AAA games are not made for us. If the enemy did not line up for slaughter then its likely the target audience would not buy it. Half life (1 or 2) had a basic implementation of this and more recently arma2 has a slightly better implementation. Either the masses don't want it or they don't know what they want but can be distracted by shiny.
If they further improved Watson to be able to ask its own questions, or at least take in new information from sources outside of the original quiz show database (and not just blindly accept all information as "truth" of course, there would have to be heuristics to see how well the info fits in with what Watson already "believes", or at least some way of separating out facts from fictional ideas, if it doesn't already do that), it could actually be fun, and perhaps even insightful to talk to. Just don't let it read any YouTube comments.
Isn't this what humans do? I believe in X, new information Y doesn't fit in with X therefore discard y. Information Z fits in with X therefore accept Z as truth.
Why not just work towards creating AI that weighs information based on the evidence instead. The story "Reason" was interesting however I would prefer to live in a world without computers worshiping the Master.
What normally happens with the story though is something more like this though:
You are a young boy, forced into a chess competition to save your family from being murdered. Since you are a gifted child, the chess matches should be cake...
The game makes the kings pawn available to move forward 2 squares.
except you are playing chess against other gifted children who also had their families held for ransom.
The games allows you to move the bishop... You didn't move the bishop fast enough, go back to the savepoint and try and move the bishop faster.
It's a fight to the death and you are but a pawn in a greater underground chess tournament
Your 10 hours are up, pay $x for the next version.
It just sounds counter intuitive though, can a developer release a game every 10 hours? If not, do you want YOUR gamers to continue getting value out of your game with mods/multiplayer/etc or go and spend their money on someone elses game? When you finally release your next game they have been hooked on a competitors game or spent all their money on other games.
Once you release your next game if its not a steaming pile then people will move over. The network effect will obselete the game for you quickly enough.
Splitting up games with episodes & dlc can also kill the mod scene. Especially if the game developers lock down the game to prevent modding. We would never have had counterstrike if the original game was locked down.
Will the financial motivation behind dlc & episodic content hurt them in long run? If it was a crap game to begin with then probably not, but I have personally bought games just because of the mods available for it.
Videogames are videogames, and don't need to have a defined "lenght". You play then as much is fun. Think chess. You don't finish chess.
An excellent point. I've always considered that if you can "finish" a game then it was never really a game to begin with. The category "game" is too broad, we need another category. You wouldn't class a movie or a book as a game, why then class a click to continue AAA title as a game then. It has more in common with the movie and book than with a game.
Mobile games need to be quick to pick up, quick to put down. Length doesn't really factor into it, as long as it's enough fun to justify its costs (including abusive advertising).
Why? A mobile game could be just as long or short as a game on a pc. Mobile should have nothing to do with the length or any other (non hardware based) game attribute.
However, for the most part, I think game designers have noticed the psychological reward system sells games because its so addictive. You're constantly getting positive feedback for completing challenges that are just hard enough to not be boring.
I would be happier if those people would stick to slot machines and free up the game developers to develop games.
Story tacked on where it doesn't belong can ruin a gain. What kind of story would enchance Chess? Story in games is most obnoxious when it forces the gameplay to change to support the story.
The problem is these bozos think a "cinematic experience" should be walk in a straight line, scripted battle, walk in a straight line, cinema scene, lather rinse repeat. After you have seen the second level and seen it is more of the same why bother finishing it when it will just feel like work.
Exactly! If I had mod points they would be yours...
How many times would you play chess if the game played out exactly the same way?
Bullshit. There isn't a single example of Apple doing this. On the other hand, Apple, unlike SCO, has actually invented quite a lot over the years, and protects their inventions.
I agree with your point.
My example is the java JDK. Sure its searchable and indexed, however if you don't know you need to use a ReentrantLock it will (potentially) take a lot of searching before you realise that is what you need to use. However once you remember that you need a ReentrantLock then looking up what the constructor parameters are is invaluable.
AAA games are not made for us. If the enemy did not line up for slaughter then its likely the target audience would not buy it. Half life (1 or 2) had a basic implementation of this and more recently arma2 has a slightly better implementation. Either the masses don't want it or they don't know what they want but can be distracted by shiny.
If they further improved Watson to be able to ask its own questions, or at least take in new information from sources outside of the original quiz show database (and not just blindly accept all information as "truth" of course, there would have to be heuristics to see how well the info fits in with what Watson already "believes", or at least some way of separating out facts from fictional ideas, if it doesn't already do that), it could actually be fun, and perhaps even insightful to talk to. Just don't let it read any YouTube comments.
