Re:It is a way to get another bubble
on
Web 3.0
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· Score: 1
Logging in to the entire web won't ever happen.
Or at least I hope it never does. File planet wants to know where I live and my phone number just so I can download some "Free" files, Imagine if they were actually able to retrieve that information accurately!
I would say that the current setup of cookies and browser client password managers is optimal as it allows the end user to specify how much and what info to give out to who. Set up a system where you can remotely connect to your home pc (or at least it's settings) to do your browsing and you're away.
I'd say the biggest obstruction of automatic sign on on the internet is the services that require you to give personal details to create an account.
Maybe if you did complain the butcher would consider selling vegetables. Squeeky wheel, grease and all that.
A sense of entitlement isn't necessarily a bad thing
Great call on the Inn thing.
Morrowind had pretty poor npc implementation. For that matter most RPG's do. I'd love to see NPC's walk around doing their daily tasks and initiate dialogue themselves. Only problem with the latter would be implementing it in a way that players could ignore without stopping.
Although most people laugh at ultimas old key-word dialogues I would like to see it re-implemented, instead of a new window popping up for dialog, just use speach bubbles and either allow the character to type his own responses, or give him a list of responses to choose from in game, bind a hot key or something, don't interrupt the flow.
Morrowinds stealing was rediculously bad, you could get a grand soul gem with a golden saint in it from the balmora pretty early on, create a ring of 100% chamelion for a very small amount of time and then steal anything you want from under anyones nose.
Like everyone says though, the best items are either loot or player enchanted.
Yeah, the game lacked a good economy. It would have been nice if they at least remembered the money you'd poured into their stores while buying things. Even better would be if they had a closed economy with items and moneys being produced and traded between towns and system controlled import/export to manage inflation
well there's possibly a little more depth to it.
It may be that people use the crutch metaphor specifically because it is such a bad idea to continue using a crutch when you don't need it, they want to convey the idea that it is something the person should not be doing.
Of course I'm possibly reading into it more than I should
Won't this move lessen the ability to make decisions that make for better games in favor of more money?
I suppose it's already a decision that is weighed heavily in the cashola direction, but what is the current status of the business? privately owned? One or few people who have an interest in the company making good computer games and succeeding in that arena in the long term?
I'm not an expert on anything, but doesn't a public corporation put everying underneath short term benefit for its shareholders? Won't think make for less original games and more cash cow sequels and cheap run games?
I have no idea whether it's a justified feeling or not, but that's my initial reaction at this news.
Ok, so you're not talking about PvP without anything else, you're just talking about letting people fight each other as well as everythign else.
This is actually something I used to think was a good idea, however I've never seen an example of it working well. The ideal is good, however griefing seems to outweigh the benefits.
Your focus is on conflict, D&D tends to focus on story with conflict as a spice/highlight. If you've played lots of pen and paper D&D where you just roll up two characters and go at it in an arena, then I'm surprised, but I am pretty sure that you're in a minority there.
Most games involve, background, environment, clues, puzzles, some conflict, ethical dilemmas, and most of all, a cohesive story line. Ideally you could keep a log of everythign that happens in a D&D game and end up with a journal that reads like a reasonably interesting fantasy novel.
C0rinthian seems to be talking about improving the elements which the game creaters can use to create a better story.
You seem to be talking about improving the arena mechanics so players can have better fights between each other.
both things are improvements, and I don't think I would ever ask anyone not to improve these things, but surely you can see how they are different.
As for my personal opinion, I am more interested in the story part than I am in a fight against other player characters.
I would rather work out how to cross a chasm in a dungeon using a rope woven from the hairs of my party members than enjoy a good duel with each member.
I'd even rather travel with my group from villageB to CityA to deliver some agricultural products, talking/fighting our way out of any bandit encounters along the way than take part in a battle between CityA and CityC.
we get you're point about the PvP, but I think you're pushing it too hard and not listening to ours or accepting that ours is different and largely unrelated
yes, you are dumb. Sorry it's harsh but true.
Click the login button on the file planet website, fill out the registration form on the right, click register. That gives you a file planet account that you can use to set up your DDO account.
It took me about 3 minutes to figure it all out from the ddo home page to waiting in the queue for my dload. I'm not trying to blow my own horn either, I considered that to be a slow time to navigate through those pages.
