Word: dooms
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What happened between last week's derring-do and October 1996, when Business Week sounded the voice of doom in a cover story called "Cable TV: The Looming Crisis?" Not much. The industry remains burdened with $50 billion of debt, still requires huge capital outlays, is threatened by satellite and wireless competition and has little earnings. As for Gates' investment, it's a pittance. Microsoft has $9 billion in cash on its books. Gates can afford to cover all bets...
...finished or his dialogue written. The computer gaming masses who descend upon Atlanta this Thursday for the third annual Electronics Entertainment Expo (E3) will be lining up to test-drive the latest offering from the man who designed some of the seminal CD-ROM games of the 1990s--including Doom, Doom II and Quake--but as of last week, Romero and his team were still scrambling to get the demo done...
...Brown University graduate recalls how, growing up in Los Angeles, "my T-ball practice was canceled week after week because of smog. Now the air is cleaner." The morning of his speech, he had overflown the Willamette National Forest, its mountaintops scalped by clear-cutting. But rather than preaching doom, he boasts of recent blockades to protect old-growth enclaves. "I hate environmentalists who are always grouchy," he explains afterward. "They forget the joy of making a difference...
...this fall by companies with names like Girl Games and Her Interactive. It's a market that has been all but ignored in favor of the seemingly bottomless appetite of boys and young men for so-called twitch games, like the bloody, light-speed shoot-'em-ups Quake and Doom. Why the sudden interest in what young women may want? In a word: Barbie. Mattel last fall released a disc called Barbie Fashion Designer that was a runaway best seller, proving once and for all that if the pitch is right, the girls will play. "There's always been...
...biggest mistake game developers make, Laurel believes, is misunderstanding why girls don't like Doom and Quake and other so-called boys' games. It's not just that most girls are appalled by the brutal violence--they certainly are--but also that they resent the programmers' assumption that these games are too difficult for girls to play. "The industry said, 'Make it easier,'" says Laurel. "'Throw marshmallows at Barbie, make the projectiles move more slowly.'" But dumbing down, she insists, is precisely the wrong way to go. Girls don't think boys' games are too hard; they think they...