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Message no. 1
From: Gurth <gurth@******.NL>
Subject: Simsense costs (was Re: Trode Rigs)
Date: Tue, 9 Jun 1998 13:27:19 +0100
Wraith said on 13:02/8 Jun 98,...

> Perhaps they're more like .avi and .mpeg files instead of movies on a video
> cassette? A video cassette has a limited amount of space (upto about 6
> hours I believe) while movies on your computer can take up any amount of
> space...bigger movie, more space, better quality, more space, etc. Perhaps
> this is it (and if something doesn't make sense, its because I'm still half
> asleep :)

That explanation also makes little or no sense to me...

Another thing: does simsense strike anyone else as extremely
expensive? the 1 to 3 nuyen per minute sounds okay, until you do
some calculations. For a half-hour simsense, you pay between
30Y and 90Y; I doubt many sims will be half an hour, because
you can't really comprss time in a sim (unlike in a movie),
Shadowbeat tells us, so they'd probably be 1 1/2 hours long. So
that's between 90Y and 270Y for 1 1/2 hours of entertainment...?
I see a lively trade in copied sims spring up...

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Is it yours, or is it... goodbye!
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

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Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 2
From: Alfredo B Alves <dghost@****.COM>
Subject: Simsense costs (was Re: Trode Rigs)
Date: Tue, 9 Jun 1998 09:08:08 -0500
On Tue, 9 Jun 1998 13:27:19 +0100 Gurth <gurth@******.NL> writes:
>Wraith said on 13:02/8 Jun 98,...
<SNIP Wraith's Explanation>

>That explanation also makes little or no sense to me...

Hmmmm... I think he saying (kind of) that a large part of the cost of the
video you go out and buy is the tape itself. This would mean that
instead of paying the movie for its length, you pay for the number of
tapes it takes up.

Btw, IIRC, the Blockbuster in the neighborhood charges something like $3
for 3 night rentals, less if its 30-45 min anime and more for multi-tape
series/movies.

Hollywood video's rental prices are more based on how recent the video is
than the length.

>Another thing: does simsense strike anyone else as extremely
>expensive? the 1 to 3 nuyen per minute sounds okay, until you do
>some calculations. For a half-hour simsense, you pay between
>30Y and 90Y; I doubt many sims will be half an hour, because
>you can't really comprss time in a sim (unlike in a movie),
>Shadowbeat tells us, so they'd probably be 1 1/2 hours long. So
>that's between 90Y and 270Y for 1 1/2 hours of entertainment...?
>I see a lively trade in copied sims spring up...
>
>--
>Gurth@******.nl -
<SNIP Sig>

hmmm... at those prices it would seem that most simsense would be 10-30
minutes long ... not much time for a plot, unless in 205x people don't
care.

Why can't time be accelerated in simsense? That would be a pretty cool
special effect... either speeding up time or slowing it down. Also, you
can always jump to another scene rather than put in the waiting around
for it (though you might make the performer wait to get the sense of
waiting) ...

D.Ghost (who can't wait for simsense anime)
(aka Pixel, Tantrum, and RuPixel)
"Let he who is without SIN cast the first stone"

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Message no. 3
From: Karl Low <kwil@*********.COM>
Subject: Re: Simsense costs (was Re: Trode Rigs)
Date: Tue, 9 Jun 1998 15:55:36 -0600
From: Alfredo B Alves <dghost@****.COM>


>hmmm... at those prices it would seem that most simsense would be 10-30
>minutes long ... not much time for a plot, unless in 205x people don't
>care.


I tend to think that Simsense doesn't have a plot.. after all.. you're not in
it for the plot, but for the chance "feel" like your chosen actor.. if only
for a few moments... preferably the most passionate points..

This'd be why simstars get paid so much.. it can't be easy working yourself up
to have extreme, different emotions every day. I'd bet the simstar industry
rotates even faster than the top 10 music song line-up as well though. After
all.. unless you're a hard core fan, once you've been "Suzy Simstar" in her
first kiss.. her second and third just aren't gonna be as good..(unless Suzy's
a damn good simstar)

Which leads us right into BTL's.. I figure these are probably even shorter...
although the careers might last longer. After all.. I don't think "variety" is
exactly the key word for BTL's.