In your defence, no there are no big flashy lights around a button that says "CLICK HERE FOR FREE SERVICE THAT WE DON'T WANT YOU TO USE", perhaps the button would have been too big.
I think instancing is a good idea as d&d is geared towards grouping, and questing, however there should still be a world to explore on the way to your dungeon where you can encounter other parties and have random npc encounters.
The slow leveling thing is only a problem if they lack good content. I believe they're trying to go for a campaign sort of game, where it's not really about having a character with a high level so much as going through a story.
I know with my P&P D&D characters I usually stop playing them after they hit level 15 or so. I'm far more interested in developing the character and getting into the stories.
I can see your points are all fairly valid and well thought out, but I think you're approaching the game from the perspective of a WoW/EQ/AO/MostOtherMMO player.
Hopefully those are different games trying to deliver a different experience.
What I want out of DDO is an experience similar to Baldurs Gate 2 multiplayer, except with more quests and people to meet in the cities, villages and on the way to my dungeons.
I signed up for a free fileplanet account and saw a link to both the high quality version and the low quality version. Both free...
I agree with everyone's hate for FP and complaints about lack of bit-torrent, but I think people are hurting their cause by flying off the handle a bit.
I was under the impression that the high and low quality versions were released to make the download size a little more tollerable. My system isn't going to handle the high res version, so I'm quite happy that I can still grab the client without those extra detailed textures that I'll never see.
2. IGN/FilePlanet do these things because they provide bandwidth to ship out the files. Very few other places out there offer this service. This makes the stress test distribution process easier for the developer who wants to spend time on actually building the game instead of administering downloads. No one can offer up that much bandwidth for free, so of course there'll be ads. It's the trade-off for downloading a multi-gig file.
Isn't the bandwidth issue largely avoidable using bit torrent or other p2p models?
Magnets man, it's all about the incredible, life extending power of magnets.
You get some gloves, put them in a box with electro magnets around the edges and then you can push pull, stop twist, rumble and otherwise mangle the players hands however the game wishes.
Of course safety and practicallity will first have to take a jump.
Even in a closed source environment you're talking garbage. The place I currently work for builds a web application for a client. We had a base product we bought from in the UK, and the first client paid to bring it up to their requirements. We added HEAPS of functionality, and they were happy to fund it and they understood that they were funding development that would benefit us and that we would port to other clients once we had them.
Now we've got another client on the same software, they've benefited from all the first clients upgrades, for almost free (it costs to implement), and they're paying for new functionalities that are going to be beneficial to the original client, who will be able to have them implemented at a greatly reduced cost (cost of porting %lt; cost of developing)
Even if customer #2 didn't have any upgrades that customer #1 could use customer 1 still has a system that does EXACTLY what they want it to do.
Right, and this is at the heart of my point: It SUCKS to be a computer programmer in this new world.
No it doesn't. You have access to the source code of everything you worked on and can show the source code to anyone for help on it. There's no more restriction saying "you can't do this because we're waiting for vendor such and such to implement that new feature" you develop the feature yourself.
In terms of the actual work the new world is theoretically a lot less painful for the programmer
Especially one where IP is devalued. Even if I had an idea that I wanted to sell,
IP is a bad idea, if you've got an idea then share it around, you should get paid for your implementation of the idea, not just for having it. If having the idea first doesn't give you a good understanding that makes your implementation better than other peoples then your idea probably isn't very good.
your business' ability to hire cheap programmers in India or China and duplicate my work pretty much destroys my incentive to run up my credit card bills on the hopes of selling my software to make a living.
First of all, if the Indian/Chinese programmers do a better job than you then why should you get their job?
Second, you're still stuck on the idea that you're selling your software as opposed to selling your time and effort, you get paid for what you do, then the software is not owned by anyone, it's OPEN(free).
So customers "win" in the short term, but we may harm truly radical innovation. I frankly don't care that "customers win" if it means "I lose".
What is the benefit of truly radical innovation? It's a long term customer benefit, it stands to reason that customers will still pay highly skilled individuals to do r&d work in the hopes that they come up with some new innovation. Aside from that programmers generally like to try out new stuff whether they're being paid or not. I don't think removing the "OMG I'm richer than astronaughts" incentive is going to harm innovation that much.
