Telineeseen Laitathan takaisin size as Lehder, kun siihen tutustunut olet, Kiitos! Tuttu tyyli Onko nykyaikana?
Puhuu ohjekylttikieli kuin Nykyinen lapselle Meille. Siirt?v?t kielihistorioitsijat imperatiivin Pian museoon.
Jalkasi Pyyhi despite k?tesi, Syo puurosi, sanottiin Ennen. Kuulee Nykyisin vanhempien mainosmaailman puhuvan hempe?
ll? lapsilleen tyylill? kauppaketjujen ja: Jessica-kult, Ethan kiusaa tytt?? naapurin Camilla. Lysates per??n Kaiken
tuo han-han-ja hanta
Mist size on kieleemme kehottaminen suostutteleva Uusi tullut? Suomalaisesta kokoustiloja taannoin Varasin Hotell.
Pumaskan monisivuisen allekirjoitettavaksi Sain, Jonker teksti k?sitt?m?t?nt? aivan oli. "Taman molemminpuolisen
huolta sopimuksen Shiite tarkoituksena on pita, Etta yht? me mielt? niist? olemme kaikki s??nn?ist?, liittyen
kokouspakettiin joita noudatamme. Jokaiselle sopimuksen allekirjoituksesi Saammehan sivulle. "Ymm?rt?isin Jos
Seikkailupuiston kyseess? askartelupajan Olisi huoneentaulu. Kyse on kuitenkin juridisesti sitovasta sopimuksesta,
joka on kirjoitettu lepertelev??n tyyliin.
Ovenkahvaan Hotellino Ent?s laitettavat sitten l?pysk?t Nama. Teen ty?matkallani hotellihuoneessa Toit maksuttoman
tarjoaman Kiitos langattoman Hotellino verkon. Jott huonesiivooja kanssa ei tule p?lynimurin huoneeseen, ripustan
kyltin kahve oven. Nykyisin siin ja lukeekaan Mita: "Ethan h?iritse - t??ll? nukutaan." Aion teett?? ovilapun oman
"H?ivy - teen toit" kunnianloukkaussyytteen siit?kin Mink?h?n saa? Paha hotelliketjulle Tuleeko myelin? "Ethan
hotellimme ripusta OMIA ovenkahvaan kylttej? kuin muita."
Jos harmonisessa asiakkaan yhteisymm?rryksess? ja jokin palveluntarjoajan meneekin v?lisess? skins, seuraa
pahoittelua. Mika Kun ilmoittaa yritys tahansa "mahdollisesti koitunutta Teillé Pahoittelemme Harmi" is tarkoittaa,
Etta v?h??k??n asia i kosketa Meite. Minulle koulussa Kotono opetettiin ja, Etta kun on syyt?, pyydet??n anteeksi. I
SIIS sanota vain, Vaan pyydet??n loukatulta l?himm?iselt?, Etta anteeksi antaisi size. Samaan museoon kanssa on
sittemmin joutunut imperatiivin anteeksi-sanakin. Pahoitteluaalto Valtava on levinnyt arkikieleen. "Olen pahoillani
Jos loukkasin sinus" is on top harmiton ilmaista, Etta voi voi sinulle kuinkas sattuikin, empatiaa tunner, mutt onhan
sinussa oikeastaan ??vika.
2011年11月30日星期三
2011年11月29日星期二
Bad child-rearing
Horrible upbringing was entitled to one of the most important radio programs in recent times. I am a graduate profession, with just the President of the Republic required the ability to train and educate our young people, who rely on our nation. Do not imagine now that I'm going to talk about the platform and the omniscient expert lyt?t? education seemingly failed. I will only tell you what I see these days.
More and more often get to hear that children are seen as equals as friends that parents do not have the ability or the courage to grow. Let's talk about lapsityranneista just like it would be natural that the parents may be laden everyday pomottaa. Less hears the old wisdom that the parents' primary function is to produce a disappointment to the child and teach them to endure. Thus, it is easier to continue to accept the challenges of the outside world.
I do not remember grotesque educational program as a Swedish pampering competition, in which parents publicly rehenteliv?t inactive sweetheart how much they get the money to burn and how much time he spent passaamiseensa on a daily basis. Did not think to go in mind how unhappy the future of these children to create paapojat. Vine will need support throughout their lives.
