"game" via 柠檬杀手 in Google Reader |
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Posted: 16 Oct 2007 12:50 AM CDT 什么对我来说最重要?项目能够尽可能赚钱,盈利,多人玩。如果项目一天都赚不了钱,一天我的内心都不会安稳。觉得会对不住公司,对不住同事.只有赚钱,得到成绩,这样才能让自已设计的项目连累一群努力工作的同事。让团队里面的人得到最大的肯定.至少是有我们存在的价值.让我们的努力有好的结果.而不是效率,或者努力本身.我觉得效率和努力只是一个过程.但并不能体现价值本身.这种想法,其实在我小学时候做数学题只写答案,简化过程已经产生了. 让项目产生最大化的结果/利益在我的价值观来说是最重要的,为了这样东西,我会不惜一切.有很多人不明白我,可能觉得我是见风使舵的人。或者缺少毅力的人。也或者觉得我为了得到自已的利益,并没有把别人当作是朋友.或者容易忽略别人的感受. 但我只是想说,其实是他们并不了解我.我之所以坚持,是因为我看到很多很有效率,或者充满热情去做一件东西.但却得不到好的结果,所以我会忍不住去指出来.可能我是一个对事情没有耐心的人,而且对人也缺少一些温情主义.但我是一个好人.我出发点是为了让团队中的人效果最大化.这也是我做策划的价值所在.
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Posted: 07 Oct 2007 12:24 AM CDT 1.增加场景交互性。 2.经济系统设计思路。
其实我们不能像暴雪紧,把游戏难度和游戏性做得这么细致,所以我们就把战斗系统相对简化,弱化。操作相对简单。打怪甚至挂机就行。主要更在经济系统上的体现。经济系统设计思路,就是让低级玩家有事可做,高级玩家有利可图。玩家能够不断的觉得在游戏中有很多事情等着他做,这就是成功的第一步了,然后让玩家彼此间建立关系,玩家很容易上手,但要玩得好,必需建立关系,必需加入组织。 最后,让玩家拉人头,人带人,有点像传销的机制。高级玩家能够在高带低,建立帮派中获取更大的利益和权利。另外,在玩法能够通过任务系统往多元化方向发展,也就是说有多种图径提升角色能力,而且各有所需,例如,赚钱的任务就不容易赚经验,赚经验的任务就不容易赚钱,还有赚物品,赚声望的任务。使这个系统能够像一个游乐园一样。玩家不需要打破头去抢一个东西。而是有很多不同的玩法,合适玩家去体现,去玩
呵呵,我会像梦幻那样,用最少的资源,做成成功的游戏。 每个玩法都不是阶段性的,是一个系统,就是说,我20级可以做师门,到80级也可以做师门,10级的时候,可以去扫大雁塔,80级的时候也可以去扫大雁塔。
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Quelling The Rage: Carmack and Willits Speak Out Posted: 01 Aug 2008 11:00 AM CDT |
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zombie's vs humanaty by kack2912 Posted: 01 Aug 2008 08:27 AM CDT Platforms: xbox360,playstation 3,wii,computer(vista,windows)
this is an online game you can create up to five characters either humans or zombies you can customise you character and there are diffrent classes for humans there is solder, butcher little kid etc for zombies there are killers,camuflage and virus spreaders etc. and each class starts somewhere diffrent with diffrent weopens and powers. you have to buy weapons and armour for humans with money (not real life money). and for zombies they use brains to buy power and more health. and you can like hide out in a dark base with mates or gather an army of zombies to destroy a part of the universe. if you die you come back to life as the last major place you went to and if your a human and you die you slowly turn into a zombie in about 10 mins but there is a cure get it before its to late so if anyone is like a gamemaker or something please read this if you want to make it or like it email me at jac...@hotmail.co.uk p.s its in 3d and theres an option to have it in first person or third person |
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Set Course for Booty this August Posted: 01 Aug 2008 08:00 AM CDT We’re incredibly excited to announce that Ratchet & Clank Future: Quest For Booty will be available for download on the PlayStation Network Store on August 21st for $14.99. Even better news: Q4B will also be available in Europe on the 21st, and in Japan on August 22nd. For those of you who don’t know much about Quest for Booty, Ratchet continues the search for his missing mate, Clank, in this pirate-themed sequel to Ratchet & Clank Future: Tools of Destruction. Even though Q4B is a downloadable game, it packs all of the AAA-production punch you’ve come to expect from every Insomniac Games title. As for the gameplay, Q4B focuses heavily on exploration and platforming, along with some of new experimental action for the franchise. For example, Ratchet will use the new kinetic tether on his Wrench to manipulate the environment, and he’ll use elements such as light and shadows to his advantage. We think Quest for Booty is perfect for existing Ratchet & Clank fans and players new to the franchise. If you’ve been a fan over the years, you’ll be compelled to help solve the mystery of Clank’s kidnapping and if you’re just getting started, Quest for Booty offers a great entry point with and action-packed 3-4 hour experience for almost the same price as a movie ticket. Plus, Q4B has pirates… and booty… and it’s really fun to say “Quest for Booty” out loud with a pirate accent. |
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使用Microsoft <b>XNA</b> Framework开发一个模拟水果机的游戏 Posted: 31 Jul 2008 11:06 PM CDT XNA比C++/DirectX的流程自然是简单许多,做出来的游戏也很是流畅,不必去担心API也不用去想复杂的效果实现细节只要将算法搞好,坐标搞对,就成了.
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Posted: 31 Jul 2008 08:11 AM CDT XNA是微软下一代的游戏开发平台,致力于帮助开发者轻松地创建功能强大的游戏。游戏开发者可以使用XNA在PC上用C#开发可运行与Windows和XBOX360两个平台的游戏,另外最近微软还宣布XNA Game Studio 3.0将能够支持开发用于整个Zune媒体设备家族的游戏。 ...
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Posted: 01 Aug 2008 06:16 AM CDT 导言:最近比较忙,先发点以前写过的东西。
随着免费模式之风越演越烈,RMB玩家与非RMB玩家的矛盾也越来越大,很多的产商将打击职业玩家(打币玩家)和最大程度从非职业玩家口袋里掏钱做为运营游戏的首要大事,而面对非RMB的责难和抗议熟视无睹,我不禁想问:非RMB玩家对于一个游戏的运营难道就没有一点贡献吗?要仔细了解这一问题,需要从根源谈起。玩家的消费类型如果进行细分可以分为RMB玩家、亚RMB玩家、非RMB玩家和职业玩家,他们对于一个游戏的贡献度是各不相同的。 RMB玩家:这类玩家又可分为白领或老板(RMB自己赚的)和纨绔子弟(RMB不是自己赚的),他们对于一个网游的收入具有非常重要的作用,这也是很多产商高度重视和充分挖掘他们消费欲望的主要原因。对于前者来说,他们出手大方,只要认为值就会花钱,但同时他们也有一定的理性,否则就不可能会赚到这么多的RMB来玩游戏(特殊情况例外);对于后者他们的唯一目的也许只是为了爽,至于花多少钱完全不在乎,因为钱不是他们赚的不知道心疼。在计时模式里面,由于大部分网游的装备价值过高,因此他们所花的钱很多一部分被职业玩家所卷走,产商没有得到太多的实惠,这便是目前免费模式出现的主要原因了:将装备钱收归自己帐中。 亚RMB玩家:介于RMB玩家与非RMB玩家之间,有消费能力,但消费能力有限,大部分上班一族属于这类玩家。随着社会经济的发展,这类玩家正越来越成为网游的主流玩家,由于数量比RMB玩家多的多,而且有一定消费能力,因此他们是一个网游收入的主要贡献者。这类玩家的特点是:理性消费,注重游戏体验,在游戏中基本可以自给自足。除了给网游贡献收入外,他们还贡献了很大一部分在线人数,对于游戏的人气具有非常重要的作用。对于这部分玩家,由于兼有RMB玩家与非RMB玩家的双重身份,因此产商无论是照顾非RMB玩家还是重点保护RMB玩家利益,对于他们来说都会有比较大的影响。 非RMB玩家:这类玩家最大的群体是学生,严格的来讲,完全不花一分钱来玩网游的已经是比较少的了,但是极不愿意花钱来玩的非常多,因此不严格的来说这类玩家几乎是所有网游中最多的。他们的显著特点是时间充裕,但基本没有经济能力。他们对于游戏的贡献不是体现在直接给一个游戏再来多少的收入上,而是体现在极大的提高游戏人气度上。免费这一概念刚提出时,其实就是在最大限度的吸引这部分玩家的眼球来提高人气,而当这部分玩家来玩了之后才发现被广告卖了,所以很多人开始反感这样的游戏,认为这是虚假宣传。在计时收费游戏里面,他们则通过自己的时间来获取游戏资源,再通过这些游戏资源与其他玩家交换点卡来获得游戏时间,因此他们的作用不仅是提高了游戏人气,同时也给游戏提供了一定的收入——尽管这种收入是经过了转手的,但没有他们这部分收入无法获得。在免费模式里不同。免费模式里他们几乎没有提供任何收入,而且还占用了大量的服务器资源——这是大部分网游产商不管他们死活的理由。但我们必须要考虑到另一个问题,那就是他们虽然没有提供多少收入,但他们极大地提高了游戏人气,而人气是决定一个网游互动性有多强的关健因素,如果一个网游的非RMB玩家极多的话,一旦出台一些严重打击他们的改动的话,那么对于一个游戏的生命力所造成的影响是毁灭性的。 职业玩家:这个就不用说了,靠游戏吃饭的个体工作者或者工作室。他们也分为两种类型:作弊和不作弊的,所谓作弊的就是指利用外挂或者通过盗号等手段来获取游戏中资源的,而不作弊的是指靠自己手工打钱或者利用头脑从事游戏中商业活动来获取游戏币的。他们对于一个游戏的影响是不一样的,既有破坏的一面也有贡献的一面。破坏方面主要是体现在对游戏资源的过度开采,强大的造币能力几乎让所有产商都无法应对,其结果就是造成严重的通货膨胀破坏整个游戏的经济系统。而所有这些,又以作弊的职业玩家为最,利用外挂刷钱和盗号来掠夺财富对于其他玩家来说都是一种噩梦,它会严重影响到其他人的游戏体验,所以对于这类玩家应该毫不犹豫予以重拳打击;对于使用合法手段来获得游戏财富的则因游戏的不同而有所不同了,某些对特殊资源有极大需求而又需要极多的时间来获取的游戏,他们的作用就是来扮演“制造工厂”的角色,而对另一些没有某急缺资源的游戏来说,他们的作用往往是恶性通货膨胀的推手。除开破坏力,他们对游戏的贡献就主要体现在提高游戏人气上面。
无论是收费模式还是免费模式,以上四类玩家都是真实的存在的,但无论是哪种模式都存在着不足。收费模式虽然营造了一个相对公平的环境,但是网游企业并没有得到最大的收益,反而是职业玩家得到的收益更多,某些游戏的职业玩家从虚拟交易所获得的收益甚至超过运营商所获得的收益,这不能不说是一个莫大的讽刺;再者,收费模式不是很利于游戏的推广,就像买商品一样,消费者总得知道这个东西是什么样,有什么用才会去买,换成游戏里就是玩家得需要一定的时间来体验游戏中的乐趣,在确定这些正是他们想要的之前肯定并不愿意买单。免费模式则造成了另一种情况,虽然能够最大限度的挖掘RMB玩家的消费潜力,但造成了极大的不公平,让非RMB玩家难以有容身之地。
游戏开发人员要吃饭,游戏企业要盈利这无可厚非,但是如果变成无止境地去圈钱那必然会招致玩家反感,由于游戏的黏性,这种反感不会导致玩家的马上流失,但如同地震一样,这种力量会慢慢积聚,到了一定程度肯定会爆发,而导火索往往是某个不被开发者们认为后果会很严重的常规圈钱活动。免费模式的极端代表征途,在进行了多个圈钱活动后也许意识到了玩家流失的问题,来了个玩家意见调查,结果这个帖子超过100多页4000多个回帖,99%以上的玩家都强烈抗议这种越来越过份的圈钱活动,至于是否会引发玩家的大面积流失这个我无从知道,但可以肯定的是这种地震效应聚集到一定程度早晚会爆发。
征途实际上是一个在特殊情况下成功的一个极端例子,它的成功是有唯一性的,说唯一是因为征途在盛行时期极多的玩家对于免费模式没有一个本质的认识,这一方面充分地激发了玩家的消费潜力,另一方面也等于是给玩家洗脑了,而清醒过来之后对于这款游戏必然是憎恨大于留恋,对于采用征途模式的游戏必然也会极大的提高警惕;说唯一也是因为在征途刚出来那会中国还没有几个像样的同类MMORPG,而现在同水平的免费游戏一抓一大把,品质差别不是太大,在还没把玩家抓牢的时候就想着如何多从玩家包里掏钱,那别人就有足够的理由选择别的游戏。征途目前所走的路并不是可持续发展之路,从目前的趋势来看这可能是大萧条之前的盛世狂欢,也许它还可以一直运营下去,就像传奇一样,但还想如以前一样热门就基本不可能了。
一个网游,如果完全放弃非RMB玩家,不照顾亚RMB玩家,把所有人往RMB玩家的方向上去逼并非一个稳妥的选择,如果控制的好,的确可以一夜暴富,但控制不好会造成大量的非RMB玩家流失。也许很多的产商认为非RMB玩家没给他们提供多少收入,因此他们走不走都无所谓,这种看法可以说是错误的。非RMB玩家对游戏的贡献是隐性的,这又需要从网游互动性的三个核心因素说起。
交流:作为互动性的基础,交流的作用是非常明显的。网游提供的是一个特殊的社交群,而非RMB玩家是这个群子里的主体,是数量最多的一群人,RMB玩家花钱买优势来获得在游戏中的地位,建立帮派、公会来实现某种程度的统治,而这种由统治和被其他玩家所尊敬带来的成就感是与他的帮派、公会的人数成正比的,简单点来说,如果某RMB玩家在砸了非常多的钱以后建立了某游戏的第一帮派,他可以罩非常多的小弟,这种被尊为老大的成就感就很明显;而如果有一天他的众多小弟因为游戏一改再改让不花RMB的他们根本没有办法体会到游戏的乐趣时一个一个的离开,他这个帮派从几百人在线变成几十人甚至几个人在线,那么这种成就感是否还存在?他砸的钱是否还值得?很多的网游因为大量的非RMB玩家存在而盛行,因为人气高意味着能在里面交到更多的朋友,而中国的玩家大部分都是很看中这点的,随着内部社交关系的发展,每个玩家基本都会有一个朋友圈,而这样一个朋友圈的存在使得在游戏本身渐渐失去乐趣以后成为留下来的唯一理由,这是MMORPG黏性高的根本所在,因为MMORPG的社交功能最丰富,很多游戏在末期之所以还能够维持,依然留下来的玩家理由都是惊人的相似:为了朋友。
合作:合作是交流的必然产物,有了朋友你们自然会一起打怪、打BOSS,或者共同杀敌、抗敌,更或者是别的什么活动,而这些活动的核心就是合作,从合作中你们的友谊可以得到升华,甚至可以结交到新的朋友,通过这样一个良性循环,你的朋友圈子在扩大,因而对游戏的依赖也越来越高,而做为数量最多的非RMB玩家在这其中起到的作用可以说是非常巨大。如果将非RMB玩家赶走呢?——从整天面对人到整天面对怪,从整天有说有笑到整天沉默不语,从网络游戏回到单机游戏,那么这样的游戏对于RMB玩家还有多少乐趣?
对抗:对抗是网游互动性的终极表现形式,绝大部分的中国男性玩家都把对抗看的很重要——毕竟在现实中憋屈你得忍着,在游戏中却没有必要。收费游戏中,做为现实中的弱者,由于他们有充足的时间往往会是游戏中的强者,而在免费游戏中恰恰相反,这就造成了一个现象:非RMB玩家在现实中处于弱势,而在游戏中由于RMB玩家花钱所购买的强力优势使得他们在游戏中也倍受欺凌,如果免费游戏要设计的非RMB玩家难以生存下去,那么他们还有没有必要继续留在这个游戏?我想答案都是很明确的:没有人在承受着现实中失意的痛苦时还要再到游戏中来找另外一份痛苦。非RMB玩家流失以后,亚RMB玩家失去可以欺凌的目标并成为RMB玩家的主要欺凌目标,那么他们也必然会退出,到最后只剩下RMB玩家,那么他们花了大价钱所购买的各种优势还有什么意义?当然,这一连锁反应不会很快到来,但是量变必然会引起质变。
其实很多产商也很想留住非RMB玩家,但只可惜有心无力:如果要出一些对非RMB有利的措施,那么对于RMB玩家来说他们可能会不满,甚至亚RMB玩家也会不满,而他们是一个网游收入的主要来源,进一步讲,如果真对非RMB玩家有利了,那么必然也会对职业玩家有利,他们会更加变本加厉地破坏这个游戏的经济系统,也许结果往往会事与愿违;反之,如果为了经济系统的平衡大力打击职业玩家,必然又会影响到非RMB玩家,等于是把他们赶走,这样一个矛盾造就了现在的困境。造成这种困境的主要原因还是在于产商总是想把所有的钱都收入自己囊中,是想把计时收费的庞大虚拟交易市场完全由自己控制形成垄断以获取暴利。征途就是这样的,而且成功了——不仅如此,对职业玩家的大力打压也表明了征途还想把他们的收入也计入自己帐中,退一步讲,即使不是这么想的,而是因为他们对经济系统造成了破坏所以才进行大力打压,但不管怎么样,这样的后果只有一个:把非RMB玩家往绝路上逼。从根本原因上来讲,这是因为大多数的网游产商都没有建立一个合理的经济系统,或者说根本就没有把网游的经济系统当回事,所以才会进退两难。职业玩家几乎在任何MMORPG里都存在,这样的无孔不入其实在说明一个道理:因为非职业玩家有需求。因此,如果建立一个成熟的经济系统,不仅可以很好地留住非RMB玩家,而且对于职业玩家而言也能将他们转变成为我所用,化腐朽为神奇。就如同外挂屡禁不止的根本原因在于策划的考虑不周一样,经济系统的缺陷策划更是难辞其咎。 |
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Posted: 01 Aug 2008 03:22 AM CDT 为使得豆派"资源大全"版能够为更多的朋友提供更丰富的资源下载,特试行发布资源奖励金豆,相关说明如下:
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Posted: 01 Aug 2008 02:20 AM CDT 天是八一建军节,首先祝所有的军人节日快乐!在这个神圣的节日里,我们特意为广大军事爱好迷们精选了一批军事题材新网游,有些游戏目前我们还无法参与试玩,先解解眼馋先。(这里只列出新网游,包括近期测试的游戏,《突袭》,《特种部队》等网游未在此列出。)
铁甲突击(MKZ)
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Posted: 01 Aug 2008 02:17 AM CDT 距离08北京奥运会还有7天,随着奥运倒计时牌上数字的缩小,全国各地为奥运而献礼的各类精彩狂欢活动正欢乐展开。2008奥运,让中国人民翘首企盼了7年的北京奥运,这是全世界人民共同感受奥林匹克运动、分享奥林匹克精神的盛事。
为了与所有《舞街区(专区)》玩家共同铭记这个激动 ...
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Posted: 01 Aug 2008 02:16 AM CDT 如火八月,盛会在即,英姿勃发的健儿们整装待发,信心百倍,欲为祖国勇争荣光;《天道》世界,风云再起,八月新服再度火爆开启,让这股“战国风”带给大家酷暑的又一波清爽。
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Posted: 01 Aug 2008 01:45 AM CDT 否常常在游戏中被庞大的地图搞的晕头转向摸不着北?是否常常在跟随大部队进军的时候因为网络卡了一下就找不着同伴了?是否常常因为要走一段很长的路而烦躁的不停地按着鼠标?《龙影》新版本即将开放的跟随系统,立刻就能为你解决这些烦恼!
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Posted: 01 Aug 2008 01:41 AM CDT 据国外一个非公开的论坛报导,有玩家透露《暗黑破坏神3 》的战网可能会进行收费。众所周之,在奥斯丁暴雪有一个相当规模的客户服务与网络支持部门。而且在WWI期间D3开发小组反复强调新一代的战网系统将给以后的暴雪游戏带来重大的改变--实现更好的安全保护。所以这则传言的存在也 ...
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Posted: 01 Aug 2008 01:33 AM CDT 中国文化博大精深、源远流长。华夏上下五千年的文化精华都来源于一个字--“道”!作为一款本土化的民族网游,《QQ华夏》“仙魔道”资料片最具中国特色系统---道行系统震撼上线!道行系统融汇道家精华,将经典的中国风演绎得淋漓尽致,众多新玩法、新特色、新亮点,吹动民族的号角。
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Posted: 01 Aug 2008 04:08 AM CDT 朱大可作,结尾的分析让我记起乘火车快到站的感觉。
水素女及其螺壳里的爱情传奇
螺女传奇的三种起源 田螺姑娘传奇,是中国单身男子奉献给历史的最奇特的梦想。它是农夫或渔夫的诗篇,谱写着农耕时代的家园之歌。没有任何一个民族像汉人那样,从一种如此形貌猥琐的生物那里,不倦地探寻着世俗情欲的秘密。
这个故事的最初源头,来自西晋束皙所撰《发蒙记》一书。它扼要地记载福建侯官(今福州闽侯)的光棍渔夫谢端,曾在海中捕捞到一只大螺,里面藏有一个美女,自称是天上来的白水素女,天帝可怜他贫穷,所以派她做他的妻子。这个短小的故事包含着“光棍叙事”全部元素:贫困的单身汉,平白无故得到了上天的赏赐――一个藏身螺壳的美丽妻子。它是董永七仙女故事的孪生兄弟。 南朝人任昉编撰的《述异记》,也谈及了谢端故事,说谢端为人性格端正,不近女色,一次在海边观涛,得了一只大螺,把它割开后,发现里面藏着一个美女,自称是天上白水素女,说天帝欣赏他行为纯正,派她当他的妻子。但谢端竟不知好歹,以为是个妖精,大声呵斥,赶她离开。仙女只好叹息一声,升云而去,好端端的一段佳缘,被他本人的可笑理念所断送。
《述异记》显然是《发蒙记》的一个反转的镜像,出自儒学家的颠覆性改写。它的目的是把那些光棍改造成目不邪视、自我压抑的道德家。但它巧妙利用原有的情欲叙事,进行不动声色的手术,将其成功地转换为道德规训。这种古老的叙事技巧令我们望尘莫及。 除了《述异记》,民间还流传着一种更为庸俗的版本,其用意是把海螺由情欲的对象,变成一台纯粹的粮食制造器,以帮助那些光棍度过饥饿岁月。宋代无名氏《锦绣万花谷》前集卷五所引《坡诗注》就向我们宣称,在被谢端发现之后,那位下凡的螺女怏怏离去,却慷慨地留下了她的空壳,说是“君有所求,取之于螺”,出门后就不见了踪影。以后每当食物短缺,谢端只要去探看田螺,皆能如愿以偿,得到必要的口粮。这件非凡的宝物,据说一直传了好几代,但此后的下落,却无人知晓,不知道是被上天收回了,还是由哪个幸运者秘密地藏着,或者静卧在某座无名池塘的深处,被千百年的淤泥所掩盖,目击着中国人度过漫长的饥荒年代。 穷汉谢端的桃花运
陶渊明撰写的《搜神后记》,没有步《述异记》的伦理后尘,而是在《发蒙记》基础上加以扩展,细化为一个动人的情欲故事,它描述谢端幼年时就父母双亡,成了孤儿,所幸被好心的邻居收养,一直到年十七八岁为止,品行端正,从不干出轨之事。后来自己出去住了,也始终没有机会成婚。乡人看他可怜,就立下乡规,大家一起帮他找媳妇。而谢端本人则“夜卧早起,躬耕力作,不舍昼夜”,很像是一个牛郎式的勤勉农夫,但因实在太穷,婚事方面终究没有任何进展。
后来谢端在附近发现了一只大螺,形如三升大的水壶,以为是件宝贝,就拿回家放在水瓮里,养了好几天。谢端每天从田野耕作归来,家里都有热气腾腾的饭菜,以为是好心的邻居所为。就去感谢那个邻居,不料对方说:“俺从来没有干过这种事情,谢俺干哈?”谢端以为邻居没有理解他的意思,再次前去酬谢,邻居笑道:“你已经自己娶妻,偷偷藏在家里烧菜煮饭,却还要说俺帮你?”谢端“默然心疑,不知其故”。
为了弄清事实,谢端这天出工干活,却早早地返回,躲在篱笆外偷看,但见一个少女从水瓮里爬出,到灶台下点火治炊。谢端进门到水瓮边去查看大螺,那里只有一个空壳,就到灶前问道:“这位新来的姑娘来自何方,为何这般帮我做饭?”少女神色惊惶羞涩,想要回到瓮中,却被拦住去处,只能如实说出自己的来历:“我是银河的白水素女,天帝可怜你少从小丧失父母,品行端正,因此派我帮你打理伙食,十年之内,助你发财娶妻,然后自会离去。但你平白无故偷看,使我真形败露,不便继续留在你家。你以后还是要好好劳动,我留下的这只螺壳,可以生出米来,不会让你饥饿。”谢端百般恳求她留下,却始终不肯。当时突然风雨大作,螺女随即消失得无影无踪。 为了纪念这段奇缘,谢端为螺女立下神位,时常加以祭祀。他的生活虽没有暴富,却从此变得丰足起来,于是就有乡人把自家女儿嫁给他为妻。谢端的生命高峰,就是当上了县令,成为国家官吏的模范成员。这是来自螺女的馈赠,她遗下的螺壳,彻底改变了一个光棍农夫的命运 。 这是有史以来叙述最完备的海螺(田螺)姑娘故事,它隐含了情欲和温饱的双重命题,也就是农业时代光棍的两个基本愿望,同时又给定了一个受奖的道德前提,那就是必须是孤儿并且品行端正,这两项标准与其说来自天庭,不如说来自朝廷,它旨在收编那些符合道德规范的政治弃儿,把他们纳入庞大的国家行政体系。 环保志士吴堪的白螺艳福 晚唐皇甫氏所撰《原化记》,收录了吴龛(后改作吴堪)的故事,其事迹与谢端非常相似,但发生地点却被移置到江苏常州义兴县,而主题更是由国家主义道德转向“环保”,并且注入了抵抗国家霸权的冲突性元素――
从前有个叫做吴堪的鳏夫,身为县里的小吏,性情恭顺,还是个开展环保运动的民间志士。他家面临荆溪,常在门前用竹篱遮护溪水,不让它遭受污染。每天从县里办公归来,总是临水看玩,又敬又爱,也算是一种光棍的情感寄托。 几年以后,吴堪偶然在水边捡到一只白螺,就带回家用水养了起来。从此回家时都有了喷香的饭菜。邻居的母亲告诉说,他每天上班后,就有一位十七八岁、衣服轻艳的美丽女子来置办饭菜。吴堪疑是白螺所为,第二天假装出门,躲入邻家去偷看究竟,但见一个女子从他屋里出来,又进了厨房。吴堪赶紧推门进去拜谢,美女解释说:“上天知道你敬护泉源,工作勤快,又同情你孤苦一人,派我为你操持家务,幸好你看见了真相,不至于怀疑我的来历。”从此螺女成了他的媳妇,夫妻间的万般恩爱,自在不言之中。
环保故事讲到这里,本应功德圆满,但反抗暴政的戏剧还尚未开始,因而下面的情节,成了一场险象环生的叙事突变―― 当时的县令听说吴堪的艳遇,垂涎三尺,意欲横刀夺爱,设下了陷害他的计谋,然后召来吴堪说:“我要虾蟆毛和鬼臂这两件东西,今晚就来衙门交货,不然就严加重罚。”吴堪回家后神色忧郁地告诉了爱妻,妻子劝他不要担心,转身出门,不久就为他找来了这两件古怪的物事。 县官第二次召见吴堪,又故技重施说:“我要蜗斗(有的本子记作“祸斗”)一枚,你马上为我找来,否则会大祸临头。”吴堪回去告诉妻子,妻子又为他牵来了那头名叫“蜗斗”的怪兽,大小和形状都很像狗类。吴堪把怪兽送给县官,对方见了后勃然大怒:“我要的是蜗斗,这分明是狗嘛!又问它有什么特别的能耐。吴堪说它能吃炭火,也能排泄粪火。县令于是烧红了木炭让它进食。蜗斗吃了后,排在地上的粪便都变成了火团。县令怒道:“此物有屁用?”正准备加害吴堪,火焰猛然烧起,迅速点燃了整个县衙,烟尘之大,一直随风飘到城门,县令及其全家都在火灾中化为灰烬,而吴堪和他的螺妻却从此失踪,变得杳无音讯,想必是逃亡到了某个世外桃源。男女主人公的这种谢幕方式,正是专制时代的奇异特色 。 田螺和女阴的秘密联盟
《原化记》版的螺女故事,无疑是古典自由主义者的阐释结果,它要向我们表明小公务员反抗的正义性。他是如此勤勉地为政府工作,而又酷爱自然,却还是成了专制权力的蹂躏对象,这足以验证这个世界的黑暗性。奇怪的是,巨大的火焰和螺女所代表的水世界是截然对立的,却统一在抵抗的意识形态结局里,为中世纪的苦闷提供出路。
但螺女故事不应当承载如此沉重的政治语义。我已经说过,它仅仅是一种与温饱和情欲相关的愿望,被编织在螺的意象里,成为单身男性农民的美妙春梦。 螺在中国文化象征图谱里是多义性的,它是藏传佛教的神圣法器,是水手传递消息的嘹亮号角,但在汉人的日常生活里,它却因自己的柔软潮湿的身躯、螺状旋紧的洞壳,以及强大的繁殖力,成了模范女阴的隐喻。 《水经注》曾经记载说,贞女山下有人形巨石,高达七尺,状如女子,相传有女载这里采螺,突然遇到风雨,白天黑得犹如暗夜,而采螺女忽然化为巨石。这是螺和女人有关的另外一种证明。采螺女其实就是螺本身,她们在风雨里幻化,让世人感到深深的迷惑。螺与女人的关联变得如此密切,以致它以后径直成了女人的古怪象征。而一旦从里面钻出美丽的少女,似乎已经不再令人诧异。 唐代的薛用弱所撰写的《集异记•邓元佐》,记载一个名叫邓元佐的颖川人,终日游学在外。一天将抵达苏州,却误入一条曲折危险的小路,十多里地没有见到人家,满眼望去,只有漫漫荒草而已。当时天色已近黄昏,元佐忽然看见了灯火,就赶紧找寻过去,只见一间蜗牛壳状的小屋,里面住着一个二十来岁的女子。元佐就敲门说,我迷了路,希望娘子能够容我留宿一夜。那女子答应了他的请求,让他坐上土榻,又端来美食招待,而后又伴着元佐就寝,风流快活了一夜。天明后元佐才发现自己原来置身于田野,身边卧有一枚大螺。元佐想起昨晚吃的美食,不觉呕吐起来,吐出来的都是青泥。元佐感叹良久,并没有去伤害那螺。从此投身于道观,再不出门旅游。 这是田螺直接幻化为女人的另一个事例。它再次向我们证实了这种腹足类软体生物的奇妙。与狐狸精截然不同,它的形象看起来是如此卑贱,以致游学者邓元佐会在事后呕吐不已,但它就是零成本的乡村女人的化身,质朴而又美丽,与田野、泥土和黑夜完全融为一体。 羽衣仙女VS田螺姑娘
田螺姑娘故事,在中国有着各种类似的叙事母本,除了我们提及的牛郎织女(董永七仙女),还有傣族的“召树屯与南木诺娜”,而更具全球性观赏价值的,则是著名的“羽衣仙女”故事。
晋代干宝的《搜神记》卷十四(另见《太平广记》卷第四百六十三•禽鸟四),记载了一位豫章郡新喻县(今江西新余)农民的奇遇。当年他看见田野中有六七个美女,全都穿着羽毛做的衣服,他不知道那是羽衣仙女,就匍匐着靠近她们,拿到了其中一位脱下的羽衣,把它偷藏了起来,然后现身走向那些仙女,她们受了惊吓,赶紧各自飞走了,只剩下一个仙女无法还原成鸟形,结果成了农夫的俘虏。他大喜过望,娶了这个仙女做自己的妻子,还跟这个会飞翔的妻子生下三个女儿。但仙女显然对这个粗俗的男人非常厌恶。她忍耐了很久,等到孩子长大,指使她们向父亲打探羽衣的下落,知道它藏在稻谷下面,便找机会偷取出来穿在身上,悄然飞走了。后来她又带着羽衣来迎接三个女儿,领着她们一起飞走,从此一去不返。可怜的农夫水中捞月,他的家园理想最终成了飘摇的泡影 。 但《敦煌变文集》里所辑录的《搜神记》,却与现今流行的版本大相径庭。它叙说农夫与仙女结婚之后,生下一个儿子名叫田章,五岁时受董仲先生(疑为董仲舒之讹记)指点,找到了飞走的母亲,又被母亲以羽衣送上天庭,被天帝所怜恤,教了他许多方术,还授其八卷天书,从此通晓天文地理。返回人间后,其少年才学迅速传扬开去,消息一直传到京城,天子龙颜大悦,提拔他当了宰相,实现了一个守法农民所能企及的最高理想。 然而,就大多数农民而言,与会飞翔的妻子相比,田螺(海螺)姑娘无疑显得更为忠诚可靠。她们爬行在潮湿而芬芳的土地上,或者停栖于池塘与小河的水线下,安静得像一些细小的雕塑,接受着来自贫苦农夫的思念。没有任何事变能够击破这种卑微而宁静的生活图式。 从二十世纪八十年代开始,田螺成了中国人餐桌上的美味佳肴。在那些炎热的夏季之夜,食客们的嘴脸浮现在大排档的灯光下,仿佛是一些和平的杀戮者,沉醉于田螺的廉价的鲜美之中。这是城市欲望开始无限膨胀的时代,它粗暴地退出了对于螺女的天真记忆。 ![]() ![]() |
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Posted: 01 Aug 2008 03:45 AM CDT It's a fact of the games industry that most people buy sequels and licensed games in preference to new and original titles. So think about the last four games you purchased - how many were original games? How many were licenses (or even double licenses like LEGO Star Wars)? How many were sequels? Confess! Enjoy your weekends! |
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Posted: 01 Aug 2008 01:31 AM CDT 游戏人可分为:制作者和用户群,介乎两者间的边缘人。
制作者:对游戏成品有直接贡献的人群(投资方、设计师)。 用户群:以享受成品为唯一目的的人群(玩家、虚拟贩卖)。 边缘人:间接贡献为主,享受游戏为辅的人群(编辑、设计学徒)。
我的游戏圈 少年时深度沉迷游戏,求学期毅然选择“游戏设计”专业,可惜毕业后无缘相关工作。两年前加入茫茫求职大军当中:被简历浪潮冲刷,为队伍长蛇惊讶,受门槛资历震慑。回忆亲临广州网易应聘,为数不少的研究生同场竞聘,能力嘛,也体现一定差距。屡败屡战后,生活需求逼使加入电信行业。 因专业缘故,众多好友、同学都是游戏公司员工:设计师、文案剧本、网络维护、程序、三维制图、客服、区域经理、手机游戏、杂志编辑、IT相关、还有我这个闲人。 陌生的游戏开发Q群相比下,我们母校一族的制作人圈子更加亲切融洽,话题相对直言,因各自分开各个职位,话题并非专注技术层。他们每次谈论自己的工作进程、生活牢骚,反观自己圈外人,无名地产生失落感。 设计是我的梦想,但现状谁比谁幸福? 偶然我会电话跟好友联络,他们会发泄,工作量多、加班时间长、压力大、修改了又修改……也会自豪地说作品即将上市,有空试试给些建议吧!我会默默聆听而适当回应,因为我很羡慕他能得到一份虽然很累但接近梦想的工作。 他们也会羡慕我的电信福利、工作甚少压力(尽管工资相对较低),双方都会觉得对方现状更幸福。
博客生涯 入职与理想无关的行业,每天不断消磨锐气,为保持沉寂理想延续;我在173游戏博客安居。有别于浅层的论坛交流,博客更能展现整合观点,这里有不同的思想,不同的事件评论。 我曾邀请他们一起来开博客,但游戏制作者的时间宝贵,腾出时间不容易。埋头苦干未必好事,至少我有这点优势。 很久之前,一位轻狂少年在各大游戏设计Q群里宣传《设计方案》用上‘史无前例’、‘绝对赚钱’等敏感字眼,他希望寻求老板雇用或投资。当然必遭行内人冷落与反感,我好奇地问了一句:“文档有多少页”,他回答“都记在脑海中”;然后我也跟着冷落他了……(我承认我很坏) 即使有爱因斯坦头脑,理念思维也需要文字固化。写博客也需要自己的独立灵魂思想,每人心目中有自己的城堡,把心存之念画下来,比起埋头苦干数年而虚存的脑海经验甚佳,历史名人也依靠编写文字书籍而名扬后代。
游戏边缘人 媒体游戏文章来源: 1、官方公布的消息 2、权威归纳的概要、评论 3、个别玩家的评论、心情 好比方:制作者、边缘人、用户群三方。 制作者的宣传报道,处处立足公司利益,不为公司利益着想的不是好员工, 边缘人没有地位束缚,以专业眼光为用户群说话,以分析角度为游戏公司解说,同时也缺乏对游戏深层体会、及了解游戏制作实际隐忧等。 用户群一般主观感性写作,缺乏专业、文理稍逊,但他们产品深层感受者,他们的意见不容忽视。 游历数年游戏论坛,哪款游戏不是商家、玩家共存又敌视;可调和的矛盾,边缘人起到很大作用,没有压力与地位,我们用能慧智目光分析看待。 游戏界需要制作人才,同样也不能缺少边缘人才,普通玩家若选择入行游戏业,最好先对自己能力进行定位,为自己人生设定目标。 作为玩家群,我是休闲类,作为设计师,前途未明朗;想起《圣斗士》‘最接近神的人’――沙迦,他依然是人类之躯;跟普通玩家相比,我是最接近内行的玩家,如果为自己定位,我现阶段是――游戏边缘人。 文:榜上有名猫 写后记: 看着个别好友跳槽数次,月薪涨到四千多,决心曾有动摇;何谓‘人才’定义?就知道公司需要的人,对公司有贡献的人,这就是人才。 为了公司的本科学历的福利,我还需在努力工作多3年,期间我会好好当一名出色的游戏边缘人
2007-11-18 | 游戏学徒眼中的游戏策划职位 |
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Results of Poll 10: Non-violent Role-playing Game Posted: 01 Aug 2008 03:42 AM CDT |
