"game" via 柠檬杀手 in Google Reader |
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Buying Spore, or just renting? Posted: 10 Sep 2008 09:53 AM CDT I admit I haven't yet picked up a copy of Spore (beginning of the school year and all) but I figured it was being released to universal acclaim, sales, yada yada. And of course all of the pre-release information hyped the game to no end, and fans seemed, well, fanatic, about getting their hands on the game. What a difference a day or two makes. Check out the review scores for Spore on Amazon's site. As of my writing this, there are 1840 1-star reviews of the game. Why? Not the gameplay, it seems, but the DRM protection. A common complaint from reviewers-- 'you don't buy this game, you rent it!' You need to go online to authenticate the game (nothing new there) and the game allows you to authenticate three times before having to call and ask permission for more authentications from EA (disclaimer: I'm taking this from the reviews, so if the information is incorrect, please post and let me know). Seems very close to Apple's iTunes model of managing music, thus causing the user to carefully ponder just how/where/when to 'spend' those few copies. While Spore isn't technically a virtual world (or is it?), this also brings back parallels for me of players' rights in virtual worlds. If we are encouraged to see these worlds as our new Commons, our coffeehouses, etc, do we have any say in how we use them? Will this outrage amount to anything for Wright's creation? For future games? And as we probably don't own that epic gear in MMOGs, so too, maybe we are only renting our single player games now as well? |
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Live “The Life” on PS3 with NBA 09: The Inside Posted: 10 Sep 2008 09:03 AM CDT I’m Brandon Akiaten, Producer/Director of ‘The Life’ for NBA 09 The Inside. This year is our debut of ‘The Life’ onto the PS3. We introduced this feature previously on the PS2 version and our goal was to bring the end user closer to the experience of an NBA player. Beyond the bright lights, the hardwood floor, and the excitement of the crowd, our goal was to show that it takes more than practice to make it as an NBA star. We want the end user to experience the conflicts, the victories, the losses, the limelight and all that comes with the entire package… a perspective that very few get to see.
As fans we pay for our ticket and expect a show, and then we go home after a few hours and go on with our day. These athletes have to live with the wins, the losses, the injuries, the hype, the criticisms, the business, and the drama. We need to remember that these basketball players are humans and go through struggles of their own. We wanted to explore what kind of character and integrity it takes to endure that and still perform on the grand stage of the NBA. Flash and money is certainly part of that lifestyle, but stuff like that does not last the test of time. The integrity and value of a character’s heart does. In the past we did this by creating a compelling storyline centered on a point guard, driven by a unique gameplay experience. This year we raised the bar and created 3 unique storylines focusing on all five positions with gameplay that is customized to their role on the court. With the advanced features of the PS3 we have gone beyond the sim experience in our product and put the end user in the drivers seat of an entertaining, cinematic experience. To really put you in that role we’ve created scenes on the court that set the user up for what he’s supposed to do. For example, the user will watch a scene in the team huddle during the timeout and the Coach will give you some direction as to what he wants you to do once the game resumes. To further support that, we’ve added dynamic overlays to give you a quick snapshot of the list of goals we want you to achieve. The unique thing about this, is that we have the ability to put you in game winning situations. We will give you goals that direct you to make a specific number of shots, in any given amount of time. If your team is down by 8 points late in the 4th quarter, we will put you in the position to turn the game around. Although you have control over every person on the team, your ultimate goal is to achieve these goals with your created character. This type of experience also extends off the NBA court. The user will experience scenes in a blacktop environment where the action and dialogue become the catalyst for the mini-game right after. These scenes are also accompanied by a dynamic overlay that explains the rules of the game. What makes The Life stand out as a feature in NBA 09 The Inside is the storytelling and unique way the gamplay relates to that story. The majority of our story scenes take place on a playable court, and dialogue within the scene actually applies to the game you are about to play. In the past loading screens and extra UI pages disrupted this experience. We’ve minimized all of that by loading the scene and game together before the scene is even played, and created dynamic game instruction overlays that appear while the scene is playing. This gives us the ability to enter the game following the story scene seamlessly without any disruptions. The most engaging thing about this experience is that you get to be the hero in games and scenarios partnered with some entertaining cinematics. You won’t find a cinematic sports experience like this anywhere else. It’s a labor of love for us and we hope you enjoy the unique perspective we are bringing to basketball gaming. Above is a trailer we created that gives a taste of what you can expect with The Life mode. We have two other trailers that we’ll be rolling out over the coming weeks so keep an eye out for them. |
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Design Language: Designer Derivations Posted: 10 Sep 2008 11:00 AM CDT |
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Posted: 30 Aug 2008 01:11 PM CDT 这里我将通过对一个矩形模型以BassicEffect贴图和通过HLSL贴图作对比,从而掌握在XNA中使用.fx效果文件,和初步了解HLSL。 下面先分析一下没有使用贴图时的代码: Code highlighting produced by Actipro CodeHighlighter (freeware)http://w 阅读 ...
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Posted: 10 Sep 2008 07:22 AM CDT |
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From Film, to Game, to Bargain Bin Posted: 10 Sep 2008 02:30 AM CDT This post is part of the September Round Table on the transition from film to game.
As Denis has noted in his Round Table post, part of the problem is scheduling. Film-to-game adaptations are a merchandising proposition – the whole basis of the commercial viability of the form is to get the game on the shelves when it can share in the hype of the movie (thus saving on marketing costs). Consequently, the damned souls condemned to work on a film-to-game adaptation are immediately up against the clock. The famed E.T. The Extra-Terrestrial game (which David Lee knees in the proverbial groin in his Round Table post) had to be made in six weeks – when this is taken into account, its poor quality is perhaps more forgiveable. That’s just the beginning of the problem though. Not only do you have insufficient time to work on these kinds of projects, but you are usually working solely from the screenplay (because you have to start work before principal photography has begun) and so if the goal of the project is to have the game represent the film, you can look forward to a panoply of crises later in the project as you discover your game doesn’t match the film at all. Not to mention that as well as having a publisher interfering with the development process, you also have the licensors from the movie studio interfering – and this usually means even more disastrously ill-conceived feedback than usual. So in some respects, I have great respect for the people who persevere with such projects, because I know that ultimately the many things that will go wrong are not really the fault of the developer (except in so much as the developer chose to sign the game in the first place). And let’s not forget, many of these games do sell rather well. Sales figures below half a million are quite rare for a big film-to-game license, and figures around a million are common. These aren’t exactly a high watermark figure (five, ten and fifteen million unit sales exist for the best titles in the current market) but they probably bespeak of a project in profit. Remember that E.T. game that everyone likes to knock? It still sold 1.5 million units. The game is only considered a failure because Atari paid too much for the license and thus manufactured too many units trying to hit the break point; if their bid had been reasonably judged, they would still have made a profit on this title, irrespective of the quality of the game. The ghastly truth of the matter is that many perfectly well-made games do not sell in unit numbers on a par with the film-to-game adaptations, which underscores the reason for the adaptations in the first place: