Comment Does This Mean Apple Will Spam My Blog? (Score 1) 198
There was a time when I got more Beats By Dre comment spam on my blog than any other single spam subject...
There was a time when I got more Beats By Dre comment spam on my blog than any other single spam subject...
A danger to their profits.
Just another government-sanctioned monopoly seeing their monopoly profits destroyed by a free market that treats them as damage to route around...
You know, the pact to outlaw war. Signed in 1928.
Didn't work out so well.
And even if it were signed by a significant number of nations, we could be sure the non-democratic ones would be violating the ban before the ink was even dry.
Unenforceable treaties are actually worse than worthless: they constrain good actors without deterring bad ones.
Visual information controlling physical action without conscious thought. Think of it as a higher level of autonomous nervous system.
Peter Watts wrote a very depressing novel involving the idea which explores the possibility that consciousness is not necessary for intelligent life, and, indeed, may ultimately turn out to be an evolutionary dead end...
...of how to cook hard-to-obtain Sudafed by starting with readily available methamphetamine...
Each to each.
I do not think that they will sing to me....
The article itself quotes historians saying "One could even say that [concrete] played a significant role in bringing down the [Roman] Republic" due to concrete being used in Pompey and Caesar's civic building programs, then starts the title of the article "Downfall of the Roman Empire", which was a completely different sequence events that started centuries later.
The awkward truth of the matter here is, at the time she wrote the article, the author didn't realise that the historians quoted were describing the events that lead to the birth of the Roman Empire and not the death.
Monty Python Reference
Monty Python Reference
Monty Python Reference
Monty Python Reference
Monty Python Reference
Monty Python Reference
This is an Ex-Monty Python reference!
Did I miss any?
This will be a little easier to view.
Not seeing anything groundbreaking off the top of my head...
And there are no digitized images or videos that include faces anywhere among the data they haul in?
NSA hauls in no more suspects than the NRO or NOAA, which is 0. They just listen and report.
Am I the only one who finds arbitrary restrictions in games, either because the technology couldn't cope, or because the game designer knows how you want to play better than you do, or just because, really annoying? If there's a door there, it should open. If it won't open, there shouldn't be a door there. How hard is this?
Easy answer, almost impossible.
Buildings have doors, how many buildings do you want in this game? Is this game set outdoors in a city how many doors can you see? Now, consider that on the other side of the door must now exist a room, for example a 20 floor building must have 20 individually created floors, devided into maybe 30 apartments for a residentual building or say 4 for a commercial building which are each going to need some their own assets or they are going to look the same. Lets say optimistically 200 man hours per floor to get it to fairly rough quality (skip concept art and iteration, re-use most assets), 20 floors per building, that's 4,000 man hours per building which at $30 an hour (average for 3d artists in US) is $120,000. One building, done poorly with absolutely nothing interesting inside.
So what do you want to do? Have a game with no buildings? But buildings work well in games and players play well in cities! Have no doors in buildings? But that would look strange! Have a game where all the buildings are the same inside? But that would defeat the purpose of having them, since players would have no reason to enter them!
One of the key thing about making a better game, nomatter from design, art, engineering is not adding more but working out clever ways of not doing things. Time and money are finite, GTA 5 cost $135 million to make, the vast majority of which was spent adding detail to the world, but most buildings are still empty shells. The key is to cue players to not notice what you don't have.
The problem you have with Tomb Raider is not a detail problem but a communication problem. From a design problem they have failed to communicate to you what can be grabbed and what cannot. Sure, they could have gone the Assassin's Creed route and procedually made everything grabbable, but Assassin's Creed's climbing wasn't much fun at all for that very reason, there was no searching and pondering aspect, you just push him in the general direction and he climbs. So it leaves you with the problem of making an attractive environment with a finite amount of interaction and they handled it, imperfectly, but as best they could.
The thing is, when making a game, adding more is not always possible. Skill in design means making the same amount seem like more.
Well, it will buy you a pretty nice home in Texas, anyway. California? Not so much.
Especially with California's much higher tax rates, including a rate of 9.3% that kicks for all those millionaires making more than $49,774 a year.
"The only way I can lose this election is if I'm caught in bed with a dead girl or a live boy." -- Louisiana governor Edwin Edwards