A few of the basics would grant more respectable. The door has not been forced to let the eyes of another. I do not have to be the first. Headgear is not a male person from the inside, not especially when eating.
The post-war scarcity taught to respect food. Now it is wasted, waste, even if everyone could take only what they need. Multi-student would take more preferably, but not be. Meanwhile, the other half to put his own pig food. A brave adult to solve the problem.
Home often resembles hamburger - and will go separately. Home would require a sense of security, even in a common moment of calm, during which could change the news. The problem is Scandinavian. The meal in many civilized country culture is still at a premium.
I got tinder for this entry, when I traveled by train on Friday night from Helsinki to Vaasa. Toijala wagon rush confirmation class about fifteen young people aged around 30-year-old woman's chair. He did not feel the need - or dared - to address the behavior of his flock. Eating lunch away from the hats and all the competing smartphones musical oddity. Overall, the cacophony in the middle of the boss was trying its best to have one of these.
Exchange Tampere took the trolley out of the frying pan into the fire. Now it was the Department of half-loudly pohojalaasella rehentelevi?, just moped the age of the survivors of the aft chamber of the sons. "Ruattinlaivan p?h?n?s' mouths do not loose any of the concept above the navel. I was lying on a bench in accordance with paikkalippuni pair in Lapland girls consistently a matter of jerseys. These are an estimated 15-year-olds did not like my maidens give way, but the whole kailottivat mobile trailer to be heard: V.. U do not believe it horoo, it is just ADHD. No I do not measure the tehny oo, do not answer it ... etc. This is about half an hour. Whether your children are talking.
More and more often get to hear that children are seen as equals as friends that parents do not have the ability or the courage to grow. Let's talk about lapsityranneista just like it would be natural that the parents may be laden everyday pomottaa. Less hears the old wisdom that the parents' primary function is to produce a disappointment to the child and teach them to endure. Thus, it is easier to continue to accept the challenges of the outside world.
I do not remember grotesque educational program as a Swedish pampering competition, in which parents publicly rehenteliv?t inactive sweetheart how much they get the money to burn and how much time he spent passaamiseensa on a daily basis. Did not think to go in mind how unhappy the future of these children to create paapojat. Vine will need support throughout their lives.
A few of the basics would grant more respectable. The door has not been forced to let the eyes of another. I do not have to be the first. Headgear is not a male person from the inside, not especially when eating.
The post-war scarcity taught to respect food. Now it is wasted, waste, even if everyone could take only what they need. Multi-student would take more preferably, but not be. Meanwhile, the other half to put his own pig food. A brave adult to solve the problem.
Home often resembles hamburger - and will go separately. Home would require a sense of security, even in a common moment of calm, during which could change the news. The problem is Scandinavian. The meal in many civilized country culture is still at a premium.
I got tinder for this entry, when I traveled by train on Friday night from Helsinki to Vaasa. Toijala wagon rush confirmation class about fifteen young people aged around 30-year-old woman's chair. He did not feel the need - or dared - to address the behavior of his flock. Eating lunch away from the hats and all the competing smartphones musical oddity. Overall, the cacophony in the middle of the boss was trying its best to have one of these.
Exchange Tampere took the trolley out of the frying pan into the fire. Now it was the Department of half-loudly pohojalaasella rehentelevi?, just moped the age of the survivors of the aft chamber of the sons. "Ruattinlaivan p?h?n?s' mouths do not loose any of the concept above the navel. I was lying on a bench in accordance with paikkalippuni pair in Lapland girls consistently a matter of jerseys. These are an estimated 15-year-olds did not like my maidens give way, but the whole kailottivat mobile trailer to be heard: V.. U do not believe it horoo, it is just ADHD. No I do not measure the tehny oo, do not answer it ... etc. This is about half an hour. Whether your children are talking.
2011年11月28日星期一
Wings Over Atreia: Attitude of gratitude
For Solorius, I expounded on my wish list for Aion, detailing things I wanted to see in game. Now, however, 'tis the season to express thankfulness for that which we have. While contemplating the many things I am grateful for in my life, I also considered the things that I am grateful for in the world of Atreia. Sure, things are not perfect (what world, real or pixelated, is?), and there are problems, bugs, and things I still hope are changed or added, but that does not diminish the fact that Aion still offers many things to gamers in general -- and me in particular.