I don't think I understand "The-Trav-Man's" point up above. It's pretty hard to make more than an hourly living fixing issues for complaining customers.
Fixing issues is one of the options for making money, how is it harder than any other way to make a living?
That's consulting work, and it can put a roof over your head, but it doesn't put a Lamborgini in your garage.
Consulting is the part when you figure out who you're making all these programs for and actually talk to them about what you're making. I don't know why it's held in such disdain, it strikes me as pretty important. As for the Lamborgini... If that's why you want to be a programmer (the moneys) then you should probably find a new job that you enjoy doing.
You end up having to hire other cheaper programmers but charging your (higher) rates. -- you become a manager. You aren't spurring innovation, you're reading resumes.
I don't see why you have to hire other cheaper programmers. Are you trying to imply that if you consult you will never have time to construct?
one of the parent posters had it right, we may be seeing the end of COTS software as we knew it.
HUZAH!
I think the idea is not to sell the software at all, but rather let people use it, understand it, and sell your time in customising it to include features they want that aren't yet in it, as well as selling support to fix things that aren't quite right in it.
So essentially you get to spend ALL your time working on Rev2, except for the time you spend fixing Rev1. It's just that your new features aren't something that you have decided is cool and that your customers want, it's something they want and that they are paying for.
I'm a big fan of the idea of getting paid for doing work while you're doing it, over getting paid for some job you did a decade ago.
I mean, kudos to him for making an awesome game, but I wouldn't expect him to stick to his guns.
On the whole "3D Playgroung" idea of his, I'm pretty sure I saw an advertisement for some neat undulating play surfaces about a year ago or so that his idea reminds me of
I like wikipedia, I use it whenever I want to quickly bring myself up to speed on a topic.
I do not use wikipeida for technical info. I have never refered to it to help me write a program, or to find out something about hardware, or to locate technical resources.
Yeah, it's probably not made for that, so I'm probably not misusing it then. The point is that being a technical person does not seem to give me a unique opinion of wikipedia except maybe that I'm better at searching & navigating.
Having said that I don't believe any source of information should be considered truth unless it makes sense to you personally. We as humans are blessed with intuition, and if we use it it can save us considerable time. If my intuition tells me information is false, and I can't verify the information, then I'll disbelieve it, be it in a journal, a highschool text book, or some guy on the internet.
That said I'll probably spend less time trying to verify the word of 'some guy' than a text book, but generally the text book will explain things a fair bit better to me.
1) Most musicians don't do very well at all in their dealings with record companies. In general, under the current regime, the money doesn't go to the artists.
It does, but this is an issue between the artist and the record labels. Those contracts are willingly signed, and it varies between record labels. Nobody's holding a gun to people's heads to sign up with record labels, but they seem to keep doing it.
Ok, your original point was that we are hurting the artists.
The response was that the artists aren't really being hurt because they don't make money off the cd sales (which are impacted by piracy) anyway.
Your response is that whether the artists are being hurt or not is between them and the labels
You have failed to prove that the artists are being hurt. Your original point is still successfully contested.
On your second point, the well being of our artists is important to us the consumer. We care about it, and if we think they are getting a raw deal then we are not going to want to support that deal. The mentality of 'screw the guys who screw the artists' is a valid one and I think piracy is a way of doing this.
As an aside I was in a band a few years ago, and we lost money on cd's and made money on gigs. I would be happy to think people are pirating my music, I even saw a few mp3s turn up on a file sharing program a while ago and got a big kick out of it.
That's actually a pretty cool idea.
If the DS had a signal input as well as output you could put it between your arial and television like a vcr. Having the tv screen power off or suspend might be a bit difficult, but things like volume and channels shouldn't be too hard.
However it's probably not terribly likely as it moves the Rev away from it's goals of gaming platform and closer to being a media center, which I think Nintendo is specifically trying to avoid
It's not the key, but making features of your game accessible to ad hoc systems through standardised protocols is a good idea, and it is likely to increase community paticipation by making it easier for people to share information about the game.
Yep, and those violent twitches and screams is how a lot of kids who get into their VG's act. I certainly did between the age of 10 and 15.