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Posted: 01 Aug 2008 03:05 AM CDT 此文为转载,关于民族文化与游戏系统,游戏理念的一些东西,我觉得不错。 ---------------------------------------------------------------- 浅谈美式RPG与日式RPG的差异与融合 大 部分的PC玩家,特别是纯PC玩家,都无可避免的接触过优秀的美式RPG作品,魔法门、Fallout、暗黑破坏神、博德之门等等。美式RPG之整体感觉 与我们TV玩家熟悉的日式RPG差异鲜明,在玩法、文化背景、游戏目的和乐趣上让我们感到新鲜与激动。依在下愚见,两类型游戏中的优秀者在本质上不存在谁 比谁更优秀、谁比谁更深度,因为游戏开发者本身在制作中追求的东西本来就不相同,犹如VF与TEKKEN、Ace Combat与Lock On,将其互相比较,得出谁比谁高的结论,是荒谬的。 本文旨在尝试总结两种游戏类型中的鲜明差异,并归纳两者的融合趋势,希望对不了解这两种游戏类型或者对其中一种持有偏见的朋友有所帮助。 一、自由度 关于日美两式RPG差异的讨论,大多围绕在自由度这个话题上,这似乎也是日美两式RPG最大的差异所在。一般的观点是:自由度之说,美式RPG有而日式RPG无。其实关于自由度这种看法本身便是有问题的。 美 式RPG的自由度,体现在可以使用不同方法解决一段剧情上。以博德之门2举例,主人公遇到人物A,A告诉主人公他被B困在笼子中,那么解决此事件有以下办 法:1,做掉B放出A,从A处获得奖励。2,找到C,得到钥匙放出A,得到奖励。3,找到B,煽风点火从B处得到任务做掉A,从B处得到奖励。可以看出, 美式RPG在处理问题上显得不拘一格。 而日式RPG,举其中最典型的例子——浪漫沙加,其宣称的高自由度,不过仅仅是散落在地图上的各个任务在完成顺序上的自由罢了。至于隐藏分支等要素,往往只是体现在对于剧情或者世界观的补完,游戏时间的延长上,对于剧情没有影响。 那么,是不是就可以得出结论:美式RPG的自由度高于日式RPG呢?这个问题似乎是肯定的。 可 是在技术日益成熟的今天,日本厂商并不是没有能力作出诸如Fallout那样复杂的对话、分支系统,也不是他们不了解美式RPG成功的要素所在,对于美式 RPG剧情上的分支优势我相信日厂的制作人们理解的比我们这种普通玩家更深。那么为什么他们没有选择丰富的自由度呢?我认为的答案是:自由度并不是日系 RPG厂商所关心的要素。原因很简单,游戏开发者本身在制作中追求的东西本来就不相同: 美式RPG所追求的是"创造",而日式RPG则追求"体验"。 二、文化差异 欧美文化和东亚文化的差异是十分鲜明的。美国人在他们的各种文化形式中留下了"自由"和"个性"的影子,而东亚人则在他们的作品中流露出了"传统"和"继承"。 所谓内涵是指一个概念所反映的事物的本质属性的总和。FF、DQ也好、Fallout、博得之门也好究其内涵都是RP(role play),每一个RPG都讲述了一段传奇的经历,其中夹杂者肝胆相照的豪气和谈情说爱的浪漫。 美 式RPG的优势在于它将欧美崇尚"自由"的文化融入到传统的英雄救世,并深度的发掘自我,游戏的主旨其实是对自我的探寻。欧美文化有着不在乎结果,只关乎 过程的特制,这也很好的被加入到RPG当中。战斗并不是为了战斗,因为战斗只是你经历历程中的一小部分,其体现在于结果,在于你做了什么、得到了什么、失 去了什么、升华了、堕落了、选择了还是被选择了。这一点大家可以将FF历代与Fallout简单的有些简陋的战斗系统和华丽的有些奢侈的特长系统对比一下 便会发现。 美式RPG无疑是成功的,它的成功在于它完成了——我做我,而非我扮演我或他人。所以说,美式RPG所带有的高自由度这一特质,正是制作人所追求的,是文化所决定的。创造,是对美式RPG最好的总结。 日 本文化,由于其兼容性和并存性的特点,不仅具有东方民族特有的浪漫风情,还具有西方的开放的现代化特质,所以日本文化是一种开放性多元化的文化复合体,日 本可以称为世界先进文化最优秀的继承者和实践者。轻思辩重是日本式实用的文化心理,日本人的文化心理是重现实、重实用、重结果。 在日式 RPG中,我们可以看出制作人注重细节,注重人与人之间感情的表现。与美式RPG中的主角不同,日式RPG的主角性格是固定的,游戏经历虽然是在给定的框 架之中,但是这却是比拥有更高自由度的美式RPG更好的表现剧本的条件。当主角下一步行动的进行权完全交给导演的时候,导演才能彻底的表达自己想要展示给 观众看的全部,这正式美式RPG在内容上欠缺的。日式RPG大多具备有深度的思想基础,游戏过程的情节中常能看到对人性的思考,皇家骑士团是很好的例子, 很完美。 日本文化中还有一个比较特殊的小人物文化,通过对小人物命运的描写来达到励志的效果,这与日本社会压力巨大有密切关系。当然,这不是本文所应该涉猎的话题。不过,在日式游戏中,这种励志的例子也很常见。这也是日式RPG吸引人的独一无二的特点之一。 综上,日厂制作人通常将重点放在对剧情的开发中,而回避自由度也是由其文化所决定的。与游戏的重复性和耐玩度相比,日式RPG更加追求剧本的完美与人物刻画的鲜明,它的中心是让玩家去体验。 三、游戏系统的差异 前面说过,欧美RPG的主旨在于"做我"而非扮演某个既定的角色,因此游戏系统的重心便放在了"我"这个词的身上。让每个人都和他人不同,是欧美RPG游戏系统的宗旨。技能树、技能点,对话系统的引入便是证明。而战斗方面相对简化、快速化,也是老美追求爽快的一种体现。 而追求剧情精髓的日式RPG,由于需要战斗部分来体现主人公的性格,展示故事的唯美与浪漫,所以将战斗系统的复杂和华丽作为开发重点,相对弱化除战斗之外的其他系统,传说系列的战斗系统是很好的证明。 二十余年来,二者依照自己的开发理念推陈出新,不断进步,似乎是在独立的发展,但是也在悄悄的互相影响,互相学习。虽然制作人所追求的目标依然不同,但是我们能看出二者在游戏系统等很多环节上有了对方的影子。 四、融合 Online game在经历了MUD时代之后,在97年UO的带领下走入了现在这个绚丽的时代。由于针对玩家群的扩大,制作者需要尝试改变一些自己认为固有的东西来迎 合另一种文化的玩家,系统以及世界观的融合在所难免。被PC玩家和TV玩家所熟知的两个例子便是FF11和WOW。在这两款游戏中,可以看到日式和美式 RPG虽然保留着原有的色调,但是文化的色彩已经完美的融合。 在WOW中,你不仅仅做着你自己,而且也享受着导演剧本中宏大而细腻的剧情,你既拥有丰富的日常系统又拥有复杂的战斗系统,你不仅仅是在创造,同样是在体验。 WOW在亚洲的疯狂成功不仅说明了Blizzard的眼光,也说明了日式RPG与美式RPG两者优点互相融合的趋势。 十年之后,如果你拿到一款RPG,也许你已经难以辨认其中日式或者美式的影子,只需要去玩,去创造你想成为的你,去体验导演的阴险和狡猾。 引用: 原帖由 真无双の乱舞 于 2007-11-29 8:38:00 发表 LZ最后说的融合没看明白,FF11和WOW可以看作具有两地不同风格网游的代表作,就网游RPG本身现在还没有一个明确的方向,互相模仿是有的,倒不是说一种融合。 引用: 原帖由 火彩 于 2007-11-29 8:38:00 发表 如果说MMORPG存在互相模仿这样的现象,那么也只存在于韩国MMORPG与欧美MMORPG之间的不断参考、借鉴。日式MMORPG在这块市场里的话语权小的可怜,目前的趋势来看,韩日合作将会是一段时间内的发展模式了。 引用: 原帖由 小猪哥 于 2007-11-29 8:38:00 发表 关于最后LZ所说的美日RPG融合的部分,我想倒不如说是在审美观上的融合。 特别是WOW,为了韩国市场,WOW在人物造型、任务线等很多地方迁就了亚洲人的习惯,可以说是东西方文明混合的产物。当然,其中美式元素还是占据了绝对的主导地位,但是依然能看到东方元素的引入。 三位的意见一针见血。 的确,现在看来传统的日美式RPG还没有真正融合的作品诞生,仅有的也只是一些相互的参考而已。但是,从一些MMORPG中还是能看到这样的例子。 也许说融合的确太牵强,但我还是会这么写,因为这是我一种和谐的愿望,希望能看到两者学习对方身上的优秀点,而玩家能够抛开门户之见,真正融合在一起,这也是我动手写此文的初衷。 -- 威尔史密斯对他的蓬蓬头的小小儿子说:你要尽全力保护你的梦想。那些嘲笑你梦想的人,因为他们必定会失败,他们想把你变成和他们一样的人 |
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Posted: 02 Aug 2008 09:00 AM CDT 看莔菌中毒………………風午:“釀死你XD。”
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Posted: 02 Aug 2008 08:50 AM CDT 用了一周的时间,看完了大仲马的小说《基度山伯爵》,版本是人文的“插图本”系列,译者蒋学模。据译序所言,这本书是从英文版转译而来。读下来,除了极少数的单句太长之外,文字还算顺畅。我想,大概很多年之后,都无法忘记基度山伯爵这个人,和他的故事。大仲马用1200页的文字把这样一个虚构的人物塑造的如此动人,以至于你会为世上竟然没有这样一个人而感到遗憾。虽然大仲马的文字不是刀,像陀思妥耶夫斯基那样剖析人的心理,但是他的文字却好像大海,带着读者和主人公的心绪一起激荡。经由作家的描述,读者能像邓蒂斯那样充满了对恶人的恨,那种恨意在想象力的补充中,更是扩大了十倍,而当基度山伯爵的仇人身败名裂时,读者所能感觉到的那种快意,也比文字本身更扩大了百倍。
大仲马的小说结构,根本上是平铺直叙的,但是总是让场景随着人物移动,往往由人物来直接追叙故事。基度山伯爵全书没有一页不叫人紧张,没有一页会让你舍得放下书本,有时候你是能看穿作者接下来的剧情安排,但是你仍然像着了魔似的,被基度山伯爵这个人的巨大魅力所吸引。当美迪西斯在深夜前来向基度山伯爵求情时,当弗南,也就是欺世盗名的马瑟夫伯爵,最终与基度山伯爵的本来面目相对时,特别是这些时刻,传奇和命运的化身融为一体,基度山伯爵和那个苦难深重的水手邓蒂斯和为一体,场面和对话,都使读者仿佛能听见自己的心跳,仿佛自己就偷偷站在那间屋子的某个墙角。你本能的感觉到,你的想象力,不会超过基度山伯爵的创造力,你的小小揣度,在基度山伯爵面前,只能甘拜下风。大仲马将全部热情和手法都在基度山伯爵这一个人物上用尽,用绝,他的爱恨情仇是那样炽烈,以至于除了他之外的所有人,他们的性格、命运、情感都仿佛成了他的一种反射。除去他,所有人都是庸人,有了他,大家顿时鲜活起来。他就像利刃,刺破胃肠,他就像怒火,烧毁大屋,他就像阳光,拨开迷雾。 早在七八年前,看《群星,我的归宿》时候,在译者赵海虹的序言里,她就曾提到,作者阿尔弗雷德·贝斯特,是怎样对基度山伯爵的剧情框架致敬的。更早一点,在是一二年前,上高中时候,我在地摊上买过很老版本的《基度山伯爵》的前三册,不过却从来没看过,一直放在老家的书柜底下,几乎忘记了它的存在……说一句题外话,《群星,我的归宿》中的复仇主题,虽然和《基度山伯爵》一样重要,但是基度山的爱和恨,终于只能局限在他个人的天地中(尽管他可以利用自己的势力将许多人的命运与这个天地所连接),他最终无法升华,因为他已经达到了时代和小说家所能赋予他的最传奇最崇高的个性。而格列·佛雷的仇恨,最终却升华成了一种革命思想,他本人也成了这种思想的贯彻者,迎来了某种神性意义上的升华。 于是,《基度山伯爵》看完了,请允许我暂时离开七月王朝的喧嚣,和皇帝与波旁两个系统的贵族告别,不久我还要回来,但那时候要搭哪位子爵的便车,凑近哪家舞会的角落,就不知道了。 ![]() ![]() |
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《特技摩托2》(Trials 2 Second Edition)完整硬盘版 Posted: 02 Aug 2008 08:31 AM CDT 做源服务器:eDonkeyServer No1 制作发行:redlynx 游戏类型:RAC 官方网站:http://www.redlynxtrials.com/ 讨论专区:http://3dmgame.chnren.com/bbs/showforum-248.html [QUOTE]【实际视频】 http://v.youku.com/v_show/id_XMjI0NjM3MDQ=.html http://v.youku.com/v_show/id_XMjI0NjM4NzY=.html [/QUOTE][quote]【病毒扫描】 安全通过: 卡巴斯基8.0.0.357 病毒库:2008-8-1 其他杀毒软件概不负责,目前发现的误报有: 金山毒霸、ClamAV、McAfee [/quote][QUOTE]【版本说明】 1、英文版 2、完整无删减 3、自动识别路径生成注册表 [/QUOTE][QUOTE]【安装步骤】 1、解压缩 2、双击setup.bat开始安装 3、运行桌面快捷进游戏或游戏目录下launcher.exe,选择ULTRA HIGH进游戏 4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 5、将来不想玩了,运行“卸载.reg”可以去除安装时生成的注册表。 [/QUOTE][quote]【配置要求】 GF6200以上显卡 ATI9500以上显卡[/quote] 【游戏简介】 这是一款充分展现摩托特技的游戏,玩家的目标是以最短时间和最少的失误操纵摩托车穿越障碍,并体验到真实的物理效果。游戏共包括训练关1条赛道、easy难度5条赛道、medium难度5条赛道、hard难度5条赛道。操控: WS各为加速刹车,或,方向键上方向键下各位加速刹车。 【游戏截图】 [QUOTE]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、关闭金山毒霸,推荐卡巴斯基 6、更新XP补丁、更新显卡驱动 [/QUOTE] This posting includes an audio/video/photo media file: Download Now |
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Posted: 02 Aug 2008 07:46 AM CDT 父母要尽可能利用机会鼓励宝贝独立游戏。当宝贝不哭不闹自己玩耍时,不要打扰宝贝。 错误7:在宝贝需要帮助时袖手旁观. 游戏是宝贝自己寻求答案的最佳途径。当宝贝热衷于游戏活动时,他们可能会提出一些比较特别的要求。这时,应尽量帮助他们,千万不要 ...
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Posted: 02 Aug 2008 09:11 PM CDT |
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Posted: 02 Aug 2008 03:18 AM CDT Massive Multiplayer Online Role Playing Games
西方MMORPG基础英文术语解释 AC——装甲等级、装甲的防护能力 Add——有一只额外的怪物加入了现有的战斗之中。 Alt——你帐号里的小号。 AOE——伤害区域,这类魔法类似于WARIII中的暴风雪,群体攻击。 AE——区域效果 AFK——Away from keyboard.离开键盘,这意味着玩家离开了他的电脑。 Aggro——愤怒行为,这意味着怪物已经因为你的行为激怒了它,而正在疯狂地攻击你!它们现在剩下的意识仅仅是如何接近你和攻击你了。 AggroRadius——愤怒半径,当你站在这个半径范围内,怪物就会攻击你。 Agi——Agility 敏捷 Avatar——化身,你的角色。 Bind——绑定。绑定决定了你的角色在死后在哪里复活。 Buff——增益魔法,增益魔法可以让你的能力提升。 Carebear——对一些宁愿和其他玩家一起打怪也不愿意PVP的玩家的通称。 Caster——施法者,站在后排施展法术治疗队友或攻击怪物的角色。 Cheese——在游戏中利用不平衡现象。 Creep——野生生物,经验值的代名词。 Critters——小动物,指代那些不会进行还击的生物。 DD——DirectDamage 直接伤害,一个魔法如果对怪物造成了伤害而切没有后继的伤害,那么就称做DD魔法。 DMG——Damage 伤害,你所能削弱目标的生命值的能力。 DOT——Damage Over Time 持续性伤害,与DD相反,如果一个魔法能造成连续的伤害,那么就称为DOT魔法。 DPS——Damage Per Second 每秒伤害,衡量一个武器威力的数值,更能够客观地反映武器的威力。 De-Buff——反增益,反增益魔法,顾名思义,就是增益魔法的反面,也就是削弱类的魔法。 FH——Full Health 生命全满。 FM——Full Mana 魔法全满。 GM——Game Master 游戏管理员,对玩家提供技术帮助的人物,受雇于游戏公司。 Griefer——伤痛者,对于那些喜欢骚扰和激怒其他玩家的人的统称。 GS——Goldshire 这个……应该是金币? HP——这个外星人都懂,Hit Points 承受伤害的点数,俗称血。 IF——Iron Forge 打铁工场。 INC——Incoming 这三个字母组合起来的意思是,攻击即将来到了——也就是说怪正跑来了或者敌对的玩家正冲过来。 Instancing——副本区域,在这个区域里做任务,你不会遭到其他队伍或者玩家的打扰,确保一切战利品归于你或你的队伍。 Kiting——游击战,一种战斗方式。通常是一名角色边跑边对怪物造成伤害。 KOS——Killed On Sighted 视野攻击,打个比方,如果一个兽人角色出现在联盟的NPC守卫的视线内,该NPC会试图杀死那名兽人角色。 KS——Kill Steal 尝试偷窃其他玩家杀死的怪物,或者从其他玩家手中抢怪。 Critters——小动物,指代那些不会进行还击的生物。 DD——DirectDamage 直接伤害,一个魔法如果对怪物造成了伤害而切没有后继的伤害,那么就称做DD魔法。 DMG——Damage 伤害,你所能削弱目标的生命值的能力。 DOT——Damage Over Time 持续性伤害,与DD相反,如果一个魔法能造成连续的伤害,那么就称为DOT魔法。 DPS——Damage Per Second 每秒伤害,衡量一个武器威力的数值,更能够客观地反映武器的威力。 De-Buff——反增益,反增益魔法,顾名思义,就是增益魔法的反面,也就是削弱类的魔法。 FH——Full Health 生命全满。 FM——Full Mana 魔法全满。 GM——Game Master 游戏管理员,对玩家提供技术帮助的人物,受雇于游戏公司。 Griefer——伤痛者,对于那些喜欢骚扰和激怒其他玩家的人的统称。 GS——Goldshire 这个……应该是金币? HP——这个外星人都懂,Hit Points 承受伤害的点数,俗称血。 IF——Iron Forge 打铁工场。 INC——Incoming 这三个字母组合起来的意思是,攻击即将来到了——也就是说怪正跑来了或者敌对的玩家正冲过来。 Instancing——副本区域,在这个区域里做任务,你不会遭到其他队伍或者玩家的打扰,确保一切战利品归于你或你的队伍。 Kiting——游击战,一种战斗方式。通常是一名角色边跑边对怪物造成伤害。 KOS——Killed On Sighted 视野攻击,打个比方,如果一个兽人角色出现在联盟的NPC守卫的视线内,该NPC会试图杀死那名兽人角色。 KS——Kill Steal 尝试偷窃其他玩家杀死的怪物,或者从其他玩家手中抢怪。 LD——LINK DEAD 掉线 LFG——Looking For a Groop 寻找队伍加入,也就是“求组”。 Log——日志记录,当你掉线的时候,日志记录就结束了。 LOL——Lots of laugh or laughing out loud 这通常代表着遇见一些有趣的事情。很不幸的是,即使很常见,这个术语在很久以前变得不好。其他的你所能选择的替代的语句有“哈哈”或者“呵呵”。这是避免你显得冷漠的方法之一。 LOM——Low on Mana 魔力不足,这意味着你很快不能不能放魔法了。 LOS——Line of Sight 视线。 LOOT——掠夺。从怪物尸体上搜刮战利品或者从箱子中取得物品。 LVL——等级,也就是LV。 Mez——Short of Mesmerize 施展催眠术,让怪物陷入睡眠之中。 MOB——“Mobile”的缩写,代表着一切由计算机操纵的角色,包括了NPC和怪物。 Newbie——新手,对新手玩家或者技术不佳的玩家的称呼。 Newb——Newbie 的缩写。 NOOb——Newbie 的另一种说法,但是带有侮辱性,所以不要轻易使用它。 NPC——非玩家控制角色,也就是有电脑控制的人物角色。 OOM——Out of Mana 魔力耗尽,比LOM更严重,你完全无法施放魔法了。 PC——玩家控制角色,也就是你自己的角色。 Pet——宠物,你所召唤的狼、地狱火之类的东西。 PK——杀害玩家或者玩家杀害者。 POP——怪物重生的术语。 PST——Please send tell 请发私聊,用于提醒对方使用私人聊天频道。 Puller——拉怪者,队伍中负责拉怪的人。 Pulling——拉怪,就是从一堆怪物中引出一只来好让队伍对付。 PvE——Player vs Environment 玩家与电脑对战。 PvP——Player vs Player 玩家对战。 Raid——袭击、突击。就是大群玩家攻击某个地区的行动。 Res——Resurrect 恢复的简称,Res Life 等于生命恢复速度 Res Mana 则是魔力恢复速度。 Re-spawn——重生,怪物们的刷新。 Rest(state)——疲劳度,人物的疲劳度,关系到角色获得经验值的多少。 RR——Redridge Mountains 红崖山脉 Spawns——怪物刷新的场所。 SPI——Spirit 精神 STA——Stamina 耐力 Stack——堆放,把同一种东西堆放在同一个物品槽中。 STR——Strength 力量 SW——Storm Wind 暴风城的简称。 Tank——坦克、血牛,扛怪物的角色的统称。 Taunt——嘲讽,吸引怪物攻击自己。 Threat——停战。停止提高怪物的愤怒值,也就是脱离战斗。 Train——拉火车。带着一群怪物冲向其他的玩家。这通常会害死别人,是个不被期待的行为。 Twink——一个低级的角色因为一个高级的角色而变得相当强大,通常他们身上的装备都超过同等级的玩家。也就是俗称的带小号。 Uber——德文的俚语,相当于"Super",少了一个字母 WF——West Fall 威斯特法地区 WTB——Wanting to buy 求购物品 WTS——Wanting to sell 出售物品 XP or EXP——经验值的英文缩写 |
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Posted: 02 Aug 2008 03:14 AM CDT 疯狂游戏人: 先奉上一篇关于数据挖掘的简介:http://baike.baidu.com/view/7893.htm 数据挖掘作为一门科学对游戏设计的指导作用越来越大了。包括系统,数值,关卡设计都用很好的指导作用,通过分析玩家游戏数据,我们可以得到玩家最喜欢的职业是什么,进而分析原因,对系统设计有指导意义的可以记录下来供下次使用,同时记录之间PK的结果,职业升级的速度,进行比较,往往会发现职业平衡性上面的问题。通过玩家玩哪个关卡多,分析这个关卡设计的是不是有什么问题。进行数据挖掘,最重要的是选取合适的维度。如:时间,地点,职业,技能等等。
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Posted: 02 Aug 2008 03:17 AM CDT Frontier工作室的创始人David Braben在本届Develop会议的演讲中谈到:
(《Lost Winds》)这款游戏的雏形是由两名开发者在一个星期之内完成的。它的原始创意来自于公司常规的“每周最佳游戏”聚会上设计师Steve Burgess的点子。之所以游戏能够在这么短时间内完成要依赖于游戏编辑器的简洁。它让设计师们可以在游戏进行中,实时地在任何位置拜访物品。他们“不用停下游戏就能够调试”。简洁的游戏引擎带来的成果是尤其“经济”的游戏代码,音效所占用的容量超过了游戏中其余的所有部分。 ![]() |
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《Bioshock》与叙事 - Develop 2008 主题演讲纪实 Posted: 02 Aug 2008 03:15 AM CDT Brighton被比作英国的旧金山。
这座海滨城市的空气里飘扬着一种英国少有的散漫和快乐的气质。 ![]() 希尔顿并没有给会场本身增添太多奢华的氛围。 颇为实在的海报,宣传册,以及现场打印的入场证将Develop同E3划清了界限。 展位多数都是猎头公司,中间件厂商和媒体。 九点一刻左右,我已经坐在了主会场。 没过太久,Ken与一班主创陆续现身。 《Develop》杂志的编辑准时开始了访谈。 Keynote并非事先准备的幻灯片式的演讲让我有些失望,而主持十分业余的水准很难将谈话带到主题上来。 好在受访者还是了解同为开发者的台下听众的需求。 ![]() 我们试图让其中的每个人物都有自己的故事。 好比你看到一具尸体,但他身边放着一本色情杂志和一罐汽水,你多少可以想象他死的时候正在干什么。 比如Suchong的尸体,Big Daddy的钻头穿过了他的胸口。 每一大关都有一个中心人物。 围绕着一个中心人物展开故事更容易将Rapture的居民联系到一起。 我每次重新开始项目的时候都记不得上次开发的过程。 这是祝福,也是诅咒。 我们同样也尝试过很多东西,跌跌撞撞才找到我们真正想要的。 若没有诸多的失败和尝试,《Bioshock》不可能成功。 在第一次E3演示之前,团队的士气并不是很高涨。 我(Ken)想一下子冲出去改变世界,而团队关心的却是怎么把游戏完成。 我想的是我们想做什么,而他们会告诉我我们能做什么。 Big Daddy是先有原画,再有游戏中的角色。 即便Big Daddy想要杀死你,他看上去仍然很伤心。 Little Sister的概念并非一开始就有。 我们尝试过“坐在轮椅上的狗”这样的概念,但最后还是偏向于同Big Daddy之间建立一种“父女”关系。 我(Ken)写作的哲学就是尽量晚落笔。 很多为游戏写作的作家抱有的想法就是,我来到了项目,我开始写,写完就走人了。 写作的本质其实是修改。(Writing is rewriting.) 游戏作家要成功必须全身心的融入到开发的整个过程中,不断玩更新版本的游戏,记下笔记,修改他的写作。 关卡设计时,每件游戏中的物品都是有其存在的目的。 将各部门的人分开在办公室的各个角落更可能将他们对于项目的贡献也分离开来。 我(Ken)原先有一间办公室,后来拆掉了。 我们要让整个团队都在一个大房间里。 很多绝妙的创意来自于程序员。 游戏本身要保持灵活性,像塑料一样,可以很容易地再打造,再修改。 媒体和拥趸会提供给你意见,他们会指出哪里他们不喜欢,哪里游戏做错了,但是不要向他们寻找答案。 听取他们的问题,然后自己找寻解决的办法,他们不会告诉你怎么做。 找到解决问题的途径才是真正的挑战。 比如我们在做《Thief》的时候,市场部开展的Focus Test里有一个问题: 你们想要游戏中有更多种类的武器,还是更少种类的武器?(这样的问题简直是浪费时间。) 不让你写30分钟的过场动画来讲故事要比让你写30分钟的过场动画来讲故事困难得多。 游戏从电影这里借鉴的灵感来自于《Fight Club》和《The Usual Suspects》。 一个团队里必须有不同背景和喜好的人。 很多团队都喜欢招一群如出一辙的开发者。 喜欢《印第安纳琼斯》的制作人,招了一群这部电影的狂热爱好者只会减少开发中的灵感。 我(Ken)就搞不懂《Smash Brothers》。 《Bioshock》没有多人模式。 如果你的多人模式做不到《Halo》或者《Call of Duty》这样的水准,那么你就最好不要做多人模式。 对于这一点,我们确实花了很多的努力去说服销售和市场。 但也正是因为有这样的勇气才让我们成就了最高水准的单人游戏。 |
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Posted: 02 Aug 2008 02:06 AM CDT 帮两个朋友求职北京各个游戏公司的GM职位,都是男性,懂ASP 数据库 网页编成等,但是想做做GM休闲工作。如果有需要的可以联系
电话:13522726056 张 谢谢!
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《X3:重聚年度游戏版》(X3:Reunion Game Of The Year Edition)Clone版/汉化补丁[ISO] Posted: 英文名:X3:Reunion Game Of The Year Edition 中文名:《X3:重聚》年度游戏版 开发制作:EgoSoft 代理发行:Deep Silver 上市时间:2007年3月30日 游戏类型:Space Combat Simulation 配置要求 最低要求 操作系统:Windows 98/ME/2000/XP/Vista CPU:Pentium4 1.7 GHz 内存:512MB RAM 显卡:128MB DirectX 9 兼容显卡 支持Pixel Shader 1.3 硬盘:4GB 推荐配置 操作系统:Windows 98/ME/2000/XP/Vista CPU:Pentium4 2.4 GHz 内存:1GB RAM 显卡:256MB DirectX 9 兼容显卡 支持Pixel Shader 2.0 硬盘:4GB 个人说明 此为官方2007年发行的年度游戏版,为至今为止的最佳X3版本,因为有玩家求此版本,虽然国外BT上可以找到,但是下载比较慢,正好我手头有,发到VC便于中国玩家分享。 此版本与原始发行的版本区别: 1.安装完毕即为2.0.02版本(此版本开始官方免DVD),且文件cat/dat03/04/05/06/07/08/09都是空的,就是说游戏载入比从原始升级版的要快。 2.整合官方BonusPackage,包括脚本、第三方工具等内容,安装时可选择。 3.整合座舱MOD,安装时可选择。 4.大量壁纸。 5.艺术原画设计视频。 官方补丁下载网址:http://www.egosoft.com/download/x3/patches_en.php 安装方法 1、载入镜像安装游戏。 2、安装官方2.5补丁。 3、安装汉化补丁,想玩英文版的可跳过此步。 关于汉化补丁 此为3DM与深度空间论坛联合制作的汉化补丁,目前为0.46版本,想随时关注汉化进度,深入了解游戏的玩家,可以到这2个论坛去讨论。 重要提醒:因为文件超过4G,请下载到NTFS格式的硬盘分区。 游戏介绍 《X》系列是最著名的太空题材游戏之一,最为系列最新作,《X3: Reunion》就像很多其它太空战争模拟游戏一样,围绕着“自由”这一题材展开,与目前在美国极为流行的网络游戏《EVE Online》也有不少相似之处。《X3》是在《X2》基础上的一个明显的进化,试图超越其它一些优秀作品,例如《Freelancer》、《自由战争》和《Privateer 2》等。 《X3》的一个最重要的进化之处在于剧情,这是本作的重要方向。构思精妙的故事是让玩家感觉到旅途充满激情的有效方式。这次我们将会化身为Julian Brenner,系列第一作《X:超越边疆》中任性的宇航员Kyle Brenner的儿子。随着我们操纵Julian进行战斗、贸易和探索,故事情节不断发展,随之而来的是越来越多的分支剧情,我们将会借此发现X广阔的动态世界的其它各个方面。这与《Freelancer》的主线剧情与其分支雇佣兵任务的关系在某种程度上来说是一样的。在本作中,玩家还可以扮演Kyle开始新的冒险。你还可以进入驾驶舱试试身手,或者扮演一位谦逊而令人尊敬的商人,又或者是某种探险家甚至刺客。 先让我们来扮演主角Julian,你将会来到Argon Prime的心脏地带,这个星系相比系列的FANS都不会陌生。这里充满了友好的贸易家和空间站,Argon是新手们开始冒险的好地方。本作不会在这里浪费任何时间。很快,你就会被要求参加控制适应模拟课程第四课,随后就开始投入与外星人的战斗。本作的飞行操作方式仍然是《X》系列的传统方式,并没有那么遵守牛顿的物理学定律,不像《I-War》那样采用尖端复杂的飞行系统。本作的空战系统鼓励较慢的空中缠斗以及更为谨慎的武器使用,这些最后会进化为更强的炮台和太空母舰。本作更重要的是考验玩家的管理能力而不是反应能力。在游戏最后,玩家将会控制整个舰队。 本作的贸易路线管理,基础的驾驶舱操作等也都有着细致的设定。除了一般的射击、瞄准外,本作还有一些有趣的系统,例如POV系统让玩家可以在座舱内四处查看,不像一般游戏那样只能左右看。在前两个部分击倒了6名敌人后,就可以进入到《X》更为深入的内容了。由于本作的主体仍然是通过贸易、领土冲突和探索实现迅速扩张,下面就让我们看看经济部分。 本作最大的卖点在于其动态的银河系,你可以先垄断市场中的一些小板块,将产品高价卖给当地的人们,然后通过资金积累再扩大其它市场,最终成为整个宇宙唯一的经济主导者。由于各个地区的经济与大经济环节相联系,受到贸易路线、价格波动和珍贵资源的影响,你实际上可以通过攻击市场的特定领域,使得你成为该领域的垄断者。 本作的菜单系统经过了简化,当你调出一个主菜单界面,可以看到从左向右排列的一系列图标。选中其中一个图标,就会出现属于该图标的一组功能图标。另外一个主要菜单是上下排列的,包含有各种个人数据。本作距离发售还有一段时间,目前还有不少地方需要改进。不过仅从目前的成果来看,本作绝对是太空游戏爱好者们不容错过的佳作。 游戏截图 This posting includes an audio/video/photo media file: Download Now |
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Posted: 02 Aug 2008 12:47 AM CDT 最近我们团队发生一系列的事情,可以说遭遇一次重大的挫折,现在众说纷纭,各有说法,也曾经觉得自己做的都没有问题,大部分是别人的问题,通过不断的反思,终于感觉到最大的问题其实还是自己,对商场的残酷竞争认识不够,首先是合作对象选择不慎,其次两家不该在一起办公,以及双方错综复杂的合作关系也为这次合作买下了一颗大地雷,等等。好汉怨自己,赖汉赖别人,遇到这次挫折可以说是活该。以后要时刻防范生意场上的种种商业风险。
塞翁失马,焉知非福!仔细想一想,有时候遇到挫折,或许也是一件好事,就像一瓶啤酒,如果不经过剧烈的晃动,让所有该冒的泡沫都冒出来,以后再晃动酒瓶的泡沫就会少许多。现在团队更加平心静气了,世界上很多人都在事业上遭遇不断的挫折,只有坚持者最让人尊敬,放弃是最大的失败。
谨以此文,做最深刻的自我检讨,在游戏行业打拼近十年,大部分时间都在研究如何做出好游戏,但在商业和管理上的经验却急待加强,真诚的希望伙伴们和朋友们多多鞭策,让我们做得更好 |
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Posted: 02 Aug 2008 02:12 PM CDT ![]() |
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Posted: 01 Aug 2008 09:46 PM CDT 想仅仅凭着熟练的技能和勤恳的工作,就在职场游刃有余,未免天真了…… 俗话说得好:会干的不如会说的。你想仅仅凭着熟练的技能和勤恳的工作,就在职场游刃有余、出人头地,未免有些天真了。虽然能力加勤奋很重要,但会说话,却能让你工作起来更轻松,并且可能帮助你加薪、升职。 1、应答上司交代的工作:我立即去办。 冷静、迅速地做出这样的回应,会让上司直观地感觉你是一个工作讲效率、处理问题果断,并且服从领导的好下属。如果你犹豫不决,只会让上司不快,会给上司留下优柔寡断的印象,下次重要的机会可能就轮不到你了。
2、传递坏消息时:我们似乎碰到一些情况…… 一笔业务出现麻烦,或市场出现危机,如果你立刻冲到上司的办公室报告这个坏消息,就算不关你的事,也会让上司怀疑你对待危机的能力,弄不好还会惹得上司的责骂,成为出气筒。 正确的方式是你可以从容不迫地说:我们似乎碰到一些情况……千万不要乱了阵脚,要让上司觉得事情并没有到不可收拾的地步,并且感到你会与他并肩作战,解决问题。
3、体现团队精神:XX的主意真不错! 小马的创意或设计得到了上司的欣赏,虽然你心里为自己不成功的设计而难过,甚至有些妒忌,你还是要在上司的听力范围内夸夸小马:小马的主意真不错。在明争暗斗的职场,善于欣赏别人,会让上司认为你本性善良,并富有团队精神,从而给你更多的信任。
4、如果你不知道某件事:让我再认真地想一想,2点前答复您好吗? 上司问了你某个与业务有关的问题,你不知道如何作答,千万不要说“不知道”。而“让我再认真地想一想,2点前答复您好吗?”不仅暂时让你解围,也让上司认为你不轻率行事,而是个三思而后行的人。当然,要记得按时给出答复。
5、请同事帮忙:这个策划没有你真不行啊! 有个策划,你一个人搞不定,得找个比较内行的人帮忙,怎么开口呢?你可以诚恳地说:这个策划没有你真不行啊!同事为了不负自己内行的形象,通常是不会拒绝的。当然,事后要记得感谢人家。
6、拒绝黄段子:这种话好像不适合在办公室讲哦! 男人有时总喜欢说些黄段子,并且不大注意场合。如果有男同事对你开“黄腔”,让你无法忍受,这句话可以让他们识趣地闭嘴。
7、减轻工作量:我知道这件事很重要,我们不妨先排一排手头的工作,按重要性排出先后顺序。 首先,强调你了解这项工作的重要性,然后请求上司指示,将这项工作与其它工作一起排出先后顺序,不露痕迹地让上司知道你的工作量其实很大,如果不是非你不可,有些事就可交给其他人或延期处理。
8、承认过失:是我一时疏忽,不过幸好…… 犯错误在所难免,所以勇于承认自己的过失很重要,推卸责任只会使你错上加错。不过,承认过失也有诀窍,就是不要让所有的错误都自己扛,这句话可以转移别人的注意力,淡化你的过失。
9、打破冷场的话题:我很想知道您对这件事的看法…… 当你与上司相处时,有时不得不找点话题,以打破冷场。不过,这正是你赢得上司青睐的好机会,最恰当的话题就是谈一些与公司有关、上司很关心又熟悉的话题。当上司滔滔不绝地发表看法时,也会对你这样一个谦虚的听众欣赏有加。
10、面对批评:谢谢你告诉我,我会仔细考虑你的建议的。 面对批评或责难,不管自己有没有不当之处,都不要将不满写在脸上,但要让对方知道,你已接受到他的信息,不卑不亢让你看起来又自信又稳重,更值得敬重。 |
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Posted: 01 Aug 2008 09:37 PM CDT 一般人都不愿意卷入办公室的尔虞我诈里,遗憾的是,有这种想法的人,并没有认清自己跟其他人身在同一条船上的事实。 那些想要明哲保身、图个耳根清净的上班族,最后的下场不只是求仁得仁,远离是非圈,甚至可能连工作都莫名其妙地丢了,还搞不清楚为什么。你大可不必跟着别人惹是生非,但千万别以为洁身自爱就可置身事外,因为办公室风暴从来就不长眼睛。 办公室环境既然是由人构成的,每个个体的行为,就难免会影响到其他人的想法、整体的气氛、与工作的进程,想在职场上发光发热,除了具备才华,更重要的还有性格、情商(EQ)、社交等许多看不见的能力。才华及专业能力,只有在你初为职场新鲜人的时候,能为你的竞争力加分,但当你正式跻身工作竞技场之后,真正能让你存活下来的能力其实是:智慧。办公室政治考验的就是上班族的应变能力、协调能力等各种智慧。 每个企业都会有资源有限的难处,而且难免有分配不均的问题,利用一些手段来增加个人的竞争优势,并不足怪。每家公司都有两种组织结构:正式的组织结构是可以用图表显示的,而非正式的组织结构就是人际关系,说得简单点,办公室政治就是多结交对你仕途有益的朋友,少在同事间结怨。
上班族应看清一个事实,在办公室里的政治行为是常态,没有政治活动才是特例。
因此,与其对办公室政治心怀排斥畏惧,不如放下所有的不屑和无奈,投身其中,享受办公室政治。那末,何谓办公室政治?是待人接物的态度;是应对进退的分寸拿捏;是害人之心不可有、防人之心不可无。简而言之,就是广交朋友,特别是能让身处权力核心的人如你的上司之类,成为你的良师益友。 所谓办公室政治,常常分为两类。一类是办公室厚黑学,教人如何不择手段获致成功、出人头地,即使勾心斗角、耍坏使诈、牺牲朋友也在所不惜;另一类则像卡耐基这样,以达观正面的角度看待职场政治。两种途径,因人而异。最理想的态度是“适度参与”,但也要懂得时时保护自己。请记住以下几点:
第一:办公室没有台风眼 很多人抱着“清者自清、浊者自浊”的心态看待办公室政治,以为只要能独善其身就可以远离是非,但实情是,地球上没有真正的中立国,办公室里也没有可以明哲保身的人,只要身在办公室,便是处在暴风圈,没有所谓的“台风眼”可容藏身。 很多人天真地相信,只要自己专业过人,工作脚踏实地,又不惹是生非,总有一天老板会注意到自己这块璞玉,但结果往往事与愿违,因为专业不是升迁的惟一指标,躲在电脑后面,不与同事交流的人,很难有机会成为领导者、管理者。 又有人以为,办公室政治是高层才有的勾心斗角,跟普通的员工没关系,可事实上,管理层有管理层的政治学,普通员工也有普通员工的政治考题。 组织既然是人的组合,每个人都有自己的优先顺序和利害关系,如果学不会如何协调人与人之间的关系,也就别痴心妄想平步青云。 上班族应认清办公室政治没有旁观者的现实,这是一场你不下场参赛就会自动被判出局的游戏。想要独善其身的人,下场可能是被大家遗忘,甚至哪一天你就得卷铺盖走路。 我们绝对不是鼓吹上班族在办公室里兴风作浪、每役必与,你可以不必下场参与混战,但却必须保持消息灵通,随机应变。
第二:你成就了团队,团队也会成就你 前一阵台湾知名会计师阮吕芳周率领着109人的团队跳槽,引起当地会计界一番震荡,阮吕团队业绩占旧东家众信联合会计师事务所1/8,每年收入高达新台币1.8亿元。这是个人与团队相得益彰的最佳例证。 要不要在公司里搞小圈子,一向是个难解的两难习题,孔夫子云:“君子不群”,但团队工作本来就需要大家通力合作,想要成功,没有班底的帮助,将很难成事。要认清团队的成功,就是个人的成功,个人对团队的贡献度愈高,在团队里的份量也愈重,另外,切记将功劳与荣耀归于团队的伙伴。 如果你是个还搞不清楚状况的新人,别急着建立自己的小团体或是加入别人的小圈子,万一不小心犯了高层的大忌、踩了别人的地盘,那就别想再在办公室里混下去。真心地建议你跟每个同事都保持良好关系,尽量不要被贴上派系标签。
第三:你是职场的亮点,还是暗点 买电视机时,有亮点或暗点的都是瑕疵品,但在职场上,不怕成为明亮的超新星,就怕变成不亮的白矮星。想成为职场上的“一等星”,自然要多下点功夫提高自己的能见度。 如果你自认为是职场千里马,千万别再痴等伯乐出现,天真地以为只要埋头苦干真能一举成名。要知道这年头伯乐也常面临自顾不暇的困境,或者也在苦等他们的伯乐。适度为自己制造“出风头”的机会,有助于开展个人事业的康庄大道。 所谓“人要衣装、佛要金装”,现代社会商品的销售多少都要靠包装,何况是竞争激烈的职场。当你做出某些成绩或经过努力而提前完成任务时,别忘了做做个人公关。会议场合是个不可多得的舞台,适时掌握发言机会,展现个人能力,发出声音,才能引起老板的注意。 当然,风头太健,便可能招致嫉护,适时把人情做给同事可以赢得好感,也算为自己买张保单。跟老板邀功时,把功劳归诸团队和上司,再巧妙提到自己的贡献。不要害怕别人批评你好大喜功,如果努力没被同事、上司看到,那你才该担心自己的才华被埋没。
第四:把同事当队友,而非对手 同一个办公室里有年龄、条件相仿的同事实在是件讨厌的事,人人都会把你们两个拿来比较。其实办公室里同事间本来就是既合作又竞争的关系,若换个角度想,以健康心态看待竞争关系,当同事的能力愈来愈强,等于是在无形中促使你提升实力。更何况,在全球化时代,本来就不应该把眼光局限在一个屋檐下的同事,而应该将全球的精英视为真正的竞争者,如此一来,自然就不需要把同事当“冤家”看待了。 器量狭小、排挤同事的人,一定也会遭到其他人的排挤;把同事当做阻挡前途的障碍,一定难以在办公室里立足。对于在办公室里跟自己有竞争关系的人,不妨试着去赞美他,或请他帮一个小忙,往往可以神奇地化解彼此间的敌意,在职场上,减少一个敌人的价值胜过增加一个朋友。 更积极的态度应该是,将能量放在挑战更高的目标上,真正的敌人永远等在你视线以外的地方伏击,何不把在内部竞争的力气省下来向外发展?
