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#COMPUSA PC
retrocgads · 1 year
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USA 1997
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kennak · 8 months
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Sears や CompUSA などで展示されている PC でデモ ソフトウェアが実行されていたときのことを思い出します。このソフトウェアでは、PC を購入するときに行うべき 1 つのこと、つまり実際にそれを使用することができませんでした。 そのため、私は CTRL+ALT+DEL を押して、タスク マネージャーでデモ ソフトウェアを強制終了していました。 即座に再起動する、より頑固なデモ ソフトウェアの場合は、msconfig を開き、起動時にデモ ソフトウェアが実行されるチェックを外して、再起動します。 近くで見ていた他の人たちが驚きと喜びを感じたことを覚えています。彼らは私に、自分の PC でそれをして、自分たちもクリックしてマインスイーパーやピンボールをプレイできるように頼んだのです :-) 今となってはとても素人っぽく聞こえますが、90 年代半ばの CTRL+ALT+DEL が - 敢えて言えば、そうであったことを思い出すのは難しいです。 -- 経験豊富なユーザーだけが知っていた一種の電動ツールです。
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dantasticsims · 11 months
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Welcome!
My name is Dan. It’s a sunny summer afternoon as I post this. I’ve been playing video games on computers for almost 30 years. It all started with a trip to CompUSA when I was 12. My little brother Matt went to summer basketball camp, but for some unusual reason then after I, my father David took me to CompUSA and there were a couple of racing games on the shelf. We bought IndyCar Racing and I ended up playing it all summer long.
For some inexplicable reason, especially after a global pandemic where people like yours truly have been meeting via computers, tablets, smart phones, smart TVs, smart displays and smart refrigerators, and with normal life returning quickly, one game has provided me with a way to escape the quirks of normal life.
            It was the spring of 2000. I was at the end of my junior year at St Martin de Porres High, and I spend my Memorial Day doing community service activities. My school had mandated that I spend 10 hours a year performing what they called Christian Service in order to move up to the next grade and I hadn’t reported any of it to that point. That day I asked members of my family to donate cash to a charity and purchase food for them.
Later that afternoon, my parents rewarded me with the opportunity so I asked my father David to take me shopping at Best Buy. Previously, the only. But that was before my PC  when I came to this Best Buy, my life would change forever.
I bought the game called “The Sims”. This game began the life simulation genre. From that night on, I’d be glued to my computer desk for up to 3 hours a day, just to make sure all stories are perfect and follow the right plan. Or I might play dress-up, plan out my roles and instructions and  e puzzle of a story together. Amazingly I still have some unfinished business. Primarily I play this game to tell my life story in a different way.
I can make them rich or poor, frumpy or fabulous, cool or cruel
Will Wright
The Sims was the brainchild of an Atlanta native named Will Wright, the creator of the popular city simulation game SimCity. Born in Atlanta, he and his family later moved to Louisiana. Will’s interest in game design began with a strategy board game, Go.
Will graduated at age 16 from Episcopal High School in Baton Rouge. From there he enrolled at Louisiana State University. Two years later he transferred to Louisiana Tech. Afterward, he moved to California
How a mini-wildfire changed gaming history
In October 1991, two years after SimCity was released, there was a fast-moving firestorm that broke out across the East Bay. A partially extinguished grass fire would increase The fire started when firefighters thought they’d extinguished a grass fire on Similar to a wildfire, this was a more destructive, but deadly. 25 people were killed and 150 injured and over 1,500 acres were destroyed. when a small wildfire destroyed over 1,500 acres around Oakland. This fire eventually became known by Cal Fire (California Fire Department) as the "Tunnel Fire."
The 49ers and (my) Detroit Lions were playing at Candlestick Park – a frequent matchup in the NFL back in the day – that weekend. Ash started falling onto the field during the game. But the game was played anyway. CBS was showing most of the damage from the fires with its blimp, which provided many people watching the game with first word of the wildfire. FYI, San Francisco won the game 35-3.
One of those affected was Will Wright. Will's home was a few blocks away from where the firestorm started, on a highway intersection is home was consumed by the fire, as well as several records of his early career.
Will was inspired to create a virtual doll house as a way to rebuild his life after the fire. Replacing his home and he used his experience as the basis of The Sims. The game SimCity 2000 included a scenario in which one had to rebuild Oakland Hills after recovery from the fire.
In February
So… an incompletely extinguished grass fire in the Bay Area mutated into a wildfire that destroyed Will Wright’s house, which led to the development of The Sims, then it replaced my life somewhat. That’s how it all began for me. Basically, if that fire had been fully extinguished in the first place, we wouldn’t be simulating our lives with a PC game. In fact, prior to The Sims, I used my own personal word processor.
My life has been full of missed opportunities. In my world there are many imagination. I’ll explain some of the things I love about the game, and showcase some of my stories. We'll also share information about an upcoming life simulation game coming next year: Lif.e by You
My life has been full of missed opportunities. No true relationships and no In my world there are many imagination. I’ll explain some of the things I love about the game, and how We'll also share information about a pair of upcoming life simulation games coming next year: Life by You and inZOI.
So why did I create this site?
To showcase my passion and appreciation for the sims 4
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blazehedgehog · 6 years
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If I may ask, on the subject of emulation, what do you think of the Nintendo Gamecube Multi Game Demo Discs? I don't think Nintendo's ever going to re-relase those things, but they do have some interesting thing on them, like all of that Dinosaur Planet content on Star Fox Adventures' kiosk version, the Super Mario Strikers Kiosk, Metroid Prime Kiosk as well, just to name a few. How could they be preserved or brought back without emulation?
I legitimately don’t think downloading demo discs is piracy. I’m sure there’s some kind of legal technicality that some people might try to flex, but at the end of the day, a demo disc is largely meant to exist as a sampler of a retail product and the vast majority of them were given away for free – or nearly for free. They were provided as a form of advertising.
In the “gray market spectrum” downloading demo disc ISOs or whatever is about as harmless as it gets. My moral compass is maybe something like this:
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I think some kind of demo disc repository could work. I recently discovered something like that already kind of exists for PC cover disks and the like:
http://cd.textfiles.com/directory.html
This is essentially a rather sizable archive of both cover disks from PC magazines (like PC Gamer) and those weird “101 Games for a Buck!” CDs you used to find cluttering up shelves at Wal-mart and CompUSA. Mostly, it’s just tons and tons of old demos and shareware games peppered with the occasional weird ephemera (the module music collections are a treat).
If something like that can exist, it’s possible a console game demo disc repository might avoid the eye of Sauron.
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stompsite · 6 years
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Dreaming Of Another World
It was all Narnia’s fault.
I grew up in a deeply religious family, one that eschewed ‘worldly’ media for the religious variety. I remember Dad dragging us out of a showing of the Lion King one rainy September day--I think we’d gone to one of those theatres where the tickets were cheap and they only showed movies that had been out for a long time because my family was thrifty like that--because he was furious. Some time later, he explained to me that Disney was trying to brainwash us with “New Age Philosophy,” and he was angry at the spirit that tried to do it to us. Not a great birthday memory for me.
But Narnia? It had magic and monsters and demons and werewolves, and for whatever reason, we were allowed to watch it whenever we went to Grandma’s house. My parents drove us up to Independence, Missouri every few months for something called Enzyme Potentiated Desensitization, where we would stay with grandma and watch Narnia. EPD was an experimental allergen treatment that was banned in 2001.
I remember drinking water with bismuth in it and eating an awful meal that had the consistency of literal shit. This was supposed to help us get over our allergies, but I think the treatment was far worse. We weren’t allowed to eat many things, and most of what we could eat was disgusting, so most of the time, we laid around, sick, feverish, and vomiting, and we ate reheated french fries from Wendy’s (McDonald’s wasn’t allowed due to the oil they used), and we watched all of Grandma’s old movies.
My favorite one was The Lion, The Witch, and the Wardrobe, a movie about kids who escaped the horrors of World War II by traveling to another dimension where it was always winter and a cruel, monstrous witch ruled with an iron hand. Eventually, thanks to the help of the Christ-like Aslan, they overthrew her.
