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Azarkon

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Posts posted by Azarkon

  1. McCain seems to be the military candidate. His background certainly lends itself - neither Obama nor Clinton can boast much of a military career while McCain grew up in the thick of the fighting, so to speak. That would explain his foreign policy commitments, and I suspect that McCain is less interested in ending wars than he is in starting them, or at least giving the military something to do that would justify the huge budget.

     

    That said, in a time of war McCain seems a safer choice than candidates with little or no military experience. Economics, though? I doubt he'll do any more than GWB did.

     

    In essence, then, this election boils down to what you consider the greater threat: the Islamofascists whom, since the 9/11 attacks have been built up as the next great threat to everything Western, or the domestic economy which, as we are increasingly aware, is going down the drain. Personally, I'd elect Obama just to break the neo-con trend, but that's partly because I've lost faith in the American system. At this point, it's hard to say what would send a better message - choosing the lesser of all evils, or abstaining to vote and thereby proclaiming no-confidence in American democracy.

  2. For those hardcore gamers who think that AI is the future of games, you might want to keep track of the AIIDE conference:

     

    http://www.aiide.org/

     

    Proceedings available here: http://www.aaai.org/Press/Proceedings/proceedings.php

     

    For example, 2006 proceedings: http://www.aaai.org/Library/AIIDE/aiide06contents.php (if you don't want to buy the books, you can simply input the paper titles on google and most of the times you'll find a pdf link)

     

    In terms of prestige, for a game AI conference to be published by AAAI (which, along with ICML, NIPS, and a few other select conferences can be considered among the top academic conferences for AI in the world) and hosted by universities like Stanford speaks volumes about the growing importance of digital entertainment. Serious researchers at the forefront of AI technology are publishing at this conference, so this isn't your typical gathering of armchair hobbyists. It's the real thing.

     

    Be warned, though, the papers tend to be quite technical :)

  3. I blame the forces that made the Columbine shooters famous, and so inspired a legion of wannabes.

    Then we must also blame the society that values fame and celebrity too highly.

     

    I have my issues with celebrity culture, but I don't think it's the culture of fame that produced this; more like the culture of infamy. It's the idea that it's better to be remembered, than to be loved, which is the manifestation of a degenerate view towards fame that values things like "shock factor" and "criminality" (as a form of rebellion), both of which is, unfortunately, true for American culture. In some ways it's like the Roman gladiator games - when the media appeals to our most primitive instincts, vice rather than virtue is glorified. And so the story goes.

  4. But is westernisation the same as becoming a 'puppet'? Even Japan manitans its worship of the emproer, and their history textbooks believe that fighting WWII was the right thing to do. You still have some traditional elements, just that it's combined with western ideals. It's a hybrid.

     

    The theory behind "westernization" and "democratization" is that it will bring the state into common cause with the modern world, which is dominated by the US and its allies. If this wasn't the case, I very much doubt our geo-strategy think tanks would ever contemplate an occupation & reconstruction process costing trillions of dollars. Imagine, for example, if we rebuilt Iraq and strengthened its army only to have it join Iran in opposing US influence in the Middle-East. Heads will roll in Washington and the Pentagon for that.

     

    The whole process is cynically geopolitical, and our playing one tribal group against another is simply a way of showing that those who side with us will reap the benefits of the new Iraq - so long as they dance to our tune. "Your interests lie in serving ours" - that's the message Washington is trying to send, and it's useful insofar as Iraqi identity can be understood in the same sense as Korean or Japanese identity - because those countries are prime examples of the sort of intertwined existential relationship that we're trying to build. The trouble comes when you consider the differences - Iraq is not an ethnically homogeneous or locally contained state (as Korea & Japan are); on the contrary, its ethnic-tribal groups view their affiliations as crossing national boundaries, both in terms of a pan-Muslim identity and in terms of the rivalry between Shiites in Iran, Sunnis in Saudi Arabia, and Kurds in Kurdistan. There is, as such, the very real possibility that reforming Iraq itself will not be sufficient, because the larger forces at play, to which Iraqis owe various degrees of allegiances, will remain untouched and return, once the occupation weakens, to retake Iraq for their own purposes. This is why the US is trying to play up Iraqi nationalism - in the hopes that they can avoid a division of the state along ethnic lines (which would place each ethnic fragment under the influence of their respective parent states), which would obviously run contrary to US interests as it'd force us to negotiate with those nations for anything we want in Iraq.

