Quantcast
Channel: GameDev.net
Viewing all articles
Browse latest Browse all 17825

Nobody Wants A Cybergod?

$
0
0
It's been about six months since I posted my blog now, and not a single person has said a single word too me about any of it. This doesn't seem possible, and yet it just happened. Apparently there is no level of experience, knowledge, or achievement that can compare to a few years at the Devry School of Game Design. Maybe I should sign up, sleep through all of the “classes” so as not to be corrupted by any of their bad elementary school-level of advice, and then try again! Even reaching the height of simulation design in the world today, the ultimate evolution of 70 years of continuous work by dozens if not hundreds of game designers, and finally arriving at the ultimate goal of simulation design, a simulation of time combined with reality which turns out to also be a functioning simulation of God and is the fundamental basis of “The Matrix”, cyberspace, an insubstantial holodeck, and eventually even a self-programming computer with omniscient communication (MeeSo Confused!!!), is completely irrelevant to modern “game designers”? The only explanation of this that I can think of is that you don't know enough about game design to recognize that Rube is literally the “Holy Grail” of simulation design. You don't know enough about simulation design to recognize how important this is. Rube is a “universal simulation”. The ultimate goal of scientific simulations, a uniform simulation of anything and everything! Rube can simulate anything and everything that exists in reality, or everything that exists in reality simultaneously. It is the long-sought after “Holy Grail” of scientific modeling. Forget about revolutionizing games, that's just what I would do with Rube. Rube is, quite possibly, the single most powerful tool of science in existence today. Rube is a God, and a God can do anything. Rube can even simulate things at the sub-atomic level! Rube is a functioning simulation of God, which you should all recognize as the Holy Grail of simulation design. But you clearly don't. You clearly don't know enough about game design to even know this. I can't think of any other explanation for nobody having a single word to say about it after six months of patiently waiting. There is nobody in your industry who knows enough about simulation design to understand what is being described too you, none of you have ever even heard of this before. Nothing else makes any sense. So far not a single person has said a single word too me about the PDU or Rube, other than to try and insult me for having discovered Rube. Not one word... the blog I put up is over 500 pages! Amazing, isn't it? I bet I could invent a warp drive and a phaser and nobody would care, other than wanting to insult me to discredit the idea because they can't understand it. That wouldn't be any different than this, it's just a different field. In fact, that would be my advice to anyone who does discover the fundamental basis of a warp drive and a phaser... save yourself a lot of time and effort and just immediately throw it in the trash! Nobody is going to care. Wow. In fact, the most common reaction is that people just become angry that you would dare to have done such a thing when they don't understand how it can be done. They don't have any questions for you, or even a single comment. Nobody will even even tell me what they think of the story, not a single peep at all. Just insults for you daring to know something that they are incapable of understanding. They just want to attack you for suggesting it, nobody has any interest at all in actually trying to find out anything about it. It just offends them. Rube is potentially much more important than a warp drive. It is a functioning simulation of the combination of time and reality where everything... everything... falls into place so perfectly that you can't help but wonder if this actually is the true nature of the universe and how time and reality really do function together... and nobody cares?!?!? “Moments of time containing reality!” If you do come up with a warp drive and phaser, just throw them in the trash. I'm serious. Believe me, that is how it will work out the best for you. Save yourself the trouble, all that work is just going to get you hatred and insults from arrogant people who are certain that if such a thing were possible they would have thought if it before you possibly could have... even though they have decades less experience with the subject than you do, and their entire process is based on the group that you came from. I think the English language is, at this point, in need of a word that means “more than arrogant” just to describe these people. This doesn't work like everyone thinks it does, if you do wind up discovering something that exceeds humanity's current understanding of something... just throw it away! Don't waste your time on it. Nobody is going care, although many people will be offended by it and attack you for claiming to have come up with something that they are not capable of understanding. The only thing you will get out of it is people attacking you to protect their own fragile little egos. Rube will apparently die with me because I don't have a hilariously laughable “degree” from the Devry School of Game Design, and even if I did that would just be the same thing as having a lottery ticket. Entirely random luck. I only know ten times more than that, and have been doing this for decades before their silly little “school” ever even existed... which just greatly angers them. It doesn't impress anyone, or get you anywhere, it just draws incompetent people who base their self-worth on the delusion that they are “experts” out of the woodwork to attack you so that they can continue with their delusions of grandeur. It's a psychological disorder, really, that they all seem to share. Whatever their criteria are in looking for “game designers”, experience, knowledge, and achievement are certainly not factors at all. I am undeniable proof of that. So if designing games is a goal