-Karl
Message no. 4
From: Danyel N Woods <9604801@********.AC.NZ>
Subject: Re: Simsense costs (was Re: Trode Rigs)
Date: Wed, 10 Jun 1998 18:16:23 +1200
Quoth Karl Low (0956 10-06-98 NZT):

>>hmmm... at those prices it would seem that most simsense would be
10-30
>>minutes long ... not much time for a plot, unless in 205x people don't
>>care.
>
>
>I tend to think that Simsense doesn't have a plot.. after all.. you're
not in
>it for the plot, but for the chance "feel" like your chosen actor.. if
only
>for a few moments... preferably the most passionate points..
>
>This'd be why simstars get paid so much.. it can't be easy working
yourself up
>to have extreme, different emotions every day. I'd bet the simstar
industry
>rotates even faster than the top 10 music song line-up as well though.
After
>all.. unless you're a hard core fan, once you've been "Suzy Simstar" in
her
>first kiss.. her second and third just aren't gonna be as good..(unless
Suzy's
>a damn good simstar)
>
>Which leads us right into BTL's.. I figure these are probably even
shorter...
>although the careers might last longer. After all.. I don't think
"variety" is
>exactly the key word for BTL's.

Whoa, freeze right there, pal... To my understanding, 'regular'
simsense only involves physical sensations, the normal five senses; it
does NOT (to my knowledge) record or affect the emotions (unless you're
talking mega-BTL stuff like 2XS, which excites the appropriate glands to
produce the desired physio-psychological effect). Even if an emotional
state could be recorded - which I doubt; how can you really 'feel' an
electronic recording of someone's sorrow? - stuff like emotional content
is too hard to regulate to 'safe' levels. Are my beliefs mistaken?

As to simsense being 'plotless'...well, one could say that of much of
Hollywood's output these days, but I won't get into that here.
Personally, I think that most people would prefer a 'plotted' sim to an
aimless one, much the way most people preferred Titanic (which I won't
go near with a bargepole) to things like Starship Troopers (which I
thought was a great popcorn movie). Of course, to be successful, sims
would have to be 'action' based (whatever type of action that may be
<nudge-nudge, etc.>), but knowing *why* the simstar/lead actor is trying
to kill the villain is always better than someone beating a random
someone else to death. There would, of course, be an imperative to
'keep things moving' like in the movies today, but I imagine that some
non-interactive sims would have detailed plots; they might even be a
serial which spans out into a full story (like those serial novels
people are putting out....

Danyel Woods
9604801@********.ac.nz
If I've rambled or strayed OT, I apologise; I've slept maybe three
minutes in the past thirty-six hours, so I'm kinda hazy. Damned
assignments...
Message no. 5
From: Gurth <gurth@******.NL>
Subject: Re: Simsense costs (was Re: Trode Rigs)
Date: Wed, 10 Jun 1998 12:06:02 +0100
Alfredo B Alves said on 9:08/9 Jun 98,...

> >That explanation also makes little or no sense to me...
>
> Hmmmm... I think he saying (kind of) that a large part of the cost of the
> video you go out and buy is the tape itself. This would mean that
> instead of paying the movie for its length, you pay for the number of
> tapes it takes up.

Yes, I understand that bit. Still it doesn't make sense from a
buyer's/seller's point of view, I feel. For most people, a movie is a
movie, and though there are long and short movies most consider
them all to be the same cost. Only if more than one tape is
involved would most people be willing to pay more, I feel.

Since chips can be of nearly any memory size in SR, I think each
sim would be on a single chip, and so the public would want them
to be more or less the same price (at least when their popularity
is about the same).

And I'll say it to save others the trouble: you could explain it by
assuming that normal-length sims are put onto multiple chips,
yes. I'd like to hear a _good_ reason for that to happen, though...

[simsense is really expensive]
> hmmm... at those prices it would seem that most simsense would be 10-30
> minutes long ... not much time for a plot, unless in 205x people don't
> care.

