"game" via 柠檬杀手 in Google Reader |
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Sins of a Solar Empire Beta 4 docks Posted: 05 Nov 2007 04:27 PM CST ![]() Stardock, mainly a name famous for their desktop enhancement products rather than their games, have today launched the forth phase in beta testing for their sci-fi real time strategy, Sins of a Solar Empire. The game seems to have some rather complex mechanics judging from some of the posts on their forum, yet the only way to access the beta test is to pre-order the game, which is slightly annoying, as personally I'd love to try it out, but not to pay and all. Anyway, check out the forum topic here. See article. |
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Need for Speed ProStreet hits the demo! Posted: 05 Nov 2007 04:14 PM CST ![]() FileFront has a demo up for the next installment in the aggressive street racing series that Need For Speed has become. What has happened to the old, non "street" Need for Speed games? They were good honest fun rather than the sometimes over the top tat that the "street" racers are. Anyway, mini rant over, the demo runs in at a tad over 700mb, and should contain some fun racing, if you are into this kind of driving game. Give us an opinion if you tried it out! See article. |
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Guitar Hero III May Fall Short of Demand Posted: 05 Nov 2007 05:10 PM CST Activision expects “unprecedented” inventory of the recently-released Guitar Hero III, but even at that, the firm warns of possible shortages of the smash hit.
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Halo 3 Relates To Suicide Bombers Posted: 05 Nov 2007 04:41 PM CST BLOG—In a thought-provoking article, Wired’s Clive Thompson discusses how his lack of skill in Halo 3 has caused him to adopt a kamikaze kill method, musing on how the act is strangely parallel to real life suicide bombing.
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Activision Announces Record Quarter, Forecasts $1 Billion On GH3 Success Posted: 05 Nov 2007 01:01 PM CST
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ProStreetPrj 2 | NFS11 Grip 模式的弯道指示器 Posted: 05 Nov 2007 11:52 AM CST 加班刚到家,简单的说一下这个东西。图片来不及了,改天奉上,倒时请务必再次赏光。引用上次一张图
ProStreet在Grip模式下,在弯位会有一条标记线来告诉玩家正确的,或者说最佳的行车线路。这个设计并非prostreet首创,规则也很简单。 最佳线路指示最早为大众所接受来自GT,赛道在最佳线路上标出一条等宽的虚线,一段一段的。蓝色覆盖的段落表示可以加速,红色覆盖的段落表示减速。白色的段落则自由安置或滑行。GT中线路的色彩是固定的。即最佳方式唯一。 Forza 继承了 GT 最佳线路指示系统,并作了改进。首先是颜色变化,绿色表示可以加速,红色表示需要减速。不使用白色填补空白,而是使用黄色作为过渡色。另外一个变化就是动态指示。所谓动态指示,变化的不是指示线的位置,而是指示线的颜色会随着玩家的驾驶变化。 在整个行驶路线中,每辆赛车在每个点都有其对应的最佳车速。当然,在直线上,这个速度为正无穷。当玩家的车速低于极限车速时,线路呈绿色。表示可以继续加速。而当速度高于极限速度时,线路呈红色。根据这个并不复杂的规则,玩家就会看到自己应该做什么…… 当玩家看到绿色和红色的变化点的时候,那个点显然就是玩家需要进行动作的刹车点。而当红色变为绿色的点则为从减速转为加速的油门点。当车速越来越高时,速度高于极限的距离会越来越长,玩家就会看出来自己的刹车距离越来越长,反之亦然。 方法不错,因为动态的刹车油门提示可以适应玩家不同赛车的需要(GT的指示线并非适用全部车辆,只有针对一些车型准确) ,同时也可以在玩家没有保持住路线之后清晰的提示玩家应该做什么(GT中玩家常常在接近失控时发现引导线是蓝色,究竟是该减速还是加速毫无概念)。但反过来说,也有一些小问题。 最严重的就是动态基准的问题。因为红色和绿色的范围会在玩家行驶的过程中不断变化,所以玩家其实并不能清晰的明确正确的驾驶操作位置——究竟什么时候应该踩油门,究竟应该什么时候踩刹车。甚至最严重的情况是,在过弯过程中,一脚油门下去,线路红了。松开油门,线路又绿了。飘摆不定。用个简单的比喻,如何才能用一根有弹性的尺子来测量物体的长短呢? ProStreet 沿用了大部分 Forza 的设计,并且进行了一些改进。取消了无限速部分的线路指示。 譬如当玩家的赛车从弯道行驶上直道之后,路面上的指示就消失了。因为此时此刻,路面不管怎样玩家总归是要踩满油门的不是……弯道上的部分和Forza保持了类似的设计。即根据玩家的赛车和车速来调整线路中的绿色和红色部分。玩家只需要按照指示器上的颜色来控制赛车的油门和刹车即可。 至于如何最佳化的利用这个指示。请关注介时刊登在《家用电脑与游戏》杂志上的对应指南。这里就先卖关子了。 这次就写到这里……睡觉去,睡觉去…… |
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Activision Q2 revenues up 69 per cent Posted: 05 Nov 2007 03:44 PM CST Activision has announced financial results for
the second fiscal quarter ended September 30, 2007, with a 69
per cent in net revenues
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Guitar Hero Leads Activision's Record Q2 Posted: 05 Nov 2007 03:44 PM CST Activision has beat its fiscal guidance on the success of Guitar Hero, Transformers and Enemy Territory: Quake Wars, as expectations for the holiday quarter exceed $1 billion.
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IGDA proposes game credits standards Posted: 05 Nov 2007 03:20 PM CST The International Game Developers Association is
pushing for an industry-wide adoption of professional
standards in game credits
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Posted: 05 Nov 2007 12:26 PM CST
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Rock Band Goes Gold [Gold Dvd] Posted: 05 Nov 2007 02:20 PM CST
So for the next 5 minutes, I'm going to forget that Rock Band bundles will be the only available incarnations of the game at release, and that the USB conglomerations for both PS3 and Xbox 360 fall somewhere between disappointing and horrendous. Hit the jump for the full press release, unadulterated by my killjoy nature. Cambridge, Massachusetts- November 5, 2007 - Harmonix, the leading developer of music-based games, and MTV Games, a division of Viacom's MTV Networks (NYSE: VIA, VIA.B) along with distribution partner Electronic Arts (NASDAQ: ERTS), announced today that its highly anticipated music videogame Rock Band™ has gone gold, is in final production and manufacturing, and set for launch. The Rock Band Special Edition Bundle will be available in North America on Xbox 360™ video game and entertainment system from Microsoft® and PLAYSTATION®3 computer entertainment system November 20th for the suggested retail price of $169.99. In addition Rock Band for PLAYSTATION®2 computer entertainment system will be in stores on December 18th for the suggested retail price of $159.99.[picture] |
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This Week's XBLA Releases Are Puzzling, In A Good Way [Releases] Posted: 05 Nov 2007 01:40 PM CST
On a side note, wouldn't a marble fiend fan group be fantastic? We could arrange lectures, readings and dicussions...all about marbles and their many incarnations in not-so-popular culture. Not interested? What if we tempt you with some matching embroidered polos? Yeah, thought so. |
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MMO Magic: Turbine Talks Lord Of The Rings Online Posted: 05 Nov 2007 11:00 AM CST |
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Antitrust Regulators Greenlight BioWare/Pandemic Acquisition Posted: 05 Nov 2007 11:14 AM CST
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Ubisoft Acquires Japanese Hamsterz Life Developer Posted: 05 Nov 2007 08:28 AM CST
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Wednesday XBLA Update To Include Word Puzzle, Switchball Posted: 05 Nov 2007 08:36 AM CST
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Playlogic Closes $12.3m Funding Round Posted: 05 Nov 2007 06:01 AM CST
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Iwata Sees End of Traditional Console Cycles Posted: 05 Nov 2007 05:38 AM CST
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GDAA Meets With Australian Government Over Tax Call Posted: 05 Nov 2007 05:26 AM CST
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Analyst: Guitar Hero Vs. Rock Band, The Showdown Posted: 05 Nov 2007 05:25 AM CST
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Dating Tips Based On Console Choice Posted: 06 Nov 2007 05:13 PM CST BLOG—A feature on MSN details what their experts think a man’s choice of videogame console says about who they are.
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Jeff Vogel on Why Single-Player Games Are Here To Stay Posted: 06 Nov 2007 05:03 PM CST Jeff Vogel, indie RPG developer, has penned his tenth "View From the Bottom" article, this one on the reason single-player games aren't going to go anywhere in the mad rush for multiplayer or massively-multiplayer goodness.
View From the Bottom #10 On RPGVault Do I disagree? Not in the least. In fact, I get pretty bored playing multiplayer games against or with strangers. Granted, once you get to know the "regulars" of a game or join a guild they may cease to be strangers. But unless I can find existing friends to play with, I'd rather play a single-player game. Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe |
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NCsoft purchases City of Heroes IP from Cryptic Posted: 06 Nov 2007 04:08 PM CST Cryptic Studios has sold its intellectual and
proprietary rights to the City of Heroes and City of Villains
franchises to MMO publisher NCsoft
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Posted: 06 Nov 2007 03:13 PM CST It seems natural that Hamonix is bringing the game Phase to the iPod.
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Posted: 26 Oct 2007 05:29 PM CDT 每次都有朋友问我GGM是什么意思,我总会微笑着告诉他,是GALGAME MIX的意思,接下来的问题更让我习惯却难以回答:“GALGAME是什么意思?”大部分情况下我都会苦笑着说可能是日本鬼子们那世界上最为难听的日式英语里“GIRLGAME”的发音,至于小日本那说出来和 ...
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Credit Where It's Due: IGDA's Della Rocca Speaks Out Posted: 06 Nov 2007 05:56 AM CST
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Posted: 06 Nov 2007 12:35 PM CST |
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The History of Atari: 1971-1977 Posted: 06 Nov 2007 11:00 AM CST
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PlayLogic Revenues Up on SCEE Deal Posted: 06 Nov 2007 02:13 PM CST Publisher PlayLogic has reported higher sales and a return to profit for its fiscal third quarter.
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CONFIRMED: EA Chicago Shuttering Posted: 06 Nov 2007 02:13 PM CST UPDATE - A leaked internal memo says that Def Jam and Fight Night studio EA Chicago is closing down due to lack of profitability.
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Harmonix Debuts Phase for iPod Posted: 06 Nov 2007 09:28 AM CST
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Posted: 02 Nov 2007 12:42 AM CDT 布克曼:我认为Magnatune适合一切“人们希望在买之前品尝一下”的媒体类型,比如独立电影、独立游戏和书。 三联生活周刊:有人认为,CC协议是针对美国那种版权保护过度的国家,鉴于中国的版权情况,CC协议没什么用处,您怎么认为? ...
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Posted: 06 Nov 2007 12:24 PM CST And I haven’t read ANY of them. Yikes. |
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Posted: 06 Nov 2007 12:58 PM CST An internal memo from EA Games president Frank
Gibeau confirms that the company is closing its Chicago
studio
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Posted: 06 Nov 2007 01:13 PM CST The NPD Group has told Next-Gen why it has chosen to scale back the amount of game sales data released to non-paying customers, but not all hope is lost for Internet stat carnivores.
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Analysts: Guitar Hero Will Remain Champ Posted: 06 Nov 2007 01:13 PM CST Analysts are predicting that the fledgling Rock Band will do little to impact the sales of the Guitar Hero franchise.
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Breaking: EA Chicago Studio To Close Posted: 06 Nov 2007 09:46 AM CST
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Denis Dyack on PS3 vs. Xbox 360 [Console Wars] Posted: 06 Nov 2007 12:40 PM CST
The 360 and the PS3 are equal in power in my eyes. Maybe the PS has more processing power. The 360 has more available memory. It's pretty much a net, net.Wait, the consoles are nets that are made to catch nets? But which net can catch nets better?? Developer Profile: Silicon Knights, And Where Is Too Human Anyway? [via n4g] |
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EA Confirms EA Chicago is Closing [Breaking] Posted: 06 Nov 2007 12:15 PM CST
A source has also leaked me with the surprisingly honest memo sent to EA employees from Frank Gibeau, President of EA Games. In it he says:
This was no doubt an extremely difficult decision for EA. I was at the Chicago studio this summer to tape an episode of Game Head on the new Marvel fighting game and it was a beautiful facility with very talented developers. Read the full memo from EA after the jump... FROM FRANK GIBEAU Today we are announcing the closure of our studio in Chicago. This is a difficult decision but we are convinced it's the right thing to do for the future of the Games Label and EA. |
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Fighting In Assassin's Creed [Clips] Posted: 06 Nov 2007 12:00 PM CST |
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Double Fusion Announces Kuma, Aeria Deals Posted: 07 Nov 2007 11:28 AM CST
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EA Filing Reveals GameStop/Wal-Mart Reliance, SEC Options Settling Posted: 07 Nov 2007 11:16 AM CST
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GameStop Highlights Holiday Season Trends Posted: 07 Nov 2007 08:33 AM CST
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Zero Punctuation And The Phantom Hourglass [Clips] Posted: 07 Nov 2007 03:00 PM CST Zero Punctuation: Phantom Hourglass [The Escapist] |
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The Cake Goes To Portal's Commentary [Commentary] Posted: 07 Nov 2007 02:40 PM CST
If the industry wants to upsell us with special limited editions, why not look beyond the Master Chief helmets and DVD documentaries? The same goes for DLC. Why limit the imagination to strategical tactics and bonus missions when content can be offered to enhance a gamer's appreciation of what they already have...requiring less of an investment on everyone's part? So studios, if you are listening, we want more commentaries. Let us know what geniuses you are, the impetus behind every little spec of bloom lighting. Because while the 10-minute documentaries are nice, why not exploit the interactive model that you already do so well?
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PS3 Firmware 2.0 Interface Video [Clips] Posted: 07 Nov 2007 02:20 PM CST
Video: Check out the new PS3 firmware [gamesradar] |
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NCsoft Thanks Players With CoH Goodness [City Of Heroes] Posted: 07 Nov 2007 02:00 PM CST
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GTA IV, You'll Get It When You Get It [Delays] Posted: 07 Nov 2007 01:40 PM CST
We're going to give a firm date when we are utterly convinced that we have it and that isn't right now...we're not in the business of disappointing investors.And it makes sense, because unless Zelnick can promise GTA IV by December, Take 2 won't be looking any better to investors or fans. Take 2 refuses to pinpoint GTA IV release [gamesindustry] |
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From Drawing Board To WiiWare [Feature] Posted: 07 Nov 2007 01:00 PM CST
Nic Watt (pictured above) knows. And he knows that if you're an aspiring developer with a big idea but a small bank balance, WiiWare might be just what you're looking for. Watt's Creative Director at startup Aussie dev Nnooo! Games, who are the team behind the recently-announced Pop for WiiWare. Being the first Wetern game announced for the service, and also being located in Sydney, I caught up with Nic and found out how he and his small team have turned a simple game idea from a lazy daydream into a real, honest-to-God WiiWare title. Turns out the whole thing involved a bit of planning, a bit of know-how and, as is often the case, a bit of luck. Moving to Australia from the UK in 2006 to establish his own studio, but without a platform to develop on, Watt decided to get in touch with an old friend at Nintendo of America. See what was shaking. They got talking, and Watt got to asking about how the Wii was going with regards to an XBLA-ish downloadable games service. He was told yes, actually, something like that was coming. So the two stayed in contact, and Nnooo ended up pitching a bunch of game ideas to Nintendo. Some "very complex", others very, very simple. None were functional demos, mind - they were just very rough, very general ideas. But Nintendo liked what they heard. So on the strength of naught but a bunch of game ideas, Nnooo signed some NDAs, were told about WiiWare and promptly sent a dev kit to get to work on. Now they just needed a game. Of the 10-15 ideas which they pitched to Nintendo, they settled on Pop, a game Watt describes as drawing from influences like Every Extend Extra, Tetris, Lumines, Geometry Wars and even Elektroplankton. So why WiiWare? Easy answer: it's low-risk, high-return development. It works for people like Watt, who has a small team and a small budget. "The great thing about WiiWare and services like it is we can offer titles at a lower cost than their disc based counterparts" Watt says. "This means that an apparently simple title like Pop can be sold for a significantly less than the US$40+ one would pay for a disc based game." OK, but why WiiWare specifically? Why not XBLA or PSN? The PlayStation Network especially has shown it's willing to take a risk on small games with big ideas. But Watt was sold on Nintendo's particular approach to the service. When it comes to WiiWare titles, it's ideas Nintendo are focusing on, not names, team sizes or budgets. After all, Watt and Nnooo were sent a dev kit on the back of nothing more than a handful of game ideas. Not reputation (though the devs have been drawn from Nintendo, Visual Science, Sierra, SCi, EA and Team Bondi), not a large up-front investment and certainly not an expensive, risky and time-consuming demo. "Nintendo understand not only that small companies like ours cannot afford to create loads of demos in the hope of getting a game signed but also that the Wii is quite unique and you really need to get access to the hardware to be able to make a decent game, demo or prototype." Which doesn't sound like the Nintendo we know. But then, Watt says at least some Western WiiWare titles are being groomed and overseen by Nintendo of America. So rather than simply acting as the traditional localiser and distributor for Japanese titles, NoA will be handling the acquisition and publishing of Western WiiWare titles themselves. Giving a non-Japanese division that kind of clout is an uncharacteristic step for Nintendo, and a welcome one for a company still struggling with its Japano-centric business strategies. Other aspects of the service I asked about were either covered by Watt's NDA or are still undecided. They're still mulling over whether to include the ability to feature demos of titles, for example, while he couldn't tell me a Western release date or pricing structure for the games either (though you can expect the games to be cheap). As we finish up I let Watt get one final plug in for the game by asking what exactly it's going be like. Mostly because their initial description came off sounding a little sparse, and led to a little bit of tongue-flapping. "Like Every Extend Extra, Geometry Wars, Tetris and Lumines Pop has waves of gameplay which get progressively more challenging and fast paced", he says. "It also has deep mechanics in its scoring which allow experienced players to not only score high but also jump past easy levels quickly so they can get to the harder ones". That make things any clearer? Pop should be out at, or very close to, the launch of WiiWare in the West. Which will be sometime next year. |
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Ubisoft Aiming For Nintendo Quality Next Year [Nintendoes] Posted: 07 Nov 2007 12:58 PM CST
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Making The WiiSaber Is Hard [Noted] Posted: 07 Nov 2007 12:40 PM CST
...the way you have to tackle the animation for a character that can mimic your movements is quite intimidating...When I play a game I want to feel like I'm a Jedi, not like I'm some kind of imbecile who just keeps on stabbing stuff in the guts. You're not going to be able to fight with style because you won't know how to put the moves together.It seems like we're in need of a standardized lightsaber battle curriculum. Time for community colleges to step it up. Will we ever get complete control of Star Wars' lighty-up sticks? [gamesradar] [picture]
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Official Word On Target Manhunt 2 Ban [Censorship] Posted: 07 Nov 2007 12:20 PM CST
"Target strives to provide merchandise that will appeal to a wide variety of guests. We also want guests to be comfortable with the purchasing decisions they make at Target. All video games and computer software sold at Target currently carry ratings by the Entertainment Software Rating Board (ESRB)--from early childhood through mature audiences. While Manhunt 2 was given a Mature rating by the ERSB, we received additional information that players can potentially view previously filtered content by altering the game code. As a result, we have decided not to carry the game."Note that I am no longer finding the game on Target's web site either, but they do still sell the guide in case you suck that badly. Target pulls Manhunt 2 from shelves? [GameSpot] |
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Mass Effect Special Coming to SCI FI One Day Late [TV] Posted: 07 Nov 2007 11:40 AM CST
...more in-depth information about the game, exclusive interviews and exciting behind-the scenes footage.While this is a really neat idea and many of us will still tune in (via DVR), why wouldn't SCI FI run the special before we're playing the game, like on the 19th? Mass Effect on SCI FI [scifi] |
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Cory Barlog's Cryptic Blog Entry [Rumor] Posted: 07 Nov 2007 11:21 AM CST
We know Cory Barlog is leaving Sony Santa Monica, but what is he doing next? About an hour ago he posted two cryptic images on his blog. One is a screen shot of the failed Atari E.T. game, and the second one is a picture of the cast of the Facts of Life. What is he trying to say? It's the facts of life that movie games have sucked? Or do these images not tell us anything about where the God of War II director is headed next? What do you think? My sources tell me we will be hearing a lot more about Cory's plans in the near future. |
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Gamecock Endorses Colbert For President [Politics] Posted: 07 Nov 2007 11:20 AM CST
