1) A car requires dozens of people to assemble. 2) A car must be assembled before it can be used.
Therefore:
3) A car requires dozens of people to use.
QED?
It's pretty clear here that people are referring to whether or not you need an internet connection at the time the game is being played, not over the entire life of the game.
I'm sorry that I didn't clarify that with "to an individual." I would have thought that the context would have made it clear enough, or did you think that I was trying to say that the book bursts into flame after it's read?
Books, CDs, movies... these are all forms of entertainment that lose a lot of their value once they've been viewed once. If game companies don't want people reselling games, they need to make some kind of incentive for people to hold onto their games, and make the gameplay actually enjoyable so that people keep the game to enjoy, rather than just to finish the single-player content once. Great examples of this are the Smash Bros. series and the Halo series. Both are enjoyable to play with friends (or online) after you've finished the single-player campaign. Things like XBox achievements do a lot to add replayability to games, but if the games aren't inherently fun, then even they can't save a game.
If you feel that the parent post wasn't being literal with his post, I'd love to hear why you think that, rather than snippy little sarcastic comments which do nothing to further the discussion.
While I can understand why you feel the way you do, your statement is wrong.
First, a large amount of tournament play is "Limited" - that is, you use sealed product to play with, rather than your own cards. There are different variations that test different skills (Booster Draft vs. Sealed Deck), but both are extremely skill intensive, and an individual's collection has no bearing on their performance.
In "Constructed" events - events where you play with cards from your own collection - it's often possible to outplay or outbuild the decks loaded with expensive cards at the casual or semi-competitive level. Tarmogoyf, a card that was selling for upwards of $50 on the secondary market, was an extremely powerful and efficient creature, but it could still be addressed by standard creature removal spells, such as Terror and Deathmark. Budget decks can often be around 90% as effective as the more expensive decks.
At the ultra-competitive level, the cost of cards caps out and everyone ends up spending around the same amount of money on their decks (probably around $500 if I were to buy all the individual cards on the secondary market). While this does create a barrier to entry, I've never heard people complaining about paintball or racing as "determined by how much they spend on the game." Most hobbies have equipment, if you're looking at competitive level Magic, players invest in their decks, but everyone caps out on cards so money isn't a determining factor.
Finally, players will often loan and borrow cards among their friends, further lowering the cost of acquiring cards to create a deck.
Never seen a legitimate use of it? Have you ever seen a site like YouTube, which can stay afloat despite hosting all sorts of copyrighted material? The DMCA is a weapon against content holders as well, as it allows hosting providers a safe harbor against lawsuits as long as they comply with takedown notices. If not for the DMCA, YouTube would have been sued into the ground a long time ago.
Yeah, I realize it's critical of PC design, but at the same time, it does highlight an interesting innovation, one that's been very helpful to me in the past.
You can be comparative without being negative. The Mac vs. PC ads do discuss PCs and sometimes point out PCs weaknesses, but a number of the ones I've seen also highlight what Apple has done to improve on the PC design (the magnetic laptop cords to mind).
Why not? You say the award should not go to the plaintiff, but don't even give a single reason why. Your argument would be a lot more persuasive if there was an actual argument, rather than merely a conclusory statement without reasoning.
FYI, Starcity Games (a relatively reputable store that sells Magic: The Gathering and similar cards) is selling the Hippogryph pet for $40 here. $200 sounds completely out of line.
Children of Mana, really? I love the game, don't get me wrong, but I feel like it has some huge glaring problems with it. The biggest being the depth of the gameplay - I really feel like all you do is walk up to enemies and press A a bunch of times until they fall down, and then repeat with the next group. Granted, I guess this isn't really different than some other blockbusters like Kingdom Hearts 2, but I really started feeling like the game was more like work towards the end (around when I got the Hammer). I'm glad to hear someone else likes it though, as I really think the game got harsher reviews than it deserved. The artwork is amazing, and the story, while cheezy, is cute.
I hope you're not just trolling and are genuinely curious, so here goes:
When you are killed by a monster, all of your equipped items lose 10% of their maximum durability. If you've ever played Diablo 2, the system is similar - item repairs are rarely going to be hugely prohibitive, but they add up, and aren't something you want to do needlessly. If killed by a player, you lose no durability.
You then have the option of waiting to be resurrected by another player, or releasing your spirit from your body Releasing doesn't keep someone from resurrecting you, but it will prevent you from getting credit for any monsters killed by your group between the time you release and the time you come back to your body. This is relevant for things like quests, and making sure you can loot an item off a boss.
If you are raised by another player, you come back to life with an amount of health and mana based on the spell or effect used to raise you. If you release, you respawn as a ghost at the closest graveyard. There's usually at least one graveyard in each zone, and it generally won't take more than 5 minutes to get back to your body. As a ghost, you can't interact with the world around you, but you don't have to worry about being attacked by wandering monsters. You can either run back to your body and get raised with 50% health and mana, or speak with an NPC called a Spirit Healer. There's a Spirit Healer at each graveyard where you respawn, and it can return you to life, but will cause all of your equipment to suffer an additional 25% durability loss, as well as giving you a debuff that reduces your stats by 75% (I think) for the next 10 minutes (one minute less for every level under 20 that you are).