第五:伴君如伴虎 在老板面前,不必自觉矮人一截。与上司沟通,只要考量“天时、地利、人和”,多半出师必捷。所谓天时是“时机”,别挑老板正在气头上时找他谈事情;地利是“场合”,若是不适宜在公开场合谈论的事情,最好找机会私下与老板协商;人和是“话题”,先了解老板的个性,才知道施力点何在,花最少的力量,争取最大效果。 此外,别以为只有当众令老板下不来台才是挑战老板权威。当老板发火骂人时,你的解释通常只会让他的火气更旺,有的时候当老板怒火攻心、骂不绝口时,嘻皮笑脸地对他说一声“谢谢!”反而让他霎时没了脾气。 所谓“高处不胜寒”,身居高位的老板也会感到孤独,也会有不为人知的辛酸,如果能站在老板的角度设身处地着想,说不定会找到与之沟通的合适的切入点。
第六:适应突如其来的份外工作 当上司交代你不属于份内工作的时候,通常有两种情况,一是他认同你的能力,给你超越职位的挑战;另一种则是他假公济私,把你当小丫头使唤,要你帮他处理私人的事。 理想的状况是,你做了份外的事,而且做得很好,能得到应得的回馈,如新的职位或新的工作机会,或者你私底下帮了老板的忙,将来他会还你一个人情。 但事情的发展也可能不如想像的那般美好,比如你接下了额外的工作,但老板却是抱着不用白不用的心态,或把你当成不要钱的老妈子,替他接送小孩兼临时保姆。 也有可能是同事请你帮忙,你不好意思拒绝,担心会因此影响人际关系。一次两次以后,对方却食髓知味,存心占你便宜,令你后悔莫及。 私下帮忙,只能偶一为之,而且要让对方清楚地知道你是卖他一个人情,不能养大他的胃口,该拒绝时,就要明白地说不,当对方知道你的分寸底线何在时,自然就不会再三试探。 有一种情况,是即使没有报酬你也应该去争取的份外工作,那就是当你想要争取某个职位,却没有相关背景或任何优势的时候。比如你现在只是一个总机小姐,但你想成为公司的业务人员,你大可以向主管表达愿意不拿薪水而分担业务工作。当你具备了一定经验并向该部门主管证明你的能力后,自然有机会转做正式业务。
原作者不详,转载自:http://www.365u.com.cn/WenZhang/Detail/Article_108236.html |
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Posted: 01 Aug 2008 06:41 PM CDT Halo Wars Goals: We set out a number of goals for the game at the start and continue working toward them each day. We stressed many of these in our E3 presentations and from the coverage it sounds like they are being well received. If you take in some of the interviews, like those I have linked to below or others I linked to previously, you can hear these goals mentioned. We feel very good about how we are doing with these but the real judgment will have to wait until the game is in your hands. Here are some of our goals for Halo Wars so you can decide ultimately how we did.
Halo Wars Demos: Check out this 15 minute interview and demo on Gamespot featuring Designer Dave Pottinger. This is basically what all the editors from the media outlets got to see and hear at E3, so you can compare what you think to what they have written elsewhere. Dave commented to us that this demo showcases how difficult it is to speak clearly on TV and drive a demo while being blinded by stage lights. http://www.gamespot.com/video/935835/6194807/halo-wars-e3-2008-stage-show-demo Here is another interview with Dave on IGN, with Designer Justin Rouse driving. You can see the Spartan back flip onto a Wraith and hijack it. Listen to Dave talk about the trade-offs in strategy games between economy and combat. Hear what he says about the difference between a MAC blast and carpet bombing. Note also the Halo Wars team t-shirts our guys are wearing. These were passed out to the company just before E3. If you stay with the site after the interview you can catch some gameplay footage, including a carpet bombing attack. http://xbox360.ign.com/dor/objects/857436/halo-wars/videos/halowarslivewire_072308.html Halo Wars E3 Awards: I mentioned last time that our game was voted Best Strategy Game at the show and in the days afterward has received a number of additional awards. Here are links to some of these. Planet Xbox 360: Best Strategy Game http://www.planetxbox360.com/article_4305/PlanetXbox360s_Best_of_E3_2008_Awards ActionTrip: Best Strategy Game http://www.actiontrip.com/features/e32008showawardsandwrapup.phtml Halo Wars Garners Prestigious Nomination: We have just learned that Halo Wars has been nominated for the most prestigious award from the show—The Game Critics Awards, for best games of E3. These awards have been bestowed annually since 1998. They are prestigious because they are voted on by a panel of judges made up mainly of editors-in-chief of major North American media outlets that have consistently covered the videogame industry. These include not only game magazines, websites, and cable channels, but also major magazines (like Newsweek, Time, and Wired) and major newspapers (like USA Today and the Los Angeles Times). Winners will be announced August 5. Halo Wars is one of five nominees for Best Strategy Game. Two of the five are to be released on the X360 with the others on the PC or X360/PC. None of the five appear to be scheduled for competing consoles. You can read more about the awards, the judges and where they come from, past winners, and how judges make their picks here. Click on E3 Nominees to see all the games being considered from this year’s show. http://www.gamecriticsawards.com/index.html E3 Name Dropping: Most of the people stopping by to see Halo Wars at E3 were from the media, but there were some luminaries from inside the industry as well. Shigeru Miyamoto of Nintendo (the creative mind behind Mario, Donkey Kong, The Legend of Zelda, etc.) dropped by with a posse of VIPs and watched a demo. RTS Competition Dropping PS3: As a Microsoft first party developer (part of the company) we develop only for PC or X360, so we don’t have to consider any extra difficulties working with other platforms. We thought it was interesting to read that publisher Electronic Arts is dropping plans for a PS3 version of Red Alert 3, as reported on Shacknews. The problems adapting their game engine to the PS3 architecture must have been really significant to pass on the platform. This has to be a win for the X360. Here is the story. http://www.shacknews.com/onearticle.x/53894 Localization Teams: One of the things that go on behind the scenes in making games for worldwide consumption is localization to international languages. Last week we had teams at our offices from Korea and Japan laying the groundwork for Halo Wars versions for their local markets. This will require written translations for any text on the screen and voice acting for dialog we hear in various places. Bill Jackson, one of the assistant producers on our team, was our host. Graeme Devine at ComicCon: Designer/Writer Graeme Devine attended this graphic novel convention to take part in a panel discussion about the Halo universe. Also on his panel were Frank O’Connor of MGS (ex-Bungie), three authors of Halo novels, and a representative from McFarlane Toys. Graeme told us the room was filled to its 800 person capacity at all times, with people being turned away. The line to pose questions to the panel ran to the back of the room. He recalls that maybe half of the questions asked were about Halo Wars. After the session the panelists were swarmed by fans wanting autographs. Here is a link to one of the live blogs from the panel. http://kotaku.com/5028876/liveblogging-the-comic+con-halo-universe-panel Latest Halo Wars Archive Build: #853. Bruce Shelley |
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Posted: 01 Aug 2008 05:51 PM CDT Nowhere, that I know of. Occasionally you see it on half.com or from third-party sellers; sometimes, for over $200. (Of which I get nothing, of course). This comes up particularly now because Penny Arcade linked to the book today. But I probably get a couple of inquiries a week about it (thanks for your interest, Karl, Brady, John…). The good news is that I hope to have news on its renewed availability in the next few weeks. |
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PLAYSTATION Store Video Content Update Posted: 01 Aug 2008 06:00 PM CDT Since the introduction of movie & TV shows on the PLAYSTATION Store, we’ve added hundreds of new pieces of video content for purchase and rental. As new items are not tied to the weekly PLAYSTATION Store updates, we’ve chosen this time slot to let you know what’s new so you can make a more informed choice for weekend entertainment. This week we’ve added new video content from the following television series:
As well as the following feature films:
And since many of you seemed to enjoy reading what everyone else is watching, here are our top 20 movie and TV downloads for the week:
Have a great weekend! |
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Posted: 01 Aug 2008 03:55 PM CDT The XNA Team is excited to announce the release of the mini game, Movipa. It is available for download now! Movipa is a complete mini game for XNA Game Studio. The project comes ready to compile and run, and it's easy to customize with a little bit of C# programming. You are also free to use the source code as the basis for your own XNA Game Studio game projects, and to share your work with others. Movipa was developed by AGENDA/Zenryokutei. Movipa is a puzzle game involving moving images that demonstrates the following components:
Further details and the download of the Movipa game can be found here. |
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Posted: 31 Jul 2008 09:58 PM CDT 摘要: XNA下在电脑里也有一年了,不过只是刚刚下载来时看看,前两天突然想做个小游戏,于是又重新安装了XNA的3.0CTP 阅读全文 [新闻]对“豆瓣模式”的借鉴和创新.
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宝宝自己玩:0-3岁的<b>独立游戏</b>- 好孩子育儿网- 科学育儿专家 Posted: 22 Jul 2008 01:35 AM CDT 宝宝自己玩:0-3岁的独立游戏. 文章ID:25381. 帆帆正摆弄着自己的毛绒玩具,一会儿扮演熊妈妈,一会儿又充当兔妈妈,一个人玩得不亦乐乎对于喜欢的游戏或玩具,她总是很投入,能独自玩上很长时间帆帆也需要爸爸妈妈的参与,但绝不是那种随时随地需要成人 ...
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Posted: 03 Aug 2008 04:17 PM CDT Pythonic 有点像“Python惯用法”的意味,现在让我们来聊聊它真正的含义。这篇文章写于 2005 年,虽然有少部分内容(主要是例子)看起来已经有些过时,但即便是在今天,它的中心思想依然有极高的指导意义。
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Posted: 31 Jul 2008 09:57 PM CDT 在规划了一些时间之后,我已经完成我的简单四叉树的原型。当我正在尝试了解什么四叉树是像的时候有一些疑问: 1. 什么是四叉树? 它是一个平面被区分为4个部份的一个空间划分系统/观念。 每个可以按你需要的细分等级可依次分分为4个部份。 ...
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Posted: 03 Aug 2008 07:21 AM CDT |
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Zero Tolerance: The new music in Zero Punctuation Posted: 03 Aug 2008 04:42 AM CDT I love Zero Punctuation, the mostly-weekly review video that The Escapist have been running for a while now by British emigré journalist Ben "Yahtzee" Crowshaw. For those three of you out there who may not know what it is, ZP presents 4-minute long animated reviews, mostly of one specific title at a time, and it does so with a calavcade of animated characters and a very distinctive speaking style on the party of Yahtzee. He literally fires through each of the points of his reviews in a mad rant that offers little or no chance for breath or full stops. Hence the name. It's the game reviewer equivalent of The Show with Ze Frank.
Aside from the machine-gun speed delivery, however, what makes ZP work extremely well are three things: Its visual invention, its analysis (which is sharp, witty and often brutally to the point) and its very British off-kilter tone. It has been the making of The Escapist also, which prior to ZP's introduction was a very dusty magazine full of intellectual pieces that seemed more at home in an academic journal trying to make some impact in the world of Gamespot and IGN. But there's a problem and it is this. Someone in the editorial circle of the Escapist, whether it be Yahtzee himself (doubtful) or somebody at the magazine, has decided to jazz up Zero Punctuation with the introduction of boilerplate animations and music at the front and back of each of the new videos. So where previously we had relevant and witty music choices. Now we have cheesy metal and explosions. This has to be stopped! Letters need to be written! Avengers assemble! |
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Posted: 03 Aug 2008 05:13 AM CDT 算完成。背景想不出再添點what了……
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Posted: 03 Aug 2008 06:25 AM CDT 很不经意的,挡在新飞技术测试上的第一个真正的拦路虎就这样被消灭了,事后,我们曾经试图回忆当时为什么会这样去想,可怎么也想不起是哪句话激发了这个灵感。 历史常常象这样充满戏剧化,想破脑袋都想不透的问题,可能就这样被轻易化解,前提是: 在化解之前,你必须不断的想,不断的寻找出路,在你自己崩溃之前找到这份灵感或者找到出路。所以,你要承受得住。 Dave说,作服务器很磨练人,我想这是一定的:不仅要求作事要严谨,更要求心理素质要过硬。 要能顶得住来自玩家和团队内部的双重压力,能沉下心来,按照自己所设想的解决之路,一个个去尝试,一个个去排除。 总之,我相信一句话:总能找到解决办法,我们唯一需要作的是,不断寻找出路,要跟自己的意志力作斗争,永不放弃。 意外的解决这个问题后,除了让我们可以暂时缓一口气,后面还有大量的事要作,喜悦,只在那一刻。 如果顺利,新飞的人数上限将在未来一周内不断提高,达到玩家基本可以顺畅进入游戏的程度,即使排队,也不会再象现在这样花这么长的时间。 |
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Posted: 03 Aug 2008 02:32 AM CDT 这歌是自己录的效果不太好。 视频. Guitar &Violin. 游戏Phyta的背景音乐。黑暗而有阴郁,金色的太阳被黑暗扭曲的蔓藤缠绕,世界渐渐阴霾....... Best Of Times Soundtrack. 在一个为独立游戏写音乐的人的blog上听到得,好像是一个电影的音乐。
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Posted: 02 Aug 2008 02:14 AM CDT 以下部分是关于关卡设计的一个关卡的概述以及简单分析。 对于这样act的关卡,最简单的划分包括整个“基本环境”和环境中出现的“事物”,“单位”和用于游戏运作的“设置”。 “基本环境”包括地形地貌和天空背景等,一般划分到这个部分的东西是都是些不会被游戏中的行为所改变的东西,这些东西还包括一些特殊的光线,河流,背景音乐等。比如波斯王子游戏中的建筑可以划分到这个类型中。而星际争霸的建筑则不属于这个范畴。 在一个关卡中,“事物”是预先添加在里面可以和玩家展开互动的部分。事物遵循和基本环境的物理关系,比如某些可以被移动的石块。一般来说这些东西不被赋予AI,只是简单遵循和基本环境以及互动行为之间的物理逻辑。 “基本环境”和“事物”构成了游戏的场景。 “单位”,属于那些npc和敌人的,玩家操作的部分都可以归纳到这个集合。单位一般比事物复杂一些,他们会唧唧歪歪,动手动脚,高超的AI设计赋予他们娱乐的天份(注意高超和高难度是两回事),他们构成娱乐的主体。 “设置”是用来辅助游戏用的逻辑参数,比如在地图上划分一些辅助区域供系统判断刷新的小兵类型和等级范围。或者调整关卡中基本环境和事物的重力,浮力之类的参数。也用来编辑剧本和其他游戏中的事件。 关于以上的划分,只是个人为了针对这个游戏而作的。相对的比如《俄罗斯方块》,《虚拟城市》或者《虚拟人生》这样的游戏其思路又是不一样的。 下面的例子是我那个yy游戏《赫拉克勒》的第一关。 这个关卡的目的是要玩家经历以下的流程: 来到农田-》赶走半人马养的野猪-》引来半人马小兵-》和小兵打架-》追击小兵到悬崖营地-》到营地里和boss单挑让他带半人马离开 首先来两张大致的草图,呵呵。里面包含了基本环境和事物。 场景1:农田部分 场景2:半人马的山寨(他们在做手机!)
接下来是游戏中的事物和角色的示意图。人们对图形的理解速度总是优于文字的。如果有资源库,还可以将示意图弄好看一些。这样对游戏的品质提高还是很有帮助的。
示意图只是前期的描述,开发的时候还需要归纳成表格以便查询。而且这里不包含道具和技能树之类的设定。因为这两个部分需要大量的时间去规划,有必要独立成另外的部分专门设计。
其实我们会发现农田场景有一个明显的问题:这个场景太短太直接了。可能玩家刚上来几分钟就通过这部分到boss所在的场景了,对于设计这样一个游戏的初衷来说就显得有些短。如何改善这个问题可以看一下我的其他关于关卡设计的文章。
下期预告:后面的文章将详细讲一下具体的物理设置和关卡的艺术表现环节。 |
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Posted: 01 Jun 2008 08:52 AM CDT
2008年,本应该是个为奥运举办而值得喜庆的一年,却恰恰好事多磨,甚至可以用灾祸连连来概括了。在这里先衷心地为四川大地震中遇难的同胞哀悼一下。
而对我这个远在上海的IT民工来说,今年感觉最为强烈的则是从去年开始的全球经济下滑。许多隐藏的经济问题暴露了,也有许多新的经济问题出现了。07年初人们还在津津乐道着周末的娱乐节目“非常6+1”;而现在面对萧条的加工出口,大大小小的打工仔们都呐喊着产业链的“升级6+1”。 好了,回到主题,现在梳理一下这一年的时间里在gameloft的工作历程。
一、项目经历 1、橄榄球2007 这个项目有三个事情是让我记忆忧新的: 2、科比2008(篮球) 值得一提的是这个项目和橄榄球一样,都使用了体育明星的版权。 3、越野摩托 这个项目有一部分机器是具有网络连接功能的,刚好我接手做了。让我吃惊的是即使是一个上传下载的功能,各类相关文档都非常成熟。这方面我不得不佩服一下法国人。现在很多国内的手机游戏厂商都在抢网络游戏这块未来的蛋糕,但是就我当时看到的情况来对比的话,只要法国人想要做网络游戏的话,技术上根本不是问题。反倒是国内先走好几年的那些厂商都可能被一下追过去。 4、午夜台球 项目的制作人是这样评价总部的主版本的:“他们已经插上了想象的翅膀!”主版本是一个3D+2D的萨克巨人,而我们手上的机器充其量也就是个黄色甲壳虫,差距太大了。所以上来就决定了去走橄榄球的老路,但因为前面说过的原因我只做了一部分就开溜了。 5、NBA Smash! 亮点是:制作人居然是producer的老大!因为这个项目在进度安排上确实有很多实验性的东西。这个时候测试进度数据很重要。 6、bloxx(方块)
1、设计的方法 其次呢,就是发现做游戏一定要专业,要充分了解设计的对象。能多专业就要多专业!当设计者知其所以然的时候,设计出来的东西才不别扭。好比要是做个赛车游戏,每个车的发动机的前后位置和前后轮胎驱动的关系都知道了,做出来的车才可能符合真实的物理状态。不然搞个特技动作,驱动轮拔地而起了车子还能开就闹笑话了。 最后,说一下借鉴。以前有个人让我画个蜡笔小新,我说我先看一下,那人就说要自己想,不要抄袭。其实我只是想看一下小新的几个基本特征嘛,然后我就可以自己设计小新的各种动作。而这些动作跟我之前看的那图就完全不一样了。我想做游戏也是这样,先要拿很多的资料来参考,找出其中的规律再来设计自己的东西。 2、ISO900001体系 3、美术技法的实践和提高 4、我们是商业组织
好了,一年回顾完了,还有一些不小的玩意也不能写了,不过无妨,知识是最有价值的。我记下了这些东西我就充实了,呵呵。 |
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Posted: 09 Apr 2007 11:51 AM CDT 从剪辑的角度谈电影和游戏的区别 人们开始逐渐意识到游戏人向电影借鉴知识是非常棒的一种办法。但是这并不意味着在开发的过程中生搬硬套电影的制作手段就算完事了,因为游戏和电影毕竟存在着各种差别。下面就从剪辑的角度来说明一下这个问题。 先讨论一下共同点,并对“剪辑”这个词进行分析。 电影剪辑是电影片后期制作过程中必不可少的一部分,一般的(合成在本文则不做讨论),它通过两个镜头之间的调度,来达到叙事性的紧凑。比如电影《虎虎虎》,历史上山本五十六的航母编队从日本驶向战场花费了数天的时间,而观众却无需在电影院赔上3天看那些硕大的钢铁在海上无聊地颠簸,就是因为剪辑的时候这些被咔嚓掉了。对于很多突出人物形象的影视作品,那些吹毛求疵的电影评论人常说的:“这片子里的英雄重来没吃过饭”。但是如果加上去又怎么样?《300》里面战斗到了高潮部分忽然插进几个吃饭的镜头是不是会更好?为了保证艺术作品本身的感染力,真实有时就是冗余,不作剪辑的作品我们通俗地称之为流水帐,专业说法是毛片。 其实剪辑在游戏制作中已经存在非常长的一段时期了,各个时期的游戏制作人都有意无意地在进行着剪辑。比如来自加拿大的游戏《武田信玄》第一代,制作者用最简略的方式描述了所有的政治生产,军事调度问题。一笔带过后直接进入了战斗的界面。李铭盛先生严格控制了剧情叙述和真正体现游戏乐趣部分的战斗的时间比例,玩家非常容易被突出的重点迷住。一个相反的例子则是《三国志群英传3》,这个游戏的功能做得面面俱到,这点上可以说丝毫不逊色于光荣的《三国志》,但是游戏的高潮部分却被无情地掩埋在大量的内政布置和行军当中,所以这一作获得的口碑不是很好。而它前作的成功恰恰是因为它的战斗部分是如此突出。 以上是共同点,游戏和电影都存在剪辑的需要,下面将说一下不同点。 当我们在看电影的时候绝对不会手动将影片的某个部分循环播放好几遍或者用1/3倍速播放,而在电影的高潮部分更不会用暂停选项切换出去看几个广告再回头继续看高潮部分。电影制作者只要我们去看就可以了。但是在游戏中呢?我们经常不停地在打怪练级,在“慢”的节奏下津津有味地玩着战略,在与暗黑破坏神战斗的高潮部分用一个传送卷轴返回到营地花1分钟去组队买药水。游戏制作者此时对这些部分显然无可奈何。 简单来说,电影剪辑是一次完成的,用户只需要观看,而游戏则是用户参与其中。对于剪辑,这个时候我们就会常用一个我们游戏人的术语叫做“控制节奏”。 怎样去控制游戏的节奏,并让玩家认同这种节奏就显得相当重要了。 用《生化危机4》来举个例子吧,当玩家进入了第一个小镇的时候,如果不急着跑到房子里面触发剧情的话会发现很无聊,只要玩家一直在“跑”,那些僵尸一样的人便无法攻击到玩家,玩家可以轻松地在场景里翻箱倒柜。这个时候给人的感觉活像是在散步!游戏紧张的气氛荡然无存,这块的节奏控制可以说处理得非常差。但是同样在这个场景中,当玩家进入了房间后游戏因为那个电锯男的出现而显得特别紧张,在狭小的范围内玩家很容易被逮到并被干掉。而玩家用猎枪轰死那个电锯男是相当有快感的。这样无形中用户就跟着制作者的节奏开始进行游戏了。如果可以,制作者当然不会让玩家乱跑,但三上不可能剪掉这部分。 《生化危机4》只是说明了游戏节奏会受到用户的影响,最后再来看更疯狂的-《魔兽争霸》之流的竞技类游戏! 竞技类游戏的节奏被用户控制是理所当然的!解说员往往会说这场战斗节奏很快或者说选手都是沉稳形的。因为整个游戏的设计思路实际上就是让用户自己去控制节奏。而这些对于电影制作者来说简直就是异端邪说!毕竟竞技类的游戏中心思想已经和讲故事相去甚远了。 用威尔.怀特的话来说那些成功的游戏类型是一座座不同的高峰!电影游戏也是如此。 |
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Posted: 09 Apr 2007 10:01 AM CDT |
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Posted: 02 Apr 2007 09:25 PM CDT
话说之前玩过《波斯王子》和《撕裂的天堂》后,又看了《战神》的视频,就有了设计一款比较暴力的3D动作游戏的冲动,但是苦于没有一个合适的题材和概念。最近看了《斯巴达300》的画面后很有冲动,终于可以开始动手设计了。
所以就在blog里面专门开了个《英雄赫拉克勒斯》的文章分类来放关于这个设计的东西。该分类里的文档以描述分镜设定,场景设定,事件和AI的设计为主,建议不要拿来当策划案看哈,会看歪的,毕竟其他部分都只一笔带过了
(最初公司老总曾拿了一个案子看过一遍,后来就只改看前面的项目书了)。故事内容:改编自希腊神话英雄赫拉克勒斯的故事。
角色:
选角了!选角了!大力神是什么样子的?就按下面这个标准来!希腊大力士!
这位就不好意思了,胳膊细了点……,造型也不够暴露,啊不是,是不够希腊。感觉演罗宾汉满合适。
嗯~!眼前一亮,这位不错,脸部的轮廓很有味道,可能还是超人的崇拜者……
导演!再来张俺的艺术照给你瞧瞧!你看这下行不?
我靠!披风和头盔稍加修饰就是一个赫拉克勒斯了!握手!先来干活,合同不急着签,东西上市了自然少不了你的,哈哈。
游戏类型:act
基础动作分类:移动,快速弹跳,跳跃,攀缘,使用道具,“睡觉”;
需要根据装备判断的动作分类:格挡,防御,按键搭配连击,近身搏击,弓箭射击(武器有左右手区分)。
特殊动作分类:与特殊场景道具,角色的交互动作。
注意伤害需要判断具体的身体部位!
操作方式:鼠标+键盘(和GTA,光环之类比较其实没新东西,不赘述了)。
![]() 美术风格:参考斯巴达300,每个小节还会有具体的描述
音乐风格:参考斯巴达300,每个小节还会有具体的描述
先说说剧本,也就是关卡和情节(都分成小节)顺序,后面的文章就按小节的顺序一篇一篇来:
片头:英雄赫拉克勒斯
剧情1:国王的命令
关卡1:活抓野猪(战半人马)
剧情2:羞辱
关卡2:清扫牛棚(战怪鸟)
剧情3:赫拉克勒斯之结,与死亡抗争
关卡3:勇斗尼密阿巨狮
剧情4:美德女神的选择
关卡4:杀死九头蛇许德拉
(包括关卡4之前的剧情主要强调主人公的英勇和不满,关卡4之后强调转向英雄的美德)
剧情5:拯救特洛伊(注意!不是木马围城那次)
关卡5:和北方国王的激战(公牛和(牛匕)马)
剧情6:野蛮的女儿国
关卡6:征服亚马逊人(+大战海怪)
剧情7:赫拉的阴谋
关卡7:巨人革律翁
剧情8:英雄史诗
关卡8:解救普罗米修斯获得金苹果
剧情9:为客之道
关卡9:徒手搏斗地狱犬
剧情10:与神的战争
关卡10:与河神展开爱人争夺战
结尾:英雄的结局
好了,大纲就这样定了,谢谢收看,欲知后事如何,请看下回分解! |
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Posted: 02 Apr 2007 06:41 AM CDT 虽然个人的从业时间不算长,但是对于制作关卡多少具有一定的认识。所以写下来方便大家交流。一家之言还望不吝赐教。 文章按开发设计的顺序来分步骤说明。 1:确定关卡的类型和玩法 制作时首先要知道这个关卡属于一个什么类型的游戏。这个类型会决定关卡的玩法和设计方向。比如最简单的区分就是“这是一个射击游戏”或者“这是一个赛车游戏”。对于一个射击游戏来说,只有拐弯和上下坡的两边还布满转弯指示的关卡并不特别合适,一般的射击游戏需要有大量可以让用户蹦来跳去――比如供用户和对手躲避和攀爬的矮墙――的场景道具。很明显,射击游戏的关卡一般使用一个相对于赛车游戏较狭小的舞台,场面调度也更为集中,毕竟大部分角色只靠腿走路。而赛车游戏的场景则和射击游戏有所区别,写实的赛车游戏一般不会在赛道上疯狂地放置障碍,也不会一味添加过多的事件在关卡中。 什么?《蛊惑狼》《GTA》之类的游戏!呃~,它们的玩法不属于一个我们熟知的单纯的游戏类型。比如《蛊惑狼》是一个赛车游戏,但是里面充满了壕沟,断层之类的动作游戏的要素,而《GTA》更疯狂,有些任务下玩家不得不像表演电影特技一样一边开着公交车横冲直撞并一边疯狂地向外扫射。这样的游戏必须根据设计的中心思想去分析具体的玩法。 至于能否做个一屏幕内同时出现一百个百万面的角色的思路是否可行就不赘述了。
2:确定美术风格 确定美术的风格,一个游戏的美术风格对游戏至关重要,我们可以想象一个纯情恋爱游戏和一个恐怖游戏之间的画面差异。是的,没人想和光线阴暗的《生化危机》中的僵尸谈情说爱。也不会有人时常幻想拿枪打暴阳光美眉的脑袋。 大部分游戏关卡到底是有时间,地点,人物,事件设定的,这时我们得考虑一下游戏背景要求的美术形式了。比如希腊文化和佛教文化是有区别的,如果在雄伟的奥林匹斯神庙里面出现一尊逼真的弥勒佛,我想这个设计一定会让游戏评论人兴奋不已。幸运的是在美术设计上电影业和历史博物馆给我们提供了大量的素材,各种信息足以触发我们更多想象。 我承认俄罗斯方块是不需要背景设定的,但是对用户来说一个清新爽朗的界面还是非常必要的。 UI的设计也是需要我们在这个时候注意的,特别是某些策略游戏,大量的界面设计在所难免。
3:在玩法和美术形式之间寻找切入点 如果项目负责人对我说:“嘿,去他妈的游戏背景,玩法和这些无关!”我会很开心。这样又轻松了。对着木板桥发射战斧导弹不会造成任何损伤可不是很有趣的事情,起码得绘制一些爆炸后的痕迹贴图粘贴在上面吧。在《撕裂的天堂》中的场景设计就非常实用,比如有个断电的凌乱场景。玩家可以在废墟中找到被弄坏电源。我玩的时候就觉得这不是任务,事实上就得这么干。其实在玩法和美术形式之间寻找切入点这块是最需要LD的想象力的。
4:把想法转变成文档 通过前面的3条一般就可以得出一个大概的设计思路了,接下来是把思路写成文档给程序和美术看并提交审核的时候了!好吧,给审核人员看的介绍文档,美术开发表和程序开发表,还有一份给自己的数据开发表。把脑海中的东西解构出来,画出草图,配上说明文字给审核人员看。然后把具体要做的界面,模型,动作一个一个写在美术开发表中,把需要实现的功能一个一个写在程序开发表中,再把各种数据,事件和AI的行为写在数据表中。这是一个乏味的过程,不过如果耐心去做会发现它把很多没有考虑过的问题暴露给我们。不想在后期疯狂返工,前期的设计一定要用心。
5:开工! 好了,等设计文档被通过了就开工吧!先得订个计划。这个不想多写什么,后面要人命的就是这个玩意。不要命的可以不订。 开发和画画一样,先从总体的结构下手,不要等模型绘制完才开始实现功能,不要等功能实现完才开始实现数据和AI。尽快把可以跑的东西搞出来,先看看有趣不。如果不行就修改甚至推翻再设计。 在编辑器里面干活,2d游戏的编辑器活像一个potoshop+内容编辑器,3d游戏的编辑器很像一个3dmax+内容编辑器。干活的人需要实在的美术基础和程序基础。嘴皮功夫到此结束。你是一个游戏评论家还是游戏设计者就从这里体现无疑。具体的例子只能根据不同的工具来谈论,但设定模型显示的顺序,设定碰撞和AI的路径和脚本则是无论哪个工具都少不了的。而且无论哪个工具都有限制。 6:测试 经过很长时间的努力,东西出来了,给测试去检验一下吧,然后继续修改,再给测试检验,随着版本的慢慢更新和意志的磨练,信仰的考验,场景就慢慢出来了,当然这个也需要一个很长的时间。 到此为止,一个关卡就这样诞生了。 |
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Posted: 02 Apr 2007 06:34 AM CDT 每当我看到现在的孩子们作出充满幻想的事情,脸上都会流露出会心的微笑。因为那能够勾起我童年的回忆。回忆童年的梦想,就像回味各种糖果的美味一样。无论何时都会产生一种特别幸福的感觉。 记得上小学3年级时,美丽的班主任就问在座的小学生们有没有梦想。我对当时的回答记忆犹新,因为我撒了谎。就在每个同学都只简单回答说要做科学家或者医生时,我不只回答要做一个科学家,还描绘出一个宏伟的蓝图:“造一架宇宙飞船飞向太阳,去研究太阳里面的东西。”但如果是换成现在的我一定会很干脆地回答:“开变形金刚!”当然,以我现在的口才是能够把科学家和变形金刚连贯起来的,但对于当时的那个孩子,这样的回答不只需要莫大的勇气,还要明白许多的道理。 从无数次长辈们鼓励,诱导我以这样或者那样的事业为目标的谈话中我会经常碰到这样的问题:“傅!你有没有想过以长大后要做什么?”,我已经习惯了用他们期望的答案来回答。但我只记得他们说的一句话:“最重要的是做自己想做的事情。”这是他们的目的,也是我仅有的收获。 在1999年的时候,幸运的事情发生了。那天下午天气不错,春天的阳光照得人懒洋洋的。我和好友乌鸦在压马路,这时乌鸦忽然冒出一句话:“傅!你有没有想过以后毕业了要做什么?”当时我强烈地感到这个问题终于不同于之前大人问的同样的话,它此时触发了我正式去思考它。 但此时我面对这个回答过无数遍的问题,却发现自己从没有认真思考过,也没有真正回答过这个问题。在一个风和日丽的日子里,忽然发现自己的人生居然没有一个贯穿始终的目标,这是否意味着自己一直虚度了年华,将来也会无所作为?就像人海中的一粒细沙将不知道未来飘向何方? 一霎那脑海里回荡的只是:“我要去做什么?”我没有一点方向感,因为乌鸦不会给我预备一个他期望的答案,我要怎么回答他?自己就像电影里面一个犯罪份子在回答警察问他:“你是做什么的?”时会用事先准备好的借口迅速地回答,而一个普通人问他:“你是做什么的?”时却无从开口一样陷入了迷茫的状态。 在用一种看陌生人的惊讶眼光中摸索了自己这方面可笑的回忆后,我忽然发现其实我有自己的梦想,而且很久以前我就知道,别人也知道,那就是“最重要的是做自己想做的事情!”于是在等待了10秒钟后我吐出5个字:“做电子游戏!” 我很满意那个答案,它成为了我以后行动的方向标,就这样,我获得了5年的时间去专门收集这方面的知识,去探索里面存在的奥妙。长期的准备使我毕业后进入了我梦想的行业。 是的,我知道自己的梦想是从那一刻开始的。 |
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Posted: 01 Apr 2007 04:55 AM CDT ![]() 我已经在新浪BLOG安家了,欢迎你“常过来看看”,大家多多交流哦。我们可以一起把这里变成共同的心灵家园,像家一样温暖的地方。 我会把一些新鲜有趣的东西记录下来一块与你分享,也希望你能够记住我的 BLOG地址,像老朋友一样经常过来做客——你可以把“她”添加到你的收藏夹中,也可以把“她”复制下来告诉你的朋友们。特别希望能通过你,让我认识更多的好朋友。如果还有不了解的,就跟着我一起来看看拥有所有博客知识和维护技巧的博客帮助站吧:http://blog.sina.com.cn/help/ :) 我的BLOG地址: http://blog.sina.com.cn/u/1286031953 |
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Posted: 03 Aug 2008 02:53 PM CDT |
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Posted: 02 Aug 2008 11:56 PM CDT 一束阳光射入客栈窗口,火狐在久违的清新空气中雀跃,我抬头望向蜘蛛网大道的远端,对着那虚幻而短暂的繁华,下意识的伸了伸懒腰。Enjoy while it lasts,不,我当然不是指柏林墙有如Tokyo-3般潜水的时段,我是清清楚楚明明白白正面全裸的指北京奥运,我爱死北京奥运了,绿色开放,纯爱撕衣,纯的。
先人范仲淹告诉我们,凡事要先天下之忧而忧。但考虑到如今再为科比与罗纳尔迪尼奥灭国家队的残酷现实提心吊胆没啥好处,客栈决定响应政府号召,做好本份工作——后天下之乐而乐。接下来是我们在7月份累计的娱乐快递,请慢慢享用。 |
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Posted: 02 Aug 2008 10:18 PM CDT 我在想,玩家们说的一个游戏没有内涵,具体是指的游戏缺乏哪方面的素质呢?内涵,词典对于它的解释是:①内在的涵养;②逻辑上指概念中所反映的事物的特有属性。第一个解释主要用来表示人,这里不做讨论;对于第二点,举例来说,“生物”这一概念的内涵就是:自然界中有生命的物体,事物的特有属性是客观存在的,它本身并不是内涵;只有当它反映到概念之中成为思想内容时,才是内涵。游戏这一概念太过宽广,这里我们将游戏的概念范围缩小到电子游戏的范畴,可以这样理解,没有内涵的游戏缺乏其本应具有的特定属性,这里的本应具有,我认为可以成玩家所期望感受到的,而不一定是客观存在的。那么,这个的特有属性又是指哪些呢? 人们常将电影与游戏比较,认为游戏也是一种艺术,今年电影与游戏的相互改编也越来越频繁,电影没有与观众的直接交互,他们通过视觉和情感的冲击与观众产生共鸣,他们向观众展现一种思想,就象是通过屏幕做了一次主题演讲。视觉冲击是游戏与电影的共有属性,然而真正能够引起人们思考的却是情感的冲击,这才正是回味的原因。然而很多游戏,忽视了这一点,也许对于游戏来说,这并非必要,但是如果你能够去展现它,为什么不呢。 失落的奥德赛讲述了几位存活了一千年之久的不死之身对抗其中一员企图支配世界的故事。游戏通过记忆的片断向玩家展示他们一千年来经历的无数分离、死亡的离别、悲伤与痛苦,每夜被恶梦所惊醒,一切似乎并非如此美好。游戏进程中几个普通人与不死之身产生了紧密的联系,他们一起经历了许多事情,最后,结尾处的那一段婚礼以及主人公的一句话将整个情感的基调扭转过来:“记忆里不会只有悲伤了”。 情感的表达并不是RPG游戏的专利,但很不幸的是,即使是一些RPG游戏,也没有做到这一点,特别是现今很多的MMORPG。出于游戏模式的原因,MMO的叙事方式与单机游戏有较大的差别,MMO不能让玩家按照设计者的既定思路去进行游戏,更大程度上提供给玩家高度的自由,并加强玩家本身之间的互动。玩家互动本也是MMO的重点,然而我们可以通过其他的方式让游戏更有内涵,让玩家更真实的感觉到一个游戏创造的世界,比如完整的背景设定。我们创造了一个世界,然而,这个世界仅仅是由一些NPC和场景构成的,至于为什么那个NPC在那个位置,为什么那个场景是草地而不是沙漠,如果没有这些设定,那么这个世界便是苍白的,即使有很多玩家,那它也毫无生机,只是一个提供交流的平台而已,不是一个游戏的世界。MMO缺少叙事的环节,时间也基本是静止的,但不表示在MMO里NPC不能有自己的性格,玩家与NPC的交互通常是通过任务来完成,那么我们则可以通过任务的叙事方式来展现NPC自身的情感。系列任务的目的不该是让玩家消耗更多的游戏时间,而是让玩家有机会更好的体会到游戏的世界。 当然,最真实的情感交流来自于人与人之间,人与机(实际上应该是游戏设计者)之间的互动只能作为一种补充,但是,如果没有一个完整真实的世界,玩家之间的交流便仅仅局限于利益的冲突,作为一名游戏设计者,我们应该将玩家的交流引导到更为积极的一面,让他们在游戏中体会到别人的思想,也让他们在游戏中做自己的主题演讲。 |
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Posted: 02 Aug 2008 10:13 PM CDT 原作者:Gareth Griffiths 译者是自GAMASUTRA的链接上看到这篇文章的 http://www.gamasutra.com/view/feature/3709/defining_boundaries_creating_.php
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。
Defining Boundaries: Creating Credible Obstacles In Games
['Why can't I jump over that wall?' In this intriguing design article, Sidhe's Griffiths (Gripshift) examines the usability-related issues - and solutions - for frustratingly invisible and unbreakable barriers in games.]