"After conducting extensive polling and scrutinizing all the candidates' stances on various issues, we came to the conclusion that Stephen Colbert has shown strong leadership and best represents the interests of the video game playing community," said Gamecock CEO and Grand Champeen Mike Wilson. "Stephen Colbert had Will Wright on his show and he pummeled Nancy Pelosi's Mii in Wii Boxing. These decisive actions have earned our vote."The press release goes on to call Colbert funnier than Clinton and Romney, which is a point I can't really argue. The game publisher urges Stephen Colbert to not lose hope, suggesting that he come to their home state of Texas to continue his run for president and extend his endorsement deal with Doritos brand snack chips, the crunch heard round the world. I myself cannot throw my support behind Colbert, mainly because of his campaign promise to South Carolina. "I promise, if elected, I will crush the state of Georgia." Georgia is where I keep all my stuff. Can't have that. GAMECOCK ENDORSES STEPHEN COLBERT FOR PRESIDENT |
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Sony Firmware 2.0 Comes Tomorrow [Upgrades] Posted: 07 Nov 2007 11:00 AM CST
Better Remote Play Playlists More XMB Customization PSN Here's the full press release: Latest PLAYSTATION®3 System Software Update Allows PSPTM to Turn PS3TM On and Off from Internet Connection for Enhanced Remote Play Ability to customise XMB™ and add personalised playlists for both music and photos also enabled London, 8 November 2007 - Sony Computer Entertainment Europe (SCEE) announced today the availability of the latest version of the PLAYSTATION®3 (PS3™) system software. Version 2.00 features the ability to turn a PS3 system on and off remotely, using a PSP™ (PlayStation®Portable) system via the Remote Play1 function, allowing for a truly mobile partnership between the two systems. Building on the success and potential of the Remote Play functionality, Version 2.00 will cement the partnership between PS3 and PSP and create a truly global experience. With the ability to turn your PS3 on and off from Wi-fi connection, there is now the opportunity to listen to the music, look at the photos and watch the videos saved on the PS3 Hard Disk Drive, anywhere in the world. To further enhance the PS3 offering, Version 2.00 allows for the creation of personalised playlists in both the music and photo sections. This simple to use function gives users an opportunity to create unlimited music playlists for all occasions, as well as sharing favourite photos in glorious high definition. Continuing with the idea of a personalised PS3, Version 2.00 allows for customisation of the XMB™ (XrossMediaBar) menu screen. Change the colour and brightness with the greatest of ease or have something completely different by setting a custom theme. With the potential for new backgrounds to become available on PLAYSTATION®Network in the future, Version 2.00 truly opens up a whole raft of options. A host of other enhancements includes the addition of an Information Board on XMB to keep people up to date on the latest PlayStation® news, the inclusion of a new PLAYSTATION Network category and logo for easier navigation and Trend Micro Web Security, a free2, state of the art internet security system, designed to give parents peace of mind.It's so fulfilling to see the PS3/PSP integration slowly but surely coming to fruition after such a long tease. So what do you want in firmware 3.0? FIRMWARE VERSION 2.00 - OFFICIAL PRESS RELEASE [threespeech] |
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Cake And Lies Below Your Thighs [Gamer Ink] Posted: 07 Nov 2007 10:40 AM CST
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360 Family Timer Official, Jerry Rice Approves [Parental Control] Posted: 07 Nov 2007 10:20 AM CST
"We've seen a tremendous response to the robust parental controls offered on Xbox 360 and Windows Vista, and the Xbox 360 Family Timer will continue to deliver on our promise to provide safer, balanced and fun entertainment for everyone," Bach said. "Professionally, I am proud of my division's work in this area, and personally, as a parent of three school-aged children, I know how important it is to be engaged in an ongoing dialogue with my family in order to uphold our household screen time rules."As for why Jerry Rice was there...did we mention he was a finalist on Dancing With The Stars? Rice spoke to the middle-school crowd about how important it is to have balance to be successful. "I'm a Super Bowl champion and a 'Dancing with the Stars' finalist, but my most important accomplishment in life is being a father," Rice said. "I try to teach my kids that no matter what they do, they have to find a balance between work and fun. That's why it's so rewarding to join Microsoft and the PTA today to promote a healthy balance for our kids in this exciting digital age."Personally I would have gone with a more colorful cartoon character than Rice, but when your options come down to Voodoo Vince or Blinx I suppose he is an acceptable alternative. The 360 Family Timer should be available in early December. Microsoft, PTA and Super Bowl Champion Jerry Rice Announce New Tools to Help Parents Manage Kids' Interactive Media Use |
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Call Of Duty 4 Mobile [Mobile Gaming] Posted: 07 Nov 2007 10:00 AM CST
Glu Mobile Announces Global Launch of Call of Duty® 4: Modern WarfareTM Mobile Edition |
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Spanish For Everyone - Act III [Clips] Posted: 07 Nov 2007 09:40 AM CST |
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Posted: 08 Nov 2007 08:21 AM CST
But now, the playing field is changing. On the one hand, the power consoles - such as Sony's PS3 and Microsoft's Xbox 360 - have a great amount of graphics processing power, and for all that industry programmers may complain, graphics power is the greatest proven commercial contribution from a console's design. The pressure to continue to upgrade graphics power has been lessened in this generation of consoles in part because of Nintendo's bold decision not to significantly improve the graphics power of the Wii over their previous GameCube console - which has in no way hurt their sales, thanks principally to the Wii's innovative input device. Part of the reason that the Wii has been able to get by without a huge step up in graphics is that mass market consumers are not so game-literate as to be able to truly appreciate the graphical step up between (say) the Xbox and the Xbox 360. Gamer hobbyists, who live and breathe videogames, have a highly refined judgement that can appreciate the extra shiny graphics - but they also know that for the shiniest graphics, the PC remains the horse to back, as its graphics power continues to increase every year as a result of the ever-upgraded graphics cards technologies. Nintendo's CEO Satoru Iwata recently stated that the four-year console cycle is over, stating he was "doubtful that such a notion of platform cycles can be applied in the future". Iwata-sans view is that the technology curve that consoles were following has peaked - there is no longer a significant market advantage to be gained from constant replacement of consoles. Rather, platform licensors should examine the technology and consider when the "sweet spot" for a new console would be. Meanwhile, EA's head of international publishing, Gerhard Florin, has stated that they want an end to format wars altogether. "We want an open, standard platform which is much easier than having five which are not compatible," he told the BBC. No surprising - EA could make a vast saving on development costs if they didn't have to foot the bill for their multiformat commitments. Florin While a single open-format is a nice fantasy for EA executives, we are a long way from such a place. As long as platform licensors like Sony, Microsoft and Nintendo are making a fortune from their proprietory formats, they will not give them up - and while powerful and generic home entertainment boxes are certainly on their way, the idea of a single open standard is ridiculous while there is no clear agreement on what such a standard should be. Consider this: every advance in home console design (with the single exception of internet connectivity) has come from Nintendo. Sony's policy, as I've noted before, is to copy Nintendo's new ideas. Nintendo are to the console space what Apple are to the home computer space - and dispite yielding a considerable share of the home console market to Sony after abusing their power in the 1980s, they never lost their domination in the handheld space, nor their genuine power to innovate - as both the DS and the Wii demonstrate. Florin is probably imagining that the high degree of similarity between the PS3 and the 360 is evidence that an open standard is a possibility - why couldn't an open standard have been formed on this basis? Firstly, there's too much money to be made in proprietory standards, We are still learning about the diverse needs of game players - Florin's comments demonstrate EA's general ignorance of the design problems the games industry faces, perhaps mistaking the centre of the current gaming audience for the whole of the audience. (They are by no means alone: almost every publisher in videogames is monstrously naïve about the videogame audience, habitually assuming its employees are examples of the audience at large). An open standard may indeed happen in the future - but only when the videogames consoles have an optimal control device (such as the mouse for PC) which is entirely resistant to improvement. The twin stick controller (Sony's refinement of an idea originating with Nintendo, of course) is certainly not it. However, Iwata-san is almost certainly correct that the four-year cycle is over. This is principally a tribute to Sony's achievements with the PS2, the most successful console system to date (since recently passing the 120 million record set by the GameBoy), which effortlessly supported a much longer sales window, closer to a decade. But the console wars themselves are far from over. The battle to place an multi-purpose entertainment device into the home - the war between Sony and Microsoft - will continue, with Nintendo meanwhile profiting from their decision not to compete in this struggle. The only possibility for an open standard platform is if Sony and Microsoft can reach some kind of agreement - and right now, with Microsoft stealing the crown from its rival, the war is very much ongoing. Help us study how people play games - take part in our Ultimate Game Player Survey and win the game of your choice! Thanks for your assistance! |
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Posted: 08 Nov 2007 08:20 AM CST
I was unable to make the event, but shared in some of the excitement the organisers had in trying to make the software chosen for the event run on the machines that had been rented. In the end, it all worked out for the best. It's great that there are festivals like this showcasing and celebrating interesting projects from outside the high profile world of corporate -made videogames. Long may they continue. |
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New Campus for the Xbox Biz - Beer Included Posted: 08 Nov 2007 01:19 PM CST Microsoft is reportedly constructing a new “upscale campus” for its Zune and videogames operations, complete with a bar.
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Nordic Game 2008 Announces Improvement Plans Posted: 08 Nov 2007 08:19 AM CST
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Nintendo Announces 'Check Mii Out' Channel For Mii Sharing Posted: 08 Nov 2007 07:16 AM CST
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G*: Inside South Korea's Major Video Game Expo Posted: 08 Nov 2007 05:59 AM CST
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Posted: 08 Nov 2007 12:26 PM CST I'm at the IGDA Leadership Forum this week. I'll be posting from their to the conference blog and cross-posting here.
I'm hosting a roundtable called The Role of Leadership in an Agile Environment and presenting a session called Cross Discipline Team Collaboration on Friday. More to come... |
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Posted: 08 Nov 2007 12:24 PM CST (Above, a photo of Ensenada’s harbor, with cruise ships docked, in the persistent light fog that is shrouding all of SoCal and Baja lately — you can click on it to get a larger image). Yesterday I gave a magistral conference at CICOMP ‘07, in Ensenada, Mexico. This was my first time to Mexico, first time driving through Tijuana, seeing Baja California, etc. The talk was basically a reworking, in Spanish, of material from other talks centered on A Theory of Fun and game grammar. Given the audience of mostly compsci students, it was mostly new to them. It was fun giving a talk in Spanish — it’s been well over a decade since I had reason to speak the language regularly. I only had to fumble for words a few times. I have many observations about the experience overall:
I’ll see about getting the slides posted up soon. Many thanks to UABC for inviting me, especially Daniel Gradilla. |
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Flemish Ministry of Culture invests in videogame Posted: 08 Nov 2007 11:22 AM CST CultuurInvest, a new Flemish investment fund
founded by the Flemish Ministry of Culture, will be
supporting the development of The Path, an upcoming game from
Tale of Tales
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Posted: 08 Nov 2007 09:15 AM CST
烂引擎的导出贴图问题已经解决了,终于被逼到不得不开始得时候了,因为已经没有什么可以说服自己的理由了...
实在是不想做啊 >_<
准备跟师哥一起做他们的毕设了,锻炼锻炼,也增加了一次项目参与的机会,可惜我比较忙课比较多不能算“正式工” |
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Nintendo Announces 'Check Mii Out' Channel For Mii Sharing Posted: 08 Nov 2007 07:16 AM CST
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Postmortem: Vicious Cycle Software's Dead Head Fred Posted: 08 Nov 2007 06:42 AM CST
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G*: Nexon Reveals Xbox 360 MMO Mabinogi, Talks Maple Story DS Posted: 08 Nov 2007 06:01 AM CST
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G*: Inside South Korea's Major Video Game Expo Posted: 08 Nov 2007 05:59 AM CST
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Sony Holiday Lineup Reveals 2007-Bound PSN Titles Posted: 08 Nov 2007 05:36 AM CST
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Hirai: Removing PS3's Backward Compatibility Was 'Strategy' Posted: 08 Nov 2007 05:33 AM CST
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EA Donates SimCity To One Laptop Per Child Posted: 08 Nov 2007 05:21 AM CST
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Beauty is Mii Deep on New Wii Channel Posted: 08 Nov 2007 11:19 AM CST Nintendo will be launching the “Check Mii Out” channel on Wii, which will turn avatar creation into a bit of a social game in itself.
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Posted: 08 Nov 2007 11:19 AM CST Electronic Arts’ original SimCity will be included in every laptop in the “One Laptop per Child” initiative.
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Posted: 08 Nov 2007 06:59 AM CST 我很狡诈的分了个上篇,文字比较散,不好组织。看得有点累~
这部电影和GTO类似,一个本不该做老师的人, 成为了老师。教育的对象也都是问题学生,他们用自己的方式和周围的人建立起了沟通。与GTO不同的是,马图老师用的是音乐;相同的是,他们都有一颗“善良,宽容,耐心”的心。 还记得周董《不能说的秘密》中有句名言:不听音乐,是坏人。看了《放牛班的春天》,你会发现,音乐无国界,也不分好人坏人。
这个电影情节不复杂,也不需要太多的评论,我的文笔也不够好,更无法再现影片中的所表达的动词。这里便引用一段影评,假装是我自己写的罢:“不同于一般的运用悲情拼命煽情的悲情电影,或极尽夸张搞怪的爆笑喜剧,《放牛班的春天》是一部让人因为喜悦而泪流满面的电影。这也创造了法国电影新概念——阳光情感电影。这部没有美女、暴力;没有动作、凶杀和商业元素的好电影成为了本年度法国人的心灵鸡汤”。
================================================== 好了,业外的忙活完了,该做业内的事了。 一、歌曲的词本位和曲本位。 《放牛班的春天》中童生合唱的歌曲相信给大家留下了很深的印象(如果看过的话)。特别是离别的那曲《风中飞舞的纸飞机》,个人是很喜欢的,虽然歌词听不懂。藉此,gameres论坛上便生出了一个观点:有的时候,歌词对于一首歌来说是多余的。 于是,便有人提出了词本位和曲本位的说法。除却纯音乐,但凡有了词有了唱,这问题就开始出现了:一首好歌的创作,究竟是应该以曲为重还是以词为重? 词本位的歌曲例如:赵咏华——《最浪漫的事》,相信说到这首歌,更多提到的则是其浪漫的歌词吧;曲本位的歌曲则例如恰克与飞鸟——《on your mark》,个人感觉,即便不懂歌词之意,也可以听出这首歌里对未来的向往之情。 坛子上便有人接着提出了:有时候,任务对白也可以是多余的。当然,游戏里可以做个通讯工具,定时系统交代你各种报酬丰厚的任务,给个SB理由,爱看不看,你去完成便是了。相信许多玩家也是乐此不疲。
不过,这些并不是我想讨论的主题,我考虑的是,玩家在我们的游戏中目标是什么,而我们除了传统的手段,还能通过哪些手段提供给他们所需要的? 比如说:打怪练级。如果它是词本位的玩法,那么我们有没有曲本位或者其他的方法,来达到相同的效果? 相信大部分的玩家在大多数MMORPG中,他们都在打怪练级,想要变得更强。如果你的游戏也需要玩家练级,那么是不是有东西可以替代呢。就好象歌曲一样。你可以重编曲而轻歌词,也可以反其道而行之。那么练级呢?1个小时,2个小时,3个小时下来,就算游戏节奏把握得再好,我也架不住了。这时候,你能给我干什么?让我下线歇一会?还是换个游戏玩?无论怎么选择,都是把玩家赶出游戏,那么,我们还能给玩家干什么?
对于这问题,需要先想以下玩家为什么会去打怪练级?MMORPG中,不打怪的玩家算是屈指可数吧。打怪目前来看基本上是玩家在游戏中获得奖励,提升能力的最优途径。说白了,打怪就是让玩家花费一定的时间,从事某项活动,然后奖励给玩家经验,金钱或者装备。说的简单些:打怪本质上就是时间换奖励。玩家基本是通过这样的方式在游戏中成长。同时在打怪的过程中,也顺便满足了玩家的一些需求,例如探索,社交,发泄等等。 有经验的策划经常会规划出玩家的游戏总练级时间,然后将时间分配到各个等级上。其实这里就已经定下了时间和玩家人物的成长关系了。所不同的是,我们总是下意识的把时间按照打怪和任务来进行换算。在其他方面给经验时,又总是小心且谨慎的。给玩家体验了其他的系统和玩法,就不必给经验了吗。个人认为大可不必。只要玩家正常投入了我们所规划的时间,我们就可以将预订的成长奖励给出,又何必计较玩家做了些什么?做了些什么很重要吗,其实玩家都是在你的游戏中呆着,这就已经够了。 也就是说,玩家在游戏中几乎所有的行为,都可以给与奖励。
当玩家练级疲劳的时候,我们如果也能够提供其他的时间换奖励机制,让玩家有更多的成长选择,并满足玩家一些心理的需求,相信跳出杀怪的无间道还是有一定希望的。想来也挺搞笑,2年前,曾经开培训会讨论游戏为什么用打怪的方式成长;现在我背叛了,返回来讨论有没什么可以替代打怪。
OK,那么还有什么可以考虑的时间换奖励形式? 比如,知识问答。这就是现在很多游戏都在采用的方法。 比如征途的骑自行车和划龙舟,这种活动就可以做成时间换奖励的。激战的PVP竞技模式,也一样可以。甚至划出一张地图,就叫“聊天室”,进来的人,一段时间就收到一段验证码,填写正确的人马上获得奖励。 其实从上面,我们发现,可以针对不同类型和心理需求的玩家,设计一些简单易实现的时间换经验模式,让他们除了打怪之外,也多一些选择。 这里我们需要做的是:对玩家在游戏中的的行为进行归类:比如PK类的,则用“竞技”获得奖励;聊天交友类的就在“聊天室”中成长;需要发泄的就用街头霸王里的破坏模式……等等(相信这些大家都归类过了,我就不说了)。归类之后,根据游戏的实际情况,提供相应的服务措施。 当然,如此也可能存在一定弊端,就是会使原本聚集在一起打怪的玩家群被分散。如何保证游戏中玩家的聚集,又同时兼顾各种时间换奖励形式的并存,将会是一个需要研发的课题。而且,其他的时间换奖励模式,个人感觉做为一种补充的存在即可。 |
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Spike TV's 2007 Video Game Awards nominees revealed Posted: 09 Nov 2007 02:17 PM CST Spike TV has unveiled the list of nominees for
its 2007 Video Game Awards
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Posted: 09 Nov 2007 08:02 AM CST 实况足球已经陪伴好多足球游戏迷度过整整十年了,很多FANS对实况倾注的感情已经超越了足球游戏本身,已然上升到自我认同的阶段了.即使今天实况遭遇了次世代以来的最大瓶颈,我们的FANS还是对实况足球的未来抱有希望.但是无论如何,我们都必须正视这样一个现实,FIFA足球已经不是当日的吴下阿蒙了,FIFA系列经过十年的磨炼,此所谓十年磨一剑,终于在这一次FIFA08的宝剑出鞘,而这一出手,一下子激起了广大足球游戏玩家的热烈反响,争议虽然依旧很大,但好评如潮的反馈明显已经大大高于以往任何一款FIFA作品.因此作为实况FANS的我们,也必须正视FIFA08这个对手的存在,FIFA08到底进步何在?实况系列是不是也应该借鉴一下呢?还是我们依然如故的,夜郎自大似的端坐井底呢? ![]() 借鉴之一,游戏画面,这是一个老生长谈的问题,但也是一个无法回避的问题,实况足球自打进入次世代,游戏画面就已经越来越无法满足广大实况迷对次世代游戏画面的基本要求,虽然大体上看实况画面相比过去还是有进步的,但如果和竞争对手FIFA08相比,那差距立马显现出来,看看FIFA那逼真的球场草皮,一个个高质量的3D球员建模,再看看球衣贴合在身上的那种动态纹理褶皱,以及回放特写画面中球员以假乱真到的脸部肖像.两相对比,实况和FIFA在画面上的差距已经不是一心半点,而今后的实况也唯有在画面狠下功夫,要征服男人的心,首先要征服男人的胃,而要征服玩家的心,首先必须征服玩家的眼睛,实况任重道远. 借鉴之二,图像引擎效率,说起来这点看似和画面有关,但又好像和画面无关,按照一般常识判断,游戏画面越强,对保证画面流畅度的难度也就越大.但实况和FIFA进入次世代以后,好像这种情况正好相反.一方面,FIFA画面是越来越强,但流畅度令人难以置信的稳定,对比以前的FIFA作品,有改天换地的感觉,要知道FIFA过去虽然画面强,但帧速始终难以稳定.但再看现在FIFA08在场上踢球的感觉,流畅,流畅,还是流畅,没有丝毫的停顿和拖慢现象,而帧速始终稳定在60帧(不包括回放画面).但反观PES2008,PS3版存在严重拖慢现象,以至于玩家抱怨声不断,最后不得不放出补丁来勉强应付玩家. ![]() 其实实况制作部早在开发之初就意识到这个问题的存在了,但一直没能找到追求画面效果和稳定帧速之间的平衡点,说到底这其实还是一个图像引擎利用效率的问题,EA作为全球最大的第三方游戏开发商,他们掌握了目前最前沿的图像引擎技术,因此他们能在画面和帧速之间找到最佳平衡点,而相比实况开发部门,始终抱着那个陈旧的游戏图像引擎不放,而在填充越多画面效果的情况下,效率越来越低下,以至于现在连神机版的流畅度都无法保证了,这不能不说是对KONAMI对PS3支持态度的一个最大的讽刺.因此今后解决之道就是,实况系列必须破四旧,重新制作全新的游戏图像引擎,充分保证游戏的流畅度. 借鉴之四,电脑AI,这好像是实况过去的强项,但看看今天的FIFA08,你不能不感叹,FIFA08的AI表现太强大了,尤其是在最高难度下,电脑进攻套路之丰富,逼抢围抢之凶狠(注意我用围抢),防守反击之犀利,临场变化之快速,以至于将玩家都逼到了防不胜防的地步.当然难度还不是衡量电脑AI强弱的唯一标准,更重要的一点是玩家在操控己方球队踢比赛时的感觉,在攻防转换节奏上,在无球队员的穿插跑动上,在进攻战术执行力上,而这些AI表现证明FIFA08无愧于目前最真实的足球游戏,反观实况足球,如果强化AI表现仅仅是在新版中增加一个假摔动作,或者象过去一样增加一个球员手球犯规判罚,而不从根本上调整比赛的攻防转换节奏,让进攻防守变得更趋于合理真实,这难道不能不说是实况裹足不前的一个最大的障碍吗?实况足球必须放下身段,借鉴对手的长处,才能有真正的进化. 借鉴之五,争取更多授权,看看今天的FIFA08的球队资料,球员资料,联赛资料,我们不能不感叹,难道FIFA足球系列是国际足球联合会官方指定足球游戏吗?其实完全不是这样,FIFA系列只是EA旗下一款商业游戏作品,之所以能够取得今天这样的授权地位,完全是自己争取得来的,对照NBA系列,我们看今天LIVE系列和2K系列得到了NBA联盟一样的官方游戏授权地位,而2K作为后来者之所以能够获得同样的资格,完全是因为2K自身争取的结果.反观实况足球有努力争取过官方授权资格吗?答案显然没有,KONAMI争取到的就是J联盟的独家官方授权,而且为此将EA的FIFA系列排除在外,因此今天在FIFA08中没有日本队,这也许是KONAMI争取到的最大成果. ![]() 但缺少一个日本队和J联赛,但FIFA08却为玩家弥补了包括五大联赛在内全球各洲所有足球发达国家联赛的真实球队数据,几乎囊括了各FIFA的主要成员国的国家队真实资料,包括最新一期亚洲杯的中国队全部真实主力阵容都在内.虽然官方授权是FIFA系列一直引以为傲的资本,但实况系列其实完全可以去争取到相同的资格地位,但问题的核心是KONAMI从来没有想到为取得FIFA官方授权哪怕多付出一分钱的授权资格,也许过去实况有很多领先FIFA的资本,可能并不迫切需要,但今天如果实况还想继续成为足球游戏世界的NO.1的话,那相同的授权地位现在看来是必须的! 为了拯救实况足球的颓势,以至于在未来数年内不至于被FIFA系列反超,那以上五点必须是KONAMI的东京实况游戏制作部门认真对实况系列加以提高的基本要素,实况要继续成为最好的足球游戏,借鉴对手的优点只是第一步,更重要的是实况必需要大胆的创新,对足球游戏系统作一次根本性的革命,我相信到那时实况足球才能真正成为最好的足球游戏的代名词! |
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Posted: 09 Nov 2007 07:45 AM CST
这是一个让人深思的故事,在写之前我一直都在犹豫,因为我不知道这样去揭露一个人的隐私好不好,在征求过当事人的意见之后,我才有勇气去面对这样一个让人无奈的话题。
前言: 我拿出微型录音机,略带抱歉的说,这是我的职业习惯,如果你觉得不能接受,我可以用笔记录下来。 她开始诉说她的故事,时间不长,就是从4.18日奇迹世界开服开始 她开始了她的自述,而我只是一个安静聆听者。 “我是一个普通的女大学生,今年上大二了,我和我的男朋友是同一个地方来南京上学的,我们从小就认识,我很爱他,为了他也来南京上学。” 她说着,嘴角不经意冒出一丝淡淡的微笑,淡的几乎让人很难捕捉。
她一边说了,一边手足无措的拧着自己的头发。我给她叫了一杯热奶茶,放在她面前,她很感激的看着我继续说:“我记得那时候我唱了一首歌,歌的名字叫《白狐》,网络上很流行的那一首,其实我没有别的意思,就是想让他知道,我还爱他,不要这样对我,我不想做那只可怜的白狐。” |
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Posted: 09 Nov 2007 11:31 AM CST 天下2, 作为精品游戏品质要求研发的2007年网易网游力作, 在公测了几个月后, 宣布重新回炉再造, 让人扼腕, 亦让人感叹: 国产3D, 精品到底该如何作? 我不是一个专业策划, 无法头头是道的说出一款3D游戏要想成功该如何作, 我只把自己作为一个普通玩家, 一个对网游甚至都不太熟悉的普通玩家对于天下2的所有感受总结一下: 先总结一下天下2吸引我的地方: 1. 它是公司主推产品, 自家的东西, 理所应当支持一下, 这是我刚开始关注天下2的真实原因; 2. 风景很漂亮, 音乐很美. 这是我初始接触天下2并被它吸引的主要原因. 其它的, 吸引我的, 没了. 再来总结一下天下2让我觉得郁闷的地方: 1. 世界观没有带入感, 让我不知道这个游戏的背景故事, 在游戏的过程中, 也没有因为故事而产生带入感, 让我觉得这就是一个风景公园; 2. 游戏角色的脸形非常难看, 简直不象中国人, 头发颜色也特别难看, 对于一个以宣扬传统文化的游戏而言, 我不明白为什么角色刚创建时默认的头发颜色不是黑色? 3. 游戏上手很困难, 这种困难体现在许许多多方面: 界面操作太专业, 组队打怪没有更有效的搓和方式, 仍然靠传统的喊口号. 也许, 很多人的说法是对的: 天下2定位的目标对象就是高素质玩家, 基本不考虑小白化设计. 呃, 是的, 如果真是这样的设计目标的话, 那我以上所说的所有郁闷的地方皆不成立, 因为, 我是一个小白. 当然, 正因为我是一个小白, 对于天下2这样"高素质的游戏", 我是拒之门外的, 耗不起那个时间, 也耗不起那个精力, 不想那么累, 也不想那么费神. 毕竟, 游戏只是我的业余消遣, 我不是一个专业玩家, 不靠打游戏生活, 不以打游戏为精神寄托. 但是, 我想问的是, 对于一个以商业化为目标的商品而言, 卖出去重要, 还是自我感觉良好重要? 卖给少数人玩好, 还是卖给多数人玩好? |
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Traveller's Tales managing director earns £100 million Posted: 09 Nov 2007 01:01 PM CST Traveller's Tales' managing director, Jon
Burton, will reportedly earn GBP 100 million from the sale of
his company
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Posted: 09 Nov 2007 07:16 AM CST Once again, I am taking a few weeks off from blogging in November. In the meantime, let me leave you with some alternative blogs you might chance to explore, and look at the differences between the blogs I read based upon the number of RSS subscribers they have. Have fun!
