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Aug 7, 2007, 1:23:10 PM8/7/07
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Journalists Get Thier SingStar On @ Lallapalooza

Posted: 07 Aug 2007 11:00 AM CDT

Lollapalooza 2007: Jose Sanchez/Electric Playground, Perry Farrell

This weekend, PlayStation took center stage at Lollapalooza in Chicago. In addition to participating in various show events, we invited media to the Windy City to experience our holiday social game lineup. On Friday night, we took over the House of Blues and announced the November 13th launch date of SingStar PS3 and the first 15 of 30 songs that will be on the Bluray disc. The best part of the night was the contest. Six journalists got the chance to try and sing their way to a PS3 and an early copy of SingStar PS3. After narrowing it down to the top three, each then had to do their best rendition of Been Caught Stealing by Jane’s Addiction. We recorded the performances via PLAYSTATION Eye and Perry Farrell made a surprise visit to pick the winner. Congratulations to Jose Sanchez of Electric Playground who was crowned the king of SingStar - if only you could have seen him sing the encore with Perry as all of us screamed along in the background. Congrats to second place winner Greg Miller of IGN and third place winner Sterling McGarvey of GameSpy. You guys rock!

Lollapalooza 2007: Greg Miller/IGNLollapalooza 2007: Jose Sanchez/Electric PlaygroundLollapalooza 2007: Perry Farrell Picks a Winner

正视差异

Posted: 07 Aug 2007 11:51 AM CDT

一个国家有几十个文化各异的民族还能相安无事,这并不是没有代价的,代价之一就是文化和生活需要互相迁就,对于公开发表的文化产品,尺度只能在大家能接受的交集内,有些东西不可能正式引进的,如果需要一些尺度比较大的内容,那就只好自己私下去想办法弄,网络时代没有弄不到的东西。每个国家都有特别的能接受的东西和特别的不能接受的东西,比如传统的中国人对骷髅之类的东西接受程度就不高,不过现在有些中国人思想上比外国人还要外国人,这些人当然是例外。很多国家的文化都很反感蛇的形象,而在中国因为女娲、白蛇传的故事影响,中国人对蛇的形象,尤其女性的形象就很接受。中国出口到外国的很多产品已经根据外国人的文化要求进行了修改,所以中国要求对进口的产品进行筛选和修改也是很正常的,或许这个过程中存在很多不合理或者不必要的问题,但是这一出发点本身仍然是合理的。
世界上民族很多,文化差异也很大,我们接受的礼节范围是握手和拥抱,对于外国人互相亲吻我们可以理解,这样的包容度在世界上也可以算中等。但是我们对礼仪的接受程度也不是无底线的,假如某地方的礼仪是见面也要舌吻,我们有权拒绝,即使这样会让人觉得很没有礼貌。那么同样,如果某些人的礼仪都是非接触的,不要说吻手了,握手也是有权拒绝的。
不要以为西方人很开放,在中国两个同性的人可以拉着手在街上走,在西方人看来很震惊,他们不敢这么做。隐私也是一个很有趣的问题,隐私是不想说的可以不说,而不是要别人不问,因为别人不见得知道该问什么。很多自认为现代意识很强的人,对工资情况完全保密,却可以和别人大谈性生活话题;传统的人则相反,工资可以公开,性生活最好别谈,二者其实只是对隐私范围的理解不同,对隐私的重视程度其实毫无区别,隐私概念几千年来一直就有,并不是现代才出现的。
前些年很多地方宣传中国人和西方人的饮食差异,那么这个差异应该减小吗?当时很多人认为是的,于是掀起了大规模的饮食改革,身高体重都提高了,可是肥胖、糖尿病、高血压、癌症之类的富贵病发病率猛增。现在又有研究发现,我们过去吃的食品中,抗癌的、防辐射的,能治疗禽流感的……这些我们现在已经很少吃了,所以能得上那些与国际接轨的病。那些发达国家除了经济先进,其他方面并不见得也先进,没有必要什么都去模仿,有差异也可能是好事。

PaRapper creator moves to iPod development

Posted: 07 Aug 2007 12:00 PM CDT

A new game from PaRapper the Rapper creator Masaya Matsuura has been released on the iTunes Store for the fifth-generation iPod.

日本JR“口袋妖怪”活动

Posted: 07 Aug 2007 07:55 AM CDT

——转自tgfc论坛james的帖子
 

日本JR是日本国民最重要的交通工具,也就是大家常说的电车。
现在基本上东京市内和近郊每一个JR车站都设置一个口袋妖怪图章,
口袋妖怪爱好者们要收集这些图章,需要跑遍几乎所有的车站。
特别是强力妖怪的图章都设在很远的郊区车站。我算了算,一天之内收集完几乎不可能。
而且这车费也花销太厉害了,图章都设在车站外面,这进出一次就是一笔钱啊。
如果不住在东京附近,还要旅馆的钱,太恐怖了。

最近公司里的日本人都在讨论这个问题,可怜的家长们。。。。

 

sonic确定参战Wii《大乱斗》?

Posted: 07 Aug 2007 04:18 AM CDT

自从任天堂在去年e3展上宣布“Metal Gear Solid”系列的snake会参战Wii《大乱斗》( http://blog.sina.com.cn/u/4938f71b0100044x ),大家都在想是否还有其他第三方的角色也会加入,当时大家也都想到:最有可能的还是sega的sonic,只是一直都是传闻,没有得到证实。
 
而今天在网上看到了两张图片,据说是美国游戏店开始接受Wii《大乱斗》的预约,所使用的宣传海报,在上面我们看到的sonic和snake都出现了,难道就这么确定了?(真假不明,请勿轻信)
 
 

Codemasters to distribute free-to-play RPG in Europe

Posted: 07 Aug 2007 11:06 AM CDT

Codemasters Online has signed a deal to distribute Fury, Auran's free-to-play MMO, in Europe.

Looking for Nintendo Blogger

Posted: 07 Aug 2007 10:12 AM CDT

Creative Weblogging is looking for a Nintendo blog editor to write for this blog. Those who apply should have previous blogging experience (30 days min.), strong writing skills, a passion for the topic, knowledge of the Nintendo blogosphere, and be...

Continue.

Tracking Player Feedback To Improve Game Design

Posted: 07 Aug 2007 11:00 AM CDT

How can game developers use statistics, even before a game is released, to improve gameplay? BioWare's QA director Phillip DeRosa explains how the Mass Effect creator has set up and executed code-based monitoring of key metrics to test, analyze, and refine its projects through playtesting.

EA: Keep it Real

Posted: 07 Aug 2007 09:54 AM CDT

BLOG - Chief EA tech guy Glenn Entis says games need to be more real—more real like Crysis, a futuristic sci-fi game. Wait, what?

SIGGRAPH: EA's Entis On Derailing The 'Commoditization Treadmill'

Posted: 07 Aug 2007 06:01 AM CDT

Glenn Entis, EA's chief visual and technical officer, spoke today at a SIGGRAPH keynote entitled "Recent Accomplishments and Upcoming Challenges for Interactive Graphics in Video Games," discussing the need for innovation and renewed "thrill-seeking" in the realm of interactive real-time graphics. In the early days of CG, Entis reminisced, major breakthroughs were a regular phenomenon at SIGGRAPH, as innovations such as ray-tracing, fractals, and character animation burst onto the scene one year after another. At ...

Weekly UK Sales Charts Are More Than Meets The Eye

Posted: 07 Aug 2007 05:14 AM CDT

After three weeks of trying Activision's Transformers movie license has finally hit the top spot in the UK sales chart, despite a 10 percent drop in sales. However, it is one of only two titles in the top ten which are not exclusively for either the Nintendo DS or Wii. Although combined sales for Pokemon Diamond and Pearl would have propelled the title to the top spot, a 20 percent decline in Pokemon Diamond's sales ...

Confusion Reigns Over PAL PS3 Starter Pack Status

Posted: 07 Aug 2007 05:14 AM CDT

Conflicting signals have continued to emanate from Sony Computer Entertainment Europe (SCEE) regarding the length of time the current PlayStation 3 "starter park" bundle will continue to be offered for, with Sony UK officials insisting there is no time limit on the promotion. Although Europe and other PAL territories did not receive a price cut at the same time as North America, the regions did instead get a new bundle last month. In the UK, ...

Marvel Sees Q2 Profits From Spider-Man 3, Fantastic Four Licensing

Posted: 07 Aug 2007 05:17 AM CDT

Officials from comic book company Marvel Entertainment have announced details of the company's second quarter financial results for the period ended June 30th, with both net sales and net income increasing following the release of three major movies. The company saw net sales rise from $84.4 million last year to $101.5 million, while profits increased from $16.3 million to a total of $29.1 million. The increases were attributed to the company's licensing operations, including toys, ...

Q& A: Guildcafe's Radoff Talks VC Backing, Game 2.0

Posted: 07 Aug 2007 05:00 AM CDT

MMO-focused social networking site GuildCafe recently announced that it had raised venture capital through IDG Ventures Boston, an independent group concentrating on IT and life sciences ventures with over $280 million currently under management. The site was established in September and launched in December and is currently still in beta stages, though it has approximately 16,000 registered users. Of the deal, IDG Ventures Boston's Jon Karlen - who will be joining the GuildCafe board of ...

Innovation Generation Beta Launched By CMP Technology

Posted: 07 Aug 2007 05:29 AM CDT

Gamasutra sister division CMP Technology has launched the free Beta version of a new online environment, Innovation Generation, which is intended to foster technical learning and discovery in kids and "...launch the next generation of engineers, scientists and mathematicians." The Flash-based interactive environment is centered around features such as 'Explore Your World' - a virtual city that depicts and demonstrates how science, technology and math are involved in all aspects of everyday life. In addition, ...

Virtual Heroes Hires EA, Silent Hill Veteran Sato

Posted: 07 Aug 2007 05:57 AM CDT

NC-based interactive learning developer Virtual Heroes has announced the hiring of Takayoshi Sato, a ten-year industry veteran most recently a producer with Electronic Arts as director of visual development on projects such as GoldenEye: Rogue Agent. Sato joined Konami a decade ago where he worked on 2D art for Sexy Parodius. He later went on to manage graphics production for Konami's Silent Hill and provide CGI direction, story development and visual team leadership on Silent ...

GCG Ask the Experts: 'Location, Location, Location!: Part I'

Posted: 07 Aug 2007 05:35 AM CDT

[In the latest Ask the Experts column from educational site Game Career Guide, Jill Duffy gives advice for foreigners, expats, and gamers from the sticks -- anyone worried that the game industry simply doesn't exist in their neck of the woods. We're also running this useful breaking-in column on Gamasutra - please consult the Game Career Guide 'Getting Started' page for more advice on entering and progressing your career in the game biz.] Dear Experts, ...

Event Wrap Up: GAMES:EDU 07

Posted: 07 Aug 2007 07:00 AM CDT

GAMES:EDU:07, the game education conference held alongside the Develop Conference UK, lit a spark under the debate over the current and future education needs of the gaming community.

价格战打响,360全面降价

Posted: 07 Aug 2007 09:44 AM CDT

有点惊讶,但也在意料之中,微软今天宣布从即日起对北美的各型XBox 360降价;Premium型现为349.99美元;Core型为279.99美元(原价299.99美元);前不久推出的精英型(Elite)售价为449.99美元。Halo纪念版为399.99美元。

微软高管认为Guitar Hero III,Halo 3,Madden NFL 08和Rock Band等热门游戏将推动今年的圣诞节销售旺季,360降价更将刺激玩家的购买欲。

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AdobeUpdater Hogging My CPU - Game Design Lesson Learned

Posted: 07 Aug 2007 09:00 AM CDT

AdobeUpdater.exe starts to run hogging 99% of my CPU when I launch a PDF file. I tried searching for an option to turn off the automatic, but couldn’t find one.

There’s a game design lesson in this: If you have automated some major feature in your game (whether it’s “automatic updates” or “automatic logging in” or whatever), make sure you can turn that automatic feature off and let player do it manually. In Adobe’s PDF reader I couldn’t find an option to turn it off.

The second lesson to learn: if your product messes up someone’s computer - expect them to stop using your product. Luckily I found some posts and a some kind of solution to this problem (renaming file “updater.api” for example to “updater.api.PROBLEM”) and may continue using the reader. If there wouldn’t been a solution, I would have got some other reader. Rest assured your players will stop playing your game if it crashes their computer.

I wonder how Adobe has not fixed the problem. Maybe they will soon.

If you liked this entry, feel free to visit GameProducer.net to read more similar articles.
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"game" via 柠檬杀手 in Google Reader

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Aug 8, 2007, 1:05:01 PM8/8/07
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三维动画设计数字<b>游戏设计</b>动画班热照中(8-18)

Posted: 02 Aug 2007 10:45 PM CDT

通过实践,完成对游戏设计的理念掌握、游戏类型分析、游戏视角分析、人物/故事板及关卡设计、任务设计等内容面试技巧学习个人简历的制作方法,面试礼仪和面试技巧以及酬薪的谈判技巧,以增加就业机会。 三维动画设计数字游戏设计动画班热照中(8-18) 讲师 ...

Bizzard历史

Posted: 04 Aug 2007 12:45 AM CDT

1997年制作《Starcraft(星际争霸)》时,关卡设计师杰夫·斯纯(Jeff Strain)的设计也到了必须重新定义任务处理模块的关键时刻,恰值妻子临产。他一接到妻子的电话,他立即去公司计算机部借了一台笔记本电脑,然后就飞车赶往家中。女儿在母亲的腹中躁动, ...

向暴雪(BLIZZARD)学什么?

Posted: 10 May 2007 09:55 PM CDT

当暴雪的游戏设计人员休息的时候,玩的是竞争对手的产品《cs》。竞争不仅仅意味着对抗,同样也意味着相互学习,共同发展,意味不同的理念之间的碰撞和再生。暴雪将更多的精力关注到消费者(游戏玩家)深层次的需求,而不仅仅是和竞争对手必拼看谁的产品先 ...

暴雪风云录

Posted: 09 Jul 2007 10:09 PM CDT

暴雪觉得自己应该做点什么了,在被著名的游戏发行公司Davidson&Associates收购之后,艾伦和迈克所领导的暴雪已经完全成为了一间专业的游戏设计室。时间已经到了1994年,此时的Westwood已然如日中天,《沙丘Ⅱ》更是牢牢占据着全世界玩家的硬盘,暴雪悄悄 ...

Lineage Leads NCsoft Q2 Sales Of $82.1m

Posted: 08 Aug 2007 07:56 AM CDT

NCsoft has released its second quarter earnings, showing sales down 11% to $82.1 million over the prior year and profits of $11.5 million on strong continued sales and subscriptions to the publisher's Lineage franchise. NCsoft says Korea still leads the world in sales of its products, with the country's $52.5 million accounting for 59%, followed by $13.9 million in North American sales, $4.9 million in Europe, $8.3 million in Japan, and $2.5 million in Taiwan. ...

Massive: Brand Familiarity Jumps 64% With In-Game Ads

Posted: 08 Aug 2007 08:05 AM CDT

Microsoft owned in-game advertising network Massive has released results of research conducted by Nielsen Entertainment on the impact of dynamic in-game advertising. According to the study, which was executed across several categories, ad campaigns from blue-chip brands who ran ads on the Massive network "significantly improved key brand metrics" between control and test groups. The study found that average brand familiarity increased 64 percent as a result of the advertising, while average brand rating increased ...

Kingsley: More Dredd, Trooper Games In Rebellion's Future?

Posted: 08 Aug 2007 05:49 AM CDT

Talking as part of an in-depth Gamasutra interview posted today, Rebellion co-founder Jason Kingsley has been discussing the possibility of more games based on Rebellion-owned 2000 AD comic properties such as Judge Dredd and Rogue Trooper. When asked about the success of the existing titles and the possibility of more games based on the IPs owned by Rebellion, which acquired UK comics publisher 2000 AD in 1999, Kingsley commented: "In terms of the 2000 AD ...

Warner Bros, Sidhe To Create Speed Racer Game

Posted: 08 Aug 2007 06:05 AM CDT

To coincide with the forthcoming Wachowski-directed film, Warner Bros. Interactive has announced a Speed Racer game to come to PS2, Wii and the DS in 2008, with Gripshift developer Sidhe set to create the console versions of the title. Warner Bros. has released few details of the game thus far, only saying players will of course take on the role of the movie/franchise's characters, "getting behind the wheels of each character's signature vehicles to experience ...

Capcom Hires Former Atari Marketing Vet Nique Fajors

Posted: 08 Aug 2007 05:35 AM CDT

Officials from major publisher and developer Capcom have announced the hiring of marketing veteran Nique Fajors as the company's new vice president of marketing. Fajors comes from Atari, where he served as the company's vice president of sales and marketing in New York. In his new role, Fajors will oversee all elements of marketing for Capcom in North America, including product marketing, creative services, public relations and community. The executive has also worked with major ...

O.J. Simpson Ordered To Return Game Revenue

Posted: 08 Aug 2007 05:49 AM CDT

Controversial ex-football player and actor O.J. Simpson has been told by a California court to repay any revenue earned from his appearance in Take-Two's All Pro Football 2K8. Relatives of Ron Goldman, of whose murder Simpson was famously acquitted in 1995 but found legally responsible for in a civil court in 1997, won a court order demanding any money Simpson might earn from Take-Two Interactive's All Pro Football 2K8. As a result of Electronic Arts ...

GCG Feature: 'Wrap-Up: GAMES:EDU 07'

Posted: 08 Aug 2007 05:48 AM CDT

In a new feature for Gamasutra sister website Game Career Guide, the U.K.-based GAMES:EDU 07 event is dissected in detail, including comments on lectures from Microsoft, EA, and Epic notables. The event, which was attached to the recent Develop 07 conference in Brighton, is summarized by U.K. correspondents David Hayward and Toby Barnes, and it has explained of the first day's program: "Core development skills were heavily stressed throughout the industry input to the event. ...

Luxology Launches Luxology TV For 3D Video Content Sharing

Posted: 08 Aug 2007 07:50 AM CDT

Representatives from modo developer Luxology have announced Luxology TV, an online searchable library that allows community members to share and view high resolution 3D video content on Luxology's website. Luxology TV allows users to search, select, and view videos on a variety of subjects such as modeling, rendering, painting and sculpting. While the majority of this content will be free, some professional training materials contributed by Luxology and other third parties will be available for ...

仙剑·侠客

Posted: 08 Aug 2007 09:52 AM CDT

仙剑四,买了一张正版,算是支持国内还在默默坚持的单机游戏人们。

 

作为RPG的核心灵魂剧情来说,比前两作凑数作品要好,人物形象是饱满的,并不脸谱化,为了修仙济世而堕入魔道的剧情虽然相对老套,但设定让整个正门大派都是反面者的魄力还是颇令人赞叹。

 

不过,总体来说,这部剧情的核心精神更多的还是放在了类似台湾言情武侠的路数上,这大概也是我向来对于轩辕剑的偏好更大过仙剑的原因吧。侠客,不应该是璇昵的,不应该是出世,不应该是高入云端的。生于市井之中,出则慷慨为民,肝胆相照,凛然无惧,这才是我心中理想的侠客。

 

小儿女心怀只是江湖的瑰丽,傲骨豪气,才是侠客的风情。

 

心有所感下,找到了许久以前听过的一首歌,非如此,不算得侠客也!

 

轻裘长剑,烈马狂歌
忠胆义胆,壮山河
好一个风云来去江湖客
敢与帝王平起平坐

柔情铁骨,千金一诺
生前身后起烟波
好一个富贵如云奈我何
剑光闪处如泣如歌

一腔血,流不尽英雄本色
两只脚,踏破了大漠长河
三声叹,叹,叹,叹,只为家园故国
四方人,传诵着浩气长歌

    NCsoft Sales Down, Operating Profits Up

    Posted: 08 Aug 2007 10:17 AM CDT

    Guild Wars publisher NCsoft has posted a decline in Q2 sales, but managed a 533 percent increase in operating income.

    Capcom appoints new US marketing exec

    Posted: 08 Aug 2007 10:55 AM CDT

    Capcom has appointed Nique Fajors as vice president of marketing in North America.

    Equal Rights for Zombies

    Posted: 08 Aug 2007 08:36 AM CDT

    You may well have noticed the furore over Resident Evil 5 being set in Africa, which seemed to really kick off with Bonnie Ruberg's piece in The Village Voice. Is it racist to kill black zombies? I don't know about that, but it's certainly racist to only consider killing white zombies. Equal rights for zombies!

    Africa does not get enough attention; not only in respect of the problems it has (such as the AIDS epidemic and the humanitarian disaster in Darfur) but also for the amazing and diverse cultures of the many nations on that continent. I for one am excited to hear about a game being developed that is set outside of the stereotypical locales. Putting aside the black zombies, the game will certainly also feature black characters, and we don't get that many of those in games. Beyond these quick generalisations, it is utterly premature to make presumptions about the thematic content of a game we simply haven't seen yet.

    I realise race is a touchy subject but please, let the spokespeople for minorities raise the issues of concern to their cultures - for once, let's not panic prematurely.

    Ex-Atari Exec Joins Capcom

    Posted: 08 Aug 2007 09:34 AM CDT

    Former Atari marketing VP Nique Fajors has left the ailing publisher for Capcom.

    《奇灵王》(Ciling King Chinese)硬盘版/更新动画/音乐

    Posted: 08 Aug 2007 03:08 AM CDT

    《奇灵王》(Ciling King Chinese)硬盘版/更新动画/音乐游戏类型:SLG+RPG

    故事大纲
      
      我们故事的男主角洛贝可就是地心大陆著名的灵球英雄洛奇那的儿子,他今年才刚满14岁,是
    个充满了好奇心和正义感的金发少年,一直对父亲从不离身的灵球充 满了兴趣他最害怕的人就是
    他的启蒙老师布理士,偏偏布理士的儿子,贪玩好动的迪卡和他是最要好的朋友。这天洛贝可再次
    偷拿老爸的灵球未遂,垂头丧气的去布 理士家上课,好不容易从布理士的唠叨之下全身而退,回
    到家却发现老爹竟然不知去向,而房间里更残留着一些玻璃碎片和搏斗的痕迹!深爱父亲的洛贝可
    决心离开 平静的天使之城安其拉瑟,踏上寻找失踪父亲的旅程,好友迪卡也自告奋勇的加入队伍
    。在漫长的旅程中,他结识了成天爱做白日梦的棒棒糖妹妹萝格、力大无穷可 是有点“秀逗”的
    大力士阿卡拉、跟外星人有过亲密接触的神秘少女安娅、一直努力不懈研究着灵球秘密的老科学家
    尼拉塞克、头脑精明无所不算计的年轻商人墨 菲,以及总是忧心忡忡担心着地心熔浆将吞没整个
    大陆的女地质工作者西勒斯。一伙人到底经历了些什么呢?那就要靠玩家自己来揭晓了。
    角色扮演[奇灵王]的剧情和角色升级部份是角色扮演性质,具有任务和解谜的成分。玩家扮演洛
    贝可的角色,在游戏世界中探索。在这个单线剧情的游戏中,你可以和任何 人谈话,有些人会提
    供您有用的线索,以便解谜进入下一个事件中。事件通常都会引发相关的战斗,战斗胜利所获得的
    钱,您可以用来装备队伍中的所有队员,或是 购买所需要的药草来治疗他们。
    地图
      游戏中由世界地图连接许多城市或地点,从洛贝可的家-安其拉瑟,到海上孤岛-憎恨之岛,
    以及灵球巫师德丝蕊所在的黑暗沼泽,可说是有着截然不同的地理风景,除此之外,您还会看到冰
    天雪地的极北区,甚至还有决战的阿布神庙中,经历迷宫和层层观关的历练呢!
    武器道具
      随着游戏剧情的发展,你所面对的敌人的能力会越来越强大,数量也会越来越多!仅仅靠着主
    角们随着历练所得到的升级强化属性是不够的。因此好的装备就愈加重 要!每个城镇中都会有武
    器店和道具店,其中能够购买到的装备道具,可以供主角们装备在身上五个不同部位,分别是头、
    身、手、足和装饰品。随着累积的金钱的 增多,你可以购买攻击力或是防御力更强的装备来保护
    自己。有些装备可以提升攻击力或是防御力,有些是针对肌肉型的角色设计的,仅提供攻击或防御
    的提升;有 些就是针对施法型的队员,提供灵力方面的加强哦!
      游戏中玩家带领以洛贝可为首的少年冒险军,为了解救曾经是灵球英雄的父亲洛奇那,而展开
    的冒险行动。从洛贝可家中的首度遭遇战,他和死党迪卡要跟敌人派来 的巨人那斯战开对决,这
    是他们第一次使用灵球,可想而知,动作生涩是在所难免的,但是,少年们凭着一股热血,远离家
    乡前往未知的城市地域冒险犯难,却是什 么也挡不住的。奇灵王的战斗是属于事件式战斗,采用
    战棋回合制方式(SLG),并非踩地雷式的。战斗中分为我方回合和敌方回合,在我方完成所有的人
    员布属 和动作之后,这才换成对方行动。这种类似光荣的三国英杰传的回合式战棋,优点是玩家
    可以冷静的完成每一名角色的行动,在阵势布署和战术运用时可以有机会获 得最有利的成果。
    以实际的结果来说,就是角色的等级和战场宝物的取得啰!您可以很平均发展每个角色的等级,让
    满血的队员全力向前冲,把濒临死亡的队员安排到后方来施法救 治;也可以只专注练一个主角,
    让他尽可能升到最高的等级,其它人只是辅助的性质。所以说,这样的设计方式,玩法就千奇百怪
    了!以我方队员而言,在战场上当 生命数值降到零的时候,便会离开战场。落败的角色,在下一
    关仍有可能再进入战场的。千万别让登场角色在中途失血过多离开战场,而失去在这一关中继续获
    取经 验的机会,毕竟经验值不好赚,牵涉到升级的事,可得精打细算哦!另外,在游戏的设计中
    挨打也可以获得经验值的。因此,要小心注意调兵遣将,随时把危急的队 员调倒后方或是敌方火
    力打不道的地方,等待快升级时出去临门一击,升级后生命便会再补充回来了,这可是个好用的秘
    招哦!另外,玩家要注意胜利失败条件,否则让重要的角色死亡就会宣告这场战役失败了。

    以实际的结果来说,就是角色的等级和战场宝物的取得啰!您可以很平均发展每个角色的等级,让
    满血的队员全力向前冲,把濒临死亡的队员安排到后方来施法救 治;也可以只专注练一个主角,
    让他尽可能升到最高的等级,其它人只是辅助的性质。所以说,这样的设计方式,玩法就千奇百怪
    了!以我方队员而言,在战场上当 生命数值降到零的时候,便会离开战场。落败的角色,在下一
    关仍有可能再进入战场的。千万别让登场角色在中途失血过多离开战场,而失去在这一关中继续获
    取经 验的机会,毕竟经验值不好赚,牵涉到升级的事,可得精打细算哦!另外,在游戏的设计中
    挨打也可以获得经验值的。因此,要小心注意调兵遣将,随时把危急的队 员调倒后方或是敌方火
    力打不道的地方,等待快升级时出去临门一击,升级后生命便会再补充回来了,这可是个好用的秘
    招哦!另外,玩家要注意胜利失败条件,否则让重要的角色死亡就会宣告这场战役失败了
    [quote]请不会这种硬盘版安装的朋友看清楚如何安装再下载,如果不看,下载了不能玩不要来找我~~ :mellow: :mellow: [/quote]
    [QUOTE]重要说明:
    游戏安装方法:
    下载奇灵王硬盘版.rar即可运行游戏,不过此时是没有声音、音效和任何动画的。如果需要背景音乐、音效,就请下载[奇灵王][音乐+音效][add].rar,解开后运行解压音乐.bat,等待解压结束,再把解压出来的music和wav文件夹拷入游戏目录,再运行游戏即可。如果要片头动画和过场动画,请下载[avi][片头+过场动画][add].rar,把里面的avi文件夹解压至游戏目录再运行游戏即可。[/QUOTE]
    游戏RIP的内容:
    1、片头动画、过场动画
    2、背景音乐、音效




    常驻服务器::DonkeyServer No2
    ID:HighID
    已用卡巴斯基2007-08-08 11:14:20的病毒库查杀过病毒,未发现病毒
    在线时间:长假每天在线12小时以上,平时不定期,经典游戏我会保存着,无源了请PM我,届时补源。
    小小的请求:请各位朋友下载完后多多帮助分流,不要下完后马上删除压缩包,可以分享给更多人,这个也是每个发布者的心愿!

    This posting includes an audio/video/photo media file: Download Now

    Playlogic seeking further investment opportunities

    Posted: 08 Aug 2007 10:19 AM CDT

    Investment banking firm Spencer Clarke is to help PlayLogic build stronger relationships with the investment community as the publisher looks towards future growth.

    RPG Design: Scaling Encounters

    Posted: 08 Aug 2007 09:12 AM CDT

    When I was a kid in the Commodore 64 era, I had a dream about an RPG. When the dream started, I was looking down upon tiled geography similar to what I'd expect in Ultima III or the soon-to-be-released Adventure Construction Set (which I later used to try and replicate my dream-game), albeit with far greater color and higher resolution than home computers of the time could provide. The way to the east of my avatar's starting position seemd open and inviting, but for some reason, I went west.

    Not too far to the west, I found three castles, separated by a pixellated lake. I chose the furthest castle, and entered in the gate, wondering what I'd find.

    At this point, the dream's perspective changed to something more traditional, though it alternated between first and third-person as I discovered I was in way over my head. Monsters popped out with the regularity of an amusement park haunted house ride, and I fled from encounter to encounter, soon becoming completely lost. Eventually, I found myself in a high tower room, witnessing a sunset through a huge window. And keeping an eye on a vampire in the shadows, who would creep towards me whenever I let my eyes wander away from him for even a brief moment. The dream ended as I frantically tried to figure a way out of this predicament.

    Maybe this dream came to me after I had just discovered The Bard's Tale, and was reflecting the anxiety I felt towards the almost punitive difficulty level of that RPG. You might spend an hour creating the perfect adventuring party, only to have them slaughtered to the last man in a single combat two steps outside of the starting tavern. The success of The Bard's Tale notwithstanding, my little dream game was not an example of stellar RPG design. Most players are not inclined to endure repeated butt-stomping so early in the game.

    Most games prevent this by limiting the player's access to the world in the early game. You just can't get to the harder areas of the game early on, until you have accumulated the appropriate keys, passwords, or flying vehicles to get there, or until you have slogged through more intermediate-difficulty locales to get there. You can't get to level 10 of the dungeon until you've successfully navigated levels 1 through 9.

    But there's another solution: Scaling encounters to match the power level of the player's characters. As the player gets tougher, so do his challenges, all determined algorithmically.

