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Comment: Re:You can't eliminate them (Score 2) 820

by Endo13 (#39079491) Attached to: Obama Pushes For Cheaper Pennies

Yes, lets just throw all our pennies in the salvation army buckets and fill them up, that way they get to stand in the cold all day for ten bucks in donations.

But seriously, before you make any more snarky comments please do a google image search for "1,000 pennies" so you can see how many it takes to make a measly ten bucks. They're not worth it, no matter how "convenient" it is to collect them. It's about as useful as pissing on a forest fire. In the mean time, I'll keep throwing my pennies in the trash and drop a buck in your collection pot instead, like I usually do.

Comment: Re:You can't eliminate them (Score 4, Insightful) 820

by Endo13 (#39073227) Attached to: Obama Pushes For Cheaper Pennies

Not at all. You do all the math as normal, then round the final value. We already do that and have for decades. There's plenty of times where the price with sales tax doesn't come out to an even cent.

And FWIW, I won't pick up a penny off the floor. Or if I do, it's usually to throw it in the garbage because it's cluttering things up.

Comment: Re:Hold your horses - it's Double Fine. (Score 1) 112

by Endo13 (#38990443) Attached to: Double Fine Raises $700,000 In 24 Hours With Crowdfunding

there are only a very limited number of spots in the spotlight of the media

Um... duh?

You can't drive a whole industry like that, those games are the exception.

There's a lot more to it than that. First, as you pointed out, there's a very limited number of spots in the spotlight. Just like in any industry, there's only room for so many players, because there's only so much demand. Not every game is going to be a huge hit like that, not because they didn't follow your steps 1-3 in your previous post but because there's just not enough demand. The point is that any game from any studio has the potential to reach those heights if it meets the demand better than other offerings.

But it's always been that way. Those games really aren't so much "the exception". Those unusual ways are how most big game studios and most good franchises got their start. Call of Duty, for example, was started by a handful of guys who left EA. They weren't well known when they released the first CoD, but it was a huge hit, just like Minecraft, just like Angry Birds, and just like many many others. Not because they had years and years of past popularity but because they made a fun game.

What's new here is that now it's possible to leverage that viral popularity to make the next release that much better.

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