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Stories · 3,462
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Documentary about Professional Gaming
Simon Bysshe writes "My name is Simon Bysshe, I'm 22 & am currently studying film at the Bournemouth Arts Institute in the UK. For the last 3 months I've been working on a unique new freely downloadable film about the advent of professional gaming [there's also a BitTorrent mirror via GameTab]. The main purpose of the documentary 'Modern Day Gamer 2' is to ask whether we will ever see gaming become a mainstream spectator sport. The film features the UK based Four Kings Wolfenstein team as they compete at the Quakecon gaming event in Dallas Texas. The film also features interviews with John Romero, Sujoy Roy (iGamesUK), Paul 'Locki' Wedgwood (Splash Damage) & many other industry/gaming figures. This is the sequel to my original documentary which focused on the growth of gaming as a sociable hobby & received over 50,000 downloads worldwide. Running time: 17minutes 47seconds. Filesize : 157MB. Format: WMV."
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Phantasy Star Online Claims MMO Subscriber Lead
Thanks to 1UP for their news that, following yesterday's vaunted Final Fantasy XI subscriber numbers of over 400,000, Sega has released figures claiming over 600,000 subscribers for the Phantasy Star Online series, albeit "worldwide across all territories, episodes, and platforms", and including the newly Japanese-released Phantasy Star Online Episode III: C.A.R.D. Revolution. The article suggests: "A direct comparison between the two isn't fair for several reasons (PSO is on multiple platforms, popular in multiple territories, has a different pricing structure, and of course features a completely different style of gameplay), but nevertheless, it seems safe to say that Sega's experiment in online console gaming has proven a success in the long run."
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News at a Glance
chris writes: "If you're too lazy to read headlines, a new way to find writings might just save your soul. Paradoxically, this site is showing all the pictures found in news and reviews over the Internet. Nothing to read there, just thumbnail galleries sorted by theme (with, of course, links to the original articles). This format is showing some interesting side-effects. First, you can see what's hot lately because the same picture is repeated over your screen. It is also very effective when looking for reviews of tech toys or computer gizmos... spotting a CPU or a japanese robot among other items is almost instantaneous. Another thing to notice is that pictures of human faces seem to keep the lead over pie charts and battlefields... they are a good clue to figure what an article is about."
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Max Payne 2 Demo Released, Developers Quizzed
Thanks to Blue's News for their post announcing that a playable demo of Remedy's PC third-person shooter Max Payne 2 has been released, with the 246 MB download featuring "the first three levels from the game, as well as a 'dead man walking' level that must be unlocked", and download sites including a BitTorrent link from 3DGamers. The well-received action title recently got a post-release interview over at Beyond3D, with project leader Markus Maki commenting on recent PC benchmarking controversy ("if a vendor can make the game run significantly faster with optimizations, without ruining the visual experience, I'm all for it"), and what they would have done with more time ("We're just scratching the surface of physics gameplay. With more development time, I'm sure our guys would've figured out a lot of cool stuff to do with them.")
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The Ultimate Desk... Sort Of
Hanzo writes "So, you need a desk. With mood lighting. And a pop-up LCD monitor. It even just so happens you like Space Ghost. Well, for a mere $39,995(USD), you can have exactly what you need. ?" They still aren't selling powerbands or insect musicians, but I figure it's only a matter of time now.
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Deleting SMTP Servers from Mail.app in Mac OS X?
jesse12345 asks: "Here's probably an easy one for you Unix masters. I travel a fair amount and use Mail in OS X. I'm always using lots of outgoing mail servers. What I can't figure out is how to delete outdated ones. There seems to be no GUI for this within the Mail.app. Is there some way to do this in UNIX?"
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Microsoft in the Mirror
Like any large enterprise, Microsoft is an aggregate, not a monolith. This is true not only of the company as a massive business entity made up of various committees, departments and divisions operating out of multiple campuses around the world, but also as a company in the original sense, a group of people working for a common purpose. Countless analysts have dissected Microsoft's corporate culture to figure out Microsoft's financial success. Karin Carter, an ex-Microsoftie herself, decided instead to write about how mid-level Microsoft employees view the place; there are programmers, middle managers, and handful of others here -- just 19 Microsoft employees (some, like Carter, former employees) with a range of academic and social backgrounds who ended up working for Gates and Ballmer's software company in "that drippy upper-left corner of the map." The result is Microsoft in the Mirror; read on for my review. Microsoft in the Mirror author Karin Carter pages 246 publisher Pennington Books rating 7 reviewer timothy ISBN 097252990X summary Revealing look at Microsoft from its employees, including war stories from the company's early days.
