Re: [Audyssey] psycho strike and responsibility

2015-05-07 Thread shaun everiss
ofcause usually you don't leave a program continously running but 
well that does happen from time to time.
From trek books I read it was possible to hack the decks with a 
device installed to each deck so yeah.


At 03:10 a.m. 1/05/2015, you wrote:
I spent last night playing swamp in single player mode and it was 
lots of fun. I can't wait till we have holodecks then I could go in 
a room and play for real in a complete virtual reality!


follow me on twitter @joshknnd1982

On 4/29/2015 11:43 PM, Desiree Oudinot wrote:
I realize I'm coming down hard on pretty much all your points, 
Jeremy, but I have to respond to this message too.
I don't think the party sequence is all that unusual. Well, unusual 
isn't the right word, but I can't think of a better one at the 
moment. What I mean is, how in the world is this any different than 
a person opening fire in a movie theater or a mall, or a school? 
All of these things have happened, and will probably happen again. 
Does that make them right? Of course not, but I really don't think 
I need to drive my point home any further. Maybe you, as the 
player, have some kind of dark motivation or mental illness. Should 
that be explained in the story? Well, that's debatable. Personally, 
I'm an imaginative individual, so I like to fill in the gaps myself 
in whichever way I choose. But I also think having a story wouldn't 
have been a bad idea.
Also, judging by the background music, the party appears to take 
place in a club or something. How do we even know this celebration 
isn't a public venue of some sort?


On 4/29/2015 9:38 PM, Jeremy Brown wrote:

Dear Aaron,

I agree that most games depict violence in far to cavalier a manner.
I also give you cudos on both the warning labels, and the use of very
gutwrenching and active clues that this is not socially acceptable
behavior during game play.  However, I do think that this sort of
decision needs more justification than everyone else does it. If game
developers do not take a stand on such issues, then we end up with a
market glutted with games that peddle violence for the sake of unit
sales.  Now, that said, as I pointed out in both the original post
that you are responding to, and in the second post, I'm not
necessarily opposed to violence, but I think the opening sequence and
motivation for the character are what I find dangerous as concepts for
gaming.  I hope to see these same game mechanics ideas and use of
realism and graphic violence used in a more constructive way in
future.  I am merely stating an unease with this release, its method
of delivery, and its content.  You are free as a developer to give the
public what it wants, and if this is what the public wants, they are
free to buy it.  I can buy or not buy, and as I said, vote with my
dollars.  No offense was meant, nor criticism of anything but the
game's kick-off premise.  I think the rest could maybe have been
worked without this initial sequence and it would not have bothered me
one bit.  Take care,

Jeremy




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Re: [Audyssey] psycho strike and responsibility

2015-05-07 Thread shaun everiss

well you would havew to have safety systems I mean in startrek they always do.
Ofcause if they are turned off you could die in a vertual game.
In one startrek epesode they got dammaged even though it was a 
vertual program somehow they could still get dammaged if the main 
control board was dammaged even if it was a vertual program that dammaged it.
The only way was to basically shut down and reformat the entire 
device from the bridge.

Luckily they managed to solve the issue but even so.

At 03:10 a.m. 1/05/2015, you wrote:
I spent last night playing swamp in single player mode and it was 
lots of fun. I can't wait till we have holodecks then I could go in 
a room and play for real in a complete virtual reality!


follow me on twitter @joshknnd1982

On 4/29/2015 11:43 PM, Desiree Oudinot wrote:
I realize I'm coming down hard on pretty much all your points, 
Jeremy, but I have to respond to this message too.
I don't think the party sequence is all that unusual. Well, unusual 
isn't the right word, but I can't think of a better one at the 
moment. What I mean is, how in the world is this any different than 
a person opening fire in a movie theater or a mall, or a school? 
All of these things have happened, and will probably happen again. 
Does that make them right? Of course not, but I really don't think 
I need to drive my point home any further. Maybe you, as the 
player, have some kind of dark motivation or mental illness. Should 
that be explained in the story? Well, that's debatable. Personally, 
I'm an imaginative individual, so I like to fill in the gaps myself 
in whichever way I choose. But I also think having a story wouldn't 
have been a bad idea.
Also, judging by the background music, the party appears to take 
place in a club or something. How do we even know this celebration 
isn't a public venue of some sort?


