Het is toch echt de 14de in new yorkquote:Op maandag 11 september 2006 10:01 schreef Ruzbeh het volgende:
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De eerste evenement gebeurt in New York op de 13de, maar Japan is altijd het belangrijkst dus ik concentreer me op de 14de. Het gaat er mij niet om Europese details, Japanse en Amerikaanse details is wat mij betreft ook wel goed. We zien wel hoe het gaat en watvoor info we krijgen op die drie dagen.
heb je ook de rest van die posts gelezen??? Want na die eerste zin wordt er gewoon uitgelegd waarom de redenering nergens op slaatquote:Op maandag 11 september 2006 11:54 schreef Chanty87 het volgende:
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Nou zeg, goede beargumentering:
- Je redenering slaat nergens op.
- Er klopt geen reet van.
- Je hele redenering is fout.
-:D:D:D:DD:D:D:D
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Makkelijk ook om te zeggen dat Alex degene was die "met alle geweld" gelijk probeerde te krijgen, als jij zelf ook tussen die koters zat die het nodig vonden om op zo'n kinderachtige manier te 'discussiėren'. Alleen Diablos kan tenminste op een volwassen manier discussiėren. Leer er maar van zou ik zeggen.
quote:Dan alsnog klopt er geen reet van omdat je niet persee 3x zoveel energie nodig hebt voor 3x zoveel rekenkracht. Het klopt gewoon niet, zelfs niet als simpele vergelijking of wat dan ook, het is gewoon totaal fout.
quote:Nee, je hele redenering is fout. Aan energie gebruik is op geen enkele manier de snelheid te schatten. Nou bv de p4 prescott en een p4 conroe. Conroe is veel zuiniger maar toch ook veel sneller. Ik snap sowieso al niet hoe je op die 3x krachtiger komt, ik zou niet weten hoe je met 20% efficienter stroomverbruik in hemelsnaam op 3x krachtiger moet uitkomen.
quote:Zelfs als je simpel redeneert slaat het helemaal nergens op. Jouw redenatie klopt gewoon voor geen meter. Als je bv een auto 3x zoveel pk's geeft gaat ie toch ook niet 3x zo snel? Als je bv van 100kmph naar 300kmph gaat verdriedubbelt het verbruikt toch ook niet? (word namelijk veel meer). Het is helemaal geen direct of indirect bewijs, het is zelfs geen hint omdat je domweg de kracht niet kan aflezen aan het verbruik.
van 10 tot 6, dat is een lange presentatiequote:Op maandag 11 september 2006 11:56 schreef depax het volgende:
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Het is toch echt de 14de in new york
Zie de invitation van Matt maar.
[afbeelding]
quote:Op maandag 11 september 2006 12:04 schreef Notorious_Roy het volgende:
De discussie stops here: --------------------------
Dus alleen omdat ik aangeef wat ontzettend kinderachtig is in een discussie, ben ik degene die niet volwassen is? Tuurlijk jongen. Zulk soort dingen zijn totaal irrelevant in de discussie en worden naar mijns inziens alleen gebruikt om jezelf beter te laten voelen.quote:Op maandag 11 september 2006 12:02 schreef kepler het volgende:
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heb je ook de rest van die posts gelezen??? Want na die eerste zin wordt er gewoon uitgelegd waarom de redenering nergens op slaat
Voorlopig ben jij dus nu diegene die niet volwassen aan het discussieren is, door onvolledige quotes te gebruiken
Nou vooruit.quote:Op maandag 11 september 2006 12:04 schreef Notorious_Roy het volgende:
De discussie stops here: --------------------------
volgens mij ben je niet wakkerquote:Op maandag 11 september 2006 12:03 schreef kepler het volgende:
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van 10 tot 6, dat is een lange presentatie![]()
waarschijnlijk dus ook veel speelbare games
quote:Op maandag 11 september 2006 13:11 schreef depax het volgende:
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volgens mij ben je niet wakker
er staat van 10:00 tot 16:00 (10 am to 4 pm )
quote:“The Design That Nobody Hates”
Mr.Takamoto is in charge of the structure of Wii console and Wiimote. Wii’s smallness — “the size of three DVD cases” — is one of the great feature of Wii console. Actually, Mr.Iwata was stacking three DVD cases, and said “I want Wii to be small like this”. Mr.Takamoto got bewildered rather than amazed. At first, he couldn’t understand why he have to make Wii such a small machine, but he was getting it gradually. Wii should be “unobtrusive presence” in living room. There are a lot of audio-video equipments around the TV, and Wii have to set near the TV because of the pointing device of Wiimote. Spaces between TV and AV equipments are very limited, so he understood that Wii have to be small. “The size of 2 DVD cases” was impossible, but they achieved “the size of 3 DVD cases”.
Mr.Takamoto told that The hardest thing was disc drive, which have to be almost the same width of one DVD case. If disc drive became thinner, it became more breakable. There are a lot of earlier age users, so Nintendo have a very strict standard. After a lot of trials and errors, they finally got it by internal reinforcing pad.
He also told that they strained at using slot-in drive. If they decided to use GameCube-like disc drive (opening the top to change discs), the width of the drive could be thinner, the cost could be cheaper, and the decay durability be better. But, as he said before, the space near TV is very limited, so they thought that Wii-users feel more comfortable by using slot-in for changeing discs.