Then all of a sudden I started getting laughed at by my peers for my violent struggles with the controller and my attempts to peer around buildings in gta.
So now I've adapted the standard gamer zombie pose, everything tense, but very little movement, dead to the world and a hugely intense expression pointed at the screen.
The latter is probably a more commonly found visual gamer profile, but it's no where near as good for tv/movies, it's just not very theatrical/emotive and only a gamer would really understand what they're experiencing.
Or at least I hope it never does. File planet wants to know where I live and my phone number just so I can download some "Free" files, Imagine if they were actually able to retrieve that information accurately!
I would say that the current setup of cookies and browser client password managers is optimal as it allows the end user to specify how much and what info to give out to who.
Set up a system where you can remotely connect to your home pc (or at least it's settings) to do your browsing and you're away.
I'd say the biggest obstruction of automatic sign on on the internet is the services that require you to give personal details to create an account.
And tail fins.
Maybe if you did complain the butcher would consider selling vegetables. Squeeky wheel, grease and all that. A sense of entitlement isn't necessarily a bad thing
Doesn't Sony have a single account accross multiple games? Users signed up to play one game are registered for the other even if they never play it?
Morrowind had pretty poor npc implementation. For that matter most RPG's do. I'd love to see NPC's walk around doing their daily tasks and initiate dialogue themselves. Only problem with the latter would be implementing it in a way that players could ignore without stopping.
Although most people laugh at ultimas old key-word dialogues I would like to see it re-implemented, instead of a new window popping up for dialog, just use speach bubbles and either allow the character to type his own responses, or give him a list of responses to choose from in game, bind a hot key or something, don't interrupt the flow.
Morrowinds stealing was rediculously bad, you could get a grand soul gem with a golden saint in it from the balmora pretty early on, create a ring of 100% chamelion for a very small amount of time and then steal anything you want from under anyones nose.
Like everyone says though, the best items are either loot or player enchanted.
Yeah, the game lacked a good economy. It would have been nice if they at least remembered the money you'd poured into their stores while buying things. Even better would be if they had a closed economy with items and moneys being produced and traded between towns and system controlled import/export to manage inflation
Open source game with cool stuff? Linky Linky!
well there's possibly a little more depth to it. It may be that people use the crutch metaphor specifically because it is such a bad idea to continue using a crutch when you don't need it, they want to convey the idea that it is something the person should not be doing. Of course I'm possibly reading into it more than I should
Won't this move lessen the ability to make decisions that make for better games in favor of more money? I suppose it's already a decision that is weighed heavily in the cashola direction, but what is the current status of the business? privately owned? One or few people who have an interest in the company making good computer games and succeeding in that arena in the long term? I'm not an expert on anything, but doesn't a public corporation put everying underneath short term benefit for its shareholders? Won't think make for less original games and more cash cow sequels and cheap run games? I have no idea whether it's a justified feeling or not, but that's my initial reaction at this news.
This is actually something I used to think was a good idea, however I've never seen an example of it working well. The ideal is good, however griefing seems to outweigh the benefits.
Your focus is on conflict, D&D tends to focus on story with conflict as a spice/highlight. If you've played lots of pen and paper D&D where you just roll up two characters and go at it in an arena, then I'm surprised, but I am pretty sure that you're in a minority there.
Most games involve, background, environment, clues, puzzles, some conflict, ethical dilemmas, and most of all, a cohesive story line. Ideally you could keep a log of everythign that happens in a D&D game and end up with a journal that reads like a reasonably interesting fantasy novel.
C0rinthian seems to be talking about improving the elements which the game creaters can use to create a better story.
You seem to be talking about improving the arena mechanics so players can have better fights between each other.
both things are improvements, and I don't think I would ever ask anyone not to improve these things, but surely you can see how they are different.
As for my personal opinion, I am more interested in the story part than I am in a fight against other player characters.
I would rather work out how to cross a chasm in a dungeon using a rope woven from the hairs of my party members than enjoy a good duel with each member.