     

    But to preserve Iraq as a single nation, or even to deal with it as a divided nation, we must find a point of commonality between our interests. This is where secularism comes in - the idea that if you follow US interests, your people will achieve the same sort of expensive life style that the US is known for. Business interests, in other words, unfettered by Islamic strictures. After all, it worked for Saudi Arabia and Turkey. Why not Iraq?

     

    But then, of course, you realize that there is no real love for the US in either country, and that Turkey, despite being a member of NATO, is not keen on serving US interests, especially now that the US is knee-deep in regional politics in which Turkey has a real stake.

     

    And so the seeds of discontent are sewn; even if a secular Iraq indeed emerges, and Washington celebrates its "victory" over Islamic extremists in Iraq, how long, I wonder, will that "victory" last?

  5. To stop extermism, you have to buff the moderate wing of Islam who wants secularism and believe the US is a 'model', but at the same time, keep the 'yoke of Islam' and their traditional idenities.

     

    But our goal isn't to stop extremism. It's to attain dominance in a region destined to become a geopolitical hotpoint between the great powers - namely Russia, China, Europe, India, and, of course, the US.

     

    Consequently, I really don't think that the US cares whether the Middle-East is Islamic or not, so long as it's pro-US. By the same token, I don't think you should assume that secular nations are "natural friends" of the US, either. There are deeper links than secularism between the US and its Asia Pacific allies; something about them being home to a number of our military bases and being dependent upon our exports...

     

    In other words, I regard combating extremism to be a front. The deeper reasons for our involvement will become clearer in the coming years as sectarian violence decrease (hopefully) and the Iraqi people test the limits of their autonomy against US geopolitics.

  6. The insurgency groups in question only have so much manpower, and they've not been in the business of winning alot of hearts and minds, lately. As such, it wouldn't surprise me if a prolonged military stay brings temporary security to the region.

     

    Of course, this means little, because our goal in Iraq is not to bring temporary security. No, we want the country to become pro-US and to serve our regional interests, much like Japan and South Korea in the Asia Pacific; that this can only be achieved by stability is just icing on the cake.

     

    To this end, the reconstruction of Iraq must proceed at pace, a permanent US military presence must be established, and its people must be willing to become, like the Japanese and the South Koreans, willing participants of Western market capitalism. They must be, above all, willing to cast off the yokes of Islam and thus, in part, their traditional identities to embrace a new, US-centric one. This last point is an important one, as both Pakistan and Turkey have shown, as of late, that just because you enforce Western pragmatism (by, ie, suppressing Islam) and an alliance with the US does not mean that you will succeed in converting people's fundamental allegiances. Ultimately, Islam and the Middle-East must reform itself to make peace with the West; any attempt to reform it from the outside will only leave deep-seated resentments that shall one day turn against the perpetrator.

  7. Undeath to Death with high DC is the way I got through most of the undead heavy fights in the game. Kills death knights instantly and you don't even have to empower it. Only elder vampires gave me trouble, but then they're a pain for just about any caster-heavy gtroup.

  8. Did K2 have deeper companions than MoTB, though, or is it just Kreia? My impression of most of the other K2 companions was that they were pretty gimmicky and underdeveloped. That could've been the cut content, though.