    This has been done for years. I think Ultima III or Ultima IV had the random monsters that hunted your party across the landscape increase in difficulty based upon the number of turns that had elapsed in the game. While not directly correlating to the strength of the player's characters, the end result was that you didn't have to end up fighting groups of enemy Balrons at level 6. Neverwinter Nights featured built-in scaled encounter support as well, both for its own campaigns and as a tool to module designers.

    The use of scaling was perhaps most blatant in the recent best-selling RPG, The Elder Scrolls IV: Oblivion. Quite frankly, there was no harder or easier parts to the game. I learned this when I first attempted to end the daedric siege on Kvatch at level seven. I found it a little difficult, so I decided, with typical brute-force strategy, to go away and come back in a few levels when I could better handle the enemies. Much to my surprise, when I came back, the bad guys had also leveled up. The previous residents of the dimension had vacated in favor of a meaner, nastier bunch.

    In fact, I have heard of people deliberately avoiding the "leveling up" process so they can complete the entire game at a very low level (as low as level 2, I understand). Since the game takes such pains to scale the encounters to the player's level, the player never has to deal with anything too tough to beat. Leveling up is almost useless, as the challenge is always flat.

    A lot of players really hated the scaled encounters in Oblivion. While it prevented a situation like the one in my dream from happening, part of the thrill of an RPG is the possibility of finding yourself in "over your head." The understanding that the game is throttling its encounters to match your capabilities ruins the illusion of exploring a fantasy world. that is populated whether or not your character decides to visit. The scaled encounters mean you never really felt like you are progressing... your power level relative to the monsters is always the same, and nothing is too difficult for you to overcome (given time and a few saved-game reloads). It denies the player the chance to set their own pace as far as intensity of the game. As a designer, it means creating fewer unique or signature encounters, and making sure that those that are in the game have appropriate variations to use for all power levels.

    On the other hand, scaled encounters simulate what a human Game Master would do to prepare an adventure for you, as a player. They allow the world to be far more open-ended, allowing the player to go anywhere without fear of ending up either bored or frustrated from segments that outside of their "challenge window." You do not run the risk of dropping the players into an unwinnable section of the game because they were more aggressive and luckier through an earlier part of the game and didn't waste time "grinding."

    So where do you stand on the issue? Are scaled encounters a good or bad thing? How far should they go, if they are not inherently wrong?


    (Vaguely) related colorless commentary:
    * RPG Design: The "Brute Force" Problem
    * Oblivion: The Flower-Picking Simulator
    * MMORPGs Broke Jeff Vogel
    * Why Do RPGs Suck Now?
    * Original Dungeons & Dragons Trivia


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    Rampant Games: Games With Personality!

    Our Newest Games: Virtual Villagers 2 Chicken Invaders 3

    "game" via 柠檬杀手 in Google Reader

    unread,
    Aug 9, 2007, 1:11:08 PM8/9/07
    to cngame...@googlegroups.com

    Vivid IP Rep Looking for Game Devs

    Posted: 09 Aug 2007 11:47 AM GMT-06:00

    Vivid Entertainment, the world's leading adult studio and home to the famous Vivid Girls Briana Banks, Savanna Samson and Sunny Leone, has been talking with several major (and several independent) publishers and developers for a video game concept. Though certainly filled with jiggling eye-candy, a rumored concept has the focus on building a porn empire, managing girls, filming, distribution and everything else you can expect goes on behind the scenes.

    Developers wanting more information are welcome to contact info | at | widgetandcog dot com.

    XBox 360迎来HDMI接口

    Posted: 09 Aug 2007 10:05 AM GMT-06:00

    带HDMI接口的XBox 360谣传已久。今天微软官方终于确认Premium版XBox 360和精英版(Elite)一样都将出现HDMI接口。但微软发言人不愿就低端Core版是否也有HDMI接口表示看法。

    虽然微软一贯打着”支持高清电视“的口号宣传XBox 360,但一直以来Core和Premium版的都没有HDMI接口,也就是在最近发布的顶级精英版才提供了HDMI支持。

    微软前两天刚宣布了XBox 360降价,现在大家最关心的是65纳米芯片制造技术的360何时能够上市。微软发言人表示”我们不停地为360里1700个部件更新,我们不愿对具体的部件和制造过程发表评论。“

    No Tags

    ESRB Launch Rhode Island Ratings Awareness Campaign

    Posted: 09 Aug 2007 06:15 AM GMT-06:00

    Rhode Island Attorney General Patrick Lynch and ESRB president Patricia Vance have announced a new campaign focused on heightening awareness of the board's content rating system and encouraging parents to check ratings to ensure games are appropriate for their children. Rhode Island PTA president Stephen Furtado attended the press conference to demonstrate his support for the initiative, which kicks off this month in his home state with television and radio public service announcements featuring Lynch ...

    Sierra, Stormfront Bringing Spiderwick Chronicles To Wii, 360

    Posted: 09 Aug 2007 05:58 AM GMT-06:00

    Sierra Entertainment has announced that the video game adaptation of Paramount Pictures and Nickelodeon Films' upcoming film The Spiderwick Chronicles is in development by Stormfront Studios (The Lord of the Rings The Two Towers, Eragon) for release on the Wii and Xbox 360, as well as the PlayStation 2, Nintendo DS, and PC in Febrary 2008. Sierra notes that the game "will recreate the fantastical world of the Spiderwick film and best-selling book series," and ...

    Halo 3 North American Pre-orders Surpass 1 Million

    Posted: 09 Aug 2007 05:25 AM GMT-06:00

    With the highly anticipated Halo 3 for the Xbox 360 scheduled to ship in North America September 25, Microsoft has confirmed that over 1 million copies of the game have been pre-ordered from North American retail outlets, marking the fastest pre-sale in video game history, according to the company. As previously reported, Halo 3 will be released in three editions, including the expensive Legendary Edition, which includes a replica Master Chief helmet, a version that ...

    Q& A: SOE's Beliaeff On EverQuest, Marriage, Beyond Hardcore

    Posted: 09 Aug 2007 04:41 AM GMT-06:00

    In this Q& A, Gamasutra talks to Sony Online San Diego studio head Nicholas Beliaeff about SOE's plans to broaden beyond hardcore MMOs, the history of marriage in MMOs, and keeping the EverQuest franchise alive and kicking. Beliaeff currently heads up the Southern Californian studio for the EverQuest and Star Wars Galaxies creator, and Gamasutra covered a range of subjects when quizzing him at the recent Hollywood & Games Summit. Gamasutra: Tell us some of ...

    SOE, Virgin Comics to Develop Ramayan 3392 A.D. MMO

    Posted: 09 Aug 2007 05:00 AM GMT-06:00

    Sony Online Entertaintment has joined up with Sir Richard Branson and Deepak Chopra's Virgin Comics to create a PC MMO based on the comic book universe of Ramayan 3392 A.D, first released in 2006. Through the exclusive multi-year, worldwide license agreement, SOE will develop and publish the game, with Virgin Comics serving as a creative consultant on the project. Virgin's president and head Suresh Seetharaman, who oversaw the development of the comic book series, will ...

    Double Fusion Expands With Japan Investment

    Posted: 09 Aug 2007 05:42 AM GMT-06:00

    In-game ad network Double Fusion has announced that it is expanding its presence in Japan through new investments from Japan-based media investment fund Sedona Capital, hoping to capitalize on what it calls "the world's second largest advertising market." Double Fusion notes that in addition to being the home country of seven of the top 20 videogame publishers and two of the three major console manufacturers, Japan is also home to "one of the world's largest ...

    GDC Brings Game Career Seminar To E For All Expo

    Posted: 09 Aug 2007 03:09 AM GMT-06:00

    The E For All Expo organizers have announced that the October event will feature the CMP Game Group's Game Career Seminar, devised by the creators of Game Developers Conference (and also makers of Gamasutra/GameCareerGuide.com) - a two-day seminar that will educate those getting in and already part of the game business. The overall E For All Expo will take place in downtown LA on October 18-21, 2007, at the Los Angeles Convention Center. Day one ...

    8月9日 光宇维思 金总 金霖辉

    Posted: 09 Aug 2007 09:17 AM GMT-06:00

        今天由于学院里的其他事,没能一起去,太可惜了。只能听录音看录象了。
        在十几年的游戏生涯里,他看到游戏行业从刚刚起步,然后遇到盗版冲击,再到开始复苏。这里面的酸甜苦辣只有游戏人自己知道。

        他对准备从事游戏行业的人也提出了自己的意见。现在中国虽然已经有很多武侠游戏,但很多还是在套用外国的模式,我们应该做出属于中国人自己的游戏,要把老祖宗的文化融汇贯通于我们的游戏中。这就需要游戏人才门大量积累知识,对中国文化有深入的了解。

        在问到“您觉得现在游戏行业里最缺的是什么人才?”时,他的回答:“中层领导”(我们以前认为最缺好策划)。他指出从总经理到总监,这是游戏界现在缺乏的人才。作为管理层,一般需要经历很长时间的磨练,所以是很难得才会有这样的人才。

    8月7号 金山烈火工作室 专访

    Posted: 09 Aug 2007 09:03 AM GMT-06:00

     

        好多天没更新了,忙啊,今天晚上总算没事了,玩玩游戏看看电影,把前几天的事补发过来。
    8月7日 金山烈火工作室
        金山烈火给我的第一印象就是——太安静了!安静都不敢朝那些正埋头工作前辈们多看几眼。以前认为游戏开发团队应该很开心的工作,看来也不是这样=.=
        我们的代表采访了烈火的两位老大级人物:技术总监 刘豫军、主策划杨××(临时确定的,忘了叫什么了 =.=)


        刘豫军说,金山一直是一个团结、分享、互助的团队,金山就像是一个校园,很少有等级的那种分层隔阂,人与人之间都很随和,这种感觉和氛围,让他坚持着自己的选择。但是一切坚持的源头都是出于热爱,他说就非常喜爱编程,只有这种热爱,才是支撑着他一直做下去。对于我来说还是很汗的,我不喜欢编程。

        这位就有意思多了,自称宅男,以前幻想自己是个艺术家,后来当了百事可乐的销售,每天骑电单车到处发广告,周末摆地摊,建议我们有时间一定要去当当销售……
        他说做一个策划,“普遍撒网,重点培养”是一个基本素质,脑子里要有大把大把的存储,随时等候我们的调用和差遣,方到用的时候再现找资料和学习,那种仓促是做不出好游戏的。现在我已经做到“普遍撒网”了,继续做下去!然后再找个方面重点培养,oyeah,这个就是我下个人身阶段的目标了!!!

        收获还是挺大的,慢慢消化吧,最重要的是积累,是奋斗!

    门口的大幅“金山宣言”

    合影   

    GAME disappointed by OFT decision

    Posted: 09 Aug 2007 10:19 AM GMT-06:00

    Following the OFT's statement earlier today that it was to refer the acquisition of Gamestation by GAME to the Competition Commission, the retailer has said that it is "disappointed" with the decision.

    BBC Gets in on MMO Action, for Kids

    Posted: 09 Aug 2007 09:31 AM GMT-06:00

    BLOG - While the BBC this week refuted (http://www.next-gen.biz/index.php?option=com_content task=view id=6703 Itemid=59) reports that it was set to make a major move into the games market, a press release has emerged stating that the corporation, in conjunction with IP holder Ragdoll, has announced upcoming children’s MMO Tronji World.

    嗯,对,我看到了

    Posted: 09 Aug 2007 09:16 AM GMT-06:00

    对,我看到新场景了。

     

    呵,呵,呵。

     

    就这样……

    VR室内渲染完全教程

    Posted: 09 Aug 2007 08:48 AM GMT-06:00

    先来看图,看看效果如何?!

     

    材质编辑器

     

    首先是材质 从玻璃开始 就是那个桌子的玻璃啦

    接下来是场景中的木头部分了 我只是给大家个思路和方法

    参数大家自己调 才能记好

    不锈钢的 这个很简单把反射全开就好了

    接下来是 地板

     

    窗户的玻璃 和前面的不一样 要显得反射大点

     

    把参数调低 因为只是草图

    主要是最小比率和最大比率 我一般草图都是这个参数

    采样控制黑板

    调好了设置就要开始了

    从天光开始 先打开

     

    对了掉了一点点 草图用小点图就可以了 节约时间

     

    天光开到1.5 看看效果

    黑了点 记得把窗户玻璃先隐藏 不然天光是进不来的

    我们继续调参数 加大1次和2次反弹

     

    显然还是黑了点 于是我决定加2个VR灯光

     补充刚才天光开到1.5的图

     

    下面继续 刚才不好意思了

    我们加了VR灯后把灯的细分调低 最后出光图在加大

    加了灯后效果有了很大的改善了

     

    接下来调整暴光 就是颜色帖图那里 图的右下那里

    调这可以使暗处变亮 3种方式用于不同的图 这里是第2种 指数

     

    可以看到图已经变亮了 接下来准备算光子图

    把抗拒齿开到第3个 我一般用这个

    然后把各项参数调高 灯光的细分也是的哦 还有材质的反射和细分调低可以加快速度 但是必要的不能降低如地板这种

    把渲染结束后那下面的3个都选上

    上面的参数可以自己打 也可以选择高中低等

     

    算好后 模式那个位子会自动挑到刚才算好的光图的位子

     

    光图好了后在加太阳光 这样速度上快些

     

    最后一切OK了 就可以把图大小变大了 把反射和材质 开开

    第一次写 写得不好的 大家 就包含了啊

     

    发张没有做后期的

     

    New Gamer Heading Your Way

    Posted: 09 Aug 2007 10:17 AM GMT-06:00

    Well, that didn't take too long! We have a super geeky PC Gamer Blog Editor signed up and ready to start blogging over here very soon, so keep a look out for him. New blood means new life to this...

    Continue.

    GoPets and avatar rights

    Posted: 09 Aug 2007 09:18 AM GMT-06:00

    Erik Bethke’s LiveJournal has a recent post stating that he’s offering a $5000 bounty to those who can help him draft the legal form of an avatar rights document for GoPets. Among the clauses he intends the service to sign up to:

    • Due process (including playe-run tribunals)
    • Habeas corpus
    • Free expression
    • Free assembly
    • Property rights
    • Non-discrimination
    • Account transfer rights
    • Right to keep some amount of the value generated by service errors (e.g., if there’s a bug and the player benefits, they keep some of the benefit)
    • Compensation to players for service outages exceeding the maximum standard downtime
    • Advance notice in the event of policy changes

    Maybe I’ve found my next prediction: over the next few years, more and more services will find themselves pushes towards adopting some form of the Avatar Rights document, in part because more and more platforms will be open, permit user businesses, and in general be treated as places and not games.

    So, what would you change and update about the Declaration, given that 7 years have passed?

    OFT refers GAME to Competition Comission

    Posted: 09 Aug 2007 09:45 AM GMT-06:00

    Watchdog not confident that Gamestation deal will prevent impact on consumers from loss of competition

    Halo 3 Pre-orders 1 mln Strong

    Posted: 09 Aug 2007 08:37 AM GMT-06:00

    Halo 3 pre-orders have surpassed the 1 million mark, as major brands like Mountain Dew, Pontiac and Burger King jump on board with promotional activities.

    Student Postmortem: Northeastern University's Shortfall Digital

    Posted: 09 Aug 2007 06:00 AM GMT-06:00

    What do engineering, automobile production, and innovation trees have to do with games? In the case of Shortfall Digital, they’re all pieces of an educational game that started its life as a professor-made board game.

    "game" via 柠檬杀手 in Google Reader

    unread,
    Aug 10, 2007, 12:55:55 PM8/10/07
    to cngame...@googlegroups.com

    Microsoft: Too Human Still "On Track"

    Posted: 10 Aug 2007 11:51 AM CDT

    Despite the rather ugly legal entanglement between Silicon Knights and Epic Games, Too Human publisher Microsoft told Next-Gen there is no change in the game's release plans at the current time.

    《边境之地》(AG-5)中文硬盘版

    Posted: 10 Aug 2007 04:42 AM CDT

    《边境之地》(AG-5)中文硬盘版
    【游戏平台】PC
    【游戏类型】动作射击
    【游戏语言】繁体中文
    【运行环境】
    主机需求:PentiumII500以上或与其100%兼容机种,作业系统:Microsoft Windows98/2000/PRO/ME简体中文版,光驱:4倍速以上的光驱;硬盘:700MB以上硬盘空间;内存:128MB RAM以上;屏幕分辨率:支持DirectX7.0以上或与其100%相容之显卡:声卡:对应Directx7.0以上或与其100%兼容之声卡;操作:键盘/鼠标。
    [QUOTE]解压安装后即可游戏[/QUOTE]
    【游戏简介】
    公元2500年,在地球爆发了全面性的核战。文明和科技极近毁灭,只有少数几个特区还保有原先的科技和绿地。然而这时,新诺亚帝国的统治者摩撒假“拯救最后地球”之名,开始对地球“特区联邦政府”展开大规模侵略行动。其中以“AG-5特攻小组”所捍卫的“边境之地”战况最为激烈
      “AG-5特攻小组”是由一群英勇可爱的美少女战士所组成。玩家担任“AG-5特攻小组”的指挥官,带领著“AG-5特攻小组”抵御“新诺亚帝国”的侵略。在这群英勇的美少女战士里,各个均怀有独特的能力,所驾驶的机甲战士也各有其特色。每一关任务简报后,玩家可以从众多的美少女队员中选择所将执行任务的角色,当然也可以根据任务的提示选择适当能力的角色,并且为其所驾驶的机甲更换各式各样先进的武器,进行机甲火力上的调配,来顺利达成上级所赋予的任务。


    This posting includes an audio/video/photo media file: Download Now

    Nvidia Q2 Results Show Record Gains

    Posted: 10 Aug 2007 06:01 AM CDT

    Nvidia has reported its Q208 financial results, showing a record 36 percent increase in sales to $935.3 million, versus $687.5 in the same quarter the previous year. Profits also showed record-breaking gains for the graphics processing tech company at $172.7 million, a 99 percent increase over the second quarter of the year prior. Looking at the first half of Nvidia's fiscal year, sales have increased 30 percent to a record $1.78 billion, up from $1.37 ...

    Game, Gamestation Merger Under Monopoly Scrutiny

    Posted: 10 Aug 2007 06:01 AM CDT

    Following the May acquisition of Blockbuster's Gamestation outlets by UK based international retailer Game, Britain's Office of Fair Trading (OFT) has ordered that the deal by turned over to the to the Competition Commission on concerns of market monopoly. OFT chief executive John Fingleton allowed that "Amazon, Play.com and eBay and more generalist retailers like Woolworths, HMV and Virgin" would still remain competitive following the merger, but still expressed concern over the deal. "This merger ...

    GCG Student Postmortem: 'Northeastern University's Shortfall Digital'

    Posted: 10 Aug 2007 07:56 AM CDT

    In this latest exclusive postmortem for Gamasutra sister site Game Career Guide, student developers Mark and Seth Sivak discuss Shortfall Digital, an educational game that incorporates engineering, automobile production, and innovation trees. Originally a professor-made board game, in this excerpt the students explain some of the unique challenges they faced in translating Shortfall into an electronic format: "Switching from a tabletop game to a digital one posed a number of unique challenges for us. These ...

    IGS Video: Eric Zimmerman On Casual Games, Gamelab

    Posted: 10 Aug 2007 06:55 AM CDT

    The IGS organizers are continuing to put online key video lectures from the Independent Games Summit, the IGF-affiliated event that took place for the first time at Game Developers Conference 2007 at the Moscone Center in San Francisco, on March 5th and 6th, 2007. (The Summit, created by the CMP Game Group, as is Gamasutra, is planned again for GDC in February 2008.) The video of the 2007 Independent Games Summit is being online "for ...

    Feature: 'Book Excerpt: Exploiting Online Games'

    Posted: 10 Aug 2007 07:45 AM CDT

    Security is a growing concern among both players and providers of MMOs, and in this exclusive book extract from 'Exploiting Online Games', authors Gary McGraw and Greg Hoglund look at data exposure and countermeasures for macro bots in online games. As discussed in the extract, there are many types of in-game data that can be exploited for various purposes, including aiming through what are known as aimbots, explained below: "Elsewhere in the book, we introduce ...

    From the Makers of Next-Gen

    Posted: 10 Aug 2007 10:51 AM CDT

    It launches on Monday but we’re offering Next-Gen readers a sneak weekend peek.

    JAPAN: Wii Fit Tops Interest

    Posted: 10 Aug 2007 10:03 AM CDT

    Japan's Famitsu recently asked readers what they thought were the top 10 recent news events--and Peter Moore's departure from Microsoft beat out PlayStation Home. Wii Fit, though, comes out on top, overall. Tim Rogers runs down the Famitusu results...

    ELSPA echoes Eidos' govt call

    Posted: 10 Aug 2007 10:43 AM CDT

    The trade body wants more support for the UK games industry, and tells GamesIndustryit needs protecting from "uncompetitive activities."

    国内网络游戏十大跳票之王(组图)

    Posted: 10 Aug 2007 06:21 AM CDT

     不知道从什么时候开始跳票已经成为游戏发布的一个代名词,大凡有点名气或者是想有点名气的游戏总是小则1个月、大则数年的跳上那么一跳。跳票的游戏见多了,普通玩家对于跳票的原因也能略知一二。比如游戏开发需要回炉,或者游戏引擎要大幅度更新,更或者投资方换了,工作室撤了,要添加新内容了。反正跳票的理由千千万,挺多了排列组合下来也就那么几个关键字。不过在单机游戏萎靡不振,网络游戏大行其道的国内,对于玩家而言只要我注册不了帐号,玩不了游戏,就可以统一认为是跳票。

        毕竟网络游戏鲜有试玩版,就算有外国服可以去逛逛,但也毕竟不是咱国人的土地,人生地不熟的没有亲切感……说到这里,突然想起某游戏的宣传词“畅玩《蒸汽幻想》,喜迎北京奥运”。是说在2006年的,不过放到07年8月的今天来看,似乎也不是太遥远了。期待10年的《星际2》现在还遥遥无期呢,我们还有什么等不得的?

    TOP10、剑侠情缘OL


    国内网络游戏十大跳票之王(组图)

    跳票指数 3.8

        如果说那款网络游戏是开创了大陆网络游戏先河的,那一定是非《剑侠情缘OL》莫属了,现在的玩家也许无法知道当年用4张CD玩《剑侠情缘》单机版的日子是什么样的。作为国产RPG的开山之作,《剑侠情缘》从1997年开始便伴随着国产游戏的兴衰荣辱起起伏伏。而在2002年就放出《剑侠情缘OL》即将公测的金山却让玩家在2003年年底才让玩家看到该游戏。而2005年《剑网2》开测的时候,金山软件说《剑网3》在2006年12月必然出来,结果到了2007年8月了,就连“研发三年”的《春秋Q传》也即将面试的时候,《剑网3》还没有任何消息。可见金山的底气真是相当的十足啊!

    TOP9、三国志OL


    国内网络游戏十大跳票之王(组图)

     

    跳票指数 4.0

        《三国志Online》的内测很早就开始了,而且在当时也公布了07年即将公测的消息。本来国内玩家还在猜测该游戏将由谁代理呢,这下非但日服的公测我们看不到,就连关荣官网对其报道也噶然而止。一向严谨的光荣在研发、运营《大航海时代Online》的过程中,CB、OB、CO(收费)几个环节非常紧凑、毫不拖沓,连之后的版本升级、资料片推出,海外运营的开展都是有条不紊的一步步接上。每一次举措都会有安排和预告,而且都极为守时。对于《三国志Online》目前暂时从官方和媒体中“消失”的现状不能不说比较反常。

        根据参加过内测的玩家介绍,在日服期间由于对低端显卡向下兼容差外加画面效果并没有得到开发方的认可,导致了领导层对游戏未来受众的担心。而作为《三国志OL》最应该具有特色的“国战”却概念模糊不清,无论是“领土”还是对抗性都没有很好的体现。这直接导致了作为光荣“王牌”的《三国志OL》直接跳票。不过如此严谨的制作态度确实值得国内厂商学习。

    TOP8、大航海OL


    国内网络游戏十大跳票之王(组图)

        跳票指数 4.0

    同样出自光荣的《大航海OL》在国内一直不缺支持者。在那个精品单机游戏匮乏的年代,能够熟练《大航海》的同学都是值得自豪的。

    在2004年日本光荣就公布消息《大航海时代Online》将于11月开始Beta测试(12月15日结束),并且从9月15日起开始招募玩家参加。但是随后又将游戏的测试期延至2005年春。不过大陆玩家却等到了2006年的11月才开始公测。这让蜗牛的《航海世纪OL》找到了非常好的时机,不仅仅在其之前推出并测试,而且还早早的进入了收费运营甚至海外出口。这也是国内少见的民族的战胜世界的典型案例。

    TOP7、 征途正式版


    国内网络游戏十大跳票之王(组图)

     

    跳票指数 4.2

    “《征途》此次推出的正式版,历经内测、公测和为时两年的大规模测试,已经基本成型。”没想到被史玉柱宣传为中国最赚钱网游的《征途》,大家始终把钱花在了帮他们“测试”上。根据对于正式版的说明,我们可以看到几乎所有的系统都得到了提升——更多的双倍经验活动、更多的任务等,总之正式版中可花钱的地方可多了不少。不过如此“贴心”切不耽误玩家游戏的“跳票”,让我们说什么好呢?

    TOP6、天下贰


    国内网络游戏十大跳票之王(组图)

    跳票指数4.3

    对以研发见长且几乎让自己转型的网易来说,也许早早就意识到了单靠“西游”是无法保住自己江山的。不过百万奇迹并没有让网易在3D网游上目前有太大收获——历时数年研发的《大唐》市场反应平淡,玩者寥寥;而身负众望的《天下2》数测数停,屡屡跳票。于是失望的玩家评论道:“天荒地老终有时,此等绵绵无绝期……”。事实上《天下2》本来预计2006年内推出,也曾经于一季度封闭内测过。但是2007年上半年在经历不长时间的再次封测后,网易却出乎意料的宣布游戏要回炉,这让许多想玩玩这款“国产魔兽”的玩家大跌眼镜。不过仔细来看《天下2》的市场推广,被形容为“混乱”都不未过。但是在这个游戏行业里敢于如此直白的承认失败,网易是第一家。同时网易并没有去追究任何员工的责任,而是兢兢业业的在失败中努力振作。这点打击也许对于如日中天的网易反而会是个好事。

    TOP5:奇迹世界


    国内网络游戏十大跳票之王(组图)

     

    跳票指数 4.4

    奇迹世界虽然现在已经公测有3个月了,但事实这也是一款跳票的“好手”。作为奇迹原开发公司WEBZEN的第二款作品,几乎全国的玩家都他期盼已久。据说第一次内测玩家招募期间有数十万玩家报名参加,不过事实上在2006年的时候就分析师在第九城市发布当年第二季度财报的时候,就询问了关于这款精品大作的测试日期,虽然朱骏当时表示其将会在2007年第一季度投放市场,但是对于国内玩家来说将近一年的等待也着实辛苦。

    即使如此,国内玩家在获取游戏帐号的事情也是焦心了将近3个月,从06年底不到500人的技术性封测到2月份开放的内测,一直到2007年的4月18日中国玩家才迎来了这款“迟到”的佳作,不过好在游戏开放当天在线人数就超过40万的成绩,让中国玩家终于再享当年的战斗乐趣!