Microsoft in the Mirror is written for a general audience, though some of the stories it contains are probably going to draw grins or nods only from readers interested in software and programming.
The collection of employee portraits -- first person, no last names -- starts with Carter's account of being hired (as an admin), then promoted over the course of years at the company to Editorial Assistant and eventually into management. Carter joined Microsoft when the company had a few hundred employees and called itself MicroSoft. Working in multiple divisions and levels of employeedom gave her a chance to see more of Microsoft than many employees see of the companies that employ them. (The book continues with a chapter apiece for the others; Carter's account is actually split into two, bookending the 18.)
Mirror is a breezy, personal self-portrait -- maybe too breezy and personal for some tastes; just a few pages into her text, Carter has already been through one boyfriend (her initial draw to Seattle), and a 9-year marriage (maybe I should be surprised that she mentioned it at all), and several job titles. Given the company's growth rate in its early years, perhaps this compression is necessary, but I would have enjoyed finding out more about the early days in detail, a Microsoft equivalent to the way Steven Levy describes an important stretch of computer culture in Hackers.
Though Carter's is a complete and interesting Microsoft experience (complete with sudden, transient wealth), most of the best content in this book comes from the other employees she prompted to share their stories. They speak with their own voices, in a range of prose styles and breadths; they range from chatty to Garrison Keillor-style droll, and though many of the employees' responses overlap (for instance, nearly all of them talk about their Microsoft stock options, either because those options made them rich, or because the shares and options they mishandled still haunt them), each one adds to the picture of Microsoft -- the corporation -- as a complex and demanding employer, and Microsoft -- the workplace -- as one where dress is casual, coworkers are (mostly) respectful and friendly toward each other, and office pranks are mostly good natured and elaborate.
(A few of the programmers profiled had their offices remodeled by coworkers: Peter's floor was covered with sod, complete with instructions to water it by activating the room's sprinkler head with a helpfully supplied lighter, and Stewart arrived for his second day of work to find his office occupied -- completely -- by an inflated pink weather balloon.)
Carter (and her respondents) don't try to separate the personal from the corporate: at a company where perqs like windowed offices for programmers and well-stocked snack rooms for everyone are tradeoffs for long days and nothing-is-impossible project schedules, that would be impossible. This is refreshing at first, but after several chapters I found some of the stories mixing in my head.The first chapter I read was written by Yoshi, an ambitious and confident former Adobe employee, who engineered his way into a job at Microsoft when he saw Microsoft's development of TrueType looming ominously on Adobe's future -- and cutting the value of his company stock in half. So he jumped ship.
"I figured that if I took a project at Adobe that was directly relevant to MS, I would have a good chance of landing a job. So I did that, and we subscribed to the Seattle Times Sunday edition to start scoping out places to live."
Unlike some of the profiled employees, Yoshi didn't leap to Microsoft to enjoy intellectual freedom to explore abstract problems, or because the management and dress code was looser than elsewhere. Those things may be nice, but Yoshi did it for the money, including 3,000 shares of MSFT, with no apologies. His story, and tough-guy cynical attitude, also made me think of the contractor fired over a blog posting. He sums up his attitude like this:
"So I am a software mercenary. The old style of work and pensions in extinct. You get compensated if you work hard but it is merely a long contract. I am loyal as long as I am paid for my time and effort. I am a hired gun. I believe there is no dishonor to this view. In fact, I think it is more realistic and closer to how MS thinks of its people."
By contrast, Stewart's stretch at Microsoft paints a far rosier picture of Microsoft's management as well as the company in general. Stewart started out as a summer intern, profiling the Xenix kernel ("hog heaven" for a college student), and programmed in a string of other jobs throughout Microsoft, including a mid-career stint on liason duty with IBM in Boca Raton, Florida. Clashing corporate cultures in the shared office space meant that "Microsoft employees racked up more security violations per day than an IBM employee would have in a year because we didn't follow the dress code and we didn't care about tailgating through the door." Microsoft is thought of today as the stodgy company in some quarters; 'twasn't always so, and the rest of Stewart's Boca Raton story makes this even clearer.
