![]() Latency is the big problem (unless such a network is very localized in the real world) but visually speaking, black is a problem. When people think of VR they think of the Matrix but that will never be because of the laws of physics. ![]() Is it just me or is there a wider belief that VR will never be anything more than a niche? Facebook aka Meta has bet its future on this and I think it's a mistake. I ended up staying up late one Saturday night and having a very fun scene with them, but there were serious logistical complications and a bunch of DMs sent back and forth to make sure we were both available. ![]() While there were lots of weaponsmiths in EST the one armorer I knew well and enjoyed playing with happened to be a Chinese player who occasionally overlapped with EST. While playing as a jeweler in Minas Tirith in a MUD I had need to consult with an armorer PC to receive some in-character training on basic armorsmithing as Gondor was, at that point in the plot, in desperate need of arms and armor quickly so all of the PCs who had any sort of forge capable of metalwork were trying to make an effort of supporting the war effort. I can explain this better with an example I believe. MUD is a general term for text-based roleplaying game - Multi-User Dungeon has always struck me as an unhelpful definition since it applies a lot more focus on mechanical components than most MUDs actually have. ![]() Or to put it another way, when they first started writing and publishing games, there was no Internet (in the modern sense) and Intel had just released the built on a 3000 nm (3 µm) node.īy the time they left the company, the web and JavaScript existed, and Intel had just released the Klamath 300 MHz Pentium II on a 350 nm node. while putting out amazing stuff over decades. From King's Quest to Dynamix to Valve's Half-Life to Relic's Homeworld to Gearbox's initial Half-Life console ports, they survived far longer in an industry where so many don't. PS: And on a personal note, I can't imagine my teenage years without Sierra. Here are a list of the things they published, among which some were developed inhouse, among which some were developed by one or both of the Williams. They founded Sierra On-Line in 1979, which published pretty stellar titles until its sale in 1996 (and subsequent mismanagement and outright corporate fraud by the acquirer). I'm psyched to see the Williams's contribution to the canon!īecause this is approaching the web horizon, for those who don't know, Ken and Roberta Williams are pretty close to the SoCal version of Shigeru Miyamoto. Expansions, ports, remixes, and re-imaginings are already a tradition for the game: even the version most people are familiar with is Don Woods's expansion of Will Crowther's original code. ![]() I came into the whole thing comparatively late (sometime in the late 2000s, I guess?), but Colossal Cave is still a huge part of my childhood. From there I discovered the Inform 7 authoring system and the wider text adventure/interactive fiction ecosystem. I remember pulling apart his A-code sources (a custom DSL for implementing his versions of the game) to make my own additions to the world. Poking through /bin, I thought it was going to be a little CLI advent calendar-imagine my surprise when the console started telling me a story! There was a long period in grade school where I was kinda obsessed with the game and its derivatives, especially Mike Arnautov's 770-point expansion. I discovered ADVENT because it was bundled in with DSLinux, the Linux distribution for the Nintendo DS. ![]()
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