Slashdot is powered by your submissions, so send in your scoop


Forgot your password?
Take advantage of Black Friday with 15% off sitewide with coupon code "BLACKFRIDAY" on Slashdot Deals (some exclusions apply)". ×

Comment Re: Censoring speech... (Score 1, Insightful) 585

Indians were wiped out over the course of a couple hundred years, not the thousands it took them to colonize the Americas. And then you state they wiped out peoples as they settled (no evidence), and compare this thousands of years of settlement to a couple hundred years? Native Americans killed each other sometimes so Wounded Knee and the trail of tears are cool with you? What kind of logic is that?

Comment Re:I applaud the Chinese and I'm Austrian. (Score 1) 150

That building is precisely what I like about Europe. The mixing of old traditional stuff with crazy ass modern stuff. Just casually side by side. How boring it would be if every town in Europe strictly stuck to some sort of design guide. I see buildings like this as a sort of shout saying "We're still here!", in a borderline obnoxious, yet still quite cool way.
Real Time Strategy (Games)

Examining the Beginnings of the RTS Genre 135

Edge Magazine is running a story about the development of the real-time strategy genre. They credit Dune II: the Building of a Dynasty with establishing the basic concepts that led to more popular titles like Command & Conquer and the original Warcraft. "[Westwood Studios co-founder Brett] Sperry describes Dune II's core challenge as 'combining combat, exploration and production at a particular pace and rhythm to make it all exciting and almost out of control. That was a key part of what made it so addictive.' Indeed, the experience was quite unlike more staid turnbased strategies, where success or failure rolled in slowly rather than rushing over sand dunes at the speed of an action game. 'You had to think and respond fairly quickly, and in realtime, or else your base and forces would all be overrun. And as we developed the game further, it became clearer how the pacing and battle scenario design were all a delicate balance.'"

We all agree on the necessity of compromise. We just can't agree on when it's necessary to compromise. -- Larry Wall