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Mar 04

Super scary

Written by yanglu on March 04, 2009 13:31

Via a bunch of blogs, The Monster Engine is a site of paintings by Dave Devries based on sketches of monsters and superheroes made by kids. The best way to put the assertion (and this is all it is at this point; and again, please keep in mind that there are a number of familiar exceptions) is that the practice of game software development generates a way of seeing and defining problems (as essentially precise, logical, and algorithmic), and creating solutions (through linear, text-defined code) that makes other ways of accounting for what happens in VWs seem at worst nonsensical and at best irrelevant or quixotic.

Mar 04

SWG Music Muffled

Written by yanglu on March 04, 2009 13:30

Reminiscent of Marvel v. NCSoft, but just without the lawsuit, Katie Dean writes for Wired about how players in SWG don't have the freedom to play virtual instruments because IP makes that possibility too dangerous for Sony Online: And from that vantage point of 19 years gone, involvement in some capacity with over a dozen MMOs and uncounted other types of online games under my belt (or skirt, as the case may be), I raise a question about the height of that bar: The best way to put the assertion (and this is all it is at this point; and again, please keep in mind that there are a number of familiar exceptions) is that the practice of game software development generates a way of seeing and defining problems (as essentially precise, logical, and algorithmic), and creating solutions (through linear, text-defined code) that makes other ways of accounting for what happens in VWs seem at worst nonsensical and at best irrelevant or quixotic.

Mar 04

I leave the discussion in your hands

Written by yanglu on March 04, 2009 13:30

Most of you either know me or know of me; surviving nineteen years with an opinion in this veil of tears known as the multiplayer online game industry can have that effect. I’ve been variously described as a pioneer of the industry, an ill-tempered harridan that bites the hand that feeds her and – my personal favorite – “that goat-blowing bitch.” Well, everyone needs a hobby, I guess. The best way to put the assertion (and this is all it is at this point; and again, please keep in mind that there are a number of familiar exceptions) is that the practice of game software development generates a way of seeing and defining problems (as essentially precise, logical, and algorithmic), and creating solutions (through linear, text-defined code) that makes other ways of accounting for what happens in VWs seem at worst nonsensical and at best irrelevant or quixotic.

Mar 04

Is money killing this industry

Written by yanglu on March 04, 2009 13:30

Overly dramatic, perhaps, but the content of the question is a serious one. From 1986 to about 1997, when the market was still relatively small and development money was very tight, we made quite a bit of progress in the design and development of MMOs. Small groups of innovative developers pretty much had free reign over their designs and it showed in the work. Each new game was, well, different, sometimes in startling and exciting ways. I know this is going to sound like a crusty old broad moaning for yesteryear, but it was a hell of an exciting time to be involved and I rarely see that level of excitement on development teams today.

Mar 04

Money for nothin

Written by yanglu on March 04, 2009 13:30

I’ve been asked to introduce myself with a short bio. You’ve been warned. Of course, technology costs are also a major issue preventing this from being commercially viable at the moment.

Feb 26

Maybe the issue is the "larger" community. It's always easy to abstract and oversimplify at that level. But I know that on an individual level, there are real conversations and collaborations going on. I don't want this to turn into some rosy "it's better than we think" or "can't we all just get along" thing, but I do think that perhaps the situation is not as dire as it's hyped to be. But then again, I haven't gotte my evals back yet.

Feb 26

Maybe the issue is the "larger" community. It's always easy to abstract and oversimplify at that level. But I know that on an individual level, there are real conversations and collaborations going on. I don't want this to turn into some rosy "it's better than we think" or "can't we all just get along" thing, but I do think that perhaps the situation is not as dire as it's hyped to be. But then again, I haven't gotte my evals back yet.

Feb 26

Maybe the issue is the "larger" community. It's always easy to abstract and oversimplify at that level. But I know that on an individual level, there are real conversations and collaborations going on. I don't want this to turn into some rosy "it's better than we think" or "can't we all just get along" thing, but I do think that perhaps the situation is not as dire as it's hyped to be. But then again, I haven't gotte my evals back yet.

Feb 26

Maybe the issue is the "larger" community. It's always easy to abstract and oversimplify at that level. But I know that on an individual level, there are real conversations and collaborations going on. I don't want this to turn into some rosy "it's better than we think" or "can't we all just get along" thing, but I do think that perhaps the situation is not as dire as it's hyped to be. But then again, I haven't gotte my evals back yet.

Feb 26

The Admirals' Game (John Pearce 5)

Written by yanglu on February 26, 2009 10:50

Maybe the issue is the "larger" community. It's always easy to abstract and oversimplify at that level. But I know that on an individual level, there are real conversations and collaborations going on. I don't want this to turn into some rosy "it's better than we think" or "can't we all just get along" thing, but I do think that perhaps the situation is not as dire as it's hyped to be. But then again, I haven't gotte my evals back yet.

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