    TOP4、FIFA OL


    国内网络游戏十大跳票之王(组图)

    跳票指数 4.5

    FIFA OL是由EA在FIFA系列基础上开发的网络版,在2000年左右的时候EA就曾经宣布要开发该系列游戏的网络版,但是全球玩家真正体验这款游戏却是在2006年的德国世界杯上。虽然在2005年的2月16日开始了第一次的测试,但是仅仅1万名玩家的额度让国内真正感受过“准足球游戏网络版”的人廖廖无几。而对于中国玩家而言,是谁最终代理这款体育类的网络大作更是好事多磨,虽然期间传说将最后代理该游戏的厂家多达3个,但是最后还是让第九城市以“精品战略”的旋风给收入囊中了。不过国内玩家听说关于FIFAOL的最新消息只是在7月的CHINA JOY上看到的展台和一段CG。看来中国玩家要再等上一段时间了。

    TOP3、卓越之剑GE


    国内网络游戏十大跳票之王(组图)

    跳票指数 4.6

     

    用十年磨一卓越之剑来评价该游戏真的是一点都不为过,其实跟奇迹世界的前身很想,虽然卓越之剑没有在名字上做文章,但它确实是“RO之父”金学圭在RO之后的第二款作品。虽然早在2005年底韩国就进行了第2次阶段性封闭测试,不过游戏真实细腻而又极具风格的画面给人留下了深刻印象,在3D引擎刻画下的具有鲜明欧洲巴洛克式风格的建筑,逼真精细的自然景观都营造出浓厚的欧洲17、18世纪历史气息。而卓越之剑GE世界首创的MCC(多角色控制)系统,准许玩家在游戏时同时控制三个角色;NPC收藏系统,玩家可以收集游戏中遇到的所有NPC,让他们成为完全由玩家操控可以自由升级,装备道具的玩家角色,无不可以极大激发玩家的好奇心和尝试心理。不过最近随着官方将海象咖啡馆更新为正式的官方网站,想必国内玩家应该距离属于自己的“卓越之剑”不远了吧。

    TOP2、莎木OL


    国内网络游戏十大跳票之王(组图)

    跳票指数 4.9

    其实国内真正玩过莎木的玩家并不多,到是一次又一次“真实”的跳票(据说是开发团队的屡次更换导致),让大陆玩家从2004年就不间断的能听到这款游戏的种种消息。作为原本的《莎木》预计推出共 16 个章节的故事,但由于后续SEGA宣布退出游乐器主机硬件市场,故《莎木》在 2001 年推出包含到第 6 章故事的《莎木 II》之后,迟迟未有续作。在游戏圈看来如果莎木OL能够真正面试,在很大程度上可以看作为SEGA在游戏行业的卷图从来。

    而改游戏之所以被关注在很大程度上也得益于其制作人铃木裕的名气。虽然他一再强调莎木OL几乎可以说成是针对中国玩家以及中国武术开发的作品,其“多人格斗系统”甚至可以支持达到300人进行乱斗。尽管2005年SEGA高调在中国成立“世嘉中国网络科技游戏公司”本让业内以为是莎木OL登录中国的前兆,但是随着一年半后该公司的夭折以及目前日本版权、韩国策划、中国开发的现状,让我们基本以及开始忘却了这个名字以及SEGA了。

    TOP1、魔兽世界


    国内网络游戏十大跳票之王(组图)

    跳票指数 5.0

    事实上魔兽世界资料片的跳票并不是游戏圈内最长的——甚至比起上面提到的9款游戏的大多数作品要短的多。但是由于国内玩家几乎对该游戏陷入了一种“痴狂”的状态,同时又看着其他各种语言版本的“资料片”都已经开了数个月,更是手上抓狂。也许是心急的玩家无心“造谣”吧,让听到假公布时间的玩家最后必然失望,于是“燃烧的远征”也就自然成为了国人心目中最能跳票的网络游戏了。

    关于其跳票历史大部分玩家都已经可以“如数家珍”了,在这里我们不妨看看一些围绕这几个月发生的有趣事情算作全文的结尾吧。

    1、 凡是新版本统称“资料片”或“XX远征”:也许是这几个字特别容易激发国人的敏感神经吧,我们在这不到半年的时间里已经可以看到不下10款网络游戏称自己的新版本为这个名字了。其中也有第九城市同门作品奇迹世界的“火龙谷"勇士远征”。

    2、 每个月都有人站出来宣布“资料片”的上线时间。笔者在各个论坛上看到说自己通过某某小道消息得知了的“最后时间”。但假的终究还是假的。

    3、 泄露内幕的内部GM无数:虽然大部分都知道真正的时间点和各种级别绝不可能掌握在GM手中,不过关于某某九城GM站出来公告天下的内部版本在这期间也不见其数了。

    4、 TBC=什么?TBC=特别迟=它不出……诸如种种都跟当年的BMW=别摸我有一拼。这也足见玩家的期待和可爱。

    ……

    诸如此类发生在这半年的事情还有很多,而根据最近一次小道说TBC马上就要开了,不知道是真是假,不过让我们“掐指算算”的话,应该真的差不多了……

    成人网游测试推迟 玩家不抱怨反倒鼓励

    Posted: 10 Aug 2007 06:15 AM CDT

        近日,韩国成人MMORPG《Pangaea》在压测期间,虽然大部分玩家都没进行过顺畅的游戏,但官方论坛里比较多的帖子还是鼓励官方的贴,而不是抱怨的。

      《Pangaea》韩国压测计划从8月3日进行到5日,但因压测当天有4万名以上的玩家涌入,服务器出现了致命的错误。

      《Pangaea》官方在公告上写到,虽然没做广告,但突然涌入的4万多名玩家使游戏数据库产生了致命的错误,虽计划利用现有服务器重新进行测试,但因情况的复杂只能推迟压测,望谅解。

      业界分析,玩家鼓励贴较多的原因是因为运营商把玩家放到了第一位。出现问题之后,官方迅速发出公告,对玩家表示歉意的同时公开详尽的测试日期推迟理由和修复工作进行情况稳住玩家。

      按常理测试日期突然推迟,会招来很多玩家的抱怨,但《Pangaea》官方论坛里的玩家则发帖称,虽然压测日期推迟很可惜,但为了游戏的完成度愿意等下去。

      一位玩家称,迅速发公告表示歉意,并在论坛里一一回帖的官方态度给我印象深刻。大多运营商在公测之后会出现对运营疏忽的问题,希望《Pangaea》运营态度始终不变。

      另一位玩家称,最近推迟内测日期的大部分游戏招玩家指责,是因为运营商目中无人,连推迟内测的消息也不会第一时间通知玩家。虽然开始测试时因玩家的涌入出现卡的现象和BUG可以理解,但无视玩家的运营决不可饶恕。

      推迟压测日期的《Pangaea》,早则会在8月末重新进行韩国压力测试。

      *有玩家称,玩家可以等待《Pangaea》下次压力测试,是因为其是一款成人游戏。不管出于什么原因,玩家至上的态度是值得提倡的,也会少招玩家的指责,还有可能吸引更多玩家的加入。


    成人网游测试推迟 玩家不抱怨反倒鼓励

    成人网游测试推迟 玩家不抱怨反倒鼓励

    成人网游测试推迟 玩家不抱怨反倒鼓励

    成人网游测试推迟 玩家不抱怨反倒鼓励

    成人网游测试推迟 玩家不抱怨反倒鼓励

    成人网游测试推迟 玩家不抱怨反倒鼓励

    成人网游测试推迟 玩家不抱怨反倒鼓励

    成人网游测试推迟 玩家不抱怨反倒鼓励

    成人网游测试推迟 玩家不抱怨反倒鼓励

    成人网游测试推迟 玩家不抱怨反倒鼓励

    荒岛求生!《模拟人生2 生存游戏》

    Posted: 09 Aug 2007 09:46 AM CDT

        《模拟人生2生存游戏》新作公开!

      《模拟人生2生存游戏》目的是让你的模拟人物接受生存的考验并在神秘的热带岛屿上兴旺发展。在《模拟人生2生存游戏》里,旅途是从你的模拟人物被冲到一个神秘的热带岛屿开始的。他们必须克服大自然的力量,制作生存工具,并探索身边的环境以揭开岛屿的神秘面纱。他们将在这个未开发的天堂里学习如何从挫折中学习好好生活,也会发现层层线索并最终重返文明社会。通过发现隐藏在丛林深处的丰富宝藏和远古迷团,你的模拟人物将这个热带岛屿所能提供给他们的所有财富,包括植物,水果,野生动植物等等!在经历了小岛带来的重重挑战之后,你的模拟人物将经历巨大的改变,褴褛的衣衫和黝黑的皮肤,他们终将学会如何生存。


    荒岛求生!《模拟人生2 生存游戏》

    特点:
    " 活着!——为你的模拟人物提供基本生存需要,让他们生存下去。
    " 探索神秘的岛屿——探索新环境的特点:沙滩,洞穴,礁石,丛林,草原和火山。
    " 制造工具——敲敲打打创立新的生活。开发工具,建造避难所,打造家具,制作衣服,创造文化和娱乐。
    " 积累和收集——储存鱼类,设置陷阱捕捉动物,种植植物,收集贝壳,整理并破译藏宝图。
    " 繁荣还是逃亡——你需要选择是在岛上建造舒适的生活,还是寻找途径回到文明世界。
    " 建立团队——在大量的模拟人物里选择合适人选:汽车修理工,厨师,医生,音乐家,教师,执行官或护林员。每个模拟人物都拥有独一无二的幽默和智慧。重新组织你队伍的成员,然后建立一个繁荣的社会吧。

      《模拟人生2生存游戏》将在今年秋天推出PSP版本,感兴趣的玩家请留意电玩巴士后续报道!

    荒岛求生!《模拟人生2 生存游戏》  荒岛求生!《模拟人生2 生存游戏》

    荒岛求生!《模拟人生2 生存游戏》  荒岛求生!《模拟人生2 生存游戏》

    荒岛求生!《模拟人生2 生存游戏》  荒岛求生!《模拟人生2 生存游戏》

    大学生曝4年网游经历:靠女友喂饭【转载】

    Posted: 09 Aug 2007 09:42 AM CDT

        常问别人借钱

      2002年10月,我开始玩网游《奇迹》。起初,游戏公测是免费的,在宿舍玩每月只需交上网费20元。后来游戏开始收费,当时是点卡30元一张,月卡50元一张。对于我来说,点卡远远不够用,只能改买月卡。

      月卡每月50元,我一直玩了18个月。这期间,平均每月包夜三次,每次包夜费、饮料和夜宵的费要20元。也就是说,每月在游戏上的花费是110元。那时,我每月的生活费500元,游戏费用超过生活费的五分之一。一年内,我在游戏上的花费超过了2000元。最后离开游戏,我的号卖了500元。

      那种几乎一直在网吧生活的大学生,每天全部消费要30元,一个月超过1000元,主要用来吃饭、买饮料、点卡和网费。

      我有4个同学,在《奇迹》上花费长达两年。因为学校晚上断电,白天网速太慢,每周都要包夜两三次,每次出去要花20元左右,周末还有一天时间花费在网吧。他们每月在网络游戏上的花费超过400元,而生活费总共不超过700元,以致经常会向别的同学借钱。白天逃课补觉是常有的事,被老师多次点名,4人都有不及格重修的经历,少的一门,多的有五六门。

      “一天上两次班”

      上班后,我一直在玩游戏,去年10月份开始玩第九城市代理的《魔兽世界》。电脑的配置跟不上,为节省开支,就花了3200元更换了CPU、显卡、内存。

      当时玩《魔兽世界》的人很多,要排队两三个小时才能登录上去,所以每晚回家就开始睡觉,第二天凌晨4点不到就起床,玩到8点匆匆上班,睡眠质量不高,上班常出错误。

      去年12月,公司倒闭,就一直没找新工作,在家专职玩游戏。直到今年三月,我又找到了工作,就进入“一天上两次班”的典型上班族“魔兽”玩家状态。

      “魔兽”为了保证游戏公平,防止金钱交易参与到游戏过程中来,要求玩家必须依靠自己的努力才能获得更好的装备。因此,“上班族”只能一天两班——白天正常上班,晚上下班之后18时半上线,23时半之后下线,如同上班一样。到了周末,肯定会花更多的时间在游戏上面。

      靠女友喂饭

      装备被盗是一件很头疼的事,虽然装备损失可以通过客服取回,但是金币却不能取回。我被盗损失3000金币,相当于人民币180元。虽然不多,但是要在游戏里省吃俭用打工一个月才赚得回来。

      更要命的是,盗号的人利用我的账号,跟游戏里许多人借钱,号称低价卖点卡来骗金币。搞得我名声很臭,失去了游戏里玩家的信任,最近几乎每次一上线都会有人骂我。

      长此以往,女友肯定都不满我玩游戏。因为这个游戏几乎让我把女友完全忽略掉。晚上一起吃饭的时间没有了,周末一起逛街看电影的时间也没有了。

      我玩游戏的时候,女友几次喂饭给我。因为我腾不出手来。

      有时怕自己在家里通宵玩游戏打搅家人休息,晚上出去包夜。结果,不小心被人在饮料里面下了迷药,钱包被偷,损失几百元,还导致自己急性肾功能衰竭。住院一周,耽误工作不说,还要担心自己病情恶化。幸运的是,身体复原了,但还是花了3000多元的治疗费。从那之后,我再不去网吧了。目前,自己还是“一天两班”的生活,反复反复。

                                                       来源:中国青年报

    IBM称网游可以培养员工的领导能力

    Posted: 09 Aug 2007 09:39 AM CDT

        IBM商业价值研究院的研究人员Eric Lesser说:“在网络游戏中所学到的东西可以直接应用到你的工作中,比如把人们聚集到一起的能力、辨别人们所拥有的技能和经验的能力、迅速的反映能力等都与工作中所需具备的能力息息相关。  ”

      一样的技能要求

      根据这项研究表明玩家在网络游戏中创建一个在线游戏人物,加入到一个团队中去完成任务,努力在一个环境中生存,这需要与人合作能力、组织能力、冒险精神、影响力和沟通能力。

      23岁的游戏玩家Jesse Baker表示他很喜欢玩《魔兽世界》,最喜欢的角色是刺客。他曾经领导40个玩家完成一项攻击敌人战略要点的袭击任务。

      Baker说:“在袭击行动中最重要的是沟通能力。当你领导一只40人组成的队伍时,你必须去和每个人交流,让每个人都明白自己要做什么。”

      在工作中也是一样,只不过你的敌人不是怪兽而已。

      Baker是专业的游戏测试人员,他与游戏的开发者在一起工作。Baker说:“我以前并没有认真地想过这个问题,但是渐渐发现自己确实从游戏中学到了很多,比如耐心、集中注意力、建立团队、与别人合作等等。有时你必须要冒风险,必须在正确的时刻做出正确的决策。”

      从经验中吸取教训

      在这项研究中,IBM调查了本公司214名玩游戏的员工,其中接近一半的人表示玩游戏可以提高人们在现实生活中的领导能力。超过四成的人表示他们曾经把从游戏中学习到的领导技巧应用到实际的工作中。

      Lesser表示在网络游戏中领导一只袭击队伍就像在现实生活中建立一只团队一样,在这只队伍里每个人具有不同特长。你必须合理地分配任务,激发大家的斗志,通力合作去完成一项任务。

      在网络游戏中,游戏人物犯了错误可以重新再玩一次,但在现实世界的商业活动中游戏规则就完全不一样了。你可以从游戏中吸取经验教训,在工作中尽量减少失误。

      全新的形式

      IBM公司本身就倡导虚拟的工作空间,IBM在公司员工创办的网络游戏《第二人生》中拥有一大块地盘。IBM公司中40%的员工并不是每天都去公司上班,他们的研究组是虚拟的,成员分布在世界各地。

      Lesser强调关键问题是思考什么是虚拟的领导能力,如何将这种能力应用到现实生活中。

      Lesser还说:“以前人们常常将体育、军事等活动形容为可以锻炼人们的领导能力,但现在网络游戏创造了一种全新的提高人们的领导能力的形式。”

    北美PC游戏最新排行 《文明4》登顶

    Posted: 09 Aug 2007 09:37 AM CDT

        NPD Group又公布了截至7月28日的北美PC游戏一周销量排行榜TOP10,结果《文明4》的新款资料片出乎意料地挤掉了“魔兽”兄弟俩,高居榜首,而这也是本周唯一一款新上榜的游戏。

      被挤出TOP10的是原来排在第十位的微软《帝国时代III》。

      1、《文明4:超越刀锋》 - 2K Games
      2、《魔兽世界》 - 暴雪
      3、《魔兽世界:燃烧的征程》 - 暴雪
      4、《模拟人生2:豪华版》- EA
      5、《模拟人生2:H&M流行组合》 - EA
      6、《模拟人生2:季节》 - EA
      7、《南茜朱儿之冰溪白狼》 - Her Interactive 
      8、《哈里波特与凤凰社》 - EA
      9、《命令与征服III》 - EA
      10、《变形金刚》 - Activision


    北美PC游戏最新排行 《文明4》登顶

    10部最令人期待的游戏改编电影(图)

    Posted: 09 Aug 2007 09:33 AM CDT

        只要有火爆的游戏题材就一定会有改编的电影,近期有很多人气游戏大作都放出了即将改编电影版的消息。这对玩家来说是一个好消息。不过我们也真心希望这些游戏电影的素质确实能够令人满意。下面是一些玩家最期待能在电影院看到的游戏大片。

        《战争机器》


    10部最令人期待的游戏改编电影(图)

      XBOX360《战争机器》可是说目前是全球人气最高的射击游戏,《战争机器》系列已经成为了《光环》之后微软的又一大招牌。日前,New Line Cinema已经获得了微软以及EPIC的授权,将开始筹划拍摄《战争机器》电影版,并邀请著名编剧Stuart Beattie(加勒比海盗系列的编剧)亲自操刀编写剧本。预计此片将于2009年暑期问世。本作将会以《战争机器》的故事背景出发,从另一个角度审视《战争机器》的世界。《战争机器》这款游戏改编电影还是很合适的,不过如何做到既让玩家满意又能获得票房很不容易。

      《战神》

    10部最令人期待的游戏改编电影(图)

      初代《战神》曾经在美国取得了167万套销量的骄人战绩,随着PS2版《战神Ⅱ》在美国首发,眼看一股新的硬派动作游戏热潮又即将在美国兴起。不过本作的制作人似乎并不打算就此收手,近日又传来消息说,《战神》将计划开拍电影版。《战神》的故事情节很适合改拍电影,不过游戏太优秀了,电影就并不好拍。而且战神的人选也是个问题。据制作人介绍,他认为扮演主人公奎托斯的人选,是好莱坞黑人影星吉蒙·休斯。相信这就会让很多玩家不满。不过我们还是希望《战神》的电影能够比游戏还吸引人。

      《波斯王子》

    10部最令人期待的游戏改编电影(图)

      育碧的跨平台动作游戏《波斯王子:时之砂》,算是2003年度游戏界最让人讶异的黑马游戏,不但被全球各大游戏媒体评选为年度最佳动作游戏,AIAS奖项一举拿下八个,可说是当时AIAS游戏的最大赢家。时隔几年之后,好莱坞开始关注这款游戏了。业内人士在博客上写道:“迪斯尼影业和Jerry Bruckheimer公司将联合制作一部以育碧热卖游戏《波斯王子》为蓝本的电影,这部电影将会在2008年夏天发布。”据称,这款游戏改编的电影将会参照《加勒比海盗》的开发路线,是否值得期待一下?

      《合金装备》

    10部最令人期待的游戏改编电影(图)

      Konami官方曾透露说计划拍摄一部以潜入动作游戏《合金装备(Metal Gear Solid)》为题材改编的同名电影。《合金装备》电影版的开发工作由索尼电影娱乐有限公司手下的工作室负责开发。目前已经在拍摄中。《合金装备》本来就是一部电影化风格非常鲜明的游戏作品,游戏本身采用的其实就是电影式的叙事手法。但是如何能把玩家们心目中所期待的Snake的形象展现在电影荧幕上,还需要拍摄小组去努力。

      《鬼武者》

    10部最令人期待的游戏改编电影(图)

      继《BIO》、《寂静岭》等游戏改编为电影之后,好莱坞的下一个电影化目标将是CAPCOM公司的《鬼武者》。《鬼武者》电影版预计将会在2007年开拍,拍摄地点并非日本而将会是在中国。虽然目前还不知主演是谁,但相信玩过《鬼武者》系列的玩家心中早已有了最佳人选。也期待这部电影的表现。

        《鬼泣》


    10部最令人期待的游戏改编电影(图)

      CAPCOM的“鬼泣”系列游戏以其多样的动作、爽快流畅的操作而获得了玩家们的好评。《鬼泣》电影版开拍的消息2005年就传出来了,据说制作经费将会超过4000万美元。不过后来一直没有消息,去年国外网站终于放出了《鬼泣》电影版的几张剧照。从剧照上看,人物造型还是相当令人满意的。

      《生化危机》

    10部最令人期待的游戏改编电影(图)

      《生化危机:灭绝》是根据同名游戏改编的《生化危机》系列电影的第3部,本作也是电影3部曲的最后一部。前几部电影的票房大获成功。本片延续了原班人马打造,主角“爱丽丝”继续由深受影迷喜爱的米拉·乔沃维奇扮演。在本作中米拉·乔沃维奇将更加野性和性感,热裤配合连筒裤袜外加低胸装和牛仔风衣的装扮,完美的展现了米拉·乔沃维奇名模出身的傲人身材。

      《杀手47》

    10部最令人期待的游戏改编电影(图)

      杀手47的名字可以说是代表了游戏历史上最暴力的角色之一,这部游戏也将被搬上电影银幕。好莱坞明星也将会加盟这部影片。由好莱坞知名编剧Skip Woods为电影《杀手47》撰写的剧本日前已经通过了电影的发行商20世纪福克斯公司的审核。影片目前正由法国制片人Luc Besson(《第五元素》的制片人)负责制作,而《杀手47》系列的原创作者也将担任剧本制作以及影片拍摄的监制工作。《杀手47》可以说是超豪华明星阵容,究竟拍出来好不好看,只能拭目以待。

      《魔兽世界》

    10部最令人期待的游戏改编电影(图)

      华纳旗下的制作了《超人归来》和《蝙蝠侠》的公司Legendary Pictures可能将暴雪公司广受好评的魔兽系列游戏搬上银幕。影片故事将与任何一部游戏的情节均不同,但是仍然发生在艾泽拉斯世界上。不过坦率地说,这部电影的拍摄应该是最有难度的,魔兽的玩家实在太多了,其故事和人物也深入人心。《魔兽世界》电影如何能让玩家满意实在是个大难题。个人感觉不如拍个动画(相关新闻)电影。

      《寂静岭2》

    10部最令人期待的游戏改编电影(图)

      根据经典恐怖游戏《寂静岭》改编的同名电影去年上映以后,票房收入大获成功,在排行榜上仅次于《电锯惊魂3》和《美国怪谈》。《寂静岭》电影版导演近日表示可能会执导《寂静岭》的续集,并给出故事的大结局。由于首部《寂静岭》电影还算令人满意,相信这部续集也不会让玩家们失望。

    只讲奉献,无需感恩——论雷锋精神与学会感恩!

    Posted: 10 Aug 2007 10:02 AM CDT

    只讲奉献,无需感恩
                             ——论雷锋精神与学会感恩!
     
    雷锋精神就是奉献精神,
    奉献两个字都是给与的意思,
    所以雷锋精神只讲给与,不讲回报!
    但是最近一段时间社会上流行学会感恩的口号,
    而且与雷锋精神挂钩,
    试图让人们以学会感恩的方式唤起几乎忘记的雷锋精神,
    如果这个方法可行,
    真的让全社会都重新认识到雷锋精神的重要性了,
    那么对于已经学会时刻不忘感恩与回报的人们,
    这种完全不讲回报的奉献精神还有意义吗?
     
    什么是恩情,
    一个党领导一个国家走向繁荣是恩情吗?
    一个父亲抚养儿子健康成长是恩情吗?
    一个医生医治好一位患者是恩情吗?
    ......是恩情吗?
    不是!
    是责任!
     
    不知道提出学会感恩这个口号的是谁?
    这个口号辜负了中国共产党党章,辜负了父爱,辜负了医德!
    或者说这个口号把真理本末倒置,
    把天经地义应该的事情变成了一种施舍!
     
    甚至,
    这种荒唐的口号被资本家利用,
    把对劳动者的剥削变成了理所应当,理直气壮的!
    资本家对工人提出学会感恩的口号,
    让工人在被压榨的同时还产生负罪感,
    觉得资本家对工人有恩情,施舍给工人这份工作,
    工人就算是加班加点的干活,还是欠老板的!
     
    所以说,
    这样的口号出现在无产阶级政党领导的中国社会,
    并且跟雷锋精神捆绑在一起,
    是被经济发展热潮冲昏头脑的中国人的耻辱,
    更是人类在通往共产主义道路上的一种倒退行为!
     
    雷锋精神,不求回报!
    雷锋在公交车上面为老人让座,
    难道老人会想,我真要感谢这个人,
    不会,因为将来老人会在别人需要的时候提供帮助,
    雷锋在工地帮工人干活,
    难道工人们会想,我们真要感谢这个人,
    不会,因为将来工人们也会在别人需要的时候提供帮助,
    雷锋,老人,工人师傅,
    他们当时把全社会看成同一个家庭,
    把劳动人民看成同一个身体,
    难道左手接过右手提的水桶,
    右手会想,我应该感谢左手吧?
    不会,将来右手会二话不说就帮助左手!
     
    现今的中国社会,很多人忘记了社会主义的目标,忘记了共产主义的意义,
    共产主义的自觉劳动,按需分配,不正是把劳动和需求变成了一种自然而然的东西吗,
    人们劳动,不是因为不劳动没饭吃,而是因为想劳动,需要劳动,没有理由,
    人们需求,也不是为了更好的劳动,也是因为必须需求,
    在社会主义初级阶段的今天,
    雷锋精神里面所体现出来的奉献,同样不也是没有任何附加条件的吗?
    为什么要讲恩情,为什么要讲回报,
    难道奉献精神不是理所应当,天经地义的吗?
    所以我说,
    只讲奉献,无需感恩!
     
     
     
     
     

    Book Excerpt: Exploiting Online Games

    Posted: 10 Aug 2007 11:00 AM CDT

    Security is a growing concern among both players and providers of MMOs, and in this exclusive book extract from 'Exploiting Online Games', authors Gary McGraw and Greg Hoglund look at data exposure and countermeasures for macro bots in online games.

    收集齐了!

    Posted: 10 Aug 2007 08:26 AM CDT

    已经给抽没了,幸好店家还有剩下的、样板的,10元一个便宜入手。

    万岁!

    "game" via 柠檬杀手 in Google Reader

    unread,
    Aug 11, 2007, 12:36:55 PM8/11/07
    to cngame...@googlegroups.com

    《幽灵行动3:尖峰战士》(Ghost Recon:Advanced Warfighter) 繁体中文硬盘版

    Posted: 11 Aug 2007 02:35 AM GMT-06:00

    《幽灵行动3:尖峰战士》(Ghost Recon:Advanced Warfighter) 繁体中文硬盘版
    游戏名称:幽灵行动3之次世代战士
    英文名称:Ghost Recon Advanced Warfighter Chinese Big5
    游戏制作:Ubi Soft Entertainment
    游戏发行:松岗科技
    游戏语种:繁体中文
    游戏类型:FPS
    官方网址:http://www.ghostrecon.com/us/ghostrecon3/
    8:00~23:00 固定在DS2做源,使用Xtreme6.0强力发布模式
    【版本说明】
    1、已升级至最高版本V1.35
    2、把RAR解压至5G以上剩余空间的分区内(建议使用纯英文路经),执行setup.bat
    3、RIP:hud-movies & menu-movies
    【游戏配制】
    作业系统:Windows 2000 / XP
    CPU:Pentium 4 2 Ghz 以上或 AMD 相同等级之中央处理器
    记忆体:1 GB以上
    硬碟:5 GB 以上剩餘硬碟空间
    光碟机:8 倍速以上 DVD 光碟机
    显示卡:支援 DirectX 9.0,并具 128 MB 以上记忆体之 3D 显示卡
    【游戏简介】
    Ubi Software的《Ghost Recon:Advanced Warfighter》将在2006年3月上市,及版本包括PC、GC、PS2、Xbox和Xbox 360版。本作故事背景设定在2013年,美国陆军开发了可部署的“全能战士系统(Integrated Warfighter System, IWS)” 集复杂尖端科技,可让单兵变成终极战斗武力组合之计划;“全能战士系统”结合了先进武器系统、卫星通讯装置并强化了其存活性,使之成为一项完整的战斗系统,并准备好投入实战以验收成果。《Ghost Recon:Advanced Warfighter》加入未来军事科技,可以让玩家拥有一些相当创新的特色装备,如采用卫星传输技术,并装设在头盔单眼镜片上,可在作战时无间断提供完整战场资讯,名为“Cross-Com”的通讯装置;此外 Ubisoft 表示将使用最惊人的图形、光映射、贴图技术,以及多窗口和真实的物理特性等特性,使得这款游戏达到最强的境界;而现有游戏机平台版本的《Ghost Recon:Advanced Warfighter》则将会采用其针对个别定制的技术来开发,以其达到每个主机平台上的硬件极限。在《Ghost Recon:Advanced Warfighter》中,玩家将扮演Scott Mitchell上尉,来指挥配备 IWS 的“幽灵”及其特种部队盟军,以执行拯救美国总统、找回失窃的核弹密码,和扫荡那些不计一切要造成重大浩劫之叛军等任务;此次游戏将在可让玩家对未来城市作战着迷的墨西哥城里展开;《Ghost Recon:Advanced Warfighter》将提供多人对战、合作模式以及令人感到振奋的新要素,并保持着幽灵行动系列游戏的多人对战优良传统。
    【游戏截图】




    This posting includes an audio/video/photo media file: Download Now

    Challenge #14: How Much Is “Much” To You?

    Posted: 11 Aug 2007 09:00 AM GMT-06:00

    While browsing different magazines, watching television and checking out the news it’s quite interesting to see how word “much” can have a totally different meaning to different people. Depending what kind of job they have, where they live - and numerous other elements - they have different option about word “much”. Million dollars, million game downloads, million visitors. Are these numbers “big numbers” to you?

    If you ask somebody “if $1000 is a lot of money in their opinion” you will get lots of different answers. In countries with low-living standard you could hear a typical response such as “I could live a year with that money!”

    In somewhere else you could hear people saying “I pay that much rent every month”.

    After reading billionaire stories (like the one about $9 billion dollar debt) I must say that it got me thinking. I realized that whatever I think is “a lot”, I can always multiply by hundred. If I think one million is a lot, I can multiply that by 100 and think that “100 millions is a lot” - and then I can multiply that.

    So how much is much for you? $10? $100?

    Is $10,000 much to you? How about one million? Or hundred millions?

    Have you considered multiplying your “big number” by 100? Whatever you currently think is a lot, you can multiply by 100. How about thinking 100 times bigger than you currently think?

    Can you find an immediate situation where you could use this type of thinking? What kind of impact could it have?

    If you liked this entry, feel free to visit GameProducer.net to read more similar articles.

    never had a dream come true(从未梦想成真)

    Posted: 11 Aug 2007 07:24 AM GMT-06:00

    Everybody's got something
    They had to leave behind
    One regret from yesterday
    That just seems to grow with time
    There's no use looking back or wondering
    (Or wondering)
    How it could be now or might have been
    (Or might have been)
    All this I know but still I can't find ways
    To let you go

    I never had a dream come true
    'Til the day that I found you
    Even though I pretend that I've moved on
    You'll always be my baby
    I never found the words to say
    You're the one I think about each day
    And I know no matter where life takes me to
    A part of me will always be with you, yeah

    Somewhere in my memory
    I've lost all sense of time (ah-ha, ha-ha)
    And tommorow can never be
    'Cos yesterday is all that fills my mind
    There's no use looking back or wondering
    (Wondering)
    How it should be now or might have been
    (Or might have been)
    All this I know but still I can't find ways
    To let you go

    I never had a dream come true
    'Til the day that I found you
    Even though I pretend that I've moved on
    You'll always be my baby
    I never found the words to say
    You're the one I think about each day
    And I know no matter where life takes me to
    A part of me will always be

    You'll always be the dream that fills my head
    Yes you will, say you will
    You know you will, oh baby
    You'll always be the one I know I'll never forget
    It's no use looking back or wondering
    (Or wondering)
    Because love is a strange and funny thing
    (And funny thing)
    No matter how I try and try
    I just can't say goodbye, no, no, no, no

    I never had a dream come true
    'Til the day that I found you
    Even though I pretend that I've moved on
    You'll always be my baby
    I never found the words
    (Never found the words to say) to say
    You're the one I think about each day (each day)
    And I know no matter where life takes me to
    A part of me will always be
    A part of me will always be with you, ooh

    新的一批游戏引擎截图!

    Posted: 11 Aug 2007 08:37 AM GMT-06:00

    该演示对游戏中的渲染效果以及物理性进行了展示!

    以下是动态的光照效果,整个场景中的阴影都会随着白天/黑夜而变化哦

    夜晚/白天交替的效果演示!

    这是地面的象素光照效果!

    水面的扰动效果!水的边缘波纹还在完善中!

     角色被炸飞后的物理碰撞演示!

    画面切换效果!

     酒桶爆炸的效果!

    角色骨骼和地面碰撞后的效果!

