John Kelly Reportedly Working Toward Bipartisan DREAMers Solution

He attended a meeting with senators from both parties.

White House Chief of Staff John Kelly was seen on Capitol Hill Tuesday as part of the Trump administration’s push to reach a bipartisan solution for the Deferred Action for Childhood Arrivals program.

As Politico reports, Kelly attended a meeting with close to a dozen senators from both sides of the aisle and assured them that the White House “will soon present a list of border security and other policy changes it wants as part of a broader deal” for DACA recipients, also known as DREAMers.

“We couldn’t finish this product, this bill, until we knew where the administration was,” Sen. Jeff Flake (R-AZ), one of the senators working on the compromise, told Politico. “And that’s why this meeting was so important.”

Though senators who left the meeting said Kelly insisted the president’s terms may be released in a matter of days, Senate Majority Leader Mitch McConnell (R-KY) said the upper chamber would not vote on DACA before they break for the holidays this Friday.

“That’s a matter to be discussed next year,” McConnell said in an interview with Fox News earlier on Tuesday.


Related Stories

  • Is Trump an ‘Aspiring Despot’ or a ‘Bumbling Showman’? Why Not Both?
  • Paul Krugman: The GOP Is Completely, Hopelessly Corrupt
  • Trump Judicial Nominee Withdraws After GOP Senator Publicly Humiliates Him

Treasury Secretary Steve Mnuchin Seriously Claims Ignorance of CDC Banned Words Report

“It’s the first time I’m hearing of that,” he said.

During a CNN appearance, U.S. Treasury Secretary Steve Mnuchin told host Jake Tapper that he knew nothing about the reported directive from President Donald Trump’s administration for the Centers for Disease Control and Prevention, along with other divisions under the Department of Health and Human Services, to stop using a list of banned words.

“Policy analysts at the Center for Disease Control as well as other divisions at the Department of Health and Human Services were given a list of forbidden words,” Tapper said to the treasury secretary. “Why would the Trump administration tell the CDC not to use a term like ‘science-based’?”

“It’s the first time I’m hearing of that,” Mnucnin said with a straight face. “I’m not aware of the directive at all.

The banned words list reported by the Washington Post includes “vulnerable,” “diversity,” “entitlement,” “transgender,” “fetus,” “evidence-based” and “science-based.” 

Watch Mnuchin claim total ignorance below.


Related Stories

  • Former Fox News Analyst Tamara Holder Shares Explicit Details of Sexual Assault
  • Sarah Palin’s Son Track Palin Was Arrested in Alaska on Domestic Violence Charges
  • Watch This Conservative Slam Trump for Ignoring Russia Interference Intel Because It ‘Hurts His Little Feelings’

Elemental Evil: Session 11

In the previous session the group entered Rivergard Keep, the second of the elemental evil surface keeps. More by chance than by design they had managed to enter directly into the main building where the boss resided. However the boss was described in the adventure as being a wereboar who was out hunting at night. So the group ended up looting his room without having killed the boss. But that only got them treasure, and not the elemental key they were after.

Searching the building further resulted in them finding a group of commoners sleeping in a dormitory next to the kitchen. They carefully abducted one without waking up the others and questioned him. That gave them a bit more information about the keep and the boss, including the fact that he was out hunting and would return later in the night. But first they searched the great hall and found a letter in which somebody from Red Larch warned about a group of troublemakers, giving the description of the group. They also found a secret door, leading to a staircase downwards.

They followed the staircase and ended up at a landing of an underground river, complete with two rowboats. So they boarded those and followed the river further. However the river was guarded by a group of aquatic ghouls, who managed to topple one of the boats, which made the combat somewhat more interesting. Poppée the wild magic sorceress tried to save herself with magic, which resulted in a wild magic surge that ended up randomly summoning a unicorn. The unicorn was understandably confused by being summoned into water, and decided to “save” Poppée by teleporting her and itself out. But of course the others didn’t know what happened, only that Poppée had disappeared. After killing the ghouls it turned out that the way was blocked anyway, by the same sort of portal they had already encountered near Feathergale Spire, requiring the 4 elemental keys to open. (An addition of mine to the adventure to prevent them from randomly wandering into a dungeon of 4 levels higher than the surface keep).

The group went back up into the keep and in the courtyard also found back Poppée. However in preparation of the adventure I had decided to randomize the time of return of the keep boss by letting the group roll for an encounter every time they crossed the way the boss would take home. And by chance this encounter now took place. As the boss had an entourage the fight was challenging, with a priest of the water cult casting sleet storm on the group. The group managed to kill the opponents without waking the rest of the keep up, but the paladin got bitten by the wereboar.

