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Comment: I work at Nielsen ... it doesn't work. (Score 5, Informative) 248

by bramankp (#42082405) Attached to: Companies Getting Rid of Reply-all
Through domain policy, they were able to disable the button in Windows XP but when folks switched to Windows 7 it was back again. Plus, it doesn't affect Mac or Linus users. Regardless, most people just learned to use the keyboard shortcut instead of clicking the button and it's as easy to Reply-All as ever. Mostly we still get the same amount of spam as usual and whomever got paid to come up with that suggestion should be let go. What a complete waste of a paycheck.

Comment: Always Say Yes (Score 1) 842

by bramankp (#32145862) Attached to: How To Behave At a Software Company?
Priorities tend to change frequently, so when you are asked whether you can do something, just say yes. It doesn't matter if you think it might be hard or nigh impossible, just say yes. It usually turns out that you can, in fact, accomplish said task or that the requirements mutate into a form that makes life easier. In rare cases where something ends up being overly difficult, it's easier to appologize later. Again, priorities will have changed and most likely what you're working on isn't the thing the boss cares about.
Games

Decrying the Excessive Emulation of Reality In Games 187

Posted by Soulskill
from the plumbers-with-shrooms dept.
An editorial at GameSetWatch makes the case that game developers' relentless drive to make games more real has led to missed opportunities for creating unique fictional universes that are perhaps more interesting than our own. Quoting: "Remember when the norm for a video game was a blue hedgehog that ran fast and collected rings and emeralds? Or a plumber that took mushrooms to become large, and grabbed a flower to throw fireballs? In reality they do none of those things, but in the name of a game, they make sense, inspire wonder, and create a new universe. ... We’ve seen time and time again that the closer you try to emulate reality, the more the 'game' aspects begin to stick out. Invisible walls in Final Fantasy, or grenades spawning at your feet when you go the wrong way in Call of Duty: Modern Warfare 2 are examples of kicking the player out of that illusion of reality, and letting them know that yes, this is a game, and yes, the rules are designed to keep you in the space of this world, not the real world. In reality, as a soldier I could disobey my orders and go exploring around the other side. I could be cowardly and turn back to base. Games shouldn’t have to plan for every eventuality, of course, but it’s not so hard to create universes that are compelling but where the unusual, or even simple backtracking, is not so unfeasible."

There is nothing so easy but that it becomes difficult when you do it reluctantly. -- Publius Terentius Afer (Terence)

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