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Way, waaaay back in 1993, a German company released a game called The
Settlers for Commodore Amiga. I played the demo, and I've been hooked
ever since.
Put simply, the game involves building a thriving settlement. You don't
control the actual settlers (i.e., people) directly. Instead, you build
stuff. Put simply, each type of building takes one or more inputs and
transforms it into an output. For example, the goldsmith's hut takes
gold ore and coal as input, and produces refined gold as output.
Building an economy then consists of constructing the correct buildings.
Some items are easy to produce, while others require several buildings
to produce. Perhaps the hardest part of the game is remembering exactly
what all the buildings are and what they do; there's quite a few of them!
As you'd expect, it's not merely a case of constructing all the right
buildings, however. You also have to build an efficient network of roads
to connect them. The longer the road and the steeper the road, the
longer it takes for materials to traverse it. So ideally you want to
build related buildings close together. Then you can adjust the
priorities of which materials to transport first, which ones to store,
what percentage goes to each building, etc. (E.g., coal is used by
several buildings. You can set what percentage goes to the iron works
and what percentage to the goldsmith.)
However, some buildings harvest natural resources, which only exist in
certain places, which dictates where the buildings have to be put. And
you only have a finite amount of space available; sometimes there just
isn't room to put a building near the previous processing step in the
chain. And then of course, your land might not /have/ one of the
resources you need, in which case you need to expand your territory,
which requires a whole /other/ sequence of buildings. Or perhaps you can
/trade/ for the items you need, which requires yet other buildings and a
neighbour willing to trade.
Now it wouldn't be too hard to knock up a program which displays a grid
and lets you put boxes representing processing steps onto that grid, and
lets you draw lines connecting them, and simulates the flow of materials
through the system. But that would be incredibly dull.
Arguably one of the most captivating things about The Settlers is the
amount of detail the designers poured into it. Yes it's 1993, so the
graphics are a bit chunky. But every single building looks different.
Every single type of worker looks different. You can visually /see/
materials moving from place to place. And every single worker has a
different animation, and usually one or two sounds.
The woodcutter comes out of his hut, and walks to the nearest tree. He
hits the trunk 3 times with his axe. Bang. Bang. Bang. The tree falls
down. Crash. He then strips the branches off. He hits the trunk three
times, and a few branches fall off. He hits it three more times, and
more branches fall off. He hits it three more times, and the last few
branches fall off. He then picks up the trunk and walks back to his hut,
leaving behind a tree stump and a pile of discarded leaves. Over time,
the leaves disappear, and eventually so does the trunk.
Set a baker to work, and you get to see him pick up the sack of flour on
his doorstep and take it inside. Then through the window you see him
kneading the dough. Then he comes out with a loaf of bread on a wooden
paddle, and puts it into the stone oven. Then he stands there, paddle in
hand, watching as white smoke billows out of the chimney. After a while,
the smoke stops, and he puts the paddle in and brings the bread out. It
deposits it on the doorstep, and it continues steaming for a moment. And
then a carrier comes and takes it away to the next building.
The level of detail is staggering. This game comes on two 720KB
double-sided double-density floppy disks. (Double-density is the one
that came /before/ high-density. DD = 720KB, HD = 1.44MB.) And yet there
are animations for almost every single trade. Stonecutters cut at stones
with a pickaxe. Woodcutters fell trees. Farmers sprinkle grain on the
fields, and then reap it with scythes. Foresters dig a hole, deposit a
tree into it, and then carefully pack the earth around it. Windmill's
sails turn when they're milling bread. Sheep farmers release sheep,
periodically bring them food, and then gather up a sheep and bring it
outside.
And there are sounds too. As well as the in-game music [which is now
permanently burned into my skull like the INSERT CREDITS message on an
arcade video game], there is the constant sound of birds chirping, the
wind in the mountains, the babbling of streams, and other environmental
sounds. (Depending on where you're looking.) Then there's the hammering
of blacksmiths, the sawing of sawmills, the trundle of windmills
turning, the patter of farmers scattering seeds, the sound of charcoal
burners coughing their lungs up, the bleating of lambs at the sheep
farm, the sound of mining carts being driven, etc.
Once your settlement really gets going, there's so much happening that
sometimes you just have to sit back and watch in fascination as all your
settlers busily go about their work. It's mesmerising to watch
sometimes. And I should probably point out that a "quick" game is one
that takes "only" an hour. Games are measured in multiple hours. Once
you start playing, you utterly lose track of time...
It's actually quite impressive that this game is possible at all. As I
said, it comes on 2 x 720KB disks. The machine it runs on is powered by
a 7MHz Motorola 68000 (that's 16-bit, not 32-bit) with 1MB of RAM. The
game does not come with hand-crafted "maps". Rather, it uses a fractal
algorithm to generate a (repeating) map from a "random seed" number.
That saves on disk space, but the computer's RAM still has to hold the
entire map.
Let's consider for a moment what the map contains.
- The location of every individual tree, and its state of growth. (When
you plant new trees, they start off tiny, and gradually get bigger,
until they're ready to be felled.)
- The location of every tree stump and pile of leaves, and how long
they've been there so they can be removed after a while. (Remember, when
you cut a tree down, the stump and the leaves stay there for quite some
time. And no, not just if it's on-screen. Scroll to a woodcutter you
haven't looked at for 20 minutes and you'll see tree stumps and piles of
leaves around the place.)
- The location and size of every stone pile.
- The location and maturity state of every wheat field.
- The location of all the fish stocks and how depleted they are.
- The location of all the mineable ores and how depleted they are.
- The location of every individual unit of every type of material you
currently possess.
- The location and animation state of every building and every
individual settler.
What's more, not only is 1MB of RAM enough to actually /store/ all this
data, but the puny CPU is man enough to /update/ it all in realtime.
Quite apart from all the things that can get depleted or that mature
over time, and all the animation cycles that need to update, just thing
about route-finding.
If I build a goldsmith, every unit of gold ore that I possess will be
diligently transported towards the new goldsmith's hut. If I build two,
every unit of gold gets transported towards the "nearest" one. Bear in
mind that "nearest" means taking into account my road network, which
might actually make it quicker to travel to a goldsmith that's
physically more distant because it's topologically more close. (Or
because the roads are flatter, so there's a lower route cost. Or because
one route is more congested than another. Or...)