It was a dark movie, a far cry from the generally happy, low-intensity religious movies Mom let us watch. Aslan died, y’know. It was, to 8 year old me, the most incredible thing in the world. Later, I read the rest of the books, and I loved them too. My favorite was The Silver Chair, the darkest and least hopeful book of all. No one book had more of an impact on my artistic sensibilities than The Silver Chair. Real stakes! Real pain! Hope! Triumph! All the good stuff.
When I was 10, I found Digimon.
I was hanging out at Hyram’s place watching The Magic School Bus, a show that we weren’t allowed to watch at my house because of the magic. Hyram’s family, being Mormon, had a more enlightened--so it seemed--outlook on the world, being okay with sci-fi and fantasy stories that my parents forbade us from seeing. So there we were, watching The Magic School Bus, and the commercials came on, and Fox Kids aired a commercial for Digimon (Adventure 01, Episode 28, in case you were wondering--the one with the ferocious Devidramon).
Digimon was even darker than Narnia. It’s villains were literally Satan and a Vampire. There’s an episode where one of the kids is told her mother doesn’t love her and as a result, she’ll never be able to help her friends. There was drama, self-doubt, pain, misery, and, in the end, the kids overcame the darkness that opposed them and triumphed.
Over the years, I found increasingly creative ways to catch my Digimon fix, going to the church next door with a cable I’d found to connect to the TV so I could just barely catch Fox 24 when it was broadcasting. When Digimon stopped airing, I desperately searched for a way to download the show online, which led me to IRC, which took me to roleplay forums, which led me to Kotaku comments, and finally Twitter, which is where I know most of you from.
I realize this may all sound very self-indulgent, and I’m sorry for that, but I feel it’s important to establish the personal context here. I love these stories about going to other worlds and experiencing things that our worlds could never give us. The stories acted as a kind of meta-transportation, a way of letting me escape the frustrations of my own life.
When I finally made the transition from cartoons and books to video games, everything seemed to snap into place. Games were the closest thing I’d ever found to actually visiting Narnia or the Digital World. My friend Robert introduced me to Halo in his trailer home. My parents gave me Microsoft Flight Simulator, and it was like being able to fly planes in real life, so much so that when I eventually attended flight training, my instructors told me I flew like someone with thousands of hours under his belt.
Games let me go places.
Games let me see new things.
So, one day, in early 2007, I found a copy of PC Gamer with Bioshock on the cover in the Wal-Mart magazine aisle. I remember furtively browsing the issue, making sure Mom didn’t suddenly round the corner and catch me reading it. The game looked incredible, but I was focused more on roleplaying forums at the time, and I forgot about it until that fall, a few weeks after it came out. CompUSA was going out of business and was selling off their games. I couldn’t game at home--our computers were old Boeing surplus and ran the Half-Life 2 Ravenholm demo like a slideshow--but with a portable hard drive I’d purchased and hid in the ceiling tiles of my bedroom, I could play them at the university I was attending.
So I did.
First person games appealed to me because they let me experience the game worlds as though they were real experiences. It was the closest thing to going to another world; third person games didn’t elicit the same response, so I didn’t play them as much. I was a big fan of the Age of Empires: Rise of Rome demo that came with my copy of Microsoft Flight Simluator, though. But it was the first person games, the ones I found on Maximum PC demo discs, that really mattered to me. I’d played hundreds of hours of Unreal Tournament 2004, Call of Duty, and even Far Cry.
When I played Bioshock, everything changed. I had to get my own computer. Had to. I moved out in late December to go learn to fly at K-State Salina. Got really sick that spring--my illness was just starting to reveal itself--and I flunked most of my classes. I was so sick most days I couldn’t leave the house. Got diagnosed with severe social anxiety disorder later. Only left the house at night unless I had classes, when I could make it to them at all. I’d earned enough money the previous fall to build myself my own computer.
I played games.
Bioshock had led me to System Shock 2. I pirated a copy of STALKER: Shadow of Chernobyl because I’d seen the disc at CompUSA (alongside Blacksite: Area 51) but only had the cash to buy Bioshock and The Orange Box without my parents noticing. I played FEAR and its expansions. All the Half-Life games. Crysis. Call of Duty 4. It was a great time to experience a lot of amazing first-person games.
System Shock and STALKER were the biggest influences.
When I moved back that summer, I scrounged and saved and used the last of my savings to buy STALKER: Clear Sky and Crysis Warhead. I played them while living in the unheated camping trailer my parents used to own (it was cheaper than paying for dorms whenever we attended church camps). It was cold. I could see my own breath most days. I got a job at Office Max and used it to buy a copy of Far Cry 2. A few weeks later, I picked up Fallout 3.
If you’re familiar with these games, you’ll notice a lot of them have things in common. They do interesting things with the game world. Many are heavily systems driven compared to their contemporaries. STALKER’s world especially feels completely alive. System Shock 2 does a bangin’ job of making you feel like you’re really exploring an abandoned spaceship. Far Cry 2’s systems-driven gameplay is fascinating and influences designers to this day. Fallout 3 has one of the best ecosystems in a video game, with enemies who you can wound and terrify and allied characters who will come to your aid.
Even Blacksite: Area 51 was a fascinating game. It had this cool morale system that had your soldiers responding to your commands and combat prowess in ways that, at the time, felt believable and awe-inspiring. In Crysis, if you dropped an unconscious man in a river, he would die because he drowned. Incredible. It felt real.
The games that shaped my experience took me to other worlds, shaping my perception of what games could be in a very specific direction. As someone who’d grown up reading the old Microsoft Flight Simulator tagline “As real as it gets,” I felt right at home.
I tried other games, like Nintendo’s platformers or controller-centric spectacle fighters like Devil May Cry 3, but I didn’t like them. They were too obviously games. You got points. Everything was abstract. I was playing. I wasn’t going anywhere.
As my health declined, the importance of traveling to other places increased. The mark of a good game for me became one where I could forget about the world I lived in and exist in another world. I’m reminded of Lord Foul’s Bane, a book in which a writer with leprosy is transported to another world where he is healed of his leprosy. Games provided me that escape, especially the immersive ones.
Ah.
Right.
That word.
Immersion is nothing to be afraid of. Some people say that any game can be immersive, because one of the meanings of the word is roughly analogous to “engrossed,” but the English language is weird and tricky and sometimes two words share the same meaning in the dictionary but mean very different things.
To be engrossed in something is to have your attention completely arrested by it. To be immersed in something, well… when you’re immersed in water, you are literally, physically inside of it. You are a part of the water, as much as you can be.
I was seeking out immersive qualities in games without really understanding it. I would learn that some of my favorite games in the genre were literally called “immersive sims.” Some people will argue that they are not engrossed by those games, so they cannot possibly be immersive, but I’d argue that when you’re immersed in something, it surrounds you, you’re inside it. Whether or not it grabs your attention is up to you.
When a game is immersive, it might not grab your attention, but it’s doing its best to create a living, breathing world. When you drop an unconscious man in water, he drowns because that is what would happen in real life. When you perform well in combat, your allies rally around you. When you shoot an enemy in the leg, he limps.
An immersive game is one that does its best to represent a cohesive reality.
If you don’t believe me, go listen to Paul Neurath, a founder of Looking Glass, a studio that made games like System Shock and Thief, talk about why they made the games they did. Look at the cool attempts at simulation elements in games made by LGS alumni, like Seamus Blackley’s Jurassic Park: Trespasser, or Warren Spector and Harvey Smith’s Deus Ex. Emil Pagliarulo got a job at Bethesda and has a senior role (I forget what it is, exactly, sorry) on simulation-heavy games like Fallout 3 and Skyrim.
Heck, the Sega 2K Football games were praised as having some of the most sophisticated and realistic AI in sports games before the NFL decided it wasn’t cool with yearly games being priced at a sub-premium price point. Marc LeBlanc worked on the AI for those.
The way I heard it, Looking Glass made flight simulators with realistic physics (I believe that was thanks to Blackley’s background as a physicist). At some point, the folks at Looking Glass thought it would be cool to take Dungeons and Dragons style tabletop and make a game out of it, but instead of building something like the isometric Ultima, they’d apply the flight simulator logic to it. The whole thing would be first person, and you could treat it like you were really there. Their publishing partner decided this new game should be an Ultima game, so Ultima Underworld was born.