Mr.Ashida is in charge of the design of the Wii console, the Wiimote, the package and the logo. They don’t want to make it like a mad woman’s breakfast around the TV. Not only the matter of size but also shape. Nintendo64 had a lot of curves in its shape, so it was difficult to find the place to set it. On the other hand, the design of GameCube was “the design of toy”. From SNES, the designs of Nintendo’s console was like a toy, and this was intentional attempt. But the average of the ages of users has changed, he feels that the balance between the “toy-like” design and the “AV-equipment-like” design is very important. The keywords are, “the design that nobody hates”. Not a toy, not a AV equipment, they want Wii to be a kind of interior accessories. Mr.Ashida decided to form Wii-design team. The designs of Nintendo console used to pruduced by one designer, but this time, he consulted widely with young designers inside Nintendo.
The turing point was the idea of the stand. Young desiner produced the Wii’s stand, and it allows representing new shape by combine Wii with it. A few weeks before E3(2005), Mr.Ashida and his team finishd this design. At the first presentation to Mr. Iwata, they got the go-ahead. Then, the design was made in public at E3, and Mr.Ashida was very, very surprized because he
didn’t know that the design was to be displayed at E3 2005.
quote:Precisely, Because We Have a Clear Goal, We Can Creat Wii
Iwata : This interview makes me feel anew that setting a goal is very important. Even though when the goal is unexampled one.
Takeda: That’s right. Without firm concepts, Wii wouldn’t become like this.
Takamoto: From my point of view as a structure designer, Without the consepts of “the width of 2 or 3 DVD cases” and the early exposure of the Wii design at E3(2005), Wii couldn’t be small like this.
Ashida: When the members of our design team was discussing the blue pilot lamp, Takeda came and said aggressively “there should be a blue pilot lamp.” (laughs)
Takeda: It was received very well at E3…
Ashida: We managed to put the blue lamp into the slit inside the machine.(laughs)
Iwata: Precisely because we have a goal, Wii become like this. If there is a goal that we want to reach, it is better to head toward the goal rather than improve specs simply.
Takamoto: We couldn’t achive “as fanless as possible” without a goal, too. the heat value depends on IC chips, heat liberation depends on the design of the console… But there were a clear goal; fanless at night.
Iwata: I insisted on that, because I want Wii to be “the machine that never sleeps”. I think that when mother hear a noise of fan running, she would pull out the electric plug.(laughs)
Shioda: I am in charge of the semiconductor chips, and “fanless” was the hardest hurdle. On planning IC chips, some parts cannot be figured out if this is good plan or bad plan before manufacturing that chips actually, and there are a large time-gap between planning the archutecture and manufacturing them. We couldn’t do “trial and error” simply. Of course, we can simulate the chips by useing IC development tools, but the simuraltion result is not always the same as its actual result. After we manufacture them, we can finally figure out “this chip costs xx watt”. This kind of hardships is what I have never experienced before.
Iwata: When we produce a handheld machine, we always consider “little electricity” . This is the first time we consider “little electricity” of console machines, isn’t this?
Shioda: Yes. So, we managed it with the support of our handheld team and the IC chip company. There are also a lot of ideas which help achive “little electricity” sysytem as a whole. This was a very hard challenge, but Nintendo has know-how to find plobroms and solve them speedy. I think that’s why we could managed this challenge.
Iwata: There also a distinct challenge; costs. Takeda, I think you have experienced hardships about this challenge, didn’t you?
Takeda: Yes. But Wii was’t going to be a “gourgeous” machine from the beginning, so the plobrem of cost wasn’t so big. But we spend more money for console parts which old Nintendo did’t spend money for, such as Wii’s stand and slot-in disc drive. As Ashida said before (in interview part2), Wii is not a toy, but a machine for all people in the house, so I think Wii’s appearance is very important. The matter of cost and apearance is always conflicting, though.(laughs)
Ashida: For example, We used to use bumpy plastic, which is cheaper and can endure scratches. But this time we use coated, high quality plastic. Nintendo will continue seeking for good texture of the future products.
Iwata: The texture of the gaming console has become more important, to put it simply.
Ashida: That’s right. Of course, it doesn’t mean “high-class”. We are not aiming for cheapness, we are aiming for the quality that everybody can use. Functionaliry and durability as a toy are important, “not-cheap” appearance is also important.
Takamoto: …Well, while the design team were seeking for quality, we, the structure team, were seeking for cost-down. This is always the case.(laughs)
Ashida: (laughs)
Takeda: And, when Takamoto and Ashida have a conflict, they bring it to me.
All: (laugh)
Iwata: After years of discussion, we can produce a pruduct. Interview is ending. Last words for people wating for Wii.
Shioda: Wii is already reported as a totally new gaming console, but playing is believing. I want you to touch and feel Wii console, and experience its freshness.
Takamoto: I want Wii to set at the center of the living room, and to be played by all people in the household.
Ashida: From my point of view as Wii’s designer…Set it vertically! With the Wii’s stand, please!
All: (laugh)
Takeda: Wii is the first machine that Nintendo can update its OS(Operating System). So, possiblity of Wii can be enlarged in the future. You can look forward to this feature, and I am very excited about it too.
Iwata: Thank you. Through this interview, I feel that all processes that we did are necessary things, not wastes. It may sounds strange, but I myself am very excited now.
mannenquote:Op maandag 11 september 2006 11:22 schreef Chanty87 het volgende:
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Of jullie kappen eens een keer met die neiging om ten alle tijden gelijk te willen krijgen.![]()
Geslacht: Manquote:
opnieuw?quote:Op maandag 11 september 2006 16:50 schreef EricG het volgende:
Gaat Ruzbeh opeens 93 topics volspammen
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