Apple doesn't want the latest fastest parts. They want the low power parts. Not everyone is a boutique consumer, only hardcore gamers care about the top of the line. Don't believe me? Just look at the volumes being sold. Boutiques is 1%.
* Don't lean in 3" from your LCDs, stay ~27" away.
* Take small 30-sec breaks every 20-30 min
* Eat healthy throughout the day, not a pile of pizza and candy once a day at midnight; regardless of how cool it makes you feel to drink energy drinks like Bawlz!.
* Avoid caffiene and meth, unless you have a major deadline to hit.
Seriously, if you can force yourself to do these things, you can go several hours longer programming during the day.
i have limited rotational mobility in my right thumb (and poor coordination on my left), and find it very difficult to select features without "overshooting" via the ipod wheel. i wish they had a version with two arrow keys, so that i could navigate without looking at it. that's why i like the idea of arrow keys on the phone.
That's all this is. Intel has never marketed good software and they know it (Except the early Vtune, and the Intel C/Fortran Compiler suite). Even the stuff that comes with their mobo's is crapola. I bet this is solelty to acquire IP rights for future products.
Re:I haven't read the book, but...
on
Pornified
·
· Score: 1
The well-adjusted folk of the world who
Except the person who made the claim has data to back up the conclusions, and you have nothing but your idea of what the world is like.
Believe what you want, just realize your position is based on faith, guesswork, and assumptions, not true scientific study.
You sound a bit like the "religiously imposed" folks...
In essence my point is that DOOM was brilliant BECAUSE it could fit on a floppy disk and didn't require tons of money to develop.
Who were the big players in games in the early 90's? Electronic Arts. New World Computing. Microsoft.
They all had huge budgets compared to the idsoftware, but somehow id made a killer app.
Now, at the risk of building a strawman, I think what you're getting at is that to make a game LIKE today's blockbusters, you need 1M poly objects with real physics and score by a full orchestra.
Doom may have been technically superior to the games at the time, but not because of money: because of brains.
It may be harder to write a game today that is technically superior, but I say "harder" because I'm not a hard core programmer, so I don't know what can/can't be done. Hell, people are doing 6 dimensional stock-options modeling using Nvidia hardware: they're loading stock prices into TEXTURE map FP format. That's HARDCORE.
So yes, maybe it is too hard today to overcome technical limits, I don't know. What I do know is that playing simple little web-based flash animation games made by amateurs (like the stumbling drunk or the sliding penguin) can be way more fun then the latest knockoff FPS.
Following that experience, I think it is possible to make a game that people will enjoy without a billion dollar capital investment. Even if it is just ascii characters (e.g. Nethack) it can be fun. It just takes a very creative person and a good programmeer, fueled by nothing but love of the art to make it happen. Just like the boys at idsoftware in the 90's.
(Another example: I enjoy interactive fiction, and there are constantly new FREE games being written on 10-16 year old grammar parsers. MANY of them suck, but some are big winners, like Christchurch from a few years ago. It is the creativity that makes it fun, not the money spent making it.)
.Ok, then prove it. Find me a freeware game that can compare to Counterstrike, WoW, Doom, EQ, etc.
Man you don't get it. Did you hear that wooshing sound? It is this entire conversation going right over your head.
Ok, you know what? You're right: Only multi-million dollar development companies can ever make a fun game. You're completely right. I'm just being silly, there is no creativity without money.
If it is truly a demand-side problem, then what should we do to help build demand for independent works?
Go to your local indi filmhouse, and realize that 50% of it will suck hard, and 50% will be so mindblowingly good it changes the way you look at the world. Seriously, the only way indi media will survive is if people patronize it. Maybe take a friend and expose them to the risk of new things, spread the virus.
However, I would stop short of trying to artificially build demand. I mean, this is treading on that area where it sounds like I'm saying, "You have no taste: you should like what I like." And that's bad. Some people legitimately love the mindless crap that is smeared on the screens each weekend. THat's their taste. I personally think it is poor taste, but hey, what the fuck does my opinion matter? Werner Herzog isn't going to disappear, and he has many a protege, so I'm content that I'll always have cerebreal film to enjoy.
Fuck the mindless masses who can't be bothered to try something new that maybe isn't as polished or pretty, but is stimulating nonetheless. It takes work to enjoy something new.
There is a world of difference between being a good programmer/developer
Understood. In my rush to be the first post -- which I didn't..:( -- I didn't clearly make my argument, but I think you got the gist based on the rest of your post.
I 100% agree with you, but no one remembers the name of game designers: quick, name Three top programmers, and Three top game designers....;-) Maybe you do, but they don't get much credit.
were, what? Doom 3, Return to Castle Wolfenstein, and Quake 3.
This point irrelevant: I was referring to the _original_ revolution caused by their zero-budget work; not the vapid, bloated, uninspired clone-machine that has dominated id for the past X number of years.
But I do completely agree it is the creativity of game design, and not the underlying game engine. I've seen some fun 2D-tile based games.
That's because with today's hardware and the expectation of modern day gamers, it is not economically feasible for a couple guys in their garage to make a massively popular game.