When I finish a new building, one settler is selected, walks to the
nearest place where a suitable tool can be found, picks up that tool and
turns into the specified type of worker, and then walks to the new
building. That's a fairly hoopy piece of AI right there, if you really
think about it. I've got 200 settlers; how does the game engine decide
which one to pick, which warehouse to get the tool from, and what route
to walk to the warehouse and then how to get to the destination building?
On top of all that, the game gives you detailed statistics about your
performance. You can see exactly how many units of every possible item
you have, and view a history of standing volume for the last 5 hours.
The game is /storing/ that data somehow. Then you can see how many of
each type of building you have, and navigate to each one. You can also
see how many are built, and how many are under construction. You also
get a complete breakdown of which types of workers you currently have,
and again a historical graph over time.
It's perhaps worth mentioning that it's impressive what you can do with
32-colour graphics. The game runs at TV scan rates (depending on whether
you bought a PAL Amiga or an NTSC Amiga), with a screen size of 320x256
(PAL) or 320x200 (NTSC) pixels, and any 32 colours from 4096
possibilities. The Amiga does of course have digital sound, which is why
the geologists shout "yipee!" in a quirky chipmunk voice when they find
gold, rather than just producing an electronic bleeping sound.
Because of the way the "food chain" of material processing is set up,
the game tends to progress forward in stages. Much like the human body
is made up of different "systems", the game has buildings or groups of
buildings which perform different functions. There are systems for
generating building materials, for mining ores, for building weapons and
tools, for producing food, for storing surplus materials, for trade, for
expanding territory, and for warfare. Many of these systems depend on
what natural resources you have access to.
You begin the game with a single building planted in the middle of
nowhere, and a small stock of materials. Your land consists of
everything within a certain radius of your central castle. Everything
outside your borders is black; you cannot see what's out there. Like
everything else, you expand your territory by constructing buildings -
in this case, guard huts. When a knight occupies one, your border moves
outward, and after a second or two the darkness gradually lifts. Now you
get to see whether you've obtained anything worth having.
Usually you quickly run out of swords, and so cannot recruit any more
knights. At this point, you can no longer expand. If you haven't found
iron ore, you have a problem. If you have, you can make more swords and
continue your expansion.
If you're playing against a non-zero number of opponents, then at some
point you'll expand and realise you're now up against an enemy border.
Or maybe they'll expand and come into your field of view. (You can see
slightly beyond your border, but not very far.) This is usually when you
realise that they're doing way, way better than you are, and you're
going to get wiped off the map. ;-)
This situation then develops into either a trading relationship, or
(more usually) into a warfare situation. In war, whoever has the most
knights and the most gold wins. (Although the defender always has the
advantage over the attacker, all else being equal.) Usually the enemy
can kick out knights at a seemingly endless rate, while you just can't
produce them fast enough. And so you loose.
If you do win though, you can capture their guard huts, whereupon that
territory becomes yours, and any buildings on it graphically burn to the
ground. (So that's /another/ thing the game engine has to track.) After
a while the buildings start disappearing, and you can build on the land.
Note that if your enemy captures your land, and you almost immediately
capture it back, your buildings are still ruined. This is especially bad
if you're struggling for building materials.
When land is captured, all the settlers on it run to find safe
territory. If the last scrap of land belonging to a team is captured,
the settlers wander around at random. If a settler stays off friendly
territory too long, they die. They emit a little chipmunk squeal, and a
little white ghost flies up into the air and vanishes. So if you capture
all the land of a large settlement, after a while you get treated to the
spectacle of mass settler death.
(It's a bit like Lemmings. You know, the bit where you trap fifty
thousand lemmings in a space twenty pixels wide, and then select "nuke".
And they all cry "f-f-five! f-f-four! t-t-three! t-t-two! o-o-one! OH
NO!!" and start frigging /mining/ down to the center of the map. Don't
look at me like you never did that. ;-) We all know you did...)
Later, they made several versions of The Settlers for PC. These were
imaginatively named The Settlers II, The Settlers III and The Settlers
IV. I'm fairly sure my dad and I have played them all.
With each new release, the graphics and sound got better, and the
program reliability got worse. All these games still use a fixed
isometric view with fake 3D perspective. In the later ones the graphics
are clearly offline 3D rendered rather than hand-drawn.
Each game has different buildings with different production chains. Each
time you play a new one, you have to spend a week or two relearning
which building does what and which goods you need, etc. However, the
core gameplay itself remains nearly identical.
They're been back and forth over whether you need to manually build
roads; in some versions, the settlers work out their own routes.
Gradually the walking of feet wears down the grass revealing bare mud.
Further walking causes the path to callus over into a paved road.
(Because that's how you build roads, right?) If a path isn't used for a
long time, it gradually reverts back to mud, and then grass grows over it.
Most later versions of TS require you to build "residences" in order to
produce settlers themselves. Depending on the version, settlers die or
at least stop working if there are insufficient residences. (In TS1, you
just got more settlers whenever you built more stuff.)
Some versions of The Settlers let you play as several different races.
For example, TS4 has the Romans, the Mayans and the Vikings. Each race
uses construction materials in different proportions, and each race uses
a different food in which to worship the Gods, having a different (but
functionally similar) production chain. There's a forth non-playable
race ("the dark tribe") who are always AI-controlled.
TS4 was also nice in that it comes with a level editor. Which doesn't
suck that much, surprisingly. But sadly, TS4 quit working once I
installed a dual-core CPU. The same instantly crashes on launch. As it
is, you have to search around the publisher's website and manually
download and manually apply several "patches" to fix some of the
ridiculous launch-day bugs the game had. Stuff like certain buildings
not actually being functional. (!)
And then The Settlers: Heritage of the Kings came out. The newly-styled
title tells you that something's up. Now I've never actually played or
even seen this game. But I gather that fan reaction to it was
overwhelmingly negative. As I say, the previous four games have all been
more or less identical but for the cosmetic details and the fine detail
of the individual building types. But this release was apparently quite
radically different.
So it was with some trepidation that I started playing The Settlers 7:
Paths to a Kingdom.
The first thing I noticed is that because it's now published by Ubisoft,
it was that utterly retarded DRM system which /insists/ that you must be
connected to the Internet at all times or it won't let you play. Urgh.
So you have to create an online user account before you can even /run/
the game.