the commercial reality is that you’re going to sell more copies of a mediocre game with a strong brand license (especially with simultaneous release) than of a well-designed original game at least nine times out of ten, if not more. If you’re an investor (instead of, say, a gamer), which proposition do you think you’re going to prefer? But before we paint a picture of the film-to-game adaptation business that is too bitter, let’s not forget that it is possible to do a good job. The most successful film-to-game adaptation is GoldenEye 007 on the N64, the game that brought first person shooter play to the mass market for the first time and sold a cool 8 million units, leaps and bounds ahead of most rival FPS games (excluding only the first Halo, which benefited from exceptionally high marketing spend and a long period of being the only title on the Xbox people considered worth playing). The recent Godfather and Scarface games also seem to have been better received than most film-to-game adaptations – but then, we’re dealing here with titles which were not up against the usual time pressures inherent in the form. GoldenEye, for instance, was not released to coincide with the 1995 Bond film of the same name, and was in fact released to coincide with the following Bond movie (Tomorrow Never Dies) in 1997. The team had the time they needed to get the game as good as it could be, and it benefited from superior review scores, word-of-mouth and all the other advantages of a quality game title that didn’t have to be rushed to master. The delay in release did not, in this case, seem to negatively affect sales, although it might well have sold faster if a game of the same quality could have been prepared in time for the original release (putting aside the impossibility of this state of affairs). Ultimately, this suggests two things to me about the film-to-game marketplace. Firstly, if you have a film that could make a great game for the gamer hobbyist audience, you would do better not to worry about timing a simultaneous release with the film – especially if you’re confident that people will still like the movie after they’ve seen it. (Obviously if you know your movie is going to stink, it might be better to sell the game before people catch on). If you spend the time to make the game of sufficient quality, and always assuming you’ve picked a developer who can deliver on this promise, delaying production to get the game quality where it needs to be could be the optimal commercial proposition. Secondly, and quite conversely, if the film doesn’t suggest a game that could have gamer hobbyist appeal, perhaps it would be better all around to make a different kind of film-to-game product entirely (something Deirdra hints at in the context of her experience working on a CSI adaptation). Most videogames are too difficult for the mass market audience – many adaptations shouldn’t be making a game for the hobbyists at all, they should be making it for the actual audience such a licensed game will receive. It seems like a no-brainer, and yet developers get this wrong time and time again. Case in point, Traveller’s Tales 2003 Finding Nemo game was monstrously old school in its design sensibilities; it’s hard to believe that the audience for the film who were then interested in the game could possibly have their play needs met by this sequence of unceasing pain. Yet the game sold in good numbers (about 1.12 million units in the US on the PS2) – on the back of the popularity of the brand. I do not think it is much of a stretch to suggest a more forgiving, more casual-friendly game design could have been delivered on the same resources but have better met the needs of the audience for a Finding Nemo branded game, and benefited from better sales on the back of better word-of-mouth and fewer returns. Adapting from film to game is a perfectly reasonable commercial endeavour, and as GoldenEye and other titles demonstrate, it need not result in a train-wreck of a videogame. But we need to get smarter about how we approach the process of adapting to games in this way. The marketing sweet spot may be when the film releases, but if the film delivers the goods you can ship your game a little later and still benefit from the brand value. And if the game isn’t for the gamer hobbyists at all, then make a game for the audience you have – don’t ship something that no-one is going to want to play. If we don’t get this right, it hurts the whole industry, as consumers become wary of a games industry that is constantly selling them games they don’t want to play. And yet, of course, the film-to-game adaptations keep selling... because even though we don’t like to admit it, marketing is still vastly more important to commercial success in the videogames market than game design or development skills. We may not like it, but it’s human nature to buy something familiar over something original and unknown – and no amount of bitching is going to change that. |
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4th Edition: Paragon Multi-Classing Posted: 10 Sep 2008 05:00 AM CDT Last Wednesday I took a bit more of a detailed look at heroic tier multi-classing in 4th Edition D&D, which included a fully multi-classed character at 10th level becoming roughly 2/3 primary class and 1/3 secondary class. Quite a lot of discussion surfaced after last week’s post, but one interesting point was made that the power-swap feats feel underpowered because they come a level too late. Many feel that the powerswap feats are bad / gimped / underpowered because you end up trading a 4th level feat for a 3rd level power. The best way to look at the power-swap feats is in relation to a non-multi-classed character. In the Heroic Tier a character is mostly defined by their primary class, so that when a Wizard hits 6th level and gains the spell Dimension Door this greatly changes how the character functions and is effective within the party. However, if a Fighter multi-classed into Wizard were to get the same spell at 6th level, they would be outshining the Wizard completely. Instead, the power swap feats in the Heroic Tier delay that process, so that a Fighter / Wizard can get Dimension Door but only at 8th level. The elegance of the system is that once you’ve taken the 4th/ 8th/10th level power swap feats you can swap out any power of your secondary class at later levels. This means that a Fighter / Wizard could get the highest level Wizard spells possible at later levels, but not before they obtain the power swap feats. What this leads us to is the Paragon Tier, where characters are no longer defined by simply their primary class, but by Paragon Paths instead. Each character becomes much more refined and powerful when taking a Paragon Path, which grants specific powers and abilities based on the path chosen. Instead of taking a Paragon Path, a multi-class character may instead choose to continue multi-classing and gain different benefits as a result. At 11th level a multi-classed character, instead of gaining the benefits of a Paragon Path, can trade out one of their at-will powers for an at-will power of their secondary class. This is where multi-classing really crosses the threshold that a lot of players desire when their character becomes nearly 50/50 between two different classes. In addition to swapping out an at-will power, a character can select an encounter power of 7th level or lower from their secondary class, and at 12th level instead of a paragon utility power they can select a 10th level or lower secondary class utility. The same goes for the 20th level Paragon daily power, which results in our character having the following spread of powers:
This gives us an almost entirely 50/50 multi-classed character, with utility powers being the only imbalance with 3 out of 5 in the primary class. Also notice that at later the levels the amount of feats needed to multi-class is far less substantial, only taking up 4 out of 12 total feats. What you should notice now is that the numbers have changed entirely in multi-classing’s favor. In the Heroic tier we were giving up 2/3 of our feats to gain only 1/3 of a secondary class, whereas now we’re only spending 1/3 of our feats for half of a secondary class. This shift has come from the fact that the power swap feats can be used at later levels, which also allows your character to stay at the forefront of whichever class’ powers that you choose. The only things that seem to be missing in multi-classing are replacements for the 11th level and 16th level Paragon Path features, which might make this a deal breaker for some people. In my opinion, all of the Paragon Path features are a further refinement of a character concept, which is arguably equivalent to the happy synergies that begin to appear with certain combinations in multi-classing. With the rules allowing for a character to get the latest spells of either class, it should be clear that any one class power is less important to a character than it was in the Heroic tier. What this gives me hope for is that in the power supplement books they will add feats for multi-classing which allow a character to gain more of the unique abilities of a class they’re multi-classed into (such as Ranger fighting styles, a warlock’s curse, etc). A completely separate option is for a character to take a Paragon Path at 11th level which stems from their secondary class, so that a character can be a Fighter / Wizard and then progress in a Wizard Paragon Path. This results in a fairly similar character progression, except a bit more specialized and little bit less of a 50/50 multi-classed character. It looks as if the blending of classes becomes much more universal in the Epic Tier, as one epic destiny lets you choose all of your encounter and daily powers between levels 21 to 30 from whichever class you choose. At this point characters are becoming far more specialized, unique, and multi-classing is less of a commitment. So far there is no choice to give up an Epic Destiny and instead continue to multi-class even further, but I wouldn’t entirely rule that out in the future. |