Isn't this what humans do? I believe in X, new information Y doesn't fit in with X therefore discard y. Information Z fits in with X therefore accept Z as truth.
Why not just work towards creating AI that weighs information based on the evidence instead. The story "Reason" was interesting however I would prefer to live in a world without computers worshiping the Master.
You need a 120hz monitor first, I'm still waiting for a 120hz monitor that is not tiny and has a glossy screen.
"It's about handing over control to the gamer"
If this is actually true then the game would be modable, roster changes etc would then be provided by the community. This is just newspeak.
I actually think this kind of model makes sense
To you perhaps. Some of us just want to play a decent sports game and would be upset if their game stopped working once the subscription ran out.
Subscription for any "game" makes no sense at all to me.
What normally happens with the story though is something more like this though:
You are a young boy, forced into a chess competition to save your family from being murdered. Since you are a gifted child, the chess matches should be cake...
The game makes the kings pawn available to move forward 2 squares.
except you are playing chess against other gifted children who also had their families held for ransom.
The games allows you to move the bishop... You didn't move the bishop fast enough, go back to the savepoint and try and move the bishop faster.
It's a fight to the death and you are but a pawn in a greater underground chess tournament
Your 10 hours are up, pay $x for the next version.
Mortal Chessbat!
You mustn't be using windows. The viruses writing to the system partition will wear it out quite quickly.
It just sounds counter intuitive though, can a developer release a game every 10 hours? If not, do you want YOUR gamers to continue getting value out of your game with mods/multiplayer/etc or go and spend their money on someone elses game? When you finally release your next game they have been hooked on a competitors game or spent all their money on other games.
Once you release your next game if its not a steaming pile then people will move over. The network effect will obselete the game for you quickly enough.
Splitting up games with episodes & dlc can also kill the mod scene. Especially if the game developers lock down the game to prevent modding. We would never have had counterstrike if the original game was locked down.
Will the financial motivation behind dlc & episodic content hurt them in long run? If it was a crap game to begin with then probably not, but I have personally bought games just because of the mods available for it.
Its not just you. Bring back MechWarrior!
Videogames are videogames, and don't need to have a defined "lenght". You play then as much is fun. Think chess. You don't finish chess.
An excellent point. I've always considered that if you can "finish" a game then it was never really a game to begin with. The category "game" is too broad, we need another category. You wouldn't class a movie or a book as a game, why then class a click to continue AAA title as a game then. It has more in common with the movie and book than with a game.
Mobile games need to be quick to pick up, quick to put down. Length doesn't really factor into it, as long as it's enough fun to justify its costs (including abusive advertising).
Why? A mobile game could be just as long or short as a game on a pc. Mobile should have nothing to do with the length or any other (non hardware based) game attribute.
However, for the most part, I think game designers have noticed the psychological reward system sells games because its so addictive. You're constantly getting positive feedback for completing challenges that are just hard enough to not be boring.
I would be happier if those people would stick to slot machines and free up the game developers to develop games.
Story tacked on where it doesn't belong can ruin a gain. What kind of story would enchance Chess? Story in games is most obnoxious when it forces the gameplay to change to support the story.
The problem is these bozos think a "cinematic experience" should be walk in a straight line, scripted battle, walk in a straight line, cinema scene, lather rinse repeat. After you have seen the second level and seen it is more of the same why bother finishing it when it will just feel like work.
Exactly! If I had mod points they would be yours...
How many times would you play chess if the game played out exactly the same way?
Being whopped is the fun, at least trying to avoid being whopped would be. How can you have fun with something that has no chance of hitting you?
Screen resolution?
Bullshit. There isn't a single example of Apple doing this. On the other hand, Apple, unlike SCO, has actually invented quite a lot over the years, and protects their inventions.
How about this one?
Ad hominem the Queen? Perhaps children should listen to the message and make up their own mind.
That statement is demonstrably false.
I agree with your point. My example is the java JDK. Sure its searchable and indexed, however if you don't know you need to use a ReentrantLock it will (potentially) take a lot of searching before you realise that is what you need to use. However once you remember that you need a ReentrantLock then looking up what the constructor parameters are is invaluable.
The Mayans didn't have a problem with 0.
Because some of us don't use the google products with the beg red number notification.
Are you suggesting they weren't terrorists the first time around?
Future actual robitic servants will be grown, not made from unreliable complex mechanical devices.