The next thing that I noticed is how hard it pushes all the online stuff
in your face. It /demands/ that you create a globally-visible online
player profile, and screams at you about how you could be playing online
/right now/ against a real human opponent.
No thank you. :-P
I'm not the slightest bit interested in online gameplay. I'd much rather
play offline. Fortunately that is still an option... for now. (I have to
wonder for how much longer, however.) Even then, if still screams at you
about how there's all this DLC you could be buying. And if you get an
"achievement", it demands your Facebook username and password so it can
spam all your friends. (Fortunately, you can cancel out of that.)
In short, it's been smothered in a crockload of corporate bollocks. But,
if you try hard enough, you can still get to the actual /game/.
It used to be that you typed in a random seed number, got planted in a
new randomly generated map which in all likelihood no other human had
ever played, and started exploring the blank canvas. Later games had
"missions" with human-crafted levels with vague open-ended objectives
for you to complete. You sometimes even started with more than one
building already built (which usually irritated me).
In this latest instalment, it begins with an epic prerendered scenematic
about how you've been sent to retake the old kingdom and make it once
more great... or some lame nonsense like that. I wasn't really paying
attention. Essentially you're playing a series of tutorial levels. Which
is what a game of this complexity could do with, to be honest.
You remember Clippy, the Microsoft paperclip? He of the infamous "It
looks like you're writing a letter! Would you like me to completely
bollocks it up for you?" Well this tutorial has one of those. His
character animation just repeats mouthing the same words over and over
again, while some bad voice acting delivers the actual lines, which are
displayed on the screen anyway. (And occasionally don't match the spoken
words.)
I mean, sure, I get it, it's a tutorial. But please, spare me trying to
pretend it's part of some epic saga. Just TELL ME how to operate the
controls. Don't feed me some prattle about "Excellent, my lady. Good
navigation is fundamental to good kingdom rule." You just showed me how
to use the mouse to move the camera FFS! Get ON with it!
So, the first big change to gameplay is that it's fully 3D now. Yep, you
can look at your stuff from any angle. You can also zoom in and zoom out
now.
This also means that /finally/ we have a slightly more convincing build
animation. Every singe TS1, builders build buildings by walking up to
the building and hammering on thin air. As they do this, a picture of a
timber frame slowly reveals from bottom to top, followed by a picture of
a finished building revealing in the same way. In TS7, we get actual
timbers appearing one by one, in a cloud of brown dust. It's not /much/
more convincing (especially the way the timber frame instantly turns
into a finished building at the end), but it's a start. Oh, and the
builders still hammer on thin air. ;-)
Perhaps because these are tutorial missions, you always start off with
half a dozen buildings already built. Which means you have to spent five
minutes figuring out what you've already got before you can decide what
you need to make. It's a bit irritating, but it seems to diminish in the
later missions.
The really big change, of course, is the land. It used to be that you
started in the center of a vast blackness, and you set out to explore
it. You decide where to locate stuff, how to connect it, and so forth.
All of this is gone now. Instead, you have a network of "sectors".
There's a minimap constantly showing you all the sectors, who owns each
one, and how they're connected. A network of pre-existing roads runs
through these. (Indeed, some sectors are divided on the ground by
rivers, and have bridges across them. Hint: You can't build bridges.)
Each sector has one guard hut in it, and a predefined set of
"fortifications" which start as ruins and which you can optionally
rebuild, repair and upgrade.
In short, the land is already explored, already parcelled up into
sectors, all the roads connecting them are already build, all the guard
huts are already built, and some of the defences are already built. All
of these things have already been decided by the level designer, and you
are powerless to change them. You can also see all the land, right from
the start, so you can go see what your enemies are doing. So much for
the thrill of exploration, or the satisfaction of building a settlement
from nothing.
Obviously, you can only build stuff on sectors that you own.
Irritatingly, there are parts of the land which are not part of any
sector, and so can /never/ be built on by anybody. Isn't that wonderful?
You can also only conquer sectors in the order indicated by the minimap.
It doesn't /matter/ if, on the ground, it's easy to walk from sector A
to sector C. If the minimap says you have to go through sector B, then
you have to conquer B first. And let me tell you, often the minimap
doesn't seem to relate very closely at all to what's actually on the
ground. (Some of the placements of cliffs, rivers, etc. also look highly
unnatural and are /obviously/ just to divide the rolling landscape up
into neat little sectors.)
Aside from the first few missions, it seems that gameplay now /revolves/
around beating your opponents. In earlier games, warfare was usually
something that didn't happen until a game was well under way. Here it
seems to be the main goal for play. If you don't start producing
soldiers immediately, your AI opponents certainly will.
Perhaps most irritating of all, the way you win has changed. It used to
be that you played until you got bored, or you played against the AI and
you win when you've captured all their land. But in this new game, you
win by accumulating arbitrarily-defined "victory points". Like, if I
have 25 units of gold sitting around doing nothing, I get a victory
point for that. If I actually /use/ that gold to do something useful, I
lose the victory point. The first person to accumulate X victory points
wins. (Assuming they can hold onto them for 120 seconds.)
It's daft watching a scenematic of a hooded monk promising death on the
battlefield, and then playing a game where all I actually do is mine /a
lot/ of gold, and then seeing my triumphant character taunt that we are
victorious in battle. There hasn't /been/ a battle! I didn't even /have/
any soldiers! In a *real* game of The Settlers, I'd have lost miserably.
But here, in this new-fangled thing, apparently that's good enough to
win. Go figure...
In a similar way, there are certain buildings that you can't build until
you "unlock" them by having a certain amount of "prestige". (You get
this by building certain /other/ buildings which do nothing except take
up space, and which require a lot of resources.)
You can also use priests to research "technologies" such as making your
mines go faster or making your soldiers harder to beat. To do this, you
have to produce enough priests of the correct types and wait 60 seconds
for them to do their work. There's a whole minigame of noughts and
crosses where only one team can own a given technology, you get it by
sending priests, you can only research technologies connected to ones
you've already obtained, other players can send more priests than you to
out-bid you for a given technology, etc. Oh, and the most expensive
technology in the center just gives you a victory point. Since once a
technology is gone, it's gone, if you get this victory point nobody can
ever take it away from you. (Or rather, WHEN YOUR OPPONENT gets this...)