Throughout our everyday life, we come across barriers and boundaries which prohibit our movement. We instantly recognize them and know what we need to do when we come face to face. Some barriers we can easily circumvent; a door, for example, temporarily blocks our way until we open it and step through to the other side.
以下省略 ------------------------- 以下译文
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So I Designed a Swimming Pool Game... Posted: 04 Aug 2008 10:10 AM CDT My holiday is over and now it would be time to get back to work... as soon as this bloody fever goes away. First time in my life I have a fever after a holiday (usually it's in the beginning of it).
During the holidays I didn't spend much time on computer, but I spent time reading books and designing. It was fun: walking outdoors and just thinking games. All kinds of games. Here's what I came up with after few hours of pondering. It's not a video game, although the in terms of design it could be a video game with some additions and modifications. SHARKBALL Sharkball is a swimming pool game where two teams try to score goals. There's just a small twist: one of the players is a shark that you must avoid! You can play sharkball in any kind of swimming pool. Sharkball requires at least 5 players, but is more fun if there's 7 or more players. There's no limit to how many players can participate, but with 20 or more it might get bit too crowded. Two teams try to score points, and one of the players - the shark - tries to catch somebody and become part of the winning team. EQUIPMENT: A light weight ball (can be anything from tennis ball size to football size or bigger). Something to tie around the wrists for everybody in one team (For example: a small piece of cloth or thick rubber string should do). All the players in this team should have same colored piece of cloth to ensure that it's easy to see which players are in the same team. OBJECTIVE OF THE GAME: To score goals by touching the opponent's pool side with the ball. Shark player's objective is to become part of the leading team, since shark player in the end of the game loses. PREPARATION: The oldest person will be 'the shark' first. Rest of the players will be divided into two teams. There should be equal number of players in both team, although it's not totally necessary. One team should wrap something around their wrists to indicate that they belong to the same team. Two opposite pool sides will act as 'goals' in the game. Teams should go near their pool sides, the shark player goes to the center of the pool. The youngest person gets the ball first. RULES FOR THE SHARK PLAYER: There's one shark in the game all the time. 1. The shark may only move by diving. 2. The shark should wait 5 seconds before diving again (this is to ensure that shark player remembers to breath sometimes, and to give some time for people to escape in certain situations) 3. The shark tries to touch anybody in the team that's currently leading (the team that has more points is said to be 'leading'). In case of tie, shark player can touch anybody in the game. 4. When shark player catches somebody (who is in the team that's currently leading, or if it's a tie), that player becomes the shark, and the shark becomes a normal player and part of the team (and is no longer the shark). Possible team sign (wrist cloth) should be swapped between players when this happens (to indicate that the old shark now belongs to the team, and is no longer the shark) 5. If the shark touches somebody who doesn't belong to the leading team (and it's not tie), then nothing happens and the shark must try to catch somebody else. 6. The shark can only catch people when he (the shark) is diving. RULES WHEN PLAYING IN THE TEAM: Players (or at least some of the players) should keep track about how many points each team has. 1. You try to score a goal by touching the opponent's side of pool with the ball. When you succeed your team gets a point and you should give the ball to the other team (and give them some space to start playing again). 2. You may not move if you have the ball. 3. You may not touch the ball after you drop it (somebody needs to touch the ball before you can touch it again). 4. You can swim, but are not allowed to dive. 5. If the diving shark touches you, you become the shark (and, if you have one, give your wrist cloth to the shark). 6. You are not allowed to push or touch other players and are not allowed to take ball from the player who currently has the ball. Players should keep their team signs (wrist cloth) visible so that it's easy to see who belongs to which team. WHEN BALL GOES OFF THE POOL If the ball ever goes away from the pool, the player who threw (or kicked or gave it force) the ball last must fetch the ball and that person now becomes the shark. Notice: if you throw somebody with the ball, and ball bounces off - the person who threw the ball becomes the shark. Basically: you should not try to throw other people with the ball and hope that the ball goes out of bounds - since you will become shark then. The ball should be returned to the place where it was thrown and when the game continues, the shark must wait 5 seconds before he can dive. END OF THE GAME The team that scores 10 points (or any pre-determined number) wins the game. The other team and the shark lose the game. If there's still sun where you live (we ran out of it here in Finland), then try it out. Psst... by the way. Some people seemed to like the design. It got voted 1st plaze in BGFD's July 2008 Game Design challenge - out of 4 contestants. |
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Posted: 04 Aug 2008 09:22 AM CDT 经过长达20天的苦苦等待,我终于从PLAY-ASIA收到了期待已久的游戏《死或生4》。《死或生4》是我一直很向往的游戏之一,之前觉得太贵了,所以一直没有买。让人庆幸的是,我幸运的发现play-asia的暑期促销活动,DOA4只要15美元,我立刻付费订购了一款。play-asia的订货方式有几种,一种是使用paypal,另一种则是直接用信用卡支付美金。我是使用了后者支付方式。不过如果以后再在play-asia买游戏的话我会选择前者,这样可以保证信用卡卡号的安全。等付好钱之后购物就告一段落了,接下来的事情就是等。从选游戏到付费我用了一刻钟,而等待足足花了我20天。不过最终我还是拿到了我期待已久的游戏,除了发货速度慢以外,其他都很不错。第一是价格实惠,游戏打折的同时还免邮费,第二是包装安全,详见下图,完全保护了我的游戏不受邮寄当中的颠簸。不过,play-asia的游戏价格不总是这么便宜的,在平常它的价格不如我们的taobao便宜,但它做活动的时候真的好便宜。在我定DOA4的时候,HALO3也在打折:15美元,真的好便宜,要不是我已经有了的话,我一定两个一起买。总结一句话,play-asia打折,我就去买游戏。 标签 DOA, play-asia, xbox360, 最新游戏相关日志
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Posted: 04 Aug 2008 10:13 AM CDT 有人说,新飞作得很小白。 没错,新飞的设计原则之一,便是“小白化”。 但这段时间,我反复思考了“小白”这个词在我们这块的确切含义,我想,正确的解释应该是这样的:小白,并不是指“呆傻”,而是指的“懒惰”。 很多人觉得自己聪明,其实,不管是科学数据,还是大量现实,已经充分说明,大部分人的智商都是差不多的,你并不比别人聪明多少。换句话说:玩家也并不傻,玩家的智商也绝不比其他人低。 所以,从这个意义上来说,把玩家当作傻子来设计的游戏功能,必然导致玩家反感,因为,没有人愿意被当作傻子,而相反,却有很多人愿意自称“懒人”。 我认为,一个“懒”字,才真正抓住了玩家心理。 因为“懒”得到处找怪打,玩家就需要有一个怪物的分布列表,既然这样,我们提供给他; 因为“懒”得到处找人组队,玩家就需要有一个组队的列表,既然这样,我们也提供给他; 因为“懒”得只靠打怪升级,我们就提供给他多渠道的升级途径; 如此的设计,不一而足。 只有真正把握了“懒”这一玩家特性,你才可能真正设计出又实用又能给玩家带来很大方便的功能,而且,也才不太容易走偏。 “小白化”,人人都会说,但是,要作到一个什么样的程度,有没有一个可以判断的标准:到底作到什么程度才叫小白化? 我想,用“傻”和“懒”这两个不同的概念来比对你的设计思路,会帮助你更好的判断“小白化”这个概念。 |
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Posted: 04 Aug 2008 10:11 PM CDT 首先准备一个炒菜的锅,越轻越好。 |
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He Is 8-Bit: Capcom's Hironobu Takeshita Speaks Posted: 04 Aug 2008 11:00 AM CDT |
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Posted: 04 Aug 2008 07:27 AM CDT 文/天姿 有位大我几岁的前辈,在看了我的一个同龄人的blog之后直呼小白,还说做网页真是浪费青春呀。 这位同龄人在我看来目前是很成功的,他在大公司,而且工资比起我来高的离谱;他的文章的确不如xx或者xx前辈那样让我受教非常,但同龄人相比,他的blog还是我常去关注的。 当这位前辈说了我的同龄人是浪费青春时,我自己也羞愧异常。便问他:“你在24岁那年做什么呢?” “在校留级。”他说。 “我在这一刻24岁的这一天在和你聊天。”我觉得放松了。 “并不是没有大志吧,只是舞台就那么小,施展的地方有多大呢?总要一点一点来。”我又补充道。 浪费青春这个评价一直跟着我,促进我在思考。这几天,我在盘点我所知道的其它同龄人。 比如说,有个枪神叫笑三少的,83年出生,在业内多少年了?起码超过5年吧?说起他,很多前辈后辈,不论褒贬也都是知道的吧? 比如说,有个很爱翻译的叫天之虹,82年出生,新浪blog个人产出的资料非常多,被很多同龄的人称作前辈,现在和Duki,白骨是同事。真让人羡慕啊。 光光这两个家伙,让我来人比人一下,我是可以气死掉的。 我的一个朋友,也是同龄人,毕业后工作本来蛮好,结果要做游戏就跳槽到一家小公司,在不成熟的领导下做了近1年的活儿,最近才开始有跳槽的举动。以前我跟他一起做事的时候,我们会互相鼓励:虽然从工作环境中得到的指导少之又少,但是我们可以摸索着去做;没有人教我们怎么做,但是我们的摸索至少也是方法的探索,也会知道哪些是不能做的。 世界500强?这个行业有几家呢?我是不清楚的,我只知道我在一个有限的环境下,和他人比起来可能很不如意,但是任何一个环境只要你善于利用,都是一个很好的学习场。 昨天我跟我的这位原来的同事说,我的目标非常简单:我要在这个公司的合同期满之前,工资就得拿到4000,最低最低4000。这是一个非常好判定的目标。 大公司有大公司的好处,比如前人们的积累和经验,这些内容是404的,外人看不到的。学习的途径却不止这一条。 这位前辈让我一直在想这个问题,“我在浪费青春吗”,这个问题没有让我怀疑我当下所处环境的优劣,我只是想,我有没有充分利用现有资源来成长呢? 我加入游戏行业完全是意料之外,但是一旦加入我是非常想要做一辈子的。无论是知识储备or思维训练or工作经验,的确比不上一些优秀的同龄人,但是我至少还可以追求单位时间成长最快的~!我是07年11月底才知道游戏行业,12月初加入这个行业。 以上感悟与诸君共勉。 2008年7月19日 |
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Posted: 04 Aug 2008 07:24 AM CDT 文/天姿 教倒是毫无保留的教,但批评起来也是毫无保留的。做的不好,就直接单M说:重写!对一些做法,会申明只讲一遍,事实上也很不愿意讲第二遍,看到新人三番五次的犯同一次错误就会在文档备注里表现出不悦。 总希望每个新人记忆力好、积极主动、解决问题的方式也要妥当,被批评了心态也要好。工作之外,也是一个亲和的人;只是工作上总是这样认真、严肃、以自我的视角期待好徒弟好表现。我这会儿的心情大约和很多游戏设计里的师父一样,做人师父做到憋屈,直叹少年倨傲。 可是,这些新人要什么呢?以我的心态来说,做人之徒,总愿意: 1、师父信任我会成为一个好徒弟,我信任他是一个好师父; 2、师父给予我所需的指点,让我少走很多弯路 3、以严师的形象授业解惑之外,能亲切的如同父长or好友 我今儿个被所带的新人郁闷到了,真是落寞且疑窦重生。据说一个巴掌拍不响,我倒是很想心平气和的知道,我哪里做得不好了。有可能是彼此的信任不够、也有可能是新人傻到不愿意别人教他,还有可能是我展现出严厉的一面却未以亲切的一面安抚之。 最快捷的改变,应该从态度上改。看第一段的描述,我真是蛮讨厌我这样的“师父”的。 2008年7月28日 |
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Posted: 04 Aug 2008 07:13 AM CDT 文/天姿 把专业的事情交给专业的人去做。简单的道理,实现起来总是很难的。这个心态一时半会儿很难摆正。 在我做QC的4个月里,我还常常是以策划的设计角度来考虑问题。 举个例子,假如好友系统设计文档里在设计目的处说:“好友系统的增加,增进玩家相互之间的交流合作。”短短一句。……我就会认为此处设计目的不明确。并举了一个例子:“好友作为人际关系的一种,好友系统必然为玩家的人际关系增加了一种数值化的衡量标准,好友面板方便玩家记录个人交际信息。好友关系的增进,能增添彼此的战斗收益甚至战斗能力等。而黑名单则是一类特殊的人际关系,是好友的反面,黑名单系统为玩家淡漠地处理这种令人头痛的人际关系提供了一些规则,而黑名单面板则为玩家记录这些讨厌的家伙的信息提供便利。在系统为玩家提供以上服务的同时,也提供了一些收费的项目(道具)。”还会说,“不局限于此例,建议设计人员明确设计目的,并以恰当的语言表达出来。” QC的组长看过之后,肯定直接说:删! 我肯定不解:为什么? 他肯定反问道:你以为你有那个资格去“指导”策划吗? 当被领导批评我没有那个资格去指导策划时,我内心的反抗还是很激烈的。有的时候甚至想,QC不是质量控制吗?为什么不可以对那些明显的设计问题提出看法和修改建议呢?为什么看着别人明显蹩脚的设计,不能提出个人的意见和建议呢?不解归不解,删还是照删的,但是要从内心里理解并欢悦的接受这个做法还至少要几天时间的冷静思考。 把专业的事情交给专业的人去做,这真的是一个很好听的调调。属于“宣传型理论”吧?说点实在的,在一个大团队内,分工是严格的,部门和部门之间的是不大允许越界行为的。我并不认为我违反了“把专业的事情交给专业的人去做”这样一条准则,而是无视了一条潜规则。 丫的,既然发掘到这条潜规则了,以后老娘就遵守吧。 2008年7月28日 “把专业的事交给专业的人去做”,此处的“专业”是指岗位还是能力呢?在此文中,我是把它认作“能力”的;若把它看作“岗位”,则潜规则和规则本身可合二为一。 2008年8月4日补记 |
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Posted: 04 Aug 2008 06:59 AM CDT 文/天姿 一个特别的bug,详述见下文!以后玩家朋友可要注意了!你所追求的几率、额外加成数值真的像它描述的那样奏效了吗? 某个游戏里,道具系统把武器分为两大类,一类是普通的,一类是高级的。高级武器与普通武器相比,有额外的基本属性点加成。游戏推出后,反响很好,玩家们果然为了额外的基本属性点加成而砸钱追求高级武器。 一切都很好,直到某天研发人员检查代码时,才从某段代码中发现:这些额外的属性点根本没加到玩家的属性上!也就是说,它是无效的! 该游戏推出一两年以来,该bug居然从未被游戏测试人员以及广大玩家们发现! 于是,研发人员哭笑不得的内部通报了该bug并在玩家毫不知情的情况下纠正了这个问题。
P.S.别猜这是什么游戏,这个例子是真实的,我已隐去了任何可能猜想到它的名字的线索。至于如何在游戏测试时,测试这类数值、几率等,下回再提。 2008年8月4日 |
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Posted: 04 Aug 2008 04:40 AM CDT 文/天姿 什么样的用例才算是好用例呢?从发现bug数量的角度来判断,这里有2种现成的观点。 1、一条好用例最多能且仅能发现一条Bug。 2、一条用例所能发现的bug越多,则价值越高,该用例越好。 我个人认为,第一种是理想状态,而第二种明显错误。即,第一条是我们的追求,但实际操作会酌情;第二种则完全不可取。 这里的判断标准有: 1. 用例库的功能点的覆盖面。 2. 执行时的可操作性及手工操作量。 3. 出现bug时,能否快速有效地定位bug的源头。 要达到理想标准,就需要解析所有的要素及要素的逻辑关系,然后写出所有的组合。每一条用例,就是测试在所有其它变量取值固定时一个变量的一个取值是否正确。这份工作不仅需要工作人员有逻辑分析能力,还带来了海量的测试用例! 经济效益决定了我们必须要酌情。根据测试资源(时间、人力、能力)限制,我在工作中,会设计一定数量的多变量(变量数会控制在3个左右)测试用例,这条用例Pass时,能保证变量取值是无误的;Fail时,则需要重新拆分用例到单变量来定位哪里出了bug。 在第一次功能测试时,资源允许,应多采用单变量测试用例;而在回归测试时,多变量测试用例的比例大可加大。 2008年8月4日 |
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Posted: 04 Aug 2008 12:52 PM CDT
笔记本的显示器不知道什么时候坏了,左下角有两条细缝,结果整个屏幕下方1/5都花屏。去找客户人家说你有裂缝肯定是你人为损坏的,我这是有口难辩,过两天去维修部做鉴定,不过都不乐观。问了下原装屏居然要2800,非原装的也要1000多- - 抢人拉~~ |
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Posted: 04 Aug 2008 02:34 AM CDT 我最近很喜欢看Q&A,分别看了本连岳的,还有本水晶珠链的,还有老罗的……今天终于看到了Q&A的极品~ 声明是转贴。
问:提名大陆扮演黑社会老大最象的演员。 答:古月。 问:我的头像牛逼吗? 答:像。 问:大家见过公鸡下蛋吗? 答:没有,不过我见过CCTV说真话。 问:我新买了一处庄园,有多大说出来吓死你——... 随机文章:83严打——我出生那年的事啊 2008-07-24 Severus生日快乐(贺文) 2008-01-09 新年新愿望 2008-01-01 我的长安 2007-10-15 诸葛亮我坐城头~~ 2007-05-24 收藏到:Del.icio.us |
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Posted: 04 Aug 2008 03:00 AM CDT After an awesome year and a half disconnected from the telephonic hive brain, I have now been forced to acquiesce to the borg and get a new mobile phone. After looking at what was available, I have gone for an iPhone because it is quite simply leaps and bounds more interesting and impressive than anything else on the market (no wonder Sony-Ericsson is doing so badly!) However, much as I love my new iPhone, neither my wife nor I can stand iTunes. My basic problem is that it wants to do all file operations as a synching operation. This is absurd to me. I don't ever want to copy all of my media in this way, and it frustrates me that I have to jump through hoops to achieve basic file operations. For instance, I have not found any way to copy just one image onto my iPhone - I have to have a folder with all the media I want to be on the iPhone and synch it each time. If anything is missing from this folder, it will delete the missing content from my iPhone. Can anyone recommend an alternative tool for dealing with the iPhone, ideally something which will just allow me to use it as an external harddrive for manual file operations, as all good geeks wish to do? Thanks in advance for any assistance! |
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Posted: 04 Aug 2008 04:23 AM CDT 1、生命/技能回复 2、玩家属性 3、攻击类型 |
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Posted: 04 Aug 2008 03:05 AM CDT 2008CHINAJOY展会后游戏行业提出交流对话,此前已经在身体力行,将情况汇总出来,做一个整理 六其他说明
聚会组织调查,为了更好的组织以上形式的活动,前期做一个定向调查,请受调查者提出个人意见,哪个地点的活动便于参加,对此类活动有那些意见建议或要求。谢谢! |
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Posted: 04 Aug 2008 04:17 AM CDT 《梦想世界》攻防扰点规则: 攻防扰点的优劣 技能cd 每次战斗使用 其他方法制造攻击循环 finish move和buffer的用法,也值得考究。
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Posted: 04 Aug 2008 02:14 AM CDT 国内游戏产业方兴未艾,不仅国内的网游公司如雨后春笋一般,一些国外的著名游戏开发公司也陆续在大陆开设分公司。于是,游戏开发也成了一个新兴的热门职业。那么怎样的游戏开发人才才是最具有竞争力,最容易被企业认可的呢? 相比游戏策划和游戏程序而言,游戏美术在游戏公司的岗位是最多的。而且随着计算机技术的进步,游戏可以表现的画面也越来越精细,游戏美术的工作量在不断放大。从各大游戏公司近几年的情况来看,整个开发团队中游戏美术人员所占的比例在不断增加。对游戏美术人才的需求,可以说是源源不断。 据统计,中国有世界上数量最多的美术专业院校,在国内学习美术相关专业的学生人数也是世界第一位的。这些学生都经过了专业的美术教育,具有很好的美学感觉和绘画基础,具备成为游戏美术设计师的必要条件。如果能接触到游戏开发领域的最新技术,接受专业的游戏开发培训,他们转型成为游戏美术设计师并不困难。 通常游戏公司招聘这方面人才,有几个方面是比较在意的。一是比较看重美术基础,接受过专业美术训练的人一定是具有比较大优势的,因为他们有比较大的潜力。二是比较看重实际工作能力。游戏公司最欢迎的是立马可以上手工作的员工,从这个方面来看,实际动手能力强,熟悉游戏美术制作流程,掌握最新游戏制作技术的人才具有优势。再就是比较熟悉游戏引擎技术的人才很受青睐。游戏发展到现在,许多开发工作都已经模块化,用代码写游戏的时代早就过去了。如今成功的游戏,都是建立在成功的游戏引擎基础上的。能找到熟练掌握游戏引擎技术的美术人才,对于游戏公司来说如获至宝。
很多想投身游戏行业的人应聘之初往往碰壁,如果弄明白了游戏公司招聘人才比较看重的这几点之后,很多问题就迎刃而解了。明白雇主最需要什么,根据需要去准备,就可以事半功倍。GA游戏教育基地的毕业学生在找工作的时候往往一击即中,说到底,无非因为三个原因。一是他们入学时都经过测试,一般来说都是美术相关专业的学生,在美术方面基础都不错,具备成为游戏美术人才的必要条件。二是GA的3d游戏美术精英就业班课程完全是从游戏公司实际工作出发,所有的老师也全部是在职的资深开发人员,相当于有师傅手把手地带,这样的教学方式实际上在短期内大大提高了学员实际工作能力。三是游戏引擎技术进入课堂,GA是EPIC GAMES开发的著名虚幻游戏引擎在中国唯一的授权培训机构。目前世界上著名的游戏公司,包括国内的金山,网龙等上市网游公司,都在使用虚幻3引擎技术开发新游戏。GA的毕业生在该款游戏引擎方面的专业知识具有相当强的竞争力,很收这些公司的青睐。 知己知彼百战百胜,了解游戏公司的用人需要,打好美术基础;学好专业技能,注重实际工作能力的提高;掌握最先进的游戏引擎使用技术。做好这几个方面,跨入游戏开发行业,成为游戏美术设计师并非难事。 |
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10 Quick-and-Dirty Indie Game Marketing Tips, Part I Posted: 04 Aug 2008 09:24 AM CDT At the last Utah Indie Game Developer's meeting, I offered a short (but probably not short enough) presentation on marketing for indie game developers. It had a super-long (and silly) title: "Indie Game Marketing for Indie Game Developers Who Don’t Know Squat About Marketing: 10 Quick and Dirty Tips To Help You Make Money With Your Game!"
Since I am a lazy slob, I thought I'd re-use the presentation as blog-fodder. I'm breaking it up into two parts, for the sake of my own sanity, because I'm a little hurting for time (it's crunch mode time again, working the day job all weekend...) Introduction When I first started out as an indie game developer, I had no clue about marketing. I still don't know much about it - I don't have a degree in marketing or a ton of experience and success to impart. But I've picked up a bit from what I've studied, from successful indie game developers, from hard experience, and from a marketing consultant, Joseph Lieberman, who worked with me in the past. He also wrote a great book I'd recommend called "The Indie Guide to Selling Games," which I cribbed from for a couple of these tips. My tip #0 for this list would be to go to that link and buy at least the PDF of this book. You'll be hard pressed to find a better place to put that $30 of your marketing budget! What little I know on this subject, I thought I'd share with you, to help you get a leg up on it if you've never done it before. May you learn from my mistakes. I completely misunderstood what it would take when I started out. I heard successful indies saying things like how they spent a quarter to half of their time working on business and marketing issues, and I thought, "NAAAAH!" How could that possibly be as big a job as writing a fully-functional, complex game? I was surprised. And now I agree with them. What Is Marketing? When you think about "marketing," what do you think of? I think most people think "advertising." I know that's what I used to think. However, that's only one small part of marketing. And it's an optional part - many successful businesses do little or no advertising in the traditional sense. I believe it was Cliff Harris of Positech Games who once described marketing as a state of mind - sort of a sum total of all his efforts to sell his games. That stuck with me. There's no checklist of what you can do to "get your marketing done." It's more of a quest. Marketing textbooks might talk about the "4 Ps" – Product, Pricing, Place, and Promotion. The product is what you are selling - your game, and what it offers to the audience. Pricing is how it is priced in the market (often around $19.95 - or "free" - for indie games). Place is where it is being sold - often on websites, portals, or perhaps even on the shelf at Wal*Mart. Promotion is what is done to get the word out about your game. I'm mainly gonna talk about promotion, and a little on product. Another misconception about marketing is that its something you do around the release of your game. Not at all! In fact, you should be doing some marketing work before you write your first line of code. It should be something mixed into the development process. Unless you are making the game for nobody but yourself, you will need to make a game that other people will want to play. Finding out what other people like and need and letting that act as a guide can help you make a better game. All that said, I'm going to cover ten tips (four here, six in the next article) for marketing your game, and improving your chances of having it get noticed ... and selling. Tip #1 - Take Responsibility First of all, you need to understand that nobody cares about your game but you. Portals - as a business - only care AFTER it makes them money, even if their tech guys love playing it in the back room. Your poor game is unloved, un-promoted, and is going to languish in obscurity unless YOU, personally, do something about it. It is not the field of dreams. This can be hard. You probably became an indie because you love making games, to the exclusion of all that business-y stuff. But, if you want your company to succeed even as a part-time business, you are going to have to dive in and work the full system. The game might be the heart of what you do, but the heart cannot survive without the other organs. Now, you may end up with a publisher who is handling your marketing. In fact, they may have language in their contract preventing you from promoting the game yourself. If so - keep an eye on what they are doing. And spend the time instead promoting your own company. Because you want to be something more than a one-hit wonder. Be in it for the long haul. Just because the retail sales model has evolved to have shelf-lives measurable in double-digit days doesn't mean this is how you should operate. Indie games tend to have longer legs and slower burn. Finally - in all that you do - MEASURE, TRACK, and KEEP RECORDS. How will you know whether an advertising campaign is working or not if you aren't tracking daily sales, website hits, and downloads. (As an aside - check out Google Analytics for helping monitor online traffic). Tip #2: Define Your Target Market Who is your target market? If you answered, “Everybody,” You LOSE! You need to have your target market defined as specifically as you can manage even before development starts. In particular, you need to answer three questions:
You want love, not tolerance. In my opinion, it is far better (and more profitable) to make a game that a narrow niche of people will really love and be super-enthusiastic about than one which a much broader group of people are merely "okay" with. Finally, don’t confuse market for genre. Just because you are making a game that appeals to RTS fans does not mean you need to adhere slavishly to conventions of the RTS genre. That is how uninspired corporate drone marketers think, and it leads to a world of easily packaged clones. You, on the other hand, need to be smarter and instead appeal to the common needs and wants of your target market. You could be writing an RPG-puzzle-hybrid for fans of RTS games, after all. Tip #3: Have a USP (“Gimmick”) USP stands for "Unique Selling Proposition." What this means is that your game must stand out from the competition. Whatever you do, do not be generic! You need to distinguish your game from the current AND past competition --- because you may be competing against older mainstream titles that are now in the bargain bin. After all, who really needs another "fantasy adventure where you can play a bold warrior or clever wizard battling monsters in a magical world?" Sheesh, that described a million games! Besides being important in its own right, you want to spell this out to the press so that they have something they can latch onto. Believe me - they are looking for something - anything - that stands out about your game. Give them something good and positive that they can use for this. Tip #4: Create a Media Packet Create a packet that contains screenshots, game logos, title screens, banner ad - style banners, lists of features, and lists of reviews / press comments / quotes. This can be in a zip file or something, easily accessible from your website. This can be used by people reviewing / previewing your game, as well as affiliate sites, fan sites, or what have you. Making their job easier earns you some good will, makes it more likely that they are actually going to do it in the first place, and helps increase the quality and focus. After all, would you rather an affiliate site use some quick screen-grabs they made themselves from the first ten minutes of your game, or one of your top ten best-ever screenshots you've ever been able to make? To Be Continued Well, I hope that will be enough to chew on for right now. Tips #5 through #10 will be forthcoming in the next day or two. In the meantime, here's a forum thread for further discussion. Please feel free to contribute even if you have no experience trying to market an indie game. As a player, how would you LIKE to find out about new indie games you might like? Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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《失落的星球殖民地》(Lost Planet Extreme Condition Colonies)完整硬盘版 Posted: 28 Feb 1989 11:41 AM CST 做源服务器:eDonkeyServer No1 游戏名称:失落的星球殖民地 英文名称:Lost Planet Extreme Condition Colonies 游戏制作:Capcom 游戏发行:Capcom 游戏语种:英文 游戏类型:Action 讨论专区:http://3dmgame.chnren.com/bbs/showforum-153.html [quote]【病毒扫描】 安全通过: 卡巴斯基8.0.0.357 病毒库:2008-8-3 |
其他杀毒软件概不负责,目前发现的误报有: 金山毒霸、ClamAV、McAfee [/quote][QUOTE]【版本说明】 1、英文版 2、完整无删减 |
[/QUOTE][QUOTE]【安装步骤】 1、解压缩(需15G剩余空间) 2、双击setup.bat开始安装(需要3到5小时) 3、用桌面快捷进游戏,或游戏目录下LostPlanetColoniesDX9.exe/LostPlanetColoniesDX10.exe 4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 [/QUOTE][quote]【配置要求】 GF6600以上显卡 或 X1300以上显卡 才能玩[/quote] 【游戏简介】 由 CAPCOM 制作,预定 5 月推出的 PC / Xbox 360 动作射击游戏《失落的星球:殖民地(Lost Planet: Colonies)》,现释出连线对战专用追加角色的资讯,供玩家参考。《失落的星球:殖民地》以 2006 年底推出的《失落的星球:极限状态》为基础加以强化,除增加单人战役模式的内容外,并大幅扩充多人连线模式的的内容与玩法.游戏特别在多人连线模式中追加了 4 名专用角色 + 1 名特别客串角色,玩家必须在排行积分对战中获得点数来提升「玩家等级」,才能逐步开启这些追加隐藏角色来使用。 |
【游戏截图】 [QUOTE]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、关闭金山毒霸,推荐卡巴斯基 6、更新XP补丁、更新显卡驱动 [/QUOTE] This posting includes an audio/video/photo media file: Download Now |
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Posted: 04 Aug 2008 01:07 AM CDT 北京易泽锦网络技术有限公司是一家新成立的的游戏开发公司,专注于网页游戏开发和虚拟社区构建,立志于打造第一代“SNS+WEBGAME”的成功典范。公司工作环境舒适,待遇丰厚,生活条件便利。
现急招产品专员一名
招聘条件
教育背景:统招 大专以上学历 相关专业
工作经历: 有行业从业 ...
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Paradise City Choppers, Burnout’s Bikes Posted: 05 Aug 2008 08:00 AM CDT It’s the big one. A huge week here at Criterion Games. We’re just adding the finishing touches to the Burnout Paradise Bikes Pack and wanted to reveal a little about what’s coming. For the first time ever in a Burnout game, you’ll be able to ride motorcycles. It’s a huge step for us here on the Burnout team, but this year’s all about changing Burnout in a BIG way through continued support. In July, we brought you our Cagney Feature Pack and introduced 3 awesome online game modes, two great cars, a live news page and calendar, 70 all-new timed multi-part challenges, a complete overhaul of our Online Racing System and a stack of other major improvements. In early September, we’re breaking out the big guns. Here’s what Burnout Paradise players can look forward to, when they get the FREE Burnout Paradise Bikes Pack next month. (This is the pack formerly know by the codename “Davis”.) We’ve got two rides ready to go – Day 1. Just head for your nearest junkyard in Paradise City to pick up the FV1100 street bike and the stunning Japanese Firehawk racing bike. That’ll do for a start, but there’s more in store once you’ve played a little way through the bike-specific gameplay. We’ll bring you more on these vehicles in a future post. From the second we added the first prototype bike, we wanted to cruise the streets of Paradise City at night. So, in addition to the bikes, we’re adding night to the game. You’ll see day cycle through to night and see the city change with it. Paradise City takes on a life of its own once the rush hour traffic thins out! During the day, you can play a variation of our Burning Routes challenges. Beat the target times on specific routes to complete “Burning Rides”. The big change here is that these routes feature multiple checkpoints – they’ll take you all over the city. At night, complete a different set of routes – the “Midnight Rides”. If you’re used to seeing Paradise City swathed in blazing sunshine, you’re in for a surprise. We’ve also introduced a dynamic weather system to change the feel of the city – another Burnout first. And that’s not all. We’ve created 70 challenges specially for bikes. 35 of these are timed, multi-part challenges – the kind you’ll have experienced if you’ve been playing last month’s FREE software update codenamed Cagney. We said we’d support Burnout fans 100% this year. We’re passionate about doing just that. The most radical changes to Burnout since we began the series are coming this year. Support for a game through DLC has never been this good. For more detail, hit www.criteriongames.com and for a great look at how we’re working check us out on Crash TV – our video podcast. Burnout Paradise. Always changing. |
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《藏经阁 NEW GAME CD 镜像版专集》(cjg NEW GAME CD together)更新添加第六期 Posted: 03 Aug 2008 12:59 AM CDT 部分图片转自凌志电脑世界 下文出处:圣城-小龙 这里,先说点废话。 藏经阁是上世纪末开始在市面上销售的一种D版光盘,99%的游戏做成了硬盘版。从1999年到2004年,一共出了490期(从491以后改为DVD形式)。可以说,藏经阁收藏了这几年大部分PC游戏。近几年,仍有不少玩家在寻找老游戏,而其中有一些,已经不太好找了。幸好,我们还有藏经阁。因为藏经阁是所有D版中做得最好的,甚至在某种意义上,它已成为一种品牌(D版中的翘楚,呵),因此,有些人收集藏经阁,已不仅仅是为了藏经阁上的游戏,而是藏经阁本身。前几年,浔阳江论坛曾开办藏经阁专区,我们上传了300期左右的藏经阁,其中前200期仅缺一期。但因各种原因,浔阳江论坛关闭了。正好前几天又有个玩家找到我,希望能传给他藏经阁第一期,因为时间、空间、带宽等问题,我没有马上答应。现在,圣城家园愿意提供这样一个平台,让老玩家重温上世纪末本世纪初的一些游戏。我上传藏经阁第一期,希望能抛砖引玉,更多玩家参与进来上传下载。我本人也尽量抽时间上传。但如果需要的人很少,那也只能作罢,呵。种子是藏经阁第一期的镜像文件,里面带了一个CJG.chm文件,这是我四年前编辑的藏经阁CD版全集,包含了所有藏经阁CD版游戏介绍,作者达数十人。以后发布时,关于游戏内容,也会引用CHM文件相关内容。 为了喜欢藏经阁的朋友,特设此帖,有你的参与,就会有更多精彩……无关共享藏经阁镜像盘的就不要在此跟帖了,谢谢合作! 作源情况:每早起挂骡,至20点左右,速度,网通2MB带宽,每期有完整源时停止上传,好为上传下期(停电、线路等问题除外) 在线服务器:系统自动链接 藏经阁1999 NEW GAME 01 (各期安装说明请见盘内说明文件) │install.EXE 453.49 KB │readme.txt 1.29 KB ├─asd 581.78 MB ││cpop3.EXE 上帝也疯狂3中文版(*修正档在第7期里) 118.69 MB ││ddrich.EXE 叮当大富翁 35.55 MB ││hotwar.EXE 幻影特工 89.82 MB ││lord2.EXE 生死之间2末日传说 79.03 MB ││san6.EXE 三国志6中文威力加强版 57.31 MB │├─Bunghole In One 搞笑高尔夫球 79.47 MB │├─htp 超级酒店大亨中文版 47.27 MB │└─ton 江南才子唐伯虎 74.66 MB └─gamesystem 18.31 MB ├─DirectX6 5.11 MB ├─DirectXUninstall 739.75 KB ├─dxmedia 3.57 MB ├─magicwin981.2 3.43 MB ├─WINRAR.V2.03.WIN95NT.INCL.KEYMAKER-CORE 548.99 KB ├─winzip 99.34 KB ├─winzip.v7.0 921.87 KB └─微软最新的媒体播发器6.0 英文版 3.94 MB 藏经阁1999 NEW GAME 2 │AUTORUN.INF 54 bytes │CDMENU.EXE 14.31 MB │ 吃这个Eatthis(c)Image-Line 横版射击 需要装wing │ 模拟城市3000 SimCity3000 │ Liath 冒险解迷 │ ATURAL FAWN KILLER 3dfx 或soft 小鹿杀手 ,强烈推荐,非常好玩 │ RidingStar 马术之星 养马 │msvbvm50.dll 1.29 MB │readme.txt 1.43 KB ├─Bleem.psx.emulator 最好的PS模拟器 ├─Caesar-III.v1.0.1.Patch 恺撒大地3的硬盘版升级 ├─European_Air_War_Update_V1.1_Cracked 欧洲空战的硬盘版升级 ├─gamesystem 18.39 MB │├─DirectX6 5.11 MB │├─DirectXUninstall 739.75 KB │├─dxmedia 3.57 MB │├─magicwin981.2 3.43 MB │├─wing 179.46 KB │├─WINRAR.V2.03.WIN95NT.INCL.KEYMAKER-CORE 504.90 KB │├─winzip.v7.0 921.87 KB │└─微软最新的媒体播发器6.0 英文版 3.99 MB └─Sim.City.3000.Money.Trainer_and_Cheat_Codes 模拟城市3000的金钱修改器和作弊码 藏经阁1999 NEW GAME 3 │ autorun.exe 2.86 MB │ autorun.inf 47 bytes │ gamez990120.dat 476.84 MB │ 半人马星座正式版 英文 │ 梦幻西餐厅黄金版 中文 │ 三国志之星海争霸 中文 │ 青涩宝贝 中文 安装需要400mb空间 │ 实战台湾麻将 中文 │ 部落 英文 │ 夜想曲 中文光碟版 │ 火球 英文 │ readme.txt 1.44 KB ├─gamesystem 20.24 MB │ ├─DirectX6 │ ├─DirectXUninstall │ ├─dxmedia │ ├─magicwin981.2 │ ├─VirtualDrive2.0 │ ├─wing │ ├─WINRAR.V2.03.WIN95NT.INCL.KEYMAKER-CORE │ ├─winzip.v7.0 │ └─微软最新的媒体播发器6.0 英文版 └─vcd 49.73 MB 第四期:还没有人上传 藏经阁1999 NEW GAME 6 │bb.EXE 矿井工人 18.93 MB │dr.EXE 武士魂适者生存 45.26 MB │lover.EXE 情人节中文 15.30 MB │NASCAR Revolution.exe 拿卡斯革命 38.59 MB │readme.txt 1.58 KB │RESIDENT EVIL2.EXE 生化危机2 173.77 MB │SouthPark.EXE 南部公园 33.52 MB │SuperBike.EXE 超级摩托魂EA 83.65 MB │TheCreed.EXE 信条 152.00 MB ├─BAD TOYS 3D 坏玩具3D 3.56 MB ├─Crazy Richy Cat 疯狂富贵猫 4.04 MB ├─gamesystem 7.44 MB │├─DirectX6 │├─DirectXUninstall │├─dxmedia │├─Fpe2000 │├─game.master.6.20.full.ver.cracked-gamez88 │├─gamespy │├─magicwin981.2 │├─msttsl │├─sthvcd55 │├─VirtualDrive2.0 │├─Wing │├─WINRAR.V2.03.WIN95NT.INCL.KEYMAKER-CORE │├─Winzip.v7.0 │└─微软最新的媒体播发器6.0 英文版 └─HDPATCH 16.19 MB ├─Baulders.Gate.Exp.Patch.For.v114315.Feb.13 ├─FIFA99.Patch.v1.11 ├─Thief.The.Dark.Project.v1.33.Update.CRACKED └─Wwii.fighters.v1.05f.patch 藏经阁1999 NEW GAME 7 │Hard Trucks.exe 卡车硬汉 52.72 MB │heroes3.EXE 魔法们英雄无敌3 134.05 MB │readme.txt 1.75 KB │sega pack.EXE 世嘉出色游戏包 6.90 MB │Sword.EXE 悲凉之剑 46.76 MB │zero.EXE 无名战士 59.78 MB │恁之学院.EXE 恁之学院(日文) 108.38 MB ├─battleground.9.chickamuaga 大战场9 70.92 MB ├─cheat 一些游戏的作弊机和作弊码 16.46 MB ││Gamez88.txt 0.98 KB │├─Baulders.Gate.Exp.Patch.For.v114315.Feb.13 152.05 KB │├─Eliminator.Plus5.Trainer.AUTHORIZED-ORiGiN 7.57 KB │├─Eliminator.Trainer.Plus3-TRG 220.63 KB │├─FIFA99.Patch.v1.11 3.63 MB │├─Rollcage.Cheat.Codes-ORIGIN 7.62 KB │├─South.Park.Plus10.Trainer-ORIGIN 7.94 KB │├─The.Creed.+8.Trainer-CLS 8.64 KB │├─Thief.The.Dark.Project.v1.33.Update.CRACKED 10.16 MB │├─TUROK_2_CHEAT_CODES-RAZOR 3.59 KB │├─Turok_2_Cheat_Enabler-PARADiGM 6.04 KB │├─Wwii.fighters.v1.05f.patch 2.26 MB │└─Zero.Degree.Fighter.Combat.Plus8.Trainer-DVN 10.21 KB ├─cpop3fix 是修正CJG NEW GAME 1里面的上帝也疯狂3中文版在PWIN98下不能玩的错误 14.14 KB ├─Extreme-G.2 20.11 MB ├─Precision Racing 56.36 MB └─Varmint Hunter 26.77 MB 藏经阁1999 NEW GAME 11 │a3d.EXE 亚码兰斯3D 44.51 MB │bob.EXE 大不列跌空战 53.57 MB │comandos.EXE 二战特种兵中文版 87.52 MB │Knitefix.EXE 生化兵器修正版 67.67 MB │mjxx.EXE 无人岛物语XX人鱼传说 98.30 MB │readme.txt 1.32 KB │Tank.exe 疯狂坦克 17.99 MB │tycoon.EXE 过山车大亨 104.15 MB ├─DirectX6 ├─magicwin981.2 ├─pm99 第一足球经理 139.72 MB └─微软最新的媒体播发器6.0 英文版 稍后放出…… 再次说明,无关发布的帖子请不要跟帖,希望版大也能参与支持维护,谢谢 此次活动由 清闲阁 或 圣城家园 联合站内所有会员共同发起,在此也希望你参与进来 已发布BT下载的和正在上传的期数有:1、2、3、6、7、9、11、14、17、19、34 另:有些盘中内容可能不能用,欢迎指出,好让有正常盘的朋友重发 |
This posting includes an audio/video/photo media file: Download Now |
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Posted: 05 Aug 2008 08:08 AM CDT 阿呆名無し+仔太郎……最近很想畫漫……可惜描線速度……哇哈哈哈哈!堪比王七的弟弟……
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Posted: 05 Aug 2008 08:07 AM CDT 史玉柱已经变成了无法再扼制的巨大财富象征。在保健品市场,“脑白金”与“黄金搭档”已经压倒了其他声音,以致无论何时何地,只要你打开电视,就无法躲避那遮天蔽日、令人生厌的“今年过节不送礼呀,送礼就送脑白金”。史玉柱的野心当然不限于“脑白金”与“黄金搭档”,陈天桥卖《传奇》暴富后,他就敏锐地意识到,这可是一个比保健品圈还要广阔的财富场。《征途》是他将自己放进市场调研的结果,迎合了普罗大众在现实生活中需要各种刺激的急迫欲望,与“脑白金”、“黄金搭档”一样,对他所蛊惑的特定消费者构成了某种一旦进入就无以摆脱的诱惑。史玉柱的产品其实都有赖这种蛊惑的酝酿。这款越来越疯狂的游戏自然引发了人们对财富道德的争议,但史玉柱从不在意这些争议,他需要它们,它们本身就是他运用蛊惑的一部分。
8月,刚刚做完激光手术的史玉柱摘掉了戴了多年的眼镜。许多年来,他一直没离开过这副纯金边框眼镜,除了有一天晚上,作为赌注,他输掉了它——他的一位下属一口气喝了近一瓶48度白酒没被醉倒。不过据说,他后来又用重金把眼镜赎回来了。史玉柱现在打算给《征途》的营销渠道做一次大手术,他宣称,3年内《征途》的营销要扩充到2万人,以抢占日益增长的二三级城市网游市场。这个已经为销售“脑白金”、“黄金搭档”创造出巨大财富的团队,本来就是史玉柱精心培育的一支“军队”。这支“军队”被他指挥以“从农村包围城市”,“最大幅度地宣传鼓动大众”,本来2000多人的规模,现在正以每月近300人的速度壮大。
史玉柱于是又一次,通过一个产品构思,赢得了超乎寻常的财富。上海市广电局的一份统计报表显示,去年《征途》网络已经创造了6.26亿元的营业额,今年随着营销深入,月运营收入已经超过1.6亿元。这部分收益还不包括过去4年、频繁的股权投资给史玉柱带来的惊人赢利。
10年前,他还是一个四处躲债的著名失败者,他从20世纪末的那场几乎可以让任何生意人一蹶不振的打击下活过来崛起的速度令所有人惊讶。“甚至可以说,他根本上没有意识过自己的失败。”一名接近史玉柱的人士称。实际上,从“脑黄金”到“脑白金”,他由失败到重新成功所依赖的产品,只不过顺应了人们将 “黄金”改成“白金”的喜好。这个财富传奇,看起来多少带有浓烈的嘲讽意味。史玉柱在安徽统计局农调队时的领导朱家功曾在巨人集团倒塌、史玉柱最失意落魄的时刻去珠海看他,朱家功说他当时看到,史玉柱一直在他的电脑上忙碌,“脑白金”已经在谋篇布局。朱家功说,他当时曾不解地提出疑惑:“‘脑黄金’刚失败,‘脑白金’怎么行?”那位“穿格子衬衫、短裤”,“每天闭门不出,在400平方米空空荡荡的房间里踱来踱去”的年轻人的回答简直就是一个胜利者,而非一个3.5亿元的负债者:“他当时就坚决地对我说‘花不了多少钱,肯定行’。”
怎样再看史玉柱已经成就了的这个超级传奇呢?不要小看他那些产品的命名:“脑黄金”、“脑白金”卖健康;“黄金搭档”卖聪明;《征途》卖权力与欲望; 就概念而言,它们确实构成了坚实的民众需求基础。“脑白金”真能给人健康?“黄金搭档”真能给人聪明?《征途》真能使人拥有理想中无法无天的权力?它们只作为一种概念而具备供需基础。但对于史玉柱和他的营销团队而言,只要将这个空洞概念忽悠得深入人心,就能将概念变成真正的黄金。这就是中国特色的“零风险套现”的超级资本魔术,卖什么产品对史玉柱来说从来不重要,重要的是如何最大幅度地调动社会金字塔底层的消费者中隐藏的需求,这个社会群体人数最庞大、最没有理性思维的磨炼、最缺少信息支持,因此也就最容易被具有蛊惑性的宣传所鼓动、所支配。史玉柱清醒地意识到:得到了最广泛民众的支持,就会获得最广泛的财富来源。他的一次次产品营销策略的实施,也就是一场场最广泛群众运动的发动过程——人民群众调动起来,就成为他从无到有、取之不尽财富的汪洋大海。从他积累财富的策略中,最深刻映现出,广大无意识消费者就这样轻易成就了一个中国富豪的暴富。
史玉柱最擅长这样的心理战术:先给玩家一点好处,今天发工资,明天送红包,让他们以为占到便宜,可以获利,待玩家进一步增加投入后,很快就将获利的途径堵住。
现实经济中没有上帝,但虚拟经济中有上帝,史玉柱就是上帝。
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The Art Of Braid: Creating A Visual Identity For An Unusual Game Posted: 05 Aug 2008 11:00 AM CDT
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Posted: 05 Aug 2008 07:48 AM CDT 整整一个月了,怀念,想念… |
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Posted: 05 Aug 2008 08:04 AM CDT 上周,在美国上市的中国网游概念股涨跌互现,总体上走出了一波冲高回落的行情。周一、周二股价稳步上扬,周五大幅回落。从整体上看,中国网游概念股上周表现较为稳定,而中国巨大的网游市场以及众多投资机构的普遍看好,未来或将有助中国网游概念股股价上扬。
冲高回落成上周主旋律
上周,中国网游概念股表现各异,有的股价创出本月新高,有的创了本月新低,大多数则表现为冲高回落。
在企业面上,研究机构Pali Research近日发布报告称,搜狐第二季度业绩将超过市场平均预期。受此利好消息的影响,上周三搜狐股价上涨4.15美元,报收于82.39美元,涨幅高达5.30%。上周搜狐的股价一度达到84.29美元。
上周五,巨人网络下跌2.30%,股价创本月新低,但是新游戏的推广或许会对巨人网络的未来股价起到一定推动作用。
机构看好中国网游概念股
上周中国网游概念股一度冲高,与众多投资机构看好中国网游概念股不无关系。目前正值7月底,在美国上市的中国网游公司即将发布今年二季度财报,正是基于对中国网游公司良好的预期,众多机构看好中国网游概念股。
除了上文提到的Pali Research发布报告看好搜狐外,投资网站eChristian Investing日前也撰文称今年纳斯达克多数网络股票表现不佳,但有5家网络公司的股票表现不俗,它们获得的收益都在15%以上,其中包括搜狐、九城、网易这三支中国网游概念股。
7月22日,摩根士丹利也发布报告称,网易6月推出的网游《天下贰》可能成为一部网游大作,未来网易股价还存在50%以上的上涨空间。摩根士丹利还认为中国网游市场较其他市场更具“反周期性”,因此受经济放缓的影响不大。
巨大市场将成网游产业发展原动力
上周,CNNIC发布《第22次中国互联网络发展状况统计报告》,报告显示,网络游戏在中国网络应用中排名第七位,2008年6月的网民使用率为58.3%,用户规模达到1.47亿人。中国的网络游戏用户众多,美国同期的网络游戏使用率为35%,远低于中国。
而在刚刚落幕的第六届中国国际数码互动娱乐产品及技术应用展览会上,国家新闻出版总署音像电子及网络出版管理司副司长寇晓伟发言时指出,通过市场洗牌,网游公司最有希望超越几大门户,成为新一代网络超级平台。腾讯互动娱乐副总裁马晓轶在接受媒体采访时预测,我国今年将成为全球最大的网游市场。
未来巨大的市场将成为我国网游产业发展原动力。我国网络游戏市场发展空间大,而且仍然处于快速成长期;互联网普及率提高推动游戏用户基数增大,网游玩家的消费能力提高,能够有效推动网络游戏市场规模继续膨胀。未来随着环境逐步配套完善,我国的网游产业将整体向有利方向发展。(通信信息报)
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Posted: 04 Aug 2008 02:00 AM CDT 最后就是关卡设计了,为什么有些单机通关游戏的关卡那么好玩,谜题一环接一环,战斗紧凑刺激,剧情扣人心弦?这就是关卡设计的功劳拉。不过要当关卡设计,玩家要有很多很多专业知识,别的不说,关是谜语设计,就够让你头疼的了。 ...
