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Space

Pluto — a Complex and Changing World 191

astroengine writes "After 4 years of processing the highest resolution photographs the Hubble Space Telescope could muster, we now have the highest resolution view of Pluto's surface ever produced. Most excitingly, these new observations show an active world with seasonal changes altering the dwarf planet's surface. It turns out that this far-flung world has more in common with Earth than we would have ever imagined."
Games

Game Industry Vets On DRM 372

An anonymous reader points out an article at SavyGamer in which several game industry veterans were polled for their opinions on DRM. Cliff Harris of Positech Games said he didn't think his decision to stop using DRM significantly affected piracy of his games, accepting it as an unavoidable fact. "Maybe a few of the more honest people now buy the game rather than pirate it, but this sort of thing is impossible to measure. You can see how many people are cracking and uploading your game, but tracking downloads is harder. It seems any game, even if it's $0.99 has a five hour demo and is DRM-free and done by a nobel-peace prize winning game design legend, will be cracked and distributed on day one by some self righteous teenager anyway. People who crack and upload games don't give a damn what you've done to placate gamers, they crack it anyway." Nihal de Silva of Direct2Drive UK said his company hasn't noticed any sales patterns indicating customers are avoiding games with DRM. Richard Wilson of TIGA feels that customers should be adequately warned before buying a game that uses DRM, but makes no bones about the opinion that the resale of used games is not something publishers should worry about.
Games

Game Endings Going Out of Style? 190

An article in the Guardian asks whether the focus of modern games has shifted away from having a clear-cut ending and toward indefinite entertainment instead. With the rise of achievements, frequent content updates and open-ended worlds, it seems like publishers and developers are doing everything they can to help this trend. Quoting: "Particularly before the advent of 'saving,' the completion of even a simple game could take huge amounts of patience, effort and time. The ending, like those last pages of a book, was a key reason why we started playing in the first place. Sure, multiplayer and arcade style games still had their place, but fond 8, 16 and 32-bit memories consist more of completion and satisfaction than particular levels or tricky moments. Over the past few years, however, the idea of a game as simply something to 'finish' has shifted somewhat. For starters, the availability of downloadable content means no story need ever end, as long as the makers think there's a paying audience. Also, the ubiquity of broadband means multiplayer gaming is now the standard, not the exception it once was. There is no real 'finish' to most MMORPGs."
Games

The Struggle For Private Game Servers 125

A story at the BBC takes a look at the use of private game servers for games that tend not to allow them. While most gamers are happy to let companies like Blizzard and NCSoft administer the servers that host their MMORPGs, others want different rules, a cheaper way to play, or the technical challenge of setting up their own. A South African player called Hendrick put up his own WoW server because the game "wasn't available in the country at the time." A 21-year-old Swede created a server called Epilogue, which "had strict codes of conduct and rules, as well as a high degree of customized content (such as new currency, methods of earning experience, the ability to construct buildings and hire non-player characters, plus 'permanent' player death) unavailable in the retail version of the game." The game companies make an effort to quash these servers when they can, though it's frequently more trouble that it's worth. An NCSoft representative referenced the "growing menace" of IP theft, and a Blizzard spokesperson said,"We also have a responsibility to our players to ensure the integrity and reliability of their World of Warcraft gaming experience and that responsibility compels us to protect our rights."
Input Devices

Brain-Control Gaming Headset Launching Dec. 21 112

An anonymous reader writes "Controlling computers with our minds may sound like science fiction, but one Australian company claims to be able to let you do just that. The Emotiv device has been garnering attention at trade shows and conferences for several years, and now the company says it is set to launch the Emotiv EPOC headset on December 21. PC Authority spoke to co-founder Nam Do about the Emotiv technology and its potential as a mainstream gaming interface." One wonders what kind of adoption they expect with a $299 price tag.

Comment Re:My own review, after having finished the game (Score 1) 452

Second this!

DAO is not World of Warcraft or a typical dungeon brawler.

It's a game built around a complex story, with multiple paths through that story. That flexibility means that there's no single "ideal" party, and that there will be multiple ways to achieve most game objectives (including winning combats).

Also, it sounds like you're trying to charge through every combat and turn the game into one long frontal assault. Bioware's pause-and-click combat system is designed for *tactics*, not tanking. Each combat demands a different approach, and your party members' relative strengths and weaknesses change as they level.

I think you're missing a lot of the game's depth and making a lot of unnecessary frustration for yourself.

Comment Re:Everything into NYC? [Geography & Routing] (Score 3, Informative) 264

Why do so many of those transatlantic cables seem to land in New York?

Two Reasons: Geography and Routing

1) Geography: First, the Guardian's map is a little oversimplified. Most of those cables come ashore in Eastern Long Island or along a relatively narrow stretch of New Jersey coastline, about 50 miles south of NYC proper. They're in those places because of submarine geography. The sea floor isn't flat- there are mountains and canyons, etc. Ever tried to run network cable through a crowded office? Pain in the neck, right? Now imagine doing it with six-foot long tweezers and a blindfold...for 3,000 miles. The cable-layers pick the flattest, least cluttered path they can. In the mid-1950s, we started to get good sonar maps of the North Atlantic sea floor. Laying undersea cable is *expensive*, and there was a big burst of it as those maps started to take the guesswork (and a lot of the risk) out of the equation. And once a company found a good route, they tended to keep using it.

Seafloor mapping:
http://oceanexplorer.noaa.gov/explorations/03fire/background/mapping/mapping.html

Timeline of transatlantic cables, 1951-2000:
http://www.atlantic-cable.com/Cables/CableTimeLine/index1951.htm

2) Routing. A *lot* of information passes through those cables. It's compressed (Hoffman encoding, anyone?), and at each end you have to decompress it and then route it back into the land line system. This is a big, complicated operation (Much more so in the '50s and '60s when so many of the US-Europe cables were laid), and it's cheaper to add capacity by laying more cables between existing terminals than to build new ones.

Overview of cable topography & operations for one big cable operator, Apollo Systems:
http://www.apollo-scs.com/networktopology/

Note that some companies (including Apollo) are starting to build new routes- the economics for doing that are getting better as cable gets cheaper and data traffic grows (shame on all the Americans downloading video files from peers in Sweden).

So yes, the undersea cable system *should* have much more redundancy, but it *won't* until somebody can make money building and selling that redundant capacity. And actually, these events will speed up that process; According to the Guardian, 50% of India's bandwidth is cut off. The people who own the pipes for the 50% that still works are having a *very* profitable week.

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