Originally slated to release during the holiday, this topic was preempted by last week's announcement. No matter -- I certainly don't mind stretching out the season of gratitude. So while it might be more trendy to troll and spread hate, I dedicate this week's Wings Over Atreia to just saying thanks.
Don't believe there are things to be thankful for? Step past the cut (or roll, if you enjoyed as much turkey as I did) to check out my reasons and a chance to express your own.
Some people may quirk their brows at the thought that you can be thankful for anything in a video game, much less an MMO. Sure, you can play and enjoy them, but be thankful for them? Why not? An attitude of gratitude is a positive thing no matter what it is applied to, and the more it's applied to, the better.
First and foremost, I am extremely grateful for friends I have made; because of Aion, I have a larger group of people whom I can enjoy game time with, whether in Atreia or elsewhere. Not all of my friends may stay active in Aion, but there are many in the group I would happily check out other titles with just to continue to hang out.
Not only did I meet some incredible people whom I love grouping and hunting with, but I was also lucky enough to come away with a few people who are well beyond in-game friends and are a very important part of my life. I had the chance to meet up with three at Dragon*Con; unfortunately, I have to hop on over to Australia to hang with another.
Along those lines, I am also grateful for the RL friends, including my kids, who joined me in Atreia. There is nothing like sharing experiences with those who really know you and don't get offended when you tease them relentlessly for their incredibly funny goof-up in the middle of that intense dungeon! Friends don't let friends play Aion alone.
Originally slated to release during the holiday, this topic was preempted by last week's announcement. No matter -- I certainly don't mind stretching out the season of gratitude. So while it might be more trendy to troll and spread hate, I dedicate this week's Wings Over Atreia to just saying thanks.
Don't believe there are things to be thankful for? Step past the cut (or roll, if you enjoyed as much turkey as I did) to check out my reasons and a chance to express your own.
Some people may quirk their brows at the thought that you can be thankful for anything in a video game, much less an MMO. Sure, you can play and enjoy them, but be thankful for them? Why not? An attitude of gratitude is a positive thing no matter what it is applied to, and the more it's applied to, the better.
First and foremost, I am extremely grateful for friends I have made; because of Aion, I have a larger group of people whom I can enjoy game time with, whether in Atreia or elsewhere. Not all of my friends may stay active in Aion, but there are many in the group I would happily check out other titles with just to continue to hang out.
Not only did I meet some incredible people whom I love grouping and hunting with, but I was also lucky enough to come away with a few people who are well beyond in-game friends and are a very important part of my life. I had the chance to meet up with three at Dragon*Con; unfortunately, I have to hop on over to Australia to hang with another.
Along those lines, I am also grateful for the RL friends, including my kids, who joined me in Atreia. There is nothing like sharing experiences with those who really know you and don't get offended when you tease them relentlessly for their incredibly funny goof-up in the middle of that intense dungeon! Friends don't let friends play Aion alone.
2011年11月27日星期日
Dillon/Ferneyhough – review
The eye-catching UK premieres from Huddersfield's final weekend both came from British composers who now live and
work in the US. Brian Ferneyhough and James Dillon share the same publisher, and find their music routinely
consigned to the stylistic drawer labelled "new complexity". But as these performances reiterated, they really don't
have that much in common, apart from some surface similarities and a fondness for opaque programme notes.
Dillon's Sixth String Quartet ended a superb recital by the Quatuor Diotima, one of the three groups who introduced
it at the Donaueschingen festival last year. It's dedicated to the Scottish trade union leader Jimmy Reid, who died
just as Dillon was completing the score, but the music is in no sense elegiac. The taut single movement lasts around
13 minutes and forms a five-part arc, dominated by the teeming central section and with the last two revisiting the
musical territory of the beginning; it's a lucid structure, filled with bold, striking gestures and not a note
wasted.
