"This is, however, a really fantastically designed website."
I disagree. At first glance, I thought this was another zombo.com. I'm guessing it's a text adventure, but the site spends more time bragging about its legacy, not explaining what the game is, as if the legendary status of this game should be obvious to us mere mortals. The design is good from an aesthetic point of view, but not from a "getting your point across" view.
First of all I fail to see how taxing people sustains jobs.
You said it, "When you make military cuts, you're not just removing tanks and guns. You're also sending a lot of people to the unemployment line." So, to fund the military, you have to either sell bonds or levy taxes. Playing World Police for 60 years has been fun, but it's getting a little expensive.
I know it's obvious but...
It's not obvious. What if those tax dollars were reinvested in universal health care? A small business wouldn't have to incur the cost of insuring its full-time employees. That would help stimulate growth, as it would cost less to hire each employee.
The premise that your argument stems from--lower taxes means more jobs--has been, time and time again, false in practice. Trickle-down economics are theoretically sound, but in 30 years of attempted trickle, nothing statistically significant has come down.
I love it when the "quirks" break the whole theory. This is what happened in the late 1800's; there were only minor flaws in Physics that needed to be ironed out.
Of course, when that started, the garment caught on fire.
I think the object of the game must be to fit as much “content” onto the page as possible in an effort to overwhelm the reader, tricking them into believing that the NY Times is just bursting with a mindbogglingly-bottomless array of important information.
That's just what paper newspapers look like. I don't think that's an accident, either.
"Critics argue that Khan’s videos and software encourage uncreative, repetitive drilling—and leave kids staring at screens instead of interacting with real live teachers."
I don't know where these critics have been, but that description sums up most of my math instruction in school.
That is a good idea. I heard once that the younger generations of fighter pilots--those that grew up with flight simulator video games--made better pilots than when their elder counterparts were starting out. It would truly be awesome if kids playing Minecraft grow up to be better electrical engineers like the pilots.
"Documents you’ve written, presentations you’ve prepared, spreadsheets you’ve made — your iWork apps can store them in iCloud. Which means you can view and edit the same document, in its latest state, on all your devices. And since iCloud automatically updates any changes you make, you don’t even have to remember to save your work."
But I already do this on Google Docs, and I don't have to buy a Mac to do it. In fact, I don't have to buy anything to do it; I already have a desktop/laptop/phone, and Google Docs is free of charge. Plus, most people I know already have Google Accounts, so sharing is already implemented.
http://en.wikipedia.org/wiki/Richmond,_Virginia :
Richmond was ranked overall as the 5th most dangerous city and the 12th-most dangerous metropolitan area in the United States for the year of 2005.
"The entire point of SL is that the users should be able to build the world. Yes, this results in less than ideal environments, yes if an engineer designed the world there would be less polygon popping, better cache utilization, better hidden loading times, etc., but you would get a video game. Not the crazy world that second life is."
You haven't seen Minecraft then, have you? The users, in fact, can build the environments on their own, and the game loads and runs at a playable speed.
Perhaps Minecraft has greater "video gameness" than Second Life, but couldn't the designers of Second Life have focused on user experience instead of delivering laissez-faire, polygon jungle? Although Second Life wouldn't fare well reverting to voxels, there are other approaches to optimize a user-developed game experience and maintain flexibility; it seems the developers aren't looking hard enough, if at all.
I disagree. At first glance, I thought this was another zombo.com. I'm guessing it's a text adventure, but the site spends more time bragging about its legacy, not explaining what the game is, as if the legendary status of this game should be obvious to us mere mortals. The design is good from an aesthetic point of view, but not from a "getting your point across" view.