    回顾光荣网游的中国之路

    Posted: 10 Aug 2007 11:39 PM GMT-06:00

     

     相信大家都听说了,光荣的两款网游《信长野望online》和《大航海时代online》都已经停服了,至于还会不会在国内继续运营还没有得到确切的消息,但是就目前两款游戏在国内的运营成绩来看都十分乐观,相信光荣不会这么轻易将其撤出。
     
    而且光荣的另位两款网游大作《三国志online》和《真三国无双BB》,最近都已在国内找到了“婆家”:上海天希网络技术有限公司。
     
    目前这家公司的实力和运营经验都还不是太清楚,所以尽管大家都对这两款大作的品质很看好,但是一想到在国内运营的前景还是令人忧心忡忡。
     
    回顾一下光荣网游在国内的运营历史,我们都不免感到惋惜:
     
    从2005年光荣进军中国大陆市场的第一款网游《信长野望online》开始,光荣网游就与中青创先这个名字联系在了一起。
     
    在中青创先代理的这段期间里,凭借光荣品牌系列单机游戏在国内玩家心目中的地位和影响力,以及中青创先自身的全力投入,《信长野望online》很快就在中国打开了市场。
     
    在那个还是以韩式泡菜为主流的网游市场里,坚持以“采集——多职业合作”为卖点的《信长野望online》与国内大多数玩家的游戏习惯还是有所出入的,而且又是基于日本本土文化,所以它的上市并没有被太多业内人士所看好。
     
    但是事实证明,单机品牌对玩家的影响力和号召力还是非常惊人的,尽管网游版的游戏类型和游戏方式都与单机版截然不同,但是光荣和信长的品牌魅力还是吸引了无数对日本战国文化感兴趣的中国玩家乐在其中......
     
    可惜好景不长,就在光荣的第二款网游《大航海时代online》即将进入中国的时候,也就是丰元信集团收购中青创先更名为盛宣鸣20065月)的那段时期,公司内部发生了重大重组。而正是因为这次重组,为今后盛宣鸣以及《信长》和《大航海》在国内运营的命运带来了致命的影响.......
     
    尽管在《大航海》运营的初期,盛宣鸣本身还是做出了相当大的投入,包括请超女唐笑做代言,在豪华游船上举行盛宴等等,其宣传造势都为《大航海》在国内的受欢迎程度奠定了基础。
     
    加上《大航海》本身的游戏品质,其品牌在国内玩家的影响力和号召力,还有其放之四海皆标准的国际文化背景题材,在国内从开始测试开始就受到了极大的关注。
     
    甚至于它的受欢迎程度远远超出了盛宣鸣自己的预测,这才出现了在线人数异常火暴,服务器频频出现问题的现象,直到盛宣鸣改用IBM的刀片服务器,游戏环境才得到改善,才造就了40万人在线。
     
    但是因为盛宣鸣自身的运营经验不够,对产品定位不够清楚,对于《大航海》这样一款需要慢热才能运营好的网游产品,采取了急功近利的运营策略,公测不到两个月时间就开始收费,而且每月60元的收费标准在免费网游已成主流的市场环境下明显偏高,也就使得这款游戏的赢利不佳成为必然。
     
    盛宣鸣却并没有因此而改变运营策略,而是寄希望于用调整价格的策略来提高利润,在多次变更受费标准之后,赢利情况并没有得到改善,而盛宣鸣的运作资金却已被消耗待尽......
     
    当“盛宣鸣核心团队集体离职”的消息传出之后,国内业内人士都感到震惊和愕然。因为照理说,以光荣这样实力雄厚经验丰富的老牌知名游戏企业,在国内选择的代理商不可能是这种维持不到两三年就喊着要拆伙的小公司,怎么可能就这么轻易宣布倒闭?
     
    说到光荣当初为什么要选择盛宣鸣这样一家名不见经传的公司做代理,就不得不提到丰元信集团,盛宣鸣正是由丰元信集团收购中青创先后改组成立的公司。而丰元信集团无论资金实力还是政府背景都相当雄厚,成立于1998年,是美国成长最为迅速的投资传播集团之一,2002年进入中国市场以后,投资遍及全国各地以及媒体、娱乐、网络、电信、能源、生物技术、博采等各个高尖端朝阳产业,包括23个控股公司和15个子公司,总投资超过20亿美元。可以说,光荣选择盛宣鸣完全是看在丰元信集团的面子上。
     
    可是虎父“有”犬子,盛宣鸣在网游运营方面的表现实在很让人失望,我想这也是为什么光荣将其后将推出的另两款作品《三国志》和《无双BB》转托他人的根本原因。
     
    现在,《信长》和《大航海》都已宣布停服,很多玩家都还在翘首以待它们的重新开放,但是从目前的形势来看并不乐观,盛宣鸣想继续运营下去已经不太可能,而光荣如果想这时候变更代理商也决非一朝一夕的事情,看来国内的玩家是有得等了。
     
    此外,我们也对光荣网游的下一个“娘家”上海天希表示忧心忡忡,真不希望再看到有高品质的网游败坏在不合格的代理商手中,同时也希望光荣能够吸取经验,慎重选择自己的代理商,不要光看政治背景和资金实力,还要看运营经验和团队素质。
     

    本博客中所有文章系本人原创,版权属于作者(有故事的人)个人所有,任何人转摘时务必注明出处,未经本人允许擅自刊登或涂改内容者均属侵权行为,本人将追究其法律责任!

    如何看待国人在韩服的低劣表现?

    Posted: 10 Aug 2007 11:09 PM GMT-06:00

     今天看到一篇转自某韩国网站的文章,以下是译文:
     
    当我登陆上以后,不经意间发现整个世界里全是xxchina,chinaxx之类的名字,让我感到奇怪的是,既然中国已经有公司代理了AU,为什么中国玩家还要登陆到我们的服务器上来呢?要说在我们的服务器上有为数不多的几个中国人,那并不希奇,但现在某些频道,我国玩家反到成了稀有动物,难道在签约的合同里还有

      一条说,某些频道的所有权属于中国那家代理公司么?

      如果没有,那么请YEDANG封掉中国人的IP。因为我们实在不喜欢中国玩家的作为,往小事上说,我最经常碰到的情况就是某个玩家跑到我面前不停的刷屏喊“I’mChinese”或者“CouldyouspeakEnglish?”,在我回答一句“MyEnglishispoor”后,对方又开始刷屏大骂“****you!”。我并不知道我在哪里得罪了他们,但这样的情况,我想即便是个涵养很高的人,心里也不免有些憋气。然而我所遇到的还不算什么,在论坛里的言论中可以见到,凡是没用英文名字的我国玩家,甚至连中国人一句“I’mChinese”都听不到,迎来的直接是中国玩家的“****You!”、“****Korean!”甚至是围攻。我于是明白了英文名是自己无形的保护色,中国人借此来区分国籍,只要确认是我国玩家便难逃他们的辱骂和PK。

      是我们得罪了中国人么?如果说我国的足球踢的比中国好,让中国人嫉妒,那么没办法。但是在游戏业上,我们领先于中国,却一直在帮助中国啊!中国人现在玩的千年、天堂、传奇,以及现在这款AU,不都是出自我国的游戏吗?如果不是我们愿意帮助中国的游戏产业发展,恐怕到现在中国玩家还玩不上这么多好游戏。也许中国人并不因此而领情,但是中国玩家登陆到我们的服务器上,还这样对待我国玩家,就算我们无恩于中国人,他们的作为也有失礼仪之帮的称号吧?

      所以,请封掉中国人的IP,为了我们能有一个良好的游戏环境。往大事上说,中国玩家登陆到我国游戏服务器上已经有历史了,哪一次不是让我国玩家对中国人恨之入骨?中国的星际玩家到了我国的星际战网,大肆使用MapHack工具,或者关猫;中国玩家来到我国的龙族服务器,于是到处充满了变速齿轮,引起当时龙族玩家多少次抗议?中国玩家都是作弊者早就成为了我国玩家的共识

      退一步讲,就算到目前为止中国玩家还没有作弊,但是前面的例子已经告诉我们,中国人在未来,肯定会研究出各种软件来作弊。中国不是有句俗话叫做“狗改不了吃屎”吗?用在中国玩家的身上再合适不过,我实在不希望AU也向之前的游戏一样毁在中国人手里。如果我们无法去控制中国玩家吃屎,那么我们至少应该想办法让中国玩家的臭嘴远离我们,中国还有另外一句成语是“前车之鉴”,大意是说前面的车翻了,对后面的车而言是一个警告,应该引以为教训,换句话来说,YEDANG应该吸取之前那些游戏的教训,象当初龙族一样彻底封掉中国人的IP。如果中国玩家研究出了作弊软件,就让他们到自己的服务器上去作弊好了,不要污染到我们。

      我们已经受够了中国玩家的所做所为,没理由让我们无故的忍受中国玩家的辱骂,我不想在玩的时候还要忙于避开中国玩家的PK,不想看到游戏里的我国玩家为了“礼让”中国人而都起英文名字,更不想看到游戏变成一个两国玩家火拼的战场。如果不封掉中国玩家的IP,我们的AU玩家将有可能因为中国人的作为而离去,我们的AU将有可能变成一个充满了作弊的游戏。我想请问YEDANG,如果以上的可能不幸被我言中了,该由谁为AU负这个责?

     

    我不知道各位国人看了以上的内容会作何感想,我觉得不外乎出于以下几个立场抱以以下几种态度:

     

    1。“反韩派”玩家的立场:韩国游戏公司跑来中国赚了那么多钱,还打着“帮助中国”的旗号,太不要脸了!我们去韩服玩是送钱给你们韩国人,是消费者就是上帝,骂几句脏话怎么了?有本事你们韩国人也来中国游戏里骂脏话呀!

     

    2。“自省派”玩家的立场:中国玩家的素质确实已经低俗到了令人发指的地步,在国内的游戏里怎么折腾都没关系,大家关起门来还是一家人。可是跑到国外服务器,不光是韩服,还包括日服美服台服,骂街PK的现象日益严重,实在太丢国人的脸了,我们去了国外服务器都不好意思承认自己是中国人了~~~~

     

    3。“理性派”玩家的立场:这是玩家素质之间的差异,不应该牵涉到游戏公司的商业运作。韩国公司来中国赚钱,无论是否抱着“淘金”的目的,还是是否在客观上确实起到了“帮助中国”的作用,都是游戏公司的问题,两国的玩家是无辜的。即便是韩国游戏公司来中国“掠”走了大笔财富,我们作为理性的中国人也不应该拿韩国的玩家来发泄!

     

    4。“自强派”玩家的立场:中国玩家有时候真的只能用“贱”来形容:一方面口口声声喊着“韩游是泡菜,是垃圾”“要抵制韩国游戏,不要让韩国人赚中国的钱”“中国游戏公司太不争气,干不过韩国人”等等,可实际上呢,不但非韩国游戏不玩,还连中国代理的服务器都懒得上,直接上韩服去送钱给人家!难道跑到人家家门口骂街就叫“曲线救国”?恰恰是丢了自己的脸让人家看笑话!

     

    不管站在任何一个立场,我觉得以上观点都有自己的道理,可是平心而论,我还是希望国内的玩家也好游戏公司也罢,能够自己争气,不要指望用诋毁和诅咒的方式来阻挠别人,要知道:贬低别人也抬高不了你自己,真正要获得别人的尊重和认可靠的还是自己的努力!

     

    本博客中所有文章系本人原创,版权属于作者(有故事的人)个人所有,任何人转摘时务必注明出处,未经本人允许擅自刊登或涂改内容者均属侵权行为,本人将追究其法律责任!

    《精巧对战棋》(Ingenious)[Bin]

    Posted: 11 Aug 2007 02:16 AM GMT-06:00

    《精巧对战棋》(Ingenious)[Bin]
    转自sharevirus.
    英文名称:Ingenious
    类型:益智
    发布日期:2007
    制作:USM
    发行:ShadeTree Games
    简介:Ingenious是一款由Reiner Knizia创建畅销并获奖的棋盘谜题类游戏。易于上手但是非常难熟练。是一款独特的娱乐和策略相结合的游戏。通过行颜色的认真布局来征服这个棋盘。随着每个人的移动,你可以使用新的策略。你可以选择与电脑或者局域网上的对手对弈.






    This posting includes an audio/video/photo media file: Download Now

    小心“新敲诈者”病毒

    Posted: 11 Aug 2007 02:09 AM GMT-06:00

    本周有一个病毒特别值得注意,它是:“GP敲诈者Virus.Win32.Gpcode.a)”病毒。

    该病毒会使用复杂的算法对染毒计算机上的文档、压缩文件、数据库、程序等大量的资料文件进行加密,使这些文件无法打开。同时,病毒会通知用户文件已经被加密,需要支付300美元购买解密程序。

    对此,专家建议:

    1、平时应对重要的数据、资料进行备份;

    2、遇到此类病毒不要付钱给病毒制造者,应立即与专业的信息安全厂商联系,找回丢失的数据;

    3、不要盲目地自行进行数据恢复操作,这样有可能带来更大的损失;

    4、安装专业的反病毒软件,及时升级到最新版本,并开启实时监控程序,防止病毒的侵入。

    昨天就睡着了

    Posted: 11 Aug 2007 06:11 AM GMT-06:00

    晚上下班回到家很快就睡着了,还记得睡着之前将口袋里的东西都掏了出来,不少的硬币和纸钞,电脑没关,就放在窗上呢。当时我本来想躺着摆弄电脑的,后来就睡着了。

    中途醒过几次,发现室友还没睡。在梦中云里雾里的时候,意识到自己很冷,使劲的将被子套住自己。但是又不敢动。因为怕把电脑弄到地上摔坏了。唯唯诺诺的躺到今天早上10点半,醒了。喉咙很不舒服,吐了几口浓痰,扁桃体也发炎了。

    感觉自己快挂了一样,今天一言都不想发,其实一直都这样,因为很不舒服。

    今天下午公司老总来找隔壁的老哥。想必是老总昨天心里过意不去了,因为隔壁的老哥吵着要走。

    中午喊人吃饭,没人要去。好不容易死扯硬逮拉走了一个去吃了餐快餐。

    另外,我强烈不爽,想一个人住一间屋!

    下午大连的某公司的某人(竟然还是刚辞职了的人,真诡异!)拉我去做主策,还不清楚是该去还是不该去,当然这里有谁想去我也可以帮忙引见引见,把机会留给大家嘛  大笑 。

    其实我对大连那地方的印象不是很好,而且这也没呆多久。不过比较上火的是,这里给的薪金和我来之前所谈的完全不符,的确有点上火,恩恩!

    听隔壁那个美工说也是这样。不过他想想这么老远来了,没必要就走吧。是啊!这公司真阴险!

    养病期间

    Posted: 11 Aug 2007 12:27 AM GMT-06:00

    生病对于我来说,或许是一件好事。因为生病,从繁忙的工作中解脱出来;因为生病,从各种各样的虚拟环境中回归现实;因为生病,在养病的期间可以放松心情,想想许多平时回避的事情。是的,悠闲的生活,无聊的生活,这是我以前一直逃避的生活方式,在养病期间,我无意间回归到了这样一种生活,或许是好事。

    尽管头一直隐隐作痛,尽管肉体的痛苦有所减轻,但是头脑确实清醒了不少。一直以来,我都一直害怕悠闲,我不断给自己找事情做,不管做的事情是不是有意义,原因是我害怕但所有事情完结的时候的那种无所事事的感觉。很久没有安静的坐在家里消磨时光了,强迫自己忙起来不知道算不算是一种病。

    现在,我悠闲的坐在电脑前,悠闲的打字,喝着咖啡,点着烟,享受因为生病带来的悠闲。这种日子如果不是因为生病我估计是不会过的。聚会,工作,游戏,这就是我生活最基本的三元素。悠闲,享受悠闲,享受悠闲的时候又不感到蛋疼,这种放松的心情真的很爽。

    不得不说,我对于我现在状况感到不满意,却没有逃脱的途径,因此总是不经意的,甚至是潜意识的给自己制造出一种繁忙的假相。渴望加薪,渴望浪漫富裕的生活。这一切不知道何时才能实现。

    爱好,现在除了偶尔看看足球其他的似乎都放弃了。游戏?那是工作。健身,音乐,这些都放弃了,爱好都是花钱的,没有钱什么爱好都没有基础。

    不知道什么时候,快乐成了很奢侈的事。我也不知道多久没有真正快乐过了。得到想要的幸福,这句话看起来就如同减肥一样更像是个口号。什么样是幸福的?我还不是很了解,我不知道什么样的才能让我寂寞孤独的心得到快乐。

    享受孤独,这是P话,我讨厌孤独,孤独有什么好享受的。孤独的人是可耻的,这也是P话,孤独的人是可悲的,但不可耻。

    本来想写点像样的东西,不知不觉思维又变得散乱起来。最近集中精神变得越来越困难,难道这也是一种病?

    【原创】公司人事工作应实现的目标

    Posted: 11 Aug 2007 12:09 AM GMT-06:00


    1.每人做的工作能够凸现各人知识结构和能力特长的作用。
    如果一个人已经将他的知识结构和能力特长表现出来了。领导者应该作出积极的回应,分配相应的工作给他。所做的属于工作职责范畴,而不是仅仅被鼓励去做。

    2.充分肯定各人工作的价值。除非是随便换个人都能做的工作,其他能够凸现个人优势的工作都要有与同行业其他公司对等的待遇。
    这条的目的是,公司和个人
    阅读全文
    类别:行业分析 查看评论

    如何在7天内完成游戏的原型设计

    Posted: 10 Aug 2007 10:14 PM GMT-06:00

     
    译者是自GAMASUTRA的链接上看到这篇文章的
    链接地址如下:
     
    原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
    译文在原文之后,烦点击进去阅读):
     
    How to Prototype a Game in Under 7 Days:

    Tips and Tricks from 4 Grad Students Who Made Over 50 Games in 1 Semester

    Here's a crazy game idea: Drag trash-talkin' gobs of goo to build a giant tower higher and higher. They squirm and giggle and climb upward over the backs of their brothers, but be careful! A constant battle against gravity, if you build a tower that's too unstable, it will all fall down.

    "Tower of Goo" was downloaded over 100,000 times within months of hitting the net, it was dubbed “Internet Game of the Month” in one magazine, it was demoed on G4 and at the Experimental Gameplay Workshop at GDC, and it was one of over fifty games we made as a part of the Experimental Gameplay Project at Carnegie Mellon's Entertainment Technology Center.

     
     
     
    以下省略
     
    -------------------------
    以下译文
     
    点击图片放大
     
     
     
     

    Strategic melee Fighting by mcshingles

    Posted: 10 Aug 2007 09:02 PM GMT-06:00

    Okay so here’s my idea. I had a lot of ideas and more than is shown here but this is the best I could do to condense it, although it’s still long.

    The game is called “For Death And Glory”

    Setting and Game Summary: A fantastical medieval world ruled by powerful wizards who seek to settle all their nation’s economic and diplomatic problems through tournaments in which they pit their best warriors in 1 v 1 fights. Think Olympic games mixed with gladiators. So you, the player, take the place as an elite warrior to represent your country. You train by fighting mythical beasts, such as classical minotaurs and centaurs as well as new beasts. Making the cut, you start out fighting to give your country the say in trade rights, and eventually enable your country to gain more territories and valuable resources. Sorry, no magic users in these fights, its all swords and hammers and all that good melee stuff.
    This game would be online, so players pick their country and strive to become the most powerful nation together by winning matches. All the matches and tournaments are 1v1 or 2v2 tag-team, with a combat system that is, hopefully, innovative and fun.

    Gameplay:

    You roam around the main city in your nation and buy weapons and armor at shops, learn skills from npcs, increase your stats by fighting beasts, talk to other players, and participate in matches and tournaments once you are ready.

    I’m aiming for the combat to be somewhat of a mix between games like Neverwinter Nights with games like Oblivion. I’ll define it as an action RPG.

    1. 2 combatants approach each other.
    2. Once within a certain distance (varies) the players enter into combat mode, in which the characters ready themselves for fighting
    a. A large combat area gives a player the ability to launch a surprise attack
    3. Once in combat mode, the players automatically draw in closer in a circling fashion, like seen in boxing matches.
    a. Some may choose to spend more time close to the opponent (aggressive), in striking distance, whereas others may spend more time set farther back (defensive)
    4. Every player has a striking range, dependant on player size and weapon size, which determines how close the opponent must be to hit them
    a. There are two ranges: normal, and jump
    5. A player can make an attack at any time (by simply pressing a button) however; landing a hit requires the target area of the opponent to be within the striking range.
    a. Attacks which just barely hit the opponent (because they are just barely inside the striking range) inflict the minimal amount of damage to the target area, usually leading to nothing more than a minor wound
    b. The closer the target is, the more damage is done, and the more likely that a critical hit is applied.
    6. Basic attacks come in 4 types: high, low, left to right, and right to left
    a. Each attack corresponds to a target area
    i. High: shoulders, neck/head
    ii. Low: shins, knees
    iii. Left to right and vice versa: left/right abdomen (core body area)
    b. Special attacks require hitting a combination of the basic attacks, and will do more damage
    7. Basic blocks come in 4 types, which correspond to the 4 basic attacks
    a. In order to block successfully, the player must make the right block corresponding to the opponent’s attack
    i. This requires skill on the human player’s part (reaction time/ anticipating opponents), and luck
    b. Blocking a special attack requires either pressing a combination of block buttons equal to the attack, or simply one, depending on the power attack.
    i. A lesser “special” attack, which might require the attacker to press A twice, then B would require the defender to press A A. If it were a greater attack, then the defender would have to do the exact same combination.
    1. this also requires reaction time, and a bit of luck, but special attacks will not be attempted often in a fight, so being able to block one would be a tide turner. Hopefully with tweaking of this basic concept, blocking will be feasible but not so easy as to reward players for pressing as many buttons at the same time as possible.
    8. Dodging
    a. Dodging is handled half the time automatically by the computer
    i. A player’s ability to dodge attacks depends on their agility, fatigue, and strategy
    b. Tumbling is manual dodging, which moves the player in any direction a significant distance to give time to end an attacking spree or buy time.
    i. tumbling ads to fatigue, so it cannot be done constantly
    c. Dodging that is done automatically comes from a skill and the character’s Reaction ability, and does not move the player dramatically
    d. Some special abilities may allow a player to temporarily (for approximately a second at a time) slow down time, enabling them to block or dodge an attack with ease – but as soon as the initial attack ends, time speeds back up so that no more advantages can be made
    9. Damage and Health
    a. Not quite a classic “hit points” system.
    b. “Blood Bar” measures the amount of blood a player has to lose before they pass out. All damages inflicted incur a loss of blood. So far, this seems pretty similar to hit points. When a player passes out, the fight is over, and the opponent has a choice to let them live or finish them off. Here’s where it changes:
    c. 4 types of wounds: minor, moderate, major, critical
    i. Minor wounds: lowers the blood bar by a specific amount
    ii. Moderate wounds: same as minor but also begins to drain blood over time at a certain rate
    iii. Major: same as moderate, but with a slightly faster rate of drainage and decreases in certain abilities take effect
    1. Ex: If a major wound is inflicted on the legs, agility and speed are lowered, and jump attack range is decreased or eliminated
    iv. Critical: the most amount of blood is lost at once, and the player has only a short, limited time left to live, unless they have a special potion.
    1. the amount of time varies, depending on how much blood was left in the blood bar, and where the attack was made
    2. A critical attack to the head instantaneously kills, to the legs chops one off, to the torso is a stab in the heart
    d. The type of wound inflicted
    i. Depends on damage v. armor
    1. minor wounds occur from any damage done that exceeds the armor in that target area, and from there up to a certain level such as 10
    2. this continues up except for critical wounds, which occur by chance whenever enough damage is done for a major wound.
    a. The minimal damage needed can be lowered by certain abilities, such as a special attack, or skills
    3. To sum up, minor wounds will always occur as long as the player receives more force than they can handle. Moderate wounds should be quite common as well, but landing major hits should only occur maybe once or twice per fight. Finally, critical attacks should be quite rare, only happening maybe once every other fight, or if someone makes a major mistake in their choice of strategy.
    10. Fatigue
    a. Starts at zero, everyone has max fatigue before they pass out
    b. Always decreases to low point when circling or no action
    c. Low point increases by certain actions, such as extreme tumbling (flips) or wounds.
    d. Attacking increases fatigue slowly, depending on character strength and weapon size
    e. High fatigue decreases strength, speed, and agility
    11. Morale
    a. May increase or decrease any or all stats
    b. Is dependant on the course of each battle and the character’s willpower
    i. Ex: Serious loss of blood results in low morale, which decreases strength in a brute
    c. Some special attacks require a certain amount of good morale
    12. Willpower
    a. Affects how easily morale changes, and the resistance to certain abilities of opponents, such as taunting or intimidation
    b. May extend life when receiving critical wounds, and increases the fatigue bar
    13. Armor- a measure of how much damage that can be resisted so that no wound is inflicted
    a. Two types: slashing and blunt
    i. Ex: chain mail is excellent against swords, but weak against war hammers. Plate armor is stronger against blunt objects, but more easily pierced by a sword.
    14. Shield- has a very high armor rating
    a. Damage done above the armor rating damages the shield, as if it were another target area, except the shield has a basic amount of damage it takes before breaking
    i. Lets say a shield has an armor rating of 30. This means an attack of 31 will damage it, lower its hitpoints by 1 to 29. After every 10 damage inflicted, the armor rating lowers by 5. So in this situation, once the shield is lowered to 20 hitpoints, its armor rating is now only 25, so less power is needed to damage it.
    ii. When a shield breaks, it becomes unusable, and the defender receives a portion of the damage inflicted on the shield to the arm
    15. Weapon blocking
    a. When using a blade weapon to block, damage is only done to the weapon when attempting to block a blunt weapon, which should not be done. ( just think of trying to block a hammer with a couple of short swords) When doing this, damage is done to the weapon and the player, although damage to the player is reduced because of the effort. This should only be done as a last resort.
    b. Some blunt weapons, such as war hammers, can be used effectively like shields. Others, like a mace or staff, suffer the same fate as blades.
    16. Extras:
    a. Potions: magical substances that stop bleeding, restore blood or attributes, or enhance characters
    i. Characters can only carry three or four small vials of these potions into a fight (all visible on belt of characters), so choice of potion is strategic
    ii. Drinking a potion requires a bit of time, so it can be a difficult thing to do unless your character can tumble away or stumble your opponent
    1. failure to do so puts your character at great risk for a critical wound
    b. Throwing weapons: amount carried depends on size and must be realistic and shown on the character
    i. Any equipment and extras must be shown, which lets keen players know what their up against at the beginning of a fight

    史上最强地推

    Posted: 10 Aug 2007 03:08 AM GMT-06:00

     
     
    一切尽在不言中了

    Sega Confirms Edge Of Reality Developed Hulk

    Posted: 10 Aug 2007 01:15 PM GMT-06:00

    Sega has confirmed that it is working with developer Edge of Reality (Cipher Complex) for game console adaptation's of the Marvel Studio's upcoming The Incredible Hulk feature film, with Amaze Entertainment (Spyro: A New Beginning DS) tapped for the game's handheld versions. The confirmation follows comments made to Gamasutra in a recent interview with Edge of Reality's Mark Nau, who noted at the time that he was working on a title with both Sega and ...

    Ensemble Founders Reunite For Age of Empires GCDC Keynote

    Posted: 10 Aug 2007 11:41 AM GMT-06:00

    Organizers of the upcoming European game developer conference, GCDC, due to be held in Leipzig from August 20 to 22, have announced that the event will include a special keynote reuniting the original founders of developer Ensemble Studios, during which they will reflect back and discuss the development of the real-time strategy classic, Age of Empires. First released for the PC in 1997, the now 10-year old title combined elements of historical titles such as ...

    ELSPA Backs Eidos's Call For UK Government Industry Support

    Posted: 10 Aug 2007 11:55 AM GMT-06:00

    ELSPA, the trade body for the UK computer and video game industry, has thrown its support behind comments made by Eidos CEO Jane Cavanagh, who stated this week that the video game industry is "not being taken seriously" by the UK government, and that more government support is needed for the industry to thrive. Cavanagh is not alone in her feelings, with the UK-based consortium The Independent Game Developers Association (TIGA) last month calling for ...

    Defense With Physics: Momentum Missile Mayhem

    Posted: 10 Aug 2007 02:45 PM GMT-06:00

    I’m sure many of you have played either Bowmaster or its prequel, Bowmaster Prelude. These games contributed hugely to the recent trend in “Tower defence” games, which involved fighting back hordes of vicious attackers in order to defend a village. Many recent games have tried to replicate this experience. In my opinion, however, one has [...]

    A Compedium of Critical Threat Worthy Posts 8/10/7

    Posted: 10 Aug 2007 02:55 PM GMT-06:00

    That’s why my name being on a box is on the contracts I sign

    Here’s a few articles that I’ve been reading over the past few weeks that I highly recommend for any of you in the field of thinking about games or even just those with an interest in games.

    • An excellent post by Yehuda on his blog entitled “Games are Not Supposed to be Fun“. It’s a very well-put exploration of games as a medium instead of a genre (fun games being a genre), like many have argued that comics are the medium and superheroes just happened to be the best-selling genre within it. It also ties into a very controversial post I made months ago about Games as Art, where in the comments we touched on the subject of fun.
    • Roger Ebert was at it again when he defended his stance that video games are in no way art, and making the implicit point that nothing interactive can be art. Well, an editor at Newsweek struck back on these criticisms and makes some excellent points, if perhaps sinking to Mr. Ebert’s level a few too many times.
    • Zero Radius Games is a studio working on designing their own boardgames, but includes some notable game designers from video games (first sent to my attention because of the involvement of a Fallout designer.) - [Thanks to Briosa for sending this one our way. ~ Bartoneus]
    • Master Mines came to my attention because of the involvement of my friend Mike Sugarbaker, who is one of the staff over at Ogrecave. It’s a groupblog of individual indie rpg designers who talk about the process, seek advice, and post updates on how their games are doing. (And apparently, most of them have podcasts.) The “new style” indie RPGs are definitely something I want to get into soon- but I find it hard to convince my existing groups to try them, and don’t have the spark yet to work on my own.
    • Finally, saying that Raph Koster has insightful ideas about the gaming industry is like saying that water is wet. But his presentation “The Age of the Dinosaurs!” is awesome, and even though it’s focused on the industry as a whole, there’s a lot in there that suggests that games should strive to be way more simpler and elegant than they are currently if the gaming industry is to survive.

    That all is what I’ve been mulling over lately. Hope you find something interesting!

    500万人民币购买6.cn?????

    Posted: 06 Aug 2007 04:15 AM GMT-06:00

    6.cn的域名联系人信息时发现,目前该域名的联系人为“朱晓明”,朱正是六间房公司的副总裁。但蹊跷的是,该域名的联系人邮箱和“朱晓明”并无关联。根据信箱地址,新浪科技联系到了邮箱的主人–一位李姓男士。 李先生说,他确实已经将6.cn出售,但他并不知道买 ...