Greater than 1,000Blogs change considerably as they grow in size. The blog I read with the highest number of readers is Seth Godin’s, which has some 9,000 subscribers, and presumably therefore perhaps 20,000 readers. (I only know the figure for RSS feeds, and am guessing roughly the same number visit the website as well). I rarely read the content, which is about marketing, but it’s good stuff, if a tad repetitive. At this size there are too many people for comments to be viable. Even disabling comments doesn’t stop the traffic though; Neil Gaiman’s Journal is frequently interrupted with posts containing nothing but answers to questions – not surprising given that he is a popular niche author with a firm fanbase.
300 to 1000The threshold of reasonable exchange in comments appears to be around a thousand readers or so. All the blogs I read that are in this range are accompanied by vast volume of comments, too much that it is impossible for one person to respond. Greg Costikyan’s Games * Design * Art * Culture pulls in so much traffic that Greg himself can only read it, and rarely replies, while Terra Nova (the essential forum for online worlds) only manages conversation by having a troupe of authors. Dan’s astonishing Lost Garden seems to get by posting only rarely, but often posts rich, detailed discussions about the videogames industry or game design, which are justly celebrated.
101 to 300Between one and three hundred subscribers is an odd middle ground. There seems little pattern here; there is lively discussion at Raph Koster’s blog (covering online worlds from his personal perspective), with about 200 subscribers, but my friend Matt Mower’s technical and political blog, Curiouser and Curiouser! has only 25 fewer subscribers and generates almost no comment traffic at all!
51 to 100And now to my own weight class. The scale is set for me by Slashdot: games with its 81 subscribers. I’m right behind it on 59, occasionally gaining subscribers and – every now and then – scaring some away. If I pass Slashdot: games, I go into the century-class blogs, and I don’t know if I’ll be able to maintain the conversations I like at this “weight”, although I have a lot of lurkers, so perhaps like Matt’s blog I will get by. There are two other blogs I read in my own weight scale. The first is Tea Leaves, which I rate as about the best blog by gamers that I read (that also happens to cover food and photography), and remains a recurring delight. The other, The Mahablog is a fiercely political blog from an entrenched left-wing perspective (anyone suggest a good entrenched right-wing blog for counter-point?) I skim it, mostly, but her Wisdom of Doubt series is must reading for people interesting in religious politics. Both are home to brisk dialogues, much like the ones here at Only a Game, although far livelier and less preposterous.
21 to 50In the weight class I left behind not long ago, we find my old target – Daily Dilbert. It was a milestone for me when I passed this in subscriber numbers! Also noteworthy is Mildly Diverting, which is the blog of someone who came to one of my lectures in London, and posts only intermittently, and Design Synthesis, which is the largest of the “Blogs of the Round Table” (which I’ll explain in the next size group); its content is mostly about games, but often rambles further afield.
6 to 20Below twenty subscribers, and we are getting to the point
where the numbers don’t mean so much – many blogs at this scale have more people
coming to visit the website than subscribing, so a blog with low numbers isn’t
necessarily unread, it just doesn't have many RSS subscribers. The two largest blogs in this block have 20 subscribers each. The first, and a consistent gem, is the photography posted at Always Curious, which is often close-ups of plants , or urban black and white still life. The other is Good Neighbours, which is attempting to foster dialogue between Israeli’s and Palestinians. One of its authors, Yehuda, writes another blog in this size, which is the only tabletop games blog I read. I’d like to find more like this one, but I haven’t found the time. Also in this size are the “Blogs of the Round Table”, such as King Lud IC, Mile Zero, and The Dust Forms Words. These are so named because they participate regularly in the Round Table discussions about videogames which are hosted by Corvus Elrod’s delightful oddity Man Bytes Blog. Any of these blogs will be of interest to gamers, although the content is often wider. There are also a few random blogs, such as Steve Ince’s Writing & Design, the rarely updated Casual Game Design, and The Rodeo (a personal blog from a Christian perspective). Last, but by no means least, is Chico’s Nongames, which is a touch intermittent but focused on a subject of great interest to me. It used to be the only blog I read from South America (and also my news source for the last world cup!) but now that Patrick Dugan has switched continent, King Lud IC is coming from Buenos Aires!
Under 5Next, those blogs on the fringes of the blogosphere. Some are read by people on a website and just have low subscriber counts because no-one uses the RSS feed; some are genuinely obscure. The (marginal) king is zenBen Land, which could easily have more content if its proprietor wasn’t so monstrously busy writing comments here! Also of note, fellow Game Writers’ Special Interest Group demigod Rich Dansky’s personal blog, and SIG stalwart James Swallow’s Red Flag. Jim is a game and TV screenwriter and also writes an astonishing number of novelisations on all the top science fiction brands, including the various Star Treks, Blake’s 7 and Doctor Who. As for Ghosts in the Game – like it’s name, it is largely but a phantom...
Just me (on RSS at least)Finally, there are a great many excellent blogs with just a single subscriber – namely me! These are oddities that have become caught in my net, some of which rely on web traffic for their visitors, while others are barely in existence (such as The World Cave), or are waiting to be discovered. There’s also some personal blogs belonging to SIG folks here, such as Christy Marx (who has an extraordinary collection of cats) and Lucien Soulban's Garbage Dump (from which I learned about the latest “gay Mario” scandal). My personal pick of the bunch is Shoshanna Baeur’s blog, which showcases her artwork, some of which draw from Jewish themes. I used one of her images on a post; I find her watercolours especially beautiful. Two other favourites are Science is a Method Not a Position – a fiercely anti-Skeptic fringe science newsfeed – and Sinistre & Destre’s noumenal realm, which is a delightfully whimsical philosophy blog with purposefully ambiguous authorship, and a place I go often to ramble incoherently in someone else’s backyard for a change. I will close with those blogs which are new to the scene and perhaps looking for readers. On the subject of games, I recommend Ophelia’s “Out There” (game journalism), and James Lillis’ The Kryptonite Cafe (game design) – both recently launched, and definitely worth a look if you’re into games. Ophelia is still finding her feet, while James has landed with both feet running. I remember when Only a Game first launched, and I had no idea what I was doing, what I should talk about, or how often. Now, years later, I still have no idea what I’m doing, but at least I have some idea of when I’m doing it. I wish the newcomers all the best!
Addendum: it transpires the numbers listed are for RSS subscribers using just one specific blog reader (bloglines) - therefore, all the numbers given should be taken with a giant grain of salt. If your blog is listed, feel free to quote alternative subscriber values in the comments. I apologise for any misrepresentation! Only a Game will return in December. |
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Posted: 09 Nov 2007 12:45 PM CST Konami has posted a rise in first-half earnings and revenue thanks to a thriving games industry and strong performances from baseball videogames.
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Posted: 09 Nov 2007 09:30 AM CST 预定12月1日在日本发售的《Wii
Fit》开始了自己的宣传攻势,目前可以在日本的地铁里看到“平衡板”的宣传图。
这张图片没有多少提示,对于一直关注游戏业信息的人自然知道是什么东西,但对于普通大众来说肯定比较蒙。可想而知,接下去任天堂推出的广告就会慢慢揭晓这个“平衡板”的真正用处,让观众恍然大悟,以达到宣传效果。
——其实这样的宣传手法任天堂在去年宣传Wii的时候已经用过一次了:
http://blog.sina.com.cn/u/4938f71b0100077p
Wii的第1波日本广告 http://blog.sina.com.cn/u/4938f71b010007bj Wii的第2波日本广告 http://blog.sina.com.cn/u/4938f71b010007j5 Wii的第3波日本广告 http://blog.sina.com.cn/u/4938f71b010007p7 Wii的第4波日本广告
类似这种在广告宣传策略上层层推进的手段,任天堂已经用得滚瓜烂熟,至于效果如何,等到12月1日之后再验证吧。听说的《Wii
Fit》首批将在日本出货30万套,对于这样一个4公斤以上的商品来说,30万套运输起来也够费力的了。
相关链接: http://blog.sina.com.cn/u/4938f71b0100088r 我最期待的Wii软件 http://blog.sina.com.cn/u/4938f71b01000con 【E3 2007】《Wii Fit》公布 http://blog.sina.com.cn/u/4938f71b01000cpf 体重计和跳舞毯 http://blog.sina.com.cn/u/4938f71b01000edl Wii平衡板的承重能力 http://blog.sina.com.cn/s/blog_4938f71b01000eik.html 日本amazon接受《Wii Fit》预约 http://blog.sina.com.cn/s/blog_4938f71b01000elj.html 《Wii Fit》给流通商制造的压力 |
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Posted: 09 Nov 2007 08:50 AM CST 下面这段视频是Wii《生化危机Umbrella历代记》的第一章,以系列1代的故事为基础改编为光枪游戏,其实在4月份的时候就公布过一些图片了( http://blog.sina.com.cn/s/blog_4938f71b01000au2.html
)。
我玩通过ngc版的《生化危机》1代,不过没有玩过第二次,就算有时候想重温一下,想着里面的难度对我来说还是有点大,于是屡屡退缩了。现在借助Wii《生化危机Umbrella历代记》来重温一下1代的洋馆,应该还是挺省事吧——连控制人物的移动都免了,电脑帮忙搞定。
事实上,《生化危机Umbrella历代记》这么血腥恐怖的风格也不太适合Wii的普通大众,所以目标用户终究还是那些“生化危机”fans。通过把系列0、1、3代的主要情节集合在一起做成一个游戏,再加点新故事,应该也有一定的吸引力。关键是:“生化危机”的fans现在还有多少?
capcom之所以挑选0、1、3代,是因为本作主要讲述S.T.A.R.S.小队和队长维斯克等人的故事——2代的男女主人公不是S.T.A.R.S.小队成员,4代实际上是发生在本作之后的故事,至于维罗尼卡为什么不收进来……就不知道了。
相关链接: http://blog.sina.com.cn/u/4938f71b01000au2 Wii《生化危机:Umbrella历代记》 http://blog.sina.com.cn/u/4938f71b01000dbd Wii《生化危机:Umbrella历代记》发售日公布 http://blog.sina.com.cn/u/4938f71b01000do0 Wii《生化危机Umbrella历代记》新视频 http://blog.sina.com.cn/s/blog_4938f71b01000efw.html Wii《生化危机Umbrella历代记》包装 http://blog.sina.com.cn/s/blog_4938f71b01000enu.html 《Ghost Squad》之后是《生化危机Umbrella历代记》 |
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Posted: 09 Nov 2007 08:09 AM CST 吉田兄弟( http://blog.sina.com.cn/s/blog_4938f71b01000dob.html
)继续代言Wii《马里奥银河》美版的电视广告:
美版《马里奥银河》将于11月12日发售,以Wii在美国9月份平均每周都还有10万销量( http://blog.sina.com.cn/s/blog_4938f71b01000ej4.html
)的势头看来,美版《马里奥银河》的表现还是很值得期待的。
美国两大游戏网站——gamespot给《马里奥银河》的评分是9.5分,ign给《马里奥银河》的评分是9.7分(均为10分制),这样的评分已经证明了《马里奥银河》本身的素质是可以保证的。
我一直在等美版《马里奥银河》,下周就可以玩到了……
相关链接: http://blog.sina.com.cn/u/4938f71b01000e1w Wii《马里奥银河》日版封面 http://blog.sina.com.cn/u/4938f71b01000dw4 马里奥的年末商战 http://blog.sina.com.cn/u/4938f71b01000dux Wii《马里奥银河》、《大乱斗X》美版封面 http://blog.sina.com.cn/u/4938f71b01000dda Wii《马里奥银河》特辑要点 http://blog.sina.com.cn/u/4938f71b01000ctp Wii+光枪游戏(4) http://blog.sina.com.cn/u/4938f71b010006pr Wii《马里奥银河》前瞻 http://blog.sina.com.cn/u/4938f71b01000edo Wii《马里奥银河》新画面 http://blog.sina.com.cn/s/blog_4938f71b01000egj.html Wii《马里奥银河》宣传视频 http://blog.sina.com.cn/s/blog_4938f71b01000ejd.html 官网放出的Wii《马里奥银河》介绍视频 |
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Posted: 09 Nov 2007 11:05 AM CST 这几天一直在沉迷暗黑之门:伦敦,好久没有这么畅快的玩一把游戏了,而且还是这样精彩的游戏!比尔·罗伯真是没有让他的忠实玩家失望! 经过3日全天候的BT下载,总算DOWN完了暗黑之门:伦敦,首先游戏可圈可点之处是,暗黑之门提供了单机版,这给那些无法上网或是不愿玩MMORPG的玩家提供了娱乐的平台。在我把游戏安装完毕之后,可惜的是,无法顺利的进入游戏,因为虚拟光盘游戏程序并不能识别,提示我要光盘才能启动游戏。 大失所望之后,突然想到游侠网,游侠网果然是名副其实的破解大王,没多久我就在游侠上找到了免CD补丁。作为中国玩家,不得不庆幸中国有如此强大的破解组织!
感谢上帝,我活在中国,我总算进入了暗黑之门。随即我创建了一个blade master,如果按照习惯的翻译是……WAR3的剑圣,提到这个名字,很容易就想到剑圣那猥琐的面容。因为剑圣被WAR3称之为最贱的游戏角色。好了,我们暂时忘记WAR3的那个BLADE MASTER,我们来看看暗黑之门的剑圣吧! 暗黑之门的剑圣并不猥琐,而且,还特别的是帅气,并且还能变的十分的柔美,因为暗黑之门的角色可以选择男性或是女性作为你扮演的对象。 恩,OK!好色的蚊子终于在片刻的权重之下选则了女性剑圣,身高1.70,体重大概45,三维???? 至于三维嘛,我暂时保密,不然就没悬念了,哈哈! 好不容易进入了游戏,因为LOADING时间太长,我WC之后才玩上。 好不容易玩上了,公司的GF7300GT显卡顶不住,一进入大型场景,画面就定格不动了。郁闷之下,把效果关了又关,直到能够顺畅的游戏才肯罢休…… |
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Posted: 09 Nov 2007 10:38 AM CST TODAY,星期五,本周最后一天班,明天就是呼噜呼噜大睡的佳日了。今天游戏项目已经完成了刷怪、物品掉落以及获得经验值的调整,怪物外型的大小等表现也有了一定的改善,加上程序和美术修正的一些BUG,今天终于出了一个新的版本。 也不记得她是什么时候到公司来的新手策划了,条件和底子都很不错,数学系研究生,正好负责数值设计。很多细致的计算任务,也就毫无疑问的落到了她的身上,而我,则是她入门的指导者,直到现在,进展还算顺利,我的担子也因此轻松了不少。 尽管这位新手策划的专业技术能力挺不错,但是对游戏性的了解十分的欠缺,也许在常人来看,游戏性仅仅只是好玩的内容而已,但是对于中国的游戏策划来说,游戏性就意味着赢利,意味着公司的存活。没有赢利的游戏性,我们并不需要。这也是免费网络游戏的设计之道,一切都向着如何收费看齐。当然了,收费的外表则是糖衣。 我不清楚这位新手策划是否决定将自己以后的经历都附注到游戏上,但是我还是尽可能的将自己的经验共享,这或许对我以后再带新人策划或是自己带队也是一种帮助,不过我所发现的是,这位新来的策划的确学的很快,是我见过学习速度和入门速度最快的策划。从这里也可以看的出,作为一个新入门的游戏策划,首先的基础要求就是逻辑要清晰,懂得把不同的事物分类,并且系统化,而模糊的想法,不能出自一个策划之口或之手的。 说到策划人才,的确作为计算机毕业的学生有着先天的优势,如果曾经写过程序或是研究过游戏MOD、破解游戏的话,那更是条件不错的策划人才。而这些人才,相比游戏学院的学生,更容易具备有实际的作战能力。 好了,胡乱说了这么多,今天就是今天,我还要去过明天呢。 噢不,现在已经凌晨37分了。 |
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David Jaffe: GOW3 Promises To Be Best In Series [Blog] Posted: 09 Nov 2007 11:00 AM CST David Jaffe was stuck in the San Francisco Airport yesterday so what did he do? Read Kotaku of course. And even better, he took a photo of Kotaku on his MacBook. (But one of my posts isn't featured in the photo....it's ok Jaffe, I get the hint). But he does say Kotaku "never lets [him] down with the goods." Well Jaffe you never let us down either. Yesterday he also posted an entry about the departure of Cory Barlog from the God of War team. His take? It's a good move for Cory and he thinks God of War 3 "promises to be the best game in the series." Read more over at Jaffe's blog. |
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Infinity Ward - It's Deep And It's Hard, Bitch [Clips] Posted: 09 Nov 2007 10:40 AM CST |
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360 Outsells PS3 In Japan [Console Sales] Posted: 09 Nov 2007 10:20 AM CST
360 Beats PS3 In Weekly Japanese Hardware Sales [Gamasutra] |
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Nintendo World Store's Midnight SMG Launch [Super Mario Galaxy] Posted: 09 Nov 2007 09:40 AM CST
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European Uncharted Demo November 22nd [Region Locked] Posted: 09 Nov 2007 09:20 AM CST
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Mark Walhberg is Max Payne! Seriously. [Movie News] Posted: 09 Nov 2007 09:00 AM CST
Well Mark Wahlberg must feel like a man...with nothing to lose! Variety reports that he's signed up to star in the movie adaptation of the game Max Payne. This marks the first movie based on a Rockstar game. Personally I can't wait to see if the film script is as overwritten as the game. And while we're at it: Where the heck is Max Payne 3? Oh wait, it's called Stranglehold.