There's a nearly identical minigame for "trade". You have to recruit
traders and send the right number and type of traders to "establish
trading posts" along predefined routes. Again, only one player can own a
given trading posts, and once it's gone it's gone. Here the reward for
owning a trading post is that you can then exchange X units of one good
for Y units of some other good. If you have enough traders, that is. Oh,
and some trading posts don't let you trade anything, they just give you
a victory point.
In the old days, the AI would always start out with way more soldiers
than you. But if you could produce soldiers really fast, you could still
crush them. Today, the AI can research all 25 technologies and discover
all 32 trading posts within minutes of starting the game, before you've
had a change to even build a church never mind recruit any priests, and
they've now buggered up the technology board and the trade board for you
permanently. They've also got four victory points which can never be
taken away. If you need four to win, it's now game over.
I can't help feeling that they've added all these things to make The
Settlers "more like X". I just can't figure out exactly what X is. Then
again, I don't play that many computer games...
And then there's the crashing. The game has flat-out crashed to the
desktop at least three times now. And when you consider that a single
game can take several hours to play, this is infuriating beyond
description. The total lack of a pause button is also annoying and
utterly unnecessary - especially when you consider that the Facebook
messages the keep popping up manage to pause the game just fine. :-P
But the worst stability problem is "slow mode". From time to time, the
game will just randomly enter slow mode. When this happens, the frame
rate crashes, bits of buildings or landscape flicker between visible and
invisible, and stray polygons sometimes flicker around the place. I've
discovered that if you tilt the camera the right way, you can sometimes
make it go away. Or sometimes it just fixes itself after a while. And
then the game will play normally again. Even so, it's utterly
infuriating to have paid money for a game and not be able to actually
/play/ it. All the controls become so unresponsive while it's in slow
mode...
(The game launcher checks for updates every single time you start the
game. The first time I ran it, it found 1 update, downloaded it,
"failed" to install it, and it's never found any updates since. So
presumably it's a known problem that Ubisoft just can't be bothered to
actually fix. All my /other/ games run just fine. :-P Only TS7 has
problems.)
It is perhaps a testament to the addictive power of the original game
that not only did it survive to its 7th incarnation, but that /in spite/
of all the pointless crap they've lumped on top of it, despite how badly
they've ruined the concept and messed up the gameplay, and even
considering how buggy it's now become, I /still/ can't stop playing it.
It's like when Westlift did a version of Uptown Girl. It's a special
kind of song that can be covered by one of the worst bands in the world
and /still/ sound decent...
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history, tl;dr, lol :D
(Seriously, though, I hope you published this book also in a more
permanent location than just here, where it will disappear in a couple
of weeks...)
--
- Warp
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On 05/04/2012 04:22 PM, Warp wrote:
> history, tl;dr, lol :D
Yeah, that's pretty much the reaction I was expecting. The only
surprising thing is that it took this long. ;-)
> (Seriously, though, I hope you published this book also in a more
> permanent location than just here, where it will disappear in a couple
> of weeks...)
Nah, who cares? If nobody reads it here of all places, then nobody on
Earth is ever going to want to read it. :-P
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On 05/04/2012 4:48 PM, Invisible wrote:
> Nah, who cares? If nobody reads it here of all places, then nobody on
> Earth is ever going to want to read it. :-P
I think that you should put it on your blog. I found it interesting
enough to wander down memory lane. Thinking about the first computer
game I played. It was called Kingdom, it was text based and I played it
on a PDP-11. A similar idea to The Settlers but much simpler. You
decided how much of the grain harvest you would let the farmers keep for
planting next years crop, how much you would sell and how you would
spend your tax money. Then I thought of the first (of two) PC game I
bought. It was the Hitchhiker's guide to the Galaxy. So I went off to
the BBC site to play it. Bugger me if it did not remind me of how
useless I am at games and didn't even get out of Arthur Dent's bedroom
before I got bored.
You have a good writing style so you should keep it available for an
interesting party to read.
--
Regards
Stephen
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>> Nah, who cares? If nobody reads it here of all places, then nobody on
>> Earth is ever going to want to read it. :-P
>
> I think that you should put it on your blog.
I might do. Of course, there it has even /less/ chance of ever being read...
> I found it interesting
> enough to wander down memory lane. Thinking about the first computer
> game I played.
It's hardly the /first/ - that would be The Great Big Enormous Turnip, a
preschool educational title that mum bought for our Sinclaire ZX
Spectrum. ;-)
> Bugger me if it did not remind me of how
> useless I am at games and didn't even get out of Arthur Dent's bedroom
> before I got bored.
Haha! You know it's true. ;-)
> You have a good writing style so you should keep it available for an
> interesting party to read.
Oh hell, if an /interesting/ party were to read it, that would be great.
(I presume you meant "interested"...)
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On 05/04/2012 04:22 PM, Warp wrote:
> (Seriously, though, I hope you published this book also in a more
> permanent location than just here, where it will disappear in a couple
> of weeks...)
I do enjoy writing. The hard part is finding anybody who actually wants
to read it...
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>> You have a good writing style so you should keep it available for an
>> interesting party to read.
>
> (I presume you meant "interested"...)
In other news, I tend to overuse the ellipsis.
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Orchid Win7 v1 <voi### [at] dev null> wrote:
> I do enjoy writing. The hard part is finding anybody who actually wants
> to read it...
Nowadays YouTube videos are probably more popular than blog posts.
Try making one of those.
(Of course you need a good camera, a good microphone, a video editing
software and experience on how to use it in order to make the video more
interesting, eg. by splicing footage from the game or whatever subject
you are talking about, and so on.)
--
- Warp
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>> I do enjoy writing. The hard part is finding anybody who actually wants
>> to read it...
>
> Nowadays YouTube videos are probably more popular than blog posts.
> Try making one of those.
Mmm, I had actually thought about that. Not for /this/, obviously. (I
don't have any way to run the original game, for example.) But for
other topics, some of them would really suit a visual medium.
> (Of course you need a good camera, a good microphone, a video editing
> software and experience on how to use it in order to make the video more
> interesting, eg. by splicing footage from the game or whatever subject
> you are talking about, and so on.)
Trouble is, videos are limited to a maximum of 5 minutes. How much
interesting stuff can you possibly say in that length of time?