    "game" via 柠檬杀手 in Google Reader

    unread,
    Aug 12, 2007, 11:51:54 AM8/12/07
    to cngame...@googlegroups.com

    看不懂的粤菜名

    Posted: 12 Aug 2007 09:57 AM CDT

    自从来了广州,发现很多粤菜的用语和过去的叫法有不少差异,而菜名就更加不同,有时候年起来朗朗上口,象是很不一般的菜肴,仔细一看就发现其实是很常见的菜式。

    今天又进了一家粤菜馆,拿着摆在桌上的厨师推荐的牌子翻看了半天,感叹道刚来广州的时候肯定有一半菜名看不懂,我好歹是个南方人,要是换个北方人,有些菜名估计更看不懂。

     

    Fable 2访谈

    Posted: 12 Aug 2007 09:03 AM CDT

    这个游戏其实没什么好谈的,最大看点是彼得慕尼丽丝先生在采访中突然发飙了,把角色扮演游戏贬得一文不值,招惹众多玩家纷纷讨伐,RPG Codex的新闻评论也罕见的达到3位数,果然战争是流量的最大推动力啊。

    战场在这里:Completely fucking nuts: a Molyneux article。这个人要么是彻底疯了,要么是在很有娱乐精神的给Fable 2死打广告。曾经是牛蛙和地城的铁杆,默哀……

    摘抄几句神的伟大言论:

    “大部分角色扮演游戏都是狗屎!”

    “现在的游戏都很机械化,很复杂,难度很大。”

    “Oblivion是个好游戏,但是战斗系统太垃圾了。我们大部分时间都在讨论它有多垃圾。”

    “不管你是否喜欢,角色扮演体验的一半时间都花在战斗上,甚至70%还要多。”

    “Halo 3和Call of Duty会吓跑小白玩家。”

    “现在的核心玩家太苛刻了,一面要方便入手一面又要深度,这完全是南辕北辙,怎么可能做得到?”

    “大部分游戏要用手柄的四个按钮战斗,悄悄告诉你们,我的Fable 2只用一个键!一个键喔!”

    “(接上句)这个想法以前有人试过,但是结果很Suck,我会努力让它变得不那么Suck。”

    “电脑游戏的死亡画面是:你死了,屏幕变黑,你被送回到上一个记忆点,经历同一段剧情,杀死同样的敌人和BOSS。这太垃圾了,让我觉得很无聊和乏味。我们正在想办法让战斗变得更有意义,BOSS战更有紧张感,更有挫折感。”

    “当玩家角色死亡之后并不会被送回记忆点,而是停留在原地,坏人们会继续围上来——踢你,锤你,用剑刺你。看着许多人围着你的尸体鞭尸是件很有情绪的事。

    “死亡的真正意思是会给你的角色留下永久性的伤疤,死得越多,伤疤越多,变得越来越难看。”

    “如果你愿意付出500EXP代价,就可以马上原地复活,而且没有疤痕。你在地上躺的越久,付出的EXP就越少。”

    “这样做很有用,让战斗更加有效率,因为死亡惩罚不再乏味,损失的是角色的花容月貌。”

    PS:附一张图表,来自Bioware。

    bioware 2

    无限恐怖,不买也罢 v1.00

    Posted: 12 Aug 2007 02:58 AM CDT

     

        《无限恐怖》做为近来比较火的网游类小说(没看过?那先去看看吧),很多人看了之后,萌生一种买下来做成网游的冲动。不过个人的看法是,不买也罢。

     

        不买也罢的原因倒不是因为《无限》不够好,主要是它的内容实在难以复制,而他的精髓可以复制,而复制其精髓,无须为其支付半分钱。当然,或许会落下个骂名,谁知道呢。

     

        先说第一点,看过的人应该完全明白,其中的武功招式,各种武器,强化类型,几乎都是借用了当红的漫画,电影或者小说的设定;其中的场景关卡,则全部都是有名的影片桥段, 也都根据剧情需要,进行了修改。

    这两个也正是《无限》的特点:

        一、关公战秦琼。这是技能和装备上的最大特色。各种熟悉的完全不搭界的技能招式放在一起乱斗:虎魄刀对胜利与誓约之剑,中国内功融合血族能量,三眼族,闪雷果实,狼人血统还有高达,当这些全部糅合在一起时,会是怎样的情形?极大的满足了看官YY的神经。

     

        二、改变熟悉的事物。这是书中电影副本的最大特色。主角进入各个熟悉的电影之中完成任务,改变剧情和发展。可以说迎合了人类不安分,叛逆的那一层心理,当然,也很YY。

     

        基于以上亮点,个人认为,少了技能装备,或者是电影副本任何一点,《无限》都将大为失色。

     

        到这里相信大家已经看出来了,购买了《无限》的版权只是个开始,还有大量的漫画,电影的版权问题需要解决。

     

        既然复制《无限》难度太大,只好将其精髓剥离出来。那也就是“关公战秦琼”和“改变熟悉的事物”。

          

        其实这样的RPG游戏大家都玩过或者听过不少,经典的举两个例子就是“金庸群侠传”和“王国之心”。一个融合和所有金庸名著的武学和情节场景;另一个则是史克威尔和迪斯尼的强强联合。

     

        当然,他们两位都太守规矩了,YY不足,缺少《无限》的大气。毕竟,取材上还是受到了诸多限制。

     

        到这里,目前的总结如上,更深入的大家再研究吧。如有补充,我会提升版本号的。

    咳嗽严重了,输液发威了

    Posted: 12 Aug 2007 08:22 AM CDT

    咳~~咳,嗓子不舒服,这几日都是如此,让我自己晚上睡不好,同屋的家伙也因此受了大难。

    哼~哼~哈~嘻,感觉象唱双截棍,但到了医院那可不是那么好玩的。医院看门的老头看我发出这种奇妙的音乐……这也许对他来说算是音乐吧!差点没从玻璃窗户里蹦出来让我给他签名,据老朋友的描叙来说,我这人长的象周杰伦。其实哪里象了?我觉得很诧异呃!

    在我来之后没多久就冲进来一堆人,个大的大叔架着一个中年妇女冲到了我的前面,我当时心想,好啊好啊,不排队,抢我前面类?不过看在那中年妇女表情较为痛苦的面子上,我也没计较什么了,乖乖的坐在大厅的椅子上无奈的等着。

    医院的护士小姐倒是很和蔼,过来就和我搭话了,问我怎么不舒服了?我说这几天都在咳嗽,吃了药也没有用。她用言语安慰安慰了我,随后我有点好奇的问她打消炎针多少钱一针,因为我来之前,同事都说杭州这输液贵哦。后来这护士的回答倒是让我吃了一惊,她说分几种类型的,有好的有差的,我说好的多少?她说50元左右吧。我嘀咕了下,还算便宜吧,出门之前还带了一把钞票呢,生怕不够,看来现在完全是多此一举,这家医院还算厚道啊。

    我和医生说了下自己的具体情况和病征,然后让他给我开了三针消炎针,还开了一盒克咳胶囊,打完针到现在嘴巴里还泛苦呢,护士说这叫良药苦口,我心里想想,是啊!是啊……

    唐代关于外国人在中国犯罪的指导性判刑原则

    Posted: 11 Aug 2007 09:41 PM CDT

     

     

    (摘自《唐律疏议》之《名例律》)
     
    原文
     48.化外人相犯
         诸化外人,同类自相犯者,各依本俗法;异类相犯者,以法律论
      
        【疏】议曰:“化外人”,谓蕃夷之国,别立君长者,各有风俗,制法不同。
      其有同类自相犯者,须问本国之制,依其俗法断之。异类相犯者,若高丽之与百济相犯之类,皆以国家法律,论定刑名。
     
    【译文】
        教化之外的外国人在大唐境内犯罪,如属同一个国家,则依照其本国的习惯和法律论处;如果他们国籍不同,则一律按大唐的律法论处。
     
        《疏》法律解释:“化外人”,即“王化未泽被的外国人”,也就是另立君王的番邦异族,他们各自有其独特的风俗习惯,制度和法律也与中国不同。
        他们若在大唐境内犯事:同一个国家的人(同类)自相侵犯的,执法官须问明其所在国的制度,依照他们本国的习惯和法律,予以判罪;不同国家的人(异类)相互侵犯,比如高丽人与百济人相互侵犯,都一律按照中国的法律来论定罪行。
     
     
    【注:《唐律疏议》,为唐高宗永徽年间由长孙无忌、李勣等人修编,是唐代之前历代法律体系的集大成者,并为后世立法的蓝本。】
     
        该条律法有一定的“华夷之辨”色彩,虽然如今许多国人也自觉不自觉的有“中外之辨”,不过其性质、表现和心态跟传统的“华夷之辨”还是有很大区别。也无需太多苛责“崇洋媚外”,一切都是国与国横向比较中,国家实力和人民生活水平与自信度发生变化的客观结果。事实上,也正是由于后世长期的保守与自负,致使当时世界上最为先进的法律体系之一的唐律,在其后的千年岁月中没有得到更好的发展。
        值得注意的是,即使唐人在立法中秉承了儒家传统的“华夷之辨”,可是却并没有影响唐人包容的心态。这点倒是值得可以预见的未来中国学习的。
     
    另一篇唐代相关文章:
     
     

    e

    Posted: 12 Aug 2007 07:22 AM CDT

    如果人生有一个终极追求的话,我想那是真理。

    一个人的时间是有限的,而真理似乎在无限远处,探索真理需要一代代人的努力,我们靠近一点,就可以让下一代人的起步更接近一些。这可能也是我们的前辈所想所作,所以我们需要学习前人留下的知识。避免又从原点出发。

    知识不是数据库中的数据,一个 copy 指令就可以复制出去,永不消逝。书是媒介,大脑才是载体。人类的信息输入带宽极其有限,远低于大脑的处理能力(如果你能善用他的话)。浪费带宽这种稀缺资源是让人痛心的,故而我爱读书。

    心情平静的时候读,神情气爽;烦闷的时候读,调节心境;闲暇的时候读,消磨时光;繁忙的时候读,释放压力。我有睡前读书的习惯。昨晚,天气不热,但似乎楼上楼下的人家都习惯性的开着空调。窗外滴滴嗒嗒的是冷凝管滴水的声音。突然想起李清照的两句词来:枕上诗书闲处好,门前风景雨来佳。

    这次枕边放的是一本:《什么是数学 》。

    总听说这是一本好书,也买了很久了。总静不下心读。前次顺着翻了前面几章,权当催眠读物了。枯燥归枯燥,但我绝对承认这本书写的相当不错。相比许多数学读物,他已经非常生动了。知识点一环扣一环,遵循严密的逻辑推理,而不是凭空跳出一个结论让你接受。或是想当然的认为你应该受过专业的数学训练,承认一些公认的定理和规则。

    什么是数学?数学表达的是对象与对象间的关系,而不探究对象到底是什么。它在公理的基础上演绎,而不讨论公理本身的真假。数学是美妙的,作为人类思维的表达形式,反映了人们积极进取的意志、缜密周详的推理以及对完美境界的追求。

    学习掌握数学,可以极大的帮助我们洞察这个世界。数学是一种思维方式,而绝不是解题训练。

    当反思为什么我一方面喜爱数学,一方面又觉得满是公式的数学书读起来枯燥无比时。我意识到,虽然逻辑推理演绎是缜密而有趣的,但并非人脑天然的运作方式,这个需要后天的训练。当突如其来的逻辑推理需求超过当时接收者大脑可以承受的压力时,必然会导致疲惫和挫折感。也就是处理能力小于信息输入带宽的表征吧。

    我的机械记忆力不太好,从小开始,我就拒绝接受没有弄明白的道理。一知半解的东西在脑海中也总是只能暂时停留。以至于我对数学的掌握只能是熟练运用初等数学,而对高等数学粗通皮毛。记得读大学的时候,我的数学老师是全校最好的老师之一。可惜那个时候沉迷编程,觉得了解一点混过考试就够了,错过了学习高等数学最好的时机。大学毕业后,大部分都忘记了。直到前不久,我能记起并运用的微积分于线性代数知识还都是高中时代自学的。现在还依稀记得大学头两年的高数课,老师讲的其实还是满清晰的,也不是填鸭式教学,悔不该当初不多下点工夫真正理解啊。

    发自内心的学习欲望,无论从什么时候开始都不晚。

    昨天随便一翻书,居然是微积分章节的第一页。这个巧合让我一直读下去。没想到一发不可收拾,直到天色发白,才恋恋不舍的合上书睡去。这时,已经把这一章读完了。

    我想起我的数学观念被启蒙前的一些事情,那个时候刚上小学,父亲工作忙,我主要是母亲带着。上学前她教我识字,计数,画画等,但没有特别教给我系统的科学知识。入学后,除了课本上的东西外,没有人强迫我学习更多东西。我记得那个时候自己老是瞎想,比如远近,轻重这些物理概念。说起距离这个概念,可以说是天生自然的诞生的,不需要人教。因为距离是可以直接比画被直觉感觉到的。但是,面积的概念却很难自发的产生。这个问题曾经困扰过我很久,父亲告诉我,矩形的面积就是长乘宽。我接受这个结论,并承认它的合理性,但内心总觉得别扭。虽然我自己从这个结论推导出更多例如三角形面积公式等,但我对其根源却总是心存芥蒂。

    有一次我想知道圆的面积怎么计算,在白纸上画了个圆去问父亲。他并没有直接告诉我答案。现在想想,向一个小孩子解释 Pi 应该不是件容易的事情。我继续自己去想:如果能知道铅笔尖的面积,那么我一点点的将圆涂满,数一下用了多少点,应该可以相当于圆面积吧?父亲看我不停的在纸上戳点,问出我的想法,笑着说,原来我儿子这么小就懂微积分了 :D 当然,向小孩子解释什么是微积分是很困难的。那个时候父亲一定跟我解释过,不然我不可能对这个名词记得这么清晰。但是我也肯定没弄懂。

    后来我知道,求面积其实是一种积分(积累微小的分片、我这样理解这个词)的过程。学会抽象思维后,我不再对矩形面积公式介怀。

    这些亲身经历的故事告诉我自己,无中生有的构造出新的概念,对于一个没受过数学训练的人不是件容易的事。新的知识一开始应该给人有直观的感受,才容易让人记忆深刻。逻辑、分析、构作,则可以加强这些记忆并接受它们。


    其实原本是想谈谈 欧拉数 e 的。跑题太远了,谁让我是在写 blog 呢,无所谓了。

    e 是一个很出名的数字,但在大众,远不如 Pi 来的有名。它不够直观,不像 Pi ,可以表示半径为 1 的圆的面积。

    有一年校园招聘的时候,面试一个数学系的本科毕业生,我的同事提了个问题:什么是 e ?未能听到满意的答案。

    是啊,我们知道科学计算器上总有个按纽上标着 ln ,说明书告诉我们它可以用来取以 e 为底的对数;大多数计算机编程语言的数学库中总会提供一个 exp 函数,用于求 e 的幂;中学老师告诉我们 e 是自然对数的底;e 是 2.718281828459 ……

    但是 e 到底是什么?。可为什么要选择这么一个特殊数字命名为 e ?书本上一定讲过、课堂上许多老师也讲过,可还是很多人事后忘记了。我在这里再谈一次不为过。

    跟 Pi 一样,e 也可以从几何上给出一个直观的表示。不过这个图形不没有圆那么容易画出来。我们需要作 f(x)=1/x 的函数图象,是一个双曲线。在第一象限,从 x=1 到 x=e 之间,曲线和坐标轴之间所夹的面积正好的单位 1 。

    这样的几何上的描述对并不够有说服力,因为它只是诸多函数图象中的一个,没有什么特别。下面我们得看看, f(x)=1/x 这个函数的特殊之处。

    如果你认可微积分在现代数学中的重要地位,那么就会发现,对多项式求导是研究各种问题的一个重要手段(比如在经典物理学中,研究速度、加速度、距离等之间的关系)。借助初等数学的推理,我们就可以得到对多项式求导的公式(这里就不展开列出了,但是这些推导过程对理解微积分很有帮助,而且仅需要初等数学知识就可以做到): x ^ n 的导数为 n * x ^ (n-1) 。

    反过来,x ^ n 就是 x ^ (n+1) / (n+1) 的导数。这种逆运算,被称之为不定积分。

    btw, 诚如《什么是数学》书中所述:简单地定义“不定积分”为导数的逆运算,这种做法是把微分过程直接和“积分”这个词结合起来。然后引进作为面积或者和的极限的“定积分”的概念,而不强调这里“积分”这个词指的是完全不同的东西。会大大有碍于学生的真正理解。我个人也是很反感强加的概念:直接定义这种逆运算规则是让人不可接受的。其实这其中隐示的东西,正是牛顿和莱布尼兹为数学做出的杰出贡献。是他们首先把前人已经为积分和微分上做出的工作结合在了一起,思想上做了统一。这里不展开讨论微积分,仅仅只是不想离题太远而已。

    当我们考察 x ^ (n+1) / (n+1) ,当 n=-1 时,分母为零,公式将失去意义。那么对 x ^ -1 即 1/x 的积分会引出怎样一种函数,就变的非常有趣了。以下,我们就直接用 ln x 来表示对 1/x 从 1 到 x 的积分。而 ln x 的导数则为 1/x 。

    根据微积分中的基本定理(可直观的用初等数学方法证明的定理),我们可以得到若干对数运算的法则。又因为 ln(x) 是 x 的单调连续函数,当 x=1 时值为 0 ,且 x 增大时趋向无穷大,这样,就必定存在一个大于 1 的数,当 x 取此值的时候 ln(x) = 1 。

    这个数值就是被欧拉称之为 e 的东西。

    当我们考察 y=ln(x) 的反函数、即 x=exp(y) 时,会发现 exp(y) 这个函数的值在 y 为有理数时,和 e ^ y 的值总是一致的。这一点并不难证明。既而很容易得到幂函数的公式 e^a * e ^b = e^(a+b) ,且可证明它对任意有理数或无理数皆成立。

    整个研究过程,从对数推导出幂函数,从自然数推导到有理数再到无理数,借助微积分这个工具的帮助,都很容易的走过来。这样的过程,在中学时,老师则是从整数幂 a^n 开始,定义 a^(1/m) 的意义,从而将幂函数推广到有理数集。两种推导方式向比较,中学时我们学过的初等数学的方法就不那么逻辑缜密了。这里面微妙的地方在于,初等数学借助一个想当然的定义跳过了逻辑的断层,而微积分就是来弥补这个裂痕的。虽然微积分的解释得花更多的脑力去理解,但它可以充分让我信服。

    在这些讨论中,对数函数和指数函数都是以数 e 为“底”展开的,所以我们也把 e 称之为对数的“自然底”,或是“自然对数的底”。继续把底数 e 推广到任意正数的变换是容易作出的,而 e 则是变换的根本。

    e 在其中的地位,好象 1 在自然数中的地位一样。虽然日常我们用 10 进制计数,但 2 进制却只用 0 和 1 ,即无和有两个概念,就衍生出了一切。其余的符号都是冗余。现代计算机广泛应用 2 进制之前,莱布尼兹就已经对二进制推崇倍至。我们可以把 10 进制记数规则看作是 2 进制的一种衍伸,人类选择 10 进制只是因为碰巧生了 10 个指头而已,而 2 进制则是永恒存在的。

    最终,由微分法则我们可以得到一个奇妙的结论:以 e 为底的指数函数的导数就是它自身,即自然指数函数与它的导数恒等。这一点,实际上是指数函数所有性质的来源,并且是它在应用上之所以重要的基本原因。


    ps.以上的文字并没有涉及具体的推理和证明,那需要相当的篇幅。但我觉得期盼得到高等数学真谛而未入其门的朋友都值得去找出书来读懂。这些过程用初等数学的知识就可以理解。

    最后忍不住再提一下“素数定理”。它由高斯发现,并被誉为整个数学中最著名的发现之一。

    至今人类未能找出一个产生所有素数的简单公式,也没有找到求前 n 个自然数中所有素数个数的简单公式。但是考察素数在自然数中的分布规律时,却找到了些许规律。

    高斯发现,在自然数 n 极大时,n 于 n 之内素数个数的比值,近似等于 ln (n) 。n 越大越接近。不过前者是两个自然数的比值,是一个有理数;而 ln (n) 是一个无理数。两者只会无限接近,而永远不会相等。

    素数的分布的平均状态居然可以用对数函数来描述,这太有趣了。两个似乎无关的数学概念在事实上竟有如此紧密的联系,真是让人拍案称奇。

    让我火星:Clannad振臂高挥击飞插队凉宫

    Posted: 12 Aug 2007 05:56 AM CDT

    店长跟踪观测已久的凉宫插队案今天总算有了眉目……

    随着肇事者MoonPhase的供认不讳,Clannad将于今年秋季正常上屏幕的事实也最终水落石出。预订时间为10月5日,多个频道的放送时间也将浮出水面。

    sigh.jpg

    “2007,已经没什么期待了……”

    “洗洗睡吧,我已经收拾好包袱,准备回老家过中秋了。”

    探员店长沧桑的表情上多少流露出对无奈现实的叹息。

    (more…)

    Weekly: Happiness Guaranteed 本周娱乐精华 Issue.10

    Posted: 10 Aug 2007 09:26 AM CDT

    下一个挑战总近在咫尺,不知不觉中人忘却了如何品味眼前触手可及的那杯午间红茶。光向前看是不足够的,所以今天我们先叙旧。1是崭露头角,2是温故知新,3是习以为常……那10是什么?

    我们认为10是系列成熟过程上的一个里程碑,本周娱乐精华断断续续磕磕碰碰走到了第10期,即便只是些娱乐新闻的简评,主笔的店长也感到欣慰。

    回想年初的开篇,与现在的选材上的确大相径庭,开始时我们只是单一的在收集御宅的新闻,后来开始设计北美和欧洲的游戏业新闻,近来连国内的火星文也拿出来翻炒……变化中店长体会最深刻的是“寻找欢乐的源泉”,人类的笑穴在哪里?其一应源自“对比”,有伟人说过,当所有人都爱说相声小品,真正的相声小品就黯然失色了,反之不苟言笑的人对比之下或能搏红颜一笑。

    评新闻亦然,把秋叶原大黑幕留给关心和熟悉“宅粹”的专家,我们擅长的是对比,国人看世界,世界看国人,文化差异永远能制造笑话。只要在笑声落下之时,大家能多少有所警醒,我们知己知彼的目的就达到了。

    weekly010.jpg

    再说了,店长就是个单线程的人,心烦意乱写的作品一定也浑浊不堪,能为了心情快乐而写,是神的眷顾吧。

    ok,半年回顾到此,进入本周的新闻。本周我们挑的关键词是“形象”,你很快就会知道为什么……

    (more…)

    角色模型测试——曹操无双斩

    Posted: 12 Aug 2007 08:25 AM CDT

    以下是十月天宫曹操的原画:

    Posted: 12 Aug 2007 05:37 AM CDT

    周五时心念一动,决定去看海,最近的海,自然是上海周边,奉贤、金山的海边。浦东刺猬推荐我去金山卫,还帮我找好了行车路线。
     
    可惜我太笨了,去的时候没有找到高速公交,搭了一个什么沪卫线,八块钱,跑了两个多小时才到。不过也好,一路上经过了许多没见过的镇子,例如叶榭、亭林、车墩等等。颇看到一些华丽的镇政府,和很大规模的工业园。回来时候就聪明了,搭乘走高速的梅卫线,一个小时不到就到梅陇,也就是锦江乐园站了。
     
    金山卫的海边,有一个很大的游乐场,被大堤围了起来,因而水很蓝,但是放眼望去,大堤之外的海水却很黄。虽然带了泳裤,但是看到天色不对,还是没下水,果然,到达海边后不久,就下起了大暴雨。另外,还在旁边废弃的原海滩泳场里抓拍到一位对着海浪苦练神功的男子。以及金山石化的大烟囱冒烟,工业废烟和乌云相汇合的绝妙场景,最棒的是,在烟雾和乌云之间,飞翔着群鸟。
     
    因为不懂数码相机的摄影原理,结果把原本碧蓝的天空照成了灰蓝色,真是不爽。照片中的景色,正是当时暴雨来临天景的反映。只有在海边这样辽阔的天空,才能看到如此大规模的对抗,身后雷声隆隆,身前蓝天碧海,然后暴雨刷的哒哒哒哒层层扫过来,不处在当时的情景,很难感到这种气氛。
     
    走在大堤上,看到远处有一大二小三座岛屿,想必是舟山群岛的孩子,但我不知道他们的名字。更远处,是许多远洋巨轮,初看觉得它们都在停泊状态,但你若是盯着某一艘时间久了就会发现,它们也是在行驶的。
     
    去海边本是散心,也不想下海闹腾。东临碣石,以观沧海。可惜这金山卫的海边,近了没有惊涛拍岸,远了没有海天一色(天际线上都是轮船),周围呢,又都是石化厂的大烟囱。无法和琴岛崂山碧波亿顷的那种景色想媲美。不过一路上经过了上海的“乡下”,闻到了海风,看到了大海,也知足了。

    “最终幻想7”十周年

    Posted: 12 Aug 2007 05:30 AM CDT

    PS版《最终幻想7》于1997年1月31日在日本发售,至今已经10年的时间了。为了纪念这款传世名作,square-enix预定8月31日到9月2日在日本东京南青山举办“最终幻想7十周年美术展”(FINAL FANTASY VII 10th ANNIVERSARY Gallery)。

     

     

    该活动将展出5款“最终幻想7”相关软件作品,包括:

     

    PS FF7

    DVD ACFF7

    手机 BCFF7

    PSP CCFF7(预定9月13日发售)

    PS2 DCFF7

     

    除此之外,当然还有“最终幻想7”相关的设定原画、概念插图、宣传视频等贵重资料的展示。三天的时间里,每天从上午11点到晚上20点,喜欢“最终幻想7”的用户可以免费入场,再次重温当年的那一份感动。

     

    相关链接:

    http://blog.sina.com.cn/u/4938f71b0100040w
    老文回顾4:FF7国际版完美通关报告

    http://blog.sina.com.cn/u/4938f71b0100040q
    1996年的震撼

    《新魔界》完整版V1.0版本客户端

    Posted: 12 Aug 2007 05:22 AM CDT

    《新魔界》完整版V1.0版本客户端
    **** Ⅰ上古之战 ****
    魔幻大陆神族纪元七九四年
     传说,上古时期魔幻大陆和所有生存在大陆上的生物承受着天神轩辕的庇佑,并冥冥中祝福着人类,使人类在魔幻大陆之上和平快乐的生活。沐浴在神的恩赐中的人类也不断的提升着自己的实力。然而在大地之下还生存着被神所遗弃的魔族,他们无时无刻的想要重新夺回大地的控制权。
     在那遥远的九幽之下,死亡军团的首领暗夜魔王蚩尤为了重新称霸大陆,正虎视眈眈的窥探与垂涎着魔幻大陆!经过以蚩尤为首的死亡军团邪恶策划,一场末日之战即将弥漫在这魔幻世界上。
     魔幻神族纪元七九四年七月七日,丰收祭神日,魔幻大陆沉浸在五谷丰登的喜悦气氛中。人们聚集在月光沐浴下的上古祭神遗迹中,虔诚的祷告着,这一切看似那么地安宁。
     祈祷过后,欢快的篝火宴会开始了。一堆堆篝火架着烤肉,发出阵阵诱人的香气。篝火旁边孩子们头上带着禾苗与野花编制的花环,手拉着手高声唱着欢快的歌曲,火苗映在他们的脸上,更加粉红可爱。青年人手拉着手在田野的芳香中围着篝火跳起丰收之舞。周围不时传来人们快乐的笑声,一片欢乐祥和的景象。
     夜幕降临,狂欢在开始……
     在人们沉静在欢乐之中时,一团黑色的风暴忽然出现,由天边如奔雷般轰来,将祭祀神族的祭坛炸的粉碎,紧接着,无数道黑色光芒飞驰而来,接二连三在人群中爆开,死亡的气息迅速将人群笼罩。黑暗魔法爆发的烟幕渐渐散去之后,天空出现无数骨龙背负着死亡军团降临在人们面前,宁静的大陆突然龟裂开来,狰狞的亡灵生物纷纷从裂缝中爬出地表,挥舞着手中丑陋的武器向人们冲去,前一刻还载歌载舞的人们顷刻变成了一堆堆被腐蚀的千疮百孔的黑色尸体,还有那些滚地的布偶,伴着那已化做白骨的小主人……
     魔族发动的先锋之战,立刻的惊动了远在冰封山的众神,为了拯救人类,神主随即调来了神的前锋军团——神武军团向魔族迎击,但是神武军团到达遗迹时,这个遗迹已盘踞了无数众的魔族精锐军团,为了拯救这个世界,神武军团无惧双方的力量悬殊,即刻投入了战斗,谁知现在魔族的强大已远非天神所知的那样,第一波的天魔之战即以神武军团全军覆灭而结束。
     狂妄的魔王全歼了神族神武军团后,以为天神的力量只不过如此,旋即下令向冰封山天神的总部发动了最猛烈的全面总攻。
     天神为了抵挡魔族的大规模攻击,紧急向驻守在世界各地的众神发布召集令,但是因为天神未作充分的战争准备,先后赶到的东南西北四方守护神,风火雷电四位战神、以及各神族部众也相继战死。
     节节失利的神族直到战神昆仑的赶到才扭转了战局,将魔族的攻势阻拦了下来。而战神所持的神器“斩魔圣剑”还未最终完成,因此这柄本应该有天地至强威力的圣剑还远远没有能够发挥出它的能力。而要想让这把未完成的神兵发出最大威力,只能与天神的本体“凝神合一”,才能够真正爆发。
     主神为了大地的安宁,不顾神器的反噬之力,强行使用了“斩魔圣剑”。就在圣剑出鞘的一刹那,原本被魔族混沌的黑暗世界出现了圣光万丈,万条圣光穿透混沌照射在大地中,无数惧怕圣光的魔族喽罗顷刻间灰飞烟灭。但是魔族的真正精锐死亡军团早已经准备好了能防护圣光的黑暗盔甲,所有的死亡军团还在魔王指挥下更加疯狂的向光明神进攻。
     为了彻底消灭暗夜魔王蚩尤及他的死亡军团,战神率领所有神族军团将黑暗魔族牵制在此,光明神轩辕与斩魔圣剑合一,以无上圣光包围万物,决战的高潮已经展开。浩瀚的圣光将包括所有神魔在内的一切笼罩,而至于最后圣光的何去何从,却没有留下任何详细说明以及记载。
    **** Ⅱ英雄裨史 ****
     但从那之后的事情,我们都可以从史册中清晰的看到。在那次战斗后,侥幸生存下来,却失去了光明神眷顾的人类面临着严峻考验。生存之地被毁,残留下来的人类还被各种野兽和瘟疫所威胁,每一刻,都有被饥饿折磨倒下的人类;有的则在沙漠跋涉中不慎陷入流沙,转眼间便被沙漠吞噬,不留下一点痕迹。更多的人们在瘟疫的阴影之下,逐渐萎靡,双眼深深陷入眼窝,渐渐的皮肤发黑,变皱,枯萎,溃烂,成群的寄生虫在他们的皮肤上钻入钻出,吞噬着他们的血肉,最终在亲人的悲泣中撒手人寰。
     在神魔大战之后残留的人类生活在被地狱死亡气息侵袭的土地上,各种极端恶劣的环境折磨着他们——再不图强,就要灭亡!
     就在这生死存亡的紧要关头,两位人类的英雄出现了,他们跨上战马,举起手中的长剑,竖起坚强的旗帜,将身边的同类聚集起来,冒着死亡的危险以无所畏惧的勇气率领人们向着理想中的希望之地坚定的前进着。路途之中,无数的人类付出了汗水,鲜血乃至生命。但英雄手中指引方向的长剑始终不曾有分毫颤抖,跟随我!
     虽然在亡命之旅上,无数的人倒下了。但那天空盘旋的秃鹫可以见证,那神出鬼没的野兽可以见证,那顽强生存下来的人类可以见证——胜利属于我们人类!
     历史会永远记住这两位拯救人类的英雄,后世在继承了他们的长剑以及那无畏的勇气之后,会尊称一声:大帝!
    **** Ⅲ帝国风云录 ****
    魔幻英雄历五年:
     英雄雷轩竖起自己的旗帜,带领流落在北部的人民跟随自己前进,去寻找安居之所。一路之上,不断有羸弱者倒下,片刻之后,就会被那些饥饿的野兽吞噬。艰难跨越了神荡山脉后,仅余的人类面前展现出一片广阔的平原。虔诚的英雄以圣洁的名字来证明他心中的喜悦,神赐平原,神欲之河!就在这肥沃的土地上,雷轩建立了自己的帝国,盛世天朝,并筑起了人类最伟大的城市,凌霄城。从此,整个大陆北部正式归属在英雄的旗帜之下,成为他的领土。
     与此同时,处于大陆南部英雄傲天也拔出了自己的长剑,集合起失散的人民向着那告别沙漠的理想进发。他们的路途要比另外一支同胞更加艰辛,白天沙漠中的烈日灼烧,夜晚寒风肆虐,乾旱的沙漠让无数心怀希望的人们魂断此处。每当有人倒下,一片黑色的秃鹫飞过,就只会留下一堆白骨。就在所有人都要绝望的时候,一片广袤的绿洲出现在人类面前。欢呼的人类冲进这片美丽的绿洲——希望之洲。他们祈祷,这里能带给他们永恒的希望。几年之后,就在这美丽的绿洲上,一座巍峨的城市拔地而起,光芒之城。率领人民取得胜利的傲天也被人民推荐称为帝国皇帝,烈焰帝国开国皇帝。
    **** Ⅳ燃烧的权杖 ****
    魔幻英雄历一零四零年
     千年的岁月匆匆流逝,安定下来的人类渐渐忘却了那次毁灭性的战争。由于地域和文化的距离逐渐拉大,人们心中的距离也渐渐变远。曾经是人类发源地的金戈苍原也变成了无人问津的荒芜之地。只有偶尔的游牧部落从这里经过。
     北部盛世天朝重视科技与文化的发展,睿智的学者与博学多才的魔法师广泛受到尊敬。一次偶然的机会,一位天朝探险家从金戈苍原带回的硫铁矿石在整个科学界引起轰动。那矿石中富含各种天朝急缺的矿产,那高品质的铁也可以广泛应用于武器制造,建筑以及生活。大喜过望的天朝立刻大批派出大量的工人。