     

    At any case, what I'm curious about is why Kreia was such a better character relative to the rest of Obsidian's creations sans Torment. Was it because she was necessary to the plot and could be assumed to be in the player's party wherever he went? Was it because she doubled as the villain and could thus, like Irenicus, benefit from plot development? Or was she simply better conceived, written, and presented, so that we could potentially have a full party of characters just as interesting?

  9. kreia, as flawed as she were, kicked the snot out of all of the motb jnpcs. kreia were complex and had depth. sure, am betting that somebody could give a pretty good one sentence distillation o' kreia, but such a synopsis would not have been able to describe her character accurately. you knew from start that there were more to kreia... one motivation to keeps playing kotor2 were to find out what exactly the "more" were. dove and gann? 20 minutes after we meet 'em we knows pretty much what made 'em tick... and the predictable discovery weren't worth the 20 minute wait.

     

    Curious, is anyone else in KOTOR 2 in the same category? Or is it just Kreia? I ask because Kreia was integral to the plot of KOTOR 2, whereas in MOTB all the companions are optional.

  10. You misunderstand me. That there exist objective facts unrelated to morals doesn't disprove relativism, but the argument from difference is logically invalid. It might be the case that morality is subjective, but the fact that different people have different ideas of it doesn't tell us that. Two different people might both be wrong, or one of them could be right.

     

    I think you're asking too much from my argument. Fundamentally, a logical proof of moral relativism is extremely difficult, if not outright untenable, because this is - after all - abstract philosophy and not symbolic mathematics. However, that a correlation exists between vehement differences of opinion and the validity of moral relativism is a reasonable hypothesis, and that's all I meant by "goes out to show." It is by no means a proof because, as you said, difference can merely be explained by error. Of course, I am severely skeptical that difference is only error, but by no means am I going to claim that I have the answer to one of moral philosophy's most profound and controversial questions based on how people view alignments in games. ;)

     

    By its very definition, it cannot abide by objective moral truth, because relativism seeks to prove that morality is dependent upon the subject (the observer) rather than the object (the action), but if we say that there is moral fact in the object, then morality cannot be dependent upon the subject and vice versa, because otherwise one could be both right and wrong in the same sense at the same time, which is logically impossible and unacceptable.

     

    That would depend on the definition of objectivity. My view of it has always been that moral "objectivity," insofar as it exists, refers to a shared sense of morality derived from fundamental symmetries in human experiences, and not because there is intrinsic moral value to the object of attention. Thus, my perspective is - indeed - that morality is principally relative, but that it can be functionally "objective" with respect to a group due to similarities of embodied perception. As the size of the group increases and its differences compound, however, this "objectivity" includes less and less universally shared values by virtue of statistical variation - until, at last, we arrive at humanity as a whole, which certainly still shares some values (much more so than if we were to start including other species), but in a much less capacity than, say, a single nation or culture.

     

    But of course, this is only my personal, subjective view, and as a relativist I can say that and be consistent ;)

  11. This is why alignment systems suck... For every rationale you invent with regards to the shifts an action should produce, somebody will argue the opposite. It just goes out to show that in the real world, morality truly is, to a large degree, relative.

    Difference of opinion =/= lack of objective fact :thumbsup: phi 101, kids. MotB shows a pretty strong thomistic undercurrent in the D&D universe. The curse is unnatural, using it disrupts the natural order, thus it is evil.

     

    The presence of objective facts =/= a counter-argument to moral relativism. Alignment systems never reflect the moral complexities intrinsic to real life, and that's why players feel restrained by them.

     

    You'll have to do better than that, pops :(

  12. Nevertheless, that slight variation on approach is enough to set us worlds apart. Regardless of our approach, however, it's been clear to me, over time, that we enjoy many of the same games, so maybe there is enough convergence that we can find common ground.

     

    I think you're right. All I'm saying is that a developer should always try to bring something new to the table, not that he must strive to be as different as possible. If you want to tell a traditional, humble-farmer-becomes-epic-hero story, fine. But present it in a new way, put a slight twist on it, bring in unconventional NPCs, etc., so that those of us who's played dozens of games like those won't yawn through the whole thing predicting everything that's going to happen. That, incidentally, is why I love Obsidian games so much - because they always bring something new to the experience.