If the current trend continues, then I guess by 2059 you could
bring out a movie that shows nothing but a single-color screen for
1 1/2 hours, and the audience would love it...

> Why can't time be accelerated in simsense?

My mistake. It can, and happens a lot, but the users easily notice
it (much like you notice it in a movie when it cuts to the next day
or something).

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Bombarded by superlatives.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 6
From: Gurth <gurth@******.NL>
Subject: Re: Simsense costs (was Re: Trode Rigs)
Date: Wed, 10 Jun 1998 12:06:03 +0100
Karl Low said on 15:55/9 Jun 98,...

> I tend to think that Simsense doesn't have a plot.. after all.. you're not in
> it for the plot, but for the chance "feel" like your chosen actor.. if only
> for a few moments... preferably the most passionate points..

Maybe in the beginning, when simsense was new. After a while,
though, that gets dull -- sure, it's cool to experience the same
things as the main character, but if that character is not doing
anything terribly exciting, why bother with the sim?

> This'd be why simstars get paid so much.. it can't be easy working yourself up
> to have extreme, different emotions every day. I'd bet the simstar industry
> rotates even faster than the top 10 music song line-up as well though. After
> all.. unless you're a hard core fan, once you've been "Suzy Simstar" in her
> first kiss.. her second and third just aren't gonna be as good..(unless Suzy's
> a damn good simstar)

Not sure if you'd notice the difference between the first sim you
"watch" of someone, and later ones. Simsense is very watered
down, so my guess is that they'd be much the same in overall
feeling.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Bombarded by superlatives.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 7
From: K is the Symbol <Ereskanti@***.COM>
Subject: Re: Simsense costs (was Re: Trode Rigs)
Date: Wed, 10 Jun 1998 08:44:15 EDT
In a message dated 6/10/98 1:20:11 AM US Eastern Standard Time,
9604801@********.AC.NZ writes:

> >Which leads us right into BTL's.. I figure these are probably even
> shorter...
> >although the careers might last longer. After all.. I don't think
> "variety" is
> >exactly the key word for BTL's.
>
> Whoa, freeze right there, pal... To my understanding, 'regular'
> simsense only involves physical sensations, the normal five senses; it
> does NOT (to my knowledge) record or affect the emotions (unless you're
> talking mega-BTL stuff like 2XS, which excites the appropriate glands to
> produce the desired physio-psychological effect). Even if an emotional
> state could be recorded - which I doubt; how can you really 'feel' an
> electronic recording of someone's sorrow? - stuff like emotional content
> is too hard to regulate to 'safe' levels. Are my beliefs mistaken?
>
IMO, very mistaken. Reaching specific levels of belief and sorrow and pain
and joy and ecstacy (depending on taste and recording) are all a very INTEGRAL
part of what a Simchip/BTL is all about.

I know that is belittle's people to a great extent, but all emotional drives
at least are very importantly psychosomatic in nature. There is a physical
component complex that is involved in any emotional determination. It is
incredibly complex, that I grant you, but it is NOT so complex that it is not
unrecordable.

If you want to consider things, go to this end.

Chemical Dependency has been traced to a lot of things, including emotional
states. Also, "Emotional Codependence" has been traced to a Chemical
Imbalance as well. There are even people today that are addicted to feeling a
certain way, so they will go to various extremes to induce that state (ranging
from the manipulation of friends/loved ones all the way up to and including
controlled substances).

So yes, IMO, Simchips/BTL recordings can and often do work directly upon those
centers of the perceptual mind (various levels of awareness, be it autonomic
or controlled) that cause the user to "experience" absolutely everything.

You want to know what the first BTL was??? At least in Movie Fiction that I
can remember easily??? There is a movie entitle "Brainstorm". I convinced
Mike and another player here to watch it. There is a particular scene in it
where "Hal" takes a clip of an unauthorized sexual interaction between two
people in the recording and "loops the tape together." He takes it home,
locks himself in a room, and just let's it play.

The things it does to his mind AND his body (in which order, who can tell
exactly?) are phenomenal and frightening.

I highly recommend it for the idea/concept of Simsensual Reality
comprehension...