After that, Looking Glass made a mix of flight simulators, golf games, and weird first-person games that took you to other worlds. System Shock put you on a space station. Thief let you do exactly what it said on the cover. Terra Nova was… well, read this piece on Rock, Paper, Shotgun. All of these games were fascinating and transformative, even if they had weirdly inaccessible control schemes.
Eventually, the studio died. Sony and Microsoft passed on buying them, Eidos made some poor financial decisions and couldn’t pay them. Talent moved off to other studios. Eventually, they shut down.
A few developers tried to carry the torch. Ken Levine’s Irrational games released Bioshock, which was like the bro shooter version of System Shock. Ion Storm Austin produced Thief 3 and two Deus Ex games. Bethesda’s work has become increasingly Looking Glass-influenced over the years. Clint Hocking’s Splinter Cell: Chaos Theory and Far Cry 2 clearly learned from Looking Glass’ games as well.
Over in France, a guy named Raphael Colantonio founded a studio called Arkane. They made a game heavily inspired by Ultima Underworld called Arx Fatalis. Then they made another one, called Dark Messiah of Might and Magic, using a Ubisoft license.
As game tech got better, simulation elements became more pronounced. The German Yerli brothers unsuccessfully pitched a neat dinosaur game, but eventually managed to convince Ubisoft to publish Far Cry and EA to publish Crysis. Their games are mostly known for their graphics tech, but I’ve always been fond of their intriguing stabs at realism; on its highest difficulty, Crysis’ enemies speak Korean, making it difficult for most players to understand their callouts. Crysis lets players use the game’s physics to enhance its combat, collapsing buildings on enemies or leveling foliage to give them access to easier sight lines. I wrote about one of my favorite levels here.
Bioshock brought the attention back, though. Even though it wasn’t very simulation heavy, it gave players that sense of presence that so many had been craving. Some developers stumbled; Far Cry 2 is beloved by game designers but wasn’t the critical or commercial success Ubisoft hoped. STALKER was one of the buggiest commercial games I’ve ever played, capable of crashing if you so much as blinked, so it didn’t sell as well as THQ would have liked, and GSC Game World sought a new publisher for Clear Sky, then shifted to yet another publisher for Call of Pripyat.
Fallout 3 had more simulation elements than most of its contemporaries and, I’d argue, did a better job presenting a living, breathing world than any other game of its generation, but people were too busy being mad that it wasn’t a classic isometric RPG to notice.
So, this is where my head was at when I entered into the world of immersive sims. I was fascinated by simulation elements, in love with the idea of exploring other worlds, and, most importantly of all: I needed an escape from my health. Immersive games, some of them sims, some of them not, provided the escape I craved.
In 2011, I downloaded the leaked demo of Deus Ex: Human Revolution. I’d been mowing the lawn and was going to take a shower before sinking my teeth into it, but it was so engrossing that, before I knew it, five hours had passed and I’d played the entire thing. As soon as I scraped the cash together, I bought myself a copy. It was the first game I’d been able to afford in years.
I loved it.
The next year, Arkane roared back to life with Dishonored, which was one of my favorite games, not just because it’s really fucking good, not just because the world is fascinating and creative, not just because Harvey Smith, the man responsible for Deus Ex and Blacksite (he deserved better treatment from his publisher on that one; if they’d had more time, I think it would have been rightly hailed as a masterpiece; as it stands, it’s a fascinating thing that I love to pieces), partnered up with Arkane to make it, but because it helped me get my first writing gig.
If you wanna read my thoughts on Dishonored, check it out here.
And yet…
Something felt off.
Not about Dishonored, but about the conversation surrounding immersive design. I’d read posts by people who talked about the importance of design, who placed a weird focus on systems-driven design, who seemed to think that immersive games were stealth games and nothing but.
Before Dishonored and Human Revolution, I recall reading one of the foremost voices in immersive design discourse proclaiming the genre was dead because Looking Glass and Ion Storm had shut down. He argued, while Fallout 3 was selling millions of copies, that immersive sims were dead because they weren’t commercially viable. Many agreed with him.
After the apparent sales failings of Prey (Arkane), Dishonored 2, and Mankind Divided, I’ve heard those conversations picking up again.
I think they’re wrong, and I’d like to try to explain why.
I think a lot of the people who talk about immersive sims, focusing on immersive design and talking about what these games should be, tend to get hung up on Very Specific Details without looking at the bigger picture. Go watch the Underworld Ascendant Kickstarter pitch video, and you’ll hear Neurath talk about how important it is to solve problems logically. Go listen to a lot of the immersive sim fans talk about games, and you’ll hear them talking about… well, other things.
One thing I feel like I see a lot is an emphasis on stealth mechanics. That’s great! I love stealth games. But I’d argue that stealth is not an important part of immersive games. Some people have told me that they don’t think Bethesda games are immersive sims because the stealth in those games is nowhere near as in depth as Thief. Maybe, maybe, but here’s the thing:
I think you could make an immersive game where you’re 12 years old and you’re visiting your grandparents at their farm on an island somewhere, and the entire game is just about being a kid exploring a little seaside town and making new friends. I think you could catch fireflies and go to the library and go fishing and do all sorts of things on an island that feels just as alive as STALKER, without actually doing any stealth.
But if you go play Dishonored or Deus Ex: Human Revolution, or the Thief games, or whatever, you’re going to have the immersive sim community types talking about how important stealth is. Thief is good, but get over it. It’s just one manifestation of a broader genre. Stealth is GREAT. Dishonored so good I will buy any Dishonored game sight unseen. I would kill to get a job working for Arkane, even if it was like… as a janitor or something. I love those people and I love their games.
I think the emphasis on stealth is part of the reason a lot of these games have failed. I love stealth games for the same reason I love horror games; they’re high-intensity, high-stakes games that, when you play them well, make you feel like a real master. I’d also argue that stealth is exhausting. Maybe I’m more attuned to this than most due to the whole chronic fatigue thing, but like…
In a stealth game, success can feel like failure. You’re constantly feeling the pucker factor. If you are seen, you fail, even if the game doesn’t actually have an instant failure state. When I get seen in Dishonored, I have to fight. Fighting is really fun, but getting caught means I wasn’t able to do what I wanted to; I messed up. I’m a failure. A lot of stealth stuff ends up feeling like constantly being on edge and failing because you had to kill like 5 dudes who saw you. I played Hitman last night and every time I killed or choked out someone who saw me, I just wanted to start the whole thing over.
I’d argue that most people feel this way when playing stealth games. They don’t like the stress. A little stealth is nice, especially in a game like Far Cry 5 where you can approach a base with a sniper rifle and take out like 6 dudes without them noticing you, but getting into a firefight afterwards feels fun and purposeful too, so you get a nice mix of occasional stealth and action. I think that’s probably why Far Cry 5 is the best-selling video game of 2018 so far (Red Dead releases tomorrow).
I love that we’re making stealth games with immersive elements, but I think we’re making a mistake when we assume that immersive games must be stealthy ones. There are so many games that claim to learn from immersive games--Mark of the Ninja, Deus Ex: Human Revolution, Wildfire, Quadrilateral Cowboy--and they do, but they’re also so very focused on stealth (the ones I’ve played are all among my favorite games, by the way! Please don’t think of this as a knock against them!). I can’t think of any game that claims to be influenced by immersive sims that doesn’t have stealth.
Stealth is a verb (short version: game design speak for ‘thing you can do’). It is not the genre.
Then there’s the whole “design” thing. Mario games are exceptionally designed. Each level is a unique, bespoke challenge, stacking mechanics on top of mechanics and helping you develop your mastery over the experience. This design comes at the expense of… well, I’ll get to that later. For now, I’ll just say that Mario Feels Like A Game.
That’s not a bad thing, but, like, you’ve got this for, so you know what I’m about. You can see why that might not appeal to me personally.
