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A really well done movie using food items to promote Organic Food.
A really well done movie using food items to promote Organic Food.
There's a couple of reasons for this:
Features I like about the CD-IB100:
My big project this weekend was installing the Pioneer CD-IB100 iPod Adapter [flickr photoset] into my 2001 Toyota Celica.
A much more detailed writeup of my notes and comparison of other iPod options is in the extended entry. Part II will be the step by step instructions of the install.
I've also come to realize that Berkeley is ridiculously stingy about students entering the School of Business -- during my time there, they let only 125 students in per academic year -- while at SJSU they had more than 1000 graduate from that department.
Afterwards, we went out for dim sum, where I discovered my parents are incredibly demanding restaurant patrons. I also figured out that my bottomless pit of a stomach comes from my mother and my sense of taste comes from my father.
Meanwhile, my other sister is touring across Europe -- she just sent us an email from an internet cafe in Amsterdam and will be on her way to Switzerland tomorrow.
I love my parents, but at the same time, I can hardly wait for them to leave so that my sister and I can return to our normal lives...
I just came back from my sister's program banquet, where she also received a special award for Outstanding Student Portfolio.
Playstation 3 - Technical Specs Overview
XBox 360: Procedural Synthesis and Dynamic Worlds
Nintendo Revolution
XBox 360 vs Xbox
th I was actually doing some thinking this morning regarding my Celica iPod project. I already have a Pioneer headunit, so it should just be the matter of purchasing the Pioneer-iPod Adapter and installing it. The most difficult part of the install will be the mount for the iPod, which I haven't solved yet. Right now I've got a zany idea about an iPod dock, but I'll have to wait until I can get some measurements.
Since I have a 80x Pro Lexar CompactFlash Card and a 20D I guess I'll have to be careful, although since they don't elaborate, there's little I can do.
A second viewing gives me an opportunity to separate the story from the technical details of film, and so I will present a spoiler free review in the extended.
Having been to six E3's in the last 8 years, I decided that I could afford to skip this year's, even if so far, it does look like it will be one of the best, with the revealing of the 3 new next-generation consoles. Part of my reasoning for skipping the show this time around has to do with being jaded at what the games industry has become, and how E3 reflects that . While you do get to see a lot of great games in development and ready for the market, what you see a lot of the time are the same kinds of games.
Sequelitis and Copycat Games
I didn't join the games industry to make cookie cutter games, but more and more that is all that publishers are developing for the masses. As games get more expensive and as technology pushes the boundary between games and movies, publishers have become increasing risk-averse, and as a result, they are unwilling to invest money into a game that isn't a guaranteed best-seller. This, of course, explains why so many games are simply sequels instead of original game titles. At E3, one will find that the vast majority of games are sequels or games that could be sequels.
Media Badges
It used to be that the majority of companies had a "open booth" policy, meaning everyone was free to come take a look at their game. In more recent years, more and more showings of games have become "closed booth". Of course, when they said closed booth, what they really meant was "we want people with Media Badges to see our game, and the rest of you can go to hell". With the rise of the internet, most of these showings have now become "By Appointment Only", since any kid with a game website can get a Media Badge now. On the plus side, since Media gets to view these games usually before attendees, I've actually found that the major websites cover the show pretty well, and much more indepth than I ever could.
Line-Waiting
One of the more recent trends at E3 is the small-venue theater-style presentation. Square was one of the first companies to do presentations in this style. Imagine a professional-grade home theater that seats 40 people. Now, imagine a presentation that takes 10 minutes to complete. Now, take into account that there are thousands of people at E3, and these booths become an exercise in line-waiting. Two years ago, the demonstration for Half-Life 2 was a 3 hour line.
Looping Movies
Every major company at the show has a booth with a huge TV, LCD, plasma, or LED movie screen showing a reel of their games (or rather their game cinematics) which loop repeatedly at deafening decibel levels. God help you if you happen to be next to Konami's booth (they have the hugest crowds typically for their cinematics) or EA (who have the loudest most sound obnoxious booth)
Tired Feet
After walking all day long at E3, lugging around a bag filled with literature from various companies, your feet and shoulders are sore and raw. With the exception of the small venue theaters, there are few occassions to sit down and rest.
