatible TV can enjoy Dolby Vision streaming content on Netflix on Xbox One S and Xbox One X. 

The team at Xbox is always striving to improve the Xbox ecosystem, and these features will continue to be shaped by fan feedback—we appreciate every thought and idea shared!  Enjoy trying out this new feature and providing your valuable feedback as the hype train begins. 

What is Dolby Vision? 

Dolby Vision transforms your TV experience with ultravivid picture quality — incredible brightness, contrast, and color that bring entertainment to life before your eyes. When compared to a standard picture, Dolby Vision can deliver colors never seen before on a screen, incredible contrast, highlights that are up to 40 times brighter, and blacks that are 10 times darker. The result is a refined, lifelike image that will make you forget you are looking at a screen. If you would like to learn more about what Dolby Vision is capable of, check out this video. 

To experience Dolby Vision on Xbox One S or Xbox One X 

To start enjoying this feature today, you need a TV that supports the latest version of Dolby Vision and a Premium Netflix subscription. There are over 400 hours of content available in Dolby Vision on Netflix including Altered Carbon, Stranger Things, Marvel’s The Punisher, Lost In Space, and many more (just look for the Dolby Vision™ logo). 

Netflix Menu

To setup this feature, first check if you have a compatible TV by going on your Xbox to the 4K TV Details page under Settings. You can also check the full list of supported TVs here (if you connect your Xbox to an AV Receiver, check the compatible AVRs here). Next enable Dolby Vision on your console by navigating to Settings -> Display and sound -> Video output -> Video modes -> Allow Dolby Vision. Then log in to your Netflix account (premium subscription required) and pick your favorite Dolby Vision enabled title. Last, but certainly not least, enjoy! 

Advanced video modes screen

4K TV Details Screen

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  News - Animal Crossing: Pocket Camp On Mobile Reaches Major Revenue Milestone
Posted by: xSicKxBot - 09-09-2018, 04:05 PM - Forum: Nintendo Discussion - No Replies

Animal Crossing: Pocket Camp On Mobile Reaches Major Revenue Milestone


Nintendo’s mobile business hasn’t exactly been an overnight success, but it appears to be slowly catching on. Its most recent release Animal Crossing: Pocket Camp has hit a revenue milestone. Sensor Tower describes it as a “major” accomplishment, with the app based on the popular lifestyle simulation series now reaching $50 million in player spending globally. Back in June, it grossed $35 million worldwide following its release last November. 

The Sensor Tower chart below shows how this game has performed against previous releases in Nintendo’s mobile line. It’s taken Pocket Camp an additional two months to reach the $50 million mark compared to Super Mario Run. Fire Emblem Heroes achieved this in 20 days and has now grossed more than $400 million since its release in the first quarter of 2017.


Pocket Camp’s main revenue has come from Japan – with players located within this country responsible for 81 percent of in-app spending. The US placed second with 14 percent of in-app purchases. Pocket Camp has been downloaded over 25 million times since its release. 

Have you downloaded Pocket Camp from the App Store or Google Play? Have you ever done an in-app transaction in this game? Are you holding out for the next Animal Crossing announcement? Tell us below. 

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  News - Space Harrier Is Joining The Sega AGES Line On Switch eShop
Posted by: xSicKxBot - 09-09-2018, 04:05 PM - Forum: Nintendo Discussion - No Replies

Space Harrier Is Joining The Sega AGES Line On Switch eShop


The Sega AGES line was first announced for the Switch eShop in April this year. The series will start out with 15 games and is being handled by emulation experts M2, who has a fantastic history working with Sega’s retro releases.

The latest game reveal is Space Harrier. As explained by Gematsu, the news was delivered during a “collaboration commercial” with the anime, High Score Girl. A release date for the title has not yet been announced. Space Harrier was originally released as an arcade game in 1985 and was more recently made available on the 3DS in 2013. 

Previous games revealed for the Sega AGES line include standalone versions of Sonic the Hedgehog, Thunder Force IV, Phantasy Star, Alex Kidd in Miracle World and Gain Ground. Sega has confirmed these games will eventually be released in the west. 

Are you glad to hear Space Harrier is coming to the Switch eShop? Are excited about any of the other above-mentioned games in the Sega AGES line? Would you like to see a specific game? Tell us in the comments. 


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