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Posted: 05 Aug 2008 07:01 AM CDT |
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Posted: 05 Aug 2008 05:39 AM CDT MissSurfersparadise2008参加!キャラの名前はネキです。URLhttp://award.surpara.com/misssp/2008/2008-12.html拉票〜拉票〜(要登SP的blog才行orz) |
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Posted: 05 Aug 2008 03:08 AM CDT 做了五年的网页行业发现,你网络游戏做的再好,没有做好广告也是白费力气,然而在地推的这个行业中,已经开始受到网吧老板的反感,谁能站力网游地推行业的新方向呢,其实做网游地推也是在给别人打广,然而在推的地方只有网吧,高校,小区,我们为什么不能使用变向的推广方法,来达到一个 ...
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《风色幻想XX~交错的轨迹~》(Wind Fantasy XX Double Cross)官方繁体中文CLONE版 Posted: 05 Aug 2008 01:31 AM CDT 共用伺服器: Razorback 3.0、Razorback 3.1、!! Saugstube !!、eDonkeyServer No1 共用服务时间: 全天不定时 免责声明: 该下载内容仅限於个人测试学习之用,不得用於商业用途,并且请在下载后24小时内删除。 资源版权归作者及其公司所有,如果你喜欢,请购买正版。 【游戏名称】:风色幻想XX~交错的轨迹~ 【外文名称】:Wind Fantasy XX Double Cross 【製作发行】:弘煜科技事业 【版本资讯】:繁体中文版 【游戏类型】:策略模拟 【游戏容量】:DVD×1 【主机平台】:个人电脑/PC 【游戏人数】:1人 【发售日期】:2008年06月25日 【官方网址】:http://www.fy.com.tw/wfxx/topindex.html 【游戏简介】 自从初代《风色幻想》推出以来,在经过了近十年后,即将堂堂推出系列作第八部作品-《风色幻想 Double Cross ~交错的轨迹~》﹝以下简称《风色 XX》﹞。 《风色 XX》为《风色幻想》五代开始的赤与蓝系列完结篇.首部曲。为何承接自《风色幻想 6》-冒险奏鸣故事的《风色幻想》最新作会是以「 XX 」为代号,而不是直接称为第七代呢?原来这次的《风色 XX》是即将於日后公开的《风色幻想 7》之序章。而《风色 XX》剧情内容的设计重点,也是以连结《风色幻想 6》与壮大的赤蓝系列完结篇《风色幻想 7》之间的重要转折为诉求。 因此本作才会使用「 XX 」来为这个可称之为「风色幻想-赤与蓝系列完结篇.首部曲」的作品命名。(这两个 X 刚好就是一红一蓝)所以说,《风色幻想 XX》并非玩家所传言的外传,而是道道地地、紧紧连结著过去与未来系列的枢纽作品。 【游戏特色】 ◆ 3D 图像引擎全面翻新,游戏画面表现大幅进化 这一次《风色 XX》为了让整体的游戏画面变得比以往更加地华丽与丰富,游戏的解析度从原先的 800 × 600 提升到 1024 × 768,在游戏的场景部分也首次使用全新版本的 3D 引擎来製作,并导入「Soft-Focus Color Effect」图像技术,让游戏中的场景添加一股如梦似幻般的色彩,更加突显出树罗大地神秘的异界风格。 除了在游戏战斗场景表现上大幅提升,作为《风色幻想》系列主轴的剧情表现部分,也因为解析度的提升而有了不同於以往的呈现方式。这一次在剧情对话场景中,参与演出的角色人物图像,比起前作可说是整整多了一倍。同一对话场景画面中,甚至可出现多达四位角色,如此一来精美的人物图像便可多人同时呈现,使得剧情临场感大幅的提升,加上活泼的图像换场演出手法,让玩家可以更轻鬆的体验游戏中的故事情境。 ◆ 战斗系统大跃进 & 游戏战斗规则大变革,颠覆风色传统的战斗方式 除了 3D 图像引擎的改版外,《风色 XX》在战斗系统方面也将进化成一番新的风貌,为了让《风色幻想》的战斗变得更具战略要素,製作小组决定改变风色系列惯有的战斗方式。这一次风色 XX》的战斗系统原则上与《风色幻想 6》相同,一样也是採用以敌我双方反应值高低来决定行动顺序的「行动顺序制战斗系统」。 唯一与六代不同的是 - 这次角色身上的 RAP 参数将只用在攻击、招式、技能等的消耗,原先的移动、攻击、道具等与战斗行动有关係的部份,已经不再需要消费 RAP 点数,而这些战斗指令将会受到游戏系统内定的可实行次数限制规范。简单的说,角色在单一行动回合内仅能进行单次的移动、攻击、道具使用,无法像之前那样可以藉由消费 RAP 来进行多次移动或者多次攻击敌人。 ◆ 全新导入动作、策略两大要素并重的 COMBO 战斗系统,战斗爽快度满点 除了游戏战斗规则的改变外,风色製作小组还为了增加风色战斗过程的游戏性,将原先战斗系统中一成不变的攻击模式,导入结合动作与策略两大概念的「COMBO 攻击系统」,至於何谓「COMBO 攻击系统」呢?就字面上来看,「COMBO 攻击系统」就是连击攻击系统,藉由玩家自由组合攻击的出招顺序来达到有如动作游戏般的新型态战斗系统。 此外为了让导入「COMBO 攻击系统」的战斗系统更能詮释出战斗的连击效果,本次的战斗大都採用了额外开啟战斗画面的表现方式,玩家可以清楚的见到自己所採用的招式在画面上的立即呈现。特别在必杀技的表现上,更追加了魄力满点的 CG 插入镜头,让人眼睛为之一亮。当然这些华丽的攻击动画表现,在游戏中是可以随时切换是否要显示,让喜欢快节奏的玩家可以选择更快的游戏步调。 最后在攻击技能部分,这次会依据玩家本身所装备武器的不同,在同一个攻击指令下,动画的演出也会跟著改变,不过由於每一种属性的攻击,敌方角色都会有相对应的防御模式,所以如何针对敌人的特性,採用最能给予对手重击的攻击组合,就是在本次游戏中是否能克敌致胜的重要关键。 ◆ 技能发展系统的变革,角色能力著重自由度与平衡 随著游戏战斗系统的全面变革,与战斗习习相关的角色能力成长系统、技能发展系统及前作新导入的称号系统也跟著进行改变。首先在角色能力成长系统方面,这一次《风色 XX》决定不再使用已沿用四代的自由配点方式,改成依据人物的战斗定位与特性来成长的自动配点系统。不过为了让玩家跟前作一样拥有自我培育的乐趣,每当角色提升一个等级时,会获得 1 点的能力点数,这时候玩家可将这 1 点点数配置在人物的基本六大能力数值上,来补足人物在某些战斗能力上的不足。 再来是技能发展部份 - 由於《风色 XX》的战斗将著重於玩家的连击组合与战略佈局,因此人物的技能学习方面变的较为单纯,这一次人物的技能发展的部份,除了「迅击」、「连击」、「重击」和「必杀技」这四类攻击招式是随著人物装备的武器来决定外,其餘的恢复、辅助等地图演出式技能的学习,皆是提升人物等级来习得,玩家无须再花时间来练技能的熟练度了。 ◆ 角色能力发展系统的调整 & 因应战斗系统而变化的称号特性系统 最后关於称号系统方面 - 因为这次 RAP 点数不再是人物行动的消费依据,已单纯成为「COMBO 攻击系统」的攻击招式消费条件以及技能的所需消费值,因此《风色 XX》在称号系统部分,为每个称号设定了「称号特性」这项新系统。「称号特性」相当於称号的装备效果,当玩家装备某个称号,该称号的装备效果就会立即影响到装备的角色。这一次玩家将可以装备数种「称号特性」到一名角色身上。 至於要如何装备呢?只要玩家将目前装备中的称号,与人物等级、刻纹等级相同,经过击倒敌人来获得经验值,当经验值累积到一定程度后,玩家就可以将目前装备中的称号之「称号特性」配置到人物身上。由於「称号特性」的效果与装备、刻纹的装备效果迥异,所以玩家可以藉由配置「称号特性」的方式来强化人物的有利属性,或者是补足人物的战斗能力的不足。 基本系统需求 操作系统:只适用於繁体中文版Window 98SE/ME/2000SP4/XP/Vista DirectX:9.0c以上 硬体需求:Pentium III 800MHz以上中央处理器或其他100相容机种(建议配备Pentium 4 1GHz以上中央处理器或其他100相容机种) 记忆体 :384MB RAM以上(建议512MB RAM以上) 硬体需求:1.3GB以上硬碟空间安装后剩餘空间须在600MB以上 光碟机 :4倍速之DVD-ROM或同等级之DVD-ROM 显示卡 :3D显示卡支援DirectX,显示记忆体为32MB以上(建议3D显示卡支援DirectX,显示记忆体为64MB以上) 解析度 :支援1024x768解析度之显示器 音效设备:支援DirectSound的音效卡 操作设备:滚轮滑鼠/键盘 翊翀 按: 关于安装 以上所有档案均需下载。先载入 2.2G 的镜像安装游戏,完成后安装“资料篇”,然后打上破解档,游戏时还需要载入“游戏碟”才可进入。 【游戏截图】 |
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Posted: 05 Aug 2008 02:01 AM CDT 51玩周岁,全称是北京新娱兄弟网络科技有限公司的51玩在一年前还是默默无闻,而今天在游戏行业内提及,不知道的人只能被理解为消息闭塞。 网页游戏已经成为了2008年度游戏行业发展的热点,而51玩是这个热点中靓丽的风景,不单有美女创始人,更有一系列的“第一”伴随,不断的创新进取使得今日的51玩成为行业交流中经常提到的网页游戏公司代表。 在MSN的签名中看到“一岁了”的信息,不禁为当前众多网页游戏公司的诞生而欣慰,不管未来网页游戏行业如何发展,在互联网领域有了“周岁”的公司就有了成长的基础。中国传统的习俗中有“抓周”之说,八月北京奥运之际,51玩“抓周”会“抓”到什么呢?希望是一个“金牌”,网页游戏在数字娱乐产业竞技大赛上的金牌。 最后,恭喜51玩周岁,祝福网页游戏。希望能够有幸经历51玩的百年华诞。 |
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10 Quick-and-Dirty Indie Game Marketing Tips, Part 2 Posted: 05 Aug 2008 01:00 AM CDT Here is the rest of my presentation on quick and dirty indie game marketing tips to help you sell your game. If you use these and are incredibly successful, it is still all your fault. Again, I'm not trying to be comprehensive here - just a quick brain-dump of ideas and reasons. Tip #5: Be a part of the community All things being equal, would you be more inclined to do business with a friend, or a stranger? Who are you more inclined to listen to? Who is more likely to get banned in a community if they ask community members to take a look at a game they just wrote? Business is about relationships. The point is that you should be active in whatever communities your audience might be before you start pushing your game. You need to provide real value and service - not just lip-service and demos. It's not just about getting people to buy your game. It's about becoming a part of the group that you intend to serve, finding out their wants and needs, and being able to serve them better. Tip #6: Do SEO - Search Engine Optimization There can be (and have been) books written on this subject. You want to be #1 on Google and other search engines for your chosen keywords. You want to be the first site on the list. Barring that, you want to be in the top three. Barring that, you want to be on first page at the very least. How do you get there? Strategies and "tricks" change constantly - every time Google or the other Search Engine companies change their rules. But there are a few things that should get you consistently ranked more highly. First of all, you want high-quality content, and lots of it. Someone with five hundred pages of unique, user-focused information about the subject at hand is going to get weighted more heavily than a site with only five pages on the subject, and three of those pages are copies of each other. You also want good keyword placement. Keywords at the start of the page get ranked more highly than keywords occuring later in the page. High-quality, incoming links also rank pretty highly. The best links are from high-traffic sites with similar subject matter to your own, particularly with your keywords as part of the text of the link. The best way to get those links? There are all kinds of things you can do, but once again, having lots of high-quality content on your site that people will refer their readers to organically is a great bet. Also, websites that have been around longer generally get a positive bias. Also, pages that are updated regularly tend to be weighted more than one that has been unchanged since 1998. Tip #7: Have a Killer Demo The Demo is your sales team. It should be a showcase for your game, not just the first five levels. Your goal is to get the player hooked and ready to whip out their credit card in the first five minutes of play. That's a tall order, but your demo is your point of contact with the customer. Make it rock, give them a great time, and promise much more with the full version. Even if you are using a non-traditional way of getting revenue from your game, it needs to be set up to encourage purchases, donations, additional replays, or whatever it is that pays your computer's electric bill. This is not something you can save for an afterthought! One last tip: Focus on the benefits of the premium version OVER the demo version. You may think you are selling the full version of your game, but what your customers are buying, in their minds, is the difference between the demo version and the full version. For example, if your demo only offers sixty minutes of gameplay, then your customer is buying the ability to play the game for more than sixty minutes. If they have had their fill after sixty minutes, then there's nothing more they want to buy. Tip #8: Get Good Media Coverage Getting coverage by online and other media can be pretty tricky. You will want to cultivate a contact list of everyone in the media that you make contact with. After a couple of years, people may move around. Someone at Joe's Blog today could be regular contributor to Kotaku or 1Up tomorrow. Submit your news everywhere you can. News sites, magazines, and grandma. Even beyond your normal press releases. Here's a trick - journalists are a pretty overworked and underpaid lot. They don't have the time to hunt down well-hidden stories. If you can drop something interesting in their laps, something they can use that already does half their job for them, you may make their day and they'll be happy to post it. Also, remember that they are expecting you to be showing off. Don't be afraid to show off what's cool and toot your own horn a bit. Also, let your personality show through when you get the chance to be interviewed or on a panel or something. Marketing drones are boring. People want to read (and interview) real, outspoken people with quirky personalities and sometimes controversial views. Tip #9: Cooperate With Other Indies What would you rather have, 50% of something, or 100% of nothing? The biggest problem indies have is exposure, not competition. So, as small indies, it's often more important to work together to grow the size of the pie than to squabble over the size of the pieces. Talk with other indies. See what can be done to share resources. Work with affiliate programs, if they make sense. Exchange links. Comment on each other's blogs. Share info. Make allies. Tip #10: Take Advantage of the Indie Game Lifecycle You aren’t a big publisher. Don’t act like one. Take advantage of the fact that you are a tiny, nimble company. Don't try to sell your game like the big companies do. You don't HAVE to have your game sell out in the first 60 days or suffer returns from retailers. There are some indie games out there that have been selling consistently well for YEARS. Updates and upgrades to your game are as much an opportunity as a duty to your customers. An upgrade gives you something newsworthy to send to the sites and remind people that your game exists. They build goodwill amongst existing customers. They let you repeat your message to potential buyers who, like me, usually need to hear about something three or four times before they consider it. Plenty More Where That Came From Well, there you go. Each of these tips could be further broken down into tons of detail and suggestions, and there are easily a hundred more tips that could work extremely well. Feel free to share, suggest, argue, contend, add, or expand upon anything I have here. A lot of these ideas were expanded on and discussed in slightly more detail at the Indie Dev Night, In fact, here's a forum thread for just that: Indie Game Marketing Forum Thread |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Posted: 05 Aug 2008 12:27 AM CDT |
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Posted: 04 Aug 2008 10:14 PM CDT 文/天姿 今年国产的几款mmorpg貌似任务流比例很重啊,但有些学虎不成反类犬。估计新游研发采用任务流的现象还将蔓延个2年吧。当然任务流并没有抛弃打怪掉宝,而且副本流、城战流也随着任务流肆虐着。 猜测两年后新游研发将出现地图关卡流,而城站流、副本流可望于五年内统一于地图关卡流。 2008年8月5日 |
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Weekend Design Challenge: PvP Event Posted: 04 Aug 2008 10:31 PM CDT I've started work with a team on an upcoming indie game, Secondhand Lands. It's a quirky little game involving sheep and wolves supporting different factions in a land heavily influenced by fairy tales. There's quite a few PvP elements in the game, living up to the wolves vs. sheep characters in the game. This week, let's consider some possible PvP events in the game. More details about the game and the requirements after the jump. The goal is to create an even that focuses on PvP in the game. Given the interesting setting, there is a lot of room for creativity. It's something that needs to be implemented before Open Beta early next month. An existing event involves PvP-enabled players who are notified when a Pylon on the central island is activated. A nearby NPC, Squire Longstar, explains that the Pylon will bring Lord Sittish to the world. The players are supposed to work to stop it. They kill nearby quest monsters (or other players who have killed those quest monsters) to collect small crystals, then try to interact with the Pylon to shut it down. It takes 15 seconds to shut down the Pylon, and it can be disrupted by other players by damaging the player. The winner of the event is the person who shuts down the Pylon. The goal here is to provide a PvP-focused event that is repeatable and that keeps people interested. It shouldn't assume that other players will be participating at the time, so there should be some challenge for a single faction showing up. So, your challenge is to describe an event that suits these requirements. What is your idea? |
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《古代战争:高卢战记》(Ancient Warfare: Gallic Wars)[Bin] Posted: 04 Aug 2008 06:12 PM CDT 做源服务器:eDonkeyServer No1 制作发行:HPS 游戏类型:strategy 讨论专区:http://3dmgame.chnren.com/bbs/showforum-249.html 《古代战争:高卢战记》将带领玩家回到高卢战争中的罗马时代。在那九年的血腥冲突中,凯撒取得胜利,为扩大罗马铺平了道路,他要成为唯一的罗马帝国的统治者。 游戏特点: 策略包围战/ 52场情景/ 58个地图/场景编辑器/详细指示/多媒体播放器/三维和二维的视角 ' / PROUDLY PRESENTS \ Ancient Warfare: Gallic Wars (c) HPS Simulation / RELEASE INFO \ RELEASE DATE 2008-08-05 GAME TYPE strategy GAME SIZE CDx1 IMAGE TYPE .bin/.cue PROTECTION Not Enough A note to RETARDS: Marine.Sharpshooter.4.PROPER-RETARDS,what a funny release! please get your head out of your ass,next time before you try to proper others,be sure to get your own source and find some better reasons,or just fuck off! / GAME INFO \ Go back to the time of ancient Rome in Gallic Wars for Windows. In the 9 years of terrible bloodshed known as the Gallic Wars, Caesar led the victory to expand the Roman Republic and paved the way for him to be sole ruler of the Roman Empire. The time period (100-50BC) focused on is Caesar's war in Gaul, the major slave rebellion led by Spartacus and the Mithridatic Wars. You can be Caesar or Vercingetorix, the great Gallic commander who led the Gallic tribes to fight against Rome. The A.I. plays an aggressive strategy that requires you to use the best formations and tactics history has to offer in order to win the battle. You may also face off against an opponent in a balanced hypothetical match from the "table top series" of battles or join in a multi-player PBEM battle with hundreds of units. Siege strategy warfare / 52 scenarios / 58 maps / Scenario editor / Detailed instructions / Multi-player / 3D and 2D views / HOW TO PLAY \ 1) Unrar 2) Burn or Mount 3) Install 4) Enjoy / WE ARE LOOKING FOR \ 1) Console games & PC games suppliers 2) 100Mbit+ EU affil sites 3) 10Mbit legit FTP for exclusive use Contact US : gow....@gmail.com / WE ARE GREETING \ ZRY TBE RELOADED HOTiSO STRiKE NoPE DAGGER LOL 0TV EMiNENT PROTOCOL SoSISO / \ |
This posting includes an audio/video/photo media file: Download Now |
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Posted: 04 Aug 2008 06:44 PM CDT 关键词: EGP、独立游戏、社交网络、真实生活、陈星汉、JASON ROHRER、AUDIOSURF、CURSOR*10、TORIBASH、FACEBOOK、YOUTUBE、IPHONE、TAOBAO、WII. 随机文章:. 多图~2 2008-07-15. open code 开放源代码 2007-08-17. 雨天 2007-06-20. 宝物~~ 2007-04-26 ...
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Inq. of the Week: Dungeon Crawls? Posted: 04 Aug 2008 06:26 PM CDT
I’m posting this week for Dave, who asked me to take care of it but was so very kind enough to provide me with a topic for the inquisition itself. He really just does all the work around here, so why break the mold? What we’d like to know this week is how many of you really enjoy dungeon crawls, or how much combat you like per game session. Note: There is a poll embedded within this post, please visit the site to participate in this post's poll. |
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Check Out These Games - Adorable Pixel Art Posted: 06 Aug 2008 10:01 AM CDT The DizzyAGE competition has ended. I promised to mention the winners here on my blog, so here they are: 1st - 170p - Volcano Island Dizzy by Colin Page Check them out. The pixel game art looks so neat.
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Posted: 06 Aug 2008 10:31 AM CDT 今天特别困,电话出问题了,提前一个多小时就从美梦中被召唤回来。大清早跑到公司一个人都没,吓俺一跳。我发现原来早起一点能做蛮多事,至少把早饭解决了,偶已经大半年米吃过早饭了咯。
今晚王健请偶吃饭,希望拉我一起创业,我倒米什么,只要能一起很开心的做事就够了,而且至少等他把3D引擎写完再说吧,还早捏。王健是一个有干劲的人,技术能力很不错。 software方面有两个推荐 http://www.appinn.com/ http://playpcesor.blogspot.com/ 今天才知道明天是七夕,果然后知后觉。然后嘀咕着是不是该买点啥,虽然想好了,已经来不及做了。只有自己手工的才更有意义嘛。闷! 一如既往优化手上的小案子,交易方面想到一些新方法,和现在webgame的交易玩法,反其道而行之,具体不想说了,可以想象一下宙斯的市场,但不一样。一般的webgame是把剩余资材拿出来交易;我打算只做需求资材,增加侦查、垄断等策略,当然还会加入自然消耗,或者卡坦岛里的数字7,我打算做成人祸,反正不能囤积啦。 其实前期建造过程已经是很丰富的体验,到了后期可玩的点会比较少了,希望增加策略交易能丰富中后期体验。 |
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Posted: 06 Aug 2008 04:30 AM CDT 加入HiPiHi
HiPiHi致力于创建一个全球性的虚拟世界,构建一个网络虚拟生活的平台,一种虚拟而又真实的全新生活方式。
这里,聚集全球虚拟世界中国梦的信仰者,在创造与搭建新一代3D互联网虚拟生活的平台及其相关技术、体系和应用,全面创新,共同缔造、推动一个全新的虚拟世界和虚拟经济 ...