    而金戈苍原富有的矿产立刻吸引了更多的天朝百姓自发前往。但是这些辛苦劳作的矿工吃惊的发现,每到夏天,就有大批的烈焰帝国的游牧部落来这里放牧。刚开始他们还很好客,但后来却逐渐对自己表现出敌意。再往后,不断传出有人被游牧部落袭击的消息。那些野蛮人如此的无理,竟然妄图将我们驱逐出自己的领地!
     南部帝国则由于土地较贫瘠,不得不让大量的游牧民迁徙到更远的草原去,依靠自己部落的力量生存。而地处帝国北部边疆的金戈苍原在夏季连降暴雨,溪流纵横水草丰茂。一直是生活在这里的部族所赖以生存的地域。虽然帝国没有将这里划归自己领土,但在他们心里只要是马蹄踏过的土地,便是属于自己的领地。
    直到魔幻英雄历一零四一年:
     这里突然出现了好多的陌生人,他们拿着各种工具在山上或者草地中奋力的挖掘,并将石头成批运回去。虽然好奇,但是双方还是和睦相处了下来。但几年之后的夏天,他们再次返回的时候,一座庞大的城突然出现在自己眼中,那些霸占了自己牧场的人们还恬不知耻,非常自豪的将他们建起的这座大城叫做金戈之城!牧民们愤怒的看到,他们赖以生存的草原被挖掘的破烂不堪,清澈的溪流也被引到矿场里洗刷矿石。牧民被激怒了。没有水草就没有牲畜,没有牲畜就无法生存!绝不容许这些威胁自己生存的人们存在!
    **** Ⅴ圣剑传说 ****
    魔幻英雄历一零五一年:
     关于金戈苍原的摩擦已经进行了十年,双方民间摩擦逐渐激化,导致国家间关系紧张。双方派驻保护自己百姓的军队也开始频繁的发生摩擦,冲突不断升级。
     但是两个帝国之间却都还有着自己的顾虑,对方都还非常强大,自己的实力并不足以很快消灭对方,因此大规模战争并没有发生。
     只到那一天,袭击过一个矿坑的牧民被大雨困在了那里,一块刚被挖掘出来的巨大长条形矿石被雨水冲刷过后竟然闪烁着淡淡的光华。他们便带了回去,献给自己的族长,而族长又把它当作贡品献给烈焰帝国皇帝傲云。傲云准备将这个石头做成装饰品,而当工匠的把石头刨开以后,一柄闪着浓烈神圣光芒的巨剑出现在他的面前,剑身上镌刻着四个大字——裂天神剑!这竟是传说中神魔决战时神族神武军团长昊宇仗之降妖除魔的无敌神刃!
     被神器那巨大威力所折服的傲云立刻派遣大军前往金戈苍原,想要搜寻更多的神器。而当他们到达金戈苍原的时候,盛世天朝的大军早已在金戈城严阵以待了!
     由于生存环境的恶劣,烈焰帝国的人们笃信武力。现在,他们相信事情已经无法和平解决,武力变成了唯一的选择。让实力已经领先自己很多的盛世天朝获得威力强大的神器就意味着自己帝国的灭亡!别无选择的傲云率先发动攻击。五万精锐重骑兵迂回奔袭后方,十万大军奋勇攻城,仓促应战的天朝军队被迫撤出金戈城。是役,无数将士洒血金戈。
     但是战争刚刚胜利的烈焰帝国还没有来得及庆祝,就被一场惊天浩劫所摧残,诱发这场浩劫的原因,便是那些游吟诗人口中的人类劫难——亡灵军。
    **** Ⅵ死亡阴影 ****
     当年神魔决战到最后,神族击退魔族,却始终不能将魔族消灭。面对猛烈反扑的魔族,光明神无力抵挡,只能将仅余的能量注入神器,以神器封印了地狱出口。被偶然发现的那柄偶然出世的神剑恰好是封印的组成部分,而暗夜魔王并不知道封印已经被破,还在一心训练自己的亡灵军团,积攒力量准备复仇。
     直到那浓烈的鲜血沿着封印的缺口渗透到地狱之中,暗夜魔王才发现封印已被破坏。苦等千年的魔王蚩尤立刻率领自己的亡灵军团杀出封印,将还在金戈苍原的数万烈焰帝国军队吞噬,变成自己的傀儡,诺大金戈城顿时化做一片废墟。人类为这剧变所震惊,就在他们还未来得及想出应对之策时,暗夜魔王的死亡气息已经迅速笼罩了整个魔幻大陆。无数的野兽变成凶猛的魔兽,死去的人也被这气息沾染,变成各种亡灵生物从泥土中爬出,攻击人类,人类已经徘徊在灭亡的边缘。
    **** Ⅶ王者归来 ****
     出生在这危急时刻,身为英雄的你还等什么?拔出你的宝剑,念诵你的咒语,爆发你的力量,将这些魔鬼们赶回地狱去!魔幻大陆在召唤,骑士的使命在召唤,辉煌的荣誉在召唤——恢弘的乐章已经奏响,归来吧,我们的英雄!代表正义与善良,向那些邪恶的怪物,宣战!!
    游戏截图

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    灵感随意中产生!

    Posted: 12 Aug 2007 01:12 AM CDT

    呵呵,把今天拍到的一些图片加了点旁白!















    生活的乐趣在于不经意间的发现和体会!

    周末回到记忆生活!--天津文化

    Posted: 12 Aug 2007 12:50 AM CDT

    好长时间没有去了,基本每天都会经过那里。个人蛮喜欢那个地方的环境和气息,只是不喜欢在那里做生意的... 呵呵!
     
    不过由于改造一新,很多古的东西被现代的一些东西所替代了。我只能把图片进行了一些处理,哈哈!如果你也喜欢的话,不妨来逛逛。它就是天津的古文化街!
     
     
    牌楼太新了,呵呵!找不到一些历史的痕迹了。
     
     
    现代的装饰设计的还算不错,就是晚上有时不开开。
     
     
    天后宫门前的神兽 -- 麒麟
     
     
    严复 -- 物竞天择,造者生存  [个人很喜欢]
     
     
    天津两个知名商家,国内海外知道的人不少,也算是传承了下来。
     
     
    嘿嘿,我也俗一把,踩踩铜钱。[永乐通宝]
     
     
    回归到现代吧,饿了一天,在匹萨店吃了一顿!吃的时间挺长的。哈哈
     
     
    呵呵,东西要的不多,还算可口!

    Seriously, the hotel has a great pool

    Posted: 12 Aug 2007 03:00 AM CDT

    In a week's time I'll be lounging by a pool in Singapore, drinking three or four insanely alcoholic drinks in preparation for State of Play V.

    I'll be thinking about the dinner that I'm about to have, that will be followed by Glenn Thomas's film "Ideal World". I'll be wondering which of the following two day's panels I will enjoy the most, and which of the workshops I'll attend. I'll be thinking about the dinner the following evening at the Zoo, and the subsequent Night Safari. I'll be wondering whether Doug Thomas will, in fact, be mistaken for a large primate and not allowed out of the grounds, even if he is going to be interviewing John Seely Brown. Oh, and I'll be thinking about chili crab.

    I may ask where you and your friends are. I suspect that many of you will be there. And you will be thinking of chili crab too, and so we'll make a plan to head out and get some.

    Can't wait.

    www.unreal.com.cn

    Posted: 11 Aug 2007 06:54 AM CDT

    :10:

    CFP: Journal of Electronic Commerce Research (JECR): Special Issue on Virtual Worlds

    Posted: 12 Aug 2007 02:44 AM CDT

    [From Marc Fetscherin, Editor of the Special Issue]

    Journal of Electronic Commerce Research (JECR): Special Issue on Virtual Worlds

    CALL FOR PAPERS
    Special Issue on Virtual Worlds
    Submissions due: November 1, 2007
    Scheduled Publication date: August 2008

    Overview:
    The emergence of virtual worlds and Web 3.D change the way of doing business. Web 3.D is the synonym for Internet-based virtual worlds, where people can create own 3-D *virtual* personalities. Virtual Worlds such as Second Life and others are undergoing an evolution similar to that of the Internet in the mid nineties and might impact profoundly the way people cooperate, communicate, collaborate, and conduct business. The recent entering of companies such as Toyota, American Apparel, Nissan, or Adidas indicate the upcoming role of this platform for the next generation of conducting electronic business. This call for papers is intended to cover a wide range of business and research topics that fall within the broad description of activities, challenges, opportunities, applications, innovations and implications associated with Virtual Worlds as the emerging new online business landscape.

    Purpose of the Special Issue:
    The purpose of this special issue is to encourage discussion and communication of important research issues that underpin Virtual Worlds as an important aspect of e-commerce and to showcase interesting and significant research work in this critical area. Specifically this issues is focusing on business and legal issues of doing business in Virtual Worlds. Of particular relevance to the described focus are papers about business models, marketing, promotion, pricing, customer integration, consumer behavior, legal, cultural and cross-cultural research. The issue, however, will not be restricted to these topics; rather, it welcomes reports of theoretical or empirical research that examines pertinent business issues related to Virtual Worlds e-commerce. This special issue will be of interest to researchers, governments, small and large businesses, marketing and PR companies among others.

    List of possible topics are:
    * Product Development and Testing in Virtual Worlds
    * Image, Branding, Advertising in Virtual Worlds
    * Marketing in Virtual World
    * Avatar-based Marketing
    * Promotion of Virtual Goods in Virtual Worlds
    * Pricing of Virtual Goods in Virtual Worlds
    * Selling, Cross-Selling Real and Virtual Worlds
    * Business Planning for Non-profits in Virtual Worlds
    * Fundraising and Virtual Worlds
    * Convergence of Real and Virtual Worlds
    * Customer Integration and Virtual Worlds
    * Technology, Business, Strategy in Virtual Worlds
    * Financial Systems, Investments, Currency Exchange Real and Virtual Worlds
    * Emerging Media Presence in Virtual Worlds
    * Consumer Behavior, Consumer Acceptance and Virtual Worlds
    * Trust, Cross-Cultural Studies and Virtual Worlds
    * Intellectual Property, Copyright, Trademarks and Virtual Worlds

    Submission of Manustcript:
    JECR publishes original empirical research, theoretical and methodological articles, evaluative and integrative reviews, field research, business surveys, and application papers of interest to a general readership. A submission based on a paper appearing elsewhere (such as conference proceedings or newsletters) must have major value-added extensions to the earlier version. For conference papers, it should have at least 30% new material. The submitted manuscripts should follow the format as suggested in the Submission Guideline found in the journal website: http://www.csulb.edu/journals/jecr/s_guide.htm. Of particular note is that the manuscript should be prepared in Microsoft Word format. The names, affiliations, and contact information (i.e., phone, fax, email addresses) of all authors should be provided only on the cover page. The submitted paper will undergo a double-blind review. Contributing authors may be asked to serve as reviewers for the special issue. Authors may submit completed manuscripts electronically at any time prior to November 1st 2007 deadline. Manuscripts and questions send to mfets...@rollins.edu.

    Guest Editor
    Marc Fetscherin, Ph.D.
    Rollins College
    International Business Department
    Winter Park, 32789, FL, USA
    e-mail: mfets...@rollins.edu
    Tel: +1 407 691 1759
    Fax: +1 407 646 1566

    Important Dates:
    Deadline for Submission: November 1, 2007
    Paper acceptance/rejection: January 15, 2008
    Revised paper submission: March 15, 2008
    Final acceptance following revisions: May 15, 2008
    Publication Date: August 2008

    To download the CFP, please visit this website:
    http://www.csulb.edu/web/journals/jecr/issues/20083/cfp.pdf

    我所玩过的<b>GALGAME</b>——メンアットワーク!魔兽学院men at work2的中文版 <b>...</b>

    Posted: 29 Jul 2007 03:08 AM CDT

    我所玩过的GALGAME——魔兽学院这个是我玩的第一个GALGAME,看到这个译名估计很多人都不大明白。曾经一度还有人以为和魔兽争霸有什么关系。其实繁体版译名就是遥远的羁绊。本名为MAN AT WORK !2,山本大妈出品。 这个游戏对我来说是有纪念意义的。 ...

    <b>galgame</b>歌曲集(共30首)

    Posted: 08 Aug 2007 11:34 PM CDT

    01.Autumn Destiny [url]http://music.fenbei.com/8257109[/url] 02.belive [url]http://music.fenbei.com/8257246[/url] 03.CANDY-青春のソルフェージュ(メンアットワーク!3) [url]http://music.fenbei.com/8257306[/url] 04.Crossing Signal Mix. ...

    【08.12.07】[NetShowBT][Overlord Chinese Repack-NETSHOW][霸王游侠左贤王完美中文版][CN][DVD] (大小:2.13G 人气:1122 下载:996 完成:210 种子:40)

    Posted: 12 Aug 2007 02:22 AM CDT

    发布简介:POverlord.Chinese.Repack-NETSHOW霸王游侠左贤王完美中文版/P< />P【游戏封面】� 蜗访疲喊酝跤蜗雷笙屯跬昝乐形陌嬗⑽拿疲篛verlord Chinese Repack游戏制作: Triumph Studios&&&& 游戏发行:Codemasters&&&&amp ;&&&&&&&&&&&&&&& &&&&&&&&&& 游戏语种:中文游戏类型:F antasy Action Adventure&&&&&&&&&&&am p;&&&& 官方网址:http://www.codemasters.co.uk/overlord/index .php&& 游侠0day信息网:http://0day.ali213.net/jump.asp?id=5135所属 . ..
    下载地址:http://gamebt.ali213.net/download-spot-1-311.html

    "game" via 柠檬杀手 in Google Reader

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    EIEF: Guillemot Says Films Essential To Next-Gen Advantage

    Posted: 13 Aug 2007 07:14 AM CDT

    In a Q& A session that followed his Edinburgh keynote, Ubisoft CEO Yves Guillemot said that the publisher is undergoing a greater push toward moviemaking, adding that "if we don't do it, we won't be able to take advantage of the power of the next generation." Following the news that Ubisoft has opened a CGI film studio in Montreal, covered at greater length in our interview with studio CEO Yannis Mallat, Guillemot spoke on cross-media ...

    EIEF: Guillemot Talks Game Power, 50% Market Expansion

    Posted: 13 Aug 2007 05:47 AM CDT

    In his keynote at the Edinburgh Interactive Entertainment Festival attended by Gamasutra, Ubisoft CEO Yves Guillemot has been focusing on the power of gaming for the non-gamer, commenting that "we have a huge opportunity as an industry [for] people to express who they are" through games. As part of his overarching opening speech held at EIEF, Ubisoft's Guillemot predicted that the video game market is to grow 50% in the next four years, due to ...

    EIEF: Virtual Reality TV with Endemol's Peter Cowley

    Posted: 13 Aug 2007 06:43 AM CDT

    At this year's Edinburgh Interactive Festival, held August 13-14 at the Royal College of Physicians, reality television producer Endemol's Peter Cowley led a panel called "Virtual Reality TV" to discuss the use of interactive content around Endemol's reality TV properties, including Virtual Me (with Electronic Arts, as previously reported) and iLand, a virtual Big Brother with avatars from AOL USA. "I want to explore where the world of TV and the world of games will ...

    Blazing Lizard Announces Downloadable Pirates vs. Ninjas Dodgeball

    Posted: 13 Aug 2007 05:43 AM CDT

    Upstart studio Blazing Lizard, formed by former members of Volition's Saint's Row team, has announced its forthcoming debut game with Pirates vs. Ninjas Dodgeball, expected in the first quarter of 2008 for yet-unspecified console download services. The new Savoy, IL studio, first announced last week, calls Dodgeball the first in an expected series of Pirates vs. Ninjas games, with pirates and ninjas only the first 2 of 5 teams to be revealed. Blazing Lizard says ...

    Asian Game Associations To See Greater Collaboration At GCA

    Posted: 13 Aug 2007 04:48 AM CDT

    Representatives from twelve major Asian markets are set to sign a Memorandum of Intent at the Game Convention Asia (GCA) 2007 conference, which will see them building closer ties and networking relations between their respective game associations. The twelve game associations which have agreed to sign the memorandum represent Singapore, Malaysia, Thailand, The Philippines, Vietnam, Australia, New Zealand, Japan, China, Korea, Taiwan and Hong Kong. The presidents of the national game associations from these countries ...

    WiiWare Launches With Metroid Prime 3 Preview Channel

    Posted: 13 Aug 2007 04:30 AM CDT

    Nintendo has launched the previously announced WiiWare unexpectedly early in the U.S., with a new online channel dedicated to promoting forthcoming release Metroid Prime 3: Corruption. The WiiWare concept was announced in June as a means to distribute original downloadable content on the Wii - in what was assumed to be a similar manner to Xbox Live Arcade's original titles. Developers including Hudson and Midway have already hinted at support for the service but downloads ...

    Wideload's Seropian Talks XBLA, Outsourcing, UE3

    Posted: 13 Aug 2007 04:07 AM CDT

    Speaking in an in-depth new interview with Gamasutra, Wideload Games founder Alex Seropian has been discussing the company's strategy, revealing XBLA plans, outsourcing practicalities, and his experiences with Epic's Unreal Engine 3. As Gamasutra originally confirmed when the interview was conducted at E3, Seropian confirmed: "We have 20 people now - we actually have two teams. We have a team that's doing ['political party game'] Hail to the Chimp, which is the Stubbs The Zombie ...

    Graffiti Developing New XBLA Title For 2008

    Posted: 13 Aug 2007 07:00 AM CDT

    Signature Devices subsidiary Graffiti Entertainment (Crazy Frog Racer) has announced that Microsoft has granted the company rights to develop a new title for Xbox Live Arcade, which the developer plans to publish through the online service in 2008. While no details regarding the game have been announced, the studio notes that it is focused on creating, developing, and publishing trend setting titles with mass-market appeal. Earlier this year Graffiti Entertainment revealed that it had also ...

    EIF: Endemol eyeing videogame business models

    Posted: 13 Aug 2007 12:41 PM CDT

    Big Brother and Deal or No Deal production house Endemol sees great potential in emerging videogame business models including Xbox Live and digital downloads.

    iPhone unlikely to ever compete effectively with DS, says analyst

    Posted: 13 Aug 2007 12:36 PM CDT

    A recent New York Post story claiming that Apple and Nintendo are headed for a "showdown" in the portable gaming market has been rubbished by a leading analyst

    XNA的DNA

    Posted: 13 Aug 2007 11:15 AM CDT

    译自N. Evan Van Zelfden《The DNA of XNA》

    在科学的世界里,DNA是一项新兴的发现。在游戏开发的世界里,XNA更是初露锋芒。简单来说,XNA是一套简单易用的软件工具。你可以用它来开发PC和XBOX360的游戏。这个有J Allard领头的项目,最早在2004年的游戏开发者大会(Game Developers Conference)上公布。在2005年底,有迹象表明这个项目已经完成,并开始运行。在2006年的GDC上,微软发布了完整的XNA框架(framework)。

    XNA使游戏开发变得更平易近人。“重点在于为两个平台提供同样的工具,同样的库函数,同样的潜力。”Dave Mitchell,XNA市场部总监说道,“如此你一次编写出的游戏可以在两个平台上运行。真正受益的是休闲游戏。”

    开端
    微软开发技术时特意为开发者着想是这一切的开端。Mitchell说XNA出现是那时微软留意到了小规模开发者,那些初尝开发的人民,正经历着“无法加入“上流社会”的窘境(the ‘country-club mentality’),你多少意识到有人要闯进(单机游戏开发)来。”

    (游戏行业中的)第二十二条军规[《Catch-22》,译注:约瑟夫-海勒的代表作,第22条军规在原作中指必须服从司令官的命令。]规定:开发者需要至少有一款自己名下的作品来吸引发行商,但在没有发行商实质性投资的情况下开发这第一款游戏几乎是不可能的。[译注:这点和《二十二条军规》中要退伍,就必须证明自己疯了,而一旦去证明自己疯了就说明自己没有疯的矛盾十分相似。]“我们只是发现了在独立开发者,爱好者,学生,学校教育之中的所有这些矛盾和挑战,”Mitchell说,“尤其是要创造出一条将创意传递进业界的途径。”在指出了这个问题后,Mitchell提到在整个微软内部找寻答案。“我们颇为自豪的一点是,我们真的同以此为兴趣的人们和爱好者打成一片,并且用我们的技术‘武装’他们。”Visual Studio Express便是一个例子。

    “然后我们便真正起步,来挖掘XBOX360作为游戏主机的潜力,”他说,“在公司内部,有人问,你们能制作Windows游戏么?当然,打勾。你们能在家用设备上做同样的事情么?不行,除非你在设备上投入大把大把的美元。于是,我们为了实现这个目标达成了共识。”

    因此,在最初,XNA团队想要让游戏开发变得平民化。XNA让XBOX360在家用主机31年的历史上,第一次既作为零售产品,又成为了开发工具。

    当然,一旦你将游戏开发的大门向任何人敞开以后,所产生的结果往往会让微软望而却步。人们可以做出各种各样的东西来,比如成人级的游戏(AO-level)、侵犯版权的游戏。Mitchell说他们希望逐步来解决问题。比如,在XNA版本1中,禁止在线游戏,但他们计划会慢慢地在今后引入进来。

    最美好的愿望
    XNA意味着巨大的人群都要尝试来开发游戏了。“就算它还不够那么容易上手,我们也是在做着正确的事情,如果希望能实现的话,业界里的其余力量也会加入进来。”

    Mitchell还观察了被他称作姐妹产业的——电影电视和音乐,寻找着当前在游戏业界中进化的迹象。为了使得这个业界保持健康地成长,Mitchell相信我们必须让消费者这个角色来创造内容。

    微软希望玩家成为开发者的伙伴,或者实际上自己来成为开发者。“我们愿意见到游戏业界中这样的一个趋势。”Mitchell希望开发者们能够找到一些让玩家来逐步贡献自己力量的途径很难理解,微软以一种免费的,慈善家的方式来提供这样的技术。“这是写在我们DNA里的,”Mitchell解释道。“我们已经这么做了很多年了——让爱好者和学生也能够获得商业技术。另一点就是我们都是玩家,我们热爱游戏,我们愿意这个业界变得健康,有效益。”

    “最终,受益的还是我们玩家,我们作为平台的拥有者也会受益。业界会出现新鲜的点子。我们,像其他的平台提供者一样,也会去追寻它们。”

    正如他们计划中的一部分,微软正将XNA延伸到大学和学生中去。有一些学生专注于乐趣,另一些则关注于他们自己的个人项目。“我们刚结束Dream-Build-Play竞赛,”Mitchell说。(微软)收到了来自100多个不同国家的200份PC和XBOX360的游戏演示。这些游戏花样繁多。Mitchell提到了一个手绘蜡笔风格的游戏。还有一个以丰富的树木和植被作为特色,将SpeedTree的授权用到了XNA里。

    微软得到的另一个额外的好处是,分发给大学廉价但一流的开发平台意味着更多的学生会学习如何专门为微软来开发。Mitchell说“这个问题越来越不重要了……(游戏)总是被移植到其他平台。”他认为一些游戏会从XNA Studio Express 360起步,“如果我们成功的话,我们绝对会见到这些游戏登陆于其他平台。”

    对于微软的竞争对手,Mitchell并不能恭维其他主机厂商的技术能力,他们还不能支持像XNA这样的技术,让用户创作能在PS3或者Wii上运行的游戏。“为了整个业界的健康发展,我当然希望他们为此而努力。”鉴于XNA的潜力,我们只能希望其他“商家”也打开授权的大门。

    N. Evan Van Zelfden 期待游戏的更加精彩的未来。他断言游戏是当今最伟大的艺术。这也是为何他玩游戏,为游戏而写作,并且一直在游戏业界工作的原因。

    Inquisition of the Week: YouTube Tuesday

    Posted: 13 Aug 2007 10:30 AM CDT

    youtubemontage-copy.jpgLast week, with vacation on the brain, Bartoneus asked how you like to spend your vacation time. Most of you said that you would hibernate, which I suppose is cheaper than all the other options, unless you mean actually go somewhere to hibernate. Second place went to those of you who love roller coasters and amusement parks, where it is very difficult to sleep.

    Over a year ago, I started posting a featured YouTube once every week related to the other content of our site. So far, I haven’t missed a day, though there were definitely some weeks that were pretty difficult to find one, and some weeks are stronger than others. The very first “official” one is the not very well received Olaf LotR voiceover, though I have gone back and added some earlier posts as containing YouTubes. (And while I try to stick to YouTubes because its embedded player gives me the least problems, I do include other types occasionally, including one Google Video that was nominated.)

    So looking back on all the ones featured, I wanted to find out which one was the best YouTube of the year. I asked the staff which ones were their favorites, and looked back on the ones that got the most favorable comments. Taking both of those into account, I narrowed it down to five.

    Note: There is a poll within this post, please visit the site to participate in this post’s poll.

    If you ever find a YouTube or other embeddable video that you find worthy, please send it to me. And hope you’ve enjoyed this year of YouTubes.

    LOTR: Online opens another book of content

    Posted: 13 Aug 2007 11:40 AM CDT

    In yet another piece of MMORPG News (seriously, there appears to be very little else going on in the world of PC gaming currently), the orc slaying Lord of the Rings is getting yet another free update, with a jaw...

    Continue.

    ITM Creatives launches new site

    Posted: 13 Aug 2007 11:17 AM CDT

    ITM Creatives has launched its own websiteto make using its talent search facilities easier.

    Ubisoft Boss Preps for Burgeoning Market

    Posted: 13 Aug 2007 10:21 AM CDT

    Ubisoft boss Yves Guillemot has said the challenge for the games industry isn’t just growing the market, but also retaining those future consumers.

    NAT Problems - And a Big Opportunity For Online Multiplayer Games

    Posted: 13 Aug 2007 10:19 AM CDT

    Today I had planned to do something else what I ended up doing: I spent whole day figuring out how to deal with the NAT problems (big thanks for Tim for helping me out so far). So far I understand in theory what should be done: we need an introducer.

    NAT problems occur when both (I think) the server and client are behind a router/firewall that messes up the IP addresses and ports. And that means players cannot play the game. It’s like a mailman who tries to deliver a package to John Doe, when suddenly he realizes that John moved to somewhere.

    There are good resources that have shed some light into this issue. Here are some of them:

    Something good in this adversity
    There’s something good in this crappy situation. Big studios also have this problem - and so does every online multiplayer game (excluding games that have servers with public IPs, such as most MMO games). You can also see that not everybody is willing to deal with this problem (even world’s largest gaming companies such as EA might not be willing to make it work 100% properly).

    And since it’s a big problem (and something not everybody is even going to solve) it means an opportunity. It means that those who make playing smooth and tackle NAT problems will get access to larger player pool. We are definitely working on this problem, and finding a solution for it.

    I’m open to ideas and suggestions in this matter - even willing to pay some $$$ for somebody to solve this problem. We need to get an application that can be run on an external server: something that will make sure our UDP traffic goes where it should. If you have an idea, feel free to contact me.

    If you liked this entry, feel free to visit GameProducer.net to read more similar articles.

    白天公司烧脑浆,晚上回家成脑残。

    Posted: 13 Aug 2007 10:21 AM CDT

    自己一回到家基本上就成了脑残,完全敲打不出去想别的什么事的念头。这段时间自己的日程表被上级排的满满的,到9月中旬要完成的设计内容数起来都要掰断几根手指。

    上周完成了好几篇设计文档,包括角色的基本属性、属性转换公式等等这块也差不多告一段落了,其他的包括技能的持续效果功能需求、战斗系统、还有今天才接到的通知,连登陆流程也摊到我身上了。老余用随随便便的几句话就将我打发了,什么能者多劳、现在没人去做这块等等,我成了十足的苦力策划,哎!好歹这断时间患病在身,稍微让我轻松点也行啊。

    现在在自己租的房子里,没什么事的时候只能弄弄BLOG消遣消遣了,听听音乐也算是奢侈的了。真拿不出别的精力做其他的什么事了,除了周末能够安详的写写自己的策划案以外,基本其他的时候都在处于大脑冒烟的状况下。

    同屋的美术小弟倒是精神十分充沛,从回来到现在都一直在玩哥特王朝3,我倒是怎么也看不明白这游戏到底哪好玩,听着那背景音乐就想呼呼大睡了。

    杰克·伦敦,你到底是不是一条汉子?