There are, of course things that I will miss -- seeing the latest and greatest games, having the opportunity to dine in LA (not in the convention center), comparing notes on games after the show, getting free magazines and goodies, and playing Carcassonne in the hotel bar at night.
37 years doesn't seem like a long time, but I find it fascinating that so much has changed. In the extended entry is a list of things that I found were modern for the time that you don't really see anymore.
http://jpn01.konami.co.jp/movie/mgs3/movie_1_snake_e.swf
http://jpn01.konami.co.jp/movie/mgs3/movie_2_bomb_e.swf
http://jpn01.konami.co.jp/movie/mgs3/movie_3_sokolov_e.swf
http://jpn01.konami.co.jp/movie/mgs3/movie_4_hands_e.swf
http://jpn01.konami.co.jp/movie/mgs3/movie_5_gokai_e.swf
http://jpn01.konami.co.jp/movie/mgs3/movie_6_lastbattle_e.swf
http://jpn01.konami.co.jp/movie/mgs3/movie_7_joy_e.swf
http://jpn01.konami.co.jp/movie/mgs3/movie_8_sabra_e.swf
http://jpn01.konami.co.jp/movie/mgs3/movie_9_mgs_e.swf
http://jpn01.konami.co.jp/movie/mgs3/movie_a_gekitotsu_e.swf
"There are two ends to any lightsaber -- one end has the belt ring, while the other end houses the blade arc tip and blade emitter. NEVER point the blade emitter of a lightsaber toward your own body. NEVER look down the "barrel" of a lightsaber, even if you are "sure" it is in safe mode. If you accidentally activate the lightsaber, serious injury could result."
Since that time, I've been keeping a tighter watch of my finances, but I still found myself looking on TheForce.Net to see if there would be any charity screenings around for this, the final big-screen chapter in the Star Wars Saga.
It turns out that there will be charity premiere screenings, but glancing at the site selling the tickets, even for a techie like me, the price of the tickets would be considered too extravagant. In comparing the SF showing I attended to the LA showing, I feel like I received a bargain in SF 3 years ago, as the meet and greet was with Lucas rather than a minor character who has one line in ESB (and it was $1100 cheaper!)
For Christmas last year, my sisters got me a Roomba Discovery, but I wasn't able to go home and retrieve it until this past weekend. Already it has made me pick things off the floor, and ordered me to go out and purchase some AA and D batteries tomorrow.
The games industry is not only driven by the hardware side of the equation, but also by the software side. And software development is driven by the publishers. The publishers decide what to produce, and what will receive marketing muscle and what types of games will make the most profit. Games these days seem fresh from the cookie cutter, but that's because the business model wants proven titles. As games get more photorealistic, the cost to make these games rises dramatically. In the past, it was possible to produce a game on a shoestring budget, but the cost of making a game now rivals making a movie. And now that it requires such a large sum of money, few people are willing to invest that much unless they are assured of it's ability to turn a profit. They want safe bets. Creativity is a high risk bet.
Dvorak uses Spider Solitaire as an example of a game that one can casually play without being burdened by hardcore gamer elements, but some people can't stand Spider Solitaire. For me, the idea of shuffling cards around stacks in order is just a little too much like "Towers of Hanoi" to be any fun.
There are creative games out there, but they are not produced by the big publishing companies. Instead they are little niche games which you don't need to be a hardcore gamer to enjoy, but someone has to tell you about them, because you're probably not going to find them sitting in the endcaps of BestBuy or Gamestop.
A couple of gems:
Phantom Dust, a $20 dollar XBox game, it combines the strategy involved in collectible card games with a 3rd person perspective destroyable environment.
Insaniquarium, a Java based action-puzzle game.
Puzzle Pirates, a MMOG for the casual gamer
The way games work is that if you have a development team developing your own title, you want to own your IP. The reason is because publishers are flaky and can cancel a project at any time. If that happens, you don't want to be without the IP that you spent years creating.