Stewart's Microsoft story is also one of the more challenging to Microsoft critics; he describes the Microsoft managers under whom he worked as supportive, hands-off and efficient, and Microsoft's coders as anything but sloppy or lazy. That "Microsoft doesn't care about security" is a casualism that many outside Microsoft have come to accept because of the confluence of Windows security flaws, simple repetition of the allegation, and (as I see it) envy. According to Stewart,
"One of the thing I liked at Microsoft was that most of the programmers there, in addition to being very bright, cared about writing quality, robust code. ... People cared about their code being as bug free as possible and were willing to sacrifice their weekends and social lives in order to write the best code they could. It was an attitude I saw throughout my twelve and a half years at Microsoft."
It's not surprising that people within the organization see Microsoft so differently; after all, the employees profiled come from different backgrounds and worked at different jobs within the company. More interesting to me is that in so many ways they agree with each other. Nearly all of them maintain that Microsoft is or was a rewarding place to work, and nearly all of them caution against something that may make recent CS graduates wince -- letting too much money go to your head. People who retired, or could have retired, in their mid-30s, really do have to ponder the problems that come with having too much money. (Mainly, that it can change your relationships to other people in unpleasant ways.)
The other employees profiled include Gerhardt (who arrived in Seattle on one week's notice from Germany, straight out of graduate school) and Ian, University of Waterloo graduate who was pushed to Microsoft in part by a Canadian recession. Work weeks of 120 hours, and sometimes only 80 (he "thought he was on vacation" when that happened) eventually led to chronic fatigue and insurance problems for Ian. In those days, he says, "Microsoft was still small enough that that once you were in, you were really in." Microsoft short circuited his insurance policy's depletion by giving him a job that he could do even while weakened, so he could remain covered by the company health plan while he recovered -- in other words, the sort of thing that a Big Faceless Corporation might not be expected to do.
Anne's is one of the shorter chapters, written with seeming restraint (and relief to be an ex-Microsoft employee) as she describes a work environment with mostly good relations between immediate coworkers and a fair amount of job satisfaction, but acrimony and bitterness between groups doing similar tasks, and "silly politics" surrounding the company's constant reorganizations that led to unnecessary stress.
Reading lightly, it's easy to get the impression that Microsoft hires only smart, competent people. Less-than-stellar managers and co-workers are mentioned in here, but mostly they're summed up with short, dismissive descriptions. I wonder whether this is more out of a good-natured desire to accentuate the positive or an illustration of our litigious society and fear of professional retribution. I would have enjoyed reading much more about what made them so awful, not out of shadenfreude, but out of simple curiosity, and to know how the vaunted Microsoft management machine dealt with them in the long term.
A three-part appendix rounds out the book. There's a short glossary of terms reflecting the book's general audience, defining abbreviations like DEC, HR and IT. A few Microsoft-specific ones are on the list too; can you guess what "calling in rich" means? A three-page timeline traces Microsoft's history from 1975 nearly up to the present day; since this book isn't about the details of Microsoft's history or its interaction with the U.S. federal court system, it's no crime that this timeline ends in 2002 and glosses over legal clashes. I'm most grateful for Carter's third appendix, which is a list of the prompts she sent to elicit the employee responses this book contains.
Since the computer industry in young (in all respects, but in particular the business of selling packaged, ready-to-run software), it's also changing rapidly. That means that even though the stories in Mirror reflect the recent past, they show how fast companies' relative fortunes shift and how quickly reputations change. A book like this -- mostly sympathetic to Microsoft, written by insiders -- doesn't pretend to be objective or to present a complete picture of the company, but it makes thought-provoking background reading if the word "Microsoft" makes you see red.
You can purchase Microsoft in the Mirror from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Folding@Home for OpenBSD
schnarff writes "Users of OpenBSD have been asking the Folding@Home team for a port of their distributed computing client since at least May of 2002; I've helped out by figuring out how to run F@H under Linux emulation (mirror of instructions). Note that this procedure should work for NetBSD as well with some minor modifications."
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Bluetooth Shipments Exceed 1M per Week
An anonymous reader writes "Just when you think that Bluetooth is dead... The Bluetooth SIG releases a press story that quotes some pretty impressive figures - over 1M Bluetooth enabled devices have been shipped within a week. Bluetooth wireless technology has been quietly making progress over the past year and can now be found in an impressive array of consumer products, from mobile phones and headsets to PDAs, PCs, MP3 players and even automobiles. The technology has reached critical mass, with several books on how to write your own applications with the technology, including Java for those of you who want to create your own Bluetooth apps for your SonyEricsson P900"
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When a PDA is better than a GBA for Gaming
An anonymous reader writes "Conventional wisdom says that it's silly to buy a $300+ PDA to play games when a $100 Game Boy Advance SP is going to be better at it. At the same time, no one says that it's silly to spend $1000+ on a PC to play games, when you can do the same thing with a $199 PlayStation 2. FiringSquad just posted an ASUS PDA review that focuses on some of the games that only a PDA has the horsepower for, and helps readers figure out how to pick out the right PDA."