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Random Scattering: Creating Realistic Landscapes Posted: 06 Aug 2008 11:00 AM CDT |
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Posted: 06 Aug 2008 07:32 AM CDT After getting tired of seeing spam and hacks, I decided to close the comments and try a vBulletin for blog posts. This caused some other problems (for example: making possible to comment posts required manual work, and the new system couldn’t use the old categories), so eventually I decided to move back to using Wordpress. I’m now upgrading the system and bringing all the articles here in the system as soon as possible. |
Posted: 06 Aug 2008 06:20 AM CDT Amazing what Flash (version 9 and so on) can do these days. |
Check out:
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So I Designed a Swimming Pool Game… Posted: 06 Aug 2008 06:18 AM CDT My holiday is over and now it would be time to get back to work… as soon as this bloody fever goes away. First time in my life I have a fever after a holiday (usually it’s in the beginning of it). |
Psst… by the way. Some people seemed to like the design. It got voted 1st plaze in BGFD’s July 2008 Game Design challenge - out of 4 contestants. |
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Summer Challenge: Define ‘Game’ Posted: 06 Aug 2008 06:15 AM CDT I’ve finished reading couple of books on game production/development and about game design. There’s one interesting dilemma in the area of game production and game design. What is a ‘game’? How do you define a ‘game’? I have my own way to approach this (instead of trying to give a general definition, I try to use examples to illustrate what are games and what are not), but now I’d like to hear what you guys think about this. How do you define a ‘game’? What makes games different from toys? What makes games different from politics or other areas of life where you try to ‘beat’ your opponent by following (at least some sort of) rules. What about video game toys. Is Sims a game since there’s no objective? Or a complex toy? Are pen & paper role playing games really games? Your thoughts? |
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We Are Upgrading The System Again Posted: 06 Aug 2008 06:14 AM CDT This changed… we are now back to using wordpress. After the last update, we started to use Articles section in the forums. There was couple of technical problems, and I decided to purchase a Blog addition to the forums software. Now I’m working on the set up the new system again - and get RSS feeds to work properly. Feel free to check out the blogs section at the forums. If you have game production knowledge to share, then check out the blogs and start writing articles. Best blogs will appear on the GameProducer.net front page. |
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THE EYE OF JUDGMENT World Championships Begin Next Week Posted: 06 Aug 2008 08:01 AM CDT As you may have seen last week via the THE EYE OF JUDGMENT Official Sites, we announced the EOJ World Championships beginning August 14th. The winner has the amazing opportunity to get their image on an in-game card as well as compete with Watanabe-san from the Japan studio. The EOJ World Championships, the first official global THE EYE OF JUDGMENT PLAYSTATION Network tournament, will start on Thursday, August 14th, 12:00AM PST and run for one week until Thursday, August 21st, 12:00AM PST. This time, there are no special rules. You can play with your favorite deck and take on the world! You will still be able to play as many “Online Tournament” ranked matches as you like until the tournament closes. The prize for the overall winner is something really special: the winning player will receive their own in-game card in ‘Deck Builder’ mode complete with their name, picture (if the player wishes) and comments. This will be viewable by all EOJ players for the ultimate champion’s prize! The winner will also earn the right to play an online duel against the creator of THE EYE OF JUDGMENT, Watanabe-san from Japan Studio. (This duel may be made viewable by the public). If you finish in the Top 10 players you can earn unique ranking titles for eternal glory! Taking part is easy, just follow these simple steps:
Any points you earn from playing “Online Tournament” ranked matches before the close of the tournament will contribute to your position on the tournament leaderboard. The tournament scoring system is exactly the same as that used for regular online ranked matches. Please note that tournament matches do not contribute towards your regular ranking. Good luck to you all and please remember, play fair, have fun and may the best player win! |
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《黑暗地带:51区》(BlackSite: Area 51)完整硬盘版 Posted: 06 Aug 2008 07:17 AM CDT 做源服务器:eDonkeyServer No1 游戏名称:黑暗地带51区 英文名称:BlackSite: Area 51 游戏制作:Midway Studios - Austin 游戏发行:Midway 游戏类型:FPS 官方网址:http://www.blacksitegame.com/ |
安全通过: 卡巴斯基8.0.0.357 病毒库:2008-8-6 |
其他杀毒软件概不负责,目前发现的误报有: 金山毒霸、ClamAV、McAfee [/quote][QUOTE]【版本说明】 1、英文版 |
2、已集成V1.2升级补丁 3、全音乐全动画无删减 |
[/QUOTE][QUOTE]【安装步骤】 1、解压缩(需15G剩余空间) |
2、双击setup.bat开始安装(需1到3小时) 3、用桌面快捷进游戏或用游戏目录下blacksite.exe 4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 [/QUOTE][quote]【最低配置】 操作系统: XP或者Vista CPU: P4 3Ghz或者AMD相应的CPU 内存: 1G 显卡: ATI X1600 或者 Nvidia Geforce 6600 (256M显存) 硬盘空间: 15GB 其它: *支持分辨率: 1024x768, 1280x720, 1280x800, 1280x1024, 1360x768, 1440x900, 1680x1050, 1920x1080 *分辨率的多样性支持由个人硬件配置决定。 **笔记本电脑由于未测试可能无法达到硬件配置需求。[/quote] 【游戏简介】 《黑暗地带 51区》将是以著名的未被证实的美国第51区为故事主线,51区是一个传说中从来未被公开的美国一个地区,独立于美国其他50区,是一个以外星研究和一些极度机密工作为主的地区。游戏的主题就是和外星人,异形之间的战斗。当51区遭受外星人袭击之后,美国政府派出了一直秘密部队,玩家就要扮演其中的一名战士,这支部队拥有很高的自主权,可以自由决定战场上的一切活动,不受政府法律的限制,当然也可以使用许多还在测试中的高科技武器,玩家需要做的就是在尽量生存下来,消灭尽量多的外星生物。 |
【游戏截图】 [QUOTE]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、关闭金山毒霸,推荐卡巴斯基 6、更新XP补丁、更新显卡驱动 [/QUOTE] |
This posting includes an audio/video/photo media file: Download Now |
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Posted: 06 Aug 2008 07:19 AM CDT Jonathan Blow’s beautiful game Braid is finally available on the Xbox Live Arcade. If you’re an owner of Xbox 360 you should go buy it. Now. Seriously. It’s the best game I’ve played in years. I’m predicting that the Internets will go nuts about this game. I know that I went nuts after playing the game. The game made me realize that I didn’t know anything about game design and after playing the game I got some what depressed because of it. So if you’re an aspiring game designer and you think you know something about game design, don’t play this game. You will get depressed, sad and fan boyish towards Jonathan. (Btw. I don’t own a 360, so I’m actually really tempted to go out and buy one just to play Braid. Jon has promised that the game will be released on PC later this year, but still I’m really tempted to go buy one so I could play the game right now.) |
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Posted: 06 Aug 2008 06:01 AM CDT 文/天姿 前些天对于我来说,真个是外乏内困;好在沟通及时,发现及时,现已整理思路如下: 1.在同事面前表现出沉稳、专业的一面,建立技术上的威信。 2.然后在领导的许可下,写工作规范软文,建立制度上的威信。 3.同时培养隐忍、内敛、客观、公正、怀柔的作风,建立道德上的威信。 4.从目的出发,换位思考,最重要的是学会有效的点评。 整个事件不详述,但关键词是时序!或者说循序渐进。 2008年8月6日 |
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Short Story: Caravan of Lost Souls Posted: 06 Aug 2008 06:14 AM CDT I haven't posted up any short stories in a while. I found an old one I had worked on previously and figured I'd post it up for the enjoyment of all. Caravan of Lost Sousl I knew I had found it as soon as I was immersed the unnatural blue light. The caravan’s glow made the surrounding area look even less tangible than it already did in the storm in the darkest of night. After asking a few wandering people, mostly drunk, I finally found my way to the inn where the master was himself drinking. The inn was a humble structure, made of rough wood fastened onto strong beams. Torches sputtered along the walls as rain leaked in from the ceiling. There was a low bar with a barkeep and barmaid lounging around lazily. In the back was a draped door leading to what one assumes would be a common sleeping room. The main room was full of rough wooden tables made of bound planks of wood on a single central leg, with low stools around each table. Sawdust covered the crude wood floor, which was cracked and warped in a few places. The room was barely occupied, a few people in groups who were generally sleeping more than they were drinking. I saw him in the far corner of the main room away from the doors, tankard in hand and a wide area abandoned around him. No one dared sit near him, probably fearful that the blue glow that overpowered even the nearby torches would possibly contaminate them. Even I, a schooled adept of no minor power, felt ill about approaching him. I considered running off for a moment, but gripped my book tightly and found my courage. “You are… the caravan master?” I said hesitantly as I approached. “’Course I am, boy, you see anyone else around here glowin’?” he responded in a gruff voice. He tipped the tankard up and drained it dry as I stood there. I was paralyzed a moment, words had abandoned me but then came to my senses. “Yes, a dumb question,” I admitted. “Admittin’ it makes you smarter than most I’ve seen,” he replied then looked at me expectantly. What should I say? “Allow me to buy you another ale,” my mouth finally said without my mind seeming to make any decisions in the matter. “Smart boy. Keep this up and I’ll be sharin’ my secrets with you yet,” he said to me with a sly smile. “Maybe not all of ‘em, though.” I nodded dumbly and set down my book. Reaching into my robes, I took out my money pouch. I had a few coppers and one last gold piece to my name. The voyage here had been expensive, but I hoped it would be worth it. Somehow managing to catch the barmaid’s attention, I held up my companion’s empty tankard. She gave me a lazy nod of acknowledgement. Lowering myself onto the stool near me, I let out a weary sigh. The dawn of the day had seen me start my travels, and the road had not been easy. I had gone as fast as I could in order to make it here in time to catch the caravan before it moved off. I might be sore because of it, but I was not going to let this opportunity escape me now that I was so close. A rote glamour opened my book and got out my quill and ink from their places in my travel pack. “Do you get many questions?” I asked, trying to be conversational. “Not particularly, no,” the caravan master replied. “Most folk don’t like bein’ near, as you an see. But, you aren’t most folk, are you?” Staring at his pale face, I shook my head in response. “The scars are barely even healed, seems. They mean you focused on illusions at the College, right?” he asked. “Yes. You know about thaumaturgy, I presume?” “Boy, you learn a lot of things in my line of work. ‘Specially with my caravan,” he chuckled. He went to take a drink from the tankard, but found it still empty and scowled a bit. We sat in awkward silence for a minute or so. The barmaid finally came over with a new tankard of ale. I pulled out my last gold and handed it to the barmaid. “Bring me a plate of bread and cheese, and keep my companion’s tankard as full as he wants it.” “His companion wants it as full as you can keep it,” the caravan master replied with a wink. So much for the rest of my money. This had better go well or tomorrow I will be laboring for my lodging and food. “Certainly,” she replied looking at me and ignoring the caravan master. She probably recognized my robes and didn’t trust my kind, especially one cavorting with the caravan master. Not that I really blamed her, some that wear the robes are not always kind to the powerless. I inked my quill and started to scratch a fey glyph into the table using a mug stain as the sustaining circle. I added a few flourishes and knew that would not be disturbed by just anyone. “Impressive bit o’ work there,” the caravan master said after I was done. “You know what it is?” “Yeah, nice hex there. I see you let the waitress in, though. They teach you kids good these days. I can recognize ‘em, but I can’t draw ‘em like that.” I nodded. It wasn’t anything powerful or permanent, but it was something beyond the reach of most other graduates of the College. I studied the glyph again with a bit of pride. “So… what is it?” I finally asked, breaking the short silence. “What is what?” the caravan master responded. “You know, the caravan. What is it?” “It’s a caravan! Guess you’re not as bright as I thought.” I ground my teeth together before I stopped myself. I was letting my fatigue get the better part of me. “I mean, what do you know of its history?” “Oh, why didn’t you say? Anythin’ in particular you want to know?” he said around another swallow of ale. “Well, where did it come from?” The caravan master laughed, then pulled a long drink from his tankard. “Nobody knows that, not even someone like myself. That truth’s lost.” “Ah,” I said, considering his words. “But, you are not the first caravan master, right?” “No, I was once a mortal like you. Well, not ‘xactly like you, I was to be a barber,” he said in a slightly disconnected voice. “Not, you know… scarred,” he finished in a hoarse whisper. It was odd that someone like him had the simplistic peasant fear of my profession. I nodded politely. “When did you, uh, become the caravan master?” “Oh, maybe ‘bout 20 years by your reckonin’,” he said. “Maybe 21.” “And it was given to you by the previous caravan master?” I asked carefully. “Yeah,” he nodded and stared me in the eye. “This leadin’ where I think it is, boy?” “Could be,” I hedged. “I had heard rumors….” “Yeah, rumors. Well, they’re mostly true. So here you are, askin’ the questions to see what you could be getting into, eh?” I nodded. Just then the barmaid came over with a full tankard and my dinner plate. She gave me a bright smile as she set down the food and drink then gave a small curtsey as she walked away. She probably struck the coin I gave her and found out it was real. More money than this place sees in a week. The caravan master’s eyes followed her as she crossed the room back to the bar. “That’s the thing I thought I’d miss the most, but I don’t really,” he said without taking his eyes off her. “How do you mean?” I asked in my naivety. “The wenches like that. She looks particularly lusty.” “You can’t….” “Oh, I can. Just few enough of ‘em want to get near. They fear the ‘taint’, as some call it.” “Of the caravan?” “Yeah. They think it’s some forsaken disease they can catch. Except for a few who find it appealing. They tend to be the real bizarre ones, though,” he said with a dirty smirk. “Oh,” I muttered, focusing on cutting off a bit of cheese and bread to make a little sandwich. I crammed it into my mouth to avoid the conversation while he kept his eyes on the barmaid. “Too bad,” he muttered to the air. I swallowed my food and looked at some of the notes in my book. “Where do, uh, they come from?” This was perhaps the oldest of my questions. “Oh, all over, really. One of ‘em says it was an ancient death cult that caused them to be here. People wantin’ to cross the void, but wanting to come back. Well, they come back to serve the caravan.” “So you can talk to them?” I asked. That was my second oldest question I had been preparing. “Oh, sure. Not that I really like it. I thought it’d be fun at first.” “At first?” I asked, a bit disappointed. “Oh, sure. The problem’s most of ‘em ain’t the savory type, if you know my meanin’,” he said with a chuckle. “I think perhaps they were turned away from both the Pale and the Jet gates, and they have to work off their sins.” “I see,” I said, scratching down a few notes in my book. “But, you do not consider yourself a sinner like they are?” “I won’t claim to be one of the beatified,” he said, “but I lived clean. Even now I don’t use the caravan to terrorize people, as the stories say some of the old masters did.” I frowned a bit, remembering the stories he was referring to. “So, you have some control over the caravan?” “Not really, no,” he said. “The caravan goes where it wants. It needs to be at certain places at certain times to collect some of the souls and leave others. I can divert it slightly, as long as it gets to where it needs to go in time.” I raised my eyebrows at him. “But, you trade, right?” “Yeah,” he nodded and drank again from his tankard. “But, I just make good decisions. Buy up cheap goods, or buy up goods I know will be in demand soon. After 20 years, I’ve learned prices for goods and can spot a bargain.” That made sense. I inked my quill again and scratched down a few more notes into my book. I cut off a bit more bread and cheese and ate it. “So, let me ask a question,” the caravan master finally said, breaking the silence that had accompanied my eating. “Why?” I double-checked the fey glyph then looked directly at him. “I studied illusion, but I wanted to study another art. The one the King outlawed…” I trailed off. “You mean, Necromancy?” the master asked out in the open. I looked around nervously, but no one had seemed to hear. “Yes,” I hissed quietly. I straightened up in my chair, leaned toward him, and spoke in a low voice. “The caravan is my best chance to study those between life and death without being branded a traitor for disobeying the King,” I said quickly and precisely. The caravan master looked at me, then sat back and stroked his chin. “I guess I can see that. I can tell you’re an adept of no mean power, so it makes sense.” I sat there, tense, wondering if I had given too much away. I looked at him, wondering if I had made a mistake. “Oh, don’t worry,” he finally assured me. “I will make no judgment about your motives, and I won’t say anything to anyone else. No sense getting myself into trouble, and I know you won’t be able to get into trouble, either.” He took a long pull from his tankard and thumped it down, empty, on the table. “I… I appreciate that,” I said, not knowing exactly what else to say. The waitress came over with another ale and collected the empty tankards on the table. She smiled broadly at me, and then walked away back to the bar. “So, any more questions?” the caravan master asked me. I looked over my notes in my book. I had so many questions, but few of which I thought he could answer. I shook my head carefully as I closed my book. “How do we do it? The transfer?” I asked. “Simple, boy, just take this ring from me and wear it,” he responded, holding out his hand. The ring wasn’t much to look at: a pale metal band with a fleck of stone in it. It was hard to tell what kind of metal it was, since the blue glow overwhelmed the reflective surface. I reached out for the ring and hesitated. “It’s not so bad, really,” the caravan master assured me. “You’re damn near immortal when you’re near the caravan. And, eventually you can pass the ring off to someone else when you get tired.” “Tired?” I asked. Thoughts I hadn’t considered filled my head. “Well, sure. It’s not a bad life bein’ a caravan master normally. And there’s other benefits as well for masterin’ this one. But, this isn’t the life to lead if you want to find a woman and settle down, you know?” The caravan gave a wistful smile and glanced toward the barmaid as he held his hand there. I nodded. That thought was still far from my mind at that point in my life. Although people joke that graduates from the College take vows of celibacy, the fact is that we tend to be too busy for a woman and family. I reached for the ring once again and pulled it from his finger. I looked at the caravan master in shock as he changed. He sat there in drab clothing, changed from a spectral man into a normal one. The unnatural blue glow had left him, but the ring still had it reflected on the surface. Strangely enough, the ring did not give off the blue glow itself. I took it in my hands and studied it, turning it over repeatedly. A wail arose from outside. “Fool!” the caravan master hissed at me. “Put it on before you break the enchantment on the caravan! They know what’s goin’ on!” Realizing my folly, I put the ring on my finger quickly. I am not sure how to describe what happened next. The world collapsed on top of me, and I couldn’t breathe. Then the world sprung back into place, but I was sitting in the caravan master’s chair, and he was sitting in mine. In front of me I saw my book, my ink, and my quill, all with the blue glow. In front of him was a tankard, which he picked up and drained completely. “That’s a bit strange, eh?” he said, wiping his mouth on his sleeve. “Seems to be part of the enchantment. But, it didn’t happen too many other times while I was caravan master.” I looked at the ring. My hand had the eerie blue light coming from it, shining on the nearby table and walls. I looked at the ring, which was warming against my finger. “I wish you the best of luck, I do,” the former caravan master said. “I’m off to find myself a little company for what’s left of the night. Good trading.” He stood up, gave a small bow. He started toward the barmaid, then though better of it and made a beeline to the door. “Feel free to take what’s owed me,” he called back over his shoulder as he left the inn. I remained there for a while, taking in the new sensations available to me. To be honest, I didn’t feel all that much different after taking the ring than I did a few hours ago as I entered the tavern. I opened my book, inked my quill, and took down some notes stating this. I sat there, letting the ink dry. I ate the rest of the bread and cheese from the plate, although it didn’t taste quite the same, I thought. Perhaps it was just my imagination wanting something, anything, to be different. I scratched a few more notes in and let that dry as well. Finally, I closed my book and stood up. I used a simple glamour to put the ink and quill back into my pack, both to save time and to see if I could still work my spells. I got my answer as all the items went easily to their places. I pushed aside the chair and started to walk to the exit of the inn when something stopped me. I realized the ring was chilled slightly against my finger, and I figured that had to mean something. I stood there for a moment, as a thought came to me. I turned to the barkeep and said, “You owe me money.” The barkeep eyed me with distaste. “I owed it to that other man,” he said, obviously uneasy about giving me money. “No,” I replied, “you owe it to the caravan master. That is now me.” The barkeep looked like he wanted to fight the issue, unwilling to part with the cash he had that he owed. “You heard the other man, he said I could have what he was owed,” I said simply. The barkeep smirked at me. “Yeah, I guess I did. Here,” he said as he unceremoniously shoved a handful of coins at me. Four gold and fifteen silver coins, exactly what I was owed, the ring let me know. I put the coins into my nearly empty money pouch. I could spend it on a good bargain. I gave a small bow and went out the door. The first light of dawn was appearing over the horizon, and the rain had stopped falling while I had been inside. A few people were slowly milling about, setting up shops or getting horses and wagons ready for travel. I walked past one man preparing a small merchant stall, a simple counter under a wide leather canopy to protect against the weather. I stopped, eyeing the crates around his stall, the ring telling me that there was something here. “What do you sell?” I asked as he was busy checking the poles holding up the canopy. “Grass mats, woven from the plains grasses around here,” he responded, not looking at me. “Great for decoration or elegant table settings.” I saw one of the mats out on the counter. It had gotten a bit wet, but it was very ornately woven. I agreed with his assessment. “How much?” I asked. “One silver coin per crate, or two coppers per mat, sir,” he responded while still adjusting the poles. A fair price, I felt, but I could negotiate. I counted up the crates in his stall. “I’ll give you a gold coin for all your crates here.” “Now, that’s not exact…” he started as he turned around. The words abandoned his mouth has he turned around and got a good look at me. The color drained from his face, and his mouth opened and closed uselessly. I took out the gold coin and held it out for him. His arguments had left him, but he finally decided to take the offer. Wordlessly, he held out his hand to take the coin. “I’ll have a hauler come by within the hour to collect the crates,” I said as I put the coin in his hand. I had to head south to the city of Forestmoor, the ring told me, but I would have time to collect the goods before the caravan would be ready to move. I walked away from the stall, following the soothing blue glow to where the former caravan master had left the caravan. Finally, I laid my eyes upon it: it was nothing more than a large caravan surrounded by pale workers. They were busy getting things in order, moving the large wagons into place. “Go back about 200 paces to a stall selling grass mats and collect the crates,” I instructed two well-built men leaning against an empty wagon. They nodded curtly and ran off in the direction I had just come from. Striding along the caravan, I looked for my place amongst the activity. About half way along the caravan, I spotted it: a comparatively small wagon with a cushioned bench and some sort of heavy fabric draped along some poles at the top. One worker was applying some sort of grease to the top of the canopy while another was putting a writing table in place in front of the seat, fitting the legs into some grooves in the wagon’s floorboards. That would be a suitable place for me to write while the caravan was not moving. I took my seat and put my book on the table in front of me. I used my rote glamour to draw out the ink and quill again, both resting in the proper locations on the table. I smiled slightly, feeling strangely at ease. I once again inked my quill and scratched a few notes about how the ring had communicated with me. From out of nowhere a figure approached the caravan. From a distance, it looked like no more than a shadow, but as it approached the figure took on more substance and started to glow as the rest of the caravan did. As the figure approached my wagon, it clearly became the figure of a woman. “A new arrival?” I asked the woman as she approached. “Y..yes,” she stammered. I considered her for a moment, then asked “Do you have a head for numbers?” “I ran a household for a noble lord,” she said, “I can do some numbers.” “Good. We needed a quartermaster. Take your place in the back of my wagon, you can start inventory at the next town.” The ring had told me everything I needed to know. She nodded slowly, and got into the wagon. She took one of the cushioned seats in the back, hidden between the barrels and crates in the back. “What’s your name?” I asked her. “I don’t… Deidre,” she said, hesitantly, as if saying it for the first time. I nodded to her. I hoped my book, inked my quill, and scratched down her name. All around me, the caravan was taking care of itself and had a few minutes to myself. “Tell me, Deidre, what is your story?” I began. |
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Console Saves Versus Game Saves Posted: 06 Aug 2008 03:00 AM CDT
What do people think? Would a console save be an asset or a liability? Should adequate save game support remain the domain of the developer, or should Sony and Microsoft inherit an obligation to provide high level save game support for the dedicated hobbyists they are both trying to court? Share your thoughts in the comments. |
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Posted: 06 Aug 2008 04:41 AM CDT GA游戏教育基地推出的培训品牌“GA大讲堂”获得了业内外人士的一致好评,每月一期的公开讲座涵盖游戏开发各个环节。从游戏策划到游戏美术,每次都请来一线资深开发专家,与听众展开面对面的交流。 游戏行业的高速发展,吸引了越来越多的从事传统影视CG制作和美术设计类专业的学生。因此公开课讲座内容也尽量做到深入浅出,即有目前游戏业界最前沿的新技术,也为想进入游戏行业的新人解惑答疑。 2008年8月GA游戏教育基地新一轮免费公开课程将于8月11日至8月16日举行,来自游戏开发一线的资深游戏开发专家将带来次世代游戏在互动艺术领域的最新介绍。课程安排如下:
目前该课程火热报名中,名额有限,预约从速。
GA游戏教育基地作为国内最早开办的的专业游戏开发培训机构,校友圈已遍布整个游戏行业,目前上海所有超过50人规模以上的大中型游戏公司均有GA师生从事研发工作。GA以其专业性获得了良好口碑,与多家知名游戏公司建立了长期稳定的合作关系。
官方网站:WWW.GAMEA.COM.CN 免费报名预约热线:52729274,52738167 * 8007
免费讲座地址:上海市长宁路1027号多媒体产业园1107-1108室
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Posted: 06 Aug 2008 05:01 AM CDT 高小姐从崔先生处花4700元买了一个梦幻西游的游戏账号,用了没多久该账号就无法登录了。经查询,竟然有人用原始注册人的身份资料找回了该账号。为此,高小姐将卖家崔先生和原始注册人王小姐告上法庭,要求二被告为其找回账号密码,并赔偿经济损失1万元。日前,北京市海淀区人民法院复兴路法庭受理了此案。
原告高小姐诉称,2007年8月12日,她以4700元的价格向崔先生购买了网易(网易游戏区)公司开发的账号K1312168XXXX的梦幻西游游戏账号,双方签订了《买卖协议》。崔先生称此账号是他向该游戏的原始注册人王女士购买的,且崔先生提供了2007年6月15日与王女士签订的《买卖协议》、持有她户口本的复印件,并在交易时用上述资料当场清空了游戏的安全码,保证有权转让该账号。
在她与崔先生及二被告签订的《转让协议》中,卖方都承诺“自购买日期起如果出现账号或者账号相关安全信息丢失的情况,卖方有义务协助买方在7日内将丢失的账号及相关安全信息找回”。《转让协议》签订后,高小姐开始使用该账号,且使用崔先生提供的王女士的户口本复印件可以修改游戏安全码,在使用过程中还购买了一定数量的装备。
2008年1月1日22时许,高小姐突然发现该账号无法登录,有其他人在使用,且通过以前的找回密码方式都无法找回账号密码。经与网易游戏客服人员联系,她得知该账号是被人用更详尽的注册人王女士的身份证件资料找回的,高小姐已不能凭以前的户口本复印件找回账号密码了。
后她与二被告联系,要求配合及时找回账号,以避免不必要的损失,但崔先生称自己手中无更详尽的身份资料,王女士也拒绝提供相应身份证件。二被告的行为不但使高小姐无法使用购买的游戏账号,也致她在使用期间打造、购买的装备等产生不必要的损失,故诉至法院提出以上诉讼请求。
目前,此案正在审理中。
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Posted: 06 Aug 2008 04:57 AM CDT “既能过游戏瘾,又能赚钱。”暑假期间,一些大学生将网吧当成办公室,做“游戏代练”,每天“上班”长达十几个小时,让人担忧。 近日,记者在街道口、虎泉附近的几个网吧看到,一些学生模样的年轻人,正专心致志地盯着电脑屏幕打游戏。有人兴起之时大喊“赚到手了”,也有人十分沮丧地拍桌子:“又输了,这下交白卷了。”采访获悉,这些年轻人都是暑假留守的大学生,他们来网吧打网络游戏,可不仅是为了消遣,主要是“帮人练级”,从中获取报酬。“我很喜欢玩游戏,暑假天气太热了,做家教赚钱很辛苦,在开着空调的网吧做‘游戏代练’,真是一箭双雕。”大二学生小李盯着电脑屏幕,头也不抬地告诉记者,他在放暑假前,就已经通过各种渠道,接了好几笔“游戏代练”的单子,如今,他几乎天天泡在网吧,自己忙不过来,还拉同学一起来打游戏赚钱。
采访获悉,暑假期间,以“游戏代练”为兼职的大学生并不少。做“兼职”的大学生,往往把网吧当成办公室,不仅吃喝在网吧,甚至住宿也在网吧。以一天玩12个小时计算,如果运气不是太坏,兼职收入可达百元,如果是游戏高手,又舍得花时间,收入将更高。
“不过,说实话,做这个很累,一坐就是大半天,最后连脖子都直不起来,起身也是头昏眼花。”一名做“游戏代练”的大学生说,“回寝室睡觉时,游戏画面在脑袋里强行播放,打杀的声音还‘嗡嗡’响个不停。”
对此,有教育人士提醒,大学生结合个人爱好兼职赚钱,无可厚非,但凡事要有个度,不然身体搞垮了,玩得收不拢心,将是得不偿失。
采访获悉,暑假期间,以“游戏代练”为兼职的大学生并不少。做“兼职”的大学生,往往把网吧当成办公室,不仅吃喝在网吧,甚至住宿也在网吧。以一天玩12个小时计算,如果运气不是太坏,兼职收入可达百元,如果是游戏高手,又舍得花时间,收入将更高。
“不过,说实话,做这个很累,一坐就是大半天,最后连脖子都直不起来,起身也是头昏眼花。”一名做“游戏代练”的大学生说,“回寝室睡觉时,游戏画面在脑袋里强行播放,打杀的声音还‘嗡嗡’响个不停。”
对此,有教育人士提醒,大学生结合个人爱好兼职赚钱,无可厚非,但凡事要有个度,不然身体搞垮了,玩得收不拢心,将是得不偿失。
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Posted: 06 Aug 2008 06:42 PM CDT |
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Posted: 06 Aug 2008 02:03 AM CDT This is all we were talking about at work today:
At one point, I think there were 12 people in my office talking about this. Responses varied from ‘this is a raw deal that cheapens everything I’ve done so far!’ (1 response), “This is the sign of cheapness, of Blizzard finally getting desperate” (1 response), and “Whoa, I’m totally multiboxing THIS shit” (all the rest of us). I know of at least two people with lapsed accounts have reactivated them since then. Of those at work, 3 or 4 also said “I was about done with Conan anyway”. So there’s that. There was a lot of discussion about motives, oddly enough, even though I think they’re clear. The most devoted players of WoW are raiders and battleground players who are having a harder and harder time field battles and raid excursions. AND they have an expansion pack in the near future that, for better or for worse, has almost no content below level 70. Getting more people in, and to max, makes a lot of sense in that light. |
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Back to (Almost) Daily Schedule Posted: 07 Aug 2008 10:22 AM CDT This year I tried to try writing less posts… but didn’t actually manage to write longer posts weekly as I thought. It didn’t feel natural to me. I like writing shorter posts. I like writing about the ideas or whatever (hopefully useful) stuff I’m up to. The writing (less than) weekly didn’t really work for me. I’m quite amazed how much traffic the site has got even when I haven’t written so many articles, but this option didn’t feel as good as earlier. My holiday is over, and I thought that it’s time to get back to normal. I’m not going to follow a strict schedule that I would force myself to write every day. That’s why I’m back to “almost daily schedule”. This arrangement leaves room for not saying anything when I have nothing to say. I’ll aim to post daily (or sometimes more), but in some days I might say nothing. I enjoyed writing more often, so that’s what I want to continue with. I believe the site will become a greater success when there’s more activity. |
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Posted: 07 Aug 2008 06:47 AM CDT 游戏玩多了,总会有一些比较有意思的系统。干分析设计相关,不免无趣。以后会对其他公司的系统设计进行还原。 也就是把其他游戏系统的设计和实现方法还原成策划案。 新版块命名为“以文乱法”,引自“侠以武犯禁,儒以文乱法”。 第一篇预订为金山《剑侠世界》的藏宝系统。 |
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Posted: 07 Aug 2008 08:31 AM CDT 今天完成了引擎的模型查看器,可以非常方便的利用该工具进行模型查看,该模型 查看器可以查看模型使用引擎强大的shader系统的渲染效果,同时也允许模型使用外 部自定义shader来渲染,并且可以用于查看合成场景、粒子系统、物理仿真、人工智能等效果。
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An Examination of Outsourcing: The Developer Angle Posted: 07 Aug 2008 11:00 AM CDT |
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SOCOM: Confrontation public beta info revealed Posted: 07 Aug 2008 08:03 AM CDT We normally wait until Saturdays to fill you in on the world of SOCOM, but with the news breaking yesterday and today – we thought you might want the goods a bit sooner. You’ve been asking about this for some time, and now we’re happy to share the info: the SOCOM: U.S. Navy SEALs Confrontation public beta deploys in September. Those of you who purchased Episode 1 of Qore (or subscribed) will join the fray Monday, September 8th. Those of you that pre-order the full game can get started a week earlier. Pre-order from where? How long does the beta last? How many friends can you share your beta with? (Yes, I said “share!”) The good folks at SOCOM.com have the answers you’re looking for. |
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Women and Games: What We Know and Don't Know About the Casual Link Posted: 07 Aug 2008 04:00 AM CDT
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Posted: 06 Aug 2008 10:05 PM CDT 姓名:管红岩
联系电话;13269306351
网络联系方式:
MSN;
邮编:100038
办公电话:(8610)51922252
传真:(8610)51922236
【名称】:电报大楼数据中心
【地址】:北京市西城区西长安街11号
【简介】:电报大楼数据中心全国最早建设并使用的数据中心之一,它坐落在西长安街北侧,是 ...
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Posted: 07 Aug 2008 05:31 AM CDT 我有明珠一颗,久被尘劳关锁,而今尘尽光生,照破山河万朵。 |
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Posted: 06 Aug 2008 05:36 AM CDT 最后我要谈的引擎就是TX,这是基于微软推出的XNA的平台。有多少人听说过XNA?我们下一位的发言人待会就会给大家详细介绍微软新的平台就是XNA。我稍微讲一讲,这是微软公司推出的一个非常酷的产品,给刚刚开始学习游戏开发人提供一种很好的平台,是基于XNA ...
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Posted: 07 Aug 2008 04:09 AM CDT 第20期、第21期3D游戏美术精英就业班的暑期送大礼活动,推出后即收到学员们的热烈欢迎。暑假期间的两个班级现在均已爆满,最新报名的学员请转报2008年9月8日开课的班级(第22期3D游戏美术精英就业班)。 为感谢学员们对GA游戏教育基地的支持,第22期班级同样延续送礼活动:
在2008年8月23日前报名并交纳定金,前十位学员即可获赠Wacom手写板(非凡630)或IPOD Shuffle一个。
本次送礼活动仅十个名额,名额有限。报名咨询热线:021-52729274*8007 |
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Posted: 07 Aug 2008 02:35 AM CDT 两天钱有人在网络游戏区域运营QQ群里发表了一些言论,觉得如果不记录下来对不起他的行为。
白马(454739061) 14:02:32
事件起因很简单,白马将游戏行业咨询服务说明列了出来(网络游戏行业咨询顾问服务说明 ),有不懂的地方可以提,有意见可以发表,偏偏有人自找麻烦。
网络游戏区域运营商当前存在的主要问题,1是怎么不被游戏公司欺骗,避免不必要的损失,2是如何将手中的资源更好的利用起来,获取更大的收益。 关于网络游戏区域运营的两项收费就是针对这两点提出的解决方案。
“单独项目咨询服务1K起”是指对准备签下的某款游戏提供一些产品测试认证,认定一下游戏产品可不可以做,协议方面是否有陷阱和漏洞。花钱买个平安,避免过后交学费后悔。
“区域运营联合运营公司2K每月”是为区域运营提供全方位的运营指导,区域运营商大部分是自身拥有相应的游戏运营推广资源,却苦于不知如何利用好,如果任由游戏公司摆布,很容易出现出力却得不到回报的情况。从媒体资源到活动策划推广指导流程控制等全方位的服务。
咨询顾问服务犹如算卦,信与不信天壤之别的差异。网络游戏的咨询顾问服务更像是医生看病,如果自身健康不存在问题根本就不需要咨询顾问服务,而一旦有问题看医生,遇到庸医和良医结果不言而喻。当前众多区域运营商前仆后继的涌入,真正获益的有多少?从个人角度,希望行业中能够有更多人为处于产业末端的区域运营商提供服务,可惜真正具有能力和信誉,并且愿意做此工作的人少之又少。关于游戏各项咨询服务,还需要考察对方的情况,并非什么钱都愿意收的。
本文没有在事情发生当日就发出来是留下了一定余地,群成员都是代表所在的各自公司,如果山东万佳是以这样一个态度涉足网络游戏区域运营领域,倒要看看未来的市场表现如何,风物长宜放眼量,中国游戏行业的发展未来可以检验,本游戏博客中做的记录在未来可以回顾一下,万物并作吾以观复,游戏行业生生死死淘汰后看看剩下什么。
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Posted: 07 Aug 2008 05:19 PM CDT |
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Posted: 07 Aug 2008 02:25 AM CDT 网络游戏的信誉价值 以下的内容不想解释了,能看懂的自然明白。 |
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Posted: 07 Aug 2008 03:00 AM CDT Please excuse this back-of-envelope calculation. Twenty weeks remaining in the year... the next fortnight I'm away, I will lose two blogging weeks to the Wheel of Fortune, and another one for the Winter Festival. That leaves about fifteen weeks remaining. That's more than enough time for the two serials that are waiting in the wings, but I've still not absorbed the material I need to proceed (I've still not watched Firefly, which I need for the "Religion in Science Fiction" serial, and I'm still working through Charles Taylor's tome, A Secular Age, which is the focus for the other). I think I might have to consider bumping one of these serials to next year and bringing in something else, but I'm not sure what it would be... |
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Posted: 07 Aug 2008 12:03 AM CDT 哇哈哈哈哈……又自己Y這東西玩〜不可能出啦XD而且底稿打的超級小。
萬一哪天有愛了就印出來滿足自己〜〜〜(小風乖〜怪阿姨抱抱) |
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PSP神奇电池v6发布!(TA-88v2主板破解成功!)下载,教程 Posted: 07 Aug 2008 01:43 AM CDT TA88主板在V6推出之前的情况:
目前TA-088主板分成三个型号,v1,v2和v3。 V1:不能制作神奇电池,但是可以正常用神奇电池刷系统。
M33小组发布了其最新作品“神奇电池v6”(Despertar del Cementerio v6),现在神奇电池可以刷写TA-88v2及之前主板的PSP主机。换句话说,除了使用TA-88v3主板以外的PSP,现在市面上的PSP主机均可顺利刷机成4.01M33-2系统。 先总结一下,之前曾一度有传闻新一批次PSP使用了TA-88规格的主板,无法正常破解。实际上,TA-88又分为三个小版本,TA-88v1、TA-88v2、TA-88v3。其中v1可正常使用神奇电池v5刷机,v2v3均不可使用神奇电池v5刷机。现在伴随着神奇电池v6的发布,v2也可以正常刷机了。相信使用TA-88v3主板的PSP主机在不久的将来也会被攻破。
神奇电池v6升级内容:
下载需要的软件: V6主程序下载:点我纳米盘下载 4.01M33升级文件下载:点我纳米盘下载
详细教程:
制作神电前需知: 1.如果你的机器有启用桌面主题,请先还原成机器默认的主题,否则神电程序将无法正常运行。 2.主机请设置成3.XX或4.XX核心程式,该程序不支持3.03OE或以下的自制系统使用 3.除TA-88主板以外,其余主板均可以制作神电V6 4.如果你的电池只是普通电池而非神电,神电V6组合仍然无法正常启动,需要先把电池制作成神奇电池先。
安装使用教程: 1.下载以上两个附件并解压 2.把下载好的DC6升级文件连同文件夹"DC6"一起复制到PSP记忆棒的PSP\GAME\目录下 3.把下载好的官方4.01升级固件改名401.PBP,复制到记忆棒根目录下 4.在PSP上运行神电V6升级程序
出现下图届面,按O确定安装。
5.确定以后会显示安装进度
在安装完成以后,如果你之前有安装时间机器的话,系统会提示你选择一个启动神电的热键
这个时候需要你选择一个启动神电的热键,长按住按键5秒左右,系统确认热键设置生效。(按照平常习惯,建议选择L键。当然,用户可以自由选择的。)
设置完以后,最后按O键退出,神电V6制作成功。完全关机后,按住L开机即可进入神电V6界面。(界面接近于PSP默认的MXB,非常漂亮) |
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Posted: 07 Aug 2008 01:52 AM CDT 几分钟前,一个好友发来短信提醒我今天是我们飞机落地美国5周年的纪念日。8月6日,农历七夕,怎么想都是个惆怅的感觉。 都过去五年了,感觉五年时间里我所得到的和我失去的几乎一样多。短短五年间,每天只吃两餐,居然胖了30斤,美利坚真是食品激素过度的国家。回头看看五年前出国前和刚到美国的照片,忍不住吞口唾沫-__-。 文化真是个有趣而且可怕的东西。短短五年里,我的审美观念也有了天地一般的转变,在中国算胖子的我在美国居然还很自豪的称自己是瘦骨嶙峋级别。长头发改成了寸头,花哨的服饰变成了tshirt牛仔裤。以前是怕晒黑现在是想晒黑。 虽然在美国事业小有起色,身边的朋友却一个个因为地理的缘故而远走高飞。五年了,我还是一个人混在小房间里的宅男,而且还苍老了很多。咳! ![]() ![]() |
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Posted: 06 Aug 2008 11:41 PM CDT 刚匿名发帖被删除掉了?豆派怎么还乱删贴啊?
据知情人士透露完美时空即将收购一家网络游戏门户,目前双方正在针对收购事宜进行积极的洽谈。该人士指出此次收购是全资收购,涉及金额将在千万美金以上。
和讯IT消息 8月6日,据知情人士透露完美时空即将收购一家网络游戏门户,目前 ...
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Posted: 07 Aug 2008 12:02 AM CDT 昨晚从健身房出来,去找地方觅食。路上碰见一小孩儿问路。满口长沙口音。虽然我毕业有点年头了,可还会说那么两句长沙话。饶有兴趣的逗了小孩子几句。 小孩旁边有一年轻人,看起来跟我一般年纪。我说道,幸亏我在长沙读过书,不然这当地人多半听不明白。 接下来的攀谈得知,这家伙居然是我的校友。其实我挺不好意思认校友的,因为在学校那几年,学业几乎荒废掉了,尤其怕人家跟我提某系某教授老师,我是一个都记不得了。(当年几乎没上课,怎能记得名字) 还好,大家只是交流了一下学校里的老建筑以及宿舍楼。他突然问我一句,那你现在毕业了吗?我大寒,在下毕业已经有八个年头了 -_- “我 92 年毕业的” …… 亏我一直以为遇到个师弟。 |
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How Game Development Teams Can Benefit From Twitter Posted: 07 Aug 2008 12:24 AM CDT I started testing Twitter to see what all the hype is all about. I couldn’t possibly see how it would benefit anybody to know if I’m telling that I’m “preparing tea” or “waking up” or whatever. And to be honest: I still don’t know what use Twitter could be - in general. And that’s what some others are pondering as well. Who is doing what in the team There’s the concept of “daily deltas” in project work. In short: team members would need to write what they are doing (and perhaps adding what they are going to do next). In some teams this list is then compiled and sent to the producer who makes necessary adjustments - if any - for the project. (Okay, this is a darn short description - but basically the idea is to figure out what each person in the team is doing). I was thinking that Twitter might be useful in providing a log. Instead of emailing your daily deltas, each team member could start their own twitter thing, and write key tasks they’ve done, unexpected problems they’ve encountered and any major events. The team members wouldn’t write if they had a coffee break or when they went to toilet. Just the major points that have something to do with the project progress. After everybody has Twitter set up (and the necessary plugins & tools so that the updating takes just a couple of seconds of your time), a web page could be set up where all team members’ Twitter updates would be listed (there’s pieces of software for this as well). With this, the game producer could get a picture on what everybody on the team is doing. Of course the team members could also check what people are up to. For teams where team members are scattered all over the world, this could provide an excellent way for everybody to see what each other is doing. I don’t think Twitter should be used by a Big Brother… the key is not to make people feel uncomfortable. I don’t think the producer should just count on how many Twitter entries somebody has. The producer would still need to concentrate on the results - not concentrate on checking how many entries each person has written. In a team where the team members are located in different countries, I think Twitter could provide useful platform for letting people know what each other is doing. For developers, I think it could provide a nice way to see if people are working on the project. Of course there’s the problem of privacy: Twitter is public… and game teams most likely want to keep their work private. If public Twittering is okay, then this could work. How about providing fans information about what feature you are doing If you have a decent game, you know it’s just a matter of time when feature requests and bug reports start to come from the fans. There are some fans that will follow what you are up to, and will want to know what features the team is currently doing. If you could bring this information via Twitter, you could provide valuable information to the fans. Would the fans really need this information? I think not really… but we people tend to buy lots of things that we don’t really need. If they find the information valuable (and telling customers what you are up to can sometimes be valuable), then it’s good. Who knows, maybe it would make a nice press story when people see game teams that use Twitter to inform what they are up to… |
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Posted: 08 Aug 2008 01:16 AM CDT 纠正法:父母要尽可能利用机会鼓励宝贝独立游戏。当宝贝不哭不闹自己玩耍时,不要打扰宝贝。 错误6:在宝贝需要帮助时袖手旁观 游戏是宝贝自己寻求答案的最佳途径。当宝贝热衷于游戏活动时,他们可能会提出一些比较特别的要求。这时,应尽量帮助他们, ...
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Op-ed: Women in Games: Who Cares? Posted: 08 Aug 2008 03:00 AM CDT |
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Results from the Game Design Challenge: Player Aid Posted: 08 Aug 2008 02:55 AM CDT |
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Thinking BioShock: From Tech to Philosophy Posted: 08 Aug 2008 11:00 AM CDT
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Posted: 08 Aug 2008 08:01 AM CDT Hello everyone it’s Travis Williams, PAIN Producer, again and I wanted to take some time to tell you about the new PlayStation Network Trophies being added to PAIN Downtown. The last trophy I ever “earned” was in ROTC. That was way back in High School (tragic I know). So, I have been really excited to see PlayStation 3 trophies make their way into games both old and new. It’s a new way to show your “ePump-a-tude”. PAIN already features internal trophies that make the modes challenging. That’s why it’s so awesome to get to make a whole new set of trophies. Here’s a list of some of the Trophies you will see next month. If the names seem sophomoric or juvenile to you, then you clearly haven’t been playing PAIN enough. That’s kinda “How We Do.” To answer some questions before they come up…
So here they are…a “somewhat” complete list of PAIN Downtown Trophies. I say “somewhat” because PAIN keeps getting bigger and bigger. There are more trophies for the Amusement Park, but I’ll talk about them some other time. PAIN TrophiesGold Trophies
Silver Trophies
Bronze Trophies
PAIN Add-on Character Trophies
That’s it for now… We’re going to be releasing a lot of information in the coming weeks about the Amusement Park. New modes, new launchable characters and the brand new PAINLabs. When you have some time mosey on over to www.painps3.com that’s where you’ll get more info on all the new content! Peace! |
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State of the Anime, And The Olympics Posted: 08 Aug 2008 05:30 AM CDT |
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Posted: 08 Aug 2008 05:27 AM CDT 托奥运的福能提前两个小时下班,去逛了公司附近的几家店,简单的买了几样工具,而专业材料只有上淘宝买,比较全。然后加上之前做高达剩下的几样小工具,现在还差KT板、泡沫、白石膏粉、喷漆、模型土、土化水。开工时会随后附上制作中的照片。
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Posted: 08 Aug 2008 03:00 AM CDT
We strive sometimes, quite vainly, to prove to people how significant we are. To validate our intellect, our skills, our looks, whatever narcissism we have foolishly allowed to matter to our happiness. And when we are seduced by such vainglorious pursuits, we will certainly become unhappy since despite the unwavering message of the advertising industry, happiness is something that can be found only within, and all that the world of things can provide are temporary rewards and distractions. The Jesuit priest, Anthony de Mello, whose spiritual thoughts drew upon many different traditions, said in his final meditations: Contemplate the crowds of people who are striving might and main to become, not what Nature intended them to be - musicians, cooks, mechanics, carpenters, gardeners, inventors - but somebody, to become successful, famous, powerful; to become something that will bring, not quiet self-fulfillment, but self-glorification, self-expansion. You are looking at people who have lost their innocence because they have chosen not to be themselves but to promote themselves, to show off, even if it be only in their own eyes. Nothing could be more irrelevant than to contemplate your significance. Let future historians argue over what was significant, it means nothing in the here and now. What makes you important is that you are you, and to your friends, to your family, to everyone who loves and values you, nothing could be more significant. That's all for now. I've queued up a Round Table post for this Wednesday coming, but I'm on holiday in Cornwall next week, and in Leipzig for Game Convention the week after, so I'll be back in a fortnight. Have fun! |
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Posted: 08 Aug 2008 12:55 AM CDT 体渲染最重要的一个优化就是减少GPU的采样工作。测试GPU的材质填充率能够指导我们的工作。要知道为什么GPU在800*600的环境中只能达到12FPS么?这就要看GPU每秒钟采样的次数啦。 我写了一个简单的OSG程序,用来测试采样次数,点击这里可以下载 程序原理很简单,分几步:创建窗口->生成和设置纹理->载入SHADER->渲染。具体如何做要看程序里面啦,这里就不再贴出来了。 直接说最后的测试的结果了。我的8800GTS(G80)官方资料说材质填充率能够达到24Billion/Sec,官方资料给的核心频率500Mhz,着色器频率1200Mhz,显存800Mhz。我将我的显卡也按照这个数据进行了降频。 测试环境:窗口800*600,3D贴图256*256*256,数据是LUMINACE_ALPHA,每个像素2BYTE。每个像素的Shader采样3D贴图512次。 最后得到测试FPS为11.98帧。算算:800*600*512*11.98=2,944,204,800,因为是3D纹理所以每个采样实际要有8次采样工作,所以最终的材质填充率:23,553,638,400,和24Billion/Sec很接近了。 换用2D贴图可以得到相似的结果,只是FPS会快一倍。原因是三线性采样的工作量是二线性采样的两倍,很显然FPS会提升一倍。 那么怎么去优化呢?下面做一些测试:
最终的结果很明显。3D贴图的采样已经成了整个系统的瓶颈,已经让显卡的贴图单元达到了极限。Shader处理器由于计算量很小,所以还很空闲。由于采样过滤的繁忙,贴图单元也不需要很大的显存带宽,所以显存的影响几乎没有。 优化的措施:只能尽可能的减少采样次数,或者找更快的卡。目前看来只有G92的9800GTX或者8800GTS的采样率能够达到 43.2Billion/Sec以上,GTX280官方资料也只能达到48.2Billion/Sec,GTX260 36.9Billion/Sec。9800GX2能够达到76.8Billion/Sec,就是不知道实际SLI的性能能不能满足需要了。看来如何选择适 合体渲染的卡已经有一个理论和实际的指导了。
[新闻]鸟巢中方总设计师执笔百度奥运LOGO |
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Posted: 08 Aug 2008 02:20 AM CDT 这两天玩了天龙八部,发现做得非常好。我的判断是,天龙八部超过征途是迟早的事,包括在平均在线人数和收入两方面。 而且可能在年底就能做到。 天龙八部,就是即时免费版的梦幻西游。 |
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Posted: 07 Aug 2008 10:24 PM CDT 有人沉迷数学,结果变成了呆子,如陈景润;有人沉迷音乐,结果变成了聋子,如贝多芬;有人沉迷绘画,结果变成了疯子,如梵高;有人沉迷炸药,结果变成了恐怖分子,如诺贝尔。然而无论他们是呆子、聋子、疯子还是恐怖分子,都不可否认地为人类做出了巨大贡献,成为了历史上的伟人。
可有这么一群人,他们沉迷游戏,结果变成了“魔兽”,并为社会所不容,屡次登上XXTV做为反面教材教导人们:看,他们就是玩游戏才变得人不人鬼不鬼的,你们如果也去玩游戏也会变得和他们一样。为何会有这样的现象?