On 4/29/2015 9:38 PM, Jeremy Brown wrote:

Dear Aaron,

I agree that most games depict violence in far to cavalier a manner.
I also give you cudos on both the warning labels, and the use of very
gutwrenching and active clues that this is not socially acceptable
behavior during game play.  However, I do think that this sort of
decision needs more justification than everyone else does it. If game
developers do not take a stand on such issues, then we end up with a
market glutted with games that peddle violence for the sake of unit
sales.  Now, that said, as I pointed out in both the original post
that you are responding to, and in the second post, I'm not
necessarily opposed to violence, but I think the opening sequence and
motivation for the character are what I find dangerous as concepts for
gaming.  I hope to see these same game mechanics ideas and use of
realism and graphic violence used in a more constructive way in
future.  I am merely stating an unease with this release, its method
of delivery, and its content.  You are free as a developer to give the
public what it wants, and if this is what the public wants, they are
free to buy it.  I can buy or not buy, and as I said, vote with my
dollars.  No offense was meant, nor criticism of anything but the
game's kick-off premise.  I think the rest could maybe have been
worked without this initial sequence and it would not have bothered me
one bit.  Take care,

Jeremy




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Re: [Audyssey] psycho strike and responsibility

2015-04-30 Thread Josh K
I spent last night playing swamp in single player mode and it was lots 
of fun. I can't wait till we have holodecks then I could go in a room 
and play for real in a complete virtual reality!


follow me on twitter @joshknnd1982

On 4/29/2015 11:43 PM, Desiree Oudinot wrote:
I realize I'm coming down hard on pretty much all your points, Jeremy, 
but I have to respond to this message too.
I don't think the party sequence is all that unusual. Well, unusual 
isn't the right word, but I can't think of a better one at the moment. 
What I mean is, how in the world is this any different than a person 
opening fire in a movie theater or a mall, or a school? All of these 
things have happened, and will probably happen again. Does that make 
them right? Of course not, but I really don't think I need to drive my 
point home any further. Maybe you, as the player, have some kind of 
dark motivation or mental illness. Should that be explained in the 
story? Well, that's debatable. Personally, I'm an imaginative 
individual, so I like to fill in the gaps myself in whichever way I 
choose. But I also think having a story wouldn't have been a bad idea.
Also, judging by the background music, the party appears to take place 
in a club or something. How do we even know this celebration isn't a 
public venue of some sort?


On 4/29/2015 9:38 PM, Jeremy Brown wrote:

Dear Aaron,

I agree that most games depict violence in far to cavalier a manner.
I also give you cudos on both the warning labels, and the use of very
gutwrenching and active clues that this is not socially acceptable
behavior during game play.  However, I do think that this sort of
decision needs more justification than everyone else does it. If game
developers do not take a stand on such issues, then we end up with a
market glutted with games that peddle violence for the sake of unit
sales.  Now, that said, as I pointed out in both the original post
that you are responding to, and in the second post, I'm not
necessarily opposed to violence, but I think the opening sequence and
motivation for the character are what I find dangerous as concepts for
gaming.  I hope to see these same game mechanics ideas and use of
realism and graphic violence used in a more constructive way in
future.  I am merely stating an unease with this release, its method
of delivery, and its content.  You are free as a developer to give the
public what it wants, and if this is what the public wants, they are
free to buy it.  I can buy or not buy, and as I said, vote with my
dollars.  No offense was meant, nor criticism of anything but the
game's kick-off premise.  I think the rest could maybe have been
worked without this initial sequence and it would not have bothered me
one bit.  Take care,

Jeremy





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Re: [Audyssey] psycho strike and responsibility