  13. I disagree. I don't see a bad original idea (which is almost certainly not even original anyhow) as somehow better than a bad retelling. Originality, technique, setting, etc. are all part of a larger whole, which is the end result. The problem is that, even in the most original idea, there are shared elements drawn from human existence that allow critics to cite the "derivative" nature of the work. "Originality" is no better innoculation to failure than any other approach.

     

    I'm not saying that originality is bad. I'm saying that I have come to despise attempts the insipid attempts at originality that have nothing new to add to the measure of human ideas. A bad original idea is no better than a good clone. In fact, I'd say, it's worse. At least a good clone brings memories of a better work. A bad attempt at originality will likely taint further endeavors to explore similar ideas.

     

    I disagree. A "good" clone (in my mind, there's no such thing) is the one that'll taint further endeavors to explore similar ideas. In fact, that's arguably the biggest problem facing the entertainment industry today, with companies like EA pumping out sports clones by the dozen that, while quality products in and of themselves, offer nothing new to their respective genres. Yes, if you change a few names around in FIFA, add a tweak here, fix a bug there, it's still a good game. Problem is, it's still the same good game, in which case there is no inherent value to what you've done. The tragedy is that sports fans will lap up these "re-releases" and justify their perpetuation, thus stifling the need for innovation, resulting in stagnancy. To me that's far worse than trying to be original and ending up with a dud. At least then you'll have learned what doesn't work, which is itself useful knowledge and helps advance the genre. And who knows? For every ten bad ideas you might get a good one, at which point it all becomes worth it.

     

    So to reiterate, I'd rather play a bad, but original game, then a clone of any quality. The former is, at the very least, a toss-up, whereas the latter is inevitably a waste of my time because I've seen it all before. That's not to say that you should never re-release titles, because game companies are, after all, businesses, but it is to say that these re-releases have no actual worth outside of the financial realm.

     

    Careful with the terminology, though; re-tellings are a bit different, since they typically are innovative in at least some ways. That makes them interesting and worthwhile to go through again, unlike clones. And you're right, with respect to re-tellings, that it's likely better to tell a good story somewhat differently than tell an original, but bad story. But that argument only works when there's enough originality to make the experience fresh; otherwise you can just replay the original game, which is what makes clones worthless.

  14. The camera is indeed horrendous, and I agree - NWN 1 did it better by default. With the NWN 2 camera you have to tweak it in order to get something acceptable, and even then it hiccups at least once or twice per hour due to loading a new area.

     

    Just to give a specific example - why is it that when loading small indoors areas the camera zooms right by your character? If I'm in strategy mode I expect the whole thing to work like it did in isometric games, where the camera stayed at a certain distance and a certain angle consistently throughout the game, unless I change it. Yet, in NWN 2 and MoTB the camera jumps all over the place depending on which area I enter, and in some cases this forces me to switch to character mode just to be able to move since my vision in strategy mode is blocked by a huge clipping wall.

     

    The rest of the game is great, though.

  15. Different does have intrinsic value, though, even difference for the sake of difference, because it represents something new. That something new might not be very good - in fact, it maybe trash, but it's still an addition to the body of tried ideas; at the very least, it shows what not to do.

     

    By comparison, a clone is... Worthless. It adds nothing. Sure, you might enjoy it, but if the work is really a clone, you might as well replay the source. It'd have the same effect.

     

    Of course, most works considered "clones" are not actually clones, but re-tellings with various degrees of originality, whether they be in plot, writing, graphics, or what-have-you.

     

    But if you simply write Star Wars and change the names of characters, what's the point? The worst of new ideas contribute more than the best of clones.

     

    So yes, while it's not generally a good idea to be different for the sake of difference, if you can't manage anything else, then at least be different.

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