As the boss had the elemental key on him, the group decided to flee and leave the rest of the water keep be. On the one hand that was understandable and consistent with their actions in the air keep. But technically they are skipping a bunch of combat encounters and thus xp. I think I need to make sure that they don’t kill the boss of the next keeps too early and rush through the adventure, the adventure isn’t designed for that.

Samsung Galaxy A8 and A8 Plus announced: Sleek, selfie-focused mid-rangers

Samsung just announced its new mid-range phones, the Galaxy A8 (2018) and Galaxy A8 Plus (2018).

Replacing the 2017 Galaxy A lineup, the Galaxy A8 and Galaxy A8 Plus feature attractive specs and a design that is inspired by the Galaxy S series. The coolest feature is the dual front cameras, which feature f 1.9 lenses and portrait mode.

A simpler naming scheme

In recent years, Samsung has released several popular phones in the mid range as part of the A series. The naming convention for these devices – Galaxy A3, Galaxy A5 and Galaxy A7 – conflicted with the way Samsung names its most important devices, the Galaxy S and Galaxy Note series.

With the 2018 generation, Samsung has renamed the Galaxy A5 to Galaxy A8 (2018) and the Galaxy A7 to Galaxy A8 Plus (2018).

We don’t know for now what happened to the Galaxy A3. Did Samsung kill it? Will it be folded in the Galaxy J series?

Front-facing dual cameras

The Galaxy A8 and A8 Plus are the first Samsung phones with dual front cameras. These mid-rangers beat out the flagships to the punch, though dual front cameras have been a fixture on mid-range phones from other manufacturers.

The cameras feature f 1.9 lenses – basically, the lower the number the better – so they should give your selfie nice background blurs.

One of the cameras is 16MP, and the other one 8MP. Samsung says you can switch between them to get the type of shot you like, which makes it sound like they have different widths of angle.

Portrait modes are all the rage, and the Galaxy A8 and Galaxy A8 Plus are jumping on the bandwagon. You can take selfies and adjust the amount of blur in the background, before and after taking the image – this feature is called Live Focus and we’ve seen it before on the rear dual camera of the Galaxy Note 8.

You also get stickers and a beauty mode to spice up your self-portraits.

Familiar design, competent specs

The new Galaxy A8 (2018) and Galaxy A8 Plus (2018) look a lot like Samsung’s 2017 devices, mixing a smooth glass back with a metallic chassis and the 18.5:9 display form factor.

They are available in black, orchid grey, gold and blue.

The Galaxy A8 features a 5.6-inch Full HD+ (“+” denoting it’s an 18.5:9 panel), while the A8 Plus goes up to 6 inches, but keeps the same resolution.

The two phones share most of the key specs, including the cameras (16 MP PDAF f 1.7 on the back), an octa-core processor, 4GB of RAM, and 32/64GB of storage.

The smaller A8 features a 3,000 mAh battery. The A8 Plus gets an excellent 3,500 mAh – that’s the same as the much pricier Galaxy S8 Plus.

Both phones feature fingerprint sensors (placed below the rear camera), USB Type-C, Samsung Pay (with MST, so you can use them on older points of sale), and IP68 water and dust resistance.

Comparing the Galaxy A8 to the current generation

Compared to the 2017 Galaxy A5 and Galaxy A7, the Galaxy A8 (2018) and Galaxy A8 Plus (2018) offer updated designs that follow the Galaxy S series (much smaller bezels, fingerprint sensor is now on the back), as well as improvements to the processor, RAM and memory.

The biggest new feature is the dual front camera. The screens are also larger, though the actual size of the phone is almost unchanged. That’s probably why the battery capacity remained roughly the same.

Samsung Galaxy A8 and A8 Plus price and availability

You will be able to buy the Galaxy A8 (2018) and Galaxy A8 Plus (2018) starting from January. That’s the only detail that Samsung has revealed so far, but we expect to learn more at CES Las Vegas, when we’ll also go our hands on these two phones.

If the price of previous phones in the A series is any indication, the new A8 and A8 Plus will cost in the $350-$450 range, depending on the market.

Thoughts on the new Galaxy A8 (2018) and Galaxy A8 Plus (2018)?