Buuuuuuut… a lot of the newer, like… I don’t know, it’s weird to call them “design-focused,” because all games are designed, a lot of these newer immersive sim type games seem focused on that kind of immaculate design. Walk into the bank in Deus Ex: Mankind Divided and you’ll see The Person You Can Talk Your Way Past If You Have That Skill, you’ll see The Lasers You Can Sneak Past If You Can Turn Invisible, you’ll see The Vending Machine You Can Lift If You Have The Strength Ability, and you’ll see The Air Vent You Can Crawl Through To Get To The Computer You Can Hack If You’re A Hacker.
Mankind Divided will give you The Most Experience Points for playing this without being detected and without killing anyone.
Suddenly, you are incentivized to treat the game like a game because it is objectively better for you to approach all objectives in a specific way. Heck, in Human Revolution and Mankind Divided, after you’ve nonlethally subdued everyone in a room, you can hack all the computers (even if you have a password) and crawl through all the vents (though there’s no reason to) for Maximum Points. It… it makes no sense. You’re not trying to be a part of the world. The game rewards you for engaging with it on a level that must recognize the game as an illusion.
It’s not the only game. I loved Prey, but I got the sense that I was being graded as I played, which meant I started playing more to the game’s expectations of me rather than how I felt I ought to act. Look, I grew up in a family environment where people were sneaking up on me to see if I was acting righteously. I grew up in a church where I was paraded in front of two hundred kids and told that I had The Devil in me because my pottery had shattered in their shoddily-built kiln and destroyed most of the rest of the pottery. I am so fucking tired of being judged, so exhausted of having to act a specific way to avoid being treated like garbage, I don’t want games to do it to me too. I just want to act in a way that feels appropriate.
In Eidos Montreal’s immersive sim games (and most immersive games, for that matter), I felt like I was running into The Metroid School of Design, in which a player is unable to progress through a level without the right tool, with one key difference: there are multiple tools you can use to progress. Four routes into the same room, every room, all the time.
This creates a sense of artifice. When I see a bunch of chandeliers and mysterious, architecturally suspect vents that show me an obvious route through a map, I see the designer’s hand. I see that the designer has planned all these routes for me. They have planned for any eventuality. They want me to sneak my way through this room, regardless of the skills I have at my disposal.
I can play their game in just one way. I can ghost-stealth it perfectly and get The Good Ending, or I can Violence Through It and get less progress points and The Bad Ending. If I am a hacker, there will always be a door to hack. If I am a fighter, there will always be a man to fight.
Oh, sure, the best games will give you a dozen tools that can be combined in really interesting ways, but someone has figured out what all those tools are and designed each level to perfectly accommodate every. Single. tool.
Every level is a puzzle, and puzzles are designed by a human with the intent to solve them. You don’t need to be creative--heck, sometimes, being creative is actively discouraged--because all you need to do is figure out what the designer wanted you to do and do it. Ah, I have tools X, Y, and Z? I know exactly where I’m supposed to deploy them. See, there’s the path you can blink through and the door you can bypass with a specific tool or the fish you can possess to swim through.
And… I cannot stress this enough:
It’s not bad.
It’s good.
It’s very good. I fucking love these games. They mean the world to me. They do.
But can you see how that might not be what I was looking for, and how I feel that’s… quite a long way removed from what Looking Glass was trying to do? Instead of solving solutions in a natural way, these games have created very nice puzzle worlds. As someone who loves puzzles, this is wonderful, but as someone who loved what Looking Glass and STALKER were doing… I can’t help but feel my own needs and interests aren’t being met.
I mentioned I was playing Hitman. I love it. I love it to pieces. I just did a Suit Only, Silent Assassin run and it was thrilling. But, like… I knew the route the guy would take. I knew The Device that I could interact with to take him off his path. I didn’t feel like I was improvising; instead, I was looking at one of several dozen ways the designers had very carefully placed in my path.
I can see you, designer. I know you’re there.
I couldn’t see the designer in STALKER. Everything felt natural to me. I woke up in a bunk. I met Sidorovich. He asked me to run a job for him. On my way to the job, there were dead animals and a wounded Stalker. He asked me for a med kit. I gave him the med kit. He became my friend. I joined a few Stalkers and we took out a bandit camp.
This will happen in every playthrough. It has been designed. I get that. But it wasn’t like a designer came in shouting PLAY YOUR WAY, ALSO THIS IS A STEALTH GAME, right? I could take out that encampment however I wanted. The more I play, the more tools I find. Sometimes, they randomly pop out of an anomaly. Other times, I find them on the corpses of people who died in a brutal gunfight. In Clear Sky, the gun you wield in the opening cinematic can be found right where you left it. It’s broken, but you can find a man to repair it, and later, you can get ammo for it by eliminating high-level enemies.
If someone says “hey, please help me take out this facility,” that’s all the direction you have. How you take it out is up to you. Stealth it? Sure. Lead mutants to it? Absolutely. Come in under cover of night or rain? You bet. STALKER’s verbs might be limited, but the game itself is so much more flexible. Sneak in through a crack in the wall or charge the front gate.
You play your way, but “your way” doesn’t mean four skill trees, it means “here’s a real, tangible space, with no hint of the designer’s hand. This feels real, like it actually exists in the outskirts of Chernobyl. There are bad men inside. Go get them, using whatever tools you have available to you.”
STALKER feels natural.
In fact, if there was one word I’d use to describe my ideal immersive game, “natural.” Would be that word. When I play Far Cry 2, I am playing a Designed Game. This is the Friendly NPC Zone. There are no friendly NPCs outside it. You can safely kill everyone because they’re bad. Everyone hits hard, so it’s best to snipe them. Make sure to go to the safe house, which looks exactly like all the other safe houses (and has the exact same supplies plus one unique bonus gun) to engage The Buddy System™, recharging your Buddy Meter® so your Buddy® will come to your aid when you go down One Time. If you go down a second time, he will die. This is how it always happens. It will never deviate.
In STALKER, I was caught finding bandits when a man named Edik Dinosaur passed by. He and I had met on occasion on the road. Edik Dinosaur fought valiantly alongside me, because he hated bandits and he liked me. I accidentally shot him during the encounter. He died because of me. That was way more impactful than Far Cry 2’s Super Obvious Buddy System, you know?
It was like I was there. I had to grapple with a sense of guilt at shooting blindly into the brush after a fleeing bandit.
I remember a story of someone playing an old Zelda game, I think it was Ocarina of Time, when their mom walked in and asked them what they were doing. They explained that, to cross a bridge, they had to get some item to unlock it. “Why don’t you just chop down a tree to cross the river?” came the reply. The storyteller said they rolled their eyes at this and thought their mom was crazy, but later, they were like “actually, yeah, why can’t I do that?”
Breath of the Wild let players do just that. It was hailed as a brilliant new Zelda game and seems more beloved than… basically every Zelda game in decades? This is a game where you can shoot a fire arrow, watch the grass catch fire, and use the updrafts to fling yourself into the sky, which lets you drop down on top of your foes for a powerful melee attack.
I have my complaints with the game, which you can read here, but I’m fascinated by the way its overworld avoids just outright telling you how to play and letting you figure out how to solve the problems it presents to you. Instead of being A Puzzle Game, Breath of the Wild’s overworld feels like a stylized yet real space. Its people are alive. Its spaces are not clearly designed to be exploited by specific mechanics. The Designer’s Hand is invisible.
This brings me to Bethesda.
Yes, sure, if you’re an RPG fan, Bethesda probably isn’t going to make you a happy camper. The writing can be stupid at times. They let you do anything, even though the narrative acts as though you’re on an urgent mission. The modular system design makes the world feel super artificial, and you can exploit the game’s systems in dumb, unrealistic ways, like putting a bucket on a person’s head (the AI has no sense of personal space and doesn’t mind) so he can’t see you steal things, or you can craft a million daggers so you can be The Best At Blacksmithing or whatever.
But… the thing is, when I hop into a Bethesda world, it feels relatively real. While you have a lot of skills that make you better at playing specific ways, like Unarmed or Melee or Rifles or Handguns or whatever, you’re never walking into a fight and seeing Five Specific Tool-Driven Routes and deciding which tool is The Best One For The Job.
I feel like too many immersive sims are specifically stealth-driven games with immaculate designer-driven puzzles that give you a dozen different tools to use How You Want (but, hint hint, there are a few very clear routes).