NO! NO! NO! NO!
In my opinion that comment is a HUGE copout! I absolutely believe a good game can be written by someone with average programming skills and above-average creativity.
I realize that sounds like it contradicts my original statement about "not being enough good programmers", but I'm really driving at the creativity and self-motiviation aspect here.
I've witness this in primitive form with art students who are persuing game programming degrees. Typically they have basic programming skills, but manage to pull of some very enjoyable interactive software.
I have faith that it doens't cost money to make a good game!
The problem here is not about bloated, vapid monopolies stomping on creativity: programmers like Carmack will always exist, and will revolutionize the gaming industry through sheer willpower alone.
I for one conjecture there just aren't enough good programmers in the world, otherwise we would see more games as revolutionary as Doom and Quake popping up on the interent.
When is the last time a solid freeware game caught the imagination of millions? About 15 years.
Don't blame it on corporations, blame it on the fact that genius is rare!
Maybe people are just too demanding: they want something new every week and the gaming industry doesn't move fast enough to satisfy the short attention spans of young adults. WHy? Because you just can't write a winner every 6 months!!!
Realize that inspiration only comes once in a great while, and for god's sake, find another hobby!
will the pulses keep travelling in a straight line and vaporize whatever is in front of them on earth?
i mean, the laser has to be powerful enough to work at a distance of several km, and a plane is only several km off the ground. normally if a missile does not hit its target it detonates in midair (raining debris on the ground), but this seems a bit more problematic.
Apple doesn't want the latest fastest parts. They want the low power parts. Not everyone is a boutique consumer, only hardcore gamers care about the top of the line. Don't believe me? Just look at the volumes being sold. Boutiques is 1%.
USE IT!!!!
* Don't buy a $700 aeron chair and slouch in it.
* Don't let your wrists fall while you type.
* Don't lean in 3" from your LCDs, stay ~27" away.
* Take small 30-sec breaks every 20-30 min
* Eat healthy throughout the day, not a pile of pizza and candy once a day at midnight; regardless of how cool it makes you feel to drink energy drinks like Bawlz!.
* Avoid caffiene and meth, unless you have a major deadline to hit.
Seriously, if you can force yourself to do these things, you can go several hours longer programming during the day.
It works for me, but YMMV.
Wow, impressive.
Boy am I glad all the marketing hype helped make 64-bits a reality! Whew, I can sleep now.
> If you have problems with the controls, then you
> sir, should not be using an iPod.
a) i won it in a raffle
> but that's your fault for purchasing locked-in
> DRM content
b) don't be a dick
i have limited rotational mobility in my right thumb (and poor coordination on my left), and find it very difficult to select features without "overshooting" via the ipod wheel. i wish they had a version with two arrow keys, so that i could navigate without looking at it. that's why i like the idea of arrow keys on the phone.
That's all this is. Intel has never marketed good software and they know it (Except the early Vtune, and the Intel C/Fortran Compiler suite). Even the stuff that comes with their mobo's is crapola. I bet this is solelty to acquire IP rights for future products.
The well-adjusted folk of the world who
Except the person who made the claim has data to back up the conclusions, and you have nothing but your idea of what the world is like.
Believe what you want, just realize your position is based on faith, guesswork, and assumptions, not true scientific study.
You sound a bit like the "religiously imposed" folks...
My googling for jargon revealed that the Red Book is really a Postscript manual.
What gives?
Oh, I almost forgot another example: Deerhunter.
It started as freeware and became a sensation.
Simple game, no budget == big success.
I too am proud to be an asswipe.
In essence my point is that DOOM was brilliant BECAUSE it could fit on a floppy disk and didn't require tons of money to develop.
Who were the big players in games in the early 90's? Electronic Arts. New World Computing. Microsoft.
They all had huge budgets compared to the idsoftware, but somehow id made a killer app.
Now, at the risk of building a strawman, I think what you're getting at is that to make a game LIKE today's blockbusters, you need 1M poly objects with real physics and score by a full orchestra.
Doom may have been technically superior to the games at the time, but not because of money: because of brains.
It may be harder to write a game today that is technically superior, but I say "harder" because I'm not a hard core programmer, so I don't know what can/can't be done. Hell, people are doing 6 dimensional stock-options modeling using Nvidia hardware: they're loading stock prices into TEXTURE map FP format. That's HARDCORE.
So yes, maybe it is too hard today to overcome technical limits, I don't know. What I do know is that playing simple little web-based flash animation games made by amateurs (like the stumbling drunk or the sliding penguin) can be way more fun then the latest knockoff FPS.
Following that experience, I think it is possible to make a game that people will enjoy without a billion dollar capital investment. Even if it is just ascii characters (e.g. Nethack) it can be fun. It just takes a very creative person and a good programmeer, fueled by nothing but love of the art to make it happen. Just like the boys at idsoftware in the 90's.
(Another example: I enjoy interactive fiction, and there are constantly new FREE games being written on 10-16 year old grammar parsers. MANY of them suck, but some are big winners, like Christchurch from a few years ago. It is the creativity that makes it fun, not the money spent making it.)