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DARPA's Autonomous Vehicle Challenge Too Popular?
Tim writes "Mobilerobotics.org has an editorial accompanying a copy of a letter to one of the teams entering the DARPA Grand Challenge 1 million dollar autonomous vehicle race, in which DARPA admits to underestimating the number of teams that can actually partipate in the actual race. They figure they've only got room for 20 teams, and more than 100 have applied. The writer of the editorial argues that if more than 20 teams can qualify safely and technically, DARPA should have to chose the 20 cheapest financed teams. What should DARPA do to sort out these problems?" CNET News has more on the high turn-out, while DARPA ponders its next step.
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Square Enix Announces Final Fantasy XII Delay
Thanks to GameSpot for their report that the eagerly-awaited Final Fantasy XII won't ship until at least April 2004 in Japan, according to Square Enix, who "updated its profit estimates for the full fiscal year, lowering that figure by almost 20 percent" as part of this news. The article points out that "two of [Square Enix's] major RPGs will [now] not be showing up until the company's next fiscal year", since Dragon Quest VIII [aka Dragon Warrior VIII] is already confirmed as shipping later in 2004, although a PlayStation 2 remake of Dragon Quest V has just been announced for this fiscal year in Japan. In more fortuitous news, the company also announced that "its TV toy game, Shinken Dragon Quest... [has] been selling beyond expectations in Japan."
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Bringing Ultima Online To The Masses
Thanks to GameSpy for their section featuring extracts and articles centered around the previously Slashdot-mentioned new book, Dungeons And Dreamers, which discusses "the rise of computer game culture" through figures such as Ultima creator Richard Garriott. The feature includes a three part extract from the book, dealing with "the trials and tribulations Richard Garriott and his team at Origin underwent in order to bring Ultima Online to the masses." There's also an interview with the book's authors, as well as a chat with Garriott himself, in which he trails his new NCSoft-backed massively multiplayer title, Tabula Rasa, which he says "combines MMP with story-based scripted adventures for parties of players."
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DOOM III to be capped at 60 fps
StupidKatz writes "The Inquirer reports that DOOM III will be capped at 60fps, primarily to prevent certain exploitations of the game engine (reminiscent of Quakers that could jump higher, etc.). Although the game's graphics challenges most cards to keep up with the 60fps figure, what might this do to ATi and Nvidia sales figures, considering that the next DOOM incarnation is set to be the next heavyweight graphics upgrade reason? More importantly, might this possibly keep the anticipated price drop for the previous vid card generation at bay? The horror... On a more positive note, it is good to see designers anticipating problem exploits - no one likes a mutiplayer cheater." H : Sorry; it's a dupe. My fault.
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Literary Law Guide for Authors
Logic Bomb writes "Everyone's favorite way to begin a post on Slashdot is 'IANAL, but...' Having said that a few times myself, when I saw this book I figured it might be nice to get at least a little formal information on what the heck I was writing about. Literary Law Guide for Authors was not quite what I was looking for, but it was extremely informative." Read on for Logic Bomb's review. Literary Law Guide for Authors: Copyright, Trademark, and Contracts in Plain Language author Tonya Marie Evans and Susan Borden Evans pages 190 publisher FYOS Entertainment rating Excellent reviewer Logic Bomb ISBN 0967457963 summary A practical guide to copyright and trademark law
The content of the book really is as the title claims. It is a practical explanation of legal concepts, written by practicing lawyers. It is not a theoretical exploration, it is not a detailed history, and it is most definitely not criticism. The primary audience is writers who want a good understanding of the law before getting involved with the publishing industry or attempting to self-publish. The writing itself is beautifully concise and precise. Given the topic, there are passages that require long lists of examples and distinctions to maintain accuracy. If you have never encountered thorough legal writing before, it can be a bit daunting.
Literary Law Guide begins by explaining copyright in great depth. In this book, that only means 10 pages. But the table of contents for that section alone lists the following:
- Protecting Ideas
- When Copyright Ownership Begins
- Showing the World That You Own Your Work
- What a Copyright Owner Has the Right to Do
- Scope of Copyright Protection
- The Elements of Copyrightable Works
- Copyright Registration
- How to Investigate the Copyright Status of a Work
- Where to Search for Information about Registered Copyrights
- Transfer of Copyright
- Reclaiming Your Copyright After Transfer
That's only the first half of the book's text. Trademark gets the next 30 pages. Once again the authors provide thorough explanations of concepts and actual legal procedures. The final section is on contracts. Given the book's nature, it's really about publishing contracts for writers, but the information is still useful.