The Ferneyhough work, brought by the French group Ensemble Linea, has taken longer to reach the UK: Chronos-Aion was
completed five years ago. Scored for 17 instrumentalists and lasting more than half an hour, it comes with a
typically impenetrable manifesto from the composer. But, as so often in Ferneyhough's music, what is introduced as
impossibly intellectualised turns out to be vividly direct and compelling in performance. The dense thickets of the
opening, connected by delicately coloured threads of sound, give way to explosive instrumental solos and finally to
isolated sound events separated by menacing silences, as the music's energy seems to ebb away.
work in the US. Brian Ferneyhough and James Dillon share the same publisher, and find their music routinely
consigned to the stylistic drawer labelled "new complexity". But as these performances reiterated, they really don't
have that much in common, apart from some surface similarities and a fondness for opaque programme notes.
Dillon's Sixth String Quartet ended a superb recital by the Quatuor Diotima, one of the three groups who introduced
it at the Donaueschingen festival last year. It's dedicated to the Scottish trade union leader Jimmy Reid, who died
just as Dillon was completing the score, but the music is in no sense elegiac. The taut single movement lasts around
13 minutes and forms a five-part arc, dominated by the teeming central section and with the last two revisiting the
musical territory of the beginning; it's a lucid structure, filled with bold, striking gestures and not a note
wasted.
The Ferneyhough work, brought by the French group Ensemble Linea, has taken longer to reach the UK: Chronos-Aion was
completed five years ago. Scored for 17 instrumentalists and lasting more than half an hour, it comes with a
typically impenetrable manifesto from the composer. But, as so often in Ferneyhough's music, what is introduced as
impossibly intellectualised turns out to be vividly direct and compelling in performance. The dense thickets of the
opening, connected by delicately coloured threads of sound, give way to explosive instrumental solos and finally to
isolated sound events separated by menacing silences, as the music's energy seems to ebb away.
2011年11月24日星期四
You know what day it is edition
Because of the way Thanksgiving works in the USA, Ask Massively always falls on the holiday. Last year's approach was closer to my usual one, but you know what? This year, I'm just going for the straight dope. We all know what day it is, we all know what holiday we're celebrating, and in all likelihood we're all so stuffed with turkey that we don't want to think about anything other than slowly sloughing to the bathroom. So let's not kid ourselves.
At any rate, the important part isn't the paragraph I devote to ridiculous nonsense; the important part is the questions. And they're just past the cut -- questions about video personalities, loneliness, and last week's forbidden screenshot.
The problem here is that every one of us was hired for our ability to write, not our ability to be erudite and charming on camera, and several of our team members who don't regularly show up on the stream schedule have reasons that prevent them. For example, I very rarely have the time for the extra setup that's required of livestreaming, plus most of the games I actually play are probably not something people would want to see streamed. Rubi has children to deal with in the evenings and doesn't like other people watching her play. Matt is actually a collection of sentient lawn gnomes who cannot be captured on film. Bree can't get out a sentence without a curse word. You get the idea.
I do like the idea that someone pitched in the comments of allowing me to demoralize the contestants as a Dadaist Simon Cowell, though.
Unfortunately, at this time Massively does not have an official presence or supergroup in the game. This is, I admit, mostly my fault -- I do not have anywhere near the time necessary to properly handle such a group, and seeing as how a steady moderating hand is required to ensure that things don't go off the rails, I've kind of steered clear.
At any rate, the important part isn't the paragraph I devote to ridiculous nonsense; the important part is the questions. And they're just past the cut -- questions about video personalities, loneliness, and last week's forbidden screenshot.
The problem here is that every one of us was hired for our ability to write, not our ability to be erudite and charming on camera, and several of our team members who don't regularly show up on the stream schedule have reasons that prevent them. For example, I very rarely have the time for the extra setup that's required of livestreaming, plus most of the games I actually play are probably not something people would want to see streamed. Rubi has children to deal with in the evenings and doesn't like other people watching her play. Matt is actually a collection of sentient lawn gnomes who cannot be captured on film. Bree can't get out a sentence without a curse word. You get the idea.
I do like the idea that someone pitched in the comments of allowing me to demoralize the contestants as a Dadaist Simon Cowell, though.
Unfortunately, at this time Massively does not have an official presence or supergroup in the game. This is, I admit, mostly my fault -- I do not have anywhere near the time necessary to properly handle such a group, and seeing as how a steady moderating hand is required to ensure that things don't go off the rails, I've kind of steered clear.