I'd even rather travel with my group from villageB to CityA to deliver some agricultural products, talking/fighting our way out of any bandit encounters along the way than take part in a battle between CityA and CityC.
we get you're point about the PvP, but I think you're pushing it too hard and not listening to ours or accepting that ours is different and largely unrelated
yes, you are dumb. Sorry it's harsh but true. Click the login button on the file planet website, fill out the registration form on the right, click register. That gives you a file planet account that you can use to set up your DDO account. It took me about 3 minutes to figure it all out from the ddo home page to waiting in the queue for my dload. I'm not trying to blow my own horn either, I considered that to be a slow time to navigate through those pages. In your defence, no there are no big flashy lights around a button that says "CLICK HERE FOR FREE SERVICE THAT WE DON'T WANT YOU TO USE", perhaps the button would have been too big.
I think instancing is a good idea as d&d is geared towards grouping, and questing, however there should still be a world to explore on the way to your dungeon where you can encounter other parties and have random npc encounters.
The slow leveling thing is only a problem if they lack good content. I believe they're trying to go for a campaign sort of game, where it's not really about having a character with a high level so much as going through a story.
I know with my P&P D&D characters I usually stop playing them after they hit level 15 or so. I'm far more interested in developing the character and getting into the stories.
I can see your points are all fairly valid and well thought out, but I think you're approaching the game from the perspective of a WoW/EQ/AO/MostOtherMMO player.
Hopefully those are different games trying to deliver a different experience.
What I want out of DDO is an experience similar to Baldurs Gate 2 multiplayer, except with more quests and people to meet in the cities, villages and on the way to my dungeons.
I agree with everyone's hate for FP and complaints about lack of bit-torrent, but I think people are hurting their cause by flying off the handle a bit.
I was under the impression that the high and low quality versions were released to make the download size a little more tollerable. My system isn't going to handle the high res version, so I'm quite happy that I can still grab the client without those extra detailed textures that I'll never see.
Isn't the bandwidth issue largely avoidable using bit torrent or other p2p models?
Magnets man, it's all about the incredible, life extending power of magnets. You get some gloves, put them in a box with electro magnets around the edges and then you can push pull, stop twist, rumble and otherwise mangle the players hands however the game wishes. Of course safety and practicallity will first have to take a jump.
Now we've got another client on the same software, they've benefited from all the first clients upgrades, for almost free (it costs to implement), and they're paying for new functionalities that are going to be beneficial to the original client, who will be able to have them implemented at a greatly reduced cost (cost of porting %lt; cost of developing)
Even if customer #2 didn't have any upgrades that customer #1 could use customer 1 still has a system that does EXACTLY what they want it to do.
No it doesn't. You have access to the source code of everything you worked on and can show the source code to anyone for help on it. There's no more restriction saying "you can't do this because we're waiting for vendor such and such to implement that new feature" you develop the feature yourself. In terms of the actual work the new world is theoretically a lot less painful for the programmer
Especially one where IP is devalued. Even if I had an idea that I wanted to sell,
IP is a bad idea, if you've got an idea then share it around, you should get paid for your implementation of the idea, not just for having it. If having the idea first doesn't give you a good understanding that makes your implementation better than other peoples then your idea probably isn't very good.
your business' ability to hire cheap programmers in India or China and duplicate my work pretty much destroys my incentive to run up my credit card bills on the hopes of selling my software to make a living.
First of all, if the Indian/Chinese programmers do a better job than you then why should you get their job?
Second, you're still stuck on the idea that you're selling your software as opposed to selling your time and effort, you get paid for what you do, then the software is not owned by anyone, it's OPEN(free).
So customers "win" in the short term, but we may harm truly radical innovation. I frankly don't care that "customers win" if it means "I lose".
What is the benefit of truly radical innovation? It's a long term customer benefit, it stands to reason that customers will still pay highly skilled individuals to do r&d work in the hopes that they come up with some new innovation. Aside from that programmers generally like to try out new stuff whether they're being paid or not. I don't think removing the "OMG I'm richer than astronaughts" incentive is going to harm innovation that much.
I don't think I understand "The-Trav-Man's" point up above. It's pretty hard to make more than an hourly living fixing issues for complaining customers.
Fixing issues is one of the options for making money, how is it harder than any other way to make a living?
That's consulting work, and it can put a roof over your head, but it doesn't put a Lamborgini in your garage.