    Posted: 13 Aug 2007 09:41 AM CDT

    人应该在什么时候读什么样的书?
     
    我不知道,我曾经为自己立下过读书的宏愿,但却未能完成。八年前和表哥,姨娘在一起谈自己的读书计划时,因为正要进入大学。表哥说,他会根据自己的喜好,不分青红皂白,喜欢什么读什么,这位外贸行业的才俊,如今在繁忙的工作之余,仍能够坚持看书,包括一些很[有趣]的传记和半学术作品,我很钦佩他。
     
    恩,以上的话题的今天的主题关系不大。
     
    第一次读杰克·伦敦的书,在2000年寒假,姨娘推荐给我的《马丁·伊登》。我真喜欢那本书,至今也还记得主人公最后自杀的段落。同时也对一个事实,印象极为深刻,那就是作者本人的经历和马丁·伊登差不多,而结局竟也是自杀。不过我那阵子看书,凭借着大学里借书方便,还在国风庄子奥德赛这些古典经典上,美国人的作品,又非垮掉的一代不读。基本上是集中在阅读古代作品和20世纪作品,中间的三千年看作是计划中的阅读范围,然而至今都还没填满,很多重要的作品,虽然能感觉到和它们息息相通,却还是未曾真正看完。特别是莎士比亚之后,马克吐温之前的一批文学作品,哲学著作。好吧,我真的老了,罗嗦了一大堆不相干的事情。
     
    这次从图书馆借的五本书中的第二本,就是名为《热爱生命》,中国书籍出版社的杰克伦敦选集,译者田宁,石雅芳。下面我要把里面所有的入选作品加一个简单的介绍的评论。为什么?因为它们真的太好看了!(以下内容包含极其严重的剧透)
     
    头三篇分别是《寂静的雪夜》《为赶路的人干杯》和《北方奥德赛》,故事中都出现了一个名叫马尔穆特·西德的淘金汉,此人为人仗义,有一股侠士风范。在《寂》中,他为了减轻重伤朋友的痛苦,用弯曲的树干制作了一个弹弓,把他送上了天。在《赶路人》中,他帮助一个受到追捕的,抢了赌场的年轻人一个大忙。在《北方奥德赛》中,他也伸手帮了一个印第安人一个忙,这篇中篇的主角,印第安人追寻半个世界,苦苦寻找自己被白人抢走的新婚妻子,最终却发现妻子早已和那个白人相爱至深。而那个白人在自己的毒计之下,竟然也散发出浩然的气概。而自己追逐了大半生的女子,竟然会为了这个抢走她的,带着她走遍全世界的男人,而捅了自己好几刀。全篇读之,十分具有魄力和史诗气味。
     
    《有伤疤的人》,是一个喜剧,似乎在什么地方看过,可能是故事会之流的杂志缩编的。讲述了一个有被害妄想症的人,错把金沙当成火药,结果杀了自己的故事。
     
    《女人的刚毅》,则完整地讲述了一个印第安女人,如何为了顾全大局,牺牲自己的亲兄弟,甚至牺牲自己,来确保丈夫和团队所有人生命的故事。
     
    《叛逆》说的是一个童工悲惨的一生。当他长大后,发现自己竟然在一辈子里动了几亿次手,之后,决定离开这个社会。这篇小说简直就是工人阶级的控诉文。
     
    《北极酒》又是一个喜剧,白人利用酒精巧妙的夺取了印第安部落的统治权,却因为把祭祀的大权旁落,而面临被推翻的危险。最后靠着白人的智慧,脱了身,留下一个吵闹不休的部落。
     
    《一千打》,粗看是喜剧,一个中产阶级为了往北方贩卖鸡蛋,不惜抵押房产,一路上经历了常人难以想象的,红军二万里长征过雪山的那种困难,才把鸡蛋送到阿拉斯加,结果全坏了,最终自杀。
     
    《老头子同盟》,则从一个老印第安人的口中,平静地说出了白人对印第安部落的渗透,欺骗和同化,以及老人们的暗杀反抗,但最终却一个个被消灭的故事。
     
    《热爱生命》不用介绍了,我觉得任何一个身处困境的人都应当看一看这个短篇,看一看主人公如何在极端悲苦的条件下,带着对生的无限渴望,永不放弃求生的可能性。
     
    《意外》的故事主人公又是女性,男人在遇到反常的事情时候,只会用情绪化的手段来解决问题,女人却能冷静的处理一切,并最终完成了一项困难的事业。
     
    《黄金谷》,详述了金矿脉的探查过程,以及主人公奋起反抗卑劣的偷袭者的故事。
     
    《马普西的房子》,粗看以为是喜剧,结果文章中间都是对飓风肆虐的细致描述,死人无数。最后峰回路转,老人用坚强的意志度过了生命中的一个个难关,回到了家人舌边。
     
    《有麻风病的顾劳》,看起来就像是百年孤独中的魔幻场景,顾劳一个人对付一只军队,直到自己老死。
     
    《唷!唷!唷!》,反映白人用火药优势对太平洋岛屿土人的残酷屠杀,以及留下部分为他们干活的故事。这种事情,跟西班牙人在中美洲干的坏事比起来,真的不算什么。杰克·伦敦也总是在反映一个事实:白人要不断地扩张扩张,把全世界都塞上他们的人才满意。
     
    《强者的力量》则完全是一个政治寓言,用一个原始部落的成长史,说明了国家诞生、阶级产生、剥削产生,革命等一些杰克伦敦的思考。
     
    《一块牛排》,是一个以老拳击手为主角的悲惨故事,主要阐述的道理就是,年轻人空有力气没有经验,但是当他们获得经验的时候,已经成了老人。和《洛基》不一样,《一块牛排》的主角最后输了,哭了。
     
    《疑犯从宽》用一个喜剧手法展现了法律的荒谬一面。
     
    《墨西哥人》,很多人都听说过,一个立志于革命的革命者后代,通过拳击挣钱来支持革命。很富有阶级鼓动性的一篇小说。
     
    然后就是那部伟大的《野性的呼唤》。
     
    经历了那么多人生苦难挫折,见到过多少大自然的壮丽美景,又受到过大自然的残酷挑战,并且坚持了下来的杰克伦敦,为何你会自杀,有什么可以打垮你这条硬汉子?

    Nobody Wanted BioShock

    Posted: 13 Aug 2007 09:59 AM CDT

    BioShock’s senior designer has strong words for a play-it-safe industry that at one point dubbed BioShock as “just another [expletive] PC FPS that's going to sell 250,000 units.

    看史玉柱的“回马枪”

    Posted: 13 Aug 2007 09:01 AM CDT

    说到近两年来游戏圈曝光率最高,知名度最高,受争议最大的人物,就不得不提到“史玉柱”的名字。

     

    从2005年携一款《征途》杀进游戏业至今,“出道”不过才两年的史玉柱,其风头已经远远超过陈天桥,丁磊和朱竣这几位业界老前辈。

     

    有人说他太过“招摇”,做什么都要做到家喻户晓路人皆知,一天不上各大业内网站头条就全身都不舒服;也有人说他太过“大胆”,没有人敢说的他说,没有人敢做的他做,没有人说能做的,他做好了让别人去说;还有人说他太过“疯狂”,说话做事从来不按常规出牌,行动决策完全没有章法,让人根本摸不清他的路数……

     

    可就是这样一个既“招摇”又“大胆”还“疯狂”的史玉柱,入行以来却凭借他“石破天惊地动山摇”的举措和“话不惊人语不休”的言论,短短两年时间就把整个游戏圈搞得天翻地覆:

     

    在2005年免费游戏还是凤毛麟角的时候,号称投资2亿开发的《征途》一推出就宣称要“免费”,着实让很多业内老大们都纳闷了一把——后起之秀先给各位前辈来个下马威,投2亿搞免费,老子赔得起!

     

    紧接着,他在免费网游中推出的各种“增值服务”收费模式,让大部分玩家都心甘情愿地掏腰包,向业界证实了免费游戏模式的巨大潜力,也向所有人正式宣布:那个“最著名的失败者”又回来了!

     

    随后,在2006年这一年期间狂言乱语不断,“没有1亿以上就不要投资网游”“90%的游戏都是0分,《征途》能打80分”“拒绝18岁以下未成年人进入游戏”的疯狂言论令业界震惊和汗颜;

     

    其后,他又先后在《征途》推出游戏内挂机的“替身宝宝”,首创给玩家发工资的“工资”模式等“破天荒”的游戏举措,让诸多摸索游戏开发经验多年的业内人士跌破眼镜的同时,也正式成为网游界的“领头羊”;

     

    而就在刚刚结束不久的CJ2007业内发展论坛上,他又爆出“游戏要分级,《征途》甘愿做三级”“征途做10年没问题”“年薪千万招策划高手”等惊人语论......

     

    一波未平一波又起,游戏业界永不停息的“新闻制造机”史玉柱,今天又一连爆出两条猛料:

     

    一是宣布已在海外注册了新“巨人”公司,并将在数月后接盘现有公司旗下的网游业务,同时宣称征途的上市过程中正受到竞争对手的阻挠;

     

    而另一条则是靠推网游免费模式起家的《征途》,突然宣布将尝试推广收费模式,并声称“收费网游将成国内网游市场空缺”,提出要以每小时0.3元的价格向部分玩家收费。

     

    对于第一条新闻,征途筹备上市已经不是一天两天了,而以巨人的名义在海外上市也在情理之中,虽然把国内公司上市必遭对手阻挠的“潜规则”公之于市有点让人意外,可是这话出自史玉柱之口却也不足为奇了;

     

    最令人费解的是第二条,一手把网游推向“免费”模式的《征途》,如今却耍了个“回马枪”,要杀回收费网游市场,这不能不说是对国内游戏业的另一次冲击。

     

    史玉柱得出“收费游戏模式还有空白市场”的结论不无道理。别的不说,网易的多款网游都坚持收费模式,而根据刚刚公布的该公司2007年第二季度财报的数据显示,《梦幻西游》仍占了该公司60%的营收,就足以可见收费游戏市场之广大。

     

    而他提出要“一游两制”(一款网游两种收费模式),把“一款网游产品市场做透”的理念也十分地符合“国情”:中国玩家数量多,贫富差距悬殊大,免费模式收费模式都有自己一定的市场,如果单单面向某方面的玩家做运营,就等于白白损失了另一方面的玩家。

     

    所以,史玉柱的这招“回马枪”不但耍得漂亮,而且耍得及时,不但赶在自己公司上市之前做最后的冲刺;也赶在其他公司意识到“一游两制”的可行性之前来个先发制人,果真是耍得又准又狠!

     

    而他还没正式推行收费模式之前,就已放风要以“每小时0.3元的价格”收费,无疑是给已经水生火热的网游市场再次投掷了一枚重型导弹,非要让业内的各大公司拼个你死我活不可。

     

    扬言收费,而且采取这种低价策略,其矛头不容置疑地直指坚持收费模式多年的网易。虽然网易相关人士截止目前为止,并未对此做出回应,但是面对这样一个强劲对手的公开叫板,对他们固有运营策略的影响可想而知。

     

    不知道丁磊会对此举做何感想,但是很多对收费模式持观望态度的老总们,可都伸长着脖子等着看热闹;而那些做免费网游做到头破血流的游戏公司,估计已经开始催策划们写收费模式的方案了~~

     

    很多人都说史玉柱是搅局者,是在搅乱网游市场。我倒觉得他的这几下“花枪”耍得漂亮,搞得各个对手都摸不着头脑,让所有人都得跟着他枪头所指的方向走——瞧着吧,不出半年,业内跟风耍“回马枪”者又会大有人在!

    "game" via 柠檬杀手 in Google Reader

    unread,
    Aug 14, 2007, 8:10:36 PM8/14/07
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    Fury: The $1million beta test

    Posted: 14 Aug 2007 06:54 PM CDT

    Codemasters, Auran Games and the fantastically named GameCock have joined forces to create one of the biggest PR stunts ever to promote the upcoming PvP MMORPG, Fury. The open beta commences on August 28th, with the actual prize giving contests...

    Continue.

    Fury: The $1million beta test

    Posted: 14 Aug 2007 06:53 PM CDT

    Codemasters, Auran Games and the fantastically named GameCock have joined forces to create one of the biggest PR stunts ever to promote the upcoming PvP MMORPG, Fury. The open beta commences on August 28th, with the actual prize giving contests...

    Continue.

    GameFest: TMNT, Street Fighter II Top XBLA Charts

    Posted: 14 Aug 2007 02:07 PM CDT

    At his GameFest lecture on Xbox Live Arcade development, platform manager Mark Coates revealed fascinating stats on the growth of XBLA games, including chart-toppers Street Fighter II and TMNT. Coates offered stats on the Xbox Live Arcade service in addition to those given out yesterday by Microsoft casual division manager Marc Whitten, which showed Microsoft predictions of 45 million downloads and more than 100 games on Xbox Live Arcade by the end of 2007, as ...

    Microsoft reduces 360 price in Australia

    Posted: 14 Aug 2007 07:12 PM CDT

    Following last week's North American price drop, Microsoft has announced a reduction in the price of the Xbox 360 in Australia

    Mad Catz Shares Down on Lower Sales

    Posted: 14 Aug 2007 06:09 PM CDT

    Shares in peripheral firm Mad Catz have dropped nearly 6 percent as the firm posted lower sales for its fiscal Q1, although the firm managed to narrow losses.

    13年前的懷念

    Posted: 14 Aug 2007 06:23 PM CDT

    今天朋友拖我找出以前玩的DDR(Dance Dance Revolution)的PC版遊戲,翻出了我的紀錄DVD,找到了我當年天天玩、日日玩、夜夜玩、時時玩、分分玩、秒秒玩的遊戲
    玩了2個小時,確定功能正常後,拷下來
    嗯?...發現有我以前寫的策劃,好吧!
    看看寫的多白癡

    唉!真是個無聊的下午。天氣又熱,太陽又大,沒事做相當的無聊。走著走著在路上看見一
    &nbsp; 家麻將館。於是便想進去吹冷氣,打打小牌,消磨一下時間,進去之後滿滿都是人,剛
    &nbsp; 好看到有一桌三缺一,就坐下來打牌,對方的三個人,有一個長相非常凶惡,帶了個太
    &nbsp; 陽眼鏡,臉上有條刀疤,像個流氓,一個是40來歲的歐巴桑看起來褔胖,褔胖的,而另
    &nbsp; 外一個是70歲的老頭子,瘦瘦乾乾的,一副短命相,於是我們商量底台打多大盤算一下
    &nbsp; 。
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 「人物描述,僅供參考」



    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ┌─────────┬─────────┐
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; │贏&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp; │&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 輸&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; │
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ├─────────┴─────────┤
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; │&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; │
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \/&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \/
    &nbsp; 無論贏了那個人&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 不論輸給那一個人
    &nbsp; 便被那個人污賴&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 最後輸到沒有錢
    &nbsp; 出老千而被砍死&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 而被對方砍死


    &nbsp; 死了之後,來到了地獄門前,茫然所措,不知要往那裡走,
    &nbsp; 突然看到前面有亮光,就向前走過去,原來前面是一間冥界
    &nbsp; 銀行,站在門口,正在看招牌時,突然出現了一各男子把我
    &nbsp; 架住,抓進銀行裡..........


    &nbsp; 原來那名男子是一個搶匪。


    &nbsp; 銀行裡站了一個穿西裝的銀行經理,和一些收銀員小姐,這時,有個收銀員小姐跑去按
    &nbsp; 警報鈕,那名搶匪看到,便拿著手上的槍(吸魂槍),將那名女收銀員吸進槍中,(天啊!
    &nbsp; 為什麼我會遇到這種事,真是不幸)沒有多久,警察,記者通通趕到現場,然後,一名
    &nbsp; 警察手拿著擴大器對裡面大喊:「裡面的歹徒,不要舉妄動乖乖的束手就擒,不要做無
    &nbsp; 謂的掙扎」,那搶匪看了看外面回頭對我們說:「我在人間是一個賭鬼,因為錢都輸光
    &nbsp; 了,只好去搶銀行,但是在搶劫過程中被警察打死,為了完成遺志好投胎,只好搶這裡
    &nbsp; 的銀行,我知道我今天是跑不掉,所以我想打一次麻將,如果我輸了,便自動自首,但
    &nbsp; 如果誰輸了,便要死在我的槍下」。


    &nbsp; 於是我以及銀行經理和一位收銀員小姐被迫與罪徒打麻將,因為我曾經因麻將而死,所
    &nbsp; 以這次必須小心翼翼,以免成為「槍下亡魂」而無法投胎。


    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ┌────┐&nbsp; ┌───────┐&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ┌────┐
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; │&nbsp; 主角&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ├─┤&nbsp; 銀行經理或 &nbsp; ├───┤&nbsp; 搶匪&nbsp; │
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; │&nbsp;&nbsp; 輸&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp; │&nbsp; │ 收銀員小姐輸 │&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; │&nbsp;&nbsp; 輸&nbsp;&nbsp; │
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; └─┬──┘&nbsp; └───┬───┘&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; └──┬─┘
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; │&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; │&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; │
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; │&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; │&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; │
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \/&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \/&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; \/
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; game over&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 換另一位收銀&nbsp;&nbsp;&nbsp; 銀行經理和收銀員小姐很感激
    &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;員小姐&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 並送你一張「冥界金卡」


    &nbsp; 得到了冥界金卡之後,離開了銀行,便繼續往前走,過了奈何橋,看到了一個非常大的門,
    &nbsp; 門下有兩個「鬼」,一個長的像牛,一個長的像馬,大概就是傳說地獄中的「牛頭馬面」,
    &nbsp; 我走過去,牛頭對我說:「又一個來報到了,進來吧!」,大門打開了............

    &nbsp; 裡面相當的吵雜凌亂,一堆鬼跑來跑去.大喊大叫,還有一堆靈魂飛來飛去....
    &nbsp; 牛頭馬面帶我到一個小房間的入口,敲敲門,說:「啟稟閻羅王,人已經帶到了!」,
    &nbsp; 說完,即從房間中傳來女人的聲音:「讓他進來吧!」,我感到相當的疑惑,閻羅王不是男
    &nbsp; 的?為何房間裡會傳出女人的聲音呢?門打開了,牛頭馬面帶我走進去,我看到了........

    &nbsp; 閻羅女王講:「本來你應該下地獄受刑,因為你的幫助,使我們偵破一件冥界銀行搶案,
    &nbsp; 所以給你一次機會......只要你以麻將贏我,特許你投胎轉世為人,但是......你要是
    &nbsp; 輸了,我還是讓你投胎,但投胎為畜牲,怎麼樣?條件不錯吧!接不接受這個條件呢?」
    &nbsp; 牛頭馬面在旁說道:「不錯啦!能離開這裡就早點離開,難道你想留在地獄中受苦嗎?
    &nbsp; 還是早點投胎吧!」,我想了想,好吧!能早點脫離苦海不是很好,雖然輸了會變動物
    &nbsp; ......

    &nbsp;後面沒寫完....................= =

    Fallout sale keeps Interplay solvent

    Posted: 14 Aug 2007 06:15 PM CDT

    Interplay has announced its Q2 2007 earnings, reporting net income of $5.47 million

    Interplay Ready for "Fallout Online"

    Posted: 14 Aug 2007 05:44 PM CDT

    Interplay has posted an exponential rise in revenues on the sale of the Fallout IP to Bethesda. Now the firm says it's ready to secure funding for Fallout Online.

    Best Buy and the "Halo 3 Tax"? Wha?

    Posted: 14 Aug 2007 05:44 PM CDT

    BLOG - Is there really a Halo 3 Tax being imposed at Best Buy?

    Wideload Puts on Shorts

    Posted: 14 Aug 2007 05:44 PM CDT

    Stubbs the Zombie developer Wideload Games has founded a new division called Shorts.

    GameFest: How Forza Lessons Can Drive Your Community Game

    Posted: 14 Aug 2007 01:30 PM CDT

    The presentation on the development of the Forza Motorsport 2 community functions reveals a lot of interesting and useful information about what sorts of features work and what sort of preparation you have to put into them. Unfortunately, from a practical perspective, solutions were a little less forthcoming. The discussion began with Turn 10 Studios designer Bill Giese discussing how the limited community features of Forza Motorsport on the original Xbox lead naturally to ideas ...

    制作自己的Xbox 360 / PC 游戏... no reply

    Posted: 14 Aug 2007 11:09 AM CDT

    Bioshock: Break the Mold

    Posted: 14 Aug 2007 04:31 PM CDT



    在制作Bioshock的限定版本的时候,制作者曾作过一次调查,让玩家选出最希望出现在限定版本中的三样东西。最后的三项结果是:讲述游戏开发历程的DVD,原声CD以及Big Daddy的模型。而Bioshock的原画集却落选了。

    对于精美如Bioshock的游戏,开发者希望玩家仍然能够体验到其原生的美丽,能看见概念原画,以及想象这款革命性游戏的从原画到实际游戏脱胎换骨的进化历程。

    于是在Bioshock的官方网站上,便出现了这一份免费下载的PDF原画集《Bioshock - Breaking the Mold》。相对于那三件包含在限定版游戏中的收藏品来说,原画集是最容易出版,并理所应当地为其出色的美术设定挣得回报的。这无可厚非,行业惯例。但现在开发者不求回报地将原画集公开免费下载,甚至还准备了高精度,能够让玩家自己打印的版本……

    向这样一种单纯的态度致敬!

    低精度原画集下载(15MB):官方网站 Rapidshare高速下载
    高精度原画集下载(75MB):官方网站 Rapidshare高速下载

    Interplay Shows Windfall Q2 Profits On Fallout IP Sale

    Posted: 14 Aug 2007 12:54 PM CDT

    Publisher Interplay has announced its second quarter earnings, showing sales of $5.8 million and profits up from $2.06 million to $5.46 million, based almost entirely on the sale of its Fallout license to Bethesda, as it reiterates plans to secure funding for a Fallout based MMO. Because of the windfall license sale, Interplay can boast that sales are up 2,431 percent over the same period in 2006, with half-year sales up 1,708 percent year over ...

    Wideload Founds Shorts Division For Smaller Games

    Posted: 14 Aug 2007 12:34 PM CDT

    Chicago based Wideload Games (Stubbs the Zombie) has announced a new company division, Wideload Shorts, which will be focused on creating "smaller, entertaining, game experiences for multiple platforms." Wideload president Tom Kang says the Shorts division will be created by a small core team, "but will have creative and technical input from all areas of Wideload," with the company expecting the games will "appeal to players who desire easy-to-play games that can be played on ...

    行为不检?索尼封你没商量

    Posted: 14 Aug 2007 04:17 PM CDT

    做站长的(说的是网站站长,不是车站站长)或是在论坛上泡久的都知道,人多的地方就有那素质差的,上来就捣乱,刷屏、卖春药、贴反标的,什么人都有。这种人越骂还越来劲,对付这些害群之马,就一个字:封!

    怎么封?最容易想到的是封帐号,这难不倒捣蛋鬼们,搞几个马甲就是了。封IP地址,封IP段!也不是最佳,滥杀无辜不说,真要干坏事,人还不能去网吧干吗?打一枪换一个地方,你要是被牵着鼻子走的话,等你四处扑杀完了,人也得罪光了,网站也收摊吧。

    索尼的Playstation Home也是个网络社区,自然也会遇上同样的问题。对此,索尼Home平台的主管Peter Edward在正在举行的爱丁堡互动节上放下恨话,谁要是在PS Home上捣乱,最高惩罚是封IP,封PS3。想再上?搬家并买个新的PS3先!他说:“我们对用户了如指掌,我知道你用什么机器,我知道你住哪儿。你胆敢行为不检,我们就能永久让你的PS3连不上网!”

    既然索尼当定了网络特警,你就乖乖地做个好孩子吧。不过,如果时时刻刻有这么个Big Brother看着你的一举一动,玩着有意思吗?

    No Tags

    Mad Catz gross profit increases 31.9 per cent

    Posted: 14 Aug 2007 05:06 PM CDT

    Mad Catz, a third-party peripheral manufacturer, has announced its Q1 2008 financial results, documenting a net loss of $181,000

    Bach sold $9.2 million worth of Microsoft stock

    Posted: 14 Aug 2007 04:41 PM CDT

    According to SEC documents filed yesterday, Microsoft's Robbie Bach sold three million dollars more in company stock than was previously reported

    Trilogy Studios Gets 'Significant' Investment For Online Worlds

    Posted: 14 Aug 2007 12:15 PM CDT

    Chichen Itza Ventures, the lead investor in There.com producer Makena Technologies, has announced a "significant investment" in next-gen console game and virtual world developer Trilogy Studios. There.com and Trilogy have enjoyed a long-running partnership, building Virtual Pimp My Ride for MTV, and recently reaffirming their mutual commitment to that project. Michael Wilson, There.com CEO, said in a press release received by Worlds in Motion that the investment, in addition to strengthening There's partnership with Trilogy, ...

    What PS3 Home is supposed to evolve into

    Posted: 14 Aug 2007 03:29 PM CDT

    All these taken from the liveblog of Peter Edward’s speech at Edinburgh Interactive Fest.

      • users will be able to purchase real world items from within home to be delivered to their doorstep.
      • we’ll be implementing a fully featured social networking experience within home
      • users will be able to share other content that they have created: photos and videos themselves and user generation content tools such as their own t-shirt designs
      • We’ll also be giving out tools to allow scripting, java minigames and so on
      • Opportunity for revenue sharing with users to encourage placement of advertising within their spaces
      • a sales channel for physical goods. Home will be able to link into additional fulfillment changes and real world retail channels. You’ll be able to buy a virtual item and then have the real world item delivered

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    Codemasters announces Leipzig line-up

    Posted: 15 Aug 2007 11:01 AM GMT-06:00

    Codemasters has announced its line-up of titles that will be playable at the Leipzig Games Convention in August

    抗战胜利纪念日 神秘IP攻击抗日网游

    Posted: 15 Aug 2007 08:53 AM GMT-06:00

     晚上本来打算进去抗战英雄传中杀鬼子的,可就是进不去,然后进了官网就看到了这个公告,别的不说了,大家看看我截屏下来的公告吧!仁者见仁,智者见智。如果能够追查到攻击者,将其公之于众,或许能将某些阴暗揭露于世人面前,全中国的博客行动起来吧!(张书乐)

    生自己的气

    Posted: 15 Aug 2007 06:39 AM GMT-06:00

    作为:身在其位做其事

    不作为:身处其位不做其事

    这是我对作为与不作为的理解。

    开始做这份对于自己而言陌生的工作也有段时间了,期间经历了最初的不自信到慢慢努力有了自信再到灰心想放弃再坚持,一直到现在的迷茫,这两月来一点一点的摸索,慢慢的整理过去的前人所遗留下来的问题,一份一份查档案,挨个与相关的人查,忍受别人的不理解与无视,渐渐整理出还算比较全面的数据表,到现在一步步走下来,我自己也搞不清过去这段时间做的这些事值不值,对不对,是不是那么回事。没有人和我说该怎么做,怎样是对的怎样是比较完美的,只是按自己理解根据结果推其过程从而完善过程中的环节,很是郁烦。

    自个贱,爱没事找事,没人吩咐做那些事干嘛,前面那些人什么都不做什么都不管不照样好好的,我瞎参合个什么劲,睁只眼闭只眼过去不就行了。平白得了个要成绩想邀功的名头,也不明白我为了谁。

    这几天脑子有点迷糊,惰性又犯了,积极性又跑了。其实我这人挺懒的呵呵。这几天的工作又卡在了一个瓶口,仍是那么点破事,客观原因一大把,硬件软件跟不上,人工来做人力又不足,且也无从着手。现在再一次极端深刻的体会到了有一个功能全面且完善的系统平台的必要性及重要性了,管理监督一把抓,省时省力省人工还直观,可这啥时能实现呢?买?不乐意,做?要时间啊,要人工啊,我就汗了 流汗 对于我这么个人轻言微的小喽罗来说,往往发言是没人注意的,身份尴尬,事情尴尬,什么都尴尬,连自己都搞不明白,总之我就是一尴尬。

    傻子蠢货白痴·%¥&*#……

    Pac-man Research

    Posted: 15 Aug 2007 08:42 AM GMT-06:00

    Ben Cowley, game researcher and Only a Game regular, has a research project for which he'd like volunteers:

    I would like to invite you to take part in an experiment being run as part of my PhD project, entitled Player Profiling & Modelling for Adaptive Artificial Intelligence in Computer and Video Games. This experiment aims to address the thorny problem of building into a game, an A.I. that can reason about the player's preferences for the kind of experience they will have.

    It involves two parts - gathering of data on player habits, and building an automated modeller based on such data.

    The first step is where I need your help - to download and play my Pac-man implementation; and complete an online survey that will determine the type of player you are. All you need do, is proceed to http://zenben.net/dgd/ and follow the instructions!

    Should you take part, your privacy is completely assured and I would urge you to forward this mail on to as many people as you think may be interested in playing a free casual game, or advancing the field of game play research (by a tiny amount!).

    Many thanks.

    I haven't had a chance to try it myself yet, but it sounds fascinating!

    日本8月6日-8月12日游戏销量速报

    Posted: 15 Aug 2007 08:51 AM GMT-06:00

    本次速报来自fami通网站


    1 nds NEW SD高达G世纪 CROSS DRIVE bandai 2007/8/9
    2 Wii 1/1 马里奥聚会8 任天堂 2007/7/26
    3 ps2 NEW 最终幻想12国际版 square-enix 2007/8/9
    4 ps2 2/- J联盟胜利十一人2007 konami 2007/8/2
    5 nds NEW 大金刚:丛林冒险 任天堂 2007/8/9
    6 Wii 5/11 Wii Sports 任天堂 2006/12/2
    7 psp NEW WILD ARMS XF sce 2007/8/9
    8 ps3 3/2 大众高尔夫5 sce 2007/7/26
    9 Wii 7/12 第一次的Wii 任天堂 2006/12/2
    10 nds NEW ワンタメ うらないチャンネル capcom 2007/8/9

     
    本周新作封面:

     

     

    相关链接:
    http://blog.sina.com.cn/u/4938f71b01000dea
    8月9日新游戏销售情况速报:最终幻想12国际版

    Time to go Postal once again...