Bethesda games give you a billion tools and let you loose in the world, much like STALKER does. You can shoot someone so much they become afraid of you and run away, but some people are less afraid than others and will fight you to the death. Take out a guy with a good gun, and his buddy will run over, pick it up, and use it against you unless you can get to him first. Approach this fort aggressively, sneak in, talk your way in, do whatever. It’s going to depend as much on who’s in the fort as it is on you. Heck, I think in Skyrim, if you’re wearing Imperial gear, you can walk into an Imperial fort without anyone realizing you’re not an Imperial.
Bethesda games let you play how you want in the moment.
They let you formulate a plan based on what you feel like doing, and sometimes, you’re going to find places you can’t take on because nobody bothered to design a way for a specific character build to attack. Come back later or get creative. It feels more natural than most immersive sims because it’s trying to be a real place, rather than an artfully designed one. Yeah, Bethesda games have rough edges. They do!
And yet… they are immensely successful, and I think it’s because they’re actually trying to send their players to other worlds. They’re not demanding you play stealthily, they’re not giving you the same routes so that every player can play One Specific Play Style. They’re bringing a world to life and letting you live in it. In Skyrim, I can go save the world and become the boss of the Magic College, or I can be a simple elk hunter, peddling my wares.
I guess where I’m at is… we saw one studio trying incredible things in games, and they went under through little fault of their own. Their successors didn’t find the smashing success that the enthusiasts think they deserve, but I think that’s because… well… a lot of the enthusiasts are just looking at one or two games on the spectrum and refusing to make anything else. I think so many of the genre’s fans have a very limited, very specific view of what the genre can be, which is why none of them have managed to recapture the glory of Looking Glass; they’re not making the kind of games Looking Glass was, no matter how much they claim that they are.
There’s too much artifice in the inheritors.
Bethesda’s out there making billions of dollars because their games live up to the Looking Glass ideal more than anything else out there. These other games, this other design philosophy, it’s great. I love it. It’s wonderful and beautiful and fascinating, but when I see people arguing that “nobody wants immersive games,” because those games didn’t break sales records, I want to scream “how would you know? You’ve made something else!”
STALKER sold like 6 million copies. Skyrim’s up at like… what, 20 million now? Breath of the Wild has sold a bajillion copies. Red Dead Redemption 2 is poised to be the second best-selling game of 2018 after Black Ops IIII. Grand Theft Auto V made a billion billion dollars and it’s got some of the most sophisticated immersion elements in video games. Metal Gear Solid V: The Phantom Pain is one of the “could this realistically work?” games out there and it made a ton of cash. When you make a game that’s really about existing in a living, breathing world, you can make a shitload of cash.
When you make a stealth game with a lot of Specific Tools and Obvious Routes, you’re making a great video game, but you aren’t making an immersive one. That’s okay, but please don’t argue that we should stop making immersive games because your model didn’t work. The immersive model is thriving. You just made something else.
I just want to escape to other worlds.
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mousecomputerrun · 4 years
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(^^) CompUSA 4 Button Scroll Wheel PS/2 Computer PC Mouse https://ift.tt/2Re8sgm
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mikerickson · 7 years
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I have such a weird relationship with this game. I was about 4 or 5 when it came out and the older neighbor boy across the street had it so I went over to watch him play. Not 2 minutes into it something about the ambiance rubbed me the wrong way and I was convinced there was going to be some kind of terrifying jumpscare so I noped the fuck out of there and never went back. It was such a staple of mid 90′s computer culture though, so every time I would browse through the PC games at like OfficeMax or CompUSA (really dating myself here) it would show up and I’d get uncomfortable. And yet I still get strangely nostalgic whenever it comes up, despite never having played it or any of the sequels.
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g0roldfilessite · 5 years
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castrocelina760 · 5 years
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Applications.
It deserves the expense of Windows XP to have a PC that has countless suitable programs offered to it. 
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jarloading603 · 3 years
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Add pliz RTCW tests in its review. Curiously, S3’s legacy drivers page has no generic drivers at all for Savage 2K. According to paragraphs 2 and 8 – which BIOS and firewood tried? I virus scanned them and archived it all up. That is, if the reference – mr F.
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Tried different wood versiy- only works with relatives 8.
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So you can just ditch card. The image on two monitors with different resolution overlap mode NVidia GT: Reply 26 – Last edited by Exreme on If the rolls – safe mode, or else – me. I bet that it would be a better experience than even faster cards stuck on the D3D driver.
Board index All times are UTC. The Savage4 series’ single cycle trilinear filtering and S3TC texture compression created a 3D card with exceptional image quality.
S3 Savage – Wikipedia
This is not a firmware. Reply 29 – Users browsing this forum: It’s probably similar to what Glide gets you with a Voodoo compared to D3D. Yes, still – try all the same, and if it does not help, 8. Question have a subject – any wood and the BIOS version is best for this.
Моя коллекция видеокарт. Шестая часть — S3 Graphics.
The S3 articles were really bare not popular like say 3dfx so I filled in the Virge and Savage articles. Which also is evident from the connector itself. The latest BIOS and firmware here http: Home Help Search Login. They added single-pass multi-texturing, meaning the board could sample 2 textures per pixel in one pass not one clock cycle through the rendering engine instead of halving its texture fillrate in dual-textured games like Savage 3D.
Details are as follows: Thanx – I sent you a P. There is no material that is knowingly illegal here. Unfortunately for S3, deliveries of the Savage3D were hampered by poor manufacturing yields.
Not only that, but S3TC allowed these much higher quality textures to be rendered with negligible performance impact. I tried it with Quake 3 and couldn’t feel a speed change but there were graphics issues that appeared.
Remove the acceleration, if it is not removed. I dont know who buys cards from them these days.
Drivers – reference 8. But the idea – nothing wrong with that. S3’s yield problems forced Hercules to hand pick usable chips from the silicon wafers. Also it doesn’t like vertex arrays in GL either as much as other cards, causing some normals to break up as unintended such as in their favorite game, Quake III Arena and some glColor calls getting more saturated primary colors than the real color it tried to use.
Retro S3 Savage 4 AGP Video Card 16mb With DFP Support PN 144307-001
Google (Bot)MMaximus and 13 guests. Always a message – error in ekzk file. VIA Technologies x86 processors. I also wanted to try out Unreal Gold but didn’t see a way to get it to work with S3 Metal so I gave up.
Runners are other figures Why?
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amazingdealsonline · 3 years
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ladystylestores · 4 years
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A brief ode to Seinfeld’s Frank Costanza, terrible computer salesman
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All the relevant tech bits of “The Serenity Now,” translated with Romanian subtitles because that country also loves some good computing.
Frank Costanza had always been a visionary: bras for men, holidays for the perpetually annoyed, old TV Guides for hoarders. Maybe you could call it destiny in retrospect, but of course he’d eventually pivot to startups.
In October 1997, computers had already become a proven commodity. Incoming freshmen on college campuses owned ’em in droves. And for the masses, AOL had existed for awhile and already passed three million users two years earlier. (Hell, Ars Technica would be founded in just over a year.) The market didn’t exactly look ripe for the taking. But when you possess the kind of perseverance to never take your shoes off for others—whether at their homes or in a swimming pool—then to hell with what conventional wisdom says.
And so, as chronicled in what I’ve always presumed to be a documentary called Seinfeld, Frank Costanza got to work. Well, first he sat on his couch and channel-surfed through cable.
Estelle Costanza: (from other room) Get George to put those boxes in the garage.
George Costanza: Dad, what’s all this?
Estelle: (from other room) It’s junk.
Frank: My computers. I’ve been selling them for two months now. Shut up!
George: You’re selling computers?
Frank: Two months ago, I saw a provocative movie on cable TV. It was called The Net, with that girl from the bus. I did a little reading, and I realize, it wasn’t that farfetched.
George: Dad, you know what it takes to compete with Microsoft and IBM?
Frank: Yes, I do. That’s why I got a secret weapon… my son.
To clarify, not even Steve Jobs returning to Apple and the introduction of the iMac and its Pantone powers could compete with IBM and Microsoft at this time, as once detailed on this very site.
Might be an approximation, but not much of one.