Fine:
"Doom."
There. I proved my point. Like I said in the _original_ post: there hasn't been a good game to come out of the "garage-band" game scene in 15 years.
Next time RTFthread.
(Kudos for being an asswipe and not posting anonymously.)
.Ok, then prove it. Find me a freeware game that can compare to Counterstrike, WoW, Doom, EQ, etc.
Man you don't get it. Did you hear that wooshing sound? It is this entire conversation going right over your head.
Ok, you know what? You're right: Only multi-million dollar development companies can ever make a fun game. You're completely right. I'm just being silly, there is no creativity without money.
Enjoy your boring life.
If it is truly a demand-side problem, then what should we do to help build demand for independent works?
Go to your local indi filmhouse, and realize that 50% of it will suck hard, and 50% will be so mindblowingly good it changes the way you look at the world. Seriously, the only way indi media will survive is if people patronize it. Maybe take a friend and expose them to the risk of new things, spread the virus.
However, I would stop short of trying to artificially build demand. I mean, this is treading on that area where it sounds like I'm saying, "You have no taste: you should like what I like." And that's bad. Some people legitimately love the mindless crap that is smeared on the screens each weekend. THat's their taste. I personally think it is poor taste, but hey, what the fuck does my opinion matter? Werner Herzog isn't going to disappear, and he has many a protege, so I'm content that I'll always have cerebreal film to enjoy.
Agreed!
Fuck the mindless masses who can't be bothered to try something new that maybe isn't as polished or pretty, but is stimulating nonetheless. It takes work to enjoy something new.
Refer to: indie cinema vs. summer blockbusters.
You see, the BBC article quotes data taken from European satellites, where as the CNN article quotes data taken from American satellites.
It is clearly a problem with the European satellites.
The majority of the cost of a game is content--sound, art, animation--not programming.
This depends on your expectations. If you think a good game can only be a photorealistic John Horner scored, then you're right.
Animation can be a bunch of gifs on a 2D DirectDraw screen, or it can be motion capture of an elephant wearing observation points.
Sound can be a bleep/brrrp, or a symphonic score.
Art, well, that's different. I would gander it is easier for a 2D artist to make good cheap textures than animation/scoring.
There is a world of difference between being a good programmer/developer
:( -- I didn't clearly make my argument, but I think you got the gist based on the rest of your post.
Understood. In my rush to be the first post -- which I didn't..
I was name dropping for brevity's sake.
;-) Maybe you do, but they don't get much credit.
I 100% agree with you, but no one remembers the name of game designers: quick, name Three top programmers, and Three top game designers....
were, what? Doom 3, Return to Castle Wolfenstein, and Quake 3.
This point irrelevant: I was referring to the _original_ revolution caused by their zero-budget work; not the vapid, bloated, uninspired clone-machine that has dominated id for the past X number of years.
But I do completely agree it is the creativity of game design, and not the underlying game engine. I've seen some fun 2D-tile based games.
That's because with today's hardware and the expectation of modern day gamers, it is not economically feasible for a couple guys in their garage to make a massively popular game.
NO! NO! NO! NO!
In my opinion that comment is a HUGE copout! I absolutely believe a good game can be written by someone with average programming skills and above-average creativity.
I realize that sounds like it contradicts my original statement about "not being enough good programmers", but I'm really driving at the creativity and self-motiviation aspect here.
I've witness this in primitive form with art students who are persuing game programming degrees. Typically they have basic programming skills, but manage to pull of some very enjoyable interactive software.
I have faith that it doens't cost money to make a good game!
The problem here is not about bloated, vapid monopolies stomping on creativity: programmers like Carmack will always exist, and will revolutionize the gaming industry through sheer willpower alone.
I for one conjecture there just aren't enough good programmers in the world, otherwise we would see more games as revolutionary as Doom and Quake popping up on the interent.
When is the last time a solid freeware game caught the imagination of millions? About 15 years.
Don't blame it on corporations, blame it on the fact that genius is rare!
Maybe people are just too demanding: they want something new every week and the gaming industry doesn't move fast enough to satisfy the short attention spans of young adults. WHy? Because you just can't write a winner every 6 months!!!
Realize that inspiration only comes once in a great while, and for god's sake, find another hobby!
And you all fell for it!
It is a complete joke, and so obviously bogus I can't believe anyone with a BS or MS would even take it seriously.
When viewed as satire, it is a freaking hillarious paper. I bet The Onion staff wrote it.
sadly, while browsing these links with the latest mozilla firefox with popups disabled, nearly a dozen popups appeared.
*sigh*
To quote a friend from the Israeli army that is sort-of relevant:
"M16's are not designed to kill, they are designed to maim, because a wounder soldier is more of a liability to the enemy than a dead one."
But we still use M16s... odd... (well, WE use M2's or something like that)
will the pulses keep travelling in a straight line and vaporize whatever is in front of them on earth?
i mean, the laser has to be powerful enough to work at a distance of several km, and a plane is only several km off the ground. normally if a missile does not hit its target it detonates in midair (raining debris on the ground), but this seems a bit more problematic.