Posted
by
samzenpus
from the go-ahead-and-have-another dept.
Kwang-il Kwon and Hye Gwang Jeong of Chungnam National University have discovered that drinking alcohol with oxygen bubbles added leads to fewer hangovers and a shorter sobering up time. People drinking the bubbly booze sobered up 20-30 minutes faster and had less severe and fewer hangovers than people who drank the non-fizzy stuff. Kwon said: "The oxygen-enriched alcohol beverage reduces plasma alcohol concentrations faster than a normal dissolved-oxygen alcohol beverage does. This could provide both clinical and real-life significance. The oxygen-enriched alcohol beverage would allow individuals to become sober faster, and reduce the side effects of acetaldehyde without a significant difference in alcohol's effects. Furthermore, the reduced time to a lower BAC may reduce alcohol-related accidents."
Posted
by
Soulskill
from the well-perhaps-in-some-senses dept.
Sasayaki writes "South Australian Attorney-General Michael Atkinson claims, in an interview with Good Game, that gamers were more of a threat to his family than biker gangs. This is the man who has been the biggest opponent to Australia receiving an R18+ rating for video games and who has the power to veto any such law introducing it."
Karen Hertzberg writes "Balancing classes in MMOGs may be one of the most daunting challenges of the industry. Few games are immune, and no game has ever claimed complete, perfect balance. So how does a developing company deal with the ever-impending demand to keep their games fair in both PvE and PvP environments? Ten Ton Hammer spoke with four industry professionals about the issue in an effort to glean some answers. Age of Conan's Craig Morrison said, 'It is part science and part intuition and experience, I think. We do, of course, have all the ... "spreadsheet" work in the back-end and development tools that calculate as many of the parameters as possible. On top of that, though, you then have the knowledge and skill of the designers involved. Working with a system, you have the general overview of how things interact and how players tend to behave in your game. Sometimes nothing beats spending time in the game itself and actually seeing how the players have been using the skills and abilities you have provided for them. Players are nothing if not inventive, and they never cease to surprise designers with their ingenuity, so it is vital that the designers are also watching and learning themselves.' "