Anyone just entering the world of animation technology in recent years could be forgiven for thinking Apple and Adobe have always been at odds. Their escalating battle over Flash gives all the appearance of two hardened combatants who have had difficulty sharing the same planet, much less overlapping technical spheres.
But in the distant past, in computing years anyway, Apple and Adobe were a cozy couple. Apple’s Mac computers were seen as the must-use platform for graphics and desktop publishing, a niche Adobe has for all practical purposes owned forever. Macs received Adobe’s doting attention, and other platforms such as IBM-flavored PCs were lucky to get a second-rate look.
Over the years this has turned around as Microsoft’s Windows advanced in capability and PCs proved to be the default corporate workhorse of choice. The market spoke, Adobe listened, and Apple found itself in the lesser suitor role. Surely this didn’t sit well with the Cupertino crowd.
Posted in Mentioning Maemo, The Process and Product Frontier, The Write Stuff, Unusability, Views and Reviews
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As promised in the last segment of this series I’m going to get into vehicle usage today. This article will be mostly oriented toward games I’ve recently played such as Halo PC and Unreal Tournament 3. I will have to save weapons for a future article, however, as this became longer than I had intended.
The title refers to one of the most popular and well-designed game vehicles to my knowledge, the Warthog of Halo. The jeep-like utility vehicle is very basic, a simple construction with limited options, but it is highly drivable especially in the PC version. Players (like myself) of driving age find to their delight that the physics of this offroad automobile are so close to real-life that their physical driving skills apply to the Warthog piloting experience. Starting and steering, particularly when using a mouse, are a driver’s delight. But this responsiveness is a double-edged sword, because it makes the ‘hog highly vulnerable to terrain and other game conditions. This makes skilled drivers a necessity, and they are highly valued.
Last time I covered mobilization strategies and explained how flexibility and cooperation will enable the success of a team. Now we’ll get into the old argument of Offense vs Defense and demonstrate the superior importance of the former.
Distilling gaming principles into simple terms can often be disingenuous, but this one tenet always holds true: offense wins games. Defense, on the other hand, can only secure an already sure win.
The typical multiplayer game has one or more goal types, among them capturing objectives, amassing resources or slaying opponents. The one element in common is that aggression is required to achieve these and similar goals. Passivley sniping from remote locations is a strategy that resides in the middle of offensive and defensive postures but as long as the target accomplishment of racking up virtual kills is being met, players are obviously aggressively pursuing enemies through their scope.