The book includes a CD with a handful of Copyright and Trademark Office forms in PDF and Word files of sample publishing contracts. These materials are also printed over 90 pages in the book itself. With the exception of the contracts, this is fairly superfluous. The forms are all readily available online.
Overall, Literary Law Guide has value for several segments of the Slashdot readership. Programmers, especially those working independently, can gain invaluable information on the available means for protecting or profiting from their work. Those interested in Free content (not just software) can better understand issues surrounding licensing and the public domain. Everyone who reads the book will have a better understanding of the issues we spend so much time discussing.
Perhaps because it is targeted towards the world of traditional writing, Literary Law Guide may leave a Slashdot reader unsatisfied at the coverage of digital-age issues. However, I think the fault for that really lies with a legal structure that is, as we all know, far behind the times. A book on the law can only cover what law there is. As the authors put it, in what may be the greatest understatement on this issue I've seen:
In light of this twenty-first century reality, some scholars believe that the law lags far behind in closing the gap between yesterday's statutes and tomorrow's technology.
The final recommendation: if you want to know more about copyright and trademark than you'll easily discover using Google, this book is for you.
You can purchase Literary Law Guide for Authors: Copyright, Trademark, and Contracts in Plain Language from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Strong N-Gage Launch Claimed, Figures Disagree
Khyl'Dran writes "According to Gamesindustry.biz, "The first official statement from Finnish mobile phone giant Nokia on the launch of its N-Gage game deck has claimed that the device is sold out at many retailers following a 'very positive' consumer response." However, 1UP have posted US sales figures which reveal "...less than 5,000 units of Nokia N-Gage hardware were sold in the United States in the system's first week of release", after reported sales of 500 units in the UK following launch, and 1UP argue a "...rough comparison [point] would be to the Game Boy Advance, which sold 540,000 units in its first week of availability in the United States."
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Tall People Earn More
ayahner writes "Tall people earn considerably more money throughout their lives than their shorter co-workers, with each inch adding about $789 a year in pay, according to a new study. If this is true, I should make a killing! At 6'7" I tower over other developers. It's mostly a distraction, as I can see over even the highest cubes and if I stand just in the right spot, I can receive satellite transmissions. Saves on the cell phone bill. I'm going to go ask for a raise right now, if I can figure out how to work the printer..."
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UK Retailers Report Disappointing N-Gage Sales
Thanks to GamesIndustry.biz for their article indicating that UK videogame retailers are showing extremely low sell-through of Nokia's new N-Gage game deck in its launch week. Although US sales figures are still pending, "fewer than 500 units [were] sold by the 6,000 [UK] game stores polled by Chart-Track." GI.Biz note that, though "these figures don't include sales from mobile phone stores, which might well be expected to shift a few units of the N-Gage, they still spell out something of a setback for Nokia's ambitions in the console space", since "Nintendo's Game Boy Advance hardware outsold the N-Gage by a ratio of almost 30:1."
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Most Children Able To Buy M-Rated Games
Thanks to an anonymous reader for pointing to the FTC report on children buying potentially inappropriate adult-rated games. According to the survey, "69 percent of the teenage shoppers were able to buy M-rated games", but this figure is down from 85 percent in 2000 and 78 percent in 2001. However, only 27 percent of stores where the games were bought had "signs, posters, or other information to inform customers about the rating system or the seller's policy on rating enforcement", and only 24 percent asked the 13-to-16 year old child's age, in this "mystery shopper" study funded by The Office of Juvenile Justice and Delinquency Prevention.
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50 Games Industry Figures To Watch?
Thanks to 1UP for their feature discussing important videogame developers to watch out for, as they list "...fifty people in the game industry - some you've likely heard of, many you've not - who we think will help define gaming the most in the next twelve months." As well as the John Carmacks and Warren Spectors of this world, notably overlooked figures on the list include Julian Eggebrecht of Factor 5 ("Eggebrecht's team is one of the few out there that actually try to tax the GameCube to its limits") and Yasumi Matsuno of Square Enix ("..the director of Vagrant Story and Final Fantasy Tactics... [now] directing Final Fantasy XII.")