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Number of results 5 for Opinion

18/09/2008 - Independent Science Journalism?
I was taking my usual fix of independent journalism podcasts this morning when I came across this. The CEO of the Center for Independent Media is an old friend of mine, David Bennahum. I emailed David to ask if his non-profit had considered the political aspect of science journalism, particularly propagating junk science, and whether there was a need for either a science journalism component of his organization or a new organization that dealt with independent science journalism specifically.

I reflect occasionally on a post by Justin Hall (who was discussed by Douglas Davis in his Biota Chat) about how independent media can assess the validity of a scientific claim. Clearly, there needs to be a group like the Center for Independent Media that can provide assistance with independent science journalism too.

08/09/2008 - Spore Review
Cell Stage
Good: It's a fun little mini-game, with some nice effects. The "powers of 10" feel with the growth is very nice. Chasing down creatures that previously you ran from is always satisfying.
Bad: Just a mini-game. The creatures used are always the same, and the range of parts available is very limited.
Overall: I expect this part will be the first to get expansion pack love. It's over too soon, and really just feels like part of the game you play to pick up the bonus ability for later. I'd happily play it for hours, on an ever increasing scale, if there was a bit more to it.

Creature Stage
Good: Nice controls, and the first place where you get to do some real customization. Fighting or Socializing makes a real difference to how you play.
Bad: The preset story line (migration) plays the same way every time. Also the creatures, while visually different, all act much the same. You get some "level 1" guys you can deal with solo, then later higher level guys which forces you to use the pack dynamic.
Also, the Social "dance-off" feels like "hangin' with my homies, we be frontin'". And I didn't like the recent spate of dance-off movies. There are clear advantages to certain body parts. If you want to play for advantage, you are pretty much required to use the Level 4 body parts, since that's the only way to get higher scores in the interaction skills. More cheap parts doesn't appear to equal less expensive parts.
Overall: The section that got the most advertising time, it doesn't play differently enough each time.

Tribal Stage
Good: Um. You get clothes. At least, a few.
Bad: All the controls change. You can socialize with even your worst enemies, and win them over easily. The winning over process is very the same: "Present food, take guys with instruments, play requests, repeat".
Overall: I really didn't enjoy this stage.

City Stage
Good: The city planners proximity system is good, once you work it out. Using the epic creatures against your enemies is fun. Godzilla!
Bad: Military and religious interaction use different effects, but play the same way. Also I've played this section twice, and I think I got the same map each time. The three vehicle types are not very differentiated in ability, only in disability.
Overall: If you like designing vehicles, here's where it's at. As a RTS, it's over quickly. Build a good city layout, tank/boat rush.

Space stage
Good: Lots of planets. Lots of races. Lots of generated events to keep you busy, and each race will give you go-fetch missions.
Bad: You spend most of your time zipping back and forth. Also the 3D space presentation is a little awkward, with the travel range of your ship not always clearly displayed.
The ship editor is lacking rotate knobs on many of its parts.
Overall: Definitely the "end game" content, I'm still playing at this one. I haven't seen any kinds of customization here that matter, though.

All in all
I expected more. Of course, with the amount of hype, both generated by imagining the possibilities, and by the advertising, that's not surprising. I expect many sims style expansion packs, which will add new body parts / clothes parts.

In terms of a-life/biota, this game is definitely not evolution in action. It's Intelligent Design at best, and takes some nice side-steps in avoiding certain questions (where does life comes from? Somewhere life already was).

However, it's pretty, fun, shows what can be done with generated content, and I think will interest a lot of people to thinking "this is what happens when I pick the parts, what would it be like if the evolution was more natural/random".

Review by Peter Newman (Biota.org site admin).

14/08/2008 - Calling all Clueless Chuckleheads
I received word from Jamie Matthews that these posts on the Intelligent Design blog may be something artificial life developers could assist with, perhaps.

From the conclusion to We Can Make Software that Comes to Life.

At least he got the requirement for organization right. Maybe Bullock will get a clue and figure out that complex things don’t just "self" organize like a magic origami. What a dope. Where do they find these clueless chuckleheads and how do they possibly get advanced degrees?


And the follow up Laws of Nature, again the conclusion;

It will be a case of one intelligence creating another intelligence. That will do nothing more than add further evidentiary weight to the proposed law that intelligence only comes from intelligence.


I guess the clueless chuckleheads who read this blog can post reasoned responses at the source. Enjoy.

30/07/2008 - GreyThumb Silicon Valley: A Speaker's Account
You may wonder what it is like giving a presentation at a GreyThumb. Last night's GreyThumb Silicon Valley was attended by at least forty people. Scott Schafer gave a presentation. Here is his account.

22/12/2007 - Taking Artificial Life to a General Audience
Consider taking what is learnt from artificial life to a general audience. This seems to be an implicit theme of Greythumb.

I was on ShrinkRapRadio Live last Sunday. I talked about everything from Soprano feral cats, the origins of intelligence, machine intelligence with cars, how the Turing test fails, the Singularity, simulations in the real world and freewill in robots.

An interview was released with me on the SciPhi Show this week. It is an interview that was taken about six months ago. I'd like to see science fiction authors including artificial life themes in their books. There appear to be a few sci-fi authors who listen to the SciPhi Show.

If you could take what is learnt from artificial life to any general audience, where would you take it?