Power makes knowledge sufficient Whether it is civil rights' violations in many countries, whether it is the increasing numbers of unemployed people in our own country, whether it is the homeless we see on our way to work, it isn't as though we don't know. But there is that horrible realization that, while the knowledge of facts may be a necessary condition for action, and we talk about democracy in civic action, it is unfortunately not a sufficient one. While knowledge may be a necessary condition, it may in fact be a less necessary condition that the one that makes that a sufficient condition, and that is access to power. Ursula M. Franklin, Every Tool Shapes the Task power
Recognizing Constraints An Article by Jeremy Wagner css-tricks.com Super Nintendo games were the flavor of the decade when I was younger, and there’s no better example of building incredible things within comparably meager constraints. Developers on SNES titles were limited to, among other things: 16-bit color. 8 channel stereo output. Cartridges with storage capacities measured in megabits, not megabytes. Limited 3D rendering capabilities on select titles which embedded a special chip in the cartridge. Despite these constraints, game developers cranked out incredible and memorable titles that will endure beyond our lifetimes. Yet, the constraints SNES developers faced were static. You had a single platform with a single set of capabilities. If you could stay within those capabilities and maximize their potential, your game could be played—and adored—by anyone with an SNES console. PC games, on the other hand, had to be developed within a more flexible set of constraints. I remember one of my first PC games had its range of system requirements displayed on the side of the box: Have at least a 386 processor—but Pentium is preferred. Ad Lib or PC speaker supported—but Sound Blaster is best. Show up to the party with at least 4 megabytes of RAM—but more is better. constraints