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Posted: 10 Sep 2008 04:46 AM CDT 今天想在自己管理的一台机器(安装的 freebsd)上设置下防火墙,使用 ipfw 的时候,发现 ipfw 模块没有加载。 一时冲动就直接 kldload ipfw ,立刻就被防火墙踢了出来 :( 。无奈只好联系机房的同事帮忙按一下电源。 好吧,这次我知道 freebsd ipfw 默认的配置是有一条 65535 deny ip from any to any 的规则了。一加载 ipfw 模块根本不给我机会通过 ssh 远程添加新的规则。 以往都是在自己办公室的机器上折腾,没什么好担心的,第一次操作千里之外的机器的 firewall ,一不小心就傻眼了。 重起之后谨慎多了。还是改 /etc/rc.conf ,然后用 /etc/rc.d/ipfw start 的脚本启动好了。 保险起见,我添加了 可是当我输入 /etc/rc.d/ipfw start 后,又被踢了,真是欲哭无泪啊。终于有明白的同事告诉我,因为 ipfw 添加规则时会有标准输出。但是加载完 ipfw 模块后,新的规则没来的及加上前,我的连接就被断开了。后续的输出失败会导致系统发信号让程序退出,后续规则就没有加上了。 再次麻烦机房同事重启系统,一切正常。 这次算长了点经验。远程开启 ipfw ,一定要重定向标准输出,更安全点是把标准错误输出也一并重定向。 /etc/rc.d/ipfw start >/dev/null 2>&1 |
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Posted: 10 Sep 2008 05:23 AM CDT 文/天姿 假如测试时遇到一个bug,这个bug你认为蛮严重,然后产品就要发布了,程序还是没改,你会怎么做呢? 2008年9月10日 |
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Posted: 10 Sep 2008 03:54 AM CDT (注:该文作为前言发于《幻想纵横》的创刊号) 公司的同事都知道,我有一个小黑本本,里面记录着一些人,一些书,一些事。 比如说,1999年的方舟子,方是民。黑本本中记录的他,只是文字MUD《侠客行》中的某个ID,喜欢吟诗作对,与小MM比文招亲,文字颇有灵气。谁曾料想,多年之后,他以学术打假掌门人的身份蜚声海内。 又如文湖诗海时期的飞花,吴淼与他的“塔西里亚世界”,小椴与《杯雪》,CBI黄金时代的编辑阿猪、蚂蚁、纯银,等等。 当然,小黑本本中浓墨重彩的,便是九州。 早在2004年,我还在搭建《完美世界》的背景故事时,便给九州众去了第一封信。九州全盛的时候,我为之击节而歌,欣喜若狂;九州南北分裂时,亦为之中心如焚,恍然若失。 我有一个梦想。梦想在古老的东方,也能涌现出与《冰与火之歌》、《龙枪三部曲》、《暗黑精灵三部曲》等相辉映的史诗般的幻想巨著。 此前曾小心翼翼地向仙剑之父姚壮宪谈及这个梦想,姚先生沉默了一会儿,淡淡地说:“总需要有些人,来做这样的事。” 这世上只怕没有比这更好的激励了。 总需要有些人,来做这样的事,如此而已。无所谓繁华,或者落寞。 基于此,今天,我们有了纵横中文网。对于网络文学界来说,从此又多了一支新生的势力。作者们有了更多的舞台,作品的优劣也不再只有一种标准。我们不仅需要产量,更希望看到创意、灵感和激情;我们希望重现网络文学的真正意义:无拘、平民、多元;我们致力于擎起新的旗帜:有趣,有品,有爱。 对于九州世界来说,这是一个契机,使它走向更广阔的领域,使创作者们的才华重新汇聚到一起。但九州仅仅是一个开始,我们需要做的是,让更多的想象,更多的故事,更多的世界被创造出来。 九州是天空中的第一滴水,但仅仅有第一滴水是无法汇成海洋的。所以,我们希望扶持与帮助那些真正有才华的作者,那些爱做梦的人们,帮助他们把梦变成现实,我们会让世界听到你的声音;我们希望寻找到那些真正的好故事,把它变得家喻户晓;我们希望收集世上所有的灵感与狂放,汇聚成席卷天下的浪潮。 飞龙在天,一展纵横之志。 (顺便做个广告,请关注《九州幻想》与《幻想纵横》创刊号,各大报亭有售) |
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Posted: 10 Sep 2008 03:28 AM CDT 经验1: 保持玩家的挑战精神,但是不要让他们感到沮丧。 经验2: 让玩家可以自由选择玩游戏的风格,不是所有人都喜欢以同一种方式进行游戏。 经验3: 一款好的在线游戏要具有以下三个要素:直观的界面,完善的AI以及较好的网络支持。 经验4: 玩家从别人的不幸种得到越多,体现出来的反社会行为就越多。 [新闻]译稿:为什么Mozilla要固守Gecko内核(上) |
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Posted: 09 Sep 2008 09:28 PM CDT UCD大社区上线整整40天了,通过大家的留言和书友会的反馈,回答几个大家比较关心的问题: 1 为什么要会有一个UCD大社区? 如果你持续关注UCD大社区,我们会给你关于最前沿的热点话题和好的文章,如果你不想对着reader里面恐怖的1000+,但又不想错过关于行业的任何一篇好文章。你可以订阅这个feed或者直接访问我们的网站。 2 一进来不明白所以然,从哪里开始浏览? 3 大社区的内容相比原来的团队博客,会不会更“水”? 4 为什么不能评论? 转载请注明出自UCDChina.com,谢谢。 相关文章
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Posted: 10 Sep 2008 01:46 AM CDT 1998年GoD创立时的宗旨是“为所有游戏开发者服务”,三年来他们至少曾经帮助过20多家独立游戏工作室,组织他们学习技术,安排他们的发行事宜,或直接同他们作生意,克罗地亚游戏公司Croteam就是在GoD的帮助下成长起来的。 但好景不长,2000年GoD被北美第三 ...
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Posted: 10 Sep 2008 09:38 AM CDT 刚搬了家
摆脱了两疯婆子
和同事和租了新套二
钱花完了...
才再一次发觉
一切都得靠自己
可以说这几个月自己一点进步都没有
太懒了...
我应该正作
路还长
一切都是有待改变的 |
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Posted: 10 Sep 2008 12:54 AM CDT 超大型游戏运营企业单位,招活动策划主管,偏RPG项目活动策划及执行经验,偏线上的为主,薪水待遇高!!!
急需要2-3名。
工作地点:上海
联系方式:
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游戏业需要期望管理(Expectation Management) Posted: 09 Sep 2008 11:05 PM CDT 不要问我为什么,总之看到水平線まで何マイル?和Spore的用户评价后我就想到期望管理了。如果这两个游戏不是都在各自的互联网圈子里被炒得沸沸扬扬,它们的评分肯定会比现在高。水平線まで何マイル很可能是第一款默认支持宽屏显示的Galgame(CG都是宽屏的;查了查,也只有君が望む永遠的latest edition勉强算有“宽屏”);而Spore不用说,自然是第一款专门模拟生物进化旅程的商业大作。 水平線まで何マイル是ABHAR的首作,歌姬,声优和画师的水准让它在秋叶原各游戏零售店的Galgame榜稳获预订头名,遥望水平线可谓钱途光明;另一边的Spore通过EA三年的宣传战,成为大有潜力代替Sims统治欧美各国销量榜的产品(被Will Wright自己称为“希望有模拟人生的评分与销量”的产品;Sims系列的总销量在2008年超过1亿)。然而无论是水平線まで何マイル?还是Spore,都没能达到玩家的预期——水平線被评为豆腐渣了的galgame工程,外表极其光鲜,内部乏善可陈;Spore则在Amazon和论坛上被DRM反对者穷追猛打,而它不够深厚的游戏性只能是火上浇油(这年头战略经营类游戏要强迫你用Excel才算真实)。 在创造顾客期待的同时管理期待,而不让期待捧杀产品是最基本的道理;只能说庞大如EA与小巧如ABHAR的游戏公司都有待提高。ABHAR今后要背负着“花瓶”的指责前进(水平线已经稳赚),EA则需要多推出两款Spore资料片才知道它有没有接近Sims的可能(讽刺的是,Wright不怕低分,就怕低销量)。 笑到最后自然是玩家:又有宽屏壁纸可用了! |
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Posted: 09 Sep 2008 07:55 PM CDT (NOTE: all weapons and training in this game would have to have a fictional aspect so real knowlage of weapon handling and bomb making would not be shared with the public) A sniper game with a diffrance for starters,a friend and i are both snipers in the army and came up with a more relistic sniper game,all sniper games in the past just didnt have the relism facter and let us down,heres our idea,
MULTIPLAYER CONCEPT
(NOTE: all weapons and training in this game would have to have a fictional aspect so real knowlage of weapon handling and bomb making would not be shared with the public) |
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Chaos Country: Road Rage by Cranburry101 Posted: 09 Sep 2008 06:00 PM CDT Title: Chaos Country Setting: Mid-west Looking area with futuristic architecture infusion. Plot: You are Maxwell Petton and you are a slave in the quaint town of Albourne.. Located on the planet Fana, after 35% of the remaining human survivors of the Armenid(A Bionic-Alien Race) invasion were taken here in order to harvest Salmia Ore, a rich mineral that is the basis of Armeniad economy. Richard Petton, your father, was exiled into the harsh wasteland desert and feared dead, but when an uprising within Albourne happens Maxwell seizes the moment to leave and find his Father. Ultimately through the course of the game you find out Richard is indeed alive in a large settlement in the middle of the desert called Chaos Point, where resides a community of human rebels who call themselves the Chaos Core. You and your father lead the attack to take Albourne and free the slaves but after killing the Armenid Slave Lord the Armenids retreat into their vast tunnel system, you chase them in and discover and hologram of just how large the scale is of this planet, and how little progress they really Accomplished. Main Characters: Maxwell Petton: A 32 Year-Old male slave kept on a Salmia enriched town for mining. He becomes entangled in "The Uprising" event where a group of humans acquired a small plot of land by force and ventured after Armenid's into a cave. Randolph Grandini: A 64 Year-Old male slave kept on a Salmia enriched town for mining. He served as a mentor to Maxwell since his father left and before he was killed do to his lack of use-fullness he inspired Maxwell with stories he heard of a band of Human rebels out in the desert. Sarah Clayton: A 28 Year-Old female bounty hunter who resides in Chaos Point. She is an adept driver who often finds herself settling vendetta's with the Armenid's with pay from people who's loved ones were taken from them. Richard Petton: A 55 Year-Old male who was previously kept with the band of human miners... bound to be killed by Armenid Slave Keepers, he boycotted the mining and the Armenids thought it fit he not get a "quick and mercifull" death but rather send him out into the desert with no food nor drink. Side Characters: Doodle Snapps: A 16 Year-Old male who works as a Crannt Hunter(Similar to crabs but larger and native to deserts; Picture a crab's look only with a lobsters torso and tail). Crannt are the main source of food in Chaos Point and the scarcity of them pushed the Chaos Core further into invading Albourne. Spud "Scruffs" McCackin: A 40 Year-Old man who dwells in his home in Chaos Point. He was one of the original founders of it. Scruffs seeks revenge on the Armenids as they killed his pregnant wife on earth. He offers Maxwell his massive SUV in exchange for running down a patrol of Armenids. Angrolor Dez: The Slave Lord in Albourne, he is the chief leader of domestic affairs within Alboune, and it is not only his job to make sure nobody breaks into Albourne but that nobody breaks out. Armenid Emperor: This entity is not know fully but what IS known is he or she is somewhat reluctant to destroy Chaos Point because the rebels know it can send thousands of legions against them and they would not stand a chance... Reason for this is to be seen( In sequels :)) ZONE Walkthrough: KEY= C-Chapter Z-Zone C1- Albourne.
