On the subject of computing as utility.
May. 24th, 2005 12:38 amThis weekend I purchased Valve Software's latest masterpiece, the long-ago released Half Life 2. I've since been obscenely pleased with how good the game is, but that's actually another topic entirely. This little entry is about Valve's design and distribution methods, and what I believe they signify.
( Utility computing, Valve, and other old news. )
( ATI gets a tip of the hat )
I'm pretty sure my brain started wandering off somewhere on that first one, and I lost some of the points I was going to make. I am, however, not going to fix my short-attention-span damaged writing tonight. I needs me the sleep.
Oh. Pherapods. Second coolest FPS game mechanic evar. It's like 'Follow me', but evil.
First coolest is still the gravity gun. The gameflow in HL2 is just a little more intelligent than average - and so many little puzzles involving moving things around involve the gravy gun... it's just very slick. The whole game design has me in serious awe. Leaves the frogs standing and all that.
Sleep.
( Utility computing, Valve, and other old news. )
( ATI gets a tip of the hat )
I'm pretty sure my brain started wandering off somewhere on that first one, and I lost some of the points I was going to make. I am, however, not going to fix my short-attention-span damaged writing tonight. I needs me the sleep.
Oh. Pherapods. Second coolest FPS game mechanic evar. It's like 'Follow me', but evil.
First coolest is still the gravity gun. The gameflow in HL2 is just a little more intelligent than average - and so many little puzzles involving moving things around involve the gravy gun... it's just very slick. The whole game design has me in serious awe. Leaves the frogs standing and all that.
Sleep.