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    <title>Advogato blog for futility</title>
    <link>http://www.advogato.org/person/futility/</link>
    <description>Advogato blog for futility</description>
    <language>en-us</language>
    <generator>mod_virgule</generator>
    <pubDate>Wed, 22 May 2013 06:45:44 GMT</pubDate>
    <item>
      <pubDate>Fri, 9 Mar 2001 05:13:35 GMT</pubDate>
      <title>9 Mar 2001</title>
      <link>http://www.advogato.org/person/futility/diary.html?start=1</link>
      <guid>http://www.advogato.org/person/futility/diary.html?start=1</guid>
      <description>    &lt;p&gt;&lt;em&gt;I know the pieces fit cuz I watched them fall
away&lt;/em&gt; - Tool

&lt;p&gt;     &lt;p&gt;&lt;b&gt;Gaming&lt;/b&gt;
    &lt;blockquote&gt;I was having an irritating conversation
today with someone about a certain &lt;a
href="http://www.advogato.org/proj/civil/"&gt;project&lt;/a&gt; that
I quite respect. This person dismissed the project as
&amp;quot;vapour&amp;quot;, which puzzled me, then got me thinking.
The project has only been going (as far as I know) since
last August; only 8 months or so. That's a pretty short time
in the world of game development, and even shorter for indie
game creation. Why this tendancy to dismiss any project that
isn't immediately productive as vapour?&lt;/blockquote&gt;

&lt;p&gt;     &lt;p&gt;&lt;blockquote&gt;I think the problem is that people are
subconsciously applying the standards of professional game
development to free software products. Proprietary, mass
market games have limited marketing funds, which need to be
used in the immediate pre-release phase to build a crescendo
of hype to coincide with the actual release of the game. As
a result, mass market games usually have little information
available initially (to build anticipation) and then more
and more information is available as the release date gets
closer. Free software, on the other hand, doesn't suffer
from this market-driven pathology, and maximum information
is available throughout the life of the
project.&lt;/blockquote&gt;

&lt;p&gt;     &lt;p&gt;&lt;blockquote&gt;The result is that we react to
information the way we've been trained by the marketers and
their hype cycles. We see all the information available
about a free software game and conclude that its release is
imminent. The project isn't released (after all, it's just
beginning), and we feel cheated and become
resentful.&lt;/blockquote&gt;

&lt;p&gt;     &lt;p&gt;&lt;blockquote&gt;What's the solution? As with most
problems in the free software world, the solution is Smarter
Users. We need to educate the willing-to-learn that game
releases in the free software world don't follow the same
patterns as those in proprietary software. We need to
develop thicker skins towards the unwilling-to-learn, and
hope that they evolve or move on. Finally, we have to work
hard to keep the hype to an absolute
minimum.&lt;/blockquote&gt;

&lt;p&gt;     &lt;p&gt;&lt;b&gt;Something rules, something sucks&lt;/b&gt;
    &lt;blockquote&gt;This is good: &lt;a
href="http://www.plover.com/~mjd/"&gt;This is a very funny guy.
&lt;em&gt;Advocacy&lt;/em&gt; is a terrific game.&lt;/a&gt;&lt;br&gt;
This is lame: &lt;a href="http://toolshed.down.net/" &gt;Whaah! No
new Tool album until May 15th.&lt;/a&gt;&lt;/blockquote&gt;
</description>
    </item>
    <item>
      <pubDate>Thu, 8 Mar 2001 08:44:28 GMT</pubDate>
      <title>8 Mar 2001</title>
      <link>http://www.advogato.org/person/futility/diary.html?start=0</link>
      <guid>http://www.advogato.org/person/futility/diary.html?start=0</guid>
      <description>    &lt;p&gt;&lt;em&gt;Generation X-wing&lt;br&gt;
	That's got to be the death star&lt;br&gt;
	I used to dream about the future&lt;br&gt; 
	I used to dream about a lot of things&lt;/em&gt;
    &lt;p&gt;- MGB, Generation X-wing

&lt;p&gt; &lt;p&gt;     &lt;p&gt;&lt;b&gt;Twitch&lt;/b&gt;
    &lt;blockquote&gt;I've finally released my first real &lt;a
href="http://www3.telus.net/futility/twitch/index.html"&gt;game&lt;/a&gt;.
Overall, I'm pretty pleased - it didn't turn out quite as
well as I'd hoped, but definitely better than I expected. It
looks worse but plays better than projected. I guess the big
lesson is - if you base an SVGA game on a VGA one, you'd
better create four times the graphics, or it's going to look
sparse. Oh well. IMO, this is exactly what pygame needs
right now - we're technically correct, complete and (nearly)
bug free. We just need to attract developers, and what
better way than finished product?&lt;/blockquote&gt;

&lt;p&gt; &lt;p&gt;     &lt;p&gt;&lt;b&gt;Something rules, something sucks&lt;/b&gt;
    &lt;blockquote&gt;This is good: &lt;a
href="http://lgames.sourceforge.net/"&gt;Marbles&lt;/a&gt; is a
&lt;em&gt;lot&lt;/em&gt; of fun.&lt;br&gt;
This is lame: &lt;a
href="http://www.linuxgames.com/news/index.php3/4035"&gt;this
thread&lt;/a&gt; about SMAC, the Sims and Loki.&lt;/blockquote&gt;

&lt;p&gt; &lt;p&gt;     &lt;p&gt;&lt;em&gt;Kill the moon, turn out the sun&lt;br&gt;
	Lock your door and load your gun&lt;br&gt;
	Free at last, yeah the time has come&lt;br&gt; 
	To choose&lt;/em&gt;
    &lt;p&gt;- MGB, Omissions of the Omen</description>
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