Dec 12, 2011 11:00
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Comments 32
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Text-only ads that offer me things I might actually find useful are both potentially good _and_ help the websites I'm visiting. I'm just fine with that :->
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Or the pop-ups. I have a seething hatred of pop-ups.
It strikes me as similiar to the issue Channel 4 seem to have. As they squeeze in ever more intrusive ad breaks into programs, more and more people decide to watch their programs via other methods. Revenue falls. So they react by shoving in more and more ads.
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But, if they are going to fuck with Apple, I have a newfound respect for them.
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http://www.airspacemag.com/space-exploration/Visionary-Launchers-Employees.html
(Posted a couple of weeks ago, but very good)
I do think that getting the human race into space in the first place was such a big job that it required governments, and SpaceX is using a lot of the things learned during that original exploration. But everything I read about the shuttle tells me that it was a bad decision to make it the way we did.
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I think there's a general principle of refinement that goes on, where people remember the character's distinguishing characteristics and everything else fades into the background. Fighting against that can be really hard. See, for instance, treatment of Xander in Buffy, who never manages to break out of his original role.
This is actually highlighted in the strip I linked to by The Sitcom Character.
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(And yes, the Sitcom Character did strike me as being a close visual analogue of the gradual-oversimplification trope.)
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I think this article might have been partly responsible for inspiring E6, a mod for D&D 3e where you cap out at level 6, although you still gain access to feats as you gain XP. It's pretty popular, and aims to keep 3e in the sweet spot where the balance lines up, the complexity isn't too great, and characters are still within the realms of reality.
Note that the housecat vs commoner fight is a consequence of course granularity and assuming the baseline very close to one. Also, falling is not well handled by HP (which are really only a resource to use as a pacing mechanism), and would be much better solved with a Fort save (or save vs breath weapon in earlier editions -- probably, there is some logic which is totally obvious provided someone spends a lot of time explaining it to you :P )
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