Chapter 1- Search and Deploy...
Main Weapons Overview: All Stats are out of 5.0 Gork .22- A Small Pistol. Firing Rate 2.00
Mac 10- A Swift SMG. Firing Rate 4.50
Crabine .50- A Powerful Magnum Firing Rate 1.50
Mavrik 2105- Automatic Rifle Firing Rate 4.00
Naval Cannon- Powerful RPG Firing Rate 0.50
Gerriad Carbine- Rifle Firing Rate 3.00
EXPECT Two Sequels ! FEEDBACK APPRECIATED!
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LittleBigPlanet: SackBoys in the Wild Posted: 09 Sep 2008 04:05 PM CDT With little over a month until LittleBigPlanet hits store shelves, the SackBoys are “stuffed” with joy, because the fans have had so much fun the past few weeks. From Pre-order activity, LittleBigBillboards, LittleBigChallenge 003 (SackBoy costume contest) to tons of community activity on fansites everywhere, like Libipl.com & LittleBigPlanetGuide – it puts a big smile on SackBoys. But how much do you really know about SackBoy? What type of environment do they live it? What can they do? What do they do? If these questions ever crossed your mind….”roll video”
Stay tuned for our next update…or just head to our LittleBigPlanet News Site. |
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Azada: Ancient Magic Gives More Than What Was Expected Posted: 09 Sep 2008 05:22 AM CDT One of the most anticipated casual games Azada: Ancient Magic has been published and is finally available. The first impression of the game is amazing: the game art is stunning and the whole game so well polished.
Azada: Ancient Magic contains massive amount of different puzzles and problems to solve, and minigames to play (see also the video below to see the game in action).
What is interesting to notice (in terms of gameplay) that Azada: Ancient Magic brings more adventure elements in the game. In order to solve some puzzles, you need to use items. Those who have wondered if “adventure games” will ever make a comeback need to look no further… even though adventure games were ‘considered dead’, the adventure elements (like spotting stuff and using items) are still alive in many games. Bottom line is that Azada: Ancient Magic is a well-done sequel that’s well worth checking out. P.S. Those who want to get Azada: Ancient Magic as low as $6.99 - check out the Game Club |
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MotorStorm Pacific Rift crosses the finish line October 28th Posted: 11 Sep 2008 09:03 AM CDT Hi Everyone! I’m happy to announce the official release date for MotorStorm Pacific Rift is October 28th, 2008. This time around, the MotorStorm races will take place on a tropical island set amongst the lush jungle, emerald lagoons and towering peaks in the Pacific Ocean. Why is this important? The original MotorStorm introduced us to some fantastic racing through the desert landscape of Monument Valley. Although we delivered some wild tracks and terrain, the desert is the desert. With the topical island setting, players will be able to experience a much broader range of environments and terrain. As you already know, there are 8 vehicle classes to choose from, including the Monster Truck! For the first time, you and your friends will be able to race head-to-head in the new 4 player split-screen mode for some major racing mayhem. The 16 diverse multi-route tracks (double the amount from the first MotorStorm) feature real-time terrain deformation that ensures no two laps are the same. Did I mention Trophy support is included? Head on over to GameStop and pre-order your copy today to receive the retailer-exclusive demo for MotorStorm Pacific Rift. Race against the computer or grab a buddy for some split-screen heart-pounding action on one of the exciting “Air” Tracks. More pre-order programs will be announced in the coming weeks. |
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Posted: 10 Sep 2008 10:15 PM CDT
While we’ll reserve much of the celebration for our third anniversary coming up in October (which may involve me spending a good deal of money to give the place a much needed overhaul), I thought I’d showcase some of our favorite posts, in no particular order:
Thanks for reading, and hopefully see you in another 1000! |
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Posted: 11 Sep 2008 08:43 AM CDT 今天起了大早,毕设开题…… 到学校第一次起这么早,今天的日常起居生活也特别常规:三餐正确的时间吃,晚上觉得困,现在就想去睡觉。用小学生作文的口气就是:啊,这样的生活真好啊! 看小白的插画很长时间了,今天第一次尝试,效果还可以,遗憾就是头发太困难了。小白是从小学国画学线描的,太强了。插播她的地址:http://blog.sina.com.cn/wanmeishala1219。听歌画画,还配诗而且又漂亮,给别人做纹身,自己也一身的,就像她画里那样,唉我都快成她fans了。毛主席说了个人崇拜不好! 最后放出折腾一下午,手酸脚麻脖子疼的成果。 刚过教师节,马上就要迎来中秋,然后就十一,这学期过的肯定很快…… 惆怅啊、哀怨啊。大学生活就要终结了,却还有这么多事没做完,惆怅啊、哀怨啊~~~~~ 还有昨天,就是教师节,我们的税老师生下了一个小宝宝,是男是女还不清楚 =.= 老韩没说,祝宝宝健康成长!别像我似的!