Let's just say for a moment that you are the owner of a games studio, and a big publisher approaches you for a buyout of everything the company owns, including all the IP rights for all the games this studio has ever created. If you sell, you get the big cash payout of whatever they pay for the company. But in buying your IP rights, they also have the ability to make whatever games and merchandising they want out of your IP without needing to pay you a single cent. Even if you created the IP initially, it is now owned completely by the publisher. Sometimes you can buy back your IP rights if you've negotiated them away, but it's increasingly important to retain them at any cost, because the IP gives you the flexibility to take what you've made and really write your own ticket.
Valve is the company behind the very successful Half-Life series of computer games. In 1997, Valve signed an agreement with Vivendi Universal for broad distribution and manufacturing rights of the games. In 2001, Valve and Vivendi ammended those rights by giving back the intellectual property rights and online distribution rights back to Valve. In 2002, Valve sued Vivendi Universal for licensing Half-Life titles to cybercafes for a licensing fee, claiming that it was in violation of Valve's online distribution rights. In November of last year, a judge barred Vivendi from distributing Valve titles, pending legal outcomes of the suit.
Vivendi Universal doesn't own many cash cows. For years at Blizzard, we joked that the only thing keeping Sierra alive and profittable was Valve and their Half-Life titles. The other revenue source for Vivendi is primarily Blizzard Entertainment, and all of that money is now coming from non-WoW games. Although I don't have any numbers pertaining to WoW, my own personal estimate of the development costs and resources involved to maintain WoW is that it will be some time before WoW can turn a profit.
A few days ago, Settlement of Valve vs. Vivendi lawsuit was announced, with the following statement in the press release:
"Bellevue, WA and Los Angeles, CA - April 29, 2005 -- Valve and Vivendi Universal Games (VU Games) today announced the settlement of a pending federal court lawsuit filed by Valve in August 2002. The parties have resolved their differences, and the settlement provides for the dismissal of all claims and counterclaims. Under the settlement agreement, VU Games will cease distribution of retail packaged versions of Valve's games, including Half-Life®, Half-Life 2, Counter-Strike™, Counter-Strike: Condition Zero and Counter-Strike: Source, effective August 31, 2005.
Additionally, VU Games has notified distributors and cyber cafés that were licensed by VU Games that only Valve is authorized to distribute Valve games to cyber cafés and grant cyber café licenses. Cyber café operators that were licensed by VU Games have also been notified that any license agreement from Sierra Entertainment, Vivendi Universal Games or any of their affiliates or distributors that may have granted rights to use Valve games in cyber cafés, whether written or oral, is terminated."
In short, Valve got everything they wanted and Vivendi loses a very golden goose. Ceasing distribution of retail and boxed versions of the Half-Life franchise is huge -- that opens the possibility of Valve self-publishing (which they currently do to a small extent) or renegotiating their publishing agreement to better terms to a different publishing company. More importantly, by cutting out the publisher, they take the whole pot, rather than pennies from the pot.
An hour has passed since the entry into this store. The groom is done checking the fitting and has been waiting for some time to get this mess sorted out. The solution is simply to write another sales order and they assure me that by the next day at noon, the tuxedo and all the fittings will be there ready to pick up.
I arrive at the store after our wedding rehearsal the next day to find out that the tuxedo isn't there. It's at a different store -- the Aliso Viejo store. Luckily the store is close by and I can drive there to pick it up. When I get there, I find out that had it not been for a clerk at the Aliso Viejo store who noticed that the suit didn't belong there and called Mission Viejo, Mission Viejo never would have known it was at the Aliso Viejo store.
I'm cutting out a lot of pain and agony out of the retelling of the story, because there are some things that just can't be described without experiencing.
After Hours formal wear is completely inefficient.
You see, it turns out that After Hours Formal Wear suffers from 1980s technology syndrome. They fill out carbon paper based forms instead of web-based forms, and they file paperwork alphabetically instead of inputing that data into a searchable database. Pulling up orders consists of flipping through a 3-ring binder, and these people still use fax machines to transfer orders from store to store instead of using a networked nationwide computer system. Which may actually work in After Hours seeing as how most of the sales staff was completely computer illiterate. There was a computer there, which sat more like a decoration than anything else. They tried Control-Tab and Shift-Tab before finding Alt-Tab to do application switching.
I've never seen such inefficiency in my life.
So, long story short. Don't use After Hours Formal Wear unless you must and avoid the Mission Viejo store in particular at all costs.