-K
Message no. 8
From: Paul Gettle <pgettle@********.NET>
Subject: Re: Simsense costs (was Re: Trode Rigs)
Date: Wed, 10 Jun 1998 09:59:55 -0400
-----BEGIN PGP SIGNED MESSAGE-----

At 12:06 PM 6/10/98 +0100, Gurth wrote:
>Since chips can be of nearly any memory size in SR, I think each
>sim would be on a single chip, and so the public would want them
>to be more or less the same price (at least when their popularity
>is about the same).

Yeah, the only catch is, a 500 Mp storage chip is more expensive than
a 100 Mp storage chip.

I would imagine though, manufacturers would use a handful of
standardized chipsizes, just like there's a handful of standard
tapelengths used for videos today.

A good 75-85% of the videos out there are recorded on T-120 tapes,
which run 2 hours. Movies running longer than 2 hours are put onto
T-160s, unless the movie and previews at the begining would run longer
than 2 hours, 40 minutes, at which point the movie will be split
across two tapes.

Smaller videos, with running times less than an hour, might be
recorded onto a T-60, but often times, it's just as cheap for the
manufacturer to use a T-120.

It'd be sensible if you wanted to apply similar logic to SR's
entertainment industry, and flatten out the price vs. runtime curve to
make most simsense cost as much as the 'average' length sim, with any
runtimes from 3/4ths as long as 'average' up to 1 1/2 as long as
average being about the same price.


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--
-- Paul Gettle (pgettle@********.net)
PGP Fingerprint, Key ID:11455339 (RSA 1024, created 97/08/08)
625A FFF0 76DC A077 D21C 556B BB58 00AA
Message no. 9
From: wafflemiester <evamarie@**********.NET>
Subject: Re: Simsense costs (was Re: Trode Rigs)
Date: Thu, 11 Jun 1998 04:02:07 -0500
> Re: Simsense costs (was Re: Trode Rigs) (Danyel N Woods

> Whoa, freeze right there, pal... To my understanding, 'regular'
> simsense only involves physical sensations, the normal five senses; it
> does NOT (to my knowledge) record or affect the emotions (unless you're
> talking mega-BTL stuff like 2XS, which excites the appropriate glands to
> produce the desired physio-psychological effect). Even if an emotional
> state could be recorded - which I doubt; how can you really 'feel' an
> electronic recording of someone's sorrow? - stuff like emotional content
> is too hard to regulate to 'safe' levels. Are my beliefs mistaken?

Somewhat. Shadowbeat describes simsense (full-x simsense from an
implated rig, not shit done with external recorders) as having emotive
tracks. In fact, a common stunt techniqueisfor the sim-star to record a
VIRTUAL experirence that containsonly sense info, "overlaying" an
emotive track. Certain porn stars are know for good "urge", IE, the
emotive track is enjoyable. Levels are tweeked down for leagl sims, of
course... and quite high in "california hots".Emotive qulitya lso
depends on yourplay backdeck and use ofa datjack, of course.
Time dialtion is also (experimantally) possible. The effectis
considered to "avant gurd" for mosttastes, but its not hard to record
the FEELING of time having passed- if you can actullymake time pass,
which might bore your sim-star.

> Personally, I think that most people would prefer a 'plotted' sim to an
> aimless one, much the way most people preferred Titanic (which I won't
> go near with a bargepole) to things like Starship Troopers (which I
> thought was a great popcorn movie).

OH? Then how do you acount for the most famous stars being "Honey
Brighton" and "Neal the Ork Barbarien"? Most sims outlined sounded
QUITE popcorn- either action adventure or "lifestyles" type things. Sim
vacations, sim atletics, sim concerts, and such would be quite popular.
I'd play a car chase scene more often than a detective story, myself.

> Of course, to be successful, sims
> would have to be 'action' based (whatever type of action that may be
> <nudge-nudge, etc.>), but knowing *why* the simstar/lead actor is trying
> to kill the villain is always better than someone beating a random
> someone else to death.

Think "videogame", not movie. The vicarious thrill of doing something
you can't in real life is the point.