World of Warcraft today

I got a “gift” from Blizzard, 7 days of free subscription to WoW. Not that I would have needed it, I still have several tokens I could exchange for game time. But it did what it was supposed to do, prompt me to update the client and play World of Warcraft for an hour or so. Unfortunately for Blizzard that didn’t get me hooked again. Instead I got rather bored with running errands, aka quests, and logged out again.

One major difficulty I have with World of Warcraft is that the buttons I have for each character have changed so often over the life of this game. Which means that even on my main character which I have played literally for thousands of hours I can’t remember the optimum sequence of button presses after a year and a half of not playing the game. That doesn’t appear to matter for quests, I can do those with just randomly mashing buttons, but it is a serious barrier to re-entry if I wanted to play again.

The next thing that hit me was getting billions of artifact points thrown at me for doing not much. It basically made all the effort I had previously put into artifact weapons seem pointless. On the other hand, I had stopped playing with only part 1 of the achievement necessary for flying done, and it turns out that part 2 still needs weeks of grinding to get to. No thanks!

In summary, World of Warcraft has changed the details frequently (which makes it hard to remember how to play well), while not changing the basic structure of the game enough (which makes it hard to find a renewed interest in playing). I still don’t think I will buy the next expansion, Battle for Azeroth.

Smartphone VR: Another 3D fad or the real deal?

This is the second in the three-part series looking at 3D imaging. In the first, we looked at why every time “3D” has failed to become totally mainstream. Today, 3D is back and trying to make a splash in mobile devices – this time in the form of “virtual reality.” Is VR — especially on smartphones — going to be a long-term success, or just another example of a 3D fad?

VR headsets like the Oculus Rift, HTC Vive, PlayStation VR and similar “tethered” products have made great strides in the last few years. So-called “mobile” VR headsets, like Samsung’s Gear VR and Google’s Daydream, have been even more successful (or at least more widespread). They’re basically head mounts for your smartphone with some optics thrown in, and lately it seems like everyone is making one. But will it stick?

Having just looked at the fanfare-and-failure cycles of 3D in general, should we really expect VR to really have staying power? Will it make a big splash and then fade just like its predecessors?

Wikipedia A Samsung VR conference in 2016

At heart, VR headsets are stereoscopic “3D” displays, with the all same potential problems and an added twist. It’s “virtual reality” because it lets you look around at, and interact with, this illusory three-dimensional world. That requires displaying the correct images to create a stereo effect, figuring out where the viewer is actually looking, and changing the image to match in real time. 

At the heart of it, VR headsets are stereoscopic 3D displays, with the same potential problems as every other example of the species.

If you move your head to look behind something, then that something had better move out of the way in your field of view, just as though it were really there. VR requires combining a convincing stereoscopic display with the sensors and graphics processing power needed to render and update your virtual view in a smooth, convincing manner. This is part of why I said that augmented reality is an even bigger challenge: if you’re going to, say, place an imaginary creature on a real tabletop, then not only do you have to render the creature correctly but keep it in the proper relationship to its real-world surroundings.

A dedicated, “tethered” VR headset can pull off all of its assigned tasks pretty well. Connecting it to a standalone computer, which could be anything from a barebones notebook to IBM’s Watson, means you can throw as much processing power as you can muster at problems. But the simple fact that it’s a product designed solely for the purpose of VR means that it has displays, optics, head-tracking systems, and so forth than could all be optimized to that goal. That’s not to say these products are going to be the perfect answer, but they’ve at least got a big leg up on the other option.

Editor’s Pick

That other option is “mobile” VR, which is typically a plastic mount with straps to go over your head and lenses over your eyes, and you supply the rest— namely a smartphone, which provides the displays, processing, and position sensing needed to create a virtual world. This is, in my not-so-humble opinion, a remarkably bad idea.

That “s” on “displays” wasn’t a typo. Yes, your phone only has the one display, but here it’s forced to play the role of two. Left-eye and right-eye images have to be shown simultaneously, and it’s up to the optics in the headset to deliver those correctly to the eyes. That means only half the pixels on the screen are available for each image, which leads to an aspect ratio and resolution charitably described as “less than optimal.”

A Galaxy S8 features a 5.8″ 2960 x 1440 OLED screen at 570 PPI. It’s a really nice smartphone display in anyone’s book, but close to a 2:1 aspect ratio. Splitting it in two in a VR headset means each eye gets an almost perfectly square display to use. That’s not good when we’d really like to have a wide field of view. The human eye uses something roughly equivalent to a 5:3 aspect ratio (of course, it’s also not a nice clean rectangle, but rather a sort of fuzzy oval).