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Geoff's Last Day As Kotaku Guest Czar [Night Note] Posted: 09 Nov 2007 08:40 AM CST To: Geoff Wow. Has it been a week? Already? Shucks. Time does fly. Your last day roaming the halls of Kotaku Tower! Geoff, we really appreciate you're coming by, breaking news and taking on the Guest Editor role while Crecente wanders the streets Down Under, picking fights with small children and old ladies. Enjoy your last day, don't steal any office supplies and hope you'll stop by again! Oh, and Fahey's really looking forward to hosting your show while your gone. :) What you missed last night |
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Smack Naughty Monkeys In PS3's Pain [Clip] Posted: 09 Nov 2007 08:20 AM CST |
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Guest Article: UFO:Extraterrestrials Do Over Posted: 10 Nov 2007 12:55 PM CST Bryan Brown wrote the very first "guest post" on Tales of the Rampant Coyote a couple of years ago. He took pity on me this week with my 12-hour workdays at the "day job" and wrote this article to save me some time. I'd thank him, except now I really, really want to play this game, and I know I don't have the time! In this article, Bryan describes some of the mods now available for the indie strategy game, the X-Com - inspired UFO: Extraterrestrials. In particular, several of the mods make the game even more like its classic inspiration.UFO: Extraterrestrials is turn-based squad-level tactics game very similar to the historic XCOM: UFO Defense or XCOM: Terror from the Deep games. It basically pits a small government funded group of scientists, technicians and soldiers against an onslaught of alien invaders. The game consists of two phases a global strategic phase where you manage bases, research, production of specialized equipment and inventories, as well as a tactical phase where a squad of your soldiers attempts to achieve tactical victories like salvaging UFO technology, capturing aliens or saving civilians. The game as released was fairly well done – and I liked it. Partially because it was one of the better XCOM-like games to come along in years and years and years and partially because they did a good job putting their own spin on it. They created a new world, Esperanza, and a whole new hierarchy of aliens to lead the attack. I resented some of their design choices that greatly simplified the strategic phase but overall the game is well done and it has remained on my hard drive ever since being released. XCOM Memories With game play like that it’s no surprise that XCOM is one of those games that attracted a small but dedicated following. Over the years since the games release it has been discussed and considered and replayed by those that loved it. The game has become legend in the history of computer gaming and the original XCOM: UFO Defense is even available in the public domain now from sites like The Underdogs. A UFO: ET Makeover For example, UFO:ET released with no ability to hire and fire soldiers as needed. Instead they were parceled out to you one a month. Modders quickly changed the game to allow you to not only hire as many soldiers as you needed but to select which soldiers you wanted from a pool of 100 candidates. Other modders added line of sight indicators missing from the game to help determine more effective shots. Still more modified the game to have the games built in day night cycles have a greater effect on tactical combat just like the original XCOM did. One modder added hot keys for common movements which was later incorporated in an official patch released by Chaos Concept, the studio that released the game. Over time the modders produced hundreds of mods and multiple versions of the same mods as they refined and tweaked the game. I no longer play the game as released and I have no desire to go back to that. I play with a super-mod collection called BMANS Ease of Use Patch. It includes all of the game mods that I really wanted to see in the original release as well as quite a few I had never thought of packaged into one easy to install add-on. This mod re-introduces classic aliens. It modifies the UFOpedia entries to explain the presence of these aliens and creates new technologies and strategies that are required to combat them. Almost every modification can be enabled or disabled or configured using menus that are modded right into the UFO:ET game making using the mods a breeze. It’s an amazing feat of combining old with new and making new jump through different hoops to completely change the game experience. I find the increased complexities and challenges of playing to be a much more satisfying experience than the un-modified game was. Modifying a released game is probably sticky ground to be on. We’ve seen games re-rated because of user created mods and the recent threat of Manhunt 2 being re-rated for the same reason. Fortunately, most companies tend to turn a blind eye to the user mod communities. I think that is wise since it becomes free advertising for the product – but I can see how an overzealous company may want to restrict user modding in an effort to protect their IP. In the case of UFO:ET the user mods have taken a good game and significantly improved it. If you bypassed this game on its initial release it might be time to reconsider your decision. (Vaguely) related wannabe geek lit: * Game Moment #3: X-Com * My ALMOST Most Important Games List * Guest Gaming Moment: Falcon 4.0 * Quick Strategy Games . |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe |
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Posted: 10 Nov 2007 08:15 AM CST 文章源自Gamastra,以下是原文地址:
由于文章比较短,而且没有图片,这篇翻译文章就以纯文字的形式贴出来了
这篇文章是首篇发出的“书评类”的翻译
由于国外有很多好的游戏设计书籍,然而大家都不太了解里面的内容
于是打算以这种“书评类”的翻译来介绍国外的游戏设计方面的好书
闲话不多说了,以下是正文:
书评:游戏制作人手记
假如你在寻求一篇对游戏制作简短的指南的话,这篇文章就是了。 很难用简单几句话来描述完制作人的工作。在实际项目中,制作人是最终对计划、开发以及游戏的发布负责的人。制作人和整个制作流程的各个方面都相关,他持有对整个项目最广的视野,从最高的层面上编奏着整部乐章。 与此同时,制作也是同样无法以三言两语描述。在许多方面上,制作都是娱乐产业中最复杂和最多才多艺的工作,那些负责制作的人总是宣称自己的工作每天都不同,每个项目中的都不同。 既然是这样,你该如何进入这个如此广阔、如此复杂和如此充满诱惑的领域呢?这个问题并不是一个答案就能解决的,不过《游戏制作人手记》这本书的确是对你而言的一个很好的开始。 《游戏制作人手记》是对游戏开发中制作人这个角色的一本全面的、实际的指南。Dan Irish通过自己在《神秘岛》这个系列中作为制作人的亲身经历,全面地展示了游戏制作的方方面面,更把重点放在成为一个成功的制作人和开发出一个顺利运行的产品的过程和实际方法上。 欢迎来到制作人的世界 这本书以一个极受欢迎的问题开篇:“到底一个制作人是做什么的?” Irish说到,一个制作人和他的团队是负责确保游戏产品能依循设计、准时依照计划表、在既定预算下、且在可接受的质量水平下开发出来。制作人就好像中央集线器那样,在团队、发行商、制作成员以及其他相关人士(例如其他工作室的执行者、承包者、市场协作者或者其他和整个开发过程有关系的人)之间进行沟通联系。 这在整个开发过程中实际上是极多的责任。从开发设计文档到对工具来源进行计划,制作人必须协助项目过程中有关联的所有重要的活动,同时平衡各种各样的任务,这些任务范围从极为普通到完全预料不到。 探讨这些不同领域的责任并详细地指出相应的处理最佳处理方法,这就是这本书的主要贡献了。 行业中最重要的职位 Irish使用了一些特殊的例子和技术,指出了开发中每一个重要的方面,以样例文档、Checklist和专业的陈述来对每一个主题做了深入的讨论。其结果是对游戏制作人工作的所有方面做了全面的描述。 以下是对整本书在各个领域上的概括性的总结。 最好的实用手段。大体上来说,作者指出了很多游戏制作中他总结出来的最好的实用手段——这些主要是帮助梳理制作和为开发带来高效和成功的一些技巧。其中包括每周的主管会议、加班的保守使用、每日的Delta报告、在计划表中加入休闲,以及利用事后检讨来持续提高效率等等。 设计文档。Irish极其强调创建清晰全面的设计文档的重要性。其中包括创建一个简明扼要的简要、对发行商传达清晰和充满热情的演示、创建足够的技术文档,以及在游戏的生命周期中有规律地重新审查设计文档等技巧。 计划。计划和资源分配在许多方面上都是制作人工作的核心。作者详细地讨论了开发的过程,包括创建可管理的计划表、设置现实可行的里程碑、跟踪人力资源、开发资源和最后期限之间的交互情况。其中还包括通过MS Project和MS Excel来关联信息的特殊技术。 预算。这部分讨论了游戏开发的财政管理,其中包括全局预算和部门预算的管理、固定费用和可变费用的差别、以及财政模型上的一些关键点(比方说利润状态和亏损状态)。Irish还提供了鉴别和计算风险的技术。 法律部分。在游戏制作的法律方面,这本书提供了各方面宝贵的信息,其中包括合同以及和第三方组织进行法律上的协约签署时需要保证的方方面面的基础和步骤。(对一份典型的工作室合同进行逐点详细的解释,这对于任何要和合同商谈打交道的人都是很有帮助的。)作者还谈到了与一些其他的人员有效的合同,包括承包人、代理人、临时雇员(包括演员公会(SAG)和非演员公会的演员)。 音效制作。可能这是游戏开发中最重要的方面,这本书列出了制作人可能需要参与的各方面的音效制作领域。其中包括挑选音乐、面试和雇用作曲家、管理音效资源、和配音人员一起工作,以及声效引擎的开发和授权方面。 工具。由于制作人最终是要对团队用来制作游戏的工具负责的,作者在书中也包括了对开发过程中一些关键的工具进行介绍。其中包括程序人员的工具(例如OpenGL)、美术人员的工具(例如Maya)以及一些行业特殊的工具(例如Valve公司的Source引擎)。书中还列出了使用工具集的正面和反面的例子。 QA。QA过程虽然在开发流水线上只是处于次要的地位,然而在书中也强调为开发过程中的一个关键的部分。作者讨论了建立一个有组织有系统的QA部门的重要性,同时建议在项目开发前期而不是末期进行问题修正。Irish还展示了一个典型的QA层级的分类以及常见的QA方法。 市场销售。最后,Irish指出了制作人和市场销售部门之间的关系以及把市场销售的需求列入预算和计划表的重要性。他讨论了一个强大的Demo的实际价值、一些好的截图的重要性、以及一些附属产品(例如游戏原声、游戏攻略)的计划方法。 作者还指出了制作人在游戏行业中应该理解的尺度,以更好地管理游戏的开发。这包括当今市场上的特定的技术和财政约束,同时还讨论了在制作和设计这两个角色之间如何平衡的与生俱来的挑战问题。 一本必不可少的手记 假如这本书放在游戏行业之外的书架上,那是不值一提的,尤其是在动画制作和数字电影制作领域上。制作的大体本质在整个娱乐行业中都是基本相同的,而这本书中的材料在相关章节中更多是为制作专家们准备的。 Irish还说到一个制作人的行为习惯会影响到产品的质量。在书中的多处地方,作者都提到了会使制作人走向成功的习惯和态度,然后说到如何把这些习惯和态度用回到开发和制作管理上。 假如真的要对这本书作出批评的话,那或许是作者在材料中过份地强调制作人的层级。Irish列出了制作人层级中的所有范围,从执行制作人和协理制作人一直到制作人助手和实习制作人——然而这些对制作人的强调最终只会使得没有经验的读者容易迷失了阅读的方向。 无论如何,Irish的确为专业游戏制作提供了一般极好的指南书,它足够详细地包含了游戏制作中每一个主要的方面,同时还在塑造一个强力的制作人的习惯和行为上提出了宝贵的意见。对于有经验的专家和正处于上升阶段的新人,《游戏制作人手记》是一本关于制作游戏的囊括艺术和科学的好书。这本书高度推荐给每一位对这个主题感兴趣的读者。 |
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Mass Effect GT Exclusive Trailer [Clip] Posted: 10 Nov 2007 10:00 AM CST
The folks at Game Trailers have gotten their hands on another exclusive trailer. This time it's for the highly anticipated, jaw droppingly beautiful Bioware RPG, Mass Effect. There's not much to be said about Mass Effect that hasn't already been said a hundred times over, so just watch and bathe yourself in the velvety folds of space opera goodness. |
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Kotaku Originals: From Cheating Cheaters To a Chicago Closing [Orignal] Posted: 10 Nov 2007 09:00 AM CST
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Posted: 10 Nov 2007 08:15 AM CST ![]() 蝸牛speed on! ……NND好人的節日居然被放鴿子! 看來吾輩只好自己過11.11光棍節了!!! 光棍萬歳!情侶去死XD! |
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《FIFA足球经理2008》(FIFA Manager 2008)硬盘版 Posted: 10 Nov 2007 04:14 AM CST 转自sharevirus 游戏名称:FIFA足球经理2008 英文名称:FIFA Manager 08 游戏制作:Electronic Arts 游戏发行:EA Sports 游戏语种:英文 游戏类型:Soccer Management 官方网址:http://www.electronicarts.co.uk/games/11377/ 【游戏简介】 EA今天宣布了其最新足球游戏作品《FIFA Manager 08》(FIFA足球经理08)。拥有真实联赛和球员授权一向是EA的最大优势,《FIFA足球经理08》也将延续这一点,提供20多个不同国家的52个联赛,并且每名球员都具备42种独立的属性。 【游戏截图】 ================= =============== =============== ======== ======== \\ . . . . . . .\\ //. . . . . . .\\ //. . . . . . .\\ \\. . .\\// . . // ||. . ._____. . .|| ||. . ._____. . .|| ||. . ._____. . .|| || . . .\/ . . .|| || . .|| ||. . || || . .|| ||. . || || . .|| ||. . || ||. . . . . . . || ||. . || || . .|| ||. . || || . .|| ||. . || || . .|| || . | . . . . .|| || . .|| ||. _-|| ||-_ .|| ||. . || || . .|| ||. _-|| ||-_.|\ . . . . || ||. . || ||-' || || `-|| || . .|| ||. . || ||-' || || `|\_ . .|. .|| || . _|| || || || || ||_ . || || . _|| || || || |\ `-_/| . || ||_-' || .|/ || || \|. || `-_|| ||_-' || .|/ || || | \ / |-_.|| || ||_-' || || `-_|| || || ||_-' || || | \ / | `|| || `' || || `' || || `' || || | \ / | || || .===' `===. .==='.`===. .===' /==. | \/ | || || .==' \_|-_ `===. .===' _|_ `===. .===' _-|/ `== \/ | || || .==' _-' `-_ `=' _-' `-_ `=' _-' `-_ /| \/ | || || .==' _-' `-__\._-' `-_./__-' `' |. /| | || ||.==' _-' `' | /==.|| ==' _-' \/ `== \ _-' `-_ / `'' ``' ______ _____ _____ |_____/ | |_____] | \_ __|__ | ° °±°±±²±²Û²ÛÛŞİ İŞÛÛ²Û²±²±±°±° ° ÜÜ Ü Ü ÜÜ ÜÛ²° °²ÛÜ ²Û² FIFA MANAGER 08 Multi 6 ²Û² ² ²° °² ² ²ÜÜÜÜÜ ÜÜÜÜܲ ÜÜÜÜÛ²ßßß ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß²ÛÜÜÜÜ ²° ÜÜ ÜÜ °² ÜÜÜÛ² ²ÛÜÜÜ ²Û²ß ß²Û² Û² Thanks to CCZ (CaCtuZ) for the modfied UHARC unpacker ²Û Û² ²Û Û² ²Û Û² Game Notes: ²Û Û² ²Û Û² ²Û Û² To install the game u will need at least 5 gb of free space (just ²Û Û² to be sure) ²Û Û² ²Û Û² ²Û Û² ²Û Û² Install notes: ²Û Û² ²Û Û² Unpack using winrar,run setup.bat, play with Manager08.exe, to change²Û Û² the language go to Language selector folder and run the bat file u want²Û Û² ²Û Û² ²Û Û² ²Û Û² Ripped: Music (1 music track available), company logos, and ²Û Û² commentary ... I think... ²Û Û² ²Û Û² ²Û Û² Release date : 04.11.2007 ²Û Û² ²Û Û² ²Û Û² File size : 104 x 9,53mb (930 MB) ²Û Û² ²Û Û² ²Û Û² Thanks to FairLight for the no-cd(crack) ²Û Û² ²Û Û² R I P IF YOU REALY LIKE THe GAME, BUY IT!! R I P ²Û Û² ²Û ²± İ Ş ±² ÜÜÜİ ÜÜÜ ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ ÜÜÜ ŞÜÜÜ This posting includes an audio/video/photo media file: Download Now |
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《后院美式足球2008》(Backyard Football 2008)硬盘版 Posted: 10 Nov 2007 03:59 AM CST 转自sharevirus 製作:Atari 发行:Atari 语言:英语 类型:Sports 网址:http://www.atari.com/us 【游戏简介】(原创翻译:FlyingMonkey@VeryCD) 后院美式足球08是热卖的儿童电视游戏的第六代,是唯一一款获得NFL和NFL玩家授权的游戏。后院美式足球08的主角是小孩形式的NFL巨星,其中包括两次超级碗MVP Tom Brady,他同时也是游戏的封面人物。后院美式足球08通过夸张的动作来表现真实的NFL玩法和策略,带给年轻的美式足球爱好者一个真实、有趣的运动体验。游戏允许孩子们控制风格,站位,速度和策路,同时,通过多人模式,菜鸟玩家很容易地就可以向老鸟发起挑战。 【游戏截图】(THX Jackpot) ² ²² ²² °² ²²² ²² ²² ² °°° °²² ° ² ² °²² ° ²² ²° ²° ²² ²² nerv ²²² /sac ²² ° ² °² ² ² ² ²² ²² ² ² ²² ²²²² ²²²² ² ²² ° ° ²² ² ° ° ²² ²²²² ² ² °° °° ² ° ²²²²²² ° ° ²²²²²² ° ²² ² ²²²² ²²²² ² ²² ² RELEASE ² ²° ² iNFOS ² °² Backyard Football 2008 (c) ATARI Ripped: Movies Release date: 09/11/2007 Files: 15x5.00MB Language: English ° ° ° ° ² ² °° °° ² ° ²²²²²² ° ° ²²²²²² ° ²² ² ²²²² ²²²² ² ²² ² RELEASE ² ²° ² NOTES ² °² Backyard Football '08 is the sixth iteration of the best selling children's football video game. The only kids' game to hold the NFL and NFL Player's Inc. licenses, Backyard Football '08 features a roster full of current NFL Superstars as kids including two-time SuperBowl MVP Tom Brady as the cover/highlight athlete. Backyard Football '08 combines authentic NFL plays and strategies with the wild and whacky antics of the Backyard gang to give young football fans a realistic, fun sports experience. The game gives kids total control of the style, location, pace, and strategy. And, with multiple levels, is easy enough for rookie players yet mega challenging for more seasoned veterans. ~~~~~~~~~~~~~~~~~~~~~ 1. Unzip & UnRAR 2. Run Setup.bat 3. Run Autorun.exe 4. Play!!! ° ° ° ° ² ² °° °° ² ° ²²²²²² ° ° ²²²²²² ° ²² ² ²²²² ²²²² ² ²² ² GROUP ² ²° ² NOTES ² °² ² ALiAS GREETS ² ² ² °°² DiViNE - RELOADED - SiLENTGATE ²°° ² RESTORE - BAMBOOCHA ² ²° BACKLASH °² ° ° ² ² ² ² ²² ²² ²² °² ²° ²² ² ² ² ² ² ²²²² ² ² ²²²² ²²²² ²²²² ² .. ASCii DOPE BY .. ² NERV/SAC! This posting includes an audio/video/photo media file: Download Now |
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《一掷千金》(Deal or No deal)欧版[Bin] Posted: 10 Nov 2007 12:36 AM CST 转自TLF 游戏名称:一掷千金 英文名称:Deal or No deal 游戏制作:Global Star Software 游戏发行:Global Star Software 游戏语种:英文 游戏类型:Game Show(游戏秀) 游戏平台:PC 游戏容量:1CD 官方网址:http://www.dealornodeal.com 【游戏简介】(以下内容转自“人民网”) 游戏情节是这样的,一名游戏者随机从20个盒子里挑选一个,每一个盒子里面有一个标有钱的标签,从1便士到最高250000镑不等。游戏者每一轮打开3--5个盒子从剩下的19个盒子里,与此同时这些打开的盒子里面的钱就不归游戏者了。每一轮结束后有一个banker会打来电话提供给游戏者一定数量的现金,来换取游戏者手上的那个盒子,banker提供的现金数是跟没有被打开的盒子里面的标签大小而定的。换句话说就是,钱越多的盒子越晚被打开,banker每次提供的现金数就会越大,但是一定会比最高的钱数的一半要少。这时候主持人会问游戏者Deal or No deal。如果游戏者说Deal,那么banker提供的现金就是游戏者的了,如果游戏者不满意banker提供的现金数,就会说No deal,游戏会继续进行。直到最后还剩两个盒子的时候,一个是游戏者自己挑的,还有一个是19个盒子里面剩下的最后一个没打开的盒子。这时候banker可能会打电话来让你选择可以交换两个盒子,如果不愿意交换,最后打开游戏者手上的盒子后,里面有多少钱,就归游戏者所有。 【游戏截图】 ███████████████████████████████████████████████████████████████████████████████ ███████████████████████████████████████████████████████████████████████████████ ███████████████████████████████▀▀▀▀▀▀██████████████████████████████████████████ ████████████████████████▀▀▀▀█▀ ▄██▀█▄ ▀████████████████████████████████████████ ███████████████████▀▀▀▀ ▄▄▄▄ █▒▒▓▓▄█▄ ▀▀▀▀▀███████████████████████████████████ ███████████████▀▀ ▄▓█▀▀ ▀████▒▒▒▒▓▀██████▄ ▀█████████████████████████████████ ██████████████ ▄█▀ ██▒▒▒▒▒▒▒▓▓▓▓▓▓▀██▄ ▀███████████████████████████████ ████████████▀ ▄█ █░▒▒▒▒▒▓▓▓▓▓▓▓▓▓▓▓▀█▄ ▀█████████████████████████████ ███████████▀ █▀ ▐█▒▒▒▒▒▓▓▓▓▓▓▓▒▓▓▓▓▓▓██ ▀████████████████████████████ ██████████▀ █ █░▒▒▒▒▓▓▓▓▒▓▓▓▓▓▓▓▒▓▓▓██ ▀███████████████████████████ █████████▀ █ █░▒▒▒▒▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▒▓█▌ ███████████████████████████ █████████ ▐▌ ▄░▒▒▒▒▒▓▓▓▒▓▓▓▓▒▓▓▓▒▓▓▓▓▓▀█ ▐██████████████████████████ █████████ ▐ ██▄ ░░▒▒▒▒▒▓▒▓▓▓▓▓▒▓▓▓▓▓▓▓▓▒▓▓▓█▌▐██████████████████████████ ████████ █████▄▄░ ░ ░░▒▒▒▒▒▒▒░▓▓▓▓▓▓▓▓▓▒▓▓▓▓▓▓▒▓█▌▐██████████████████████████ ███████▌ ▄█▀ ▀▌ ░░░▒▒▒▒▒▒▒▒▒▒▓▒▓▒▓▓▓▓▓▓▒▓▓▓▓▓▓█ ▐██████████████████████████ ███████ ▐ ▐▌ █▄ █▄██▓█▓█████▄▒▓▓▓▓▓▒▓▒▓▓▒▓▓▓▓▒▓█▌▐███████████████████████████ ███████ ▐ ▀▄████▓▀█▒ ▀▓▓█▄▓▓▓▓▓▓▓▓▓▓▓▓▄██▌ ███████████████████████████ ███████▌ ▀███▓▒ ▓ ▀█▓▓▓ ▄▄▄▄▄▄ ▀█ ███████████████████████████ ████████▌ ▐█▓▒ ▄ ▀█ █▀ ▀▀▀██ █ ▀██████████████████████████ ████████▌ █▓▒ ██▄ ▐█▀ █▌▀▄ ▀████████████████████████ ████████▌▐█░░ █████▄ █▓ ▀ ▀██▒██ ▀█▄ ▀██████████████████████ ████████▌▐█▓░ █████▀ ██ ▓▓█████▌▓ ▀█▄ ▀████████████████████ ████████▌ █▓▒░ ▐████ ▄ █▓ ████▌█▌▄██▓ ▀█▄ ▀██████████████████ █████████ ▐█▓░ ████ ██ ████▀▄▌▀▀▀████▓░▀█▄ ▀███████▀████████ ██████████ █▓▒░ ▐██ ▄██▌█▓ ▐█▄█▄█ ▄▄▄▄▄ ▀▀█████▄ ▀█████ ▄▄▄ ▀███ ██████████▌ █▓▒░ ██▌ █▀ ██▐▌ █░█ ▄████████▄▄▄▄▄▄▄▄▄█████ ▓ █ ▀██ ███████████▌ █▓▒░ ▐██ ▄█ ▐█ █▓ ▐▌▐████████████████████████ ██ █ ██ ████████████ ▐█▓▒░░ ██▌ █▄ ▐█ █▓ ▐▌▐████████████████████████ ▓█ ▐▌▄██ █████████████ ██▓▒░░ ███▄███▌ ▐▌ ▀ █▌▐████████████████████████ █ █ ███ █████████████▌▐█▄▄▄ ▒▓▀███ █ ▀ █ ███████████████████▀▀▀▀▀ ███▌▐███ ██████████████ █▀▀▀███ ▀ ░█ ▐▌▄▄ █ █████████████████▀ ▄█▀▀█▄▄▀█ ████ ██████████████▌ ██▀███▌ █▄ █▄ ▄█ ▀░█▄▄ █▌▐█████▀ ▄▄▄▄▄ ▀▀ ▄█▀ ▀▄▓█▌▐███ ███████████████ ▀███▀█ █▄ ▀▀▀▀ ░█▓ ▐█ ▀▀███ █▌ ▀▀█▒▄▄█ ░█ ▀ ███ ███████████▀▀▀▀█▄ ▐█░██ ▀█ ▓▀ ▀███▄▄▄ █ ██▌░▀▀▄ ▒▌ ▐███ ██████████ ▄▄ ▀ ██░██ ▄▀ ▄▄ ▐▌ ▀▀▀▀█▌ ▄▄██ ▀█▄▄ ▄ █ ████ █████████▌ ████▄ ▀ ▀█▒████▌ ▄▀██ ██ ▀▀██▓█ ▀█▒▓██▌ █████ █████████ ▐██▀██ █▄ ▀█▓▒▀█ █▀ █▌ █▄ ░██ ░░ ▓█ ▒▓▓█ ▐█████ █████████ ▐█▌ ▓██ ██▄ ▀▀▄▄█▄▀▀ ▐█▄ ▀█▌ ████▄ ░░ ▓█ PRO ▓░░▐▄▄▄▄▄▄ █████████▌ ██ ▓▓█ ▀███▄ █ ▄████▌ ▄ ▐██ ██▄ ▓█▌ CYON! 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Release #83 ░███ ████ ▒ ▀█ ████ ░ Deal Or No Deal (c) Focus Multimedia ███░ ░ █▀ . Game Information Release Date...: 11/09/2007 Discs........: 1 Game Type......: Gameshow Protection...: None Image Type.....: .bin/.cue Archive Type.: .rar . Game Summary Join host Noel Edmonds in the Dream Factory and experience nail-biting gameplay that's identical to the TV show. In an exciting new twist your can also compete against friends and family to see who wins the most money. With 22 identical boxes and a quarter of a million pounds at stake, you'll be desperate to have "just one more go" (not me, i would rather f**king play COD4). Especially as every player's performance is recorded for prosperity on the Deal or No Deal leaderboard! (whoop). Feeling devious? Then you'll enjoy playing as The Nigger and tempting contestants into accepting the lowest offer possible. There are six game modes, including the Forfeit Game where you can customise the prizes, the famous 'Shoot the Nigger' prize game, and the Cash Game which lets you play against friends and family for smaller amounts . Installation Notes - Unpack, Mount/Burn, Install - If prompted for part no. use: FFB101 - Play .READNFO Note This is the European version of Deal Or No Deal and differs from the .us version which had a retail release in 2006. This version features the uk host 'Noel Edmonds' who is an idiot. ▄▄▄▄▄▄▄ We are the result of your laws. ▄▄▄▄▄▄▄ ▀█████▌ ░ We are the result of your democracy. ░ ▐█████▀ ▓███▓▌ ▓ We are the result of your corruption. ▓ ▐▓███▓ ▐███░▌ █▄ ▄█ ▐░███▌ ░ ███▀▀ ▀▀▀ We are PROCYON - bringing you the finest quality! ▀▀▀ ▀▀███ ░ █▄ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄█ ▀ ▀ ▓ .asc/elle<VNS> PROCYON / 2007 ▓ ▒ ▒ ░ ░ .__________________________.-..__.-...-..___.-..________________________///. |.:.MisterX & MisterY.:.:.. \/ // | ||/| ||::.::.:::.Site Scripts V2.0:| `--_______________/---------___//--|_||//|_||---------_________________/' This posting includes an audio/video/photo media file: Download Now |