> There would, of course, be an imperative to
> 'keep things moving' like in the movies today, but I imagine that some
> non-interactive sims would have detailed plots; they might even be a
> serial which spans out into a full story (like those serial novels
> people are putting out....

Sure, but you can bet they'd be full of thrills, which would promtly get
indexed for repeated living by the user, and would be the main point of
the "artform". To detailed a plot might get in the way, unless it
created an emotional draw (like a recuring villan, or ongoing love, or
some such). Maybe some "elfwanbees" would get into ongoing "courtly
intregue sims and such, but your average sim (user) is not portrayed as
being as sophisticated as that.

-Mongoose
Message no. 10
From: Danyel N Woods <9604801@********.AC.NZ>
Subject: Re: Simsense costs (was Re: Trode Rigs)
Date: Thu, 11 Jun 1998 21:03:38 +1200
Quoth wafflemeister (2102 11-06-98 NZT):

>> Whoa, freeze right there, pal... To my understanding, 'regular'
>> simsense only involves physical sensations, the normal five senses;
it
>> does NOT (to my knowledge) record or affect the emotions (unless
you're
>> talking mega-BTL stuff like 2XS, which excites the appropriate =
glands
to
>> produce the desired physio-psychological effect). Even if an
emotional
>> state could be recorded - which I doubt; how can you really 'feel' =
an
>> electronic recording of someone's sorrow? - stuff like emotional
content
>> is too hard to regulate to 'safe' levels. Are my beliefs mistaken?
>
>Somewhat. Shadowbeat describes simsense (full-x simsense from an

Oh. I walked straight past Shadowbeat and Aztlan and got Sprawl Sites,
because it look more immediately useful...Was that an oops?

>implated rig, not shit done with external recorders) as having emotive
>tracks. In fact, a common stunt techniqueisfor the sim-star to record
a
>VIRTUAL experirence that containsonly sense info, "overlaying" an
>emotive track. Certain porn stars are know for good "urge", IE, the
>emotive track is enjoyable. Levels are tweeked down for leagl sims, =
of
>course... and quite high in "california hots".Emotive qulitya lso
>depends on yourplay backdeck and use ofa datjack, of course.
>Time dialtion is also (experimantally) possible. The effectis
>considered to "avant gurd" for mosttastes, but its not hard to record
>the FEELING of time having passed- if you can actullymake time pass,
>which might bore your sim-star.
>
>> Personally, I think that most people would prefer a 'plotted' sim to
an
>> aimless one, much the way most people preferred Titanic (which I
won't
>> go near with a bargepole) to things like Starship Troopers (which I
>> thought was a great popcorn movie).
>
>OH? Then how do you acount for the most famous stars being "Honey
>Brighton" and "Neal the Ork Barbarien"? Most sims outlined sounded

<rueful nod> Touché. I think what I meant (like my .sig said, I was
kinda VSF at the time) was that people would be more likely to admit
liking plotted sims. Admitting to liking things like Neil or Honey
would be like admitting to liking oh, I don't know, adult videos or
Arnold Schwartznegger films: not very PC, or complimentary to other
people's perceptions of one's intelligence and taste. It's a
semi-guilty pleasure; most people do it, or have done it, but no-one
will *say* they do/did it.

>QUITE popcorn- either action adventure or "lifestyles" type things.
Sim
>vacations, sim atletics, sim concerts, and such would be quite =
popular.
>I'd play a car chase scene more often than a detective story, myself.

As would I. Hell, my favourite movies include _Aliens_ and _Star
Wars_, and things like _The English Patient_ I avoid like the plague
(mainly because it was so hyped, but...)

>> Of course, to be successful, sims
>> would have to be 'action' based (whatever type of action that may be
>> <nudge-nudge, etc.>), but knowing *why* the simstar/lead actor is
trying
>> to kill the villain is always better than someone beating a random
>> someone else to death.
>
>Think "videogame", not movie. The vicarious thrill of doing something
>you can't in real life is the point.
>
>> There would, of course, be an imperative to
>> 'keep things moving' like in the movies today, but I imagine that
some
>> non-interactive sims would have detailed plots; they might even be a
>> serial which spans out into a full story (like those serial novels
>> people are putting out....
>
>Sure, but you can bet they'd be full of thrills, which would promtly
get
>indexed for repeated living by the user, and would be the main point =
of
>the "artform". To detailed a plot might get in the way, unless it
>created an emotional draw (like a recuring villan, or ongoing love, or
>some such). Maybe some "elfwanbees" would get into ongoing "courtly
>intregue sims and such, but your average sim (user) is not portrayed =
as
>being as sophisticated as that.