美国的WOW在美国从来没有造成过如此大规模的所谓青少年沉迷其中的现象,而一到了中国就使得无数青少年沉迷其中,这究竟是游戏本身的问题,还是我们自己的问题?毫无疑问,这是我们自己的问题,从根源上讲,是我们的教育体制的问题。
人的一生会经过三个教育阶段:家庭教育阶段、学校教育阶段、社会教育阶段,而在现今的中国,这三个阶段都存在着大量的问题。
家庭教育阶段: 沉迷游戏的主力军为80后与90后,他们由于大部分都是独生子女,所以一方面在成长的过程中会很孤独,另一方面家长对他们也格外照顾。孤独意味着他们对于网络游戏这一有着极高互动性和社群性质的东西有很大的需求,而家长的格外照顾又往往会演变成溺爱,使他们形成一种以自我为中心的倔强性格,两者一结合便一发不可收拾,一头扎进了虚拟世界之中。
中国有着上千年的科举考试制度,而这种封建残余深深地烙在很多中国人的骨子里,这使得很多一部分父辈人认为只有走读书一条路才是名门正派,才能有出息,所以在他们眼里,孩子只有规规矩矩地上学才是做正经事,而如果把精力花在别的地方那就是不务正业。因此为了让孩子能有更多的时间花在学习上,他们几乎包办了一个孩子本该要自己去做的所有事情,比如洗碗、洗衣服、打扫卫生,甚至有些还夸张到穿衣服、系鞋带都要父母来办,这让这些孩子几乎散失了生活自理能力,而由这些家务活省下来的时间,他们未必会用在学习上,反而在游戏上有了更多时间。
在这样的家庭教育背景下,教出来的孩子不仅自立能力不强,还养成了乱花钱的习惯,因为他们丝毫不知道赚钱的艰辛,所以能够毫无顾忌大手大脚地花钱,于是又给他们沉迷游戏创造了极好的物质条件,因此如果说孩子会去沉迷游戏,那么家长便是第一责任人,与其去痛恨游戏,还不如好好地反省自己,重新审视自己的教育方法是不是存在着问题。
所以最后就成了这样:
谈到这里,我就不得不谈下美国的家庭教育。美国的父母与中国完全不一样,他们很注重培养孩子的自立能力,也很喜欢和孩子精打细算:你想要零花钱,没问题,去干家务,干完了付给你工资做为你的零花钱;孩子成年以后父母甚至不会支付他们上大学的费用——自己去打工赚钱上大学,实在有困难的,借钱给你,但是借了钱是要还的。通过这样的教育背景,美国的孩子不仅有着极强的自立能力,而且也更能深刻地体会到赚钱的艰难,从而不像中国的孩子一样大把大把地花掉父母赚来的钱而丝毫不觉得心痛,同时通过这样的劳动,他们也没有足够多的时间去沉迷游戏。
可以用来杀人的刀是无罪的,有罪的是使用这把刀来杀人的人,而引导、帮助,甚至逼迫他们去杀人的那些人更是罪上加罪,请原谅我又用这个老掉牙的比喻。游戏就像那把刀,沉迷游戏的青少年就像是使用那把刀去杀人的人,而为这一行为起推波助澜作用的,恰恰是他们的家长。所以在“战网魔”节目中捶胸顿足,痛斥游戏有多么可恨,痛斥网吧有多少可恶的家长们,他们即可怜又可笑,同时又那么地虚伪和毫无责任心——他们根本没有勇气狠狠地扇自己一个耳光,审视自己的问题,而是把这些责任统统推给了游戏,推给了网吧,更甚至还去砸了网吧——如果说孩子是以自我为中心的话,那么他们自己就是榜样,因为他们从来都认为自己是对的,上梁不正下梁怎能不歪?
学校教育阶段: 若干年来我们的教育专家们一直在叫嚣着要强调素质教育,可这些全部成为了空洞的口号,中国的教育始终逃不出应试教育的牢笼,所以中国的教育教出了不少高分低能者——考试那是一等一的厉害,办事就不行——当然,这是题外话。
应试教育存在着很大的问题,最大的一个问题就是成绩的好坏几乎是判断一个学生是否优秀的唯一标准。这非常可怕。
1, 这是把所有学生往独木桥上赶。 中国人口基数大,学生多,因而大学的名额有限,在应试教育的推波助澜作用下,上大学又几乎成了唯一的出路,这就造成了竞争是空前激烈的,使得学生们的压力异常的大,每年因为不堪高考的压力而疯掉甚至自杀的学生不计其数,但这些却不见那些媒体跳出来说高考是多么害人了。
2, 抹杀了学生的创造力。 应付考试是应试教育的特点,所以只要考试考的好,那么就是好学生,相反就是差学生。对于老师来讲,学生考试厉害,自己就有地位,奖金就多,职称就越高,相应的工资也越高;对于家长而言,孩子考试厉害,自己就有面子,走到哪都觉得脸上有光。所以在双方的推动下,这些孩子被训练成向考试看齐,怎么样能考出好成绩就怎么样去做,片面的强调考试成绩不可避免的抹杀掉了他们的创造力——因为在大部分情况下,创造力并不能给考试成绩带来多大的帮助。于是就演变成为了中国社会一个非常有特色的现象:抄袭文化。不仅仅在传统产业这种现象很普遍,在互联网产业这种现象更是满地开花,缺乏创新已经成为制约我国发展的一个重要因素,究其根本原因,是应试教育的问题。
3, 限制了学生向多方面发展的道路。 也就是通常人们所说的,孩子的锐气被抹杀掉了。人的天赋是多样性的,有的人天赋就是读书,那么在中国他就会被认为是楷模,是人人学习的榜样,就会受到家长和老师的赞扬;但有的人天赋就不是读书,而是艺术,更或者是别的一些不为国内所谓的主流人士所接受的东西,如电子竞技,那么他就会被认为是不务正业,就会被当成反面教材来批斗,然后这些家长和老师们就会摆出一副救世主的姿态来拯救他。为什么?因为想要有“出息”,唯一的出路只有考个好大学。虽然说现在高考有了艺体生,但从本质上讲,家长和老师只是把这个作为自己的孩子、学生考大学的一条捷径而已,并没有真正地给予他们适当的引导。
这是应试教育一切向考试看齐所带来的可怕后果,更可怕的是应试教育本身的教育方法也存在着重要问题。 1, 过分强调理论,忽略实际应用。 这种现象随处可见,别的不说,光看考试试卷上一大堆的选择题、填空题、判断题就可知一二了,虽然这些题在一定程度上需要考生具备一定的分析能力,但还是逃不出强调理论的大牢笼,在现有的考试制度下难以让学生将理论进行实际应用。这让我想起了电视剧《康熙王朝》,康熙小时候的第一个老师就很注重培养康熙将理论转化为实际应用的能力,因此康熙自小就养成了使用理论解决实际问题的习惯;而康熙的第二个老师是个书呆子,就喜欢教康熙一些纯理论的东西,所以康熙变得很不耐烦,而且嘲笑他;再后来,康熙遇到了一个敢借科举考试冒死进谏的书生,于是康熙放下皇帝的架子微服向其求教实际问题。可以说,康熙能够成为一代英君是与其善于学习,勤于思考,乐于将理论付诸实践,从实践中发现理论的不足并改进理论是分不开的,而现有的应试教育恰恰就是只讲理论,很少讲实际应用。也许在中国的一些名牌大学会比较强调学生的实际应用能力,但在更多的普通大学依然是应试教育的模式,至于中学就更不用提了。
2, 不会培养学生的兴趣,导致学习枯燥无味。 兴趣是最好的老师,然而我们的大部分教育工作者都不注意培养学生的兴趣,有一个很普遍的现象:老师在讲台上漫无边际地滔滔不绝,学生却已经在课桌上鼾声如雷,为什么?因为他们根本没有兴趣去学晦涩难懂的东西,老师也没有想过去培养他们在这方面的兴趣,那么他们去逃避这种枯燥无味的学习,去寻找有趣的东西如游戏就是是情理之中的事情了。为什么有的人就觉得学习很有趣,而有的人却认为学习很没意思,玩游戏有意思?其实根本原因就在于兴趣的问题。游戏好玩,那是因为游戏的开发者把游戏做的很有趣才能吸引玩家来玩,而你们教育工作者想让学生学的好,凭什么不去把学习变成一件好玩的事情而去单方面指责游戏害人?或许根源就在于,游戏不是垄断,玩家有选择的权力,因此游戏制作人才会去想尽办法让玩家觉得好玩;而教育是垄断,学生没有选择的权力,因此教育工作者没有太大的生存压力去想办法让学生觉得学习好玩。
3, 教科书过多地使用下定义而较少地使用讲故事。 同样的一件事情,把它做成教科书和编成小说,对于一个人而言吸引力是大大不同的。看教科书可能会看的人直打瞌睡,而看小说则可能看的津津有味,但无论是教科书还是小说,目的都是一个:让你明白这么一件事情。不论是我们的教科书也好,老师的教学方法也好,很多都存在着一个共同的毛病:过多地使用下定义的方式去叙述一件事情,比如什么是什么,什么包含什么,然后让学生去背。这种偏向于纯文本,而且又平静的出奇的方式当然很让人产生厌倦,就不能让这一过程变得有趣点吗?《百家讲坛》就提供了一个很好的解决方案。通过专家们图文并茂的说故事的形式,再通过穿插若干个悬念来调足观众的胃口,可以很容易的引起观众的兴趣,从而很轻松地就把这些专家想表达的意思转达给观众,达到传播中国文化的目的。什么时候我们的课堂上也能出现这样的画面?
4, 无视道德教育。 这是一个很深刻的问题。在我看来,思想道德教育是很重要的一个教育,并且不是通过教科书就能教给学生的。举个简单的例子,一个人思想品德考试打了满分,那么就能说明他道德高尚吗?显然未必,否则中国还会有这么多的贪官?道德教育应该是通过学校的环境而一步步地从内心深处传达给学生的,可是在应试教育的背景下,面对高考有些老师为了自己的利益,也部分为了自己学生的利益,鼓励学生在高考时抄,学校也通过请客吃饭送红包的形式来让监考老师放松监考,上梁都歪成这样了,能指望他们所教出来的下梁会正吗?诚信的缺失已经成为中国的一个社会隐患,其根本原因就是在应试教育的大环境下,诚信是分文不值的。
于是就成了这样:
为什么中国人这么多,却没有一个能拿诺贝尔将的科学家,难道是中国人不够聪明?显然不是。中国人的聪明在读书时花在应付考试上去了,在工作时花在讨好领导上去了,那么还会有多少的时间去花在研究上?至于社会教育阶段,那是成年人自己的事,我就不多嘴了。
现在把话题回到沉迷游戏上来。美国最近有一件很有意思的事情,他们的精神病医生建议把网瘾当成一种精神疾病来临床观察和治疗,也就是说:如果哪个人染上网瘾了是要被当成精神科病人给送到精神病医院去的。乍一看,我觉得很不可思议,网瘾怎么和精神病有关系了?不过仔细研究起来,确实有道理。
别的不说,就说《谁把天才变成了魔兽》里面那些老大不小的孩子吧,他们哪个不是精神上有病态的?像什么“魔兽世界里面只有无尽的杀人,恐怖的画面”,又像什么“砍掉自己的一个手指头,还是阻止不了自己的网瘾”,这纯粹就是他们在精神上有严重障碍,他们就应该被送往精神病医院接受治疗,而不是什么所谓的戒网瘾所。为什么?首先那么多人玩WOW,别人没有沉迷,而偏偏你就沉迷,这不是你的问题难道是游戏的问题?其次,WOW本身有着非常多的内容,它是强调玩家之间的合作为主的游戏(从副本到战场、竞技场都是如此),这么多东西你没看到,偏偏只看到杀人,那么多亮丽祥和的画面没看到,偏偏只看到恐怖的画面,这难道不是你玩游戏的目的、方法有问题?退一万步讲,即使是杀人,WOW也有着它的详细规则,而不是凭空去杀人,为什么会杀人,你又了解多少?这就好像一把水果刀,正常人会手持刀柄去切西瓜,而精神有问题的人却手持刀身去切西瓜,结果不但西瓜没切成反而把自己手给切了,然后丢下一句:这把刀是烂刀,只会伤人,不会给人带来一点好处。
事实上这些人在玩游戏之前精神上已经存在很大问题,之所以没被发现只是因为他们还没有找到合适的途径表现出来,而在接触游戏之后他们恰恰找到了自己梦寐以求的发泄工具,如果他们不是精神极度空虚,对生活充满了厌倦和不满,那么有必要如此地沉迷在游戏之中吗?在很多时候,人们在虚拟世界中的表现其实就是自己内心深处另一面的真实反映。能够把这些孩子真正从天才变成魔兽的,恰恰就是这些卫道士——家长和所谓的教育专家们,原因我已经在上面提到过了。可这些大人们是社会主流人士,他们被社会宠惯了,所以认为自己什么都是对的,但又不好说孩子什么都是错的,所以就找了游戏这个替罪羊——就是你错了!这就是上梁不正下梁歪啊,自己都没勇气承认自己的错误,又怎能让他们的孩子、学生去反省自己的错误?
游戏本身能做点什么?
游戏是文化的载体,我一直以来都这么认为。游戏倡导什么样的文化对于玩家的行为会产生非常重要的影响。我以两个典型代表WOW和征途来说明这个问题。
WOW是中国最大的一个舶来品,其精髓在于副本,那么就很容易理解它所倡导的主流文化:合作。其实不仅是副本,战场、竞技场甚至是玩家在野外的争斗都体现了这一主题,因为所有这些活动基本上都是集体活动,都是需要强调配合的,合作两个字就贯穿了整个WOW,就这一点上来说,WOW是很有积极意义的。但是可惜的是,为了合作这一主题,WOW过多地消耗了玩家的游戏时间,虽然这是游戏运营获取收益的需要,但是越来越长的游戏过程很显然也给玩家带来了一定的负面影响,从而影响到工作和学习,这可能就是WOW屡次被点名批评的根源所在。
征途做为一个后来居上的游戏,其精髓在于PK,所以也很容易理解它所倡导的主流文化:对抗。事实上征途就是给玩家来制造争端,挑起战争的,因为自古以来战争就是财富最快的消耗方式,只有玩家频繁征战,商家才能更快地获利,就这点来看,征途相比WOW消极意义大多了。可征途比WOW高明的地方就在于,它是根据玩家一天的大致行为来制订活动,商家与玩家之间的关系不只是简单的生产者和消费者的关系,而更像是经纪人与艺人的关系,你一天要干什么事我已经给你量身订制好了,让你在尽量不影响工作和学习的前提下来玩游戏,所以尽管征途圈钱的功夫厉害到家,并且招来无数玩家的口水但却很少上XXTV作为反面教材的一个原因(当然不排除有其他因素存在)。
这是关于网游核心因素——互动性方面的。事实上关于文化方面可以说的东西相当多。再以WOW和征途为例,来更好的说明这个问题。
WOW展现在人们面前的是一个庞大的西方魔幻世界,很多西方文化的精华——如建筑艺术(典型代表光明大教堂)、雕塑艺术(典型代表英雄谷的四英雄像),乃至追求自由、平等的积极因素(典型代表解救萨尔)都无微不至地渗透到了游戏中的每一个地方,一座暴风城简直就是西方社会的一个缩影。在大部分情况下,WOW所带给我们的都是一种有着积极意义的西方文化,但是在中国这种特殊环境下,它所倡导的很多文化都被玩家所扭曲了,比如只片面地追求装备、随意杀人的快感,将个人利益看的高于团队等等。
征途展现在人们面前的是一个虚幻的武侠世界,其中也不乏中国传统文化的精华——如建筑艺术(游戏中有大量中国风的古式建筑)、服饰(大量古代的中国传统服饰),乃至保家卫国、为国争光的爱国主义情怀,这些都可以说是具有积极意义的。但与此同时,很多中国封建文化所遗留下来的糟粕也被继承并发扬光大了,比如片面强调个人英雄主义(装备好就以一挡百),过分煽动和宣言战争,投机倒把大玩赌博等等,不管怎样,只要这些文化因素能给游戏带来更多收益,征途才不去管你是消极的还是积极的,统统拿来用。
那么OK,问题出来了。我们的游戏是否需要更多地表现一些积极因素呢?
中国的游戏环境与外国有很大不同,差距最大的就是玩家素质(包括文化水平、道德水平、意识形态等等),大部分欧美玩家接触游戏的时间比我们早,生活也足够富裕,所以他们玩游戏的主要目的是娱乐——从欧美最大的游戏市场是游戏机市场而非网络游戏市场就可以看出来,就这一点上来讲他们有着足够的是非分辨能力,所以在他们的国度可以让玩家去扮演一个穷凶极恶的魔头(德国可能是个例外),因为玩家去玩这个游戏只是为了一种特殊的体验,他只是为了做现实中不能做的一些事情而已。
但我们不同。首先我们的玩家大部分文化素质不如欧美玩家高,即使文化素质高,道德觉悟也不一定高,现在的中国道德缺失现象严重导致网络暴民横行,如果此时再加上网络游戏的煽风点火,那么可以想象出会是怎样一番景象。其次便是我们的玩家更加地倾向于视游戏如命,这有中国特有的社会因素在里面,在这种情况下如果再加以一些不良的游戏导向,很容易误导玩家的价值取向,举个简单的例子:某玩家因为各种原因,就喜欢在游戏里杀人,而且是越不公平的屠杀越好,一句话:老子就TM喜欢杀人,你管的着么?在游戏里杀人又不犯法!那么在经过一段时间之后,他可能对此已经习以为常,突然有一天他发现自己被别人一遍又一遍的屠杀,而自己根本没办法打过对方,那么一向有优越感的他肯定会心里很不平衡,当他愤怒到抓狂时很巧合地发现杀他的那个人就在他旁边时,他会怎么做?……
所以说现在的社会要讲和谐,就因为不和谐的因素太多了。因此我很能理解文化部门对于游戏的横加干涉,也很能理解防沉迷系统的强制推行,但我觉得这都不是解决问题的最佳办法。最关键的还是在于行业自律,现在的行业太过浮躁,产商已经过于注重去迎合玩家的胃口,而不管他们的需求是合理的还是不合理的,积极的还是消极的——只要你有需要,只要文化部门能够申批的下来,那么我就做,我才不管他是有积极意义还是有消极意义。那么,这又引申到另一个问题,我们的制作人是否也变得跟玩家一样失去理性不辨是非了?当然,我更情愿于相信其实不是制作人自己的问题,而是公司的生存问题——对于大部分中小型公司而言,最重要的是要活下来,所以玩家怎么需要怎么做而不管它是健康的还是非健康的。那么OK,中小公司是自身条件所限没有办法,大公司总有这个条件,也需要有那个责任感来干这个事吧?
写到这里,文章也快结束了,于是便有了最后一个问题,如何更多地表现一些积极因素?
这里我不得不提下网易。网易的所有作品都是中国风味浓厚的,中国的传统神话乃至文化在网易的策划手里被完美地表达出来,玩家在游戏的同时可以学到很多课本上所学不到的文化知识,这就是积极因素。
但是这还远远不够。因为游戏毕竟是游戏,它来源于现实又高于现实,里面不可避免地会出现大量的杜撰内容,甚至是错误的、误导大家的内容,这或许是策划水平所限,也或许是制作人责任心的问题,更或者是游戏本身的需要,所以这需要游戏制作人,乃至公司拍板人自己解决问题。
网络游戏之所以能够对青少年形成极大的吸引力,除了教育方面的原因外还有游戏本身的原因: 其一,玩家可以扮演现实中难以扮演,甚至不可能扮演的角色,比如侠士、超级明星,甚至英雄、国王。 其二,网游自身的强大互动性。 在应试教育体制中,最缺的恰恰就是互动性,那种老师在台上照本宣科,学生在台下睡倒一片的现象在中国实在是太普遍了。
那么OK,到了我想说的关键点了:我们能否充分利用网游的互动性来提高教学水平和游戏产品的社会价值?
方法无外乎两种:网游化教学和教学化网游。
所谓网游化教学就是指改革传统的教学方法,让学生在学习时像玩网游一样。这有一个类似的例子,就是盛大的游戏管理模式,通过这种有别于传统管理模式的方法,盛大的员工可以更好地发挥自己的能力。如何能够让学生在学习时能像玩网游一样充满乐趣和竞争心?我不知道。因为我不是教育家。这是那些成天高喊着要改革教育体制的教育家所要思考的问题,不过他们是否也玩游戏,是否对游戏也有深刻了解就不得而知了。我相信,总有一天我们可以做到,不过到那时我想我最少也是中年,甚至是老年了。
教学化网游就是指,利用玩家对游戏的强烈兴趣,将其加入一些实实在在的知识,让玩家自己去学习。举个简单的例子,WOW在没进入中国前,有非常多的中国玩家去美服提前体验了,在自己的强烈兴趣和迫于交流的压力需求下,他们在不知不觉中会使自己的英语水平得到很大的提高,有过这段经历的玩家相信受益于此而使英语考过6级的不在少数吧?我的想法其实很简单,如果WOW加入中英文对照,甚至是注解、说明,会变成怎样?如果再加上美国人的原声朗读呢?我想,在WOW大量无聊的时间里,玩家会把学习英文也当成一种业余爱好吧,这对于提高自己英语水平的作用是不言而喻的——当然,这或许没有专业的英语课有效,但其优势在于这是在娱乐中学习,而不是在学习中学习,也不是说这就能取代传统的英语教学,但作为一种辅助手段,它显得是那么的有吸引力。再如,在传统的中国风游戏中,能否更多地放进一些儒家思想等中国的文化精华进去呢?是否可以让玩家去背一背古文,并加上注解和出处,办个古文PK大赛,让玩家更多地去了解一些中国文化呢?除了传统文化,更可以加入一些包罗万象的科学知识进去,让玩家在游戏中也能有所收获。退一步讲,即使是社会主流人士最看不惯的杀戮和战争,如果让玩家感受到战争的积极意义,那么对于他来讲也是大有收获的——如果没有中国历史上那么多次的战争,会有那么多次的民族融合,会有现在统一的中华民族么?
对于网游企业来讲,做到这点仅仅是在策划上多了一道程序,成本略微提高了一点,但对于自己的游戏来说,其内涵和品味就大大提高了;对于网游产业来讲,更容易改变社会对网游的妖魔化,从而更快地走向良性发展之路;对于整个社会来讲,它有助于加强国民的素质,甚至可以做为一个媒介将中国的文化传播到世界各地。
有此三利,何乐而不为呢? |
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3 Reasons Why Diablo 3 Is a Smash Hit Posted: 08 Aug 2008 12:15 AM CDT I think there’s 3 reasons why it’s a smash hit (and got Diablo Battle Chest to top selling games list). #1 - Blizzard made it At least for now. #2 - It’s the same good old Diablo… yet it’s new.
#3 - The Diablo brand No wonder they said couple of months ago Hell Unfreezes Over: Blizzard Confirms Diablo 3… |
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Posted: 07 Aug 2008 07:15 PM CDT 一份稳定的薪水,先进的工具和引擎,技术水平高超的同事,从参与一款重磅作品中取得的荣誉等等,尽管有种种好处,众多西方主流游戏公司的开发者正在日益自立门户,去冒险开发更有创造性的独立游戏。为开发了《寓言(Fable)》和《黑与白(Black & ...
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Posted: 07 Aug 2008 09:49 PM CDT 摘抄/天姿 先读一文朱少民所写《追本溯源-勿忘质量之本》,我认为我在这方面是OK的,但“追本溯源”之法实则是太重要了,且方方面面都有忘本的可能。先摘抄结论如下: 在做测试工作时,时刻提醒自己以下几点:
后来又得一文熊节所写《质量之本在哪里》,正是对此blog的延展性辩驳,其中关于QA这个职业的定位对我来讲,有些意思。摘抄如下: 作为QA这个角色,我认为他/她的职责分两半:第一是发现缺陷;第二是确保缺陷被修复,并且修复过的缺陷永不再重现。前者是测试工作,后者是流程工作。作为QA(质量保障或者叫质量分析)的负责人,流程工作至少与测试工作具有同样的重要地位。 而我的部门领导(一位4年工作经验的前辈)确实也常强调:发现bug不是终极目标,发现bug是为了改正bug!先不谈论这个,看看熊节对朱少民的辩驳在哪里,摘抄如下: 尽可能地把测试自动化,这实际上是在积累质量管理体系。这事情分为三个环节: (1)发现缺陷; (2)用自动化的测试案例描述缺陷,以测试案例通过为依据验收缺陷修复; (3)频繁运行所有测试案例,确保已经被修复的缺陷永不再进入代码库。 而朱少民所说的“为追求测试自动化而忘记发现缺陷之根本”的问题,实际上是一个不存在的伪问题,因为这两件事情分别位于环节(1)和环节(2),彼此正交。 我想这样的分歧无所不在。我恶毒的认为,这种争论究其根本也是利益之争。结合我的职业,总结我读2文所得如下: 1、游戏测试的工作是为了发现缺陷,并保证所发现的缺陷被修复。这个保证首先依靠的是团队对QC职能的肯定,其实依靠QC部门的缺陷管理流程。QC部门的缺陷管理必然涉及到其它部门,在网游研发中,最多的是程序部、策划部,妄想跨部门管理是不大可能的,这还得依靠团队对于QC流程管理的认可。以岗位之根本为由,肆意越界的行为没得说,是乃自杀也。 2、自动化测试仅仅是测试的一种技术。你认为它是高度或者标杆也好,认为它是噱头或者借口也好,有人力有时间,可以去搞。在网游测试团队中,自动化测试的需求远小于传统软件测试。另外,仅仅掌握数个自动测试工具,却不懂原理,不能确保测试内容的效度与可信度,还不如不要的好。 总的来说,我的观念为:抛却利益之争,我们在“追本溯源”的同时,还要牢记“审时度势”。 2008年8月8日 |
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Posted: 07 Aug 2008 09:33 PM CDT 文/天姿 不管策划文档是偏向规则还是流程、创意或者严谨,在实际工作时,我总会遇到一些差不多设计先生。面对他的差不多设计,我所需要做的工作之一即是纸上游戏。即根据文档,演练游戏中的实际场景;这一方法对于发掘差不多设计先生的遗漏非常有帮助。 Btw,本方法有助于提高QC工作的技术含量与团队价值,对于用例设计的好处也是明显的。 该方法的流程,可参考《没有用户的可用性测试》。 2008年8月8日 |
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The Unit (Part 1) by Solid Snake Posted: 07 Aug 2008 07:50 PM CDT We all want a good game to last longer and still have all the fresh elements of gameplay and story even if you've been playing for 30 hours.The unit is a game that tries to do that by trying to deliver 3 storylines all with completely unique gameplay elements and all lasting the full length of one game. Chapter 1-The Soldier
The second chapter will be about Frankie and will involve completely new gameplay like no other game has had so far.
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Posted: 07 Aug 2008 08:09 PM CDT 目前单台最高在线2063,顺利挺过2000,服务器未出现掉帧,CPU消耗还有50%的剩余能力,主要瓶颈仍然在带宽,需要统计下行包里哪些类型的包太多,以此为基础进行优化。 昨晚18:30发布的新版本,由于新加的逻辑中,DB和GAME之间的传输协议存在BUG,导致开机1小时后服务器当机,这是新飞由于协议错误导致的第一次当机。看来,所有该来的都会来,所有要重新经历的也必须重新经历。所幸,我们在协议上,使用了分段保护的机制,同时,也写了较多的安全日志,定位问题的时间很快。 性能上限,目前还不敢作最后预测,但按目前的设计,只要把网络包降下来,我想运营期保持2000人的同时在线,应该是绰绰有余的。 |
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《超能力特警组:战斗》(F.E.A.R Combat)简体中文联机硬盘版 Posted: 07 Aug 2008 10:02 AM CDT 做源服务器:eDonkeyServer No1 游戏开发:Monolith Productions 游戏发行:VU Games 游戏类型:FPS 官方网址:http://www.whatisfear.com/ 讨论专区:http://3dmgame.chnren.com/bbs/showforum-153.html [QUOTE]老规矩,先看 真实游戏联网视频 http://video.kpsky.cn/video.php?vid=793[/QUOTE] [QUOTE] 关于这个游戏版本的说明 本安装包采用 FEAR 官方免费提供的 免费联网专用版本 加上 COOP 合作模式,完美整合而成,没有任何删减,由于是专用于联网,所以不包含单机任务,不过更值得高兴的是,官方提供正版联网CDKEY 免费申请,大家都可以免费玩正版哟 [/QUOTE] [QUOTE]教程篇 申请正版CDKEY 教程 http://club.kpsky.cn/thread-66132-1-1.html 绑定你的正版CDKEY以及开启PB反作弊教程 http://club.kpsky.cn/thread-66138-1-1.html 联网教程和注意事项 http://club.kpsky.cn/thread-66165-1-1.html [/QUOTE] [QUOTE]国内唯一的 FEAR 联机论坛 http://club.kpsky.cn/forum-254-1.html 国内 FEAR 联网服务器列表及说明 http://club.kpsky.cn/thread-66108-1-1.html[/QUOTE] [QUOTE] 硬件要求 经本人实测,集成显卡都能低画质流畅运行,CPU 老式P4以上就可以了,内存最低512MB,这样的古董配置,我想没几个人还会在用吧,所以这个游戏对硬件没什么威胁 [/QUOTE] 【游戏简介】 《F.E.A.R.》将带领玩家从第一人称的角度,进入一场满载动作元素和丰富剧情的秘密军事任务中,并透过多变的环境设定,让您导出属于自己的精彩动作巨片。 故事起源于一件价值数十亿美元的太空计划案,遭到不明恐怖组织的劫持,但该组织却未提出任何释放人质的条件或要求。政府立刻派遣特种部队前往,但却因怪异的信号乾扰而失去通联。当事件引起的风波稍稍缓和后,这批派遣出去的特种部队却遭到极度恐怖的命运:屠杀,恐怖组织在士兵完全无法反应的情况下,将士兵们直接分尸,并将过程整个拍摄起来,公诸于世人面前… 身为F.E.A.R.的一员,玩家将前往解决这项无人可解的难题,任务非常简单:不计任何代价,清除每一个潜在的威胁;查出神秘的讯号来源;并赶在阴谋扩大到无法控制前,将其彻底根除。 ·致命的敌人:敌人将以战术小组的形式合作,从四面八方对玩家包抄夹击;潜伏在阴影中的狙击手,也准备给您致命一击;还有高度武装的装甲士兵,提供最佳掩护,让敌军可以尽快解除他们的威胁。 ·极致电影特效:慢动作电影运镜,特殊的空气变形特效,让画面呈现如同「黑客任务」般的特殊效果。崭新的绘图技术让战斗中的火光、烟雾、四散的弹壳以最逼真的方式呈现,同时可真实表现对场景物品的破坏力,让战斗节奏更形紧凑。 ·高科技军事技术:运用一系列最新的高科技武器如螺旋导弹发射器、核子炸药、极速加侬炮等,让敌人瞬间化为灰烬。 ·引人入胜的剧情:结合了恐怖灵异和射击快感,体验坠机后面对敌人团团包围的紧张场面;手持散弹枪飞车追逐交战;以及同时躲避地面的刺客和空中的追杀。 ·最新游戏引擎技术:完全支持 DirectX 9,从 pixel lighting(像素打光运算模式)、shadow volumes、normal mapping 贴图技术到 advanced shaders(进阶材质设定)等,每一项都让游戏画面提升至新的层次,Havok 2 Game Dynamics 更让游戏的环境随着玩者的动作而有极为拟真的反应,墙上留下的弹孔、敌人身上的窟窿都能真实呈现。 在本作中,敌人将以战术小队的形式包抄玩家,敌人不仅装备先进,并且拥有神秘力量。制作组力图让玩家在游戏过程中体验电影般的感觉,作为一款FPS游戏,本作采用的“黑客帝国”式慢动作系统可谓精彩绝伦,将会让玩家看见慢动作状态下,空气的变形特效。玩家所在的F.E.A.R.部队拥有世界上最先进的武器,诸如螺旋导弹发射器、核子炸药、极速加农炮等重型武器让游戏画面显得极度火爆。游戏剧情融合了灵异与科幻的要素,颇有《X档案》的悬疑感觉。作为新一代FPS游戏,本作的画面表现也十分出色,游戏完全支持DirectX 9,pixel lighting、shadow volumes、normal mapping、advanced shaders等最新图形技术全部应用其中,新一代Havok 2物理引擎使得场景的互动程度更高,玩家将会看见留在敌人身上的弹孔里鲜血一滴一滴的落下。负责本作开发的是拥有极强技术实力的Monolith,相信将会给玩家带来全新感觉。 由于与各种超自然灵异现象挂钩,本作中当然会出现很多不可思议的事,甚至玩家所扮演的角色也有一些非常惊人的动作。例如你可以让时间变慢,总体表现与《黑客帝国》的弹道时间很象,不过在FPS中可是相当罕见的。玩家还可以跳到半空中向下踢对方,这在FPS游戏中更是闻所未闻的。 【游戏截图】 |
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Ultimate Police Based Game by johny30238 Posted: 07 Aug 2008 04:46 PM CDT Alright, My idea for a video game is basically Your Playing a Police Officer In a LARGE city big as GTA 4 with High Detail. In The Game You start off inside the police station as a rookie and you do what real cops do answer to on the radio and be able to respond to the dispatcher such as "Im code 3" (Proceed Immediately with lights and Siren) "Im code 2" (Proceed Immediately with lights/without Siren) and ect. and actually have set the lights and siren be separate. Also maybe even pulling over cars that look like DUI or just Random Cars and you will have a computer in the car to actually run there info. ( yes I know im getting kinda deep). But any ways after you have done a certain amount or tickets or arrest you build up to a high level cop you can get better vehicle's (mustang, Charger) also the police cars will have great detail to them just like real police cars. Once you get to a certain level you become sheriff and then you start serving warrants and maybe even do road blocks. There is so much more i can say but i cant really give to much yet im still writting things down in a word doc. so ill update soon with more details! |
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Posted: 07 Aug 2008 02:19 PM CDT Something I hadn't expected.
I've asked a few friends, not many - people in games - to sign up to the room. A few have. But some of the reactions that I've had from those who haven't has been something that I hadn't expected: Fear of publicity. Specifically, that they didn't want discussions, even light-hearted discussions, on the subjects of games in case somebody somewhere (from their jobs mostly) might Google them and find them. It says a lot about what it is to work in games when even a link-sharing group strikes terror into the heart. |
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Interactive TV demolition by cwill Posted: 09 Aug 2008 09:25 AM CDT To have it where you can freeze frame the TV picture to something that you don't like (all of those diet commercials etc) then you can click a button that makes the image self distruct. You can have multiple options of melt down, explode, act like an old reel to reel and disinagrate, burn, maybe shoot it . The possibilities would be more up to a real game creator. I just think this would sell. It would be really great if it also sent a message to the station that would give those commercial creators an idea of what we think of that commercial. You could also do this with movies and create an "alternate ending" by blowing up the good guy. |
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Posted: 09 Aug 2008 08:07 AM CDT |
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《战争打击:反抗力量》(Battlestrike Force of Resistance)完整硬盘版 Posted: 08 Aug 2008 11:26 PM CDT 做源服务器:eDonkeyServer No1 制作发行:City Interactive 游戏类型:FPS |
安全通过: 卡巴斯基8.0.0.357 病毒库:2008-8-8 |
其他杀毒软件概不负责,目前发现的误报有: 金山毒霸、ClamAV、McAfee [/quote][QUOTE]【版本说明】 1、英文版 |
2、全音乐全动画完整无删减 3、自动识别路径生成注册表 [/QUOTE][QUOTE]【安装步骤】 1、解压缩(需2G剩余空间) 2、双击setup.bat开始安装 3、用桌面快捷进游戏或用游戏目录下Battlestrike.exe |
4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 5、将来不想玩了,运行“卸载.reg”可以去除安装时生成的注册表。[/QUOTE] |
【游戏简介】 City Interactive公司正式发表了二战第一人称射击游戏《(Battlestrike Force of Resistance)》即《战争打击:反抗力量》,本游戏的故事发生在第二次世界大战纳粹控制整个欧洲之后。作为一名来自英国的指挥官,你将帮助西欧抵抗组织完成各种针对纳粹的反抗行动。 |
【游戏截图】 [QUOTE]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、关闭金山毒霸,推荐卡巴斯基 6、更新XP补丁、更新显卡驱动 [/QUOTE] |
This posting includes an audio/video/photo media file: Download Now |
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Posted: 09 Aug 2008 02:08 AM CDT ???????????????????????????????????????demo???????????????????????????demo??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????demo??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????trailer?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????geek???????????????????????????????????????????????? ?????????????????? ????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????A?????????????????????????????????????????????????????????gameplay?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????RPG?????? ???????????????????????????????????????A????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????parts??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????A?????????????????????????????????????????????A??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????NT??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????4???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????DOT???DD?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????CD????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????demo?????????????????????????????????????????????????????????????????????????????A?????????????????????????????????????????????????????????????????? ??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????demo?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????console???????????????????????????????????????????????????????????????????????????????????????????????????????????????cheap???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????A????????????????????????????????????????????????????????????????????????cinematic?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? |
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The Man Who Makes No Mistakes Does Not Usually Make Anything Posted: 09 Aug 2008 06:30 AM CDT Theodore Roosevelt said that. Joe seemed to be a “bit” pissed off over my yesterday’s post, and I found couple of things that he was suggesting: 1) Big Fish Games is giving Azada away for 99 cents because Azada 2 is coming (I didn’t realize Azada 2 is coming) I found this piece of information valuable. 2) Whenever you don’t know something, you should fake it. Or keep silent. This was the message I read between the lines (and I might be wrong). I have to disagree with the second part. Here’s something Joe asked.
Hmm, I think this comments tells more about the person who asks the questions, rather than the one who answers them. Anyway, I shall answer to your questions. The Henry Ford way of “being ignorant” It’s good to hire smarter people than you. I’m not to say that one should be ignorant. I think it’s worth learning more about your business or interest (I think Ford would agree on that). I think realizing that 99 cent sale is preparing for the next version is worth knowing for anybody in gaming business. I just want to remind that even if you don’t know everything, it’s not the end of the world. It’s simply time to learn more (sometimes the hard way). Babies would never learn to walk if they wouldn’t try over and over (even when they make mistakes and fail) Oh, and thanks for letting me know about Azada 2. I had totally missed it. Seriously - I really appreciate this. (Thanks also to PillowTalker & jc for this piece of information). There was one more question that I just have to answer.
