FYI, this is exactly what happens to luxurious and inviting game rooms at videogame companies.
1,558 karma · joined January 22, 2008
FYI, this is exactly what happens to luxurious and inviting game rooms at videogame companies.
You can tell there are pretty often some weird syncing errors, but hey, it's worth it for stuff like this.
Just to clarify, I'm not wearing a tinfoil hat, I just have seen the circumstances of some drone attacks: against US citizens in places where no war was declared and with collateral damage shrugged off. From the US perspective, it is an easy means of getting rid of people they don't like with neither the need for judicial proceedings nor formal declaration of war. The only thing that is really stopping them right now is that Assange is currently in a highly populated part of the UK, and not in the middle of nowhere in Yemen.
I am optimistic just because I have a high amount of trust for German government. They are a lot more cautious and less bandwagon-hopping and more capable of pulling stuff like this off whereas for most other industrialized governments the Energiewende would just be a dramatic stage show created by former-execs-turned-bureaucrats to put taxpayer dollars into contractor's pockets without any concern for actual results.
Sure, you don't need to brag about it or post sales figures directly on your site (Minecraft), but people are going to notice and often try to clone your game.
Considering the scary amount of money and power Monsanto has, and the terrifying things they do with their GM patents, this is probably be best argument if you are convinced GM plants are evil.
Well, that and the fact that it's /research/ and not the industrial growing of GM foods.
...but...
Why are we conditioned to think that "the future of gaming" is solely a function of a game's audiovisual quality? I would like to see a "future of gaming" video that shows off highly-interactive (rather than just very pretty) gameworlds and characters. NPCs that notice you are trying to put a bucket on their heads, for example.
However, I do feel there's some similarities between constructing a possibly-correct sentence and seeing if it actually works, and constructing some possibly-correct code and seeing if it compiles.
Gold farming has generally been considered a fraud of sorts, because it can seriously damage the in-game economy or the player perception of the economy, and many gold farmers perform actual fraud (creating accounts with fake or stolen CC numbers).
In almost all cases, it has meant a higher amount of revenue, either for brand-new games or for games which transition to the F2P model or an in-between hybrid model. It looks like, generally, big-name MMORPGs are still starting out with a subscription model, but most games at other tiers are launching free-to-play with an item shop. Lots of long-running MMOs are transitioning to a hybrid model to add revenue to a product from which little is expected but also little is being spent on (just enough money to keep the servers running and keep a slow flow of updates).
I think it would be much harder these days for a player to make money by through farming, except for with the old guard of MMORPGs which still don't have an item shop. I could be wrong, I am not looking at these economies closely so I don't know if the farmers are actually able to provide items / prices competitive with the developrs.
The irony is staggering.
The biggest problem, which does not at all make the system impractical, seems to be the availability of working bikes and open docks at the stations you choose. The city (Montreal) seems to have trucks that go around and redistribute bikes fairly often based off of the real-time data the stations give them. Still, there have been several situations where during peak hours there are favorite "pick-up" and "drop-off" points, meaning there are no bikes for you to pick up, and if you do get a bike, there is no space at the station where you want to drop it off. There is usually a bike or two that's broken down at each station, so it's important to put every bike through a few tests to avoid frustration.
For me, the times that it was the most useful was either to commute, supposing a bike was actually available, or to get home after a late night out after the metro has closed. I hate taxis and will only take one at last resort, it was awesome to just take a bike back home.
I overall liked it but it's difficult for me to justify the added cost, since I'm not about to get rid of my metro pass. I would probably end up saving money if I replaced my pass with bikes and packs of metro tickets if I really wanted to, but that would not work during the winter when the stations go away.
It's easier than moving to the US. :)
I sometimes wonder why these interfaces are so freaking common for anything not facing the general public.
A remote doesn't explore causality inside the media, it's only exploring "when I press a certain button it will switch to a different show which is not of my choosing and which I can't predict". They might correllate pressing the same numbers with the same show at the same time of the day. The "camera angle" interactivity in live theater doesn't get into causality at all, just different ways you can look at or listen to a scene, but in videogames causality is rarely so random.
Think of it at a very basic, I-don't-know-what-TV-or-videogames-are level: I press the channel up button on the remote, the image suddenly changes to something entirely different. If I do this a few hours later, the former image and the latter image are entirely different from before. Let's even assume I'm watching Netflix and I've figured out how to navigate menus: the menu is interactive, but the media I'm watching doesn't give me any control over what's happening inside the media. In a videogame, if I press a button a character will move, a gun will shoot, a menu will open. If I do the same thing a few hours from now, the same thing will happen. A different thing might happen in a predictable context: if my dude is in front of a wall he might climb the wall rather than jump when I press A, it's generally bad design to allow otherwise. The link between cause and effect is much more clear, and my role as an agent of cause is much more clear as well.
Live theater allows the user to control what to focus on during each scene. If there is a conversation, we can choose who the "camera" is pointing at. We are also looking at real human beings interacting with each other. The experience is mildly interactive.
Passive screen-based media gives us neither set of choices.
Speech-to-text sounds like it will be a constantly tough problem. Even humans aren't 100% accurate, or even 99% accurate, depending on the circumstances.
You want to see a grumpy clerk? Go to Switzerland and forget to put the little sticker on your bags of produce. Damn.
Another useful skill that I alluded to is the ability to quickly and accurately simplify your thoughts into words that you know in the language in question. You will learn that a lot of the time in English you are just adding layers and layers of nuance to what you are saying rather than more clearly saying what you are actually thinking.