Costanza himself seemed to understand this: his house appears filled with nothing but gear from potential PC competitors, after all. Spectre FT156 monitors, Microsoft Natural Keyboards, familiar cow-spotted Gateway 2000 packaging, even an Apple box or two. But again, visionary at work—Costanza and Son wouldn’t become another Windows-collaborating OEM. They were going after fatted calves like Circuit City and CompUSA as another third-party retailer. If these computer things moved like marble ryes, why not get in on the action directly?
Like all great tech startups, Costanza and Son started in Frank’s garage. And like all great startup CEOs, he didn’t give damn about your formal background (or potential personal life red flags) if you could hit the ground running and make money.
The company’s approach could be called disruptive. In between ample amounts of (literally disruptive) shouting, they relied on disconnected phones to sell direct to consumers as opposed to operating any retail space. Company compensation weighed heavily towards sales-incentives, leading to an epic showdown between the founder’s son George and employee No. 1, Lloyd Braun. It resulted in tens of (self-reported) sales, Braun moving eight whole machines to take the initial lead before Costanza closed deals on 25.
My family never purchased a computer over the phone, but who could argue with persuasion like this?
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Don’t even have to wait ’til Prime Day with deals like this.
…or this?
George: You’ve got ‘shiksappeal.’ Jewish men love the idea of meeting a woman that’s not like their mother.
Elaine: Oh, that’s insane.
George: I’ll tell you what’s insane: the price that I could get you on a new desktop computer.
Elaine: I am not buying a computer from you.
George: There’s porn.
Elaine: (pausing) Even so.
George: Damn it!
Sadly, Costanza and Son may have ultimately been a bit ahead of its time. They burned brightly but flamed out fast—a tragic, Office Space-style tech slaughter took down much of the company’s inventory before a bitter ex-spouse-turned-spouse-again literally ran over the rest. Cementing its legacy in tech retail, Costanza and Son achieved perpetual existence on the brink of bankruptcy long before competitors like Best Buy or Radio Shack ever could.
Frank Costanza (known outside the tech world as legendary comedian Jerry Stiller) died at the age of 92 this week. His “son” said every interaction was a “warm, delicious treat” and that everyone adored him. The NBC series’ namesake said you never wanted to “disturb [his work] in any way,” it was too perfect. We’ll simply add no one ever did dumb computer startup strategies better. And in these times, humanity needs his signature catch-phrase now more than ever: “Serenity now.”
For more on Jerry Stiller, you can read about his remarkable life and career in this New York Times obituary among many other tributes. TBS is airing a best of Frank Costanza Seinfeld marathon today, Saturday May 16, starting at 4pm ET. “Serenity Now” will air today at 8pm. The series remains available on-demand through Hulu.
Listing image by NBCUniversal
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cool-danielramos · 5 years
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slrlounge1 · 6 years
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My Experience with Apple as a Photographer and Creative Professional…
Disclaimer
Okay. Before I get started, let me say that I feel like the most unlucky person when it comes to electronics and major purchases. But, even with my bad luck, perhaps you will find this experience odd and worth sharing. What you are about to read is not doctored or manipulated to get more views, it’s simply my experience this past year with Apple products.
In the past, I respected and held Apple in high regard. However, I am by no means a “fanboy” of anything. I will use whatever it takes to get the job done, and I will tell you the pros and the cons of the tools I use. This is not a sponsored article, nor would Apple pay me to write this. They’d probably pay me not to. But that’s exactly why I feel it is important to share my experience using the new iMac Pro, MacBook Pro, and iPhone X. Here is a quick video that sums up my troubles:
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Born Of PC
I was always a fan of Apple’s iPhone and iPad, but up until a year ago, I was by and large a PC user. Almost my entire world belonged in PC. It’s what I’d known since my teenage years, dividing my time between building my own computers, programming, and working at CompUSA (I really loved that job). I really loved PC for all the typical reasons. They are generally cheaper with plenty of DIY options for upgrades and more. Outside of that reason, I wasn’t particularly married to either side of the PC vs. Apple fence.
Over the years, I found myself having less and less time to build, modify and troubleshoot my own rigs. On top of that, Apple was consistently providing more reasons that made it possible to justify switching ecosystems. I loved their software to hardware integrations and the performance of Apple operating systems. A seamless experience between mobile and desktop seemed wonderful. On top of that, there was the App Store. However, what I appreciated most was the fact that their hardware/software systems were of the utmost quality and extremely reliable. At least, that was my perception.
Either way, less than a year ago (late 2017), I had enough motivation and justification to completely make the switch.
Swallowing The Bitter Cost Pill
When jumping into the Apple universe of products, we each have to accept the fact that we’re going to spend significantly more money than we would on other devices. For comparable performance results between a PC and an Apple, expect to pay 25-50% more on the Apple side of the spectrum. It’s no doubt a significant difference in price. However, we can accept this price difference more easily when we consider Apple’s sleek design, solid build quality, reliability, display quality, OS ecosystem, and more. That is until we can no longer expect those things from Apple. That’s where I stand today.
Let’s jump into the story.
Cupertino, We Have  A Problem
iPhone X
My business partner convinced me to jump into the new iPhone X upon release. Don’t get me wrong, Justin didn’t twist my arm. I’m always game for an upgrade. But, immediately upon receiving the new phone, I was frustrated by the fact that it felt as though Apple took a step backward in usability. The lack of a home button, the swiping left and right and from corners, all felt more difficult. Even getting the phone to flip on and recognize my face seemed more cumbersome than the simple home button design. Not to mention the new button layout leading to all sorts of wonderful screenshot mistakes. Still, I was game for learning the new design. However, even today, almost a year later, I still find the iPhone 7/8 to offer a better user experience.
Regardless, that was a small issue. Let’s get to the bigger one. Within roughly two weeks of using my new iPhone X, the smartphone started having issues. It would often freeze and crash. Very soon after, it completely died. I took it in for service and they said that it had a logic board failure. Then, they replaced the iPhone X without hassle. The Apple store is wonderful in that department. I also appreciated being able to take the phone into a store rather than having to mail it in for service. I made an appointment at the Genius Bar and they took care of it. Not a big deal.
Unfortunately, the issues haven’t stopped. The phone still crashes quite often. The OS is buggy, sometimes turning on and freezing for minutes. Now, with only a few months of use, my vibrate on/off toggle is also stuck.
Oh, by the way, my phone also fails to connect to the internet quite often. Despite having a full LTE signal (as you can see above), I can make calls, but I can’t send/receive data. T-Mobile and Apple do this amazing thing where they blame each other for the errors. T-Mobile says it’s the phone, Apple says it’s T-Mobile’s service. Odd, considering we have five iPhone Xs on the T-Mobile plan, and mine seems to be the only one having data issues. I’m siding with T-Mobile on this one.
No biggie, though; it’s just a phone, and AppleCare will take care of this latest issue. I just have to make the time to go get my third iPhone X back to the store. Something I’ve yet to do. Let’s move on.
MacBook Pro
In late 2017, I purchased a new MacBook Pro, which represents my first major step into the Apple ecosystem. This was the 2017 MacBook Pro and I purchased it nearly fully upgraded. It came equipped with a two-terabyte hard drive, as well as the fastest processor available at the time, 16 gigs of RAM, etc. I think the only additional option was a four-terabyte SSD. This required an amount of money that I wasn’t willing to pay.
Needless to say, this was an expensive piece of hardware. With Apple Care, I was looking to pay around $5,000 for this laptop, compared to $3,000-$4,000 for a comparable high-end PC. But, the price didn’t matter. I knew I was getting a reliable machine that I could use for live broadcasts, content creation and presentations with both CreativeLive and SLR Lounge. I expected a machine that could keep up with my need to edit images/video as I was preparing over 3,000 keynote slides over the next several months.
Unfortunately, a reliable machine is not what I received. Within a week of using the computer, I started noticing strange issues. For example, the mouse would regularly stutter; as I would move the trackpad, my mouse and keyboard would freeze temporarily as you can see in this video.
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Later, depending on which USB-C ports were in use, the machine wouldn’t even start up which you can see here.
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Shortly after, the laptop also started freezing and crashing on occasion. At the time, it was no more than a little odd considering it was a brand new machine and that it was an Apple. “Perhaps I just got a bad unit,” I thought to myself.
