Follow Slashdot blog updates by subscribing to our blog RSS feed

 



Forgot your password?
typodupeerror
×

Comment Re:Fast (Score 4, Insightful) 243

nah, the geiger counter is no indication of radioactive material / nukes on board. You see, it turns out, most of the visible objects in outer space are actually humongous balls of radiation-emiting nuclear plasma. spacecraft are routinely dusted by bits of nuclear material. it's also possible (at least theoretically) for atoms bombarded by radiation to transmute into radioactive isotopes themselves. it's probably a good idea to wear a hazmat suit when approaching any spacecraft recently returned from long periods away from atmoshperic shielding.

Comment Re:incredibly dumb article. (Score 1) 416

sandbox games are personally very boring to me (i guess that makes me a boring person, haha), but i know there are people that like the, and that's fine. that's why i said in my post "if your'e making a game where the story element is important, tell a good story." emphasis on the "if" part. :)

i don't think the article was advocating sandbox games over plot-driven ones, though. it was arguing for plot-driven games with no borders or limits where the player controls where events take them. in other words, nonsense.

Comment incredibly dumb article. (Score 1) 416

leaving aside the fact that it argues for more realism and complexity that consumes less resources and costs less (i.e. MAGIC), it also rails against a lot of the elements that make games, games. be careful what you wish for.

do you really want open-ended plotlines where the player truly controls the direction of the plot? there are real problems to that approach. dramatic fiction (which is a huge element to the appeal of, say, RPGs) depends on a cogent story being told. one thing must logically lead to the next. stakes should rise as the game progresses. events should build to a climax. that sort of thing. if you give the player true agency in their decisions, you have to actually program a compelling story for every possible choice. assuming finite resources, the problem here ends up a choice between either coding a tiny number of "alternate endings", or giving the player a large number of plot-inconsequential choices. personally, i'd rather have one great story than a handful of prefabbed ones riffing on the same theme. and i dislike games that pretend they're giving me a choice when all roads lead to the same place anyway. it's a silly dance. if your'e making a game where the story element is important, tell a good story. the choose-your-own-adventure books were fun when i was a kid, but so incredibly limited in narrative potential. games shouldn't try to emulate that model.

another stupid gripe from that article concerns indestructible objects and other walls and limitations designers wisely implement in order to keep things actually fun and balanced. games are not intended to simulate reality. levels are carefully balanced to provide a stimulating challenge. pac-man would not have been improved by letting him smash through the walls of the maze. the best games, of course, do a good job of blending the walls of their maze into the scenery. but those same walls exist in every game, in the form of unkillable NPCs, an out-of-order staircase, or a thousand other incarnations.

Comment there are exceptions, but yeah. (Score 2) 429

fivethirtyeight and other specialized blogs can often have worthwhile discussion taking place in the comments section. slashdot itself of course has a long history of being as much a place for discussion as it is for anything else.

however, in places where the comments section is ancillary to the main purpose of the site (primary-source news sites such as cnn, video sites, etc) seem to contain the most dire comments sections.

here is the truth: there is no single activity in which a man can engage more thoroughly disaffecting of the human soul than the reading of youtube comments.

Comment my current TV interface is a tablet. (Score 2) 210

DirectTv offers a nice free app for the iPad that has all the functionality of the remote, plus a bunch of other great features. you can stream some content to the ipad itself, you can use the ipad to control the contents of your DVR and recording schedule, you can set it up to know your favorite teams and show scores and game times/channels, etc. the ipad is actually much faster for switching channels than the remote, since you can use your finger to fling through the guide, as opposed to using directtv's super slow on-screen ui.

Comment Re:This is correct (Score 1) 422

as they should! Trek works best as a storytelling framework. none of the technology is really meant to stand up to scientific scrutiny. it's all just there to allow us to model and wrangle with various big questions (in the best of times) or at least enjoy a fun adventure (in the slightly less-good times).

Comment Yes and No. (Score 4, Informative) 422

I disagree that there's anything inherent to CGI that is less artistic than physical model building, and i also disagree that there is any practical effect that cannot be duplicated by a computer (given enough desire to do so).

i do agree wholeheartedly that the focus on special effects arms race comes at the expense of good storytelling and forward thinking, which is the true value of Sci-Fi. but how is vowing to use only practical effects not just another special effects gimmick?

these guys hearts seem to be in the right place. i wish them all the luck in the world. but i would implore them to make the best use of all the tools available to them in order to tell their story.

Comment because they're video GAMES (Score 5, Insightful) 465

it's not like video games treat murder or money or physics or politics with reverence, respect, or precision either. why should a game be expected to treat sex as somehow immune from gamification? if it's included, it *should* be simplified in function and integrated into the gaming framework, just like every other complex human thing that gets reduced to either a goal, task, tool, or reward in a game.

Comment Re:Before we start the flame wars (Score 5, Insightful) 962

i would imagine that his libertarian viewpoint informs him that while he has come to that conclusion, reasonable people may possibly disagree. since he acknowledges that his conclusion is a philosophical one, and his ideology values individuality and independence, then it is not necessarily logical to make abortion illegal even though the individual is opposed to abortions.

This is in fact one essential pillar of pro-choice that people forget. one can be opposed to abortion itself and still be pro-choice. for example, if one believes that the individual, and not the state, is most qualified to wrestle with such fundamental philosophical questions.

Slashdot Top Deals

One small step for man, one giant stumble for mankind.

Working...