OK, I lied. The /real/ problem is that I talk like a mentally retarded
person... >_<
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On 05/04/2012 6:41 PM, Orchid Win7 v1 wrote:
>>> Nah, who cares? If nobody reads it here of all places, then nobody on
>>> Earth is ever going to want to read it. :-P
>>
>> I think that you should put it on your blog.
>
> I might do. Of course, there it has even /less/ chance of ever being
> read...
>
You never know. You might become famous.
>> I found it interesting
>> enough to wander down memory lane. Thinking about the first computer
>> game I played.
>
> It's hardly the /first/ - that would be The Great Big Enormous Turnip, a
> preschool educational title that mum bought for our Sinclaire ZX
> Spectrum. ;-)
>
When you were two years old?
>> Bugger me if it did not remind me of how
>> useless I am at games and didn't even get out of Arthur Dent's bedroom
>> before I got bored.
>
> Haha! You know it's true. ;-)
>
Don't I just.
It is a big disappointment to me. Minesweeper is my limit.
>> You have a good writing style so you should keep it available for an
>> interesting party to read.
>
> Oh hell, if an /interesting/ party were to read it, that would be great.
> (I presume you meant "interested"...)
I did but an interesting party would be better. ;-)
(.) (.) #-)
--
Regards
Stephen
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On 05/04/2012 7:45 PM, Orchid Win7 v1 wrote:
>
> OK, I lied. The /real/ problem is that I talk like a mentally retarded
> person... >_<
No you don't. You may feel that but you sound normal.
Make a script and practice so you don't stumble.
--
Regards
Stephen
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Orchid Win7 v1 <voi### [at] dev null> wrote:
> > (Of course you need a good camera, a good microphone, a video editing
> > software and experience on how to use it in order to make the video more
> > interesting, eg. by splicing footage from the game or whatever subject
> > you are talking about, and so on.)
> Trouble is, videos are limited to a maximum of 5 minutes. How much
> interesting stuff can you possibly say in that length of time?
What videos?
Even with a limited account the maximum length of a YouTube video
is 15 minutes. Most accounts are unlimited though, and there's virtually
no length limit. (There literally are videos of over 10 hours on YouTube.
The only limit is file size, at something like 2GB, not video length.)
--
- Warp
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>> Trouble is, videos are limited to a maximum of 5 minutes. How much
>> interesting stuff can you possibly say in that length of time?
>
> What videos?
>
> Even with a limited account the maximum length of a YouTube video
> is 15 minutes. Most accounts are unlimited though, and there's virtually
> no length limit. (There literally are videos of over 10 hours on YouTube.
> The only limit is file size, at something like 2GB, not video length.)
Interesting. I was told [I don't recall by who] that it's limited to 5
minutes, to stop people posting entire movies. (Not that this stops
anybody; they just chop it into 5-minute chunks and number them!)
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>> OK, I lied. The /real/ problem is that I talk like a mentally retarded
>> person... >_<
>
> No you don't. You may feel that but you sound normal.
> Make a script and practice so you don't stumble.
I watched a video of a gathering I attended once. Everybody else is
"talk talk talk talk". And then I'm starting there, "taaaalking
reeeeaaaally slooooowlyyyyy". It was infuriating to listen to. Everybody
else managed to utter a dozen sentences in the time it took me to say
one. Jesus, no wonder everybody I meet thinks I'm a moron!
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On 5-4-2012 19:50, Orchid Win7 v1 wrote:
> On 05/04/2012 04:22 PM, Warp wrote:
>> (Seriously, though, I hope you published this book also in a more
>> permanent location than just here, where it will disappear in a couple
>> of weeks...)
>
> I do enjoy writing.
pity you did decide not to go into research.
BTW settlers is the reason I stopped playing games on the computer.
Two reasons: it took too much time and at some point when trying to get
some sleep I was still seeing these guys walking around on the inside of
my eyelids.
Positive point: I used to play it also with my brother.
--
tip: do not run in an unknown place when it is too dark to see the
floor, unless you prefer to not use uppercase.
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> You never know. You might become famous.
Ha! Yeah. :-P
But I'm /already/ the POV-Ray mascot. Isn't that famous? :-P And of
course, /now/ I'm fat-32. :-S
>> It's hardly the /first/ - that would be The Great Big Enormous Turnip, a
>> preschool educational title that mum bought for our Sinclaire ZX
>> Spectrum. ;-)
>
> When you were two years old?
Well, slightly older than that, but yeah.
>>> Bugger me if it did not remind me of how
>>> useless I am at games and didn't even get out of Arthur Dent's bedroom
>>> before I got bored.
>>
>> Haha! You know it's true. ;-)
>>
> Don't I just.
> It is a big disappointment to me. Minesweeper is my limit.
Minesweeper is actually surprisingly hard. I suck at that...
>> (I presume you meant "interested"...)
>
> I did but an interesting party would be better. ;-)
I agree.
> (.) (.) #-)
Apart from the final close-bracket, this is a valid Haskell expression.
Isn't that wonderful? (Of course, it doesn't actually type-check, since
the type of (.)(.) is (a1 -> b -> c) -> a1 -> (a -> b) -> a -> c,
whereas the type of #- is Int# -> Int# -> Int#.)
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>> I do enjoy writing.
>
> pity you did decide not to go into research.
Are you kidding me? I *suck* at research! :-S
> BTW settlers is the reason I stopped playing games on the computer.
> Two reasons: it took too much time
Well, it /does/ take a hell of a long time, yes.
> and at some point when trying to get
> some sleep I was still seeing these guys walking around on the inside of
> my eyelids.
Haha! Try spending a week skiing. After a while, you say in bed trying
to sleep, and you swear you can feel skis on the ends of your legs,
pulling them this way and that as they run over the crisp snow... mmm...
Alternatively, try playing HalfLife 2. Ravenholm gave me nightmares.
(Gotta love the way it's the level you're going to spend the longest
time playing, because it's so ridiculously hard that you'll never get
past it...)
> Positive point: I used to play it also with my brother.
Yeah, me and my dad are both addicts. It's one of the very few computer
games he actually plays. The other one is freecell. You know, the shitty
one that comes with Windows? Yeah, that. He's got an Access database
tracking which game IDs he's solved and everything.
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On 5-4-2012 22:19, Orchid Win7 v1 wrote:
>>> I do enjoy writing.
