I love The New Inquiry for giving me insight into how today works, which is surprisingly hard to come by when you’re an adult just doing your own little routine in a nothing town.
Steam In-Home Streaming!!!!!!!!!!!!!!!!!!!!!!!!
- 1 month ago
A blanket generalization, completely unfair, and easily refuted by pointing to plenty of strong examples! But if you ask engineers (including software engineers, ie. programmers) I’m sure they will tell you that there’s a lot of truth to it.
- 1 month ago
I actually believe there’s a war between higher self and basic self, so the Shoependhuaner argument resonates with me. The constant references to salvation make this an inevitable comparison for me:
That which I do, I allow not:
that which I would do, I do not;
but what I hate, I do.
(16) If, then, I do that which I would not, I consent unto the law that it is good. (17) Now then it is no more I that do it, but sin that dwelleth in me. (18) For I know that in me (that is, in my flesh,) dwelleth no good thing: for to will is present with me; but how to perform that which is good I find not. (19) For the good that I would I do not: but the evil which I would not, that I do.
(20) Now if I do that I would not, it is no more I that do it, but sin that dwelleth in me. (21) I find then a law, that, when I would do good, evil is present with me. (22) For I delight in the law of God after the inward man: (23) But I see another law in my members, warring against the law of my mind, and bringing me into captivity to the law of sin which is in my members. (24) O wretched man that I am! who shall deliver me from the body of this death?
Perhaps he borrowed this idea and wanted to give in an “Art Saves” spin? I don’t know, I’m not familiar with the guy. But Art is perhaps one way of escaping the “flesh” and striving toward the “spirit”, which has a good “will”.
Dr. Luz asks:
If the game was to be such a disappointment, why bother giving it the best gameplay mechanics 2008 had to offer? Graphics I get, advertising thrives on that, but really, that’s a lot of effort to half-ass it. Ruining something is supposed to be LESS demanding than excelling it, I’d thought!
Kojima was very miserable during the development of MGS4, and this was because he wasn’t allowed to half-ass anything!
Remember, whatever his secret intentions were, Kojima had to pitch the concept as a genuine blockbuster to Konami, secure the funding to hire many talented people over the course of years, and convince those people that they were going to create a masterpiece farewell to the “Solid Snake Saga”. In order to pull this off, he needed to push the limits of everything. Controls, easter eggs, extra features, online, graphics, scope, and everything else. Not an easy task, but he thought it was worth it.
To explain the strange mindset, I offer page 5 of my “FROM NOTHING” article, which discusses the true motivation of Kojima in MGS4.