Consulting is the part when you figure out who you're making all these programs for and actually talk to them about what you're making. I don't know why it's held in such disdain, it strikes me as pretty important. As for the Lamborgini... If that's why you want to be a programmer (the moneys) then you should probably find a new job that you enjoy doing.
You end up having to hire other cheaper programmers but charging your (higher) rates. -- you become a manager. You aren't spurring innovation, you're reading resumes.
I don't see why you have to hire other cheaper programmers. Are you trying to imply that if you consult you will never have time to construct?
one of the parent posters had it right, we may be seeing the end of COTS software as we knew it.
HUZAH!
I think the idea is not to sell the software at all, but rather let people use it, understand it, and sell your time in customising it to include features they want that aren't yet in it, as well as selling support to fix things that aren't quite right in it.
So essentially you get to spend ALL your time working on Rev2, except for the time you spend fixing Rev1. It's just that your new features aren't something that you have decided is cool and that your customers want, it's something they want and that they are paying for.
I'm a big fan of the idea of getting paid for doing work while you're doing it, over getting paid for some job you did a decade ago.
Who said he'd never do a sequel to Katamari.
I mean, kudos to him for making an awesome game, but I wouldn't expect him to stick to his guns.
On the whole "3D Playgroung" idea of his, I'm pretty sure I saw an advertisement for some neat undulating play surfaces about a year ago or so that his idea reminds me of
I like wikipedia, I use it whenever I want to quickly bring myself up to speed on a topic. I do not use wikipeida for technical info. I have never refered to it to help me write a program, or to find out something about hardware, or to locate technical resources. Yeah, it's probably not made for that, so I'm probably not misusing it then. The point is that being a technical person does not seem to give me a unique opinion of wikipedia except maybe that I'm better at searching & navigating. Having said that I don't believe any source of information should be considered truth unless it makes sense to you personally. We as humans are blessed with intuition, and if we use it it can save us considerable time. If my intuition tells me information is false, and I can't verify the information, then I'll disbelieve it, be it in a journal, a highschool text book, or some guy on the internet. That said I'll probably spend less time trying to verify the word of 'some guy' than a text book, but generally the text book will explain things a fair bit better to me.
1) Most musicians don't do very well at all in their dealings with record companies. In general, under the current regime, the money doesn't go to the artists.
It does, but this is an issue between the artist and the record labels. Those contracts are willingly signed, and it varies between record labels. Nobody's holding a gun to people's heads to sign up with record labels, but they seem to keep doing it.
Ok, your original point was that we are hurting the artists.
The response was that the artists aren't really being hurt because they don't make money off the cd sales (which are impacted by piracy) anyway.
Your response is that whether the artists are being hurt or not is between them and the labels
You have failed to prove that the artists are being hurt. Your original point is still successfully contested.
On your second point, the well being of our artists is important to us the consumer. We care about it, and if we think they are getting a raw deal then we are not going to want to support that deal. The mentality of 'screw the guys who screw the artists' is a valid one and I think piracy is a way of doing this.
As an aside I was in a band a few years ago, and we lost money on cd's and made money on gigs. I would be happy to think people are pirating my music, I even saw a few mp3s turn up on a file sharing program a while ago and got a big kick out of it.
That's actually a pretty cool idea. If the DS had a signal input as well as output you could put it between your arial and television like a vcr. Having the tv screen power off or suspend might be a bit difficult, but things like volume and channels shouldn't be too hard. However it's probably not terribly likely as it moves the Rev away from it's goals of gaming platform and closer to being a media center, which I think Nintendo is specifically trying to avoid
It's not the key, but making features of your game accessible to ad hoc systems through standardised protocols is a good idea, and it is likely to increase community paticipation by making it easier for people to share information about the game.
Yep, and those violent twitches and screams is how a lot of kids who get into their VG's act. I certainly did between the age of 10 and 15. Then all of a sudden I started getting laughed at by my peers for my violent struggles with the controller and my attempts to peer around buildings in gta. So now I've adapted the standard gamer zombie pose, everything tense, but very little movement, dead to the world and a hugely intense expression pointed at the screen. The latter is probably a more commonly found visual gamer profile, but it's no where near as good for tv/movies, it's just not very theatrical/emotive and only a gamer would really understand what they're experiencing.