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Comment Re:A Portal movie?!?!? (Score 0) 208

This is a good example of what could be done though: http://www.youtube.com/watch?v=4drucg1A6Xk While basing a film on a videogame is rarely a good idea I would like to think that the source material has enough in both setting and game mechanics that it would make an interesting feature.

Comment hmm.. (Score 0) 722

I agree with the above comments on the misuse of the word evil. Critiquing Microsoft vs Apple, or OSX, Windows, and Linux is ultimately fairly futile given that each provides very different usability to different customer bases. Having used computers running all three systems, I would say that they are all very good and useful at what they do. Apple provides a very simple, user friendly, highly compatible interface which is quite stable. Linux gives amazing access to everything, and in that regard is great for people who know what they are doing - coders, web designers and the like - there is a massive amount of freedom, but for people unfamiliar to the platform there is a steep learning curve, and there is more work to have devices integrate. Windows sits between the two, offering a good amount of flexibility and access to the core systems, but still an accessible user interface. It does have it's security, stability, and bloatware issues though. Regarding the 'evil' side of things, both Apple and Microsoft have some quite ruthless and sometimes ethically questionable business tactics, but this is different from evil, and not that different from any number of multinational corporations. It just seems like Apple is moving in a direction that fans of Apple don't like (myself included), and therefore undeservedly earns the 'evil empire' badge.
Games

Avataritis — On the Abundance of Customizable Game Characters 78

Martyn Zachary writes "The Slowdown has posted a new critique, 'Avataritis,' that attempts to portray the utilization of character customization as a pandemic, emotional response on behalf of publishers and developers to finding the easiest, most efficient solution to the very unique dilemma presented by the enlarging, widening player base of video games. 'No mechanisms are in place stopping developers from writing and designing heterogeneous yet fully structured, narrative-based computer games with carefully constructed and immutable, unchangeable characters.' The article discusses the emergence and role of gender criticism and research in relation to the recent proliferation of the customizable avatar. The story also dissects the very act of character creation, subsequently aiming to clarify several semantic distortions related to the terminology utilized in character creation, and in turn breaking apart the concepts of relatability and understandability, wholly differentiating the two. The overarching analysis is finally related to examples from the gaming marketplace, where many continue to corroborate apparent falsehoods and misunderstandings in relation to the utilization of the avatar. Ultimately, the writer hopes to dissuade readers, developers and players from believing that written narratives are going away as customization and emergent content are entering video games with full force."

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