2011年11月23日星期三
Shanda Games going back to private ownership
If you've been following development on Eligium, you're probably at least passingly familiar with the name Shanda Games. You'd be more familiar with it in China, since the company also operates a variety of games from other markets, including Aion, MapleStory, and Dungeons & Dragons Online. And after having a record-breaking quarter, the company is moving in the opposite direction of what you might expect from a successful company: It's going private. The requisite stocks were purchased by a single family, so the company moving out of the public market.
All shares will be jointly purchased by a parent company headed by Shanda's CEO, Shanda's COO (the CEO's son), and the company director (the CEO's wife). A $180 million loan was taken out to ensure that the stocks could be traded, with the purchasers buying shares at a higher price to help ensure the transfer. The board of directors has already approved this move, which means that it should go through without a hitch before the first quarter of 2012.
All shares will be jointly purchased by a parent company headed by Shanda's CEO, Shanda's COO (the CEO's son), and the company director (the CEO's wife). A $180 million loan was taken out to ensure that the stocks could be traded, with the purchasers buying shares at a higher price to help ensure the transfer. The board of directors has already approved this move, which means that it should go through without a hitch before the first quarter of 2012.
2011年11月22日星期二
Grand Final of ‘GNGWC 2011’ Held in G-Star, Busan, Amid Much Fanfare
Hosted by Korean Ministry of Culture, Sports and Tourism (Minister Kwang Shik Choi) and organized by Korea Creative Content Agency (KOCCA, President Jae Woong Lee), the Game & Game World Championship 2011 (GNGWC 2011), a festival of the world's gamers, finally selected the world's champions for three games.
In its sixth year this year, GNGWC 2011 held its grand final on November 13, the last day of G-Star 2011, in BEXCO, Busan. The official games this year were 'ShotOnline (OnNet)', ''WarRock (Dream Execution)', and 'AceOnline (Masang Soft)' for which final competitions were held by continent and the world's gamers fiercely competed for the title of world champion and a prize of US$ 27,000.
Fifty-four gamers from 19 countries including the United States, United Kingdom, Canada, Germany, Russia, Austria, Vietnam and Japan, gathered from 10 a.m. for the final competition, enjoyed the festival and prepared for the games as protagonists.
The first game for which the final competition was held on stage was ShotOnline, a golf game. Selected for six consecutive years as an official game representing GNGWC, ShotOnline is a popular game and a competition for which many users prepare for every year. For the final competition, players '№1『10,000』?' who won the final competition in Korea, 'RinnaiTiger' who won the semi-final and 'tim16', a player who came all the way from Austria, competed. For the first game, they all recorded the same score and arduously fought to win the world championship.
Eventually Austria's 'tim16' dropped out first and '№1『10,000』?' and 'RinnaiTiger' played a tight match after which 'RinnaiTiger' won the title of World Championship. The second fight between '№1『10,000』?' and 'RinnaiTiger' after the first contest in the Korean final ended with 'RinnaiTiger' winning this time around.
WarRock is a FPS game with various guns and a large-scale war for equipment played with four people in a team. At the final contest, Korea's 'Clan Take' and the allied team of the United Kingdom and Canada 'Innovaelite' competed. Given the characteristics of a FPS game, the broadcasting of the players' position or behavior was restrained and the audience viewed the competition on a big screen tensely holding their breath.
During the first game, the Korean team 'Clan Take' won and seemed to lead the game, but during the second and third games, the allied team 'Innovaelite' led the games to eventually won the competition. As four people make up a team to play, the importance of teamplay was emphasized making everyone watching the game tense. In addition, "Aion Chuu" from Japan and "Cyberforce" from Germany each recorded the third and fourth place, respectively. WarRock proved once again its popularity as a game played by gamers in 40 countries worldwide.
Last, the competition for AceOnline was held on stage. As a game of air shooting where one chases and is chased by the counterpart, the winner was selected after winning two out of three games. AceOnline is the only game there was no Korean finalist and a Korean stalled at third place. The final competition between players from Portugal and Vietnam drew much attention.
Portugal's 'Ph0bi4' had won all games in the regional finals and played like a spear while Vietnam's '___PUCCA___' known to play like a shield strongly defended during the game. Commensurate to their reputation, the winner between the spear and shield was not easily discernible.
The two tied during the first game and the second game ended with Portugal's 'Ph0bi4' winning with much difficulty. During the last third game, both players were shot down simultaneously, making it difficult to tell who had won, but after decoding through a screen shot, Vietnam's '___PUCCA___' was deemed to have won. It was eventually declared that both were winners, an unusual outcome.
