antdude writes: "FierceCable reports "Time Warner Cable (NYSE: TWC) has won a U.S. patent for a method for disabling fast-forward and other trick mode functions on digital video recorders.
The patent, which lists Time Warner Cable principal architect Charles Hasek as the inventor, details how the nation's second largest cable MSO may be able prevent viewers from skipping TV commercials contained in programs stored on physical DVRs it deploys in subscriber homes, network-based DVRs and even recording devices subscribers purchase at retail outlets...""
Ant writes: "Ville-Matias Heikkilä (viznut/pwp) shares his random thoughts about the future of the demoscene titled "The Future of Demo Art: The Demoscene in the 2010s" — "In end of a decade is often regarded as an end of an era. Around the new year 2009-2010, I was thinking a lot about the future of demo art, which I have been involved with since the mid-nineties. The mental processes that led to this essay were also inspired by various events of the 2010s..."
antdude writes: Kotaku shares its "Gun Week" — "Gaming's Fixation With Firearms: Praise the games and pass the ammunition." It is a "week-long exploration of video games' signature obsession: guns. Even gamers who wouldn't own a gun usually love to shoot the virtual ones. Here are the stories, images and videos that attest to that..."
It is only in the middle of the week, so it will be updated for the rest of the week.
Ant writes: "This four pages GamesRadar article, with screen shots/captures and embedded video clips, tells its sixteen/"16 secret Lost references in videogames.
The mysteries of the island are everywhere... even in your favorite games. Lost is no longer just a show. Lost is a multimedia mythology. So while the television/TV series ends this weekend, its impact on popular culture – the island's hold on our collective imagination – will endure.
Just look to videogames for proof. Even though Lost has only been around since late 2004, and even though a single game can take that many years or more to develop, the connection between these two geek hobbies is already surprisingly strong. Hidden references (the numbers, the hatch, polar bears) and clever cameos (Jack, Desmond, Locke) pop up in nearly every genre and on nearly every system.
Here are the sixteen/16 we've discovered. How many more are out there? And how many more are yet to come?..."
Seen on Digg."
antdude writes: This three pages Bit-tech.net article talks about "why everything is trying to be an role playing game (RPG) now" — "Twenty years ago, the idea of levelling up in a game was confined to a very specific genre: the role-playing game, whose systems were based on pen-and-paper games such as Dungeons & Dragons (D&D). Today, you can still level up in an RPG such as Dragon Age, but you can also level up in far wider variety of games, from sports titles to first perspective shooter (FPS) games... The vast majority of modern games monitor, quantify and reward your skills in a way that would only have been familiar to the biggest geeks in the 1980s.
While gamers often lament a lack of innovation in games, game mechanics change as rapidly as styles do in other forms of media — so while levelling has gone mainstream, the health bar appears to be on the way out and very few games these days features lives or continues. The question then, is why is levelling up so popular?..."
antdude writes: This two pages GamesRadar article compares the fantastic computer/video game weapons and their real-life equivalents — "There are certain things we just accept in video games. An overweight pipe technician can jump five times his own height. A first aid kit will instantly heal bullet wounds and replace lost blood. And any theoretical physics model can be cleanly packaged into a lightweight, handheld weapon with the minimum of fuss. But in certain cases, that last one isn't too far off the truth.
As guano loopy as most game weaponry is, some of it definitely isn't implausible. In fact some of it exists already. Kind of. Stick with us, and we'll talk you through the exciting/mortifying truth of what could be just around the technological corner..."
Ant writes: "This two pages Arstechnica article talks about the last "100 years of Big Content fearing technology--in its own words... rightsholders have fretted about everything from the player piano to the video casette recorder (VCR) to digital television (TV) to Napster. Here are those objections, in Big Content's own words...