I took it to the Genius Bar to evaluate the situation. A day or two later, they said, “Your logic board is going bad and we need to replace it.” Just like before, when I took in my iPhone X, they replaced the logic board and it seemed like I had a new machine. Minus a day or so worth of time, I was back up and running. Sadly, within about week or two, it started having the same issues. This time, however, I started seeing other issues as well, like a graphics card failure. Here’s a video of the second machine.
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Usually, when experiencing an issue with your computer, you can shut down the system or restart it. When I tried to do that here, the system went into a crazy, pixilated matrix view and it wouldn’t shut down properly.
Two different Apple MacBook Pros (2017 on the left, 2018 on the right), each with the same problem.
When I returned once more to the Genius Bar, they informed me that the logic board was failing again. They replaced the MacBook Pro, again. After having been replaced twice, it seemed to be operating pretty well until recently, when it started having the same issues once again as shown below.
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I am on my third MacBook Pro, and it’s still not without problems. But, wait, you’ll find out that it gets even worse. For now, let’s move on to the iMac Pro.
iMac Pro
In January 2018, I made the final switch of upgrading my workstation to the iMac Pro. For the new workstation, I bought a specced out version of iMac Pro for roughly $7,000 with AppleCare. That represents a significant premium for what you’re actually getting. It has a beautiful screen and a beautiful design, but even then, you’d only spend $4,000-$5,000 on the PC side for the equivalent of $7,000 worth of Apple hardware. Again, I justified the premium because I wanted the quality and seamless experience Apple was known for.
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In less than two weeks from the time I received the iMac Pro, I started experiencing the same exact stutter issues that I had with my MacBook Pro. Once again, I called into tech support. The cursor would freeze and stutter as you can see in the video above. Early on, it happened only upon startup. Within a few weeks, it started occurring during regular use of the computer as shown below.
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While my MacBook Pro was in service, I had to make the iMac Pro work as it was my only machine. When I got my third MacBook Pro back, I finally reached out to Apple Support regarding the iMac Pro. This is where things went further south.
The Mysterious Disappearance Of Apple Support
I reached Apple Support fairly easily. I was quickly given an Apple Case Support person who was assigned to my case from beginning to end. She ran system analytics and other diagnostic before stating that she would need to send the information to the engineers for analysis. She told me they would be in touch within the next week. Meanwhile, the $7,000 iMac Pro sat on my desk as it would freeze/stutter too often to be used.
Keep in mind that during this time, I was using my MacBook Pro as my primary machine. I purchased external monitors just to be able to work more efficiently. Needing more screen real estate as I was creating content for the Complete Business Workshop, which we are currently releasing! (shameless plug).
At this point, taking the MacBook Pro or iMac Pro onto a production set was causing me severe anxiety. We always film with an in-studio audience, or via live online broadcasts. During each presentation and production event, I was constantly worried about the machines crashing or stuttering mid-presentation. My worries were justified when it did indeed happen. Oh, and by the way, the MacBook Pro we are currently editing this article on is also stuttering through nearly every word we type.
Back to the iMac Pro. After a week of waiting without any follow-up, I reached out to my caseworker. I could not get a hold of her, but I did leave a message and informed her about the status of my iMac Pro. She never responded, and I couldn’t get ahold of anyone who could help solve the issue. I soon found myself busy with productions for clients, Creative Live, and SLR Lounge. All of which took me out of the studio for a couple of weeks. When I got back, I still hadn’t heard back regarding the iMac Pro. In total, I sent four follow-up emails starting on March 23rd going to April 8th, and none of them had been responded to. The final email was sent to an escalated Case Manager to show them my experience (which we will discuss shortly).
Eventually, I just made an appointment with the Genius Bar and took the machine into the store. Apple of South Coast Plaza said that they needed a bit of time to run diagnostics, so I left it there. There was no loaner, despite the experience I had thus far. I was left without an office workstation while they attempted to fix the situation. During that time, it was back to using the MacBook Pro as a primary machine. Something that I am not a fan of considering it’s far more efficient to work from a more powerful desktop. A week later, I was informed that the issue was software related and that I’d have my computer back soon.
I relayed my doubts to them about the issue being software related. “If it’s just a software issue, why is it experiencing the same problems as my MacBook Pro?” I asked. I described to them the same stuttering, crashes, and graphics card failures, which mirrored what happened on the MacBook Pro when its logic board went out, not once, but twice.
Regardless, they repeated that it’s just a software issue and they told me I’d have my computer the next day. When the next day rolled around, they called to confirm that it was indeed a hardware issue, not a software issue. The said that the computer would soon be back with the engineers in Cupertino, and would take a few more days to complete. It took close to three weeks before I could get the iMac Pro back into my office, fixed and ready to go. And guess what? They had to replace the logic board and internal components once again.
Unfortunately, the story isn’t even over. The instant that I first turned the computer back on, I could see that my information had been wiped (this wasn’t the problem). The problem was that upon startup, it required an Apple ID set to an administrator Apple account that I wasn’t given the password to. Nobody from the store explained this. I soon found myself back on the phone again, calling Apple support, who then called the specific store at South Coast Plaza to provide me the password. Later that day, I was contacted and given that password to log in.  At that point, I had to log in, restore my account, then remove the administrative account manually. Typically, Apple support has always returned the machine ready to restore via Time Machine. 
Finally, A Breakthrough In Customer Service
After getting my computer setup, I reached out to customer service to let them know that I needed to talk to somebody about my overall experience with Apple. They sent me to a manager and I explained everything that’s happened. That’s when I also forwarded along the ghosted email correspondence. I also calmly shared with her my experience with my iPhone X, MacBook Pro and now iMac Pro.
In return, she responded with regret and asked, “Well, are there any products that you would like in the Apple store?” I initially declined the offer. I told her, “I kind of own what I want already. The only thing I don’t have is the HomePod, but not sure if I want that.” She then said, “How about I send you out a HomePod to thank you and compensate you for your troubles?” I explained the countless hours through the year that have been wasted on tech support. She responded back that sending me a HomePod was the best that could be done.
Honestly, I was grateful that they were willing to do even that. Few companies would do anything to acknowledge such an experience. So, that’s a small plus there. I knew there was nothing that could truly compensate me for my time or experience over the year. I accepted the HomePod, and just hoped this whole thing was done.
Apple HomePod
For those asking, “how was the HomePod.” Well, I don’t have much positive to report there. The speaker sounds great. It looks nice. But, beyond that, you shouldn’t be expecting much else. The HomePod is tricky to set up with the iMac Pro and once online, Siri can’t really do much. She can’t even play Spotify as she responds with “I’m sorry, I can’t do that” and requests that you use iTunes instead. Unfortunately, Siri has a long way to catch up to Amazon’s Alexa and Google Assistant.
It was in that moment, listening to this glorified speaker that I began wondering, “Where has Apple gone in their quality and product development? Where is the Apple that we all once knew?”
If Only It Were Over
I so desperately wished this was the end of this article, and of my experience. Unfortunately, it’s not. If you think I want to write/post more, you are wrong.
My third MacBook Pro is now experiencing the same issues that lead up to each of the previous logic board failures as can be seen here.
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In addition, the iMac Pro has begun stuttering, freezing and crashing just as it did prior to being replaced. Now, it’s simply a matter of time before each machine stops working entirely, and has to go back to be serviced again.
Now, you won’t believe this part. I had an opportunity to upgrade to the 2018 MacBook Pro. A family member, knowing the issues with my 2017 model agreed to purchase it from me since it’s still so new and has AppleCare. So I bought the 2018 MacBook Pro. Can you guess what’s happened? Yep, already started to see issues with the 2018 MacBook Pro as can be seen in this image. This was, by the way, the same shutdown screen that we previously showed side-by-side on the 2017 model above. I see this lovely image every time I shut down the laptop.
Do I feel stupid? Yes. I feel like the idiot who’s made the same mistake repeatedly while giving Apple the benefit of the doubt that they clearly don’t deserve. Since publishing this piece my business partner, Justin, has had yet ANOTHER logic board failure on this iPhone X… I can’t make this stuff up.