>>
>> pity you did decide not to go into research.
>
> Are you kidding me? I *suck* at research! :-S
That is not a problem. Let somebody else do the work and you write it
down, that is a win win combination.
I wish it wouldn't but nowadays writing papers is much more important
that doing good research.
--
tip: do not run in an unknown place when it is too dark to see the
floor, unless you prefer to not use uppercase.
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On 05/04/2012 9:14 PM, Orchid Win7 v1 wrote:
>> It is a big disappointment to me. Minesweeper is my limit.
>
> Minesweeper is actually surprisingly hard. I suck at that...
>
Different strokes for different folks.
>>> (I presume you meant "interested"...)
>>
>> I did but an interesting party would be better. ;-)
>
> I agree.
>
>> (.) (.) #-)
>
> Apart from the final close-bracket, this is a valid Haskell expression.
> Isn't that wonderful? (Of course, it doesn't actually type-check, since
> the type of (.)(.) is (a1 -> b -> c) -> a1 -> (a -> b) -> a -> c,
> whereas the type of #- is Int# -> Int# -> Int#.)
I knew that, of course. </lie>
--
Regards
Stephen
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On Thu, 05 Apr 2012 18:41:50 +0100, Orchid Win7 v1 wrote:
> I might do. Of course, there it has even /less/ chance of ever being
> read...
It's not just about it being read, it's about having writing samples
available should you decide to look for work in writing. Well-written
writing samples are always good to have for a portfolio.
Jim
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On Thu, 05 Apr 2012 21:08:56 +0100, Orchid Win7 v1 wrote:
>>> OK, I lied. The /real/ problem is that I talk like a mentally retarded
>>> person... >_<
>>
>> No you don't. You may feel that but you sound normal.
>> Make a script and practice so you don't stumble.
>
> I watched a video of a gathering I attended once. Everybody else is
> "talk talk talk talk". And then I'm starting there, "taaaalking
> reeeeaaaally slooooowlyyyyy". It was infuriating to listen to. Everybody
> else managed to utter a dozen sentences in the time it took me to say
> one. Jesus, no wonder everybody I meet thinks I'm a moron!
Everybody thinks they sound weird unless they've spent time watching and/
or listening to recordings of themselves. It has to do with the way your
voice resonates in your own bones when you talk.
I think I talk at a fairly normal speed, but most people think I tend to
talk way too fast.
Jim
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On Thu, 05 Apr 2012 21:19:14 +0100, Orchid Win7 v1 wrote:
>> pity you did decide not to go into research.
>
> Are you kidding me? I *suck* at research! :-S
Arguably, things that you're actually interested in you research really
well.
Jim
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On 05/04/2012 9:08 PM, Orchid Win7 v1 wrote:
>>> OK, I lied. The /real/ problem is that I talk like a mentally retarded
>>> person... >_<
>>
>> No you don't. You may feel that but you sound normal.
>> Make a script and practice so you don't stumble.
>
> I watched a video of a gathering I attended once. Everybody else is
> "talk talk talk talk". And then I'm starting there, "taaaalking
> reeeeaaaally slooooowlyyyyy". It was infuriating to listen to. Everybody
> else managed to utter a dozen sentences in the time it took me to say
> one. Jesus, no wonder everybody I meet thinks I'm a moron!
Well, if you remember we have met. And you seemed almost normal to me. :-P
I don't think that I've ever met anyone who does not hate the sound of
their own recorded voice.
Trust me it is not as bad as you think.
--
Regards
Stephen
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>> I might do. Of course, there it has even /less/ chance of ever being
>> read...
>
> It's not just about it being read, it's about having writing samples
> available should you decide to look for work in writing. Well-written
> writing samples are always good to have for a portfolio.
Well, yes, there's always that...
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>>> (.) (.) #-)
>>
>> Apart from the final close-bracket, this is a valid Haskell expression.
>> Isn't that wonderful? (Of course, it doesn't actually type-check, since
>> the type of (.)(.) is (a1 -> b -> c) -> a1 -> (a -> b) -> a -> c,
>> whereas the type of #- is Int# -> Int# -> Int#.)
>
> I knew that, of course. </lie>
Heh. I sound like one of those guys who looks at a pair of boobies and
makes some comment about biology or evolution or something, while all
the other men in the room are thinking "mmm, boobies..."
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>> Are you kidding me? I *suck* at research! :-S
>
> Arguably, things that you're actually interested in you research really
> well.
As best as I can tell, "research" isn't about actually finding stuff
out. It's about compiling long complex lists of citations to
impressive-sounding journals. I've never actually /seen/ a journal in my
life!
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> I wish it wouldn't but nowadays writing papers is much more important
> that doing good research.
I can believe it.
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On Thu, 05 Apr 2012 23:33:16 +0100, Orchid Win7 v1 wrote:
>>> Are you kidding me? I *suck* at research! :-S
>>
>> Arguably, things that you're actually interested in you research really
>> well.
>
> As best as I can tell, "research" isn't about actually finding stuff
> out.
I do a fair bit of research on various topics, and IME, it certainly
is. :)
> It's about compiling long complex lists of citations to
> impressive-sounding journals. I've never actually /seen/ a journal in my
> life!
Get thee to a library henceforth! ;)
Jim
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Em 05/04/2012 17:08, Orchid Win7 v1 escreveu:
>>> OK, I lied. The /real/ problem is that I talk like a mentally retarded
>>> person... >_<
>>
>> No you don't. You may feel that but you sound normal.
>> Make a script and practice so you don't stumble.
>
> I watched a video of a gathering I attended once. Everybody else is
> "talk talk talk talk". And then I'm starting there, "taaaalking
> reeeeaaaally slooooowlyyyyy". It was infuriating to listen to. Everybody
> else managed to utter a dozen sentences in the time it took me to say
> one. Jesus, no wonder everybody I meet thinks I'm a moron!
you know what's funnier? If you showed these people your long and
elaborate posts about haskell, they would be far more sure you are a
complete retard. :)
if you instead talked some non-sensical shit really slowly like a
demented marijuana user, you'd be really popular. :)
BTW, I'm about as much of a moron talk-wise. I don't see the point of
most social talking, I don't enjoy the subjects, so I simply don't
participate and instead come online to talk with other geeks like me. :)
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On 4/5/2012 11:45, Orchid Win7 v1 wrote:
> Trouble is, videos are limited to a maximum of 5 minutes.
