Showing posts with label media. Show all posts
Showing posts with label media. Show all posts

Tuesday, 24 December 2013

Edward Snowdon: “I already won."

Every time this man talks, he impresses me all the more.

“For me, in terms of personal satisfaction, the mission’s already accomplished,” Edward Snowdon said. “I already won. As soon as the journalists were able to work, everything that I had been trying to do was validated. Because, remember, I didn’t want to change society. I wanted to give society a chance to determine if it should change itself."
“If I defected at all,” Snowden says, “I defected from the government to the public.” 

Tuesday, 10 December 2013

Twenty years on, I'm still in the MOOD for DOOM

On December 10, 1993, a two megabyte file was uploaded by a six-person software company in Texas onto the computer systems of University of Wisconsin–Madison.  What was done as a favour by U W-M's sysadmin turned into an event which crashed their system.

DOOM was released.  And the world would never be the same again.

DOOM was remarkable as a computer game in four significant ways:

1) It was the first widely-popular First Person Shooting game (FPS).

Yes, there were others before it (Catacomb, Wolfenstein 3D), but it was DOOM that popularized the genre and changed gaming.  The sense of being in the game was unlike any other on the market.  The only other widely player first person types of games at the time were car racing games.  DOOM added fear and paranoia, sound and lighting to make gameplay seem almost real.

2) It proved that shareware was a viable and profitable method of distribution

DOOM's shareware release (today, it would be called demoware) meant people could download the program and play before paying, able to get a taste without buying the whole meal.  And because the meal was so tasty and new, people did pay.  Sure, there was a shareware market and distribution system, but it was used mostly by individual programmers, not large computer companies who continued to sell programs in packaged boxes.

3) DOOM introduced modding to the world

Other people had modded games before id (e.g. Ms. Pac-Man), but DOOM made it easy for less technically proficient people to create and insert their own graphics, sounds and level design into the game, something never before possible for most.  Modding spawned (pun definitely intended) its own industry of add-ons that people made and sold.

4) DOOM introduced networked gaming

Before DOOM, "multiplayer gaming" meant either taking turns (playing until you "died" and then handed the controller to another player until that person "died") or two players looking at the same screen with the same view (or worse, a top/bottom split screen with a smaller view).

DOOM's appearance meant that two people could now play against each other with full computer power to themselves.  And not just separate machines, but separate viewing and playing.  It meant you could play someone across a room, in another room, another building and eventually, another country.  DOOM make the internet a near necessity for multiplayer gaming.

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Whether you like DOOM or not, you have to respect its place in history and its influence.  Just as the Lord Of The Rings movies could not exist without Dungeons and Dragons, so too could today's gaming not exist without DOOM.

DOOM is likely to remain popular for the next decade given John Carmack's decision to release the source code.  There are many high quality ports of DOOM still in development, with additions of sound, graphics, player movement and many other features.  And with the plethora of fan-made WAD files to use, there's no end to customization.  DOOM is nowhere near the end of its playability.

DOOM World has a list of ports to various computer systems including DOS, Windows, Macintosh, Linux and several others.   ZDOOM, Brutal DOOM, and Chocolate DOOM are among the more popular and recently updated versions.

http://www.doomworld.com/classicdoom/ports/

One genius maniac obsessed individual person went so far as to create a Flash side scrolling verion that can be played in a browser.

http://www.newgrounds.com/portal/view/470460


Saturday, 23 November 2013

Feminist Frequency and Tropes vs Women: 4 for 4

Anita Sarkeesian has hit for the cycle.

https://www.youtube.com/watch?v=eYqYLfm1rWA

http://www.feministfrequency.com/

"Ms. Male Character" is the fourth in her series on video games and tropes against women.  Some try to question her methods and conclusions (she is not another Malcolm Gladwell, thankfully), but her arguments are sound.  They are provocative and eye opening, definitely worth a viewing.

Friday, 22 November 2013

Amanda Berry is alive, and Sylvia Browne is dead

People say when someone dies, you should only say good things about them.

Sylvia Browne is dead.  Good.

Browne's track record of "prediction" was so bad that random dice rolls produced better results.

http://fox8.com/2013/11/20/tmz-sylvia-browne-dead-at-77/

There are thousands of other frauds willing to cheat the uneducated out of their money, but at least Browne won't be doing it anymore.

Wednesday, 13 November 2013

Mother Jones: Richard Cohen's 10 Worst Moments, Counted Down

You have to wonder where someone's head is - down the rabbit hole perhaps (or somewhere else dark, wet and dirty) - to think such things.

http://www.motherjones.com/mojo/2013/11/richard-cohen-just-the-worst

No matter which one you read first, the others are worse.

Saturday, 12 October 2013

Why I don't watch football, part 3: "FrontLine: League Of Denial"

Frontline has produced a brilliant documentary on the effects and prevalence of concussions amongst football players.  It's not limited to professionals as many belief.  It happens to college players, and to teenagers.

Players of all ages have died from CTE, or Chronic traumatic encephalopathy.  More than fifty brains of deceased NFL players have been examined, and well over forty were proven to have had CTE.  Many living former players are suffering from its effects: memory loss, mood swings, the inability to concentrate.  Many have turned to drug use, violence or suicide (e.g. Junior Seau).

The NFL owners knew about it all along.  And they chose to pretend it didn't exist.

Thursday, 8 August 2013

Feminist Frequency and Tropes vs Women: 3 for 3

The third part of Anita Sarkeesian's "Tropes vs Women" series was released, and like the first two parts, it's brilliant and insightful.  It is also appalling because of the sheer number of examples of sexism.

https://www.youtube.com/watch?v=LjImnqH_KwM

Equally appalling is that Ms. Sarkeesian needs to block ratings and comments on her videos.  It's not because she is afraid of feedback or disagreement.  On the contrary, unlike certain feminists (not named here), Ms. Sarkeesian is willing to listen to and answer those who disagree with her, and she does not arrogantly assume she has all the answers.

But just because she is willing to listen to reasonable disagreement, it does not means she will be met with reasonable disagreement.

Wednesday, 7 August 2013

The cause of poor journalism

A humour site posted a good joke about bad journalism:

Gene for poor science journalism discovered

If only it were true.  The actual causes of bad journalism are much harder to combat.

The first cause is the corporate-owned media.

Tuesday, 6 August 2013

Annoyances #1: Psycho-phants

When a person writes something and posts it publicly (a blog, a news item, whatever), if there is a way to give feedback to the writer, then inevitably someone will disagree.  Aside from "water is wet", there will always be someone who disagrees.

That's not a problem.  What is a problem are people who allow comments but then don't want to hear them.  They made it possible for people to disagree, then got upset because someone did disagree.