The Rogue, for example, is the classic Striker. He uses stealth and guile to cause spikes of high damage at opportune times. But that's not the only interpretation you can have of that role; the Warlock (another fourth edition core class) is also a Striker, but he relies on Damage over Time spells and arcane blasts to do his job... ...so...just like WoW?
"In the name of NEC, the pirates copied NEC products, and went as far as developing their own range of consumer electronic products - everything from home entertainment centers to MP3 players. They also coordinated manufacturing and distribution, collecting all the proceeds.
The Japanese company even received complaints about products - which were of generally good quality - that they did not make or provide with warranties."
Another good reason to watermark files is if you own the rights to music and want to sell it to someone else. Stock music companies sell music to production houses to create advertisements and promos. When these are broadcast there is a finite chance that the creator of the music can be paid royalties...but only if they can track down and inform ASCAP that the music was played.
Each year the publisher gets a stack of poor quality air tapes (cassettes, when I was doing it....probably CDs now). Some poor schlub had to sit down and listen to all the tapes (which represented, at least in the minds of ASCAP), a statistically accurate sampling of all the airplay in the region), hoping to hear one of the tracks you own.
The tapes were typically poor quality, the tracks were usually covered with voiceovers or other effects, and often edited as well. The payoff was that if you could prove a radio station had played your music you could potentially get a large royalty check.
Now, if you can automate the process, by burning a watermark into your music and scanning the tapes with your computer, you have a much better chance of finding your music and potentially making money.
1) Learn to program. Much of the day-to-day stuff designers do is scripting events, AI behavior, and tools for use by the player and/or other designers. A solid technical background will take you much further than a fancy-ass Quake map. Technical chops are a strong selling point. Show us a mini-game you wrote in Java or flash. Design a cool AI encounter with the Neverwinter Nights or Dungeon Siege engine. Learn C++, or at least Visual Basic. Download a scripting language and prove that you can write clean, commented, debuggable scripts that do what they are supposed to.
2) Create a 3D model. Even if it isn't pretty, learn enough about the process of modeling, texturing, rigging and animating that you can talk intelligently to the artists about what the animations do, why you can't have a higher texture resolution, why the building you placed down isn't getting lit right, etc.
The more you know about the limitations of the engine and the tools you use the more effective you are going to be. A designer with breadth of experience and knowledge is more hireable than some lone-wolf who can sit in a basement churning out maps.
I'm willing to bet that they've never attempted to enforce these patents, and most likely they won't.
You would lose that bet. They have defended their patents vigorously and won.
Actually, Rock the 80s was done by Harmonix. Neversoft/Activision took over for GHIII
http://en.wikipedia.org/wiki/Guitar_hero#Expansion
Disclaimer: I work for Harmonix.
Yes, but how do you turn it off?
A publisher might spend $10M to promote a big game.
A reviewer might make $100K per year, but I doubt it.
Why is anyone surprised that the big money pushes the reviews upwards?
So what's the problem?
Another good reason to watermark files is if you own the rights to music and want to sell it to someone else. Stock music companies sell music to production houses to create advertisements and promos. When these are broadcast there is a finite chance that the creator of the music can be paid royalties...but only if they can track down and inform ASCAP that the music was played.
Each year the publisher gets a stack of poor quality air tapes (cassettes, when I was doing it....probably CDs now). Some poor schlub had to sit down and listen to all the tapes (which represented, at least in the minds of ASCAP), a statistically accurate sampling of all the airplay in the region), hoping to hear one of the tracks you own.
The tapes were typically poor quality, the tracks were usually covered with voiceovers or other effects, and often edited as well. The payoff was that if you could prove a radio station had played your music you could potentially get a large royalty check.
Now, if you can automate the process, by burning a watermark into your music and scanning the tapes with your computer, you have a much better chance of finding your music and potentially making money.
...like to imagine a Beowulf cluster of our new Lexmark chip controlled overlords.
Yes, it's a meatspace crawler.
1) Learn to program. Much of the day-to-day stuff designers do is scripting events, AI behavior, and tools for use by the player and/or other designers. A solid technical background will take you much further than a fancy-ass Quake map. Technical chops are a strong selling point. Show us a mini-game you wrote in Java or flash. Design a cool AI encounter with the Neverwinter Nights or Dungeon Siege engine. Learn C++, or at least Visual Basic. Download a scripting language and prove that you can write clean, commented, debuggable scripts that do what they are supposed to.
2) Create a 3D model. Even if it isn't pretty, learn enough about the process of modeling, texturing, rigging and animating that you can talk intelligently to the artists about what the animations do, why you can't have a higher texture resolution, why the building you placed down isn't getting lit right, etc.
The more you know about the limitations of the engine and the tools you use the more effective you are going to be. A designer with breadth of experience and knowledge is more hireable than some lone-wolf who can sit in a basement churning out maps.
-nordee
I'm willing to bet that they've never attempted to enforce these patents, and most likely they won't. You would lose that bet. They have defended their patents vigorously and won.