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Comment Re:no (Score 1, Insightful) 588

Agreed.

Even if the kid hadn't been a dope-smoking, fight-starting, gangsta-wannabe thug who lacked the foresight to consider the lack of wisdom in physically attacking a random stranger in a southern state with both concealed-carry and stand-your-ground laws in effect, what scientific potential did he embody (forget actually accomplish) to warrant his name being carried into astronomic posterity?

Comment Re:Once again, a single measurement.... (Score 0) 158

This is exactly the sort of reason why I've chosen nVidia cards time after time for my system builds. I went with the GTX660 this time around, even though a slightly "higher" rated (per THG) Radeon offering was in the same price range. Had I gone the other route, I'd be spitting nails over this.

Comment Re:Too fucking bad.. (Score 1) 502

This is probably one of the douchiest opinions I've seen voiced here, and that's saying something. Your lack of humanity is just appalling.

Others have already made the common-sense rebuttals vis-a-vis proportionate response, lack of actual harm inflicted, unlikelihood of danger to society, etc, so I won't belabor those points.

People like you need to step back and take stock of your philosophy on life and human society, because you're dangerously close to a belief that we're interchangeable automatons gliding through life on inflexible etched rails.
Games

Copyright and the Games Industry 94

A recent post at the Press Start To Drink blog examined the relationship the games industry has with copyright laws. More so than in some other creative industries, the reactions of game companies to derivative works are widely varied and often unpredictable, ranging anywhere from active support to situations like the Chrono Trigger: Crimson Echoes debacle. Quoting: "... even within the gaming industry, there is a tension between IP holders and fan producers/poachers. Some companies, such as Epic and Square Enix, remain incredibly protective of their Intellectual Property, threatening those that use their creations, even for non-profit, cultural reasons, with legal suits. Other companies, like Valve, seem to, if not embrace, at least tolerate, and perhaps even tacitly encourage this kind of fan engagement with their work. Lessig suggests, 'The opportunity to create and transform becomes weakened in a world in which creation requires permission and creativity must check with a lawyer.' Indeed, the more developers and publishers that take up Valve's position, the more creativity and innovation will emerge out of video game fan communities, already known for their intense fandom and desire to add to, alter, and re-imagine their favorite gaming universes."

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