Rutskarn made a good point about the car animation giving the place a sense of scale. The old fast travel kiosks on the Citadel in Mass Effect 1 were supposed to be taxi stands. They even had a car parked beside them. (Sometimes.) But I never felt like “I am going to take a taxi to my destination” when I used them. I always felt like “I am going to push the teleport button”. I suppose it would have helped if we had been able to see cars flying around even when we weren’t going anywhere. Having a cut showing you flying away in a car makes the city seem more like a living place and less like a series of corridors with connecting teleporters.
I don’t know why the USB thumbdrives of the future are the size of hand grenades and covered in flashing red danger lights. Can you imagine how annoying it would be if you had several of them? Maybe you got one for games, another one for school, and another couple for your Asari porn. Then you open the drawer to get one and it looks like a pile of flashing Christmas lights.
Trusting the System
How do you know the rules of the game are what the game claims? More importantly, how do the DEVELOPERS know?
Shamus Plays LOTRO
As someone who loves Tolkein lore and despises silly MMO quests, this game left me deeply conflicted.
There are two major schools of thought about how you should write software. Here's what they are and why people argue about it.
Diablo III Retrospective
We were so upset by the server problems and real money auction that we overlooked just how terrible everything else is.
Programming Language for Games
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?