    Posted: 15 Aug 2007 09:02 AM GMT-06:00

    Running With Scissors have just cracked open a whole new level of controversy by announcing the next version of their superviolent Postal series. Built using the Half Life 2 source engine, the game is set to feature even more freedom...

    Continue.

    Q& A: Red Mile's Chester Aldridge Talks Sin City, Jackass

    Posted: 15 Aug 2007 05:29 AM GMT-06:00

    Sausalito, California based publisher and developer Red Mile Entertainment was formed in 2004, and released its first game, the IR Gurus developed Heroes of the Pacific for Xbox and PS2 late the next year. The title was followed soon after by PSP racer GripShift, developed by New Zealand based Sidhe. More recently, the company has announced its acquisition of licenses for Jackass, the popular MTV stunts TV and movies series, and Sin City, the Frank ...

    Mad Catz Sees European Sales Jump In First Quarter

    Posted: 15 Aug 2007 03:40 AM GMT-06:00

    Representatives from third party peripheral manufacturer Mad Catz Interactive have announced the company's first quarter financial results, with gross profits increasing by as much as 31.9 percent for the three months ended June 30th. Net sales for the quarter were down by 19.6 percent on the same time last year, to $14.6 million, with the company recording a net loss for the period of $0.2 million, or break even on a per share basis - ...

    Illusion Softworks Signs D3 Publisher Deal

    Posted: 15 Aug 2007 03:20 AM GMT-06:00

    Representatives from Japanese publisher D3 have announced a partnership deal with Czech developer Illusion Softworks, best known for its Hidden & Dangerous, Mafia and Vietcong series. As such D3 has obtained the exclusive, worldwide licensing rights to publish and distribute a yet-to-be-announced next generation title based on a new intellectual property currently under development at Illusion Softworks. Best known in Japan for its expansive range of original budget priced titles, including cult hit Earth/Global Defense ...

    Game Developer's 'Top 20 Publishers' Calls For Votes

    Posted: 15 Aug 2007 02:04 AM GMT-06:00

    The editors of Game Developer magazine are asking all game professionals to complete a brief anonymous survey which will help decide the rankings of this year's renowned 'Top 20 Publishers' feature. For this year's fifth annual Top 20 Publishers countdown, the magazine is looking for two sets of feedback. The first part is a reputational section, ranking and optionally commenting on all major publishers, which can be answered by all game professionals. The second part ...

    The China Angle: Profiting From Love

    Posted: 15 Aug 2007 05:04 AM GMT-06:00

    In Gamasutra's latest China Angle column, Pacific Epoch's Shang Koo sees love alive in Chinese MMOs as the country celebrates its second Valentine's Day of the year, while the prognosis for two MMOs in particular is somewhat more grim, as preparations begin to suspend operation. Virtual Love August 19 marks China's second Valentine's Day in 2007. The Chinese version of the romantic holiday takes place every year on July 7 according to the Chinese lunar ...

    New Study Dispels Asocial Online Gamer Myth

    Posted: 15 Aug 2007 04:04 AM GMT-06:00

    A new study conducted by researchers at Nottingham Trent University in the UK, and published in U.S. journal CyberPsychology and Behavior, has found that three quarters of online role-playing gamers make good friends with the people they meet in their virtual worlds, with almost half meeting in real-life situations and one in ten going on to develop physical relationships. Other findings from the study, entitled "Social Interactions in Massively Multiplayer Online Role-Playing Gamers" indicate that ...

    Game Developer August Issue Features Final Fantasy XII Postmortem

    Posted: 15 Aug 2007 02:00 AM GMT-06:00

    The June/July 2007 issue of Game Developer magazine, the sister print publication to Gamasutra.com, and the leading U.S. trade publication for the video game industry, has shipped to subscribers and is available from the Game Developer Digital service in both subscription and single-issue formats. The cover feature for the August issue is 'Postmortem: Square Enix's Final Fantasy XII', giving a rare and exclusive look into the development of the seminal franchise. As is explained: "The ...

    What would you do if you were AI?

    Posted: 15 Aug 2007 09:26 AM GMT-06:00

    Gospers_glider_gun Continuing some themes from several prior posts, we find this week that John Tierney of the New York Times presents Nick Bostrom's argument that there's a chance that life is just a sim created by a higher being. Link.  Tierney says he's convinced, and adds:

    [I]f owners of the computers were anything like the millions of people immersed in virtual worlds like Second Life, SimCity and World of Warcraft, they’d be running simulations just to get a chance to control history — or maybe give themselves virtual roles as Cleopatra or Napoleon.

    Hmm.  I suppose that would mean our leaders may be higher order aliens in disguise? (Paging Dr. Who.) 

    And, continuing his ruminations, Tierney solves the problem of evil and suffering:

    It’s unsettling to think of the world being run by a futuristic computer geek, although we might at last dispose of that of classic theological question: How could God allow so much evil in the world? For the same reason there are plagues and earthquakes and battles in games like World of Warcraft. Peace is boring, Dude.

    Though I've said similar things about fun and simulation and I get the logic, I really hope Tierney is jesting.  Yet he claims to be more convinced than Bostrom that Bostrom is correct:

    In fact, if you accept a pretty reasonable assumption of Dr. Bostrom’s, it is almost a mathematical certainty that we are living in someone else’s computer simulation.

    Bostrom, otoh, says he's got a "gut feeling" that there is a 20 percent chance he's correct. (He's got a very well-calibrated gut, btw, mine generally doesn't provide gradations quite that fine.) 

    But whatever -- given that Bostrom, the source of all this fun, looks to his gut for answers, I don't think there's much need to debate whether he's right or wrong about this.  Instead, I'd like to ask the readers to assume that Bostrom is right.  Assume you're just AI being observed in a model or game -- so then what?

    The article has some thoughts on this, but I'd be interested in hearing what readers might do differently if they found they were simulations living in a simulated reality, and why.  Would you do anything differently?  Here's one response from Robin Hanson:

    ...all else equal you should care less about others, live more for today, make your world look more likely to become rich, expect to and try more to participate in pivotal events, be more entertaining and praiseworthy, and keep the famous people around you happier and more interested in you.

    Do you agree?  (Her advice seems applicable to the motion picture industry too, btw -- coincidence?)

    Tierney provides these links for further reading:

    中国游戏公司涉嫌盗版国外<b>独立游戏</b>

    Posted: 09 Aug 2007 12:18 AM GMT-06:00

    中国一家游戏公司开发了一款名为《刀锋骑士》的马战游戏,于7月20日正式上市,售价58元。它号称独立开发,但无论是界面还是介绍完全与国外知名的独立游戏《骑马砍人》(Mount&Blade)一般无二。M&B官方论坛也对此进行了讨论。

    Even More Essential RPGs

    Posted: 15 Aug 2007 08:20 AM GMT-06:00

    The "Essential RPG" idea has fostered a ton of discussion - which was of course the whole idea.
    Looking back, I don't know if I was entirely clear in my own mind of my objectives with such a list. A few days later, I think I recognize my subconscious purpose a little better. In talking about "vocabulary," what I was really looking for was perhaps the best / clearest / most definitive examples of the breadth of game design that makes up this incredible genre that we love.

    Which is cool from the purpose of a game designer. Or a hobbyist with an interest in game design. Or someone who has a foot in both camps, like me. But folks keep pulling out more games that they'd put on their own lists for their own purposes.

    Anne has her list of twelve essential RPGs from a writer's perspective on the Writer's Cabal Blog. In her mind, these are the best examples of different ways to tell story in an RPG. It's a great list - but sorry, Anne, I'm gonna call foul on including an unreleased game that only promises great storytelling. I've personally been burned too many times by games that promised awesomeness and delivered a pile of something stinky. She has several games that were also on my list, but for different reasons. She also includes some great additions: Starflight (I and II), Suikoden 2, City of Heroes / Villains, and... The Witcher. I'm sorry, Anne, but I'm gonna call foul on including an unreleased game on the list. We can hope it delivers on its promise, but... I've had my hopes dashed too many times before.

    Scorpia included her commentary, which is as colorful as always. Her own additions would include Eye of the Beholder, and she seemed to agree with Adam V. and Pile_On from the comments here that Wasteland would make a good addition.

    Gary, over at The Amazing Re-Titled Blog, has his take on the Top 10 Essential RPGs. Again, he's got different reasons (usually) for including certain games in his list. His additions include System Shock 2, Neverwinter Nights (which, in retrospect, I'm definitely going to have to agree with and add it as #17), Star Wars: Knights of the Old Republic, Arcanum, and Phantasy Star III.

    And then we have some great suggestions for games from Tales of the Rampant Coyote and the forum. Beside's Pile_On's and Adam's Wasteland votes, you folks have contributed a number of nominees and made some very compelling cases for them, including:

    Dragon Warrior (GB Games),
    Wizardy: Proving Grounds of the Mad Overlord (GB Games, seconded by RandomGamer),
    Yendorian Tales: Tyrants of Thaine (Tom)
    Ultima Underworld (Corvus, and also one of my top runners-up!)
    Final Fantasy Tactics (DrSlinky),
    Darklands (Pile_On, seconded by Clouviere - Pile_On also included a very DETAILED case for it!),
    Arcanum (again, also Pile_On, seconded by Joshuasmyth),
    The Legend of Zelda (Ezra - though I don't really think of that one as an RPG),
    Star Wars: KOTOR again (Ezra),
    Lands of Lore 1 (Ezra),
    System Shock 2 also (Ezra),
    Eye of the Beholder (Joshuasmyth, agreeing with Scorpia),
    Quest for Glory (Joshuasmyth - again, I didn't really consider those to be RPGs, but they might count...),
    Alternate Reality (Xenovore)...

    If we're broadening the list (and adding indie / shareware games! Woo-hoo!), I'd probably stick Cute Knight up there, too. Not because it could go toe-to-toe against Baldur's Gate II or anything, but simply because it serves as an illustration of how you can hybridize RPGs with other genres to make something that is still very recognizeably an RPG with a very distinct flavor.

    So What's The Point?
    And I expect more to come. But already, that's nearly 40 RPGs (or near-RPGs) that people consider landmark, exceptional, or otherwise noteworthy and unique enough to be worthy of attention and discussion by anyone today who wants to understand this category of games.

    I don't want to argue over which are the most distinct examples of the category. Though I'm sure we could --- for years! I think there's a much more interesting point to come from these discussions.

    How many of us have seriously played (let alone completed ) 40 CRPGs? Maybe Scorpia, as being an RPG reviewer for decades can do that to a person (and wreak havok on their sanity, no doubt). I've probably "tried" that many RPGs (and more), but played up until even the half-way point? I think I come up a littl shy, and I've been at it a while.

    And even with that many noteworthy games that all reflect different facets of the possibility-space of Computer Role-Playing Games, I don't think we're even remotely close to exploring all the potential that's there. This is an phenominally broad style of game with enormous potential.

    So why do we (meaning the audience at large) keep settling for more of the same with prettier graphics?


    Join the Discussion Already in Progress on the Forum





    Did you enjoy this article? Be sure and check out past articles and the comments HERE.

    Rampant Games: Games With Personality!

    Our Newest Games: Virtual Villagers 2 Chicken Invaders 3

    Cooking Mama Serves Up 500K

    Posted: 15 Aug 2007 08:11 AM GMT-06:00

    Publisher Majesco said Wednesday it has shipped 500,000 copies of Cooking Mama for Nintendo DS.

    Bye Week

    Posted: 15 Aug 2007 07:54 AM GMT-06:00

    Blogging is now so thoroughly disrupted that I might as well call it quits for now and try again next week.

    A High Performance, Low Level String Library

    Posted: 15 Aug 2007 10:00 AM GMT-06:00

    Tools, game engines, and games can benefit from safe, fast handling of strings, and in this Gamasutra technical feature, veteran game coder Joe Linhoff explains and makes available a new, low-level library to avoid issues created by standard C string functions.

    D3 Sees an Illusion

    Posted: 15 Aug 2007 07:47 AM GMT-06:00

    D3 Publisher has partnered with Hidden and Dangerous developer Illusion Softworks for a new intellectual property.

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    VastPark

    Posted: 16 Aug 2007 12:27 PM CDT

    VastPark is a highly interesting project. You can create 3d worlds, have stuff stream in from the Web, and post it as a URL. It looks like a single-player, proprietary client implementation.

    They started closed beta back at GDC, and just went open beta. If you get to the “old site” section, you can read their developer Wiki and see videos of worlds that early testers made.

    超光速就能时光倒流是天大的误解

    Posted: 16 Aug 2007 11:40 AM CDT

      最近已经好几次在新浪看到关于超光速和时光倒流的新闻了。比如这篇:http://tech.sina.com.cn/d/2007-08-16/09281679734.shtml 也好几次看到说超光速就可以时光倒流的观点。其实这个观点是天大的误解。

      根据相对论,速度越接近光速,时间走得越慢,但相对论可没说超过光速时光就会倒流。且不说是不是可能达到超光速,暂且假设达到超光速,我们看看相对论的公式,会发生什么:

      上式就是相对论中关于时间和速度之间的关系的方程。其中t是时间,v是速度,c是光速。如果v大于c,t可不是变成负数,而是变成虚数。虚数时间表是什么,我也说不清,但至少不是时光倒流。

    BioShock Mutating on Steam

    Posted: 16 Aug 2007 11:55 AM CDT

    The highly-anticipated first-person sci-fi title BioShock will be available for download on Valve’s Steam digital distribution service, day and date with retail.

    Online Gaming Trumps YouTube

    Posted: 16 Aug 2007 11:55 AM CDT

    US consumers are playing online games more than they watch hilarious online vids of people injuring themselves, according to a new Parks Associates report.

    Delays strike Turning Point

    Posted: 16 Aug 2007 12:20 PM CDT

    Turning Point, the alternate reality shooter from UK codeshop, Codemasters, has been delayed from it's original November release date into "early 2008" so that the "epic vision" set out for the game can be fully realized. For those not in...

    Continue.

    GameSpy to provide multiplayer tech for Crysis

    Posted: 16 Aug 2007 12:20 PM CDT

    IGN Entertainment's GameSpy has announced a licensing deal to incorporate its multiplayer online technology into Crytek's upcoming Crysis game

    《MAME中文完全收藏版》(MAME[0.32plus! 0.105]+[0.32pluskpp for netplay])含所有MAME文件

    Posted: 07 Jan 2007 04:44 AM CST

    《MAME中文完全收藏版》(MAME[0.32plus! 0.105]+[0.32pluskpp for netplay])含所有MAME文件
    游戏介绍:
    本MAME模拟器整合了所有MAME的游戏文件,MAME虽然不能完美支持所有的街机游戏
    但是对于中国的街机爱好者,本人发布的这个版本是一个值得收藏的MAME
    包括图标、补丁、广告、机台、控制板、屏幕快照、框头贴画、游戏标题、高分记录、游戏历史、作弊码、IPS等等等等
    对于街机爱好者,本人这次发布的版本不只是一个模拟器了,更是一个让人回味经典的整合。
    绝对值得收藏!
    第一个为模拟器,包括了
    ①0.32plus!0.105---单机专用,除了不能联机外,包含了MAME的所有功能和文件,支持至今为止的6700多个游戏,也是本资源的精华所在!
    ②0.32pluskpp for netplay---联机专用
    第二个为联机对战的服务器软件,用于自建服务器,如果不自建服务器,可不下载
    kaillerasrv-0.86-win32
    第三个为0.32pluskpp for netplay,联机专用的MAME模拟器,已经包含在第一个当中,可选择不下载
    第四个和第五个为玩Neo-Geo游戏所必需的Neogeo.zip文件,Neogeo.zip其实有很多种版本,这里提供的是目前比较常用的版本,我个人推荐用261k的那个小的Neogeo.zip
    两种版本都可以用,任用其一。
    放入roms文件夹或其他的游戏rom文件夹即可。
    如果大家有需要。我可以再附上部分MAME开发软件和源代码,目前就先发布这三个
    详细介绍如下:
    1.完整的游戏信息:广告、机台、控制板、屏幕快照、框头贴画、游戏标题
    2.对IPS的支持:
    3.完善的作弊码、出招表、游戏历史
    4.全新的游戏分类功能,让您轻松畅游MAME
    5.全中文界面,但是里面仍然包括了多国语言包,可自由选择
    6.大头猫米已经设定好的按键,当然您也可以根据您的喜好设定
    主要按键如下:
    1P:
    w上s下a左d右
    按键1 j
    按键2 k
    按键3 u
    按键4 i
    按键1+2 l
    按键3+4 o
    按键1+3 h
    按键2+4 m
    按键1+2+3 y
    按键1+2+3+4 n
    暂停 p
    游戏复位 F3
    开启功能菜单 Tab
    开启/关闭作弊 F6
    保存进度 F5
    载入进度 F7
    其他按键这里不做赘述
    6.光纤供源。速度保证,因为台湾地震,目前服务器定于VC.SJ,若转Donkey,会于本帖中通知
    笔者为此资源倾注大量心力,望加精
    7.感谢为MAME的开发和完善付出汗水的朋友,笔者收集你们的成果制作成的MAME中文完全收藏版献给你们!

    This posting includes an audio/video/photo media file: Download Now

    Atari Teams with Russian Game Firm

    Posted: 16 Aug 2007 11:07 AM CDT

    Atari is distributing a handful of games from Russian game firm 1C.

    2K Games to publish Borderlands

    Posted: 16 Aug 2007 12:02 PM CDT

    2K Games, a publishing label of Take-Two Interactive, has announced that it will be publishing Gearbox Software's Borderlands

    <b>XNA</b>学习手记(二)——2D矩形碰撞

    Posted: 16 Aug 2007 12:31 AM CDT

    XNA提供了一个Rectangle类来实现相关的功能。 比如,可以声明Rectangle类的实例来确定碰撞范围,基本代码如下:. //Get the bounding rectangle of the sprite01 Rectangle recSprite01 = new Rectangle ((int)spritePosition01.X, (int)spritePosition01 ...

    匿名网络文明是否也该写上几乎绝种?

    Posted: 16 Aug 2007 09:01 AM CDT

    maybeweare.jpg

    正如Penny Arcade所说,要瞎吼,至少要有承认自己是个人渣的勇气。

    [ 有感于 长江女神逝去 ] 默哀吧,没猪肉的世界……

    [ 以及 性运动 居然会指向本站 ] 百度你真的懂中文? - 店长

    完。本日无重大更新

    操作的宽容度

    Posted: 16 Aug 2007 08:13 AM CDT

    操作的感受是一个很大的话题,这里只挑其中的一小部分来讨论。话题是:玩家在接近敌人时可以发动近身攻击,而判断这个近身攻击的标准在于玩家和敌人的距离。

    首先,为了让玩家能够知道何时发动攻击,在进入有效范围内,屏幕上给出相关的提示。类似《战神》始终将按键提示悬挂在一般杂兵头上也是一种有效的设计,但缺点有两个:一来是更大程度上破坏了代入感,二来玩家可能在没有进入有效判定距离的时候便尝试按键,因为按键提示只告诉了玩家按什么键,并没有说明在什么时候(距离)按键。

    替代的做法是在玩家进入这个有效判定距离之后,再把按键提示显示出来。既使玩家知道了准确按键的时间,又在没有进入这个距离的时候,尽可能地保持了代入感。

    但问题随之而来。让我们假定这个有效的判定距离为2米,2.1米的时候屏幕上没有按键提示,而1.9米便会有了。如果敌人是会移动的,而同玩家的距离在一定时间内保持在2米左右,时近时远,那么就会看见按键提示时隐时现。如果检测距离的代码是每帧运行的话,那么很有可能这个提示在屏幕上只出现短暂的一帧。当玩家意识到并开始要按键的时候,却又在这个距离之外了。

    玩家会理解这样的情况发生的原因是在于自己处在这个有效距离的门槛(threshold)边缘,但他仍会觉得这个过程相当受挫。尽管设计师认为给定了玩家2米之内这么大的一个范围,但玩家如果处在2米边缘的时候,仍然会觉得游戏对他不够宽容。



    一个比较简单的解决方法是,在玩家进入到2米的时候触发提示,但是需要玩家退出到更远一些的距离,比如说2.2米的时候才取消提示。如果要重新触发提示,需要再一次走进2米的范围。如此玩家一旦进入了判定距离,就不会因为一点点的移动而退出这个范围。同时屏幕上由于时进时出,闪烁不定的提示也不会出现了。

    奇迹世界“复仇之石”的人生哲学

    Posted: 16 Aug 2007 08:40 AM CDT

        古语有云“君子报仇十年不晚”,在时下的网络游戏世界中,红名、杀戮、复仇、群殴,似乎成了MMORPG网络游戏的主旋律。甚至于,在游戏中的复仇和PK,依然变成了一种游戏继续生存下去的支柱,也成了部分玩家在游戏中的唯一乐趣所在。

    网游的破人生哲学

    然而网游真的如其所说有这样的破坏力吗,未必。仅以《奇迹世界》为例,其最新推出了一款名为 “复仇之石”从名字上看,似乎提倡复仇,然则实质上如何呢?按照奇迹世界的解释“奇迹世界(SUN)的野外可以说是一个大型的竞技场,经常在野外练级的玩家们可能或多或少都会遇到这样的情况,在野外打怪的时候,突然趟地上了,然后系统就提示您被XXX杀害了,但一看,对方等级高了自己好多,PK的话肯定输了,但是又不甘心,怎么办呢?别急,俗话说的好,君子报仇十年不晚,直接把对方先加入您的仇恨目录,等到等级高了,强大了,就可以直接用复仇之石飞到他身边。”从这个层面上我们不难看出,“复仇之石”所提倡的并非杀戮,而是中国古已有之的君子报仇十年不晚的人生哲学。

    奇迹世界的人生哲学

    所谓人生哲学,就是说这种手段并非通过寻找某种保护伞或通过一些不正当的手段达到复仇的目的。而是君子斗智不斗力,知耻而后勇,通过后天的刻苦练习和寻找升级的最佳捷径来迎头赶上,最终成为强者。这样的过程,其实就是对头脑的一个最佳锻炼,锻炼自己的各种思维能力,从而让自己有机会和可能超越敌人,斗智斗勇。在复仇之石的激励下,这种头脑风暴的锻炼方式,不知道是会损害智力还是提高智力呢?同时,这种方式未尝不是让玩家树立公平的竞争观念和健全的社会人格的一种有效途径,而这个,也只有玩家才能在游戏中感受得到。

    复仇之石获得方法

    说了这么久,忘记告诉朋友们“复仇之石”如何获得?首先,你必须是奇迹世界的玩家(别丢砖头,俺是就事论事,尽管是个看起来比较白痴的解释),然后的步骤就很简单了, 很简单,先收集10个银,5个小石头,3瓶添加剂,1个魔法之石和5个森林遗物,然后找到制造商人,选择制造特殊物品中的复仇之石,支付1000金的手续费就可以制造一个“复仇之石”啦。怎么样?是不是很方便呢?有机会去试试吧!

    Frayed Knights: The Door Is Ajar

    Posted: 16 Aug 2007 09:15 AM CDT

    Time for More Stuff You Didn't Want To Know about the indie RPG that refuses to take itself too seriously!

    Put On An Unhappy Face!
    Last week, I started receiving some more artwork for the game. This week, I continued to receive some more facial expressions for all the player characters. Each of the player characters has eight different facial expressions (that's right... a total of 32 portraits for the main characters alone) to use in static dialogs and other parts of the game. The eight expressions are neutral, upset, happy, enraged, disgusted, sly, shocked, and thoughtful.

    Hitting Game Mechanics With a +2 Wrench
    Another surprisingly large task was to create the character information screens. While dumping the data into various fields in the UI isn't rocket science, I found myself dealing with implementing more stuff and handling yet more repercussions of the redesign.

    For example: I want characters to be able to "pinch hit" in each other's classes if the player wants to build them that way (or if I, as the designer, want to customize the monsters that way). But I don't want them to come close to overshadowing each other. Arianna might be able to pull off some "sorceressness" of her own, but she should never be able to match Chloe in potency... and she'll have to sacrifice her own skill as a warrior to do it. In general, it takes about four levels to "mostly" emulate another class by taking the appropriate feats.

    So why the pseudo-multiclassing? Well, let's say Dirk is currently unconscious, and you need someone to pick the lock of the dungon door to escape. Or maybe in a pinch, when the enemy spell-slinger is focusing on counter-magicking poor Chloe, Arianna can pull out an almost-as-powerful fireball herself and put some area-effect hurt on the bad guys and annoy the rival sorcerer.

    So you can have an entire party of wannabe-sorcerers if you want. Which is cool, until you encounter some highly magic-resistant monsters.

    So after a bit of fiddling with implementation, I now have somewhere north of 30 feats in the game (not all functional, but there) so far --- with probably three times that many when I am done. They are being handled and listed properly. I fixed spells so that they can only be cast by characters with the appropriate feats. And I've tightened up the mechanics a bit. I hope.

    But Which Side Are The Hinges Facing?
    I'd made a commitment to try and get doors done this week, so I had some solid direction when I got done with the feats, spells, and character display logic. The cool thing about doors is I had no freaking clue how I was going to implement them. So it's been a fun ride.

    Since I'm a "learn by doing" kinda guy, I started out by modeling a door. I already had a photograph with a cool wooden door obtained from Mayang's Free Textures a couple of years ago. So I cropped, transformed, and modified the photo into something resembling a texture, deformed a cube in Blender to be roughly door-sized and door-shaped, slapped the texture on it, added a collision volume, arranged it in a hierarchy the way the Torque exporter wants it, and boom! I had something horrible. But it took only a couple more passes to get sizes and orientations into the game. So now I had a door which was a static barrier against movement. Total time-to-door was only 30 minutes from start to finish.

    But how to get it to work? That took a little longer. First of all, I had to stumble across the obvious way to make it open and shut - through animations. I hadn't animated anything in Blender for a while, so I had to spend some time online brushing up on my dusty skills. The next challenge was that you can only animate the visual object elements under Torque. This means collisions don't animate. Ouch. So while the door might animate opening, it still wouldn't let you pass through it because it's collision was still blocking the doorway.

    I kept my solution was entirely at the script level. I ripped out the collision information on the door itself, and added an invisible, separate collision object linked to the door by code. When the door gets opened or closed, the script modifies the collision's rotation to match the door's eventual orientation. The collision doesn't really rotate along with the door so much as snap into conformity, but I think it will work just fine.

    Next... How does the player trigger the door opening and closing? I just made it a new type of interactive object, like the fountain and talkative NPCs'. Viola! Not only did this allow me to be lazy and write very little new code, but it will (hopefully) provide a more consistent experience for players.

    And there we go! A door! This screenshot was taken in the middle of its opening animation. Oh, and I grew tired of the color orange, so I slapped some textures on the dungeon. Nothing too elaborate. Or final. But it makes a huge difference, don't you think?

    Who'd have thought making a door would be such a pain in the butt? From 30 minutes on my first pass, the whole thing ended up taking over 3 hours. But at least I only had to solve this problem ONCE. Adding additional doors to a level will be a cinch.

    More Concept Art

    Here's a "Weed Goblin," probably my favorite of Shawn's concept pieces. You won't encounter any of these in the dungeon itself, but they can be found in the countryside between the temple of Pokmor Xang and the village of Ardin.

    My Next Trick Will Be...
    August is going by way too fast. The code to make the "First Five Minutes" work is all there, but I've got tons to try and get done between now and November. So for this week:

    #1 - The characters aren't really getting sick when they drink from the fountain. I need to test the state code and add illnesses with debilitating effects --- and list those effects in the character information screens.

    #2 - Drama Point Gain. So those stars at the top of the screen will actually look like they are doing something.

    #3 - Design the Long-Term Fatigue system (more on why this is useful next week).

    #4 - Update the design document.

    #5 - Get started on inventory system

    That's a tall order. It's gonna be a busy week. Again.


    (Vaguely) related tiptoeing through weed-goblin infested tulips:
    * Coloring!
    * The Frayed Knights Get a Makeover
    * Frayed Knights: Task Resolution Revisited
    * Sucking Slightly Less
    * How To Make a Better RPG With Procedural Content

    Wanna Chat? The Cool Kids Are Hanging Out on the Forum!

    Did you enjoy this article? Be sure and check out past articles and the comments HERE.

    Rampant Games: Games With Personality!

    Our Newest Games: Virtual Villagers 2 Chicken Invaders 3

    Big-Time Pubs on Board with AWOMO

    Posted: 16 Aug 2007 10:07 AM CDT

    Major publisher support and thousands of beta testers suggest that Game Domain’s A World of My Own is one digital distribution service to watch closely.

    拜仁败了

    Posted: 16 Aug 2007 07:54 AM CDT

    出乎意料,拜仁居然输给了巴萨。过程我没有看,只是知道结果。巴萨的后防能够顶住TONI和KLOSE的联合冲击,确实让我感到意外。新赛季的拜仁给人的感觉总的来说年轻了不少,里贝里的加盟让中场的推进速度快了很多,但是后卫的组合仍然让人觉得不是很满意。而巴萨号称的梦幻四重奏远没有那么好的效果,至于后防,对于西班牙的球队后防也不过就是个摆设罢了。尽管巴萨获胜,仍然不看好巴萨。他们很难在冠军杯上走的很远。

    Gearbox Shifts with Borderlands

    Posted: 16 Aug 2007 09:52 AM CDT

    Brothers in Arms house Gearbox Software is changing up its WWII act with Borderlands.

    Q& A: Kongregate's Greer On Funding The Flash Renaissance

    Posted: 16 Aug 2007 05:33 AM CDT

    Independent gaming portal Kongregate has announced that it has secured an investment round of over $5 million in venture funding in a round led by Greylock Partners. Greylock's track record includes companies like Digg, LinkedIn and Facebook, so at a glance it may seem surprising that they're putting such a vote of confidence in a games site. But Kongregate's more than just a Flash portal - with more than 1,400 games from 750 independent and ...

    Game Developers Conference 2008 Announces Call For Submissions

    Posted: 16 Aug 2007 05:32 AM CDT

    The organizers of Game Developers Conference 2008, to be held in San Francisco next February, are now accepting submissions to present lectures, roundtables, tutorials and poster sessions at GDC 2008, with submissions due by October 1st. GDC 2008, which is run by the CMP Game Group (as is Gamasutra.com) will take place at San Francisco's Moscone Convention Center February 18 - 22, 2008. Abstracts can be submitted via the official GDC Call For Papers website, ...

    AWOMO Reveals Major Publisher Support And 70 Games

    Posted: 16 Aug 2007 05:01 AM CDT

    Representatives from British company GDI (Game Domain International) has announced the start of its AWOMO (A World of My Own) beta test scheme - with 20,000 testers already recruited for the PC game subscription and download service and over 70 games currently available. The AWOMO service was first announced in February by Richard Branson's Virgin Group as a PC service designed to "replicate the functionality of iTunes" with an interactive 3D community based interface. The ...

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