They haven't been limited to 5 minutes for years.
> How much
> interesting stuff can you possibly say in that length of time?
http://www.escapistmagazine.com/videos/view/zero-punctuation
Talk fast!
--
Darren New, San Diego CA, USA (PST)
"Oh no! We're out of code juice!"
"Don't panic. There's beans and filters
in the cabinet."
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On 4/5/2012 13:12, andrel wrote:
> sleep I was still seeing these guys walking around on the inside of my eyelids.
I knew I was playing too much video games when I had dreams with crosshairs.
Or when I checked under the stairs for Deus Ex grackles.
Or when the baby starts crying in the restaurant and my first thought is
"gas arrow".
All true stories.
--
Darren New, San Diego CA, USA (PST)
"Oh no! We're out of code juice!"
"Don't panic. There's beans and filters
in the cabinet."
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On 05/04/2012 11:31 PM, Orchid Win7 v1 wrote:
> Heh. I sound like one of those guys who looks at a pair of boobies and
> makes some comment about biology or evolution or something, while all
> the other men in the room are thinking "mmm, boobies..."
But you are one of those guys. ;-)
Rejoice!
--
Regards
Stephen
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On 06/04/2012 2:26 AM, Jim Henderson wrote:
>> > It's about compiling long complex lists of citations to
>> > impressive-sounding journals. I've never actually/seen/ a journal in my
>> > life!
> Get thee to a library henceforth!;)
And hurry up before the current government closes them down.
And take ear plugs to cut out the incessant sound of keyboard clicking.
Our libraries are being turned into internet cafes and kindergartens.
--
Regards
Stephen
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On 6-4-2012 10:15, Stephen wrote:
> On 05/04/2012 11:31 PM, Orchid Win7 v1 wrote:
>> Heh. I sound like one of those guys who looks at a pair of boobies and
>> makes some comment about biology or evolution or something, while all
>> the other men in the room are thinking "mmm, boobies..."
>
> But you are one of those guys. ;-)
> Rejoice!
>
Now we know that he is even one of the guys that when someone puts the
expression
(a1 -> b -> c) -> a1 -> (a -> b) -> a -> c
on the blackboard, he will think "mmm, boobies..."
--
tip: do not run in an unknown place when it is too dark to see the
floor, unless you prefer to not use uppercase.
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On 06/04/2012 9:35 AM, andrel wrote:
> On 6-4-2012 10:15, Stephen wrote:
>> On 05/04/2012 11:31 PM, Orchid Win7 v1 wrote:
>>> Heh. I sound like one of those guys who looks at a pair of boobies and
>>> makes some comment about biology or evolution or something, while all
>>> the other men in the room are thinking "mmm, boobies..."
>>
>> But you are one of those guys. ;-)
>> Rejoice!
>>
>
> Now we know that he is even one of the guys that when someone puts the
> expression
> (a1 -> b -> c) -> a1 -> (a -> b) -> a -> c
> on the blackboard, he will think "mmm, boobies..."
>
>
In here, I sometime feel that I’ve walked into a Beckett play and have
just asked Lucky to think.
--
Regards
Stephen
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>> Trouble is, videos are limited to a maximum of 5 minutes.
>
> They haven't been limited to 5 minutes for years.
O RLY?
>> How much
>> interesting stuff can you possibly say in that length of time?
>
> http://www.escapistmagazine.com/videos/view/zero-punctuation
>
> Talk fast!
Oh yeah, AS IF there's any way I could match the genius of Yahtzee. Did
you know, that's guy's written a *book*? (You know, actually published
in actual bookshops?)
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Em 05/04/2012 07:47, Invisible escreveu:
> Way, waaaay back in 1993, a German company released a game called The
> Settlers for Commodore Amiga. I played the demo, and I've been hooked
> ever since.
>
> Put simply, the game involves building a thriving settlement. You don't
> control the actual settlers (i.e., people) directly. Instead, you build
sounds like all other strategy God-view game out there, including
Populous, Civilization and Simcity. Growing as an arcade button masher,
I yawn at those games... (yet weirdly enough I'm fond of text adventures
and japanese "RPGs")
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>> Put simply, the game involves building a thriving settlement. You don't
>> control the actual settlers (i.e., people) directly. Instead, you build
>
> sounds like all other strategy God-view game out there, including
> Populous, Civilization and Simcity.
Yeah, I tried Civilization once. It's more like playing a board game.
Couldn't figure out how to work it at all. Very dull.
As far as I can tell, Simcity is for people who enjoy making virtual
people do silly and/or erotic things to each other.
I know nothing about Populous.
> Growing as an arcade button masher, I yawn at those games...
Oh, I enjoy a good side-scroller too. But they don't make those any more.
> (yet weirdly enough I'm fond of text adventures and japanese "RPGs")
Never interested me.
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Em 08/04/2012 06:06, Orchid Win7 v1 escreveu:
>>> Put simply, the game involves building a thriving settlement. You don't
>>> control the actual settlers (i.e., people) directly. Instead, you build
>>
>> sounds like all other strategy God-view game out there, including
>> Populous, Civilization and Simcity.
>
> Yeah, I tried Civilization once. It's more like playing a board game.
> Couldn't figure out how to work it at all. Very dull.
they are all very dull, yes. Yet, many people seem to enjoy...
> As far as I can tell, Simcity is for people who enjoy making virtual
> people do silly and/or erotic things to each other.
That's actually a lame interactive soap opera by the name The Sims,
following the success of the original series which is a resource
management game putting you in the role of Mayor of a city.
> I know nothing about Populous.
Shame on you. It's one of the pionners of such games, by a UK company
BTW, Bullfrog (see also Syndicate). It launched Peter Molyneux's
career, also of Dungeon Keeper, Theme Park and Black & White fame.
>> Growing as an arcade button masher, I yawn at those games...
>
> Oh, I enjoy a good side-scroller too. But they don't make those any more.
surely you won't waste your whole 3D world by allowing the player to
only scroll right or left, right?
Uncharted and God of War for Playstation 3 are 2 modern 3D games that
have as much perfect and solid good old 16-bit side-scroller feel to
them as possible in a 3D world. Seriously, action games need not be
just FPS...