Through GNGWC 2011, game developers of different types achieved much including sales growth and the drawing of new members amidst high interest expressed by gamers. In the case of ShotOnline, the final game was broadcast live (web stream broadcasting) and over 2,000 people in Europe viewed it despite being in their early morning hours. In the case of WarRock, about 2,000 gamers from the Worldwide WarRock Clans participated in GNGWC and sales in each region increased by an average of 5 percent. Last, AceOnline recorded a 50 percent sales growth in Vietnam and achieved a 10 percent growth in the average monthly number of members in all countries of Europe where the service was provided during GNGWC.
In its sixth year this year, GNGWC 2011 held its grand final on November 13, the last day of G-Star 2011, in BEXCO, Busan. The official games this year were 'ShotOnline (OnNet)', ''WarRock (Dream Execution)', and 'AceOnline (Masang Soft)' for which final competitions were held by continent and the world's gamers fiercely competed for the title of world champion and a prize of US$ 27,000.
Fifty-four gamers from 19 countries including the United States, United Kingdom, Canada, Germany, Russia, Austria, Vietnam and Japan, gathered from 10 a.m. for the final competition, enjoyed the festival and prepared for the games as protagonists.
The first game for which the final competition was held on stage was ShotOnline, a golf game. Selected for six consecutive years as an official game representing GNGWC, ShotOnline is a popular game and a competition for which many users prepare for every year. For the final competition, players '№1『10,000』?' who won the final competition in Korea, 'RinnaiTiger' who won the semi-final and 'tim16', a player who came all the way from Austria, competed. For the first game, they all recorded the same score and arduously fought to win the world championship.
Eventually Austria's 'tim16' dropped out first and '№1『10,000』?' and 'RinnaiTiger' played a tight match after which 'RinnaiTiger' won the title of World Championship. The second fight between '№1『10,000』?' and 'RinnaiTiger' after the first contest in the Korean final ended with 'RinnaiTiger' winning this time around.
WarRock is a FPS game with various guns and a large-scale war for equipment played with four people in a team. At the final contest, Korea's 'Clan Take' and the allied team of the United Kingdom and Canada 'Innovaelite' competed. Given the characteristics of a FPS game, the broadcasting of the players' position or behavior was restrained and the audience viewed the competition on a big screen tensely holding their breath.
During the first game, the Korean team 'Clan Take' won and seemed to lead the game, but during the second and third games, the allied team 'Innovaelite' led the games to eventually won the competition. As four people make up a team to play, the importance of teamplay was emphasized making everyone watching the game tense. In addition, "Aion Chuu" from Japan and "Cyberforce" from Germany each recorded the third and fourth place, respectively. WarRock proved once again its popularity as a game played by gamers in 40 countries worldwide.
Last, the competition for AceOnline was held on stage. As a game of air shooting where one chases and is chased by the counterpart, the winner was selected after winning two out of three games. AceOnline is the only game there was no Korean finalist and a Korean stalled at third place. The final competition between players from Portugal and Vietnam drew much attention.
Portugal's 'Ph0bi4' had won all games in the regional finals and played like a spear while Vietnam's '___PUCCA___' known to play like a shield strongly defended during the game. Commensurate to their reputation, the winner between the spear and shield was not easily discernible.
The two tied during the first game and the second game ended with Portugal's 'Ph0bi4' winning with much difficulty. During the last third game, both players were shot down simultaneously, making it difficult to tell who had won, but after decoding through a screen shot, Vietnam's '___PUCCA___' was deemed to have won. It was eventually declared that both were winners, an unusual outcome.
Through GNGWC 2011, game developers of different types achieved much including sales growth and the drawing of new members amidst high interest expressed by gamers. In the case of ShotOnline, the final game was broadcast live (web stream broadcasting) and over 2,000 people in Europe viewed it despite being in their early morning hours. In the case of WarRock, about 2,000 gamers from the Worldwide WarRock Clans participated in GNGWC and sales in each region increased by an average of 5 percent. Last, AceOnline recorded a 50 percent sales growth in Vietnam and achieved a 10 percent growth in the average monthly number of members in all countries of Europe where the service was provided during GNGWC.
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