If they are anything like the ultrasonic pest devices people can hear them. I can hear those. I can hear the one a neighbor has near a chicken enclosure every time I walk past on the street.
Jesus! Why is there a presenter? Why isn't it just a livestream of the mission control radio chatter? That sort of shit belongs on some 24/7 news broadcast.
Same reason the livestream mentioned jobs about a dozen times in the 10 minutes I watched, NASA is in a fraught position and this is their way of fighting for some continued funding. A 'mass media' event captures more attention than a minimalist stream of chatter. (And a less cynical interpretation is also that getting the public interested in and engaged with space missions is part of their mandate.)
The timescale between shooter and strategy layers sounds too great for that to work. Imagine playing Civilization like that. You build and set your army to attack the enemy but then you have to wait for the hour long shooting match in Battlefield to resolve. Sounds as exciting as playing multiplayer Civ where you have to wait for the others to spend as long resolving their turns as you did yours.
I see. I didn't really think about the temporal, multi-user aspects.
To be honest, I'm mostly a solo FPS player. The immersive feedback loop is pretty much the whole draw. I would be open to a broader range of story/plot genres if they could provide this satisfaction. I don't need the "shoot" part of FPS, just the first-person part where my real-time, 3D movement and perspective gives me agency, objectives, and entertaining experience.
I naively imagined some game universe that could integrate multi-user input to adjust or build the story in a shared fashion. Like some kind of crowd-sourcing variant of a procedural generator. So your high level strategy would go through the filter of people like me trying to enact it.
But, I didn't really thinking about the real-time aspect of coupling user interactions. I wonder if there is some kind of statistical simulation model that could bridge these worlds with latency masking. I don't need a continuous 24x7 real-time simulation. I just need a coherent state model during my session and preferably some coherent story for how the sessions connect together...
From what little I've heard one of the recent MMO shooters is a bit like that. You're fighting part of a larger war so if you win in the shooting game you move the "front line". I think an older one from Sony (maybe?) also had a similar larger conflict.
I might have been thinking too literal with my examples. One could possibly make it work with some sort of averaging of people's play. I can't say what that might be like. I've not played online since Battlefield 2 except a bit of friendly Stellaris (which didn't go well).
The government haven't yet mandated you use windows. Yet. It will be soon, like with androids and iphones, for user identification so the government knows who sends every network packet.
The answer is a computer the child must sit down and use in front of the family. Steve Jobs ruined the world with the invention of the iPhone, and whoever else is responsible for the more generic smartphone. Now parents use one to quieten their children and governments use it to surveil us all.
I know when. 2007 January 9. Steve Jobs announcing the iPhone.
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