2015-04-30 Thread Josh K
also remember this is just a game. It's not real its a game. Games are 
for fun. That is why we have games, so we can go do stuff in a simulated 
environment that we could and should never do in real life in most cases 
or some cases. Killing simulated game characters well really folks its 
nothing more than a big fun interactive story or better yet think of it 
as a big interactive open ended radio drama where you are the director. 
you direct what happens with your keyboard. in a radio or tv drama you 
sit and listen to the bad guy go on a killing spree. th director of the 
show controls the story, what you see and hear. but the only difference 
is now with the game, now you are the director of the story. in some 
cases you are even the actor in the story acting out the story by using 
your computer keyboard. all the game dev is doing is programming 
descriptions of characters, places, scenes, items weapons amo, and 
things you can do and cannot do in order so you can play the story. 
think of it this way. would you let your 8 year old kid read one of the 
resident evil novels? they are in second grade and they can read but you 
probably would not let them read such a novel because that or those 
novels or books are for adults. same with games. they are not real they 
are games, for fun. and to play the game you first should know and be 
aware that hey its a game. its not real. its just for fun and to play 
the part of a character and do stuff you could not do in reality. that's 
all. and games are lots of fun!


follow me on twitter @joshknnd1982

On 4/29/2015 11:43 PM, Desiree Oudinot wrote:
I realize I'm coming down hard on pretty much all your points, Jeremy, 
but I have to respond to this message too.
I don't think the party sequence is all that unusual. Well, unusual 
isn't the right word, but I can't think of a better one at the moment. 
What I mean is, how in the world is this any different than a person 
opening fire in a movie theater or a mall, or a school? All of these 
things have happened, and will probably happen again. Does that make 
them right? Of course not, but I really don't think I need to drive my 
point home any further. Maybe you, as the player, have some kind of 
dark motivation or mental illness. Should that be explained in the 
story? Well, that's debatable. Personally, I'm an imaginative 
individual, so I like to fill in the gaps myself in whichever way I 
choose. But I also think having a story wouldn't have been a bad idea.
Also, judging by the background music, the party appears to take place 
in a club or something. How do we even know this celebration isn't a 
public venue of some sort?


On 4/29/2015 9:38 PM, Jeremy Brown wrote:

Dear Aaron,

I agree that most games depict violence in far to cavalier a manner.
I also give you cudos on both the warning labels, and the use of very
gutwrenching and active clues that this is not socially acceptable
behavior during game play.  However, I do think that this sort of
decision needs more justification than everyone else does it. If game
developers do not take a stand on such issues, then we end up with a
market glutted with games that peddle violence for the sake of unit
sales.  Now, that said, as I pointed out in both the original post
that you are responding to, and in the second post, I'm not
necessarily opposed to violence, but I think the opening sequence and
motivation for the character are what I find dangerous as concepts for
gaming.  I hope to see these same game mechanics ideas and use of
realism and graphic violence used in a more constructive way in
future.  I am merely stating an unease with this release, its method
of delivery, and its content.  You are free as a developer to give the
public what it wants, and if this is what the public wants, they are
free to buy it.  I can buy or not buy, and as I said, vote with my
dollars.  No offense was meant, nor criticism of anything but the
game's kick-off premise.  I think the rest could maybe have been
worked without this initial sequence and it would not have bothered me
one bit.  Take care,

Jeremy





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Re: [Audyssey] psycho strike and responsibility

2015-04-29 Thread Charles Rivard
In a nut shell, if developers produce games that potential customers don't 
like, and those games don't sell, other genres of games will be produced.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: "Jeremy Brown" 

To: 
Sent: Wednesday, April 29, 2015 8:38 PM
Subject: Re: [Audyssey] psycho strike and responsibility



