Anyone that plays a game they hate for 100+ hours is a moron, plain and simple. Here are the mathematical equations of interest:
bad game with 20 hours of gameplay = bad game with 150 hours of gameplay
good game with 20 hours of gameplay < good game with 150 hours of gameplay
Thus we can deduce that length of gameplay does not matter for bad games. However, for good games long gameplay makes the game better. That is why it matters.
I wish/. wouldn't post so many "XXX has announced that YYY will be released in only ZZZ months time!!!" articles. Pretty much the only responses are "cool" or "whatever, that game sucks". The game is still not available to people, so what's the friggin point?
There are hundreds of games that are available RIGHT NOW, and many of them are very good. Even if (gasp!) namco has nothing to do with them. How about some coverage of all the readily available indie games? There are plenty of great ones out there, and they mostly get very little press.
If you look at any real demographic information about online gamers you will see that the vast majority are over 25 years of age. And a lot are women. This service isn't 'different' because they have these things, they are exactly normal.
Anybody that agrees with this article's point should check out my Risk-style game Lux. It has the strategic feel of the boardgame risk, with some enhancements like network play and such.
I have stayed very true to the feel of Risk, and it has been quite successful!
This is actually a big boon to the indie games market. Games like Pac-Man don't require 3 million dollars and a team of people to create. All it really needs is one guy and some artwork.
As a shareware author I am motivated by a couple of factors. The big ones are money and pride, and they go hand in hand. It feels really great to be the official owner of something that you have put your heart and soul into and see it be successful.
The best thing for you to do is set up a Wiki. It will be very easy for you to write down your stuff. Whether in big chunks or in little "Oh, I should write down this little thing before I forget".
And it will be easy for your successors to continue keeping the docs up-to-date.
Yeah, this was more of a look back as far as possible article. There have continued to be many excellent mac games since then. My game was built and released on OS X first. Part of a new breed of mac games?
Is it really that surprising that these issues haven't ben getting a lot of press?
Clearly us geeks care, but most of the populace do not. The situation is the exact same in the US, where most people on the street will have no fscking clue what the DMCA even is.
While it might be cool to have, I don't really see how it would be helpful. What could you do if you logged in and saw something amiss?
A burglar alarm that alerts the police or a security company would seem to offer better protection. And it would be hack-proof (unless you can get the ability to patch your internet-accessible system remotely).
Apple really did a great job with their new Airport Express. It isn't what you would normally think of as 'convergence', but it accomplishes exactly what users want. Existing computer and stereo working together without a big hassle.
Are the people that bought it insiders by any chance? Like the coders, managers, etc. It would be nice if they were able to retake ownership of the stuff they created.
I give a f. As an online business PageRank can greatly affect how much $$$ I have in my pocket. Thus it is nice to be able to check it without booting up the old windows 98 computer.
And I would like to announce the immediate continuation of Sillysoft's existence. We continue to have a profit of greater than 100 dollars! A fine achievement.
Perhaps we should challenge these big boys to a duel?!?!?!
I would say just have one non-admin 'guest' account that you can leave logged in all the time. Otherwise somebody will constantly have to create new accounts and retrieve their passwords when people forget them. You can control access to where people save stuff by altering the underlying UNIX permissions.
bad game with 20 hours of gameplay = bad game with 150 hours of gameplay
good game with 20 hours of gameplay < good game with 150 hours of gameplay
Thus we can deduce that length of gameplay does not matter for bad games. However, for good games long gameplay makes the game better. That is why it matters.
There are hundreds of games that are available RIGHT NOW, and many of them are very good. Even if (gasp!) namco has nothing to do with them. How about some coverage of all the readily available indie games? There are plenty of great ones out there, and they mostly get very little press.
They are awesome.
If you look at any real demographic information about online gamers you will see that the vast majority are over 25 years of age. And a lot are women. This service isn't 'different' because they have these things, they are exactly normal.
Yeah, but the masses could never be convinced into giving up control to Emacs. Eclipse on the other hand is all graphical-like.
Eventually it becomes self-aware and launches the nukes.
Then it's all-out war: Man vs. Eclipse. (cue the music)
Eating pregnant mothers can be even healthier !
I have stayed very true to the feel of Risk, and it has been quite successful!
This is actually a big boon to the indie games market. Games like Pac-Man don't require 3 million dollars and a team of people to create. All it really needs is one guy and some artwork.
Uh, $.9 million is actually quite a large amount of money, especially when you have 0 dollars to your name (or company).
As a shareware author I am motivated by a couple of factors. The big ones are money and pride, and they go hand in hand. It feels really great to be the official owner of something that you have put your heart and soul into and see it be successful.
The best thing for you to do is set up a Wiki. It will be very easy for you to write down your stuff. Whether in big chunks or in little "Oh, I should write down this little thing before I forget". And it will be easy for your successors to continue keeping the docs up-to-date.
Yeah, this was more of a look back as far as possible article. There have continued to be many excellent mac games since then. My game was built and released on OS X first. Part of a new breed of mac games?
The real future is in ENRAM. Give it all your money and then it crashes !
Yes, ssh can get you into the box, but it doesn't necessarily mean that you will be able to patch some jury-rigged system you have set up.
Clearly us geeks care, but most of the populace do not. The situation is the exact same in the US, where most people on the street will have no fscking clue what the DMCA even is.
A burglar alarm that alerts the police or a security company would seem to offer better protection. And it would be hack-proof (unless you can get the ability to patch your internet-accessible system remotely).
Apple really did a great job with their new Airport Express. It isn't what you would normally think of as 'convergence', but it accomplishes exactly what users want. Existing computer and stereo working together without a big hassle.
What you gonna do about it meat-space gamers?
Are the people that bought it insiders by any chance? Like the coders, managers, etc. It would be nice if they were able to retake ownership of the stuff they created.
Slashdot today announced a new topic: Stalking Linus
I give a f. As an online business PageRank can greatly affect how much $$$ I have in my pocket. Thus it is nice to be able to check it without booting up the old windows 98 computer.
Perhaps we should challenge these big boys to a duel?!?!?!
I would say just have one non-admin 'guest' account that you can leave logged in all the time. Otherwise somebody will constantly have to create new accounts and retrieve their passwords when people forget them. You can control access to where people save stuff by altering the underlying UNIX permissions.
I hope they also get around to making a joint statement against software patents. Seems like the pro-patent forces in europe keep popping up.