There are two ways to fix this. You could use the full area of each half, displaying pre-distorted image on the square space and relying on the optics to stretch the image to the desired wider area— the same sort of trick used in anamorphic movies. However, If the distortion introduced into the image isn’t exactly what the optics were designed to “undo,” you’ve got problems. The other option is to just not use the full height of the display. If, on the S8, we have a 1440 x 1440 space for each image, but we want, say, a 16:9 view, we could just center a 1440 x 810 image in that space and it would be good to go, albeit at well under half the phone’s full resolution.

We could just demand a higher resolution in our phone screens. “But Bob,” I hear you protest, “didn’t you just tell us a few weeks ago that packing more pixels onto a phone was a bad idea?” Yes, I did. That article also generated some comments which took me to task for ignoring the needs of VR. But that was my point: smartphone display choices should ignore VR, at least as a top priority.

Smartphone display choices should ignore VR, at least as a top priority

Phone-based VR headsets represent the entry level in the VR market. They suffer from too many compromises already to be the choice for serious VR users, and paying for the extreme levels of screen resolution needed to address just that one issue makes no sense. As good as they are, smartphone graphics processing and position/orientation sensors just aren’t up the task of matching what you can do with a dedicated headset and tracking hardware.

Again, consider the Galaxy S8. It’s got an MSRP of more than $700—over $200 higher than Samsung’s own Odyssey VR/MR headset, which features dual 1440 x 1600 OLED displays coupled with a full array of cameras, motion and position sensors, integrated headphones, and adjustments for interpupillary distance. Putting a higher resolution display in a phone just for VR is like paying to put a Ferrari engine in a Toyota Prius. Sure, you’d get a lot more power, but the platform just isn’t meant to do what you want. You’re better off just buying the product meant for that use in the first place.

Graphics processing burden goes up literally geometrically with increased resolution, which isn’t the best idea for a battery-operated device.

We could even put a 4K display into a phone, and get a great resolution for each eye. The graphics processing burden goes up geometrically with increased resolution. Even if you build the added power into the processor, it just isn’t the best idea for a battery-powered device. Phone-based VR is best for what it was supposed to be: a quick and relatively economical means of introducing VR into the consumer market. But let’s not make the mistake of thinking it’s the right answer for the serious VR fanatic.

It’s not like dedicated VR headsets are perfect either. They still suffer from all of the other problems we’ve described earlier with stereoscopic displays, with the additional concern that motion tracking and its resulting view is never going to quite match what we see in real life. VR is getting a lot of attention in education circles, to name one interested market, but how long will that love affair last if kids get severe eye fatigue from using it?

24th Air Force

There’s a way around even that concern, though. All we need is a display that can produce a real three-dimensional image, one that actually has the appearance of solid objects occupying space, and without any glasses, headsets, head tracking, or any of those burdens. We’ve even already seen examples of this; surely everyone by now has seen a hologram. You’ve probably even got a few in your wallet, on your credit cards.

So when can we replace our old-fashioned flat displays, and free us from all this stereoscopic nonsense?Stay tuned.

Ordered a new 3D printer

I’ve been using my XYZ da Vinci Junior 1.0w 3D printer for a year now. It is still working. However I have learned a lot during that year, I’m printing more complicated models now, and I’m reaching the limits of what the machine can do. I still think it is a great printer for a beginner, but now I want something much better. So I ordered a Zortrax M200 Plus. The “Plus” is important, as this is the brand-new and improved model of the M200, which is highly regarded but now 5 years old.

The first difference between the two printers is the price. The da Vinci Junior was 471€, the Zortrax M200 Plus is 2,369€. Obviously not the same league. The da Vinci Junior uses PLA, the Zortrax can use PLA, ABS, and some other materials. The old M200 was really best used with ABS, but the new Plus version has better cooling fans, so PLA should come out fine now as well. The main difference is that the XYZ printer was only able to use proprietary XYZ filaments, while the new Zortrax also works with filaments from other suppliers. That was a major point of annoyance for the old printer for me; the spools came with an RFID chip, and if the chip said your spool was empty, the printer refused to use the spool. As the chip counted loading, unloading, and failed prints as lost material even if there was no actual material lost, I always ended up having to throw away the last meters of the spool. And the material was far more expensive than it should have been. However at the start I’ll use Zortrax ABS, just because the software knows the best settings for that material.