Dear Aaron,

I agree that most games depict violence in far to cavalier a manner.
I also give you cudos on both the warning labels, and the use of very
gutwrenching and active clues that this is not socially acceptable
behavior during game play.  However, I do think that this sort of
decision needs more justification than everyone else does it.  If game
developers do not take a stand on such issues, then we end up with a
market glutted with games that peddle violence for the sake of unit
sales.  Now, that said, as I pointed out in both the original post
that you are responding to, and in the second post, I'm not
necessarily opposed to violence, but I think the opening sequence and
motivation for the character are what I find dangerous as concepts for
gaming.  I hope to see these same game mechanics ideas and use of
realism and graphic violence used in a more constructive way in
future.  I am merely stating an unease with this release, its method
of delivery, and its content.  You are free as a developer to give the
public what it wants, and if this is what the public wants, they are
free to buy it.  I can buy or not buy, and as I said, vote with my
dollars.  No offense was meant, nor criticism of anything but the
game's kick-off premise.  I think the rest could maybe have been
worked without this initial sequence and it would not have bothered me
one bit.  Take care,

Jeremy


--
In the fight between you and the world--back the world! Frank Zapa

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Re: [Audyssey] psycho strike and responsibility

2015-04-29 Thread Desiree Oudinot
I realize I'm coming down hard on pretty much all your points, Jeremy, 
but I have to respond to this message too.
I don't think the party sequence is all that unusual. Well, unusual 
isn't the right word, but I can't think of a better one at the moment. 
What I mean is, how in the world is this any different than a person 
opening fire in a movie theater or a mall, or a school? All of these 
things have happened, and will probably happen again. Does that make 
them right? Of course not, but I really don't think I need to drive my 
point home any further. Maybe you, as the player, have some kind of dark 
motivation or mental illness. Should that be explained in the story? 
Well, that's debatable. Personally, I'm an imaginative individual, so I 
like to fill in the gaps myself in whichever way I choose. But I also 
think having a story wouldn't have been a bad idea.
Also, judging by the background music, the party appears to take place 
in a club or something. How do we even know this celebration isn't a 
public venue of some sort?


On 4/29/2015 9:38 PM, Jeremy Brown wrote:

Dear Aaron,

I agree that most games depict violence in far to cavalier a manner.
I also give you cudos on both the warning labels, and the use of very
gutwrenching and active clues that this is not socially acceptable
behavior during game play.  However, I do think that this sort of
decision needs more justification than everyone else does it.  If game
developers do not take a stand on such issues, then we end up with a
market glutted with games that peddle violence for the sake of unit
sales.  Now, that said, as I pointed out in both the original post
that you are responding to, and in the second post, I'm not
necessarily opposed to violence, but I think the opening sequence and
motivation for the character are what I find dangerous as concepts for
gaming.  I hope to see these same game mechanics ideas and use of
realism and graphic violence used in a more constructive way in
future.  I am merely stating an unease with this release, its method
of delivery, and its content.  You are free as a developer to give the
public what it wants, and if this is what the public wants, they are
free to buy it.  I can buy or not buy, and as I said, vote with my
dollars.  No offense was meant, nor criticism of anything but the
game's kick-off premise.  I think the rest could maybe have been
worked without this initial sequence and it would not have bothered me
one bit.  Take care,

Jeremy





---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] psycho strike and responsibility

2015-04-29 Thread Jeremy Brown
Dear Aaron,

I agree that most games depict violence in far to cavalier a manner.
I also give you cudos on both the warning labels, and the use of very
gutwrenching and active clues that this is not socially acceptable
behavior during game play.  However, I do think that this sort of
decision needs more justification than everyone else does it.  If game
developers do not take a stand on such issues, then we end up with a
market glutted with games that peddle violence for the sake of unit
sales.  Now, that said, as I pointed out in both the original post
that you are responding to, and in the second post, I'm not
necessarily opposed to violence, but I think the opening sequence and
motivation for the character are what I find dangerous as concepts for
gaming.  I hope to see these same game mechanics ideas and use of
realism and graphic violence used in a more constructive way in
future.  I am merely stating an unease with this release, its method
of delivery, and its content.  You are free as a developer to give the
public what it wants, and if this is what the public wants, they are
free to buy it.  I can buy or not buy, and as I said, vote with my
dollars.  No offense was meant, nor criticism of anything but the
game's kick-off premise.  I think the rest could maybe have been
worked without this initial sequence and it would not have bothered me
one bit.  Take care,

Jeremy


-- 
In the fight between you and the world--back the world! Frank Zapa

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