声明:这没有抄袭的嫌疑,这有拷贝的嫌疑;为了学习嘛 抄一抄抄一抄;咱的境界比那些武侠奇幻的杂志社报纸社高多了
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Posted: 11 Sep 2008 08:53 AM CDT 这里想要说的2007呢就是office2007,刚开始用这个破玩意儿,还一直的在骂,骂他无视老用户习惯,而现在习惯了之后呢,又渐渐发现office2007的强大之处。 Office2007确实增加了很多的功能,同时将界面给予更大的便捷性,相对于一个没有用过2003和2007的用户,似乎使用2007会更容易上手。而对2007反感的用户,很多都是2003的老用户。 起初我在用Excel2007时,竟然发现找不到VBA的IDE了,然后呢,我上网花了九牛二虎之力才知道ALT+F11可以打开IDE,随后我就郁闷了,这么一个重要的东西,微软竟然不把它放在界面的选单上。 当我慢慢熟悉2007的时候,我开始发现,并不是微软猪头,而是微软故意将这个东西隐藏掉了,这样做的目的为了让office新手更容易上手(仿佛有点在做游戏设计)。我觉得,微软可能认为VBA的IDE放在界面上,若是被新手点了之后,确实还不清楚这是个什么东西。 当然了,还有其他的云云。我只是突然想提一下,于是就提了提。 |
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Persuasive Games: Video Game Snapshots Posted: 11 Sep 2008 11:00 AM CDT |
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Posted: 11 Sep 2008 08:51 AM CDT 和不同的朋友在一起总会有不同的感觉 最近又一次强化了这个感受
发现自己最近又变的讨人厌的多愁善感 可是怎么办呢 老天爷就喜欢捉弄人 你消停一会儿吧 就给你找点事 要么是感情,要么亲情,要么再是事业。。。。。。。。。 失恋,缺钱,不顺心,失去亲人。。。。。。 年少时不曾想也不曾经历的苦恼一个接一个 让咱慢慢感受和体验 相信大家都有过吧
开心的时候还能和话多的出租车司机,问路的阿姨笑脸相迎 体现一下素质 不开心的时候真是恨世界都快乐 我的苦谁知道啊
常常想起妈妈在我六神无主的时候说过的一句话: 明天起来,又是新的一天
是啊,我这是和谁较劲呢 开心点 努力的开心点 我要尽一切努力让我的人生快乐而精彩 GOGO加油
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Results from the Game Design Challenge: Olympics Posted: 11 Sep 2008 04:00 AM CDT |
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Posted: 11 Sep 2008 06:53 AM CDT |
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Posted: 11 Sep 2008 04:48 PM CDT 我从来没听说玻璃渣“出品”过什么“精品”,他们的哪个游戏不是不断地修改才逐渐完善起来的?玻璃渣甚至从来没有一个单机游戏能在一年内达到平衡,只不过他们不断在改,不像某些游戏改到平衡前最乱的阶段就停下来,他们可以一直改到这个游戏都不怎么流行了,最后被粉丝们“奉为”经典。而网络游戏平衡能改的改了,不能改的通过推出适当的装备补充了,可以算是基本平衡的时候,下一个资料片也该出了,又该重新开始下个阶段的平衡了。如果他们真像传说中那样有什么先进的技巧、高深的理论、长远的规划,又怎么可能采取用巨大工作量来堆游戏的方式,又怎么会弄得今天这样乱呢?
要说技术有多高,我也没看出来,推出1年以后还偶尔出现个补丁来修正“致命BUG”,这样的情况不止一次了,甚至有些死角BUG最后通过很麻烦的非技术手段才解决,如果他们的技术有外表看起来那么高,应该有更便捷的解决方式。似乎很多人对WOW模型用不多的面数所实现的视觉效果津津乐道,可是他们忘了,WOW同时也是“效果/体积”比值很低的游戏,正是因为模型低,很多效果都必须用贴图贴出来。尽管同样的模型和贴图到处用,很多山、很多城堡都似曾相识,为了避免雷同,不得不用上很浓的颜色,尽管很多地方的过渡都很生硬,可是游戏体积还是直奔10G去了,我实在无法相信臃肿身材和浓妆的里面是天生丽质的美女。从预渲染和硬件需求偏向存储设备这两个方面来看,WOW是我遇到的最接近2D游戏的3D游戏。 在内容方面,我完全不赞同WOW的浪费理念,花了很大力气来做高端内容,却只能在几个月内让少数人有机会体验到。理论上内容比别的游戏丰富很多,可是大众内容的丰富程度相比其他游戏并没有什么优势。更新以后的旧内容要么被淘汰,要么因为大号带刷的关系乐趣全无。作为一个玩家流失率很高的游戏,很多人是没有体验过旧内容的。找适当的等级的人一起玩已经不现实,而愿意在满级后跑去SOLO这些没有收益的初级内容的人同样很少,这些内容的浪费对游戏的盈利和玩家的体验无疑都是很大的损失。旧内容不能废物利用,无论新内容多么精益求精,都无法改变游戏内容废物率增加的现状。 至于文化内涵,单机或许可以,网络游戏实在是谈不上。渴望魔法的血精灵中可以有“潜行者”这种没有魔法的职业,以高尚自居的牛头人可以选择死亡骑士这样邪恶的职业,当世界观一次次为了迎合功能而修改时,那些所谓严谨的、史诗的背景设定早已不重要了。网络游戏里往往都是人比NPC多,无论什么题材的游戏,最终都被玩成现实题材,所谓的故事背景适当点缀即可,何必那么在意呢? |
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A Secular Age (3): Exclusive Humanism Posted: 11 Sep 2008 03:30 AM CDT
The move towards Deism was in effect a narrowing of the purposes of divine providence. The basic idea in Deistic theology is that rather than God being constantly and actively intervening in the world, the natural order was created by God for our benefit, and our commitment in return was simply to flourish in order to fulfill God’s plan. This was an significant shift from earlier theology, which may also have recognised this facet, but which also expected more – God’s purposes were inscrutable, but they included our love and worship of him (for whatever reason), and thus immediately placed upon us a demand that went beyond human flourishing. The theology that emerges in the eighteenth century shows a profound anthropomorphic shift: any sense of further purpose becomes eclipsed by the concept that what we owe to God is simply the realisation of his plan, which is to say, the achievement of our own good. With the shift in the social imaginary towards the notion of society constituted as individuals, this meant that by committing to a moral order of mutual benefit, we were doing what was asked of us by God. This was the rise of Providential Deism, a theology which believed that the natural order of things had been established for our benefit – even though it was up to us, as the inhabitants of the resulting world, to co-operate towards our own flourishing. The anthropocentric shift towards a belief in the primacy of the order of mutual benefit also brought with it a transformation in the view of the world towards an idea of impersonal order. Previously, the orthodox Christian conception was of “God as an agent interacting with humans and intervening in human history”. Via Deism, this was to change towards the notion of “God as architect of a universe operating by unchanging laws, which humans have to conform to or suffer the consequences”. We can see the extent to which these new theological beliefs changed the attitude towards religious practice by looking at what were considered “dangerous” expressions of religion in the eighteenth century: Three kinds of
dangerous religion were categorized as “superstition”, “fanaticism”, and
“enthusiasm”. The first designated the enchanted dimension of religion, the
rites and cults and practices which partook of magic in their understanding…
‘Fanaticism’ designated the kind of religious certainty that seemed to the
agent concerned to licence going well beyond, and even committing gross
violations against the order of mutual benefit. While ‘enthusiasm’ meant the
certainty that one heard the voice of God, and could act on it, without having
to rely on external authority, ecclesiastical or civil. Now, the Deist theology was largely the domain of elites at this time, but it was still creating profound shifts within Christianity, including what Taylor terms “the decline of Hell”, which is to say a growing reluctance to accept traditional beliefs about God as an implacable source of punishment. The old juridical-penal doctrine – that by sinning we offended God’s honour and thus he was obligated to punish us – began to be seen as quite repulsive by the intellectuals of the Enlightenment. Indeed, this hostility towards the older, orthodox interpretations of Christianity allows for the creation of radical new ways of approaching both religion and morality, and this in turn created conflicting philosophical tensions. Thus we see philosophers such as David Hume (pictured above) pulling away from Christianity, which he was greatly hostile towards, and dismissing notions such as miracles on an a priori basis (a leap of faith away from orthodox religious thought). Hume in turn inspires Immanuel Kant, considered to be the greatest philosopher of the modern age, who remains a Christian but radically reformulates what this means and develops the idea of reason as the basis for morality. Kant sees this as founded in God – reason is God-given, if you will – but this new viewpoint still marks a significant step away from older notions of morality being prescribed by God. Now, what is moral can be derived intellectually. Thus a massive shift in horizon occurs: humanity is now seen as forming societies under the modern moral order of mutual benefit, fulfilling their purposes by using what Nature provides by exploring the impersonal order with the aid of disengaged reason. This is wholly new epistemic predicament. And we can see how this shift opened the door for what Taylor terms “exclusive humanism”, which is to say, the acceptance of the kind of view of the world closely related to that espoused by Providential Deism, in which human flourishing is the highest good which we co-operate towards, but without reference to God or any kind of higher reality. (It can be argued that calling this “atheism” places the emphasis in the wrong place: it implies a necessary opposition that obscures what is actually of value about this kind of belief system). This was no trivial change in perspective! As Taylor notes:
A standard
subtractionist story would convince us that once the old religious and
metaphysical beliefs withered away, room was finally made for the existing,
purely human moral motivation. But this was not the case. It may seem to be,
because the locus now of the highest moral capacities was identified as in
“human nature”. And that links up with centuries of non-exclusive humanism, and
in particular with the moral theories that came down to us from the ancients…
But it is already evident that, in one sense, this modern humanism is different
from most ancient ethics of human nature, in that it is exclusive, that is, its
notion of human flourishing makes no reference to something higher which humans
should reverence or love or acknowledge. And this clearly distinguishes it
from, say, Plato, or the Stoics. Furthermore, the emergence of exclusive humanism wasn’t something that was inevitably going to come about – we have no reason (beyond a leap of faith) to believe that under different circumstances this would have occurred. The new system of belief abandons all notions of transcendence (of a reality beyond that of everyday experience) in preference for a view of the world as entirely immanent. Taylor stresses that this development of exclusive humanism should be surprising:
So exclusive humanism
wasn’t just something we fell into, once the old myths dissolved, or the
“infamous” ancien régime church was crushed. It opened up new human
potentialities, viz. to live in these modes of moral life in which the sources
are radically immanentized. The substraction story doesn’t allow us to be as
surprised as we ought to be at this achievement – or as admiring of it; because
it is after all one of the great realizations in the history of human development,
whatever our ultimate views about its scope or limitations. And this amazing achievement originated from religious motives, it grew out of Providential Deism, which drove a process between (say) 1650 and 1800 which allowed freedom to emerge as a value in itself – something which came to be seen as a crucial feature of any acceptable political system. That religion was intimately connected with this process can be seen from the fact that one of the primary forms of freedom that was valued during this transition was in fact freedom of belief. This can be clearly discerned in the early days of the American Republic, particularly in Thomas Jefferson’s push for “a wall of separation between Church and State” – not to protect the citizens from religion, but to prevent the government from interfering with the citizenry’s right to determine their own manner of worship. Thus, while emergence of this new perspective is open to interpretation in many different ways, one of the most common ideas concerning the origin of exclusive humanism is demonstrably false: it did not originate out of a conflict between religion and science. Although Galileo's story in the 17th century had already foreshadowed it, this battle had yet to begin in earnest. Next week: “Religion” versus “Science” |
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Dishwashing Lesson For Game Producers Posted: 11 Sep 2008 03:19 AM CDT I got reminded about the importance of doing things properly. I had done the dishes, just to spot couple of hours later that one of the pots was really dirty (and with food stains here and there). Normally I wash the cups and pots clean, but this time “I was too busy” to do it properly. In haste, I had done a poor job. The end result? Of course I had to do it again: I had to wash the pot again. It wasn’t done properly, so I needed to wash the pot again. I believe this lesson applies well to the game development… |
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Posted: 11 Sep 2008 01:32 AM CDT 摘要: 虽然不是什么新的东西, 但是因为觉得很好玩, 所以还是自己抽空实现了一下, 顺便也是要分享一些自己的学习心得.1. 什么是流体? 自然界中有很多东西是流体, 包括占据了将近半个地球体积的空气, 覆盖了70%地表的水体, 还有那在太阳系的中央, 永恒地燃烧着的火焰.2. 流体的行为? 在上个世纪的早些年代,Navier和Stokes共同发现了流体运动的规律, 从而写下了著名的Navier-Stoke 阅读全文
[新闻]TechCrunch 50 决出最佳创业项目大奖 |
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Posted: 11 Sep 2008 02:28 AM CDT 为了使物件的明暗关系更加明显,觉得对场景物件实施AO渲染,由于AO的明暗关系是与光源无关的,所有所有渲染AO明暗的物件可以多次重复的利用,虽然不是完全真实的阴影效果,但效果已经完全符合要求了。这几天一直在和美术研究讨论制作流程,最后终于统一了一套比较好的方案。
总结来说,因为很多模型需要公用材质,都指向通一张纹理贴图,那么这些公用这张贴图的模型,一定要一起公用一张阴影图,将这批模型的第二套UV张开平铺,不能有公用的部分。 一些截图(建筑都使用了AO贴图, 明暗关系还不错!): www.azure.com.cn |
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Virtual worlds in the ambient cloud Posted: 11 Sep 2008 01:18 AM CDT The Web is moving towards a user-centric experience. Whereas a few years ago, it was all about visiting destination sites, now it is about destination sites spitting out data that comes to you, via RSS. The attraction of things like Twitter or Facebook lies in the ambient information that flows out and about, and in your largely asynchronous, largely placeless, largely shallow updates on what your friends are doing. You come to know them deeply not by engaging deeply with them, but by building up pictures of lots of small actions they take. Compare, for example, the destination-like IRC versus the ambient Twitter. Hardcore Twitter fans use it almost in realtime. They answer people, with their @fred syntax convention. They have a better history, perhaps, because they can search the stream in a way that IRC doesn’t really support. But more importantly, you follow Twitter by filtering it; it’s one big stream, and you take little bits of it out. It is as if IRC were all one channel, and you happened to build an aggregate channel of just the people talking that you wanted to hear. This is similar to how LiveJournal puts together friend pages — an assembled stream of all of your friends’ updates. It’s what a MyYahoo! page looks like: an aggregation of data slurped from a dozen places. It’s a bubble around you, of course. There are pros and cons. You hear what you are interested in. You keep track of your friends better. But you also don’t hear about stuff that you don’t know you are interested in. You don’t see the books that your circle doesn’t read, don’t hear the music that your circle doesn’t listen to. In the case of civic discourse, you (judging from the forums I have seen) outright don’t understand the other party, and think that they are