I'd imagine that sim viewers would include many sophisticates and
top-drawer guys, too: who else could afford some of this stuff? (IIRC,
FOF says that a Dir-X player costs 50KY+) Guys in Armanté suits and
champagne, and so forth. Of course, they might go the other route to
get away from their job ('God, I wish _I_ could machine-gun my
office!'), but you'd likely find as much of a market for Shakespeare =
and
'art films' as you would today. But yes, you're likely right: the
'average' sim-user would probably be some blue-collar schmuck who wants
to meet Honey Brighton _just once_ before he dies... I guess it'd run
the full range of today's market, with the added features of the
Awakened World.

Danyel Woods - 9604801@********.ac.nz
Who is eternally grateful to Paul Gettle for his illuminating
the issue...
Message no. 11
From: Spike <u5a77@*****.CS.KEELE.AC.UK>
Subject: Re: Simsense costs (was Re: Trode Rigs)
Date: Thu, 11 Jun 1998 11:48:22 +0100
And verily, did wafflemiester hastily scribble thusly...
|Think "videogame", not movie. The vicarious thrill of doing something
|you can't in real life is the point.

Hmmmm...
SimDOOM anyone?

--
-----------------------------------------------------------------------------
|u5a77@*****.cs.keele.ac.uk| Windows95 (noun): 32 bit extensions and a |
| | graphical shell for a 16 bit patch to an 8 bit |
|Andrew Halliwell | operating system originally coded for a 4 bit |
|Principal Subjects in:- |microprocessor, written by a 2 bit company, that|
|Comp Sci & Electronics | can't stand 1 bit of competition. |
-----------------------------------------------------------------------------
|GCv3.1 GCS/EL>$ d---(dpu) s+/- a- C++ U N++ o+ K- w-- M+/++ PS+++ PE- Y t+ |
|5++ X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can't say F**K either now! :( |
Message no. 12
From: Paul Gettle <pgettle@********.NET>
Subject: Re: Simsense costs (was Re: Trode Rigs)
Date: Thu, 11 Jun 1998 09:53:30 -0400
-----BEGIN PGP SIGNED MESSAGE-----

At 09:03 PM 6/11/98 +1200, Danyel Woods wrote:
>Oh. I walked straight past Shadowbeat and Aztlan and got Sprawl
Sites,
>because it look more immediately useful...Was that an oops?

<On the floor, Wincing in Pain>
Getting Sprawl Sites instead of any other sourcebook, is, as you so
mildy put it, an oops.
</On the floor, Wincing in Pain>

>I'd imagine that sim viewers would include many sophisticates and
>top-drawer guys, too: who else could afford some of this stuff?
(IIRC,
>FOF says that a Dir-X player costs 50KY+)

That's about right. Imagine the private movie theaters of really rich
people (Like George Lucas's home theater). Mostly though, Dir-X format
players are the industrial workhorses behind the scenes at sim
theaters. The only thing comparable in today's technology would be one
of those expensive "movie rides" featured in resort areas and theme
parks, the ones with the panoramic domed screen, and the motion
controled platform the audience sits on. Sure its a large capital
investment at 125KY for the commercial grade player, but the sim
theaters can make it all up in ticket reciepts.

<<.sig left unsnipped so I can reply to it>>
> Danyel Woods - 9604801@********.ac.nz
> Who is eternally grateful to Paul Gettle for his illuminating
>the issue...

Someone had to. I'm working on a follow up, trying to figure out what
a sim theater would be like.
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-- Paul Gettle (pgettle@********.net)
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Further Reading

If you enjoyed reading about Simsense costs (was Re: Trode Rigs), you may also be interested in:

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