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Posted: 10 Nov 2007 12:35 AM CST 转自TLF 游戏名称:办公室 英文名称:The Office 游戏制作:MumboJumbo 游戏发行:MumboJumbo 游戏语种:英文 游戏类型:Simulation(模拟游戏) 游戏平台:PC 游戏容量:1CD 官方网址:http://www.mumbojumbo.com/game/game/83 【游戏简介】(以下内容转自“电玩巴士”) 本作改编自艾美奖最佳剧集《办公室》(The Office),并由英国游戏开发商MumboJumbo负责开发。游戏将以迷你游戏合集的形式出现。 【游戏截图】 ▀▄▄ ▀ ▄▄▄▄▄▄▓▌ ▐██▄ ▓█▄ ▀▄ ░▓▓███████▀ ▄████▌▐██▌ ▐▓ ▄▄▄▄▄▄ ▄ █▀██████▓░▄▓█████▄███▓ ░█▌▄▄▄ ▄ ▄▄▄▄▄▄ █ ▐▌▐▌▐██████▌▐████████████▌ █▌ ▐▌ █ █ ▓ ▓███████▄████████████▌▐██ ▓ █ █ ▄ ▐▌ ▐▓███████████████████▄███ ▐▌ ▄ █ █ ▐▌▐█ ▀▀▀▀▀▓▓█████████▀▀▀ ▓▓░ █▌▐▌ █ █ █░▓▌ ▄▓▄ █████░ ░█▌ ▐▓░█ █ ▌▄ ▐▌ ▐█ ▀ ▓▓▄▄▄▄▓▓ █▄▄██████▌ ▀ █▌ ▐▌ ▄▐ ▐▌ ▓▄ ▀▓▄ ███████ ███████▓▓ ▄▓▀ ▄▓ ▐▌ ▌▀▄ ▀▀▄▄░▀▄ ▀▀▓▓███▌ ▐█░▄▄▄▄ ▀▀ ▄▀░▄▄▀▀ ▄▀▐ ▄ █ ▀▀▄▄ ▀▀▄▀▄ ███▀▀▀▀▀▀ ▓███░ ▄▀▄▀▀ ▄▄▀▀ █ ▐▌ █ ▀▓▓▄ ▐▌▐▌ ▄▄▄ ▐███▌ ▐██▓▌▐▌▐▌ ▄▓▀ █ ▄ ▄ ▄▀ █ ▄ ▐██▌░█▓ ▐█▓▌ ░▓██▓ ▓█░▐█▄ █ ▐▌ ▐▌ ▄▀▄▄▀ █ ▐▌ ██▐▓▄▀ ▄▄▀▀▀██▄▄ ▀▄▓▌▐▌ ▀▄▄█░ ▄▀ ▐▌▓█▌ ▀ ▄▄█░▐█▓▀ ▄███ ██▓▓ ▓▀ ▄▓██▀ ▄▀▄▄▀ ▓███▓ ▄▓██▀ ██▌ ▓▓██▌ ▐████▌ ▄▀▄▄▀ ▐███▌ ▐▌▓█▌ ▐████▌ ▐███▌ ▐▓▓ ▐████ █████ ▐▌▓█▌ ░▓███ ▓███▓ █████ ░▓███ ░██▌ ▄▄▄▄████████ ▐████▌ ▓███▓ ▄▄███▓░ ▐████▌ ░█████ ▄▄███▓▐██▌ ░███▓▓▀ ▀████▌ █████ ▐████▌░██████▀ ▐███████▓ ▓▓█▌ ▐████▌▓▓███▀ ███ ▓▓███ ▄████████████▓▓██████▓▐█████▌ ▐███░█████ ████ █████████▌ ░███ ▐████▌ ▓▓████▌ ▐████████░██████████ ▐█▓▓ ▐████▓ ████ ▐████████ ▐███░▐████▌ ▐███████ ▓███████ ▐█████████▌ ███▌ █████▌ ████▌▄█████████▌ ▐███▌▓▓███ ██████▓▓ ▀▀▓▓██▌ ██████████▄▄███▌ ▐████▓ ▐███████▓▓▀▓████▄▓▓████████ █████▌ ░███▌ ▐████▓ ▀▀▀▓▓███▌ ▄█████▌ ▐███▓▓███▄▄▄░░▀▀▀██████████▄▄▄███▓▓▀ ▐███▌ ▄█████▌ █ ▐████████▓▓▀ ████ ▀▀▀████▄▄▄▄▄░░ ▀▀▀▀▀ nERv ▐████████▓▓▀ █ ▐▓▓████▀▀▀ ▀▀▀▀ ▄▀▀▀██████ ▐▓▓████▀▀▀ █ █ ▓▓██ █ █ █ █ ▄▀▀█ ▄▀▀ ▓ ▄▀▀▄ ▄▀▀▄ ▄▀▄ ▄▀▀ ▄▀▄ █ █▄▄▄ █▀▓ ▓▀ ▄ █ █ ▓ █▀▀▓ ▓ █ ▓▀ ▄ █ ▓ ▄▄▄█ █ ▀▀▀▀ ▀▀▀ ▀▀ ▀ ▀▀▀ ▀▀▀▀ ▀▀▀ The Office (c) Mumbo Jumbo 11/2007 :..... RELEASE.DATE .. PROTECTION .......: - 1 :.......... DISC(S) .. GAME.TYPE ........: Simulation ▄▀▀ ▄▀▀▄ ▄▀▄▀▄ ▄▀▀ ▀ ▄▀▀▄ ▄▀▀▄ ▄▀▀▄ ▄▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ █ ▀▓ █▀▀▓ █ ▓ ▓▀ ▄ █ █ ▓ ▓▀ █ ▓ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀ ▀ ▀ ▀ ▀▀▀▀ ▀ ▀ ▀ ▀▀ ▀▀ Think you can survive and conquer the zany workplace scenarios featured in NBC's The Office? Get ready to put the absurd to the test with an all-new game based off the Emmy Award-winning television series. In The Office game, players are immersed in the hilarious environment they know and love from the NBC series. By maneuvering through the quirkiness, whether it's a dysfunctional fax machine or the idiosyncrasies of oddball co-workers, they'll be able to spend a year at the Scranton branch of the Dunder Mifflin Paper Company. The frenzied fun of The Office game has players competing to be the best paper salesman and playing pranks to slow down rival players who might be getting ahead! Key Game Features: * Cast bobble-head caricatures * The Office show set design * Season variations at the Scranton office * Computer-controlled rival competition * Humorous rival-specific or Dwight and Michael-enabled pranks ▀ ▄▀▀▄ ▄▀ ▓▄▄ ▄▀▀▄ ▓ ▓ ▄▀▀▄ ▄▀▀▄ ▓▄▄ ▄▀▀ ▄▀ ▀▀▀▀▀▀▀▀▀▀ █ █ ▓ ▀▀▀█ █ ▄ █▀▀▓ █ █ █ ▓ █ ▓ █ ▄ ▓▀ ▄ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀ ▀ ▀ ▀▀ ▀▀▀ ▀ ▀▀▀ ▀▀▀ ▀ ▀▀ ▀▀▀ ▀▀▀▀ ▀▀ 1. Unrar. 2. Burn, or mount with Daemon Tools. 3. Install. 4. Play the game. ▄▀▀ ▄▀▀█ ▄▀▀▄ ▓ ▄ ▄▀▀█ ▄▀▀▄ ▄▀▀▄ ▓▄▄ ▄▀▀ ▄▀ ▀▀▀▀▀▀▀▀▀▀▀▀ █ ▀▓ █▀▓ █ ▓ █ ▓ █▀▀ █ ▓ █ ▓ █ ▄ ▓▀ ▄ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀ █ ▀▀ ▀▀ ▀ ▀ ▀▀ ▀▀▀ ▀▀▀▀ ▀▀ This posting includes an audio/video/photo media file: Download Now |
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《后院美式足球2008》(Backyard Football 2008)破解版[Bin] Posted: 09 Nov 2007 10:17 AM CST 转自FTiR 製作:Atari 发行:Atari 语言:英语 类型:Sports 网址:http://www.atari.com/us 【游戏简介】(原创翻译:FlyingMonkey@VeryCD) 后院美式足球08是热卖的儿童电视游戏的第六代,是唯一一款获得NFL和NFL玩家授权的游戏。后院美式足球08的主角是小孩形式的NFL巨星,其中包括两次超级碗MVP Tom Brady,他同时也是游戏的封面人物。后院美式足球08通过夸张的动作来表现真实的NFL玩法和策略,带给年轻的美式足球爱好者一个真实、有趣的运动体验。游戏允许孩子们控制风格,站位,速度和策路,同时,通过多人模式,菜鸟玩家很容易地就可以向老鸟发起挑战。 【游戏截图】(THX Jackpot) ░▓▓▓░ ░█▓▒.▒▓▓▓ ▒▓▓█. ▓███████▓. ,████,▓███~░░░░▓█▓▓ ░██████▒ ▓█████████▒.▒████▓░███.░░▓██████:. . ▓▒▒. ~███████▓ ~███░..▓███░.▓█████▓███░░▓███████▓..▓███~., ░████░.░███.░██░ ░███+. .░███ ░█████████░░▓██░.▓██▓..▓██▓ ▓██▓▒ .▓█░ ░████▓▒.░███▓██▓░.░███░ .▓██▓.░████████▓.~████▓███░.░███▓.▓██▓.▒█░ .▓██▓. ▓██░.. +███▓████░.████▓▓████░ ▓███▓████▓.░████████▓.▓██▓ ░███░.████▓▒ .░▓. .░████.███▓. .███▓████▓.░████████▓. ▓██▓.▓███░.▓██▓=▓███I~███▓.░███.████████▓ ▓██▓▓. .███░.▓███, :.▓██▓.▓███..▒▓█████▓...▓██▓.▒███░.███▓.▓██▓.░███,:███▓ .▓██████ . ▓████░ .▓███▒▓███████+▓███.░██▓: ..░▒.. . ..... .▒: =░▓▓▓.███▓.▓███▓▓███: ▒███▓▓█▒ ░▓░. .░███,░█████▓.:███▓.▓██████▓▓█░▓▒... .... .█▓░ ▓██████░. ▓███. ▒.▓████▓.. ██████░██▓███░.▓███:..░▓░... . . . .....█▓...░███░. .░▓█████▓▓. :██████▓█░░███▒▒███▓ ... ... +▒▒███████+.... .. . .███▓. ▒▓██▓██▓ .▓██▓▓████.████.▒█░~ . .█████████████████████░.. ▒███▒ █ ▓██░.░. ░███▓▓███░░███░░ . ░▒▒▒▒▒▒ . . ... ░██████████I . .▒▒▒..▒█▓:░██░. .░██▓.▓██▓.▒▒. ▒▒.. . . .+█████████. .███▓▓███~ .▒███░.▒█▓. ▒░.. . ██████████. . .▒███████.. ..▓███... . ██████████. ▓▓██▓▓.. ▒█░. ..██████████ . ▓▓. . ... .▒█████████ █████████▒. .██████████. :██████████ ▒██████████ . . . .▒███████████ . .▒▒. .=████ . ..=██ .▒████████████. . . ████. .▒█████████░ =█████████. ~███. ,███████████ .▒███████░. . ░█, .▒▓████. ▒██████████.. =███████. .▒██.███████ .▒█████░░. .█..▒██████.. .:=.██████+ ~██▓█▒░█:█▒█..███████.. . . █████. . ████░██▒.▒. .██████▒. .██████. .█████████. .███████ . ..+███. █████▓= . ░███████. ███ .███████...███████~ .▒███ .█████▓..░███████ ..,█████████████, . █████████▒ ....░███████+. . ,▓███████████▒.. ,█████████████████ .. .▒███████████. ██████████▒ .... .░▒██████████ .█.███ ████████▓. ..█ ███ ████████: ▒▒,.,░░█████████.. ..░░█████████░. .. .████████▒. . .███████ . █ █ . ..:▒█████,. ██ ██ ..... ███ ███ ████ █████▒ ████████████████████ ▒█████ ██████▓▒ ▒▒▒▓▓▓▓████████████████████▓▓▓▓▒▒▒ ▒▓██████ ▓███████▓▓▒ ▒▒▓▓▓▓████████░░░░░░░░░░░░░░░░░░████████▓▓▓▓▒▒ ▒▓▓███████▓ ▓█████████▓▓▒▒▓▓██████████████░ Release Info ░██████████████▓▓▒▒▓▓█████████▓ ▓██████████████████████████████████████████████████████████████████████████▓ ▓███████████████████████████▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓███████████████████████████▓ ▓████████████████████▓▓▓▓▒░ ░▒▓▓▓▓████████████████████▓ ▓███████████████▓▓▓▒░ ░▒▓▓▓███████████████▓ ▓███████████▓▓▒░ Backyard Football 2008 ▒▓▓███████████▓ ▓████████▓▒░ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ░▒▓████████▓ ██████▓░ ░▓██████ ████▓ ▓████ ███▓ Release Date..: 11/09/2007 Genre.......: Sports ▓███ ██▓ Retail Date...: 2007 ██ █▓ Protection....: None Company: Atari █ File Size.....: 395mb RAR Count...: 25x15mb █ Info......: www.atari.com █ ██▓ ▓██ ███▓▒ ▒▓███ █████▓▓▒ ▒▓▓█████ ▓████████████████████████████████████████████████████████████████████████████▓ ▓████████████████████████████░░░░░░░░░░░░░░░░░░████████████████████████████▓ ▓████████████████████████████░ Game Info ░░████████████████████████████▓ ▓████████████████████████████████████████████████████████████████████████████▓ ▓███████▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓███████▓ █████▓▓▒ ▒▓▓█████ ███▓▒ ▒▓███ ██▓ ▓██ █ █ Backyard Football '08 is the sixth iteration of the best selling children's football video game. The only kids' game to hold the NFL and NFL Player's Inc. licenses, Backyard Football '08 features a roster full of current NFL Superstars as kids including two-time SuperBowl MVP Tom Brady as the cover/highlight athlete. Backyard Football '08 combines authentic NFL plays and strategies with the wild and whacky antics of the Backyard gang to give young football fans a realistic, fun sports experience. The game gives kids total control of the style, location, pace, and strategy. And, with multiple levels, is easy enough for rookie players yet mega challenging for more seasoned veterans. █ █ ██▓ ▓██ ███▓▒ ▒▓███ █████▓▓▒ ▒▓▓█████ ▓███████▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓███████▓ ▓████████████████████████████████████████████████████████████████████████████▓ ▓████████████████████████████░░░░░░░░░░░░░░░░░░████████████████████████████▓ ▓███████████████████████████░░ Ripper's Notes ░░███████████████████████████▓ ▓████████████████████████████████████████████████████████████████████████████▓ ▓███████▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓███████▓ █████▓▓▒ ▒▓▓█████ ███▓▒ ▒▓███ ██▓ ▓██ █ █ Hey, this is a kiddie game. What's with all the other groups doing kiddie games recently? 1:Burn to CDR or mount image █ 2:Install █ ██▓ 3:Play ▓██ ███▓▒ ▒▓███ █████▓▓▒ ▒▓▓█████ ▓███████▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓███████▓ ▓████████████████████████████████████████████████████████████████████████████▓ ▓████████████████████████████░░░░░░░░░░░░░░░░░█████████████████████████████▓ ▓████████████████████████████░░ Group Info ░░███████████████████████████▓ ▓████████████████████████████████████████████████████████████████████████████▓ ▓███████▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓███████▓ █████▓▓▒ ▒▓▓█████ ███▓▒ WE ARE THE MICRONAUTS. ▒▓███ ██▓ ▓██ ██░ ░██ ██ ██ ██ ██ ██░ ░██ ██▓ ▓██ ███▓▒ ▒▓███ ▓████▓▒ ▒▓████▓ ▓█████▓▓▒ ▒▓▓█████▓ ▓███████▓▓▓▒▒ ▒▒▓▓▓███████▓ ▓███████████▓▓▓▓▓▓▒▒▒▒ micro...@hushmail.com ▒▒▒▒▓▓▓▓▓▓███████████▓ ▓████████████████████▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓████████████████████▓ ██████████████████████████████ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ░░░░░░░░░░░░░░░░░░░░░░░░ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ██████████████████ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ░░░░░░░░░░░░ ▀▀▀▀▀▀▀▀▀▀ ▄▄▄▄▄▄▄▄ ██████ ▓▓▒▓ ██ This posting includes an audio/video/photo media file: Download Now |
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What do we mean by ‘computer game’? Posted: 10 Nov 2007 08:27 AM CST When we talk about computer games we are picking out a set of things in the world. Typically we will think of PC games, console games, flash games – that sort of thing. However I think that there is vagueness when we think about boundary conditions and, more interestingly, that these boundary cases tell us something about how we conceptualize games. At a brief glance it looks to me that there are two areas in which we might find necessary conditions for something to be a computer game. These are: display of action and decision-making. [Three posts in a row, I’m sure I just heard a gong from the side of the stage] Display of Action The latter of these definitions seem weak. We might play a game of chess by email but here the mediation seems ancillary to the game and thus not something that would determine its categorisation. The notion of display also seems too limited. We need to work out what we mean by technology and display here – something may be displayed on a TV and most TV’s these days are effectively computers, they certainly are technology. So mere display of action especially when that display is just a picture of the acts seems insufficient for our needs. What I think people are getting at when they talk about display is representation. When we interact with a computer game our acts are displayed on technology and generally through some form of representation. We act on an interface device and the act is represented by a block or a ship or a wolf or something acting in either direct or indirect response to us. But again I don’t think that representation is sufficient. The reason is that acts can be represented but the representation can be in direct relationship to the act i.e. we simply replace video display noted above with some kind of rendered display – motion capture would seem to fall under this definition. Also there are Eye Toy games where there is simply the image of us as a player. It looks like the key point in the notion of display or representation that has been lurking back there is the fact of the necessity of interface, but again I think that all the counter examples above include the fact of an interface. But I do think that interfaces have something to tell us. What I think underlies these ideas is not display, representation or interface but rather boundedness. That is, it seems to me that the defining quality behind these notions that video games are those things where the affordances provided by the technology (interface, representation, code) are a necessary and essential boundary to game acts. Decision Making We might argue that if decisions in a game are determined wholly by technology then that game is a computer game. We may then as whether partial decision-making also counts. Here the argument would go that if decision making in a game is determined by technology then that is a computer game. One motivation behind this as a definition is that we picking out those practices where technology is essential to the outcomes practice. We might also argue further that such practices have a distinct character (at least within the general set of games) because of the character of the outcomes or their mode of determination. This character is derives from the fact of technology making a decision as we can say that a characteristic of technology based decision making is that there is a strict relationship between input data and outcome. Thus for any set of conditions C there will be decision D, and that for every instance of the conditions C the decision will always be D. This one might argue is different from games were humans make the decisions because while in the ideal case we might think that conditions C would lead to D, in practice humans have a much higher bandwidth so, in practice, there may never be absolutely identical conditions and / or there will be interpretation of those conditions leading potentially to different outcomes. Thus there seems to be a difference in the contingency and the expectations about contingency between the cases where humans are making decisions and computers are. A challenge to this comes in the potentially hypothetical case of functional equivalence, and here we reach into all kinds of philosophical arguments about what matters behind what we can see and know – so I’m thinking about Turning tests, Searle’s Chinese room, Chalmer’s Zombies etc. The argument would go like this: suppose that decision making is done by computer but that that computer system uses techniques such as AI to replicate human decision making to such a degree that under observation the nominal referee would pass the Turing test i.e. we would not be able to determine from function whether a human or machine were making the decisions. In this case does it still mean anything to say that one instance is a computer game and one is not – if so, what it is that is important that we are picking out; or do we simply have games and the technological component is neither hear nor there. Bounds and decisions But I wonder if this works, even in the case where there is not functional equivalence (assuming here that where we see computers as being distinct in the way that they make decisions then something certainly appears to be a computer game to a degree that the functionally equivalent