I don't know how seriously you were asking this question, but this probably works specifically on roaches because their legs are somewhat autonomous, but still controlled by the brain. So really I would guess it's the sort of situation where if the brain is not sending the legs commands, they can be manually directed (e.g. like being towed by a wasp). Now whether it would work on Humans is another story. While walking is mostly a passive brain activity, the brain is still required for walking to happen. If a Human were dosed would this, I would imagine something bad would happen aside from inability to walk, probably collapsing to the floor and the lungs ceasing to function. However, TFA did mention it only inhibited "complex" actions, so maybe breathing isn't considered "complex" (NFC to be honest).
However, if you wanted to make someone a zombie (at least temporarily), you wouldn't need to get them stung by a wasp in the cerebral cortex! There's a popular drug used for both date rape and robberies in South America known as "Devil's Breath"; usually some mixture containing Scopolamine. It basically puts you into a waking sleep where you are extremely complacent and easily influenced into doing things, with no memory of anything you did. Of course, these effects are only obtained in extremely high doses. So, there's also a pretty good chance it will just kill you instead.
When you see a wasp sting someone with this, then get's them to rob a bank, we're all fucked.
I completely agree with the reasons you've listed and it's too bad more companies don't copy their design philosophies instead of just trying to copy their designs. I just wanted to chime in to say that their budget in the neighborhood of $65 million. I'm not trying to be a fact nazi, but I just wanted to mention it because in the world of MMOs $35m is a huge difference. $65m is just over double the second highest budgeted MMO that has been released to date which speaks volumes about the kind of quality Blizzard was willing to put into their game. Unfortunately a sad fact of the industry is everyone's funding has to come from somewhere. The people responsible for that funding are often the ones making the decision whether or not a game gets pushed out early. Even after a game company becomes self-sufficient, the people who originally gave them achieve that success retain a stake in the company.
The developers can say they need more time, but whether they get it is not necessarily up to them. Blizzard has been extremely lucky in that the company which owned them up until Vivendi bought them allowed them the necessary time to polish their games and I'm sure it was apparent that doing so was well worth it.
Keep in mind that all their subscriber counts include people currently on the 30 free days which come with buying a box. I can't speak to whether it also includes the 10 day free, limited trial as I don't know. Estimates are that somewhere between 3m-4m of the 9.3m are US Players. These numbers are skewed because their definition of "subscriber" changes for each region. For Asian markets most players don't buy a box and don't pay a monthly. They primarily play in LAN Cafes where the rate is somewhere around 4 cents an hour. Anyone who has paid for at least 1 hour during a month is considered an "active subscriber" for that month, and thus can be included in their official player counts.
I'm sure the box sales since release have also been quite impressive considering they've had a lot more than 3m-4m US players try the game at some point. While they are eager to offer up their version of the subscriber count, I doubt you will see them release something useful like retention numbers any time soon. The game has undoubtedly been extremely successful, but you have to remember like any this was just a press release. Like any other press release the goal is increase the value of company stock by touting impressive numbers (accurate, or not).
You mean it wasn't profitable for them.
I don't know how seriously you were asking this question, but this probably works specifically on roaches because their legs are somewhat autonomous, but still controlled by the brain. So really I would guess it's the sort of situation where if the brain is not sending the legs commands, they can be manually directed (e.g. like being towed by a wasp). Now whether it would work on Humans is another story. While walking is mostly a passive brain activity, the brain is still required for walking to happen. If a Human were dosed would this, I would imagine something bad would happen aside from inability to walk, probably collapsing to the floor and the lungs ceasing to function. However, TFA did mention it only inhibited "complex" actions, so maybe breathing isn't considered "complex" (NFC to be honest).
However, if you wanted to make someone a zombie (at least temporarily), you wouldn't need to get them stung by a wasp in the cerebral cortex! There's a popular drug used for both date rape and robberies in South America known as "Devil's Breath"; usually some mixture containing Scopolamine. It basically puts you into a waking sleep where you are extremely complacent and easily influenced into doing things, with no memory of anything you did. Of course, these effects are only obtained in extremely high doses. So, there's also a pretty good chance it will just kill you instead.
When you see a wasp sting someone with this, then get's them to rob a bank, we're all fucked.
I completely agree with the reasons you've listed and it's too bad more companies don't copy their design philosophies instead of just trying to copy their designs. I just wanted to chime in to say that their budget in the neighborhood of $65 million. I'm not trying to be a fact nazi, but I just wanted to mention it because in the world of MMOs $35m is a huge difference. $65m is just over double the second highest budgeted MMO that has been released to date which speaks volumes about the kind of quality Blizzard was willing to put into their game. Unfortunately a sad fact of the industry is everyone's funding has to come from somewhere. The people responsible for that funding are often the ones making the decision whether or not a game gets pushed out early. Even after a game company becomes self-sufficient, the people who originally gave them achieve that success retain a stake in the company.
The developers can say they need more time, but whether they get it is not necessarily up to them. Blizzard has been extremely lucky in that the company which owned them up until Vivendi bought them allowed them the necessary time to polish their games and I'm sure it was apparent that doing so was well worth it.
Keep in mind that all their subscriber counts include people currently on the 30 free days which come with buying a box. I can't speak to whether it also includes the 10 day free, limited trial as I don't know. Estimates are that somewhere between 3m-4m of the 9.3m are US Players. These numbers are skewed because their definition of "subscriber" changes for each region. For Asian markets most players don't buy a box and don't pay a monthly. They primarily play in LAN Cafes where the rate is somewhere around 4 cents an hour. Anyone who has paid for at least 1 hour during a month is considered an "active subscriber" for that month, and thus can be included in their official player counts.
I'm sure the box sales since release have also been quite impressive considering they've had a lot more than 3m-4m US players try the game at some point. While they are eager to offer up their version of the subscriber count, I doubt you will see them release something useful like retention numbers any time soon. The game has undoubtedly been extremely successful, but you have to remember like any this was just a press release. Like any other press release the goal is increase the value of company stock by touting impressive numbers (accurate, or not).