fundamentally wronghaded or insane. You filter to only the things that validate your worldview, by and large. There’s a difference between reading a newspaper and reading only the articles tagged with “politics,” a context that you gain with the former, just as you gain depth with the latter. Network theory has shown that to some degree, this can lead to a homogenizing of clusters in the social network, along with a segmentation of the network into fairly separate and distinct groups. Fortunately, most humans belong to more than one social group. Virtual worlds are about place. And a key characteristic of places is that they do not filter by interest, but by colocation. Colocation happens for many reasons. In game worlds, the motive for colocation is that you are there for the game activity. Since the game activity cuts across many different psychographics in other senses — left and right wing politics, for example, or education levels, or real world physical geography — they have a couple of effects that an ambient info cloud does not: you meet people explicitly not like you, and you interact with them in a different way; you work together on tasks, whereas ambient info updates are more about status than collaboration. It’s a lot harder to stay in touch with people solely via “place.” Hence the historical and rapid adoption of asynch methods of communication. In many ways, Twitter or Facebook replaces “correspondence,” the habit and practice of writing detailed and chatty snail mail letters to your friends. To some large degree, however, the ambient cloud does seem to depend to some degree on a history of colocation. I could be wrong, but my impression is that we’re far more likely to have an ambient cloud data feed of people we have met, than of absolute strangers, because we use it as a way to “keep in touch” — and having been “in touch” implies colocation. Sure, we make friends online. But we don’t usually do so via status updates, but via sites and social systems that psychologically feel like “places.” You don’t “go to Twitter” or even go to the feed on Facebook; you go to Facebook itself, and we think of it as more placelike in some deep part of our brains. Facebook’s “Wall” clearly suggests place, because it needs to in order to provide the context. And let’s not forget that Facebook was born out of locality — it started as a way to keep up with events on a campus. And more importantly, we really get to mutually know people online via things like forums, comment threads, places of more regular participation among a community. If as many think, the Web is moving to far greater user-centricity than it has today, whither virtual worlds? The clear main topic of this last Virtual Worlds Expo was enterprise-level distance collaboration. Why, in an ambient cloud world, do you need virtual colocation, virtual places, time-sucking simulations of places, when so many other trends seem to point away from synchronicity? In a world like that, what is a virtual world for? How do you feed a virtual world via RSS? Not its activity log, but the actual world, its sense of place and sense of centrality and destination? Or are there any destinations, in a world like that, where no one goes to CNN.com but instead everyone reads only the subset they have on their goggle’s HUD? What is the virtual world that you interact with in five second snippets rather than an hour? I don’t have any answers — I just wanted to share with you some of the stuff we’ve been talking about here at work recently. But I personally suspect that the need to gather, to create colocation, to touch and stand next to and (even if only virtually) share the same air, is a deeply held human need. I use Facebook to tell people when I am going to be in town, so we can meet in person. It may be that we always have the cloud, but on the day where I know everything that my kids are doing away at college because I am subscribed to their lifelogging feed, I think I will still want to get together to have dinner with them. And if they are away in China or Africa, it may be a virtual dinner. Virtual worlds may be the last gasp of an outdated notion of place, or they may instead be the way in which we trick ourselves into thinking that the cloud is the dinner table around which we share our day’s news, because knowing that our family cared enough to show up is more important than what they have to tell us. |
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Posted: 11 Sep 2008 12:50 AM CDT 畫的東西都扔進demo很好玩~(bg是A的)其實這是新坑的模式………………吾輩要美少年美少年美少年!!!線描到想吐……
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Posted: 10 Sep 2008 12:28 PM CDT 一直以来,很多杭州地区做产品、做设计的朋友,不停的在问“你们什么时候在杭州搞‘UCD书友会’?”! 可,杭州我们确实不熟悉,也没人组织,有心无力… … 7月,UCDChina第一重量级才子、帅哥,坏人同学,入职国内最牛UED团队 —— 淘宝UED。 水到渠成,船到桥头。“杭州UCD书友会”成了必然。我们开始着手准备… … 今晚,突然发现,有人在豆瓣上发活动通知,说本月在杭州举办UCDChina的书友会。 9月21日,下午,14:30分,杭州将迎来第一次“UCD书友会”。 此外,我们也在准备成都的“UCD书友会”,如无意外,本月会和杭州等城市同时举行。 |
转载请注明出自UCDChina.com,谢谢。 相关文章
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Posted: 10 Sep 2008 11:01 AM CDT 活动地址: http://www.douban.com/event/discussion/1370091/ UCDChina官方确实有准备本月在杭州开始组织书友会,确实很多设计师给我们建议过。 ps: |
转载请注明出自UCDChina.com,谢谢。 相关文章
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热鬦!!120 VS 190のPX!!!190压倒性胜利!!! Posted: 11 Sep 2008 01:31 PM CDT 为了方便以后制作,今天想规范化 世界坑化协会秘密项目 的人物大小..
120的话在画面有充足的活动范围,大范围技能会更 类别:游戏设计 查看评论 |
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Posted: 10 Sep 2008 11:04 PM CDT 嗯,虽然在上班时间更新日志不太好,但也不会太不好,因为俺实在是忙的嘞,更要抓紧时间。
米卡是金毛犬,和穆加是一对…死党,是个很欢乐的家伙。至于这个动作…因为他和穆加是一对的嘛(意义不明),所以完整的情况请去住民介绍里看咯。「一年不长个儿!」 |
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Posted: 09 Sep 2008 10:16 PM CDT 微软日前宣布了XNA Game Studio 2.0。这是一款可以让用户自己为Xbox 360开发Xbox Live Arcade品质游戏的工具。新版本最重要的改进是加入了多人游戏网络API,意味着用户可以真正创造出像Jason Chen的《Big Boob ...
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Posted: 12 Sep 2008 11:37 PM CDT WOW天赋页的天赋分布大致是领带状的(如图1),前面平均每行有7-8个点的空位,要想加到某一层,前面的每一层平均要加够5点,其中最后一层的天赋一定是1点。加满一页的天赋所需的点数根据职业的不同,平均大约需要的是满级全部的技能点。而如果想在某一页加出最下面的天赋,至少需要把70%以上的点数投入同一页中,由于始终存在必须加的技能或绝大多数人都不可能加的技能,再考虑到有箭头的天赋(如图2),实际的选择余地是非常小的,目前的情况是,WOWer交流的时候只需要说X/Y/Z这样的三个数字就可以了(比如33/28/0,0/20/41),知道每一页加了多少点,基本上就知道了所有天赋怎么加的。
现在的两次开放级别上限,每次获得10个天赋点,而每页天赋增加两层,完全消耗了这10个点。按照现在的趋势,新的内容都会明显比原有的强,如果想要体验新内容,必须向深度发展,而不可能向广度发展,目前能做的就是在三页中选择一个为主,或分开加,都不加到底,但是每一页尽可能往下加。 这一点和D2的情况非常像,D2也是需要搭桥,并尽可能加到底,因为下面的技能更重要,主要的技能加满,其它页的只加到相对实用的技能且只加一点作为辅助或备不时之需。WOW的天赋限制越来越大(从有选择余地的点数所占的比例来看),自由选择的余地越来越少,给人的感觉也更像D2的技能树了。天赋丰富游戏内容的功能比较有限,对大多数人来说恐怕只是在少量几个方案种选择一个,不过对于那些不喜欢花心思的人来说,选择一个现成的方案也许是个不错的方式。 一部分人希望增加的内容可以深度和广度兼顾,比如适当增加中间的天赋,可以有更多的方式加到最下面(如图3),不过从目前的趋势来看并没有这种可能,将来还是继续领带布局,不知道这条领带最终会变成多长。 不排除会有人坚持认为WOW可以自由的加天赋(恐怕只是理论上可行吧),比如深火法师不加炎爆,深恶魔系术士不加灵魂链接等等,不用给我看这种加法的图了,我不相信会有人能一直这么用,洗点很容易,这么加肯定要洗的。 (1) (2) (3)狂热的BLZ粉丝们请自重,你们支持BLZ没关系,但最好别把话说得太满,免得像阿扁的某些粉丝那样因为梦想破灭而产生心理障碍。 |
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Posted: 12 Sep 2008 10:40 AM CDT And I'm not talking about a Zerg Rush.