Unfortunately that’s something our schools sometimes teach us to be afraid. When you write English essays, you get punished for making mistakes (and not rewarded for getting things done write). Sometimes it feels like punish, punish, punish - and possibly shame. Okay, our school world is probably going to a better direction today, but still the situation can sometimes be like this: we are put in to shame if we don’t know something. To be honest, I don’t really give a rats (bottom). It’s not like away from my life is somebody chooses to spend time laughing at me. Let’s suppose there’s 1 person laughing at me and my blog. How does that affect me? Just a second… I try to think. (silence) Hmm. Nope. Not much. Of course it’s nice to know that somebody reads my blog. Now, how about a half a million people? All laughing at me and this blog. (silence) Hmm… my first feeling is a sense of gratitude that half a million people actually took some time to check out my blog, but that’s pretty much it. It’s up to them on how to react. I have chosen to write stuff in my blog. I do my best to provide information that others hopefully can use and benefit from. I’ve said it earlier that one should question authority - and everything I say in this blog. I mean, I write and do a loads of things. Sometimes (or possibly often) I can miss some information (like in yesterday’s post). Shit happens. I make loads of mistakes. I do my best not to repeat them (many times). Does that mean that I should fake my knowledge or stop writing? Here’s the deal: If I wouldn’t have written the yesterday’s post (and if it weren’t for you readers), I wouldn’t have learned a lesson or two Seriously. I now have couple of more small lessons learned in my pocket. I now was pointed out about this marketing tactic. I also thought that there’s opportunities to learn everywhere. If I would worry what others think about me, I’d never have started this blog. I’d probably never written a single blog entry. I’d probably never networked with the game development experts I know today. I’d probably be sitting silent in a corner and being afraid saying anything that might show that I don’t know something. A person who is afraid of making mistakes is probably not doing anything. In the end, I think people shouldn’t really care what others think about you. Naturally when somebody thanks me, I feel good about it. One guy said that thanks to my blog he got so inspired about gaming industry that today he got a job as an associate producer in one gaming company. That felt really good, and really motivated me. I can now think that my blog has positively affected on somebody’s life. Of course he made the decision to apply, and he had the necessary skills, but at least my blog was pushing him to the right direction and perhaps made him choose this path faster. Whenever I see comments with loaded (negative) questions, I try to seek criticism and think if bad feedback contains something useful. Joe, you had a good point. I think it might be useful for you to consider if there’s any way you could present your points in a bit more constructive manner. But that’s up to you. I continue making mistakes and missing points. |
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Posted: 09 Aug 2008 12:36 AM CDT
Image Multi-Scale Analysis using Scale Space & Hessian Matrix IceS...@gmail.com
[新闻]奥运开幕式:147米长LED“纸”构成中心舞台 |
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Posted: 09 Aug 2008 03:47 PM CDT |
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Posted: 08 Aug 2008 06:47 PM CDT 你是我画中的娇艳
我试图守护着我们的诺言
我忧郁成冰冷地石雕
背着画布
终于 我还是把海枯盼到了石烂 (人活着没有激情,他还活着呢吗?我好怀念下班回家画画的时光。因为我能和我的画在一起亲密……) |
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Rohrer article: Testing the Limits of Single-Player Posted: 08 Aug 2008 07:41 PM CDT Testing the Limits of Single-Player is a cool article by Jason Rohrer which messes around specifically with the game grammatical notion of the “opponent” — basically, questioning the boundaries of single-player games, and how deep they can be, compared to multiplayer games. It’s interesting because it not only explores it from a design theory point of view, but then goes on to offer up a game prototype exploring the issues. Very cool. |
Posted: 08 Aug 2008 06:27 PM CDT Hi again! The weekend’s here – time for your weekly update of new movie & TV shows on the PLAYSTATION Store. |
This week we’ve added new video content from the following television series: |
We know you enjoy seeing what everyone else is watching, here are our top 20 movie and TV downloads for the week – Drillbit Taylor moves into the top spot:
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《战争打击:反抗力量》(Battlestrike Force of Resistance)破解版[ISO] Posted: 08 Aug 2008 06:41 PM CDT 做源服务器:eDonkeyServer No1 制作发行:City Interactive 游戏类型:FPS 讨论专区: http://3dmgame.chnren.com/bbs/showforum-153.html City Interactive公司正式发表了二战第一人称射击游戏《(Battlestrike Force of Resistance)》即《战争打击:反抗力量》,本游戏的故事发生在第二次世界大战纳粹控制整个欧洲之后。作为一名来自英国的指挥官,你将帮助西欧抵抗组织完成各种针对纳粹的反抗行动。 ▄ ▄ ▀ ■ ▄ ▀ ▀▄ ▄■▀▀▀■▄ █ ▄■▀▀▀■▄ ░ █▄ ▓▄ ░ ▄█▌ ▀ ▓▄ ▀▀███▄▄ ░ ▄█▄ ▓█▄ ▀███▄ ▓██▄ ▄▄███▄▄▀ ░ ▓██▄▄▄▄▄▄▄█████▄ ░ ▄██▀██▄ ░ ▓██▓ ░ ▄ ▄████▀▀▀▀▀▀ ▓██▓ ▓████▀█▓▓▓█ ▄▄▄▄▄▄▓██▓ ▓██▓ ▓██▓▀ ▄██▓ ▓██▄ ▓██▓ ░░░ ▄█▓ ▀▀▀▀▀▀▓▓▓▓▄▀▓▓▓▀▀▓▓▓▄ ▀▀▀ █▓▓▓▀ ▓▓▓▓ ▓▓▓▓▀▀▓▓▓▄▄ ▓▓▓▓ ░ ▓▓▓▓ ▓▓▓▓ ░░░ ▓▓▓▓ ▒▒▒▒▒ ▐▒▒▒▒█▐▒▒ ▐▒▒▒▒ ▓▓▓▓▓▐▒▒▒▒ ░ ▒▒▒▒ ▒▒▒▒ ▐▒▒▒▒█▄▒▒▒ ░ ▒▒▒▒ ▒▒▒▒ ░░░ ▒▒▒▒ ░░░░░ ░ ░░░░░▌░░ ░ ░░░░░░░░░░▐░░░░ ░ ░░░░ ░░░░ ░ ░░░░░░░░░ ░ ░░░░ ░░░░ ▄ ░░░░ ▒▒▒▒▒ ░ ▒▒▒▒▒▌▒▒ ░ ▒▒▒▒▒▄▒▒▒▒▒▒▒▒▒ ░ ▒▒▒▒ ▒▒▒▒ ░ ▒▒▒▒▒▌▒▒▒ ░ ▒▒▒▒ ▒▒▓▀▄███▄▀▓▒▒ ▐▓▓▓▓ ░▐▓▓▓▓▓▓▓▓ ░▐▓▓▓▓▓▌▓▓▓▓▐▓▓▓▓▌ ▓▓▓▓ ▓▓▓▓ ░▐▓▓▓▓▓▓▓▓▓ ░ ▓▓▓▓ ▓▓▓▓▓▀ ▀▓▓▓▓▓ ▀██▓ ▄█▓██▀▄██▀ ▓████▓███▀ ▓███▓▄▄▓██▓▄▓█▀ ▓███▓ ▀██▓ ▓██▀ ▓██▀ ░ ░ ▀██▓ ░ ▀▄██▀▀ █▀ ▄█▓██▀ █▀ ░ █████▀▀▀ ▀ ░ ▐██▓█▌ ░ ▀██▄██▀ ░ ▓▀ ░ ▀█ ▄▀▀ ░ ▄███▀▀ ░ ▀■▄▄■▀ ▀▀████▄▄▄■▀ ░ ▀▀███▄▄▄▄▄██▀ Eboy ▀▄▄■▀ ■▀▀ ▀▀▀▀▀▀ S K i D R O W ▄▀ -> T H E L E A D i N G F O R C E <- ▀▄ ▀▄ ▄▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀ ▀ proudly presents ▀ ▀▀▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ░ ███▓▓▓▓▒▒░ Battlestrike Force of Resistance / City Interactive ░▒▒▓▓▓▓███ ░ ▒▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▒ ▓ ▓ ▓ RELEASE DATE : 08-08-2008 PROTECTION : DVD Authorize ▓ ▓ GAME TYPE : Shooter DISKS : 1 DVD ▓ ░ ░ ▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀ ▀█▌ Release Notes: ▀█▄ ░ █ ▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █ █ ▄█▀ █ ▓ █ ▀▀▀ ░ █ It is September, 1943. The armies of the 3rd Reich occupy █ █ ▒ █ virtually the entire territory of Europe. The lands taken by █ █ █ █ the Germans spread from Brest, a town on the western brink of █ █ █ █ the continent, to the suburbs of Stalingrad. Numerous █ █ █ █ resistance groups operate in the occupied regions of Europe. █ █ █ █ Using the tactics of surprise attacks and the support from █ █ █ █ local people, they can effectively confront much larger, █ █ █ █ better-equipped and trained troops of the enemy. █ █ █ █ █ █ █ █ The British government dispatches one of its best commandoes █ █ █ █ to the Central Europe. Poland, Lithuania, Ukraine and Belarus █ █ █ █ are the countries where the resistance movements are most █ █ █ █ active. The EnglishmanÈs tasks involve training and support █ █ █ █ for local guerrilla fighters in the most daring sabotage and █ █ █ █ diversion actions. Among others, you will embark on typical █ █ █ █ missions like blowing up bridges, assaults on enemy convoys to █ █ █ █ stack up necessary ammo and weapons. The player will also █ █ █ █ participate in a bank robbery, and last but not least, destroy █ █ █ █ a legendary facility producing V2 rockets! █ █ █ █ █ █ █ █ Realistic combat gear and weaponry of WW II:: Sten, Mauser 98K █ █ █ █ and legendary Winchester M97 Trench Gun! █ █ █ █ █ █ █ █ 8 complex game levels in the single player campaign. █ █ █ █ █ █ █ █ Breathtaking diversion operations: blowing up bridges, bank █ █ █ █ robbery, destruction of a facility producing V2 rockets! █ █ █ █ █ █ █ █ Fights in perfectly modelled locations in the Central Europe Ú █ █ █ █ including the Nazi-occupied Warsaw. █ █ █ █ █ █ █ █ Powerful arsenal of the 3rd Reich: Tiger and Panzer IV tanks, █ █ █ █ remotely-controlled Goliaths, and Luftwaffe with Messerschmitt █ █ █ █ 109, Henkel 111, as well as Ju-87 ãStukaõ aircraft. █ █ █ █ █ █ █ █ Interactive game environment, you can lift and move objects █ █ █ █ and use the environment to help you prevail over the enemy. █ █ █ █ █ █ █ █ Variable territories Ú forests, mountains, cities, even a █ █ █ █ moving train. █ █ █ █ █ █ █ █ Photorealistic graphics and magnificent audio effects █ █ █ █ supported by the Chrome engine. █ █ █ █ █ █ █ █ Additional Notes: █ █ █ █ █ █ █ █ To our wonderen, then this game came on a DVD, but yet it █ █ █ █ could manage to fit on a CD. Maybe someone at City Interactive █ █ █ █ smoked something wierd, when they decided that? █ █ █ █ █ █ █ █ Greetz to our friends at Evoke in Cologne! █ █ █ ░ █ ░ ▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀ ▀█▌ Install Notes: ▀█▄ ░ █ ▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █ █ ▄█▀ █ ▓ █ ▀▀▀ ░ █ 1. Unpack Release █ █ ▒ █ 2. Mount/Burn Image █ █ █ █ 3. Install Game █ █ █ █ 4. Check our cracktro out, it's located in the SKIDROW dir on █ █ █ █ the CD █ █ █ █ 5. Copy the cracked content from the SKIDROW dir and overwrite █ █ █ █ 6. Play the game █ █ █ █ █ █ █ █ Remember to check our cool cracktro first! :P █ █ █ ░ █ ░ ▀█▓▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀ ▀█▌ Greetings: ▀█▄ ░ █ ▄■ ▐▓ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄██▄ ▒ █ █ ▄█▀ █ ▓ █ ▀▀▀ ░ █ Salutes to our old Amiga friends from: █ █ ▒ █ █ █ █ █ FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX █ █ █ █ DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY █ █ █ █ THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX █ █ █ █ █ █ █ █ Salutes to our new friends in: █ █ █ █ █ █ █ █ 0x0007 - UNLEASHED - TiNYiSO - BREWERS - RELOADED - ENiGMA █ █ █ █ ELECTRIC DRUGGIES - AVENGED - ADDONiA - HATRED - DAWN █ █ █▄░▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄█▄░ ▀▀█▓▄ Logo and layout by: Eboy/SAE ▄▓█▀▀ ▄▀▀▀■▄ ▐▓▓▌ Last updated 21/07/2007 by [XXX] ▐▓▓▌ ▄■▀▀▄ ▀▄ ▀▀▀▀▀ ▀ ▀▀▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀▀ ▀ ▀▀▀▀▀ ▄▀ ▀ ▀ |
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SIGGRAPH Web3d/Sandbox keynote Posted: 08 Aug 2008 05:45 PM CDT If you are attending SIGGRAPH in LA over the next few days, I am doing a “joint keynote” for the Sandbox games event and the Web3d Symposium tomorrow (I think that means you can get in regardless of which of those two you registered for). It was kind of challenging coming up with a topic that would fit both, until I realized that they’re kind of converging.
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Ludum Dare 12 and jClassicRPG updates Posted: 09 Aug 2008 05:22 AM CDT Ludum Dare 12 starts in three hours. There are three lists of hints for python game programmers who are going to join the competition: SolHSA’s, mrfun's and GBGames'. Hints that help you be resourceful, constructive and alive before, during and after the contest. jClassicRPG is getting bigger, prettier and cooler. By the way: Orbit-Hopper does work on my machine. Only the 1.16 build creates segfaults. 1.15 works fine. (Though suffers from extreme slowdown when I try to record it.) Post Scriptum: OpenArena 0.8.0 has arrived in a bigger than 300 MB archive. It contains some new media and "mission packs" Missionpack is basically the trademarkless codename of Quake III Team Arena game code and since we've completed the minimal essential assets for it in this version it's 'playable' to the extent where you can score points in Harvester, Overload and One Flag CTF nicely. Among the game types is the 'annoying voice system' where you press a key and it says stuff audibly.I don't really understand, but will check it out in 2.5 minutes. Post Scriptum 2: The Uzebox will apparently be completely free as in freedom. As this note appeared yesterday on the project's homepage: Following many requests, all sources and schematics will be published by August 24th '08. That's pretty soon so stay tuned! And everything will be released under fully free, open source licenses...open software, open hardware...hope you enjoy! |
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Posted: 08 Aug 2008 04:32 PM CDT |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Bionic Commando: Rearmed Behind the Scenes #3 Posted: 08 Aug 2008 03:00 PM CDT Hey PS fans, I have another BCR update for you this week. Before we go to the video, I want to address some of the questions you have about the game. Will the game have trophy support? We’re working on having trophy support available in the near future. Will there be a demo available at launch? Yes. Will this game have remote play functionality? Fosho. How much will it cost? $9.99 When will this game launch? August 14, 2008! Are the multiplayer and co-op modes offline or online? Offline, but it’s great. (It’s what we play at the office during lunch.) Ok, I’m sure you have more questions, and as always, I’ll do my best to answer them. Here’s the Bionic Commando: Rearmed - Behind the Scenes Video #3. (You can find the other 2 videos on the PS Store)
We also have some cool BCR PS3 and PSP themes available around launch. They’re made by the same talented designer who created the award winning Lost Planet theme, Shawn Baxter and optimized by your very own theme expert Noel Silvia. Watch out for them. Talk to you next week! |
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Posted: 09 Aug 2008 05:49 AM CDT |
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Posted: 09 Aug 2008 04:10 AM CDT |
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Sneaky update to Stealth skill? Posted: 08 Aug 2008 12:14 PM CDT To my knowledge, the highly debated Stealth skill in 4e has not received official errata just yet. Thanks to the DnD Insider Compendium, however, we may have a sneak peek at WoTC’s attempt to “clarify” the use of the Stealth skill in 4e campaigns. You can read the changes for yourself by loading up the compendium and doing a search for “stealth”. From there, click on the Skill tab and then select either the Ranger or Rogue entry. Short list of changes?
There is still no mention of Combat Advantage, minor vs. standard action for Perception checks and many of the other questions surrounding Stealth. However, this should at least clear up Wizards’ intent with regards to using corners, caskets, and other forms of cover as a launchpad for stealth attacks. Sorry Warlocks - no soup for us. |
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LittleBigNewsSite Announcement!!! Posted: 08 Aug 2008 12:15 PM CDT
Announcing the LittleBigPlanet NewsSite! We’re very pleased to launch - what we hope to be - a key destination for anything LBP. We have lots of plans to keep you informed and active, before and after the game launches in October. We also want to take the time to thank all the fans sites out there dedicated to SackBoy and his ever-growing fanbase - you’ll be hearing from us soon … See you there! |
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Posted: 08 Aug 2008 12:39 PM CDT |
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Posted: 10 Aug 2008 09:40 AM CDT 虽然我一般用Google,但面对众多web还是比较费时间去淘自己需要的东西。通常很多搜索引擎都不是即时更新,数据搜索一直是一个瓶颈,所以通常会采取缓存搜索等方法。以下是转自《电脑玩物》blog,能提高大家搜索速度。一则是自己记录和使用,二则方便大家搜索资料。详细见电脑玩物blog:http://playpcesor.blogspot.com/2008/08/search-bar.html-----------收藏在我瀏覽器搜尋列中的搜尋引擎:1.一般性搜尋引擎:Google雖然最好用,但有時還是可以搭配Yahoo對比一下。而百度作為中國那邊最重要的搜尋引擎,如果想要找大陸的中文資料也不可以忘了百度(而且在百度中輸入繁體會自動幫你轉簡體,下面的百度知道亦有相同功能,但百度貼吧則不行)。
2.知識庫搜尋引擎:想要找某個看不懂的關鍵字、專有名詞或概念的意義,首先就應該試試看下面這幾個搜尋器。
3.部落格搜尋引擎:想要找各種有個性、有見解的部落格文章,那麼就應該先從網誌專用的搜尋器開始找起,這些搜尋器還會照顧到部落格的特色,給予你時間上特殊的排序方式。
4.地圖搜尋引擎:想到哪個景點玩不知道怎麼去?在大城市裡不知道怎麼坐交通運輸工具?都可以利用地圖搜尋來幫你,其中我覺得urMap還是比較適合台灣用戶,交通資訊很豐富,可惜我沒有辦法將urMap成功加入搜尋列中。
5.新聞搜尋引擎:透過下面這些搜尋器你可以快速找到最熱門的、來自各種線上電子報的新聞內容。而之所以列上百度貼吧,是因為上面對熱門話題的討論有時候還滿好玩的,可以挖挖八卦,消磨一下無聊時間。
6.多媒體搜尋引擎:想要找一些圖片、影片素材,就可以直接透過下面幾個搜尋引擎來完成,不過使用時要注意版權的問題。
7.藝文評論搜尋引擎:娛樂生活對於人來說是不可或缺的,看電影、聽音樂、看書等等休閒活動都可以為我們帶來很多享受,而如果說想要知道關於這些娛樂的網路評價,就可以透過下面的搜尋器來找到。
8.商品搜尋引擎:線上購物應該是大多數人都有使用過的網路功能,當你要買東西時,其實也可以透過下面的幾個搜尋器先在網路上比較看看價錢、規格等等資料。當然,也可以透過下面的搜尋引擎快速找到你想要的東西並購買。
9.國內社群文章搜尋引擎:其實國內論壇應該很多可以拿來當作搜尋資料庫,不過我自己有加進搜尋列的只有Mobile01,其他的就歡迎大家在留言推薦。而像funP和黑米這種書籤推文社群網站,當然也是找資料的好地方。
10.微網誌搜尋引擎:為什麼要獨立出這個類別?因為我覺得透過這種微型資訊中心,你還真的能夠找到不少有趣或有用的「資訊線索」,不信你也可以試試看。
11.國外社群文章搜尋引擎:雖然找到的大多會是英文資料,不過如果你就是想找英文資訊時,不可以錯過下面幾個專門檢索國外群眾智慧寶庫的搜尋器。
12.Firefox搜尋引擎:玩Firefox擴充套件、GreaseMonkey和Stylish,就應該擁有下面三個搜尋引擎,讓你隨時可以找到五花八門的工具外掛來試玩。
13.中文應用搜尋引擎:中 文真的是很重要的;語言是溝通、思考、表達、學習的根本,所以可以說所有的事情都與語言有關,而身在語言上使用中文的國家,當然沒有任何的理由不去學好中 文。也因此下面這個搜尋引擎是絕對的必備,我在寫部落格文章時(是的,就是在寫這個看起來跟中文好像沒有關係的電腦玩物時)就常常會上去尋找一些字詞的相 關用法與修辭技巧。
14.自訂搜尋引擎:當別人無法滿足你的搜尋需求,那麼你也可以自己做一個(Google自訂搜尋引擎 - 打造個人資訊檢索系統,這樣做才叫強大),下面就是我製作的四個搜尋器,分別用來找中文部落客們的電腦資訊文章、英文的電腦資訊文章、軟體載點與教學,還有「電腦玩物」部落格的站內搜尋。
00.分類式搜尋引擎:下面這兩個搜尋引擎算是特別介紹,因為Allplus無法順利加入搜尋列中,而且他們比較像是最前面的一般性搜尋引擎,我也有在以前的兩篇文章中介紹過(走出Google & Yahoo,搜尋引擎大不同—替代性搜尋引擎推薦、搜尋引擎大不同之二:我愛用的Search Engine),這兩個搜尋引擎的來源都是Google、Yahoo等已經存在的搜尋器,不過Clusty和Allplus會將搜尋結果進行很不錯的分類(例如下圖是Allplus的搜尋結果頁面),我覺得他們展現的結果還滿令人滿意的,如果你很想試試看更好的搜尋結果呈現的話,或許也可以考慮試用看看。
小結: 以上就是我目前「裝」進瀏覽器搜尋列的搜尋引擎,如果你是使用Firefox的話,透過:「在Firefox裡用書籤方式收藏管理搜索引擎」和「Auto Context 快速搞定網頁瀏覽時的複製、搜索與開啟」這類型的擴充套件,要管理與切換這麼大量的搜尋器也會方便許多。當然,最後還是鼓勵各位朋友如果有任何你覺得很好用的網站資料庫搜尋器,盡量在留言中提供給大家參考,讓每個人的瀏覽器都可以是更強大的資料搜尋起點。 |
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Posted: 10 Aug 2008 08:21 AM CDT I think I found the oldest open source game out. It's called Conquest. In development since 1982. That's kinda awesome. It is a real-time, multi-player space warfare game. Both curses and OpenGL clients are provided. It looks a bit like 2D Star Trek ship battles (not stereotyping there, it just does). So, want to be brainier? Well, Brain Workshop might just be the answer. Brain Workshop is a free open-source Python implementation of the Dual N-Back mental exercise. This exercise is the only mental activity that is scientifically proven to improve your short-term memory and fluid intelligence (IQ). The game involves remembering a sequence of spoken letters and a sequence of positions of a square at the same time. O_o Remember Portalized? I kicked up a bit of a fuss over it several months ago. Well, it has it's own website and forums now, and seems to be coming on a bit. It's not yet open source :'( but a bit of positive encouragement might make that happen. Random one: I thought these faces were quite cool (OpenTTD). There's a new stable release for VDrift. I'm not sure that it's much different in terms of features to the last VDrift release as lately the development effort has been on a refactoring / rewrite of the code (which is progressing well). Also Simutrans 100.0 aka 1.0 got released. This really snuck under the radar as it's a very good open source game and not very well known in comparison to OpenTTD, but it's totally Free Software - something the OpenTTD guys are trying to fix but have a lot more work to do on. The Simutrans team lost their previous forum when switching from one host to another. Which means the Simutrans website is a bit broken (most information was kept in the forums, so many of the links now just don't work). The main issue with the stable 1.0 release is that there is no official release of pak128 (the hi-res graphics pack) for it, although you can try your luck with the nightly builds which does have a section for the latest version of pak128. I'll leave you with a video of Simutrans pak128 although watch out for the dodgy music: |
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Posted: 07 Aug 2008 07:15 PM CDT 一份稳定的薪水,先进的工具和引擎,技术水平高超的同事,从参与一款重磅作品中取得的荣誉等等,尽管有种种好处,众多西方主流游戏公司的开发者正在日益自立门户,去冒险开发更有创造性的独立游戏。为开发了《寓言(Fable)》和《黑与白(Black & ...
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Posted: 09 Aug 2008 11:08 AM CDT 里面有实例,可以看一下.
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Posted: 10 Aug 2008 03:01 AM CDT |
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Posted: 09 Aug 2008 10:50 PM CDT D/3D游戏及独立游戏按??Java扩展Java MIDP 2.0, CLDC 1.1 支持MP3 音乐播放特性:Mega Bass重音、Disc2Phone工具??数字音乐播放器,支持MP3/AAC/eAAC/eAAC+/WMA 及播放列表和均衡器,采用OMA DRM 2.0 标准支持音乐文件内置苹果播放器,并且支持和桌面 ...
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Posted: 09 Aug 2008 10:53 PM CDT As you may well know, the country of Georgia and Russia are totally going at it right now. The body count is rising and it's a political mess. I'm not writing this post to talk politics. No, I'm going to talk about one of my favorite games of All-Time - Ghost Recon.The original PC version of Ghost Recon was released in November 2001. The entire campaign took place in Russia with some locations being in Tblisi and Ossetia - the sites of today's turmoil. That's what sparked my interest in jumping back into the game again. And I'm so glad I did - it's truly one of the greatest games made. I can play it for hours and hours; it never gets boring. In fact, it's massively suspenseful. Ghost Recon was the very first (and one of the very few) games where enemies in camouflage are 100% effective. You can be lying in prone position on the ground as a sniper in your ghillie suit, scoping out the area, and not spot the enemy crawling slowly toward you in full camo - it's that amazing. It has every multiplayer option you could hope for....and I always hope for Co-Op. It has excellent support for Co-Op as well as a bunch of other modes. My favorite way to play is to just jump into a Quick Mission on Castle MP06 (daytime), make Team A be only myself as a sniper with an SP25 + Grenades and Team B be a Demolitions expert with an MM1 and a Tank Killer rocketlauncher. I like trying to take the entire place out by myself. If I get killed then I'm auto-switched to the Demo member and I just go nuts bombing the whole place until I'm taken down (it's inevitable). I start with a Team B member because I like hearing the confirmation of every kill. After saving Moscow from the Russian rebels, the game ends. But that's not all. Red Storm released two additional add-ons: Desert Siege (2002) and Island Thunder (2002). DS took place in Africa and IT took place in Cuba. Both are just spectacular experiences. The storylines are serious and the environments and missions are sublime. In all games, the enemy AI is what totally shines - they are TOUGH. You'll know what I mean if you try to play a map by yourself with no backup. Crazy suspense and totally FUN. You can buy all of this in one big Ghost Recon Gold box for about $20. It's so worth it. The graphics look dated by today's standards but it's the gameplay that will live forever. It's DirectX so it works great on everything. I play it on Vista with no issues. Performance is top-of-the-line as the game is 7 years old. Go pick it up - you'll love it. |
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Are Game Portals Wanting Very Cutesy, Water-Downed Content? Posted: 09 Aug 2008 06:31 AM CDT I spotted an article Casual Gold Bust via Indiegamer. It’s a fine article, and one point mentioned by Eric Zimmerman got my eye:
If you check out any major casual gaming portal today, you can see that there indeed are cute games and clones after another. Hidden object games for example follow very similar pattern. Sure, the graphics and story might be different in each game, but in the end they look very similar to each other. But is it the portals to blame? Well, yes and no. Yes, in the sense that portals make the decisions what they publish. It’s up to them to choose the games that will appear to the public. On the other hand, the answer is no. In this consumer driven business of games, it’s up to the players to decide what they want to play. If people want to play hidden object games, then people want to play hidden object games. Sure, portals could try something exotic (and they have - just take a look at Wik), but if those games don’t sell enough then you cannot continue testing something exotic for long. I think Zimmerman’s comment is quite valid to some extend, but it’s worth adding that the customers play a major role in this equation. In the end, it’s up to players to decide what products they purchase. |
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Posted: 09 Aug 2008 07:10 PM CDT ![]() 做源服务器:eDonkeyServer No1 英 文 名:NOX 中 文 名:救世传说 开发制作:WestWood 代理发行:WestWood 上市时间:2000年8月 游戏类型:RPG 讨论专区:http://3dmgame.chnren.com/bbs/showforum-293.html 如果第一个文件安装后能正常游戏,就不要下载第二个文件了 如果第一个文件安装后进游戏发生“捡东西就跳出”,就必须下载第二个文件 3DM & 猪猪 汉化原创说明帖 [quote]【病毒扫描】 安全通过: 卡巴斯基8.0.0.357 病毒库:2008-8-9 |
其他杀毒软件概不负责,目前发现的误报有: 金山毒霸、ClamAV、McAfee [/quote][QUOTE]【版本说明】 |
1、简体中文版 2、完整无删减 3、已集成V1.2补丁和最新地图包 4、自动识别路径生成注册表 (经玩家测试,XP和VISTA下都可以玩) |
[/QUOTE][QUOTE]【安装步骤】 1、解压缩 |
2、双击setup.bat开始安装 3、进入游戏目录用Windows98兼容模式运行Nox1.2bNoCdL.exe |
4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 5、将来不想玩了,运行“卸载.reg”可以去除安装时生成的注册表。[/QUOTE] 【游戏简介】 |
自从Blizzard Entertainment推出Diablo暗黑破坏神之后,此类型的游戏风靡了全世界,甚至被誉二十世纪游戏史上最具影响力的游戏之一。在暗黑破坏神问世数年后,以即时战略C&C系列及角色扮演黑暗王座系列等游戏起家的Westwood Studios,也推出了同类型的游戏NOX:救世传说,掀起了另一个动作RPG的热潮。在NOX中玩家可以选择要扮演战士、幻术师或魔法师。选择不同的职业除了能以全然不同的方式进行游戏外,与暗黑破坏神不同的,每一种职业在游戏中的剧情都是独立而不同的。也就是说在以战士完成游戏后,玩家可以选择另外的两种职业来进行游戏,享受另一次全新的旅程。 |
【游戏截图】 [QUOTE]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、关闭金山毒霸,推荐卡巴斯基 6、更新XP补丁、更新显卡驱动 [/QUOTE] This posting includes an audio/video/photo media file: Download Now |
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2 Hugo Awards, and one other scoop from WorldCon Posted: 09 Aug 2008 10:42 PM CDT Not that I normally cover them, but I’m receiving word (via text message from my mother at WorldCon) that the Hugo Award for Best Dramatic Presentation (Long Form) went to Stardust, and Best Novel went to The Yiddish Policemen’s Union by Michael Chabon. EDIT: A Dramatic Presentation (Short Form) went to the Doctor Who episode “Blink”, which is my favorite Dr. Who episode ever, and possibly in my top 10 science fiction episodes ever. Also, I received word that the newest Game of Thrones book is behind schedule. |
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Posted: 09 Aug 2008 10:19 PM CDT 尽管,100多年以来,我们经历了重重磨难,不管是外敌入侵,还是内部战争,不管是八国联军的掠夺,还是文化大革命的清洗,中华文明的基因,一直深深根植于这块土地,始终生生不息。 我们,曾经,为被外国人掠夺去的财富和宝物而深深扼腕; 我们,曾经,为对文革中孔孟之道的践踏和摒弃而神伤欲绝。 但今天,经济的繁荣正带来文化,思想和艺术的全面复兴,中华文明的种子又开始重新破土而出,就象四季轮回一样,在历史的长河中,如常。 我们曾经担心,中国的年轻一代,没有信仰,而没有信仰的民族,是没有未来的民族。而其实,我们的文明,已经远远超出了信仰这个层次,我们不是靠信仰和宗教支撑的民族,而是一种独特的民族精神。 这种精神,是“修身,齐家,治国,平天下”层层迭进的务实之道; 这种精神,是“三人行,必有吾师”的谦卑; 这种精神,是“先天下之忧而忧,后天下之乐而乐”的国士; 这种精神,是“忠,恕而已”的克己和仁爱。 看吧,这将是一个丝毫不逊于西方文艺复兴重要意义的中华文明的大复兴,全世界将为之瞩目,已远远早于奥运开幕式而开始。 |
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Posted: 09 Aug 2008 08:08 PM CDT |
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引用在这里添加日志标题复旦大学附属儿科医院的1到24个月育儿方案 Posted: 09 Aug 2008 03:00 PM CDT 但是,这年龄段的孩子还处在自我中心阶段,他们玩耍与游戏常常处于独立游戏状态,因为他们还没有玩伴意识。他们喜欢一个人摆弄玩具,即使有其他小朋友在场,他们也是自顾自地,仿佛如入无人之境。因此,1岁半左右的孩子,他的认知和行为水平一般来说还 ...
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Posted: 09 Aug 2008 11:17 AM CDT 今天过得很充实,告别宅女。
中午吃了饺子(发现一种不错的灌汤水饺,比以前的好吃多了咯)出门去桌游吧玩。在豆瓣上看到别人推荐的一个貌似还不错的店,就动身了,顺手还带上地图,我就怕司机找不到路。转了2次车,然后打的,果不其然司机大哥也不知道那里,哈哈。这个司机大哥是黑龙江人,非常憨厚,一路上带着浓厚的东北口音聊天,把我逗死了。终于到了目的地,发现居然没开门,我就只好打的去一德路卖模型材料的地方逛。 买了很多东西回家,每次去一德路都是这样,很开心啊,就是太阳比较大,出了好多汗,当减肥咯。我的小熊也是上次在一德路买的,本来是买给老王的宝宝的,可是宝宝总是在老家,一直都没机会送她,现在就被我占为己有了- - 明天和同事约好去爬山,其实偶是为了吃烧烤排骨去的,上次吃过以后意犹未尽咯,这次顺便多带点回家吃。 |
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Posted: 09 Aug 2008 03:23 PM CDT 断断续续花了五天的时间看完了福楼拜的小说《包法利夫人》。这本书很薄,302页而已,不过信息量不小。福楼拜特别擅长景物和环境细节描写,他也特别喜欢利用这种擅长。所以,看他的书,真的不需要太多的想象力,他全都给你写出来了。而且福楼拜也真的没有诗人气质,因为他几乎不怎么动感情,他说到爱玛的苦,也并不劝我们要懂得忍耐;他谈到药剂师的言行,也并不告诫我们要为戒;他写到那些欢欣和悲惨的故事内容,也不会笃自笑骂。于是,原先看小说的人,盼着作家给他们某种引申,寄望着有个什么启示在书尾出现,福楼拜都欠奉,他既不假角色之口期期艾艾,也不参一脚将水搅浑。明明是小说,却像纪录片,作家拎着摄影机,长镜头给我们伺候着,主角们匆匆忙忙的在镜头前走来走去,竟也不似演戏。还有一点就是,这本书的结局特别惨,作者也不去管它,好像与他无关。我们就这样被打发了,既没有谢幕,也没有字幕,男人们嘴里嘀咕:“做女人不能太包法利夫人。”女人们,也许,也这么想。
再多说一句,李健吾的译本非常好,味道足的出汁,翻译家的语言通俗,白话,看不出有任何的翻译味。就是,他自己有时候跳出来解释说,某某句用的京片腔,你细想,真得那个味!这种感觉,从看傅东华所译的《飘》以来,我很少遇到。可惜我对法文一窍不通,否则可以对照着看看,好像《名利场》那样。
另,存诗一手,偶得之:
罪黑少源一,时名且基心,包喧日兄古,海梅胡静城,死源战如玻。 ![]() ![]() |
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Posted: 09 Aug 2008 03:02 PM CDT The IGDA has recently opened up registration for the upcoming Leadership Forum. This is the second year of this forum. Last year's event was a bug success and very worthwhile. Any producer or leader should sign up quickly before they fill up. I suspect it's going to sell out quickly again.
I'll be presenting a talk called The Myths of Scrum. We're going to have some fun with this topic! Would onsite coaching or classes help your team?
Visit www.ClintonKeith.com to find the services
I offer that can help your game development teams
adopt or improve how they use Scrum. |
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Posted: 09 Aug 2008 02:40 PM CDT ![]() There has been one game that genuinely excited me, going all the way back to 2006 (an eternity in the game industry!), and that's Wii Music. The idea of conducting an orchestra with the Wii Remote provided something the other music games didn't: the ability to conduct an entire orchestra. Since then, Wii Music has been greatly expanded to include 60 instruments. The game is what you would call a "musicianship simulator," which is much different than all the other music games on the market, which fit firmly into the "rhythm game" category. You generally hit a button to correspond to a falling gem or icon on the screen, to a certain rhtyhm, which is loosely oriented to the music. Wii Music, on the other hand, wants to truly simulate what it is like to play music with other humans. It does this by simulating improvisation. By using simple motions, a player can jam away, playing as many or as few notes as they want. The game then translates this into notes that correctly fit the current harmony, in real time. This is exciting! For the first time, people can experience what it is like to REALLY play a musical instrument- because Wii Music simulates something that is completely lacking in Guitar Hero, Rock Band, or Dance Dance Revolution: Interaction. Sure, people play together in Rock Band, but they aren't interacting with each other, that is, they aren't communicating musical ideas to one another (the way real musicians do). Instead, they are concentrating on hitting the on-screen rhythms for their instrument at the right time. They aren't concerned at all with what the other guy/gal is doing. Wii Music, on the other hand, encourages true musical interaction and communication. A player might decide to play high and fast notes on the trumpet, for instance. The other player on guitar might play something that responds to it, or the drummer might play a little fill to accent what the trumpet player is doing. This is how Wii Music will create its fun- something the spoiled, hard core brat crowd that covered the game at E3 completely missed. Of all the things they were mad at Nintendo about, Wii Music confused me the most. I'm genuinely pumped up about the game, and outlets like IGN pretty much hate it, and are already on the warpath. Expect some stupid "grade" like a 5.0 from them when it comes out (the same outfit that outrageously awarded Metal Gear Solid IV a perfect 10, which, as much as I love that game, is a joke). I'll give Gamespot some credit- they actually *get it*, as they call Wii Music a virtual studio as opposed to a game. And that's where the other media outlets completely swing and miss. They want some sort of competitive, win or lose situation. But that's not what music is about. Music is about the artistry of the moment. It's about that cool thing that happened while playing a certain song at a certain time with people that you love. It isn't about passing or failing songs. Yes, I find some of those "rhythm games" to be a lot of fun, but they are not really music games- they are video games WITH music. As a real life musician, I can tell you that Wii Music is a much closer approximation to what we really, actually do, which is why I'm so excited about it. Seeing as IGN and other big name websites are going to say nothing at all positive about the game, I'll be doing the opposite here- promoting it like crazy. Perhaps it'll be a total failure, but I love the concept, and hopefully Nintendo will design something engaging and fun around it. See full article. Related Entries: Yet another reason for music decline: boring music - 24 April 2006 Yet another reason for music decline: boring music - 24 April 2006 Idea of the Week: Home Based Music Tutor Business - 18 September 2007 Create music nerd style - 11 March 2008 Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
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Posted: 09 Aug 2008 02:27 PM CDT
书的内容分三部分,第一部分介绍动画里的角色,包括角色诞生的故事背景,从早期概念图一直到最后的 3D 渲染图等等;第二部分介绍影片开头阿波的那个梦的制作过程;第三部分介绍动画中的场景。设计人员既汲取了传统的中国画的特点,以形写神,也参考了现代电影中的视觉设计,一个例子就是那类似老谋子的「英雄」的漂亮色彩。
就贴这么多,最后一句话,如果你很喜欢这个动画的美术设计的话,去买本吧,绝对不会让你失望的! |
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The PSB, SOCOM.com & Insomniac Weekly Recap Posted: 09 Aug 2008 01:57 PM CDT If you only read one PlayStation.Blog post this week, make it this one.
Courtesy of David “Point Man” Brothers
Courtesy of Bryan Intihar - Community Manager, Insomniac Games P.S. If you’re planning to attend this month’s Penny Arcade Expo (Aug. 29-31), please swing by the Sony booth and say hello. I’ll be there showing off Resistance 2, which will be playable on several kiosks. |
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Posted: 09 Aug 2008 01:51 PM CDT “一切欢乐都没有微笑
一切苦难都没有泪痕” “一切希望都带着注释 一切信仰都带着呻吟" "人民在古老的壁画上 默默地永生 默默地死去" "我不相信天是蓝的,
我不相信雷的回声, 我不相信梦是假的, 我不相信死无报应。" "纵使你脚下有一千名挑战者,
那就把我算作第一千零一名。" "在微微摇晃的倒影中
我找到了你 那深不可测的眼睛" "即使明天早上 收拾老硬盘的时候在桌面发现了唯一还能打开的一本电子书;还能工作的理由是它以原文件形式放在了桌面上。重新读了一次感觉依然震撼不已。关于不公平,关于暴力与压迫,关于良知与牺牲,关于爱情与责任,北岛的诗歌充满了那种在压抑中才能放出光芒的自由思考和敢爱敢恨。愤怒出诗人,放弃了对终极问题的思考,放弃了对于灵魂的追寻,戴上了桂冠又怎么样呢?
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