Where the difference between the two printers is likely to be biggest is in the quality of the prints. At the shop where I ordered the printer they had sample prints of little miniatures similar to those I often make, and the quality was *much* better. On the best setting you don’t even see the layers any more with the Zortrax M200 Plus. Of course it remains to be seen how good it will work with my prints. But the experimenting and fiddling around is all part of the hobby, the resulting miniatures are more of a secondary benefit. 🙂

From what I see in reviews the main issue with the Zortrax is that the software is very slow. I saw a YouTube video of a guy using the old Zortrax M200 to print a Harry Potter wand, and the software took 25 minutes to slice that model. That has probably to do with the print being with rafts (mandatory with the Zortrax) and supports. I suspect the supports use a lot of slicing time, I’ll have to try with and without it. But from the video it appears that the supports are easy to remove, which could be a plus. Now I finally understand the models of Miguel Zavala: Many of them can’t be printed without those automatically generated supports, and the supports generated by the XYZ software are very bad. So up to now I had to fiddle around with the models a lot, disassemble them digitally, reassemble them digitally, and generate functional supports with Meshmixer. I might be able to just hit a print button in the future, which will be faster even if the slicing is slow.

I’ll let you know how the new printer works out once it is delivered and installed.

13 years old coding n0w !!

13 years old coding n0w !!

As the demand for fresh, new programmers is increasing in this techno competitive world, I being a 14 year old enthusiastic  kid thought of touching the field of programming for the first time. And I even got the thought at the right time (In my summer vacations!!).

Now, the first question was , from where to start?
  1. I had a laptop.✔
  2. I had net connection.✔
  3. I had a tool to code.✖

So, first thing I had to do was to download a tool to code which after doing from some research on the net was NOTEPAD++.

I knew that as the word ‘NOTEPAD’ appeared I had to type something on the screen. But what to write?
So, sadly I had to join a computer course in the busy city of Mumbai where everything is charged on the amount of time and not on quality.(But I was proved wrong!!)
FIRST DAY OF MY COURSE : I was introduced to languages like H.T.M.L , C.S.S ,Java script. The names were so complex even though I had selected the institute’s easiest course. I was sitting with college students(feeling very proud of myself!!).
H.T.M.L: The written matter in every website is coded with the help of this language.
C.S.S: The colors and some standard effects are given by this language.
Java script: Dynamic and moving effects are given to the matter with Java script.
I got these definations clear on the first day. The explanation was quite good but unexpected for me.
and I started coding these languages . It became clear to me that languages can not only be spoken but also coded.I learnt H.T.M.L and C.S.S quite easily but got some problems in learning Java script. Probably, it was more difficult than the other two.
But finally, I got it clear that kids can code but only some basic languages.Kids can even code the harder languages but then you would have to skip PHYSICS,MATHS,BIOLOGY etc. I couldn’t do that but surely my learning experience with SCTPL was very good.
WHAT IS THIS SCTPL: SCTPL is a software training  company in Mumbai. They teach QUALITY programming without making your pocket light.This institute changed my thinking towards the institutes in Mumbai. 

Do see what  Mark Zuckerberg, Bill Gates and …. many more .. have say

JavaScript Interview Questions for Freshers

What is JavaScript, really ?

JavaScript (“JS” for short) is a full-fledged dynamic programming language that, when applied to an HTML document, can provide dynamic interactivity on websites. It was invented by Brendan Eich, co-founder of the Mozilla project, the Mozilla Foundation, and the Mozilla Corporation.

JavaScript is incredibly versatile. You can start small, with carousels, image galleries, fluctuating layouts, and responses to button clicks. With more experience, you’ll be able to create games, animated 2D and 3D graphics, comprehensive database-driven apps, and much more!

*For online documentation on JavaScript , refer the doc of creators – mdn

**For the best class-room training on JavaScript at Mumbai connect with Rocky Sir

Leaving out the very simple and basic Interview Questions, at what questions do the fresh web developers get stuck ?  Here is a list :

1. Before-the-first-Round-of-JavaScript-Interview-Questions

      download a short and sweet PDF

2. 10-common-JavaScript-interview-questions (Click on the Question for viewing the answer)

3. Step-by-step solution for step counting using recursion

step counting _sctpl

For example, if you wanted to climb 4 steps, you can take the following distinct number of steps:

1) 1, 1, 1, 1
2) 1, 1, 2
3) 1, 2, 1
4) 2, 1, 1
5) 2, 2
So there are 5 distinct ways to climb 4 steps. We want to write a function, using recursion, that will produce the answer for any number of steps

4. Determine overlapping numbers in ranges

You will be given an array with 5 numbers. The first 2 numbers represent a range, and the next two numbers represent another range. The final number in the array is X. The goal of your program is to determine if both ranges overlap by at least X numbers. For example, in the array [4, 10, 2, 6, 3] the ranges 4 to 10 and 2 to 6 overlap by at least 3 numbers (4, 5, 6), so your program should return true.