machine would not). Let’s take racing as an example – and here I’m being generic about the genre of game, it can be athletics, horse racing, F1, rally – what ever. Suppose that the outcome of the race is determined by a sensor picking up that at least one participant has gotten over the finish line, the sensor triggers an image being taken or the use of some other sensing device, the input from this is processed and the processor determines which of the participants was in fact the first over the line. So it’s a photo finish where image detection is determining what ‘won by a head’. A specific example of this is the use of ‘Hawkeye’ technology in tennis to help determine whether a serve was out or not. Thought at present it is used only as an aid not as the decision maker – but we can imagine a rule shift to it primacy - as evidence seems to suggest that it is more accurate than line judges (also even in this case the technology is determining only part of the outcome of the match – though it may be crucial) Here technology is outcome determining. What’s more we can see cases where the technology would certainly not be functionally equivalent to a human – a human may react in very different ways to effetely the same circumstance they may also participate in negotiation over the outcome. My sense is that determination of outcomes is not essential to the notion of computer game, because even in the examples given above where there might be a computer determined non-negotiable outcome, the acts involved in the game e.g. tennis, are not bounded by technology – thus it feels that the game is actually not a computer game despite this use of computers. A refinement might be how replaceable the technology is. So in the examples given above we are in situations where the technology could be replaced by a human (as the examples posited are hypothetical where we have gone the other way). But there might be games where all the acts are completely non-mediated but the game is constructed on the notion that the outcomes that those acts lead to are and only are determined by computer. Here I think we get harmony with the definition that started to emerge above because here we have a boundary that is not merely based on technology but is essentially based on technology the fact that the boundary happens to be related to outcomes seems not to the important point. Negotiation However we must take into to account cases which are common in MMOs where players argue with GMs or argue on forums about the meaning of acts and whether they fit within the rules of the game or not, they also argue about aspects of the game itself. I think we would agree that MMOs are computer games. But there is also negotiation – very like arguing over line calls in tennis. What I think that this shows is that something can be a computer game under this definition and outcomes can be negotiable, that is I don’t think the that point has anything like the force that it seems to have when it’s examined in the context of practice. Proposed Definition A computer game is a game where at least some of the bounds of game-acts are essentially controlled by information technology. |
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Posted: 10 Nov 2007 08:17 AM CST I had an opportunity the other day to do some game playing with my son - so I had the constraint that the games had to be playable by a 7 year old, meaning favourites of mine like Fish Fillets were generally ruled out. First up was the ever-popular Super Tux. The young lad was an experienced campaigner at this so it didn't hold his attention for too long. However, whilst we were playing, I did notice a number of things that I think need addressing in the game:
Moving on, we went with Super Tux Kart. This went down quite well with the young'un initially but interest quickly waned. Again, the culprit is the design of the levels/tracks, which are generally atrocious. One of the keys to the addictiveness of Mariokart was the simplicity of the majority of the tracks. They had straights and few tight corners, meaning you zipped around them, the nuance being in how to get around them with minimum slowdown. Super Tux Kart levels have no straights (none of them) and are all mazes. Just staying on the track can be a challenge. The AI itself is not challenging at all. The physics is diabolical (but this has been fixed in STK SVN which now uses the bullet physics engine). Still, a lot of work needs doing. Going for something simpler but more complete, I installed Barrage and Those Funny Funguloids. I was having a great time but then I got a jab in the ribs and a stern look, so we moved on. Bomb Attack (happypenguin entry) was the first game we played that he really got into. It is a well executed bomberman clone with cute graphics, although it is still a bit incomplete. NJAM also was popular. It manages to give Pacman depth, an accomplishment in itself. Whilst he played those two games I had enough time for a nap! Next up was Freedroid RPG. This game has some really lovely graphics - although the main character graphics look awful. It was a good game but there's a lot of reading required, a lot of talking. Also it's not exactly obvious what you need to do - places are mentioned but are not easy to find. The level of gaming knowledge required was just a level too high to retain the attention of a 7 year old. The final and most popular game of the lot was Blob Wars: Metal Blog Solid. This 2D platform game looks nice, is fun to play, and is not so difficult that you find yourself repeating the same few seconds of gameplay over and over again - yet isn't so easy that it is boring to play. All being said, I was a bit disappointed that I couldn't come up with more good Free gaming options. Other than stuff like GCompris and Tux Paint which he is starting to grow out of, it was difficult to find him a good Free Software game that held his attention yet didn't require a degree of experience beyond the reaches of a typical 7 year old. In the end, he spent most of his time on the Play Station 2 with Lego Star Wars (which was actually a lot better than I expected it to be). Are there any obvious open source games I missed out? Suggestions welcome. :-) |
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Posted: 10 Nov 2007 05:35 AM CST |
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Posted: 10 Nov 2007 04:12 AM CST |
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INTERVIEW: Hitman Takes Aim at Hollywood Posted: 10 Nov 2007 03:51 AM CST Next-Gen speaks with the producer of the upcoming Hitman movie to see how this property could put videogame movies back on Hollywood's list of top priorities.
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FEATURE: PlayStation 3's New Hope Posted: 10 Nov 2007 03:51 AM CST Sony thinks inside the box for its newest iteration of PS3. Can less really mean more? Edge conducts an in-depth interview with Sony Computer Entertainment Europe managing director Ray Maguire.
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Posted: 10 Nov 2007 03:51 AM CST You’ve got red on you - Ryu Hayabusa sharpens up his act for a 360-exclusive sequel, while Tecmo’s Ninja Gaiden: Dragon Sword, like the initials, fits perfectly on to the DS.
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Microsoft Game Studios Built On Quicksand? Whatever, Says Microsoft [Microsoft] Posted: 10 Nov 2007 12:30 AM CST
I will say - and I mean it respectfully - that I find it all a little humorous. I don't think people sometimes completely understand the relationship between a publisher and a developer. But I know what our relationships with our partners are, and I know the collaboration. I think speculation is fine - it's good to have smart people talking about what's going on. But I think this time next year, when we're sat here talking about a great Banjo game or a great Fable game, or other upcoming games, it will all be a distant memory. I understand the speculation - but quicksand in our foundations? No way. Phil, you're so right. Forget Halo, Mass Effect and PGR, all you really need are more Rare Xbox exclusives. Those things are great. |
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How I Chose My New Game Development Tools Posted: 10 Nov 2007 02:11 AM CST In yesterday’s post about end of Edoiki development I promised to tell you about selecting the new development tools. The decision to end Edoiki development was finalized after roughly a month (this week was my deadline). I have some theoretical experience (and little practical) from object-oriented programming and I know the basics, but I have never really got into OO in practice. As I’m starting the new project, I’m taking the leap to the world of object oriented programming. The process I used to choose a new development platform was pretty simple (although took some weeks):
First I decided what I need Edoiki was never for “casual gamer moms” (same goes for the new project), and many engines seemed to be using DirectX9. The fact that DirectX9 is already very widely spread made it easier for me to start development with a engine that uses DX9. See also some system requirements stats, which is taken from Steam. Candidates Irrlicht was one potential candidate, but in my (humble) opinion, the engine I picked seemed to have better documentation, articles and tutorials than Irrlicht. Engine itself was pretty okay, but I was bit worried on how they will continue developing and supporting the engine. active community is fine, but since the engine is done on someone’s “spare time” as Nikolaus Gebhardt - the author - says, I think Irrlicht is not for me. Truevision3D was my second alternative, and actually the engine itself is fine. Basically there weren’t any problems with the engine, but there were other factors that made me skip it. The fact that they said in 2005 that “version 6.5 is here within months”, and it wasn’t until October 2007 when “pre-release of 6.5″ was published. Since the engine itself was nice, this wasn’t a major problem, but still something that bothered me. They also say that “you can use their engine with any language” (Blitz, C++, C#… you name it). They say it’s an advantage - but I say it spreads the documentation. Now if they want to write tutorial for animating a character, they need to have like half a dozen variations for each language. There is no enough documentation for languages, so it was tough for me to learn their system. Also the bit strange licensing system (read more about that on their site) didn’t seem very user-friendly, although they promised to improve it the last time I checked it out. I also heard that the community can be bit intrusive for new people, and these type of rumors had some kind of impact on my decision (although not the final reason why I didn’t choose Truevision). In my opinion, Truevision3D is a great engine - but the community, tutorials and documentation aren’t what I’m after. Next I checked out Power Render. Engine seemed pretty nice, but the fact that the 7.0 is not out yet and there weren’t good public documentation (nor community) made me skip it. I’m sure many people can find it a great tool, but I wanted something more established (in terms of documentation, tutorials and community). Microsoft’s XNA was one of my candidates. It seemed very good (or “almost right” for me), but the XNA version 1.0 isn’t quite right for me (no networking, art pipeline was giving some headache, no proper way to publish for Xbox, .NET download overhead when publishing to PC). 2.0 should appear by the end of the year - but still I’m not sure how well the art pipeline will work, or how good is their network system, or if they’ve dealt with the other issues. Maybe after 6 months the situation is different, but I’m not going to take the risk and hope that it will be a good solution for me. XNA uses C#. While C++ can be more difficult than C# (one could say that C# as a “higher level” language can be “easier to use” - at least in theory), I think C++ is rock solid language for games development, while C# is “making its appearance”. I won’t get into the C++ versus C# wars, and I won’t say which one people should use. I simply say that “it depends what you want and what your project needs” and leap to the next candidate. 3D Game Studio was another engine I checked. The name reminds bit of a “game maker tool”, but after testing it I could see that it’s very easy to use (for those with some programming skills) and very nicely done. There were only 2 problems with the engine. First of all the networking system is in amateur level (especially if you compare the rest of the engine features), and it lost the quick comparison in speed with my last candidate. If your game needs network play, then 3D Game Studio (at least at the moment) is bit of a problematic, but otherwise I think the engine is well tested and there’s a solid company doing the development - not to mention active community and lots of articles and tutorials they have. (Those interested in how networking is done in 3D Game Studio, I simply say that they use “wait 1 sec” type of commands to ensure that players are in game.) The last candidate - which I ended up selecting Ogre3D is not a game engine, so I need to pick libraries for different usage (such as for input, networking and so on), but there are several games made using Ogre3D and the tutorials, documentation and community are excellent. Ogre3D uses C++, and that’s what I’m learning right now. If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
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360 BioShock Widescreen "Fixed" In Next Update [Bioshock] Posted: 09 Nov 2007 11:30 PM CST
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Posted: 11 Nov 2007 11:00 AM CST
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Posted: 11 Nov 2007 12:29 PM CST Apologies for the downtime yesterday — my host decided to move me from one machine to another, more powerful machine. But they literally gave me no notice. I got the email telling me about it after the site was already unavailable to me! As a result I wasn’t able to warn anyone or put up any redirectors or anything. Service seems to be back to normal, so we’ll see. |
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Games Japan Festa 2007 in OSAKA Posted: 11 Nov 2007 08:03 AM CST
这个周末(11月10日、11日)在日本大阪又有一年一度的“Games
Japan Festa 2007 in
OSAKA”活动,去年的可以参见“Games
Japan Festa 2006 in OSAKA”( http://blog.sina.com.cn/u/4938f71b010007o3
)。本次展会有任天堂、微软、capcom、konami、square-enix、sega等26个游戏厂商参加,大约有100款游戏提供试玩。
——Wii宅男软件《NO MORE HEROES》
——Wii《NiGHTS》
——Wii《mario和sonic在北京奥运会》
——《Wii Fit》在日本首次面对公众展出
——《Wii Fit》的试玩台不少
——ps3《鬼泣4》
——nds《勇者斗恶龙4》
——nds“樱花大战”新作
——sce没有出展,但这些游戏(大众高尔夫5、Ratchet & Clank future)是哪里来的?
——ubi的《刺客信条》
——xbox360《失落的奥德赛》
——ps3《Metal Gear Solid 4》
——konami的psp游戏展台
相关链接: http://blog.sina.com.cn/u/4938f71b010007o3 Games Japan Festa 2006 in OSAKA |
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Posted: 11 Nov 2007 07:33 AM CST ps3“二次首发”这种提法不是官方说的,只是在tgfc论坛看到的。这一天正好是去年日版ps3的首发日,而且“吉祥三宝”——39980日元的40GB版ps3( http://blog.sina.com.cn/s/blog_4938f71b01000ecb.html
)、《真三国无双5》、振动手柄的同日推出,理所当然会被寄予厚望。
根据日本媒体的报道,由于今天突然下雨,天气转寒,所以并没有出现去年那样壮观的排队( http://blog.sina.com.cn/u/4938f71b010007mu
)。不过在游戏店购买“吉祥三宝”的用户还是不少,至于具体统计数字要下周才能看到了。
日本“Yodobashi
Camera多媒体Akiba”也在门口摆开了试玩台供路人体验,日本人玩《真三国无双5》的比较多,而欧美人玩《GT赛车5序章版》的比较多,不同地区的用户倾向也挺有趣的。
相关链接:
http://blog.sina.com.cn/u/4938f71b010007mu ps3,11月11日 |
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[NetShowBT][国内首发][世纪最强之作][Crysis][孤岛危机][EN][DVD9] (大小:6.03G 人气:282 下载:167 完成:- 种子:1) Posted: 11 Nov 2007 11:57 AM CST 发布简介:PCrysis-Razor1911孤岛危机破解版/P< />P【游戏封面】游戏名称:孤岛危机英文名称
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P游戏安装指南及版本说明:*该游戏为Securom7+Se ...
下载地址:http://gamebt.ali213.net/download-spot-1-424.html |
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Posted: 11 Nov 2007 10:14 AM CST |
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IGDA Leadership Forum - Wrapup Posted: 11 Nov 2007 11:01 AM CST The forum is over. Hats off to Jason Della Rocca, Mike Capps and all the other IGDA folks that pulled it off. I really enjoyed it.
Trent Oster's presentation Agile Implementation was very informative. I've posted my slides from the Cross-Discipline Collaboration presentation. |
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Posted: 11 Nov 2007 10:00 AM CST
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Silent Hill Ringtones From Verizon [Cell Phone] Posted: 11 Nov 2007 09:00 AM CST
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Manager In A Strange Land系列:里程碑有害吗? Posted: 11 Nov 2007 09:11 AM CST 原作者:Jamie
Fristrom
译者是自GAMASUTRA的链接上看到这篇文章的
链接地址如下:
原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
译文在原文之后,烦点击进去阅读):
We didn't have milestones for Spider-Man 1. Well, we did…we had a schedule of month-by-month deliverables with lists of items that were supposed to be delivered by when. But we rarely looked at that document during the project. And nobody from upper management ever said, "Why isn't item A, which was supposed to be done this month, not done?" And yet we still managed to ship on time.
