A Mind @ Play

random thoughts to oil the mind

Ideas for the Web2.0 Generation

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This idea is one which keeps popping up from time to time, normally on those occasions when it would actually come in useful, only to be thrown on the backburner for another time or a more talented author. Well this time I’ve decided just to throw the idea down on electronic paper for anyone with the skills and the time to make it work have a go. Of course, it’s quite likely that such a website already exists and that I just haven’t yet been able to find it, but if anyone knows of such a place, let me know!

Ostensibly the website is aimed at those allegedly few remaining people who cook, though it would appear equally useful to people planning dinner parties, students looking for something to go with their pasta, or just about anyone curious enough to experiment with a few different ingredients. In its essence, the website would be nothing more than a large recipe repository, with everything from snacks and sandwiches to stews and casseroles, with anything in between. Recipes would be submitted by users, moderated and standardised, but the slightly clever part is that these recipes would not be displayed as flat text files—it’s 2007 after all—but would be cross-referenced in such a way as to make the whole collection completely accessible.

Domesticating Zebras

Noble—but undomesticable?

How do you domesticate a zebra? You can’t, or at least that’s the justification put forward by Jared Diamond in his Guns, Germs and Steel for why these wild beasts were never used as draught animals or cavalry in sub-Saharan Africa. Much of what Diamond writes has a logical ring to it, and whilst the evidence is sparse and in places contradictory, his conclusions fit the necessarily teleological approach. Others have accused him of too much geographical determinism, and perhaps they have a point, but the one thing which struck me as being peculiarly out of place in Diamond’s writing was his treatment of Africa’s wild animals as being unsuitable for domestication. He argued that it was only by chance that Eurasia benefited from having suitable species such as goats, sheep, cattle and horses, and that the native varieties of these animals in sub-Saharan Africa were inherintly unsuitable.

Finding Space for the Public in Transport

This is one of those posts which makes it to the draught stage and never any further, but as I was tidying up my WordPress install, I decided with a bit of reworking it’s something I still feel strongly about. The original title had referred to British public transport in particular, but in truth there is very little specific to the British experience.

Virgin Trains

Before I start my rant, let me plainly state that I am great supporter of the principles of public transport. That is not to say that I don’t see the use or take advantage of private transport, merely that I feel the balance in society is generally wrong, particularly in the first world, or whatever the preferred term is these days. These societies should be perfectly capable of providing for the vast majority of man’s annual miles, with our regular combinations of buses, trams, trains etc. and private transport being available to fill in the gaps where required. Being able to pack your bags, grab the kids and hit the road for a weekend away seems like a reasonable thing to do, but where is the logic of moving a ton of metal to work and back five days a week?

Company of Heroes Review

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Company of Heroes

With some of the highest scores awarded for a real-time strategy, being one of the Top 20 Metacritic All-Time High Scores, Company of Heroes ended up being one of those games I had little excuse not to try out, given that my PC could (just about) run it. Admittedly I’m unable to comment on the graphical splendour which seems to have charmed so many gamers’ hearts, as every setting on my screen reads either ‘low’ or ‘off’, but I’ve played a fair few strategy games over the years, and despite my early cynicism, Company of Heroes has warmed to me after a little experience on the online battlefields.

Whenever a game is released with a major historical theme, such as the ever popular World War II era, cries go up about the loss of realism to the gaming gods. Such and such would never happen, this and that never existed. Of course, many strategy games don’t even attempt to pander to the pedants of realism, and have been all the more successful for it (take the recent Supreme Commander, or any in the Command and Conquer series). Company of Heroes is no saint in this regard either, but its efforts to create a game at once realistic and fun have to be admired. There will always be players who complain about how developers could have stayed truer to real life, but Relic have done a good job in creating a game which at least seems realistic enough, and in ways which make the game fun to play. Shells fired at tanks have a chance of only glancing off the armour, and depending on the situation might even miss altogether; units under heavy fire become surpressed, limiting their movements and actions, or even pinned, leaving them helpless unless pulled out or relieved; and the variety of weapons and vehicles keep the tactics fresh and varied.

The Settlers of Catan: First thoughts

Settlers of Catan

Occasionally there’s no better way to spend an evening than sitting down around a table with friends and family, having a few drinks and playing a board game. That stands particularly true when the game is something new. Every player goes into the game trying to learn, meaning everyone is that little bit more focused, that little bit more bewildered, and tactics have to be picked up along the way. Although I wouldn’t call any of us board game connaisseurs, this wasn’t the first time we’d learnt a game from scratch of an evening, nor presumably the last time we’ll be up past midnight trying to play one out!

The Settlers of Catan advertises that it can be picked up in fifteen minutes, and with a bit of concentration there really is nothing too complicated about it. The object of the game is to score 10 victory points, which can be gathered in a number of ways, but the key to all of them stems from the same basic root. The island of Catan is divided into various regions or ‘hexes’, each representing a type of landscape which will produce a certain variety of good. Precisely which of these regions will bear fruit on any one turn is determined by the throw of the dice, adding that little element of luck which thankfully doesn’t marr any feeling of player involvement in this game. Placing your settlements and roads wisely should ensure a decent windfall of the produce from the dice throws, and it isn’t necessary to be in control of the dice in order to profit from a roll. Using various combinations of goods produced, a player can expand his network, building more settlements and roads, and creep towards that victory point tally.

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