5. Find all duplicates in an array

This is a common interview question where you need to write a program to find all duplicates in an array. The elements in the array have no restrictions, but in this algorithm we’ll work specifically with integers. Finding duplicates in an array can be solved in linear time by using a hash table to store each element as we pass through the array. The general algorithm is: 

(1) Loop through the array
(2) At each element check if it exists in the hash table, which has a lookup of O(1) time
(3) If the element exists in the hash table then it is a duplicate, if it doesn’t exist, insert it into the hash table, also O(1)


6Two sum problem

The two sum problem is a common interview question, and it is a variation of the subset sum problem. There is a popular dynamic programming solution for the subset sum problem, but for the two sum problem we can actually write an algorithm that runs in O(n) time.

The challenge is to find all the pairs of two integers in an unsorted array that sum up to a given S. For example, if the array is [3, 5, 2, -4, 8, 11] and the sum is 7, your program should return [[11, -4], [2, 5]] because 11 + -4 = 7 and 2 + 5 = 7.


7. Stock maximum profit

You will be given a list of stock prices for a given day and your goal is to return the maximum profit that could have been made by buying a stock at the given price and then selling the stock later on. For example if the input is: [45, 24, 35, 31, 40, 38, 11] then your program should return 16 because if you bought the stock at $24 and sold it at $40, a profit of $16 was made and this is the largest profit that could be made. If no profit could have been made, return -1.


Mobile games growing up

The #1 on the iOS app charts this week is Fortnite, despite the fact that the game only runs if you got an invite from Epic. The pull is that except for the control scheme the game is equivalent to the PC / console version. Likewise Civilization VI exists in a mobile version equivalent to the PC game, and Final Fantasy XV on mobile is also rather close to the console version. Meanwhile PC and console games are getting closer to mobile standards regarding their business models, if you consider lootboxes.

There appears to be a huge demand to play AAA games on the go. It is one of the explanations frequently cited to explain the huge success of the Nintendo Switch console, in spite of obvious battery life problems of the concept. But the Nintendo Switch as a mobile device at least still has the same JoyCon controllers, which works a lot better than just a touch screen for some games. I wouldn’t be surprised if we would see alternative controllers that can be connected to Android and iOS mobile gaming platforms in the future.

There are still some issues to resolve on the way. Civilization VI is $60 on Steam, but there are various deals to get it much cheaper; I personally paid $12 as part of a Humble Bundle Monthly. On iOS Civilization VI costs $65, and the best deal ever was the introductory half price. With the PC version having more options in the form of DLC, as well as user-made mods from the Steam Workshop, paying more for the somewhat less mobile version doesn’t look attractive. Final Fantasy XV is better, the Steam version costs $50, while the “pocket” mobile version is $20, and you can try for free or just buy some of the chapters if you want. As much as people might like the idea of mobile AAA games, the full price of a console game is very high compared to the usual price level of mobile games.

However the main attraction of high-priced AAA games is that they tend to be “pay once, play forever”. Some companies believe that when porting games to a mobile platform, they should rather use the business models of mobile games, sometimes to a rather exploitative extent. The Sims Mobile is only playable in short bursts, until you run out of energy; then you either need to wait for hours for the energy to restore itself, or spend real money to advance with prices that make the highly expensive The Sims DLC look cheap (The Sims 4 isn’t on Steam. The Sims 3 from 2009 is, and still has $550 worth of DLCs listed.)

Part of the reason that mobile platforms are catching up to the PC is that the period of fast development of PC graphics appears to be over. My 3-year old graphics card (Geforce GTX 970) in my 4-year old computer is still playing every game at good frame rates. I used to have to change PCs every 2 years to keep up. And as Final Fantasy XV pocket edition shows, you can downgrade graphics for mobile platforms and customers won’t care all that much, as long as the gameplay is good.

In summary, I do believe that there is a trend towards more AAA games on mobile platforms. And as long as that happens at reasonable prices, I’m all for it.