以下省略
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以下译文
点击图片放大
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Posted: 11 Nov 2007 06:28 AM CST
11月8日,韩国国际游戏展Gstar2007在韩国国际展览中心(KINTEX)正式拉开帷幕,中国顶级游戏研发厂商目标软件应邀参加本次展会,并将展示旗下《MKZ》、《天骄Ⅲ》等数款力作。 据Gstar组委会负责人介绍,2005年首次举办的Gstar已经成为作为韩国最大的游戏展览会,每年举办一届,在全球具有较大的影响力。届时不仅韩国国内的知名游戏厂商会带着自己的游戏产品参加,世界各地的知名游戏企业和投资商也将云集于此。该负责人还透露,目前共有超过150家的全球著名企业和投资商参加了本次展会。 而作为受邀参展的国内知名游戏研发企业中的元老,目标软件副总裁王莹表示,公司已经有12年的研发经验,拥有优秀的研发团队和成熟的游戏开发环境,具有良好的玩家基础。同时,目标也非常重视本次展出的机会,一方面希望借此展示自己的作品、证明自身的研发实力;另一方面也希望通过Gstar这个平台,加强企业之间的相互交流与合作。更重要的是,目标软件希望能吸收业界和玩家对于游戏产品的不同意见和建议,为国内玩家和全世界的游戏爱好者制作更多、更优秀的游戏作品。
展会期间,目标软件将正式对外展出《MKZ》、《天骄Ⅲ》等5款作品。其中《龙腾世界》、《凤舞天骄》和《傲世》已经上市,玩家可以进入游戏体验虚拟世界中的多彩人生;《天骄Ⅲ》作为一款神话与英雄类的大型3D网游,预计将于明年6月跟玩家见面。而对于即将面市的国产FPS网游——《MKZ》,玩家和众多厂商给予了更多的关注。目标软件副总裁毛海滨介绍说,区别于以往的专业竞技游戏,《MKZ》中丰富的武器、载具系统可以为玩家提供更真实的现代战争体验;自由进出比赛及短时间复活的功能将使玩家体验更紧凑、更自由的战斗模式;而不同兵种之间的配合和支援也使得游戏具有丰富的策略因素,从而为玩家带来更多的游戏乐趣。 据了解,目前已有不少游戏运营厂商对《MKZ》表示出极大的兴趣,并已经向目标提出代理运营的要求。 |
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Posted: 11 Nov 2007 06:24 AM CST 转自FTIR 游戏名称: 孤岛危机 英文名称: Crysis 游戏制作: Crytek 游戏发行: EA Games 游戏语种: 英文 游戏类型: FPS 官方网址: http://www.ea.com/crysis/ 【游戏简介】 《孤岛危机》(Crysis)故事讲述:地球,2019:一颗庞大的小行星在地球坠毁。朝鲜政府迅速封锁了事发岛屿,并且声称这颗小行星归属朝鲜。美国也立即派遣了一个三角洲精英小组前往观察形势。就在美朝政府关系日益紧张之际,神秘的小行星突然爆开,飞出一只高度2km的超大外星飞船。这只飞船制造出一个庞大的圆形力场,冻住了小岛的大部分地区,并且极大地改变了地球气候。外星人开始入侵地球…… 随后,昔日的敌人变成了盟友,美朝两国开始联手抵御外星人的进攻,拯救人类的命运。玩家将在游戏中带领一个爆破小组进入茂密的热带雨林,残酷的冰封之地,最终进入外星飞船的心脏地带和异型展开殊死搏斗。 【游戏视频】(DEMO高效果视频) http://www.youtube.com/watch?v=dJebSVxPX6g http://www.youtube.com/watch?v=Si3LzwF-aV0 【游戏截图】 ÜÜßßßÜ ÜÜßß ÜÜÛ ßßßÜÜÜÜ Û ÜÜÛÛÛÛÛÜÛÛÛÜÜÜÜ ßÛÜÜÜÜÜ ÜÛßßßÛ ÜÜÜ ßÜÜ ßÛÛÛß ßßÛÛÛÛÛÛÜ ßßßßßßßßÛÜÛßßßßßßßßßßßÛÛß Üß ÛÜÜÛß Ü ßßßßÜÜ Û ÛÛÛ ÜÛÛÛÛÛß ßßßÛÛÛÛ ßÛ ÜÛÛÛÛÛÛÛÛÛÜ ÜÛÛÛÜ ß ÜÜÛÛÜßÛÛÜÜ ßÜ Û ÛÛÛ ÜÛÛßßßß Üß ÜÛÛßÛÛÛ ßÛß ÜÛÛß ÜÛß ßÛÛÛÜ ÛÛÛ ßÛÛÛÜ Û Û ÛÛÛÜÛÛÜ ÜÜÛÛß ÛÛÛ Ü ÛÛÛ ßÜÜ ÜÛÛß ÜÛÛÜ ßÜ ßÛÛÛÜÛÛÛ ÜÛÛßß Üß Û ÛÛÛßÛÛÛÛÜ ÛÛ ÛÛÛß ÛÛÛ ß ÜÛÛß ÜÛÛÛÛÜ ß ÜÛß ÛÛÛßÛÛÜ Üß Û ÛÛÛ ßÛÛÛÛÜ ÜÛÛÛ ÜÜÛßßÛÛÛÜÛÛÛÜÜÜÜÛÛÛ ßÛÛÛÜÛß ÛÛÛ ßÛÛÜ ßÜÜ Üß ÜÛÛÛÜ Ü ßÛÛÛÛÜßÛÛßßß Ü ßßßßÛÛÛßßßßßßß Ü ßÛß ÜÛ ßßßßß Ü ßÛÛÜ ßßÜÜÜÜ ÛÜ ßßßßßßß ÛÜ ßÛÛÛÛÛÜÜ ßßßßßÛÛÜ ßßÜ ÛÛßßßÛÛ ß ÜÛÛÛßßßßßßßßßÜ ßßÛÛÜÜ Ü ßÜ ßßßÛßßßßßßßßßßßÛÜÜßßÛÛÛÛÛÛÛÜÜÜ ÜÜß ÜÜÛ Ûßßßßß ßßÜÜÜ ßßß Üß ßßÛÜÜÜ ßßßßÛÛÛÛÛßß ÜÛß ßßßßß ßßßßßßÜÜÜÜÜÜÜßß 1 9 1 1 <JED> ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Razor 1911 proudly presents: ³ ³ Crysis ³ ³ (C) Crytek/EA ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Date: 2007-11-11 ³ Game Type : Shooter ³ ³ Size: 1 DVD ³ Protection: SecuRom + Serial ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ Game Notes ~~~~~~~~~~ From the makers of Far Cry, Crysis offers FPS fans the best-looking, most highly-evolving gameplay, requiring the player to use adaptive tactics and total customization of weapons and armor to survive in dynamic, hostile environments including Zero-G. Earth, 2019. A team of US scientists makes a frightening discovery on an island in the South China Sea. All contact with the team is lost when the North Korean Government quickly seals off the area. The United States responds by dispatching an elite team of Delta Force Operators to recon the situation. * A unique three-act structure forces the player to use real-time armor and weapons customization to adapt constantly to an ever-changing world. * Encounter a frightening and totally original alien species—they use their senses intelligently and work together to present the most challenging enemy yet in an FPS. * Control of a variety of land, sea, and air vehicles including trucks, tanks, boats, and helicopters. * Explore a living, dynamic world where earthquakes, breaking ice, landslides, and tornados pose an ever-present threat. * 32-player multiplayer with real-time armor and weapons customization, plus an all-new multiplayer mode that combines player modification and tactical objectives. * Emergent gameplay means that in-game actions affect future outcomes and give each player a unique experience. * Highly robust and easy-to-use mod toolset allows players to create their own expansive levels for both multiplayer and single-player modes. * The CryENGINE 2 engine delivers the most realistic environments, spectacular special effects, physics game engine, lighting system, and enemy Al. Install Notes ~~~~~~~~~~~~~ 1. Extract RARs 2. Mount or Burn iso 3. Install 4. Use the keygen from the Razor1911 dir on the disc 5. Copy crack 6. Play and regret that you didnt save money to buy a new pc! Razor 1911 Greetings ~~~~~~~~~~~~~~~~~~~~~~ To the honorable competition. /\ Razor 1911 /__\ Since 1985 /\ /\ /__\/__\ SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE! IF YOU ENJOYED THIS PRODUCT, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! |
.__________________________.-..__.-...-..___.-..________________________///. |.:.MisterX & MisterY.:.:.. \/ // | ||/| ||::.::.:::.Site Scripts V2.0:| `--_______________/---------___//--|_||//|_||---------_________________/' This posting includes an audio/video/photo media file: Download Now |
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[开源] 在pbrt里添加的bidirectional path tracing Posted: 11 Nov 2007 07:12 AM CST |
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Posted: 11 Nov 2007 04:56 AM CST ![]() http://www.feedsky.com/cha... 投票地址:http://www.feedsky.com/cha... 其实本来没想过会参加这么个活动,不过鉴于最近更新频率下降,事务繁忙,没有闲暇观看影片,玩游戏,看动漫,所以自然那些和Blog相关的东西都写不出来。所以就决定参加这个活动。30天30个主题,而且看起来蛮有创意。 写博客是为了什么?很早的时候是为了记录心情。曾经在MSN SPACE建立了自己的乐土,虽然疏于打理,但是至今还是保留着,偶尔更新一下,只是为了那些曾经的故事。但是不甘于SPANCE缓慢的速度,以及SOHU之流BSP的孱弱,所以决定自己独立出来。这个独立,已经不但但是为了记录心情,而是用来分享的,希望更多的人知道自己喜欢的东西,分享自己的快乐。大概很多人也是这么想吧? 在这个博客上挂了几个广告,而且小有几十大块的收入。所以对这个命题来说,其实用博客来赚钱能不能实现的问题已经不存在,而是能赚多少?你是否肯为了用博客赚钱而投入大量的时间和精力?我想对于大部分人来说是不可能纯粹为了用博客赚钱而拼命的努力的,除非你真的把这个当成一个事业。 加入过“总统”建立的一个博客赚钱交流群,里面经常会有一些博客赚钱经验的讨论和推荐,“总统”本人也通过博客赚过成百上千块。当我看到付出了如此努力的“总统”,一个月只赚得这么钱的时候,就觉得,用博客赚钱,对于国内环境来说实在太难了。 相信对于很多人而言,都会在博客上挂个广告,期望能够有人点击或者通过注册之类赚取少量金钱来弥补博客独立运营中的资产损失,其实当时我就是抱着这个想法来的。那么同样的,大家应该都有和我一样的困惑,其实广告是很少有人点的。大部分人点了广告可能根本就是手误,或者广告很多人根本都看不到就被软件屏蔽了。根据以前从事工作的经验,几个几百IP流量的页面上的广告,几天时间能有一次点击就不错了,除非广告质量相当好,或者很“诱人”,才有可能被点击。所以除非作弊,或者你流量真的大的惊人,或者跟你熟识的人或者后来跟你熟识的人都慢慢习惯于帮你不定时间的点击才会有收入。但说起来,除了流量大的点击高之外,其他的应该都算作弊吧? 不过要承认,“阿里妈妈”是个好网站,这样把博客主和广告商直接挂钩的办法,而且能够以周计费这种方式发布广告,其实正是博客主最大的福音。对于广告商来说,其实广告只要展示次数够多,已经达到了宣传的目的,起码混个眼熟,就是不点击,人家也知道有这么回事,难保回头有一天要用的时候不会想到。对于发布者来说,只要用心经营博客就是了,而且可以选择是否发布这个广告,如果广告牌质量烂,不审核就是。也能保证广告质量,起到美化博客的作用。 其实不管怎么说,都是自己的博客,广告挂的多了,难免有人不喜欢,看的人少了也就失去了博客展示自我,分享自我的意义。自己的博客自己做主,即便不是用来赚钱,也可以挂一个没花一下界面吧! Tags - 博者神龟 , 拼博到底 |
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Posted: 11 Nov 2007 06:05 AM CST 11.11~好人滿塞!
光棍滿塞!!! ![]() 工口本計划進行中,貌似對H不感冒……無欲無求GJ! ![]() 自繪團民那干吧喋! 好人節失落中……買了好吃的,可是還是想找點樂子……除了練級! SD刷花半天,升到33級〜好累,精神上。 |
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《聪明的孩子之矮种马乐园》(Clever Kids Pony World)破解版[Bin] Posted: 10 Nov 2007 05:59 PM CST 转自sharevirus 中文名称:聪明的孩子之矮种马乐园 英文名称:Clever Kids Pony World 游戏开发:midas 游戏发行:midas 游戏类型:Puzzle 【游戏简介】 让我们前往马棚,探寻矮种马的世界。 在游戏中学习知识并成为马场主人,这是一个充满乐趣与教育意义的游戏:照料矮种马、测试知识、区分马匹差别,、设置矮种马迷题。。。等等丰富的游戏内容! 聪明的孩子系列游戏适合各年龄层的玩家。 【游戏截图】 Ü Ü ß þ Ü ß ßÜ ÜþßßßþÜ Û ÜþßßßþÜ ° ÛÜ ²Ü ° ÜÛÝ ß ²Ü ßßÛÛÛÜÜ ° ÜÛÜ ²ÛÜ ßÛÛÛÜ ²ÛÛÜ ÜÜÛÛÛÜÜß ° ²ÛÛÜÜÜÜÜÜÜÛÛÛÛÛÜ ° ÜÛÛßÛÛÜ ° ²ÛÛ² ° Ü ÜÛÛÛÛßßßßßß ²ÛÛ² ²ÛÛÛÛßÛ²²²Û ÜÜÜÜÜܲÛÛ² ²ÛÛ² ²ÛÛ²ß ÜÛÛ² ²ÛÛÜ ²ÛÛ² °°° ÜÛ² ßßßßßß²²²²Üß²²²ßß²²²Ü ßßß Û²²²ß ²²²² ²²²²ßß²²²ÜÜ ²²²² ° ²²²² ²²²² °°° ²²²² ±±±±± Þ±±±±ÛÞ±± Þ±±±± ²²²²²Þ±±±± ° ±±±± ±±±± Þ±±±±Ûܱ±± ° ±±±± ±±±± °°° ±±±± °°°°° ° °°°°°Ý°° ° °°°°°°°°°°Þ°°°° ° °°°° °°°° ° °°°°°°°°° ° °°°° °°°° Ü °°°° ±±±±± ° ±±±±±Ý±± ° ±±±±±Ü±±±±±±±±± ° ±±±± ±±±± ° ±±±±±Ý±±± ° ±±±± ±±²ßÜÛÛÛÜß²±± Þ²²²² °Þ²²²²²²²² °Þ²²²²²Ý²²²²Þ²²²²Ý ²²²² ²²²² °Þ²²²²²²²²² ° ²²²² ²²²²²ß ß²²²²² ßÛÛ² ÜÛ²ÛÛßÜÛÛß ²ÛÛÛÛ²ÛÛÛß ²ÛÛÛ²ÜܲÛ۲ܲÛß ²ÛÛÛ² ßÛÛ² ²ÛÛß ²ÛÛß ° ° ßÛÛ² ° ßÜÛÛßß Ûß ÜÛ²ÛÛß Ûß ° ÛÛÛÛÛßßß ß ° ÞÛÛ²ÛÝ ° ßÛÛÜÛÛß ° ²ß ° ßÛ Üßß ° ÜÛÛÛßß ° ßþÜÜþß ßßÛÛÛÛÜÜÜþß ° ßßÛÛÛÜÜÜÜÜÛÛß Eboy ßÜÜþß þßß ßßßßßß S K i D R O W Üß -> T H E L E A D i N G F O R C E <- ßÜ ßÜ Üß ßßßßßßßßßßßßßßßßßßß ßßßßß ß proudly presents ß ßßßßß ßßßßßßßßßßßßßßßßßßß ° ÛÛ²²±±°° Clever Kids Pony World / Midas Interactive Entertainment °±±²²ÛÛ ° ±ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜܱ ² ² ² RELEASE DATE : 11-10-2007 PROTECTION : CD Authorize ² ² GAME TYPE : Puzzle DISKS : 1 CD ² ° ° ßÛ²ßßßßßßßßßßßßßßßßÛÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß ßÛÝ Release Notes: ßÛÜ ° Û Üþ Þ² ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÛÜ ± Û Û ÜÛß Û ² Û ßßß ° Û Let's go to the stables and discover the exciting world of Û Û Û Û ponies. Play the games, learn the facts and become a stable Û Û Û Û master! Û Û Û Û Û Û Û Û Play a whole host of fun and educational games; groom a pony, Û Û Û Û test your knowledge, spot the difference, build a pony-puzzle Û Û Û Û and much, much more! Û Û Û Û Û Û Û Û Cleverkids games make learning and development fun for all Û Û Û Û ages. Û Û Û Û Û Û Û Û Û Û Û ° Û ° ßÛ²ßßßßßßßßßßßßßßßßÛÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß ßÛÝ Install Notes: ßÛÜ ° Û Üþ Þ² ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÛÜ ± Û Û ÜÛß Û ² Û ßßß ° Û 1. Unpack Release. Û Û ± Û 2. Install game. Û Û Û Û 3. Copy the cracked content from SKIDROW directory, to your Û Û Û Û install directory and overwrite if you want to play without Û Û Û Û CD mounted/in the drive. Û Û Û Û 4. Play the game Û Û Û Û Û Û Û Û Remember to check our cracktro first! :P Û Û Û ° Û ° ßÛ²ßßßßßßßßßßßßßßßßÛÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß ßÛÝ Greetings: ßÛÜ ° Û Üþ Þ² ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÛÜ ± Û Û ÜÛß Û ² Û ßßß ° Û Salutes to our old Amiga friends from: Û Û ± Û Û Û Û Û FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX Û Û Û Û DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - CLASSIC Û Û Û Û THE COMPANY - TRSI - LEGEND - ORACLE - PRODIGY - ANTHROX Û Û Û Û Û Û Û Û Salutes to our new friends in: Û Û Û Û Û Û Û Û POSTMORTEM - FAIRLIGHT - RAZOR1911 - UNLEASHED - RELOADED Û Û ° Û BREWERS - SILENTGATE - ELECTRIC DRUGGIES Û Û ÛܰÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛܰ ßßÛ²Ü Logo and layout by: Eboy/SAE ܲÛßß ÜßßßþÜ Þ²²Ý Last updated 21/07/2007 by [XXX] Þ²²Ý ÜþßßÜ ßÜ ßßßßß ß ßßß ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß ßßßßß Üß ß ß |
.__________________________.-..__.-...-..___.-..________________________///. |.:.MisterX & MisterY.:.:.. \/ // | ||/| ||::.::.:::.Site Scripts V2.0:| `--_______________/---------___//--|_||//|_||---------_________________/' This posting includes an audio/video/photo media file: Download Now |
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Posted: 11 Nov 2007 05:18 AM CST 前记: 在完整阅读本文前, 本博主先向大家事先声明: 1. 本文的行文风格仍与本博主之前文章的行文风格相同: 强调第一的主观感受, 强调突出重点, 不求圆满, 不求四平八稳, 不求平衡; 2. 既然是主观感受, 就必然不客观, 而我们一直追求的所谓的客观, 在我的眼中也只是"相对的主观", 事实上, 客观这个概念是虚造的, 没有意义. 3. 你可能会不赞成本文及本博观点, 但你的不赞成不会影响我的继续. 如果有一天, 我停止写了, 那是因为我想停止或者有了更重要的事去作而无暇写了, 而不是因为你的那对于我来说微不足道, 不足挂齿的所谓的"意见". 正文: 写博的人, 有很多种, 多得我无法列数, 我只说明我自己的写博目的: 第一, 在一段相对有空的时间里, 能总结总结自己的想法, 概括概括自己的实践经验和实践体会, 这样, 当自己有机会重新阅读时, 也能更好的明白自己当时那样作是因为什么. 第二, 这里记录了我的成长历程: 如何从不专业变成专业, 如何从不职业变成职业, 如何从个体观念变成团队理念, 如何从依赖变成独立, 如何从只看局部变成关注整体, 如何从只顾眼前变成预测趋势. 总之, 就是如何从不成熟变成成熟.虽然这种成长经历, 是我一个人完成的, 但是, 记录下来, 发布出来, 可能也对作着同样事情的人会有所借鉴, 有所补充. 第三, 通过写博, 让我身边的人, 也让不在我身边的人, 了解我近期的状况, 能让大家有更多的共同语言. 第四, 我自认为是一个始终在坚持着奋斗的人, 也自认为是一个具有超强信念的人, 所以, 可能一些无聊的人在阅读本博的时候会受其感染, 也开始自己的奋斗之路, 当然, 这对于本博而言, 自然也是一件开心的事; 与实践相比, "写博"对于我, 更多的象是在干着"思想总结"方面的东西, 当然, 也有人说我有点象传道士. 但是, 对于我自己而言, 我从来没想过把自己的这些想法灌输给别人, 甚至, 我也没有兴趣把这些想法向其他人灌输. 我按着我的想法和计划推动着我自己的工作, 其他人, 如何想, 如何作, 除非他跟我是同一个团队的, 否则, 我根本不关心. 所以, 如果你发现自己对本博中的观点颇持异见, 请你选择离开, 我也没有兴趣跟你进行所谓的"深入讨论", 因为我不想浪费我自己的精力, 我的精力要用来作我自己的工作, 而不是干这种无聊的事. 请记住: 我只是在作自我总结, 而不是在跟你讨论, 来证明你是对的还是我是对的, 我没必要进行证明. 博, 之所以有内容可写, 一是因为自己每天都在作着实实在在的事, 而不是整天无聊, 如果是整天无聊, 那可能就整天只能评论评论什么花边新闻的了, 但是, 那样, 似乎就把博客当作了一种WEB化的QQ. 博, 于我的作用, 是对于我本身的促进, 而不是相反. 本博中提出的诸多观点, 总结的诸多经验, 都是我实践过程中的总结, 我在有心的在作着这样的总结, 我之所以现在这么用心的在作着这样的总结, 是因为我还没有真正成熟起来. 如果有一天, 我已经完全成熟起来, 我想, 很可能我也不会写博了, 而是一门心思去按照自己已经形成的非常牢固的世界观去作自己该作的事, 所以, 对于读者而言, 幸运的是, 我现在还有心思和精力来总结着这些东西. 下面可能会讨论两个严肃的问题, 没有兴趣的就不要看了. 一. 关于理论与实践的关系问题. 辩证法告诉我们: 理论指导实践, 实践产生了理论. 以辩证法一向无敌的思维体系, 它说的任何东西, 都会是对的. 但其实, 我们当初在学校学到的那些所谓的辩证法, 放在我们以后的社会实践中, 是那么的让人不可操作, 是那么的让人觉得理论化. 关于这二者的关系, 我切身的体会是什么? 0. 辩证法没有错, 但那只是辩证法, 读过后就可以烧掉了, 忘掉它, 因为它对我们没有帮助; 1. 实践重于理论; 2. 只有实践过的人, 去重新学习理论, 才会更有价值. 我最欣赏马列思想的一点是: 它强调了万事万物的发展都有其客观规律. 在实践过程中, 我认同这一点, 也基本按照这一点来思考. 那么, 说到理论与实践的关系. 一个理论者, 如果没有过实践经验, 如果只是记住了, 理解了书上的所谓理论, 那么在他的实践过程中, 这些理论所发挥的作用往往并没有我们想象的那么大, 所有该经历的他都要经历, 所有该吃的亏他仍然要吃, 所有该犯的错他仍然要犯, 这时的理论, 在他的脑中, 充其量, 只是一种记忆, 甚至连这种记忆都没有, 因为在他遇到很现实的困难时, 他可能连那些自己曾读过的理论都忘掉了. 而对于一个已经有了实践经验的人而言, 如果能在实践到某一阶段后, 去有意识的学习一下理论, 让自己的实践经验更加系统化, 将会极大的推动他的实践效果. "理论"是什么? 理论是经验的总结, 是哪些人总结出了这些经验? 当然是已经有了经验的人总结出来的, 所以, 理论==前辈经验总结. 既然理论是前辈的经验总结, 那么, 这个总结, 就总结的过程和手段方面, 可能是含有主观成份的, 也就是说可能是带有总结者个人色彩的. 换句话说, 这种总结, 是不可被完全相信的, 它只是一个参考, 只是提供了一种可能更宽更广的思维方式, 仅此而已. 那么, 我们学习理论, 是学习它的哪些方面? 内容, 当然是要看, 要学的, 但不要完全相信, 但是, 更重要更重要的一点, 还要学习包含在这个理论中的思维方式! 后面的这一点, 甚至比内容本身更重要, 甚至对于我们的指导意义会更大! 我们要根据前人总结出来的这些理论, 分析前人当时的思维方式是怎样的? 这些思维方式放在当下的环境里, 要如何变通才能更有用! 理论里的内容仅仅是表象, 而包含于理论中的前人的思维方式, 才是本质! 是人的本质! |
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Medium: Detective for the Dead by Lotus Posted: 11 Nov 2007 02:52 AM CST Overview
Setting and Atmosphere
Story
Character Progression and Gameplay
In Summary
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Weekend Design Challenge: Learn something new Posted: 11 Nov 2007 01:25 AM CST This is going to be an easy design challenge: go learn something new. It doesn't even have to be about game development. Learning new things is the best way to get exposed to different ideas. What I learned today is after the break. I spent some time learning about the Wizard of Oz books. My better half decided to read the book Wicked, which is a different take on the main Wizard of Oz tales. I started reading it as well, and it's reminded me about the Oz books I read as a kid. I didn't know exactly how many books there were, but a bit of researched told me and I remembered more about the books I had read. It's interesting to see how someone else has taken a story that's in the public domain and made something new and interesting with it. If you feel up to it, post what you learned new today. It might inspire someone else. :) |
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《一掷千金》(Deal or No Deal)硬盘版[欧版] Posted: 10 Nov 2007 10:49 PM CST 转自sharevirus |
游戏名称:一掷千金 英文名称:Deal or No deal 游戏制作:Global Star Software 游戏发行:Global Star Software 游戏语种:英文 游戏类型:Game Show(游戏秀) |
官方网址:http://www.dealornodeal.com 【游戏简介】(以下内容转自“人民网”) 游戏情节是这样的,一名游戏者随机从20个盒子里挑选一个,每一个盒子里面有一个标有钱的标签,从1便士到最高250000镑不等。游戏者每一轮打开3--5个盒子从剩下的19个盒子里,与此同时这些打开的盒子里面的钱就不归游戏者了。每一轮结束后有一个banker会打来电话提供给游戏者一定数量的现金,来换取游戏者手上的那个盒子,banker提供的现金数是跟没有被打开的盒子里面的标签大小而定的。换句话说就是,钱越多的盒子越晚被打开,banker每次提供的现金数就会越大,但是一定会比最高的钱数的一半要少。这时候主持人会问游戏者Deal or No deal。如果游戏者说Deal,那么banker提供的现金就是游戏者的了,如果游戏者不满意banker提供的现金数,就会说No deal,游戏会继续进行。直到最后还剩两个盒子的时候,一个是游戏者自己挑的,还有一个是19个盒子里面剩下的最后一个没打开的盒子。这时候banker可能会打电话来让你选择可以交换两个盒子,如果不愿意交换,最后打开游戏者手上的盒子后,里面有多少钱,就归游戏者所有。 【游戏截图】 |
² ²² ²² °² ²²² ²² ²² ² °°° °²² ° ² ² °²² ° ²² ²° ²° ²² ²² nerv ²²² /sac ²² ° ² °² ² ² ² ²² ²² ² ² ²² ²²²² ²²²² ² ²² ° ° ²² ² ° ° ²² ²²²² ² ² °° °° ² ° ²²²²²² ° ° ²²²²²² ° ²² ² ²²²² ²²²² ² ²² ² RELEASE ² ²° ² iNFOS ² °² Deal or No Deal (c) Focus Multimedia Ripped: - Release date: 10/11/2007 Files: 11x5.00MB Language: English ° ° ° ° ² ² °° °° ² ° ²²²²²² ° ° ²²²²²² ° ²² ² ²²²² ²²²² ² ²² ² RELEASE ² ²° ² NOTES ² °² |
Join host Noel Edmonds in the Dream Factory and experience nail-biting gameplay that's identical to the TV show. In an exciting new twist your can also compete against friends and family to see who wins the most money. With 22 identical boxes and a quarter of a million pounds at stake, you'll be desperate to have "just one more go" |
Especially as every player's performance is recorded for prosperity on the Deal or No Deal leaderboard! |
There are six game modes, including the Forfeit Game where you can customise the prizes, the famous 'Shoot the Nigger' prize game, and the Cash Game which lets you play against friends and family for smaller amounts |
~~~~~~~~~~~~~~~~~~~~~ 1. Unzip & UnRAR 2. Run Setup.bat |
3. Play!!! |
° ° ° ° ² ² °° °° ² ° ²²²²²² ° ° ²²²²²² ° ²² ² ²²²² ²²²² ² ²² ² GROUP ² ²° ² NOTES ² °² ² ALiAS GREETS ² ² ² °°² DiViNE - RELOADED - SiLENTGATE ²°° ² RESTORE - BAMBOOCHA ² ²° BACKLASH °² ° ° ² ² ² ² ²² ²² ²² °² ²° ²² ² ² ² ² ² ²²²² ² ² ²²²² ²²²² ²²²² ² .. ASCii DOPE BY .. ² NERV/SAC! This posting includes an audio/video/photo media file: Download Now |
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GameFly Charts: Call of Duty 4 Stays Dominant Amid Little Change Posted: 12 Nov 2007 11:38 AM CST
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Omegame Releases Menus Master 2.6 Posted: 12 Nov 2007 09:07 AM CST
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Uncharted: Drake’s Fortune Launch Date: November 19th Posted: 12 Nov 2007 02:00 PM CST Hi all - this is my first PlayStation Blog post so let me first introduce myself - I work in Software Product Marketing and lucky enough to be working with Naughty Dog on Uncharted: Drake’s Fortune. I’m sure you’ve heard some rumors that Uncharted will be hitting stores November 15th. As much as we’d love to get the game in your hands earlier, just wanted to let you guys know that we are still on schedule to be in-store November 19th…so you’re going to have to wait 6 more days ;-). But hopefully the demo and DJ Shadow track will keep you going till then. |
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Research: Orange Box Eating into Halo 3 Sales Posted: 12 Nov 2007 01:58 PM CST One industry watcher says the increasingly crowded shooter market is falling victim to some significant sales cannibalization among top-tier titles.