Conclusion
Apple, as I once knew it, no longer exists in my mind today. In my opinion, the company that we all looked at as the pinnacle of innovation and quality control, is quickly vanishing.
If Apple were reading this right now, I would say that at a point in time I very much understood why someone would pay the extra money to buy Apple products. I understood what came with the Apple brand and you could say at that time that “you get what you pay for.” But today, that understanding,  quality, reliability, and goodwill behind the Apple brand have been completely eroded away. At least, in my experience.
When Steve Jobs passed away, I had my doubts about whether the company would continue to do what it did so well. Year after year, we’ve seen product lines receive modest updates as Apple throws out marketing terms like “revolutionary” for a touch bar that is anything but. Premature and underdeveloped products are released to capitalize on Apple’s goodwill (the HomePod). In the least, I expected Apple to keep up with the quality and reliability of the products that they have come to be known for. Unfortunately, it seems that year after year, quality control has dwindled as well.
On top of this, Apple’s product lines have expanded and become more complex. This goes directly against Steve Jobs mission to always simplify and focus on their core products and customers. Don’t get me wrong, I do appreciate the Bluetooth AirPods. These were sold to me from a salesperson quoting a Steve Jobs line of “they just work.” Well, they work, most of the time. Sometimes I have to put them into the back into the base, reconnect, take them in and out of my ear, and after all of this… “they just work.” But, like all Apple products, when they work, I sure do love them.
Today, I buy AppleCare on every Apple Product I purchase. It’s not because I want it, it’s because I’m fearful that everything I’m going to buy is going to fail. This is a deceptive consumer practice. Apple has made each of us pay $300-$500 more for each product we buy because like me, other people are afraid that a day past their warranty they will fail, and they do! 
As it stands, I will use these products until they quit and AppleCare has expired. From there, unless Apple has changed, I have no reason to stick to a platform that has caused me so much more grief than the world of PC.
This has been my experience without bias or exaggeration. I will continue to always be open about my experiences with each of these companies and their products. I will also say that it’s not all negative. Beyond the hardware issues I’ve faced this year, I can honestly say that I love Apple’s ecosystem consisting of their OS, App Store, and software suite. In my mind, this is a huge reason to stay with the platform, if they can get everything else back on track. I genuinely hope that they are able to do so.
Discussion
My question to you all, is when does all the Apple goodwill end? Recently, Apple became the world’s first trillion-dollar company. Most of that accomplishment seems to be due to the ecosystem and world created by its past founders, engineers, and designers.
Today, Apple continues to reap profits on the efforts, much of which was put in over a decade prior. Meanwhile, in recent years it seems as their product, its quality, and overall service seem to have dwindled. Yet,  we continue to reward this and I wonder why? What are they doing today to keep you happy as a consumer? What is Apple doing right now, to justify spending time waiting in a line to give them your money, or buying every newly updated product?
I didn’t write this article to bash Apple as a company. I still love Apple, and I appreciate the vision that Steve Jobs had for the brand. I wrote this article to hopefully create a dialogue that can lead to positive change within a company many of us creatives love. I firmly believe that Apple products and hardware used to be far more reliable than it is today. It’s something that I am hoping will change.
This is where I’d love to hear your experiences. Negative and positive. Let’s dismiss the inner fanboy/fangirl and have some real talk. As always, please keep it civil.
This was my experience, how about the rest of you?
  from SLR Lounge https://www.slrlounge.com/my-experience-with-apple-as-a-photographer-and-creative-professional/ via IFTTT
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adessoinput · 7 years
Video
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Adesso Company Profile
Adesso Company Profile, http://www.adesso.com Founded in 1994, Adesso has since become a pioneer in manufacturing computer input peripherals. including Data Input Devices, Handwriting Input Devices, and iPad/PC Tablet Accessories. The company is headquartered in Walnut, California, USA, where we are becoming the leading computer input specialist supplier for industries such as Education, Government, Health Care, P.O.S., Banking, and PCs and Tablets. At Adesso, we take pride in manufacturing and marketing high-innovation driven input products, including: Ergonomic, Mechanical, Programmable, Waterproof, Wireless, and Foldable Keyboards Laser-equipped, High-DPI Resolution, Wireless, and Power Saving Mice, Touchpads, and Trackballs Mobile Document Scanners, Film Scanners, and Barcode Scanners Graphic Tablets Stylish & Professional iPad/PC Tablet cases with Bluetooth keyboards and stylus pens Our products are available through: Wholesalers: Ingram Micro, Synnex, and D&H Retailers: Staples, Fry’s Electronics, BestBuy, Micro Center, and CompUSA E-Retailers: Amazon.com, Buy.com, CDW, Insight, Newegg.com, PC Mall, PC Connection, and TigerDirect.
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The Web's 5 Best Refurbished Notebook Destinations
Ready to enjoy the value of a refurbished notebook, but not sure where to get one from? The web is a great place to start, but there are so many options that buying online can be overwhelming. Simply searching for the term on Google yields nearly 1.2 million results! So where do you begin? Try these five great sites and you'll find your search is much easier than expected.
Newegg.com: This site is home to pretty much any tech gadget you could ever want, but its refurbished notebook selection really stands out. With over 25 different models in stock at price ranges varying from $320 to $980, there's bound to be something for everyone. Brands stocked include HP, Compaq, Asus, Toshiba and more. Shipping costs will run below $20, and the company's return policy allows you to return your purchase for a refund or exchange within 30 days. Newegg has historically performed quite well in the American Customer Service Index survey for e-commerce sites, so you can feel comfortable making your purchases from them.
Dell.com: You have probably heard stories about Dell's stellar customer service track record. The company made their name off of making service a priority in every they ship, so your confidence level should be high when dealing with them. A visit to their online Dell Outlet reveals an amazing selection of netbooks, gaming laptops, and Dell's popular Inspiron and Studio series notebooks. Every screen size is represented, and many of the company's signature customization options (choose from various colors or artists' designs) are available. Price ranges vary according to model, screen size, and technical specs, and the outlet really earns points with free shipping and an amazing "same as new" warranty which extends the same warranty coverage you would expect from a new pc.
Apple.com: For Mac loyalists looking for a great deal on a refurbished notebook, your best bet is to browse the Apple store online. There you will find a great selection of Macbook Air, Macbook Pro, Macbook Mini, and more. You can net anywhere from $200-$520 in savings, so this is definitely an option to check out if you're Mac shopping and hoping to land a bargain. A variety of screen sizes and hard drive capacities are available, so you will definitely have some options while shopping. If you are a Mac aficionado, you probably don't need much selling on why to visit Apple.com for anything, but you will especially appreciate their reconditioned selection.
Amazon.com: You probably stopped thinking about Amazon as just an online bookseller long ago, but did you realize that is was an excellent source of great deals on refurbished Macbook Air? With over 150 models in stock ranging from basic Acer models that are perfect for very basic computing needs to higher-end Macbooks and Asus computers for the more advanced user, you will be able to find nearly anything you are looking for. The best perk of shopping through Amazon is that they display inventory from many other e-tailers, so in addition to seeing what they have in stock in their own warehouses, you are also browsing inventory from CompUSA, TigerDirect, and many other great companies. And if you are an Amazon Prime member, you will love the shipping benefits that can be applied to your computer purchase. For a smooth purchase experience, great customer service, and a wide selection, you cannot go wrong with Amazon.
Staples.com: Not all brick and mortar stores have mastered the art of e-commerce, but with high customer service scores (rated 4.5 out of 5 stars on Google Products reviews) and an easy-to-use web site, Staples has done just that. They carry Dell, IBM, and HP reconditioned laptops, and their prices are quite reasonable (ranging from $300-$500). Additionally, having a brick and mortar location is handy in that if you want to go view the computers in person, you are able to do so. This is important with laptops, since the size and layout of the keyboard can be an important factor in your purchase decision. Plus, delivery is free on all orders over $50! So start thinking about Staples as more than just your destination for office supplies and furniture; they are a viable contender for your computer-buying needs as well.
Each of these options has its own advantages, but the odds are good that if you are in the market for a reconditioned laptop, you will be able to find what you are looking for from at least one of these sources.
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