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On 4/8/2012 2:06 AM, Orchid Win7 v1 wrote:
>>> Put simply, the game involves building a thriving settlement. You don't
>>> control the actual settlers (i.e., people) directly. Instead, you build
>>
>> sounds like all other strategy God-view game out there, including
>> Populous, Civilization and Simcity.
>
> Yeah, I tried Civilization once. It's more like playing a board game.
> Couldn't figure out how to work it at all. Very dull.
>
> As far as I can tell, Simcity is for people who enjoy making virtual
> people do silly and/or erotic things to each other.
>
That is "The Sims". Simcity centers on trying to build just the
infrastructure, like buildings, roads, etc., to keep a basically
non-visible (unless you count cars moving on roads) population happy and
productive. And, its a pain in the butt to play, especially when the
simulation drops in some sort of disaster. At that point, everything was
going fine, and now the city is in chaos, all your careful planning has
gone down the drain, and you have to decide to either pick up the
pieces, somehow, or get pissed off and just generate more disasters, to
watch the city burn. lol
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On 4/8/2012 13:08, nemesis wrote:
> Uncharted and God of War for Playstation 3 are 2 modern 3D games that have
> as much perfect and solid good old 16-bit side-scroller feel to them as
> possible in a 3D world. Seriously, action games need not be just FPS...
Uncharted as a 3D side-scroller? That's ... a novel way of looking at it.
--
Darren New, San Diego CA, USA (PST)
"Oh no! We're out of code juice!"
"Don't panic. There's beans and filters
in the cabinet."
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Em 08/04/2012 19:22, Darren New escreveu:
> On 4/8/2012 13:08, nemesis wrote:
>> Uncharted and God of War for Playstation 3 are 2 modern 3D games that
>> have
>> as much perfect and solid good old 16-bit side-scroller feel to them as
>> possible in a 3D world. Seriously, action games need not be just FPS...
>
> Uncharted as a 3D side-scroller? That's ... a novel way of looking at it.
Sure, there's plenty of shooting and brawling, but the focus is on
exploration and platforming. It reminds me very much of classic
side-scrollers such as Castlevania, Flashback, Blackthorne and even Pitfall.
of course, its more direct lineage is Tomb Raider, which was an early
attempt at bringing side-scrolling action into 3D.
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On 4/8/2012 17:33, nemesis wrote:
>> Uncharted as a 3D side-scroller? That's ... a novel way of looking at it.
>
> Sure, there's plenty of shooting and brawling, but the focus is on
> exploration and platforming. It reminds me very much of classic
> side-scrollers such as Castlevania, Flashback, Blackthorne and even Pitfall.
I didn't say it was wrong. I said it was novel. :-) I can see that, yes.
Certainly much the same sort of gameplay, at least if you leave out the
story-driven nature of Uncharted.
--
Darren New, San Diego CA, USA (PST)
"Oh no! We're out of code juice!"
"Don't panic. There's beans and filters
in the cabinet."
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nemesis <nam### [at] gmail com> wrote:
> Uncharted and God of War for Playstation 3 are 2 modern 3D games that
> have as much perfect and solid good old 16-bit side-scroller feel to
> them as possible in a 3D world. Seriously, action games need not be
> just FPS...
I wouldn't call God of War a side-scroller, but more a bird-view 2D
game.
--
- Warp
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>> As far as I can tell, Simcity is for people who enjoy making virtual
>> people do silly and/or erotic things to each other.
>
> That's actually a lame interactive soap opera by the name The Sims,
Oh, OK. Well what do I know?
>> I know nothing about Populous.
>
> Shame on you. It's one of the pionners of such games, by a UK company
> BTW, Bullfrog (see also Syndicate).
Oh, /that/ Bullfrog.
I think I still have my copy of Syndicate laying around somewhere. It
was an OK game, but not great. (Either that or I'm doing it /completely/
wrong...)
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Le 2012-04-08 05:06, Orchid Win7 v1 a écrit :
> Yeah, I tried Civilization once. It's more like playing a board game.
> Couldn't figure out how to work it at all. Very dull.
>
BURN THE HERETIC!!!!
--
/*Francois Labreque*/#local a=x+y;#local b=x+a;#local c=a+b;#macro P(F//
/* flabreque */L)polygon{5,F,F+z,L+z,L,F pigment{rgb 9}}#end union
/* @ */{P(0,a)P(a,b)P(b,c)P(2*a,2*b)P(2*b,b+c)P(b+c,<2,3>)
/* gmail.com */}camera{orthographic location<6,1.25,-6>look_at a }
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Warp escreveu:
> nemesis <nam### [at] gmail com> wrote:
>> Uncharted and God of War for Playstation 3 are 2 modern 3D games that
>> have as much perfect and solid good old 16-bit side-scroller feel to
>> them as possible in a 3D world. Seriously, action games need not be
>> just FPS...
>
> I wouldn't call God of War a side-scroller, but more a bird-view 2D
> game.
It's pretty much a mix of a side-scroller brawler like Golden Axe and
fatalities from Mortal Kombat.
It only takes a bird view when there's too much action on huge
environments... the rest of the time, the camera is close to the action.
--
a game sig: http://tinyurl.com/d3rxz9
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>> I watched a video of a gathering I attended once. Everybody else is
>> "talk talk talk talk". And then I'm starting there, "taaaalking
>> reeeeaaaally slooooowlyyyyy". It was infuriating to listen to. Everybody
>> else managed to utter a dozen sentences in the time it took me to say
>> one. Jesus, no wonder everybody I meet thinks I'm a moron!
>
> Everybody thinks they sound weird unless they've spent time watching and/
> or listening to recordings of themselves. It has to do with the way your
> voice resonates in your own bones when you talk.
Sure. It's not so much the tone of my voice, it's the way I talk at half
the speed of all the normal people.
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On 10/04/2012 9:13 AM, Invisible wrote:
> Sure. It's not so much the tone of my voice, it's the way I talk at half
> the speed of all the normal people.
I did not notice it.
--
Regards
Stephen
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Em 10/04/2012 06:09, Stephen escreveu:
> On 10/04/2012 9:13 AM, Invisible wrote:
>> Sure. It's not so much the tone of my voice, it's the way I talk at half
>> the speed of all the normal people.
>
> I did not notice it.
his brain multitasks so much that it's causing a delay in the aural
feedback loop.
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