By Soulskill from Slashdot's you-aim-the-gun,-we'll-pull-the-trigger department
An anonymous reader writes: The net neutrality debate has been pretty binary: ISPs want the ability to create so-called "fast lanes," and consumers want all traffic to be treated equally. Now, AT&T is proposing an alternative: fast lanes under consumer control. Their idea would "allow individual consumers to ask that some applications, such as Netflix, receive priority treatment over other services, such as e-mail or online video games. That's different from the FCC's current proposal, which tacitly allows Internet providers to charge content companies for priority access to consumers but doesn't give the consumers a choice in the matter."
AT&T said, "Such an approach would preserve the ability of Internet service providers to engage in individualized negotiations with [content companies] for a host of services, while prohibiting the precise practice that has raised 'fast lane' concerns." It's not perfect, but it's probably the first earnest attempt at a compromise we've seen from either side, and it suggests the discussion can move forward without completely rejecting one group's wishes.Read Replies (0)
By Soulskill from Slashdot's forcing-introverts-to-play-with-introverts department
An anonymous reader writes: Multiplayer modes used to be an extra part of most games — an optional addition that the developers could build (or not) as they saw fit. These days, it's different: many games are marketed under the illusion of being single-player, when their focus has shifted to an almost mandatory multiplayer mode. (Think always-online DRM, and games as services.) It's not that this is necessarily bad for gameplay — it's that design patterns are shifting, and if you don't like multiplayer, you're going to have a harder time finding games you do like.
The article's author uses a couple recent major titles as backdrop for the discussion: "With both Diablo III and Destiny, I'm not sure where and how to attribute my enjoyment. Yes, the mechanics of both are sound, but given the resounding emptiness felt when played solo, perhaps the co-op element is compensating. I'd go so far as to argue games can be less mechanically compelling, so long as the multiplayer element is engaging. The thrill of barking orders at friends can, in a way, cover design flaws. I hem and haw on the quality of each game's mechanics because the co-op aspect literally distracted me from engaging with them to some degree."Read Replies (0)
By Soulskill from Slashdot's roddenberry-approved department
An anonymous reader writes: A few years ago, author Neal Stephenson argued that sci-fi had forgotten how to inspire people to do great things. Indeed, much of recent science fiction has been pessimistic and skeptical, focusing on all the ways our inventions could go wrong, and how hostile the universe is to humankind. Now, a group of scientists, engineers, and authors (including Stephenson himself) is trying to change that. Arizona State University recently launched Project Hieroglyph, a hub for ideas that will influence science fiction to be more optimistic and accurate, and to focus on the great things humanity is capable of doing.
For example, in the development of a short story, Stephenson wanted to know if it's possible to build a tower that's 20 kilometers tall. Keith Hjelmsad, an expert in structural stability and computational mechanics, wrote a detailed response about the challenge involved in building such a tower. Other authors are contributing questions as well, and researchers are chiming in with fascinating, science-based replies. Roboticist Srikanth Saripalli makes this interesting point: "If the government has to decide what to fund and what not to fund, they are going to get their ideas and decisions mostly from science fiction rather than what's being published in technical papers."Read Replies (0)