There's a couple of minor exceptions, but that's the basic system. As a mostly casual player, I think the system is pretty good because it discourages carelessness that could lead to dying, but doesn't impose excessively harsh penalties for a little bit of bad luck, or the stupidity of your teammates.
What's unique about Warhammer Online, other than the universe that its set in? This could be anything, really: design philosophy, new innovations in gameplay, new technical acomplishments.
Put slightly more bluntly, tell me why I should chose Warhammer Online over World of Warcraft.
Did you try playing it on Proud Mode? I've been playing videogames of various genres for over 15 years now (RPG, Action/Adventure, FPS, MMO, etc), and still found some parts of Proud to be a challenge.
That reminds me of a quote I heard awhile back... was something to the effect of "Vi is such a wonderful editor, it runs on so many platforms... even emacs".
If anyone could place this, it'd be much appreciated:)
Becuase to be honest, management in general probably doesn't care about what you think are your personal rights. Management's job is to manage, and by presenting them with an arguement that shows how this proposed change can and will hurt their bottom line, you're giving them incentive to agree with you.
Making a "sycophantic" arguement that acomplishes your goals is a lot more effective than making an idealistic arguement that does nothing.
No offense meant, but I would imagine that the market for PS3 memory sticks would be significantly larger than memory sticks for a specific brand of TV. I mean, you even admit that you don't bother with a memory stick in your TV, because you don't really expect a TV to use one. As long as there's a significant demand and a significant ability to make a profit, I seriously doubt that any company, that's able, will stop manfacturing a product that's bringing them in a profit.
Not to nitpick, but #2 is wrong in a small but important way. AAC is a standard, but Apple's DRM format, FairPlay is not. This means the format is essentially non-standard, because other systems can't freely access the songs.
It's simple: because Microsoft is a convicted monopoly, and actions that are allowable if somewhat morally questionable when you're a normal company become illegal when you're a monopoly.
1) A car requires dozens of people to assemble.
2) A car must be assembled before it can be used.
Therefore:
3) A car requires dozens of people to use.
QED?
It's pretty clear here that people are referring to whether or not you need an internet connection at the time the game is being played, not over the entire life of the game.
I'm sorry that I didn't clarify that with "to an individual." I would have thought that the context would have made it clear enough, or did you think that I was trying to say that the book bursts into flame after it's read?
Books, CDs, movies... these are all forms of entertainment that lose a lot of their value once they've been viewed once. If game companies don't want people reselling games, they need to make some kind of incentive for people to hold onto their games, and make the gameplay actually enjoyable so that people keep the game to enjoy, rather than just to finish the single-player content once. Great examples of this are the Smash Bros. series and the Halo series. Both are enjoyable to play with friends (or online) after you've finished the single-player campaign. Things like XBox achievements do a lot to add replayability to games, but if the games aren't inherently fun, then even they can't save a game.
If you feel that the parent post wasn't being literal with his post, I'd love to hear why you think that, rather than snippy little sarcastic comments which do nothing to further the discussion.
While I can understand why you feel the way you do, your statement is wrong.
First, a large amount of tournament play is "Limited" - that is, you use sealed product to play with, rather than your own cards. There are different variations that test different skills (Booster Draft vs. Sealed Deck), but both are extremely skill intensive, and an individual's collection has no bearing on their performance.
In "Constructed" events - events where you play with cards from your own collection - it's often possible to outplay or outbuild the decks loaded with expensive cards at the casual or semi-competitive level. Tarmogoyf, a card that was selling for upwards of $50 on the secondary market, was an extremely powerful and efficient creature, but it could still be addressed by standard creature removal spells, such as Terror and Deathmark. Budget decks can often be around 90% as effective as the more expensive decks.
At the ultra-competitive level, the cost of cards caps out and everyone ends up spending around the same amount of money on their decks (probably around $500 if I were to buy all the individual cards on the secondary market). While this does create a barrier to entry, I've never heard people complaining about paintball or racing as "determined by how much they spend on the game." Most hobbies have equipment, if you're looking at competitive level Magic, players invest in their decks, but everyone caps out on cards so money isn't a determining factor.
Finally, players will often loan and borrow cards among their friends, further lowering the cost of acquiring cards to create a deck.
You're kidding me, I hope.
Do you know what a bank account is? It's you giving the bank money, and the bank owing you that money upon demand.
Do you know what wages are? They're the money that an employer owes you for the work you do.
Do you know what retirement accounts are? Oh wait, money that's owed to old people, who rely on that money to survive.
There would be a lot more than debt collectors put out on the street.
Never seen a legitimate use of it? Have you ever seen a site like YouTube, which can stay afloat despite hosting all sorts of copyrighted material? The DMCA is a weapon against content holders as well, as it allows hosting providers a safe harbor against lawsuits as long as they comply with takedown notices. If not for the DMCA, YouTube would have been sued into the ground a long time ago.
http://www.youtube.com/watch?v=g4pVGbBD6v4
Yeah, I realize it's critical of PC design, but at the same time, it does highlight an interesting innovation, one that's been very helpful to me in the past.