of yours, don't waste any time on gaining experience, knowledge, or achieving anything significant in the field. None of those things count at all in their minds. Rube and I have finally managed to absolutely prove that beyond any doubt at all! Apparently it's kind of like a lottery. It's based entirely on pure luck that has nothing to do with anything relevant to game or simulation design, and Rube proves that beyond any doubt. Just buy a lottery ticket once and if you don't win move on to a new career. Don't waste your entire life like I did on, when it comes to simulation design anyway, this completely incompetent group of people. No matter what you do, no matter how much you achieve, no matter how much knowledge of the subject you accumulate, none of that will ever matter too them in any way, shape, or form. If the E=MC2 of simulation design isn't enough to get their attention, then obviously nothing is. They don't know enough about the subject to even realize what they are looking at. It doesn't do you any good to achieve something great in this field because they are incapable of recognizing it if you do. If it is more complicated than Axis & Allies then they are incapable of comprehending it. It really does appear to be essentially a random lottery, based on no actual criteria at all that is discernible. Rube and I have now proven that beyond any doubt what-so-ever. I was certain that this was going to work this time. I was certain that they could not be so incompetent that they would not recognize what Rube means too them. Obviously, even I had always vastly underestimated just how totally clueless and incompetent they actually are when it comes to game design... and that really is saying something! The source of the problem has become very clear too me now. It's that modern “game designers” believe that they invented game and simulation design in the early 1980's. They are absolutely convinced that game and simulation design did not exist until they invented it to make computer games. The don't know that modern game design actually began in the 16th century with the “Ruler & String” games played by real-world military men (see Battlestar Galactica: Deadlock for a modern example of a “Ruler & String” game, and a game that Rube could work wonders for). Their history begins in the early 1980's, when the actual history begins over 200 years before that. They don't even know, for example, that a simulation of God was the literal “holy grail” of scientific modeling (how science did simulations before computers), so they don't even recognize the significance of Rube. They literally don't know enough about game design to know this, so it is not relevant too them. And they are never going to know this, because they become enraged if anyone tries to tell them about it... and ban them for life from their forums for trying. That way they can maintain the delusion that they are the “world's leading experts in the field” when, in reality, they know almost nothing about game and simulation design. The fact that they have no interest at all in Rube, the literal holy grail of simulation design, finally proves this beyond any doubt at all. They are little kids playing in the sandbox at the edge of our field, they aren't even actually in the field! Maybe I should become a computer game industry critic. I'd love to hear a programmer-called-game designer explain how their computer science education qualifies them to pat people from Avalon Hill or ADB on the head as if we are children and speak too us as though we actually have something to learn from them. It is very much the other way around, obviously. Although, that probably isn't actually an option because I am pretty sure that none of their web sites would be willing to publish the opinions of someone who has been doing this since before they were even born. They don't take criticism very well and just silence anyone who tries to offer any... even after having asked their permission ahead of time to do exactly that! “Of course, go ahead, we can take a little criticism”... it then took them less than two weeks to ban Pirate Lord for life, because they resembled those remarks! I didn't just come out of the blue back then, I asked the moderators if it would be OK first before I did that! The complete lack of interest in Rube really says all that needs to be said about the modern game industry, and the world will lose this knowledge solely due to their extreme incompetence when it comes to game and simulation design. It certainly won't be for a lack of me trying. Anything more complex than Axis & Allies/Civilization is simply beyond their ability to comprehend, and the suggestion of the existence of anything more complex than Axis & Allies/Civilization just enrages them. So, this really is for real, then? My entire life was wasted because none of you actually know what you are talking about? I should just take the fundamental basis of The Matrix, cyberspace, a holodeck, and a self-programming computer with omniscient communication and throw it in the trash? That is really, actually the response of the one industry that should care about Rube? “Nobody cares, throw it away?” You really and truly are this incompetent? I really would like a serious answer (insulting me to protect your own ego is not a serious answer) too this. I'd really like to know why my entire life was wasted, and why I should just throw it all away even though it is the Holy Grail of simulation design and would be among the most important tools of science known to mankind. I really would like a real answer. This is for real, then, nobody cares about the final answer and Holy Grail of simulation design, and I should just throw it away? This really is the response of the modern game industry to what is the “Holy Grail” of your own field? I just want to be clear on this before I throw the fundamental basis of what would be among the most futuristic technologies on this planet in the trash and forget about it all.

Viewing all articles
Browse latest Browse all 17825

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>