[Server burden] A distributed approach, a la
Freenet, where everyone shares a little of the
server load, seems like a wonderful solution. I
would gladly give up a portion of my bandwidth
(5%?) for the benefit of everyone.
Considering that downloads aren't constant, and
that I'm not the only source, I guess 5% would be
an overestimate.
[Stability] The distributed nature of such a
system would also be resistent to unjust
regulation.* (BS database regulation...)
*Oversimplified: While I'm hesitent about
duplicated a database that required ingenuity and
monetary investment of private parties. However,
one leeched, --how's that for bias;)-- off the
backs of the netizen's honest labor thought to be
for the unrestricted benefit of all is
disheartening. --I had put my fair share of time
inputting CD data.
There was a slashdotter whose mentioned: [Law is
not morality...] Paraphrased
[CDDB's actions] I resent what appears to be abuse
of the public's good will. Similar to all the
companies that try to layer software patents while
utilizing software ideas/principles (in all the
computer systems running their business) that
were given freely for the greater good of society.
--Perhapse an anti-software-patent patent-pool or
coalition? *Chuckle* Don't get me started about
the commercializtion of academia.
[Qualifying my post]: I have not researched this
topic with the rigor I usually prefer. But, it's
piqued my interest as many Slashdot articles have.
*Sigh I don't know how to do Tabs, and my spaces get stripped. 8*(
*What interesting effects have Brian and Michael's departures affect past and current development? During a turnover time at id Software, you made posts about trying to hold on to Michael Abrash, expressing how you enjoy "bouncing ideas off of him" and how losing "one of the best assembly programmers in the world" was going to "suck" (I thought that was the world you used...). While some other posts originating from id postulated that remainents(sp) of the team were transformed into a focused machine, Abrashe's departure likely had an impact, as does the recent loss of Brian Hook and his developer relations duties.
*How will you fill the gap left by Abrash and Brian's departure? Could you comment on the following choices without offending anyone?
In one of Paul Steed's realaudio interviews, he mentions your high praise of Corinne Yu, how she's "one of the smartest people [you've] ever met", through quoting what Brian Hook overheard you say. (www.allgames.com) When asked who you'd like to get on board, after your reassurance that there are many qualified brilliant people in the industry you'd want, you went on to say that the Build engine creator was one target due to his experience as engine , editor, and level creator. He was off limits because he's back finishing school while 3dRealms has a hold of Corinne after her departure from Ion Storm.
*Did you ever try to get those two characters? Or try to get Abrash to return? Did you hold back from contacting Corinne because she was an employee of a previous workmate, and engine licenser, John Romero?
*Have you ever had second thoughs about your small team approach? Numerous times, you emphasize preference for small development teams, in both interviews and.plan updates expressing agreement with books like "_The_Mythical_Man_Month_" which analyzes problems with large development teams.
*But, like programs that have parts ideal for parallelization, aren't there parts of game design that would benefit from larger teams, without all the problems (ie level design research/photography; not engine coding?)
Ugh, that was my first post.
I checked the posting guidlines and
found that other people had mentioned
similar things. Sorry =(
[Server burden] A distributed approach, a la
;)-- off the
Freenet, where everyone shares a little of the
server load, seems like a wonderful solution. I
would gladly give up a portion of my bandwidth
(5%?) for the benefit of everyone.
Considering that downloads aren't constant, and
that I'm not the only source, I guess 5% would be
an overestimate.
[Stability] The distributed nature of such a
system would also be resistent to unjust
regulation.* (BS database regulation...)
*Oversimplified: While I'm hesitent about
duplicated a database that required ingenuity and
monetary investment of private parties. However,
one leeched, --how's that for bias
backs of the netizen's honest labor thought to be
for the unrestricted benefit of all is
disheartening. --I had put my fair share of time
inputting CD data.
There was a slashdotter whose mentioned: [Law is
not morality...] Paraphrased
[CDDB's actions] I resent what appears to be abuse
of the public's good will. Similar to all the
companies that try to layer software patents while
utilizing software ideas/principles (in all the
computer systems running their business) that
were given freely for the greater good of society.
--Perhapse an anti-software-patent patent-pool or
coalition? *Chuckle* Don't get me started about
the commercializtion of academia.
[Qualifying my post]: I have not researched this
topic with the rigor I usually prefer. But, it's
piqued my interest as many Slashdot articles have.
"'Try' or 'Try Not'; there is no Yoda."
*What interesting effects have Brian and Michael's departures affect past and current development? During a turnover time at id Software, you made posts about trying to hold on to Michael Abrash, expressing how you enjoy "bouncing ideas off of him" and how losing "one of the best assembly programmers in the world" was going to "suck" (I thought that was the world you used...). While some other posts originating from id postulated that remainents(sp) of the team were transformed into a focused machine, Abrashe's departure likely had an impact, as does the recent loss of Brian Hook and his developer relations duties.
*How will you fill the gap left by Abrash and Brian's departure? Could you comment on the following choices without offending anyone?
In one of Paul Steed's realaudio interviews, he mentions your high praise of Corinne Yu, how she's "one of the smartest people [you've] ever met", through quoting what Brian Hook overheard you say. (www.allgames.com) When asked who you'd like to get on board, after your reassurance that there are many qualified brilliant people in the industry you'd want, you went on to say that the Build engine creator was one target due to his experience as engine , editor, and level creator. He was off limits because he's back finishing school while 3dRealms has a hold of Corinne after her departure from Ion Storm.
*Did you ever try to get those two characters? Or try to get Abrash to return? Did you hold back from contacting Corinne because she was an employee of a previous workmate, and engine licenser, John Romero?
*Have you ever had second thoughs about your small team approach? Numerous times, you emphasize preference for small development teams, in both interviews and .plan updates expressing agreement with books like "_The_Mythical_Man_Month_" which analyzes problems with large development teams.
*But, like programs that have parts ideal for parallelization, aren't there parts of game design that would benefit from larger teams, without all the problems (ie level design research/photography; not engine coding?)
-vchen(at)micron.com