You can be comparative without being negative. The Mac vs. PC ads do discuss PCs and sometimes point out PCs weaknesses, but a number of the ones I've seen also highlight what Apple has done to improve on the PC design (the magnetic laptop cords to mind).
Why not? You say the award should not go to the plaintiff, but don't even give a single reason why. Your argument would be a lot more persuasive if there was an actual argument, rather than merely a conclusory statement without reasoning.
FYI, Starcity Games (a relatively reputable store that sells Magic: The Gathering and similar cards) is selling the Hippogryph pet for $40 here. $200 sounds completely out of line.
Children of Mana, really? I love the game, don't get me wrong, but I feel like it has some huge glaring problems with it. The biggest being the depth of the gameplay - I really feel like all you do is walk up to enemies and press A a bunch of times until they fall down, and then repeat with the next group. Granted, I guess this isn't really different than some other blockbusters like Kingdom Hearts 2, but I really started feeling like the game was more like work towards the end (around when I got the Hammer). I'm glad to hear someone else likes it though, as I really think the game got harsher reviews than it deserved. The artwork is amazing, and the story, while cheezy, is cute.
I hope you're not just trolling and are genuinely curious, so here goes:
When you are killed by a monster, all of your equipped items lose 10% of their maximum durability. If you've ever played Diablo 2, the system is similar - item repairs are rarely going to be hugely prohibitive, but they add up, and aren't something you want to do needlessly. If killed by a player, you lose no durability.
You then have the option of waiting to be resurrected by another player, or releasing your spirit from your body Releasing doesn't keep someone from resurrecting you, but it will prevent you from getting credit for any monsters killed by your group between the time you release and the time you come back to your body. This is relevant for things like quests, and making sure you can loot an item off a boss.
If you are raised by another player, you come back to life with an amount of health and mana based on the spell or effect used to raise you. If you release, you respawn as a ghost at the closest graveyard. There's usually at least one graveyard in each zone, and it generally won't take more than 5 minutes to get back to your body. As a ghost, you can't interact with the world around you, but you don't have to worry about being attacked by wandering monsters. You can either run back to your body and get raised with 50% health and mana, or speak with an NPC called a Spirit Healer. There's a Spirit Healer at each graveyard where you respawn, and it can return you to life, but will cause all of your equipment to suffer an additional 25% durability loss, as well as giving you a debuff that reduces your stats by 75% (I think) for the next 10 minutes (one minute less for every level under 20 that you are).
There's a couple of minor exceptions, but that's the basic system. As a mostly casual player, I think the system is pretty good because it discourages carelessness that could lead to dying, but doesn't impose excessively harsh penalties for a little bit of bad luck, or the stupidity of your teammates.
"Nothing for you to see here. Please move along."
Why do I always get this message when I'm trying to view a story about censorship?
As a followup question, how do you plan on balancing the endgame experience of casual players vs. the endgame experience of hardcores?
What's unique about Warhammer Online, other than the universe that its set in? This could be anything, really: design philosophy, new innovations in gameplay, new technical acomplishments.
Put slightly more bluntly, tell me why I should chose Warhammer Online over World of Warcraft.
Did you try playing it on Proud Mode? I've been playing videogames of various genres for over 15 years now (RPG, Action/Adventure, FPS, MMO, etc), and still found some parts of Proud to be a challenge.
That reminds me of a quote I heard awhile back... was something to the effect of "Vi is such a wonderful editor, it runs on so many platforms... even emacs".
:)
If anyone could place this, it'd be much appreciated
You might want to take a look here and here to see their official postings about employment opportunities.
If North America is so backwards, why are you wastisng your time trolling on a North American news site?
Becuase to be honest, management in general probably doesn't care about what you think are your personal rights. Management's job is to manage, and by presenting them with an arguement that shows how this proposed change can and will hurt their bottom line, you're giving them incentive to agree with you.
Making a "sycophantic" arguement that acomplishes your goals is a lot more effective than making an idealistic arguement that does nothing.
No offense meant, but I would imagine that the market for PS3 memory sticks would be significantly larger than memory sticks for a specific brand of TV. I mean, you even admit that you don't bother with a memory stick in your TV, because you don't really expect a TV to use one. As long as there's a significant demand and a significant ability to make a profit, I seriously doubt that any company, that's able, will stop manfacturing a product that's bringing them in a profit.
Hmm, $92 CDN... that's what, about $5 USD? I'm not too good on conversion rates ;)
Not to nitpick, but #2 is wrong in a small but important way. AAC is a standard, but Apple's DRM format, FairPlay is not. This means the format is essentially non-standard, because other systems can't freely access the songs.
It's simple: because Microsoft is a convicted monopoly, and actions that are allowable if somewhat morally questionable when you're a normal company become illegal when you're a monopoly.