Every time I hear "Handlebars" on the radio, when I hear the line...
I can make computers survive aquatic conditions....I just feel like saying, "Oh yeah? Well so can I. BRING IT!"
Game development and other sundry.
Every time I hear "Handlebars" on the radio, when I hear the line...
I can make computers survive aquatic conditions....I just feel like saying, "Oh yeah? Well so can I. BRING IT!"
The hypothesis: When we make it more convenient to be a pirate than it is to be a legitimate customer, otherwise legitimate customers will turn to piracy.
We should not be punishing our customers for the actions of those who are not our customers. This makes absolutely no sense. When a legitimate customer has to suffer more inconvenience, frustration, or worse -- degraded content quality -- because of our anti-piracy mechanisms, they will turn to circumvention and non-legitimate sources for our content. The more they have to do this, the more familiar and comfortable they will be with doing so in the future.
We must always strive for a quality user experience at all levels -- including access to our content, installation of our content, and day-to-day use of our content. Remember: Our customers are the ones who paid for our content. We need to take good care of them, and let them know that we appreciate their business.
In a nod to the power of gaming in modern culture, Merriam-Webster has chosen "w00t" as their 2007 Word of the Year. While I'm not especially fond of l33t (and, in fact, tend to use the number-free spelling of the word), I am thrilled that "w00t" beat out the alleged verb, "facebook." Personally, I feel embarassed for all eight people who submitted (largely differing) definitions for "facebook," and I think that they should be damned to a special hell where they must spend the rest of eternity listening to conference lectures by Web 2.0 evangelists.
If you run the main webpage for a piece of open source software, there should be a very clear, concsise explanation of what that software is on the front page, prominently displayed, where anyone can find it. I appreciate that a lot of open source developers like to maintain a development blog on the front page. That's fine. But, there should be something on that page that immediately indicates to a newcomer what on earth she has found. Release notes aren't of much use to someone who has never touched your software before.
"The award-winning Web browser is now faster, more secure, and fully customizable to your online life. With Firefox 2, we’ve added powerful new features that make your online experience even better"
"GIMP is the GNU Image Manipulation Program. It is a freely distributed piece of software for such tasks as photo retouching, image composition and image authoring. It works on many operating systems, in many languages."
"Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License."
The Free, Cross-Platform Sound Editor
Audacity is free, open source software for recording and editing sounds. It is available for Mac OS X, Microsoft Windows, GNU/Linux, and other operating systems. Learn more about Audacity...
"Bugzilla is server software designed to help you manage software development."
"jMonkeyEngine 1.0 release candidate 1 has been released."
"GForge helps you manage the entire development life cycle
GForge has tools to help your team collaborate, like message forums and mailing lists; tools to create and control access to Source Code Management repositories like CVS and Subversion. GForge automatically creates a repository and controls access to it depending on the role settings of the project."
"The purpose of this site is to provide a central Xfig repository for the diverse documentation and programs available on the web. All the components and libraries will be available at this site, in addition to Xfig drawings."
We programmers like to think of most game design information as just data. Game design tools are just glorified data entry tools, when it comes down to it. Most of this stuff could be done in a good spreadsheet program. We like to think that as long as you provide all the means they need to put the data in the appropriate places somehow, it hardly matters what the path was like. This is a mistake.
I discovered a few years ago that my writing -- regardless of whether it's fiction or nonfiction -- is drastically better when I type my words than it is when I write them on paper. The reason for this is because I type faster than I write, I can change my words with greater ease, and I am afforded a greater latitude for writing in a non-linear fashion, as it suits me. Ultimately, a text editor in a computer provides a better flow for me than pen-and-paper does. Because of that flow, I am able to produce better work.
Game design is not just data entry. It's a creative process. It's like composing music. If the game designer has to spend a lot of time fighting with a clunky interface, it's going to disrupt her flow. She will produce less work, and it will be of lower quality. This lowers the quality of the resulting game, and reflects poorly on the entire team. We programmers should be providing opportunities for our team-mates to do the best work they possibly can. The tools we provide them should be a delight to use.
Now, if only someone cared that much about the tools I have to use...
Well, I must admit, I wasn't quite fair to Mr. Matthews, in this case. He not only got a clue, but he promptly turned around and tried to share it with Jack Thompson.
Earlier today, I listened to an interview between NBC's Chris Matthews and Karan Grewal, one of Cho Seung-Hui's apartment-mates. I was genuinely interested in what light Grewal could shed on the matters at hand, but unsurprisingly, Matthews was more interested in interrupting him, and pursuing his own agendas. Among other things, Matthews asked utterly irrelevant leading questions, in some kind of bizarre attempt to establish some kind of video game connection. I've provided a partial transcript, so you can see just how ridiculous this truly became:
Chris Matthews: Let me get into this video game thing. Do you know anything about Counter-Strike, as a video game?
Karan Grewal: Yes.
Chris Matthews: Was he into it?
Karan Grewal: But I, I never saw him play any videogames on his computer. Most of the time, like I said, he just WROTE on his computer. He had a word document open, and he just kept on typing away for... sometimes, you know, I'd see him typing at ten o'clock in the morning, and I'd come back at twelve, and he would still be there.
Chris Matthews: Let me ask you about... You have... Is there any culture at Virginia Tech about video games? Anything that guys talk about like video games like this Counter-Strike game?
Karan Grewal: Well, there's a lot of, uh, tournaments that, that, uh, people do by themselves, but... uh, there's no formal club, uh...
Chris Matthews: [interrupting] But what about the informal? The sub... Is there a SUBCULTURE around video games?
Karan Grewal: Not really. Uh, people are... some people are interested in it, some are not. There's no big culture about any kind of violent games or anything, no.
Chris Matthews: [interrupting] Let me ask you about...
Karan Grewal: [finishing] Mostly sports, I would think.
Chris Matthews: Mostly sports. So, mostly, if you talked about stuff, you'd talk about basketball, and stuff like that.
Karan Grewal: Exactly.