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Posted: 12 Nov 2007 01:51 PM CST One hindrance to my productivity that I've found is task-switching. When one task (usually programming, since that's both the day job and the side-job) is complete, I find myself either lingering overlong to "gold-plate" it, or seeking distractions, rather than moving on to the next job. Am I spending too much time just patting myself on the back, or rewarding myself with distractions? Quite likely. I've noticed that with Frayed Knights, that between the Torque Game Engine / Torque Game Builder "Frankenengine" and the groundwork I've already laid in the game's architecture, a lot of the tasks I've set for myself actually take less time than I expect. When I get on a roll, I can cross off a lot of jobs off my list, and see enormous progress on the game. Having that written list (which I've begun maintaining a lot more meticulously over the last week or so) is one of the keys to maintaining that productivity. I have found that I stall out a lot on "deciding what to do next." Being able to consult the list - particularly if it has already been prioritized - really helps remove this one mental block. A trick I used during Void War's development - which I haven't yet implemented in Frayed Knights (though I may be fast approaching that stage) was to arrange the tasks in "triples" - a task I was really looking forward to doing, a task that really needed to be done to keep progress moving forward, and a major bug-fix that I really felt like putting off. The trick was that I couldn't do any other tasks (usually) until I finished all three of the "triplet." This meant I had to finish some annoying tasks before I could move back to a fun one. Once I get going on a task, if I can get "in the zone," I do pretty well. It's just those naughty little transitions --- getting started on the next task --- that keeps tripping me up. Any ideas for how I could do to fix this? (Vaguely) related yammering: * Productivity Tip: The List * Fighting Procrastination: The "Local Maxima" Problem . |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe |
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Posted: 12 Nov 2007 01:24 PM CST Q1.如果你是哆啦A夢,有一天當你要去找大雄時,打開房間發現小叮鈴跟大雄脫光光在被窩裡,旁邊還有用過的保險套,你會?
关 我 屁 事 |
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The NPD Will Publish Console Figures After All [Whining Works] Posted: 12 Nov 2007 12:20 PM CST
The NPD had been waiting to hear back from the console manufacturers, and now Riley has informed GameDaily BIZ that the "Big 3" are in fact on board. Therefore the NPD will continue to provide media with the monthly hardware sales tally ...Ah sweet, sweet console sales numbers are now ours to behold each month indefinitely, and everyone lived happily ever after. The end. NPD to Continue Providing Hardware Data [GameDaily] |
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Ad-Supported Casual Games [Casual Games] Posted: 12 Nov 2007 12:00 PM CST
Advertising to the rescue. MostFun.com is offering free online versions of popular casual games like Diner Dash 2, Chocolatier, and Luxor 2 with no time limits. All you have to do is watch a pre- and post-play ad. Is it worth it? You'll have to be the judge; their player doesn't work yet on my Mac (or yours either). Free Unlimited Premium Games [MostFun.com] |
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Girl-on-Girl Gets Mass Effect Banned In Singapore [Star-crossed Lovers] Posted: 12 Nov 2007 11:40 AM CST
REPEAL 177@55 3FF3C7 [via cvg] |
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Fun For Our Troops Sends Gaming Relief [Game Charity] Posted: 12 Nov 2007 11:20 AM CST
"What they really appreciate over there is the true comforts of home," Blackman Brady said. "The stress relief and the escapism involved in these games, we really think could be beneficial." While currently just a small-town operation, Fun For Our Troops has the potential to get pretty huge, especially considering how generous the gaming community is as a whole. They are currently accepting donations of money, gift cards, and games released in 2005 or later. No matter how you feel about the war itself, the troops in the Middle East are there doing a job for their country that not many other people would do. Check out the organization's web site to see how you can contribute to the overseas, under fire gaming community. Hang onto your copies of COD 4 though. Think they've got that covered. Wii bit of fun for troops [Bucks County Courier Times via Game Politics] |
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Jack LaLanne's Physical Conditioning [Collecting] Posted: 12 Nov 2007 11:00 AM CST
Jack LaLanne is a fitness and nutrition expert. He was born in 1914, and at 93 years old he's still going strong. His accomplishments are many. He started one of the first health club chains, which he later licensed to Bally (they became Bally Total Fitness). He hosted "The Jack LaLanne Show," the first television exercise show. He set a number of world records, mostly by swimming irrational distances with large weights shackled to his body. As part of their image of "intelligence" (remember the George Plimpton commercials?), Intellivision promised a Keyboard Component for the device, to be released soon after the console's 1979 launch. It was a disaster. The device was delayed again and again, and disgruntled consumers who had bought the Intellivision "Master Component" specifically in anticipation of the promised Keyboard filed complaints with the Federal Trade Commission. The FTC launched a fraud investigation. After finding the complaints valid, the FTC began fining Mattel $10,000 per day for the violation. Mattel finally canceled the Keyboard Component and introduced the Entertainment Computer System add-on instead. The Keyboard Component was to have a cassette drive for loading and saving data, and a number of games were advertised in the 1980 catalog on cassette. Most were educational titles, including Conversational Spanish, Stock Analysis, BASIC Computer Language, and this one, Jack LaLanne's Physical Conditioning. From the catalog: Now that you've stimulated your mind, let the Jack LaLanne Physical Conditioning program help shape your body. With an exercise program custom-tailored to fit your needs. And your goals. It even gives you progress reports. In a few short months, you'll be ready for any beach, including St. Tropez.Copyright date on the cassette I have is 1979, making this the first health game, by my best estimation. Intellivision 1980 Brochure [Intellivision Lives] |
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Life Imitates Games [VIdeo Game TV] Posted: 12 Nov 2007 10:40 AM CST
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After You're Done With SMG [Vc Update] Posted: 12 Nov 2007 10:20 AM CST
WII-KLY UPDATE: THREE NEW CLASSIC GAMES ADDED TO WII SHOP CHANNEL |
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$8.25m for Health Games Research [Games For Health] Posted: 12 Nov 2007 10:00 AM CST
According to the press release, the foundation will award up to $2 million of the total for studies on effective health game design. Proposals are due January 29, 2008. Another $2 million round is expected in 2009. The program will be directed by Dr. Debra Lieberman at UC Santa Barbara. Among her prior work include SNES games on asthma and diabetes. Here's hoping this will improve the quality of health related games, not just the number of swings at the ball. Health Games Research [Robert Wood Johnson Foundation] |
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Infinity Ward Fixing PS3 COD4 Online [Broken] Posted: 12 Nov 2007 09:40 AM CST
The server team has been working on this all weekend, and will be working through the night. They're upgrading all server hardware as well as dedicated an individual database to each functionality to improve performance and handle the traffic hitting the servers.Hurry up guys, I have embarrassing amounts of dying to do! Update: PSN Matchmaking [Infinity Ward Forums] |
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Ian Bogost Signing On [Guest Editor] Posted: 12 Nov 2007 09:00 AM CST
About me: I'm a professor of digital media at The Georgia Institute of Technology, and I'm the co-founder of Persuasive Games, a small independent game studio that makes games about social and political issues. I've written two books about games and culture, and I'm just finishing another one up literally this week. I also write about games in a few other places. As a designer, I make mostly strange games about airport security and copy stores and nutrition and oil and stuff. In addition to the usual fare, I've got a few things planned for each day I'm here, hoping to break up the eternal nowness of games coverage with some looks back into unusual games and game-related curiosities of yore. You know, like, there were games before the PS2 and stuff. |
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Thanks for Frying My Brain Contestant Bastards [Night Note] Posted: 12 Nov 2007 08:40 AM CST To: Ian Welcome Ian! This is gonna be super short: I spent literally five or six hours today doing *just* contest stuff. It nearly killed me. My brain is mush. For those of you who think it's hard to finish the contests, trying holding one. Today is the last day to enter. THANK GAWD. |
What you missed last night |
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Last Day to Enter for $3000 Computer! [Contest] Posted: 12 Nov 2007 08:30 AM CST
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Posted: 12 Nov 2007 08:52 PM CST "天空一声巨响,老子闪亮登场....哎呀,闪腰了!" 不容易啊,最近连续加班,颈椎和肩部又开始持续的酸痛,疲劳到一个临界点了吧,哟哟喂~还年纪轻轻的哒,职业病就已经开始折麽上我了.长时间的面对电脑是没办法避免的,看来只得加强锻炼了. 今天去打探了下运动技术学院的场子,操场还是草地的,可以进去跑步踢球,有时间一定要强迫自己多锻炼了. |
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Posted: 12 Nov 2007 12:57 PM CST The acclaimed PC real-time strategy game Supreme Commander will now be conquering Microsoft's console.
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Celebrating 5 years of Xbox Live Posted: 13 Nov 2007 12:21 PM CST In recognition of Xbox Live's 5th anniversary,
Microsoft has announced a pair of giveaways and a new
download service
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Download Xbox games via Xbox Live Posted: 13 Nov 2007 11:48 AM CST The Official Xbox Magazine is reporting that the
next Xbox 360 dashboard update will allow owners to download
original Xbox games
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Stars Celebrate tomorrow’s Assassin’s Creed PS3 Launch Posted: 13 Nov 2007 12:28 PM CST In celebration of tomorrow’s launch of Assassin’s Creed for PS3, last week Ubisoft and SCEA hosted a red carpet event at Opera, one of the hottest night clubs in Los Angeles. Hundreds of attendees and an impressive contingent of celebrities turned up, including, Greg Grunberg (Heroes), John Hensley (Nip/Tuck), Lauren Conrad (The Hills), Masi Oka (Heroes), Shawn Pyfrom (Desperate Housewives) and Zachary Levi (Chuck). They were on hand to get exclusive hands-on time with the game before launch. Heroes’ Kristen Bell, whose mysterious role is an important part of the game’s storyline, co-hosted the event and spent the evening dancing to DJ Cubeechee who opened up the set on the turntables and DJ Vice who closed the party down – much to everyone’s dismay. Check out a few photos from the event, and be sure to pick up the game when it hits stores tomorrow. And if you haven’t seen it before, watch the Assassin’s Creed PS3 TV spot here. |
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Posted: 13 Nov 2007 12:59 PM CST Five years after its inception, Microsoft announced that the Xbox Live user base exceeds 8 million.
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Marvel Offers Comics Online [Superheroes] Posted: 13 Nov 2007 12:20 PM CST
Marvel, other comics go online [Yahoo! News via Evil Avatar] |
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Xbox LIVE Turns Five, Gives Away Carcassonne [Freebies] Posted: 13 Nov 2007 12:00 PM CST
Also, our new press release has mentioned that Psychonauts is coming to XBLA as a classic Xbox download with the fall update. Score. Here's the full press release: As Xbox LIVE Turns Five, Microsoft Announces Next Wave of Social Fun |
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Amazon Delaying Super Mario Galaxy Pre-Orders? [Ouch] Posted: 13 Nov 2007 11:40 AM CST
I pre-ordered Super Mario Galaxy 2 weeks ago from Amazon.com. Today I received this in my inbox: "We wanted to let you know that there is an unexpected delay with your video game order (Order# ###-#######-#######) you placed on October 25 2007 09:26 PDT. Unfortunately, we are unable to ship the product(s) as soon as we expected and need to provide you with a new estimate of when they may be delivered:Ouch. Did anyone else get screwed by an Amazon pre-order of SMG? |
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TimeShift Multiplayer Demo Tomorrow [Xbox Live] Posted: 13 Nov 2007 11:20 AM CST
TIMESHIFT™ XBOX360 MULTIPLAYER DEMO AVAILABLE ON MARKETPLACE ON 11/14 |
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New Anthology on Player Experiences [] Posted: 13 Nov 2007 11:00 AM CST
Videogame, Player, Text is a new anthology with articles focused on player experiences in games. Barry Atkins and Tanya Krzywinska are the editors, and contributors include Marie-Laure Ryan, Matteo Bittanti, Henry Lowood, Jesper Juul, and others. These are some of the names you might want to Google around for if you're interested in the academic study of games. Table of contents after the jump. Contents Videogame, Player, Text [Manchester University Press] |
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WoW Patches To 2.3, Fixes Dustwallow [Patch Day] Posted: 13 Nov 2007 10:40 AM CST
Download World of Warcraft Patch v2.2.3 - v2.3 (English) [FilePlanet] |
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Aion's Space Angel Battle Trailer [Clips] Posted: 13 Nov 2007 10:20 AM CST |
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Posted: 13 Nov 2007 12:09 PM CST |
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Trilogy Logistics contracts with 505 Games Posted: 13 Nov 2007 11:12 AM CST Trilogy Logistics, an independent logistics
provider to the UK entertainment market, has secured a
contract as primary service provider to 505
Games
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Microsoft To Launch Downloadable Xbox Game Campaign Posted: 13 Nov 2007 08:25 AM CST
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Endorphin Integrated Into German Games Academy Program Posted: 13 Nov 2007 08:13 AM CST
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Warner Bros., TT Games Detail Lego Batman Posted: 13 Nov 2007 08:07 AM CST
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Online Documentation Is Great Unless… Posted: 13 Nov 2007 10:56 AM CST …your internet connection happens to get cut off. I experienced that today (luckily was taking day off - so it didn’t really matter). There were several hours long maintenance work being done by our internet service provider, and I couldn’t access anywhere. My game development relies heavily on the Ogre3D online documentation, Wiki and their community forums. If the Internet connection is not available, then the docs won’t be available. What are you doing to deal with this kind of issue? |
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Posted: 12 Nov 2007 11:00 AM CST |
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K2 Network To Use Pando Networks' P2P Services Posted: 13 Nov 2007 07:57 AM CST
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DivX support coming to consoles Posted: 13 Nov 2007 10:50 AM CST DivX Inc. has announced that its video
technology will be integrated into the PlayStation 3 via a
future firmware update
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Vivendi Q3 Sales Up 19%, WoW Userbase Hits 9.3m Posted: 14 Nov 2007 09:50 AM CST
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GDC Management Issues Statement On GDC Russia Posted: 14 Nov 2007 08:28 AM CST
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Posted: 14 Nov 2007 01:44 PM CST I did this interview a while ago, and forgot I had done it. Today, here I am at a business meeting, and someone says “nice interview.” Huh. |
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Posted: 14 Nov 2007 07:07 AM CST In Baja California, on the way to Ensenada, there is an exit marked “Salsipuedes.” You can’t really see where it leads — the exit turns steeply off the highway, and the area is tall mud cliffs overlooking the Pacific. Somewhere down below, you can catch a glimpse of dusty pickup trucks and maybe a few dwellings. Salsipuedes means “leave if you can” in Spanish. It struck me because of the possible readings: you can’t leave because it’s so beautiful; you want to leave because it’s so horrible; you can’t leave because it’s too hard to get out. Seems like most virtual worlds are kind of the same way. It’s interesting how environments created as consumer spaces are designed to be as close to Klein bottles as we can get. Casinos don’t give you line of sight to the doors, even though from the outside, the doors are glaringly large and provide great views of a tantalizing interior. Grocery stores place tempting impulse buys at eye level right where you are most obliged to move slowly: rounding corners and standing in a queue. World of Warcraft places quest hints right in your path to keep you from straying. It is all very “Hotel California” — you can check in, but you can never leave. From the designer side, of course, there’s reasons. It’s about retention, it’s about force-feeding the consumer activities and purchases. Once you have managed to entice your customer to set foot in your space, you want to ding them as much as you can before they leave. There are no straight lines in theme parks, and instead around every corner, there’s a new zone with new challenges. There’s a few curious effects from this. Theme parks become a bit of a chore after a while. “Have we done this one? And this one?” A checklist of places to visit. Grocery stores become obvious in their tapping of hunter-gatherer brain stems, until we learn to control our impulse for that candy bar. The endless chiming of casinos wears on you. And so does the grind. This makes for an interesting contrast to social networking services, which are premised not on you hanging out there, but on your leaving and then coming back. Oh, don’t get me wrong — they are still like Klein bottles. The difference is that instead of stuffing yourself into the bottle, you stuff all your friends in the bottle, and then you get visitation rights. You hear their plaintive cries — or pokes, or twitters — and stop by to peer in the opening, and maybe toss a few notes in and some stale bread. It strikes me that third places in the real world aren’t flypaper. There’s a few characteristics that set them apart from the way we build all these environments:
One wonders why it is that we don’t seem to create that sort of experience for most of our users. Why are we more like theme parks than the neighborhood bar? Is it because we pursue volume? (Inarguably, these Klein bottle spaces seem to maximize revenue; arguably, over user satisfaction). And one also wonders whether the “stuff your friends in the bottle” effect is something that we don’t understand when we try making synchronous spaces. A lot of it is just about presence — knowing that your security blanket of people interested in you is out there, listening, knowing that you can hear them rustling around. It’s like the comfort of hearing other people moving about your house. That’s a very different sort of “interaction” than raiding together. One core feature that differentiates real life from all these spaces is the insistence on the part of stores and services that they are the only space that matters. In practice in real life, we place-hop without losing our network of friends. We intersect with them in surprising locations, we try new places for the sake of novelty. Would the experience of virtual places of all sorts be better if we were less hung up on getting people to stay, and more hung up on getting them to come back, more hung up on serendipitous encounters, more interested in creating a space which operates socially like real life? |
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Study: Online Content Can Double Game Sales Posted: 14 Nov 2007 01:23 PM CST A new study shows a significant correlation between higher game sales and downloadable content from console storefronts, but game companies may be under-utilizing the opportunity.
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Game Design Cognition: The Bottom-Up And Top-Down Approaches Posted: 14 Nov 2007 11:00 AM CST
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Teen arrested for "virtual" theft Posted: 14 Nov 2007 12:31 PM CST Dutch police have arrested a teenager for
stealing virtual furniture from Habbo Hotel
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Flashman Studios hires former Capcom exec Posted: 14 Nov 2007 12:18 PM CST Flashman Studios has announced the hiring of
Tony Periera as its director of business
development
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Posted: 14 Nov 2007 12:03 PM CST 转自:http://www.chinapm.com.cn/theory/articleShow.asp?c_id=4&s_id=42&id=1267 从事网络产品工作也有几年了,对于自主研发新产品或功能一直是持坚定态度的,多数产品经理认为自己是一个夹在中间受气的主,为什么会这样,是不是你做错了什么?如: 出现争执,与产品经理争执的主要是两种人,设计及技术; 类别:转载 查看评论 |
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Posted: 14 Nov 2007 12:00 PM CST |
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Posted: 14 Nov 2007 11:52 AM CST |
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Source: Marvel Universe Canned Posted: 14 Nov 2007 12:59 PM CST A reliable source has confirmed to Next-Gen that Microsoft is cancelling the superhero MMO Marvel Universe Online.
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How Good Shoes Can Boost Your Productivity Posted: 14 Nov 2007 12:23 PM CST I’m ill today. I have a horrible flu: I’m sneezing all the time, I feel bit faint and have some sort of fewer. My brain doesn’t work at the moment (at least it feels that way): I cannot think any complex issues. I have spent some hours staring my game code today, but couldn’t really put my mind into it. Basically cold and productivity doesn’t go together. When you are ill, you simply are not 100% effective. And that’s where the good shoes come to play. The reason I’m ill today is (most likely) because I wore wet, leaky shoes the last weekend while I was driving a long distance. In addition it was close to zero celcius degrees outside. My feet were wet, and I managed to get myself a cold. Thanks to those leaky shoes I’m now in such condition that my productivity isn’t at the level where it should be. Do yourself a favor. Take care of your health. Buy good shoes. |
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