This is actually pretty old news (2 months ago - ancient), but the Colbert Report had a hysterical segment where the epic mega-rockers Rush failed their own song in Rock Band. I'd heard about it, but a friend of mine sent me this link last week, and so I thought I'd share for anyone else who had missed it: Kotaku: Watch Rush Fail At Rock Band They were pretty good sports about it. So, okay, I guess Rock Band really isn't like the real thing after all... it's still fun. And the sequel is coming out in just a few days. Woot! Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Jonathan Blow: The Path to Braid Posted: 12 Sep 2008 11:00 AM CDT
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Posted: 12 Sep 2008 05:44 AM CDT 期待了这么久,终于可以玩到FIFA最新作了,虽然只是DEMO,但至少可以解解馋。由于今天早上才下好,玩了一盘就要去上班了,没有好好研究FIFA 09的新特性。依据那一盘比赛,我的体验是FIFA09变难了,更真实了。在这里先转一篇acuizheng1978的试玩感受,等我仔细研究后再补上我的感受。 一进入正式比赛画面,用默认的TELE视角,和08比并没有什么很大的变化,没有给人震撼的感觉。 但一踢起来,感觉完全是一个全新的游戏,虽然按键还是那些按键,但传接球的节奏、时机等全部变了,变得更加真实也更加难了。如果想把球牢牢地控制在脚下,不轻易丢球,确实要费一番功夫,对玩家的观察力和操作熟练度要求很高,我选的是“experienced”难度,在DEMO的三个难度里是最难的,感觉电脑的防守强度很高,边路选手靠速度突破,硬吃防守方变得非常不容易,对方贴上来身体一抗,速度立马就加不起来了,非常真实。如果防守方站住位置,想要在阵地站打开缺口,要费很大的力气,需要不停地倒脚、转移。 这作的操控比08流畅很多,即使和EURO08比,虽然两作发售时间相差并不太久,还是会给人巨大变化的感觉。 动作捕捉在08中已经显现威力,很多动作细节在游戏中都体现得淋漓尽致,这次09在08的基础上又增加了很多动作,使玩家在游戏时能真切地体会到足球这项运动的魅力。我觉得变化最大的当属射门和头球环节,这2个环节一直是FIFA系列最为人诟病的地方,一直到FIFA07,这2大技术环节都做的非常差,和实况比要差很多,这也直接导致游戏的不真实度大大增强,玩家的带入感大大减少。但自从08用全新引擎改变了这2个技术环节鸡肋的形象,09则是发生完全质的飞跃,射门时球员支撑脚、摆动腿、射出的球都逼真异常,球的运行轨迹也符合物理规律,球时而打中门框,时而被门将扑出,间或射进网窝,每次射门都能给你带来强烈的快感。门前射门动作的丰富化、意外性极大增强了游戏乐趣,咱们这些原来的WE饭终于在这作中重拾了当年初玩实况时射门进球的快感。头球的变化也异常明显,玩家在争顶时不再像原来那样只需拼命按传球键或射门键就能争到第一落点了,而是要在合适的时机进行操作,而且争头球时,如果有对方干扰,那么即使顶到球,也会由于身体失去中心,而变得绵软无力,这时争抢第二落点就变的尤为重要了,比赛的意外性也大大增大。 另外,比如在失去位置的情况下抢先倒地伸脚把球捅走、一脚踢空失去中心往后摔倒等细微动作随处可见。 传接球时,如果时机不对,球有可能会从身边溜走,短传的力量槽再也不是摆设,如果传球力量稍大,接球的球员技术不高的话,会把球停得稍微远离身体,这时就很容易被防守方抢断,等等等等,这些细节无不显示出FIFA09在真实度上的追求,力求使玩家在玩游戏时尽可能体会到足球这项运动的特点和魅力。 没有玩到DEMO的玩家耐心等待正式版来临吧,这作将会把足球游戏提高到一个全新的高度。 http://www.xbox-sky.com/showthread.php?p=1975457#post1975457 标签 FIFA, PS3, xbox360, 最新游戏相关日志
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Posted: 12 Sep 2008 07:15 AM CDT |
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Posted: 12 Sep 2008 05:40 AM CDT Well there was some, but let's tidy it up for a bit. These days following Free Software game news is much easier, since we have planet.freegamedev.net. That place is ace but it means that the motivation to post here has dwindled. Still, for addicts, I suggest you tune in to there. I know I do. For instance, if you did, you'd know that there's an updated version of Yo Frankie! (of Apricot project fame) available for download. Funnily enough, the post is no longer up as there was a problem with it (at least there was for me). Still, here is the download URL, and it uses 0launch which I'm afraid to say I really dislike. You can also check out FreeCol 0.8-alpha2. I like that they are releasing early, releasing often. Future maintainers pay attention! Another project that adopts that practise is Battle for Wesnoth. 1.4.x and 1.5.x updates are out with lots of polish. One wonders how much polish will go into that game before it loses momentum. There was hope that some of the community energy that goes into Wesnoth may move into the Silvertree project but at the moment it's somewhat stalled that did not happen and the lead developer is busy with some Frog-platform-like game called Frogatto (googlecode). JCRPG looks ace these days. Lots of updates on the planet for that one. I love the pixelization on this shot :lookright: which enhances the "classic" (old-school) nature of the game experience. It's one of either a magic monkey brush or a depth of field shader. With loads of optimization lately as well means JCRPG won't need a mean machine to run. Penultimately, why not take TORCS 1.3.1-test1 out for a test drive? There's a lot of momentum with TORCS development lately and to be honest I was pleasantly surprised how fun it was the last time I played it. It's a good game. Finally, project admins, did you know that now Sourceforge offers a service called Hosted Apps - that is, they host MediaWiki and phpBB for you, all integrated with SF.net logins. Check out the announcement. Damn, all that effort of mine for nothing. |
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Posted: 12 Sep 2008 04:43 AM CDT 再一次的发照片,看看好像还有好多啊。 旅途非常的紧凑而有序,也再一次的验证了日本很浓缩。 很快我们来到了京都。印象中京都没有停留很久,最为深刻的就是像画一样精致美丽的金阁寺。 造在水当中,三面环水,倒影清晰,绿树环抱,好环保的一幅景象 应该是出于保护的原因,所以有人不可以走近建筑,只可远观喽 这座寺真的是贴满了金箔的哦。听美女导游介绍在当初翻修的时候,还可以让游人自己亲手贴金箔上去。好像是说1000日元吧,我记不清楚了 边上的风景也很美,看上去空气很透明 这扇门打不开,假如可以,应该是通往金阁寺了吧 再拍一张 回眸一笑 我们沿着甬道走到了另一个观赏角度 这里是我发现最近距离的地方了,金光灿灿,好多金哦 然后沿路而上,有点爬山的意思 沿路拍照的人好多,我属于见缝插针型的 真的好漂亮,每一次看到漂亮的风景,我都要拍几张的。忍不住要拿出来和大家分享。 在这里还要表扬一下我的相机,真能干,电池好厉害啊。我就走之前充电,一路上拍照片,记忆卡都满了,可是电池还是有电的,好神奇!! |
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Posted: 12 Sep 2008 03:30 AM CDT
According to anger management expert John Lee, "Expectations are unrealized resentments waiting to happen." The more we have ideas about how things should be, the more likely we are to be frustrated when those expectations are not fulfilled. Thus we go through life with ideas in our heads about what should happen, how such-and-such should work, what the socially accepted thing should be in a particular situation and so on and so forth - all of which is setting ourselves up for greater and greater frustration. In my life, my history of interacting with Microsoft productivity software is precisely encapsulated by this observation: they are such a source of frustration for me because I have expectations about how an Office suite should function (some of which have been acquired from working with Microsoft's Office suite in the past, which has prepared me with certain expectations that later versions often thwart). I am thus prone to frustration when dealing with these, an outcome which helps no-one and certainly not myself. What can we do about our frustrations? I cannot offer a panacea, but I can say what helps me. I am often struck by people who seem to suffer less frustration in life than I do; many of them manage to be placid in the face of what would be enraging for me, and with this seems to come a greater tendency to be delighted by the unexpectedly pleasant. It is as if, by having fewer expectations, by being less bound to the self-made rules of should, they free themselves from frustration and open themselves up to finding delight in the positives, rather than burning up in the friction of the negatives. As someone who finds wisdom in all the great religious traditions, I see in such people an expression of the spirit of the Buddha, whose four noble truths say that existence is suffering, and the origin of that suffering is desire - or in the terms we are discussing today, expectations. In Buddhist practice, one eliminates the desires (the expectations) in order to eliminate the suffering, which is traditionally achieved through meditation and a reorientation of one's world away from the selfish drive of Me and towards an attitude of love towards the world. In this way, Buddhist teaching accords with the ministry of Jesus, which also teaches love as an antidote for suffering (sin, in Christian terminology, although many do not interpret the term in this manner). My wife gave me a small wooden Buddha statue to keep on my desk; I try to focus on that when my work drives me into a rage compounded from myriad software frustrations. It is difficult, in the heat of the moment, but I still try, and if I fail I do not let myself feel defeated but rather I draw satisfaction from the times when I am able to quell my growing anger and becalm my tempestuous temper. It is perhaps harder for those who have no link to spirituality - someone who has "no invisible means of support" (to coin Fulton Sheen's memorable phrase) - to still their demons, but perhaps even the most grounded materialist can find the logic in silencing the demanding voice of should in their psyche, a voice which lures us into frustration. |
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Posted: 12 Sep 2008 07:00 PM CDT |
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Posted: 12 Sep 2008 06:53 PM CDT |
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Posted: 12 Sep 2008 06:42 PM CDT |
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Posted: 12 Sep 2008 01:47 AM CDT 先灰度之……再上彩玩〜XD中秋節親戚都不回來,罷了,自家清凈!別人送了香港月餅來……很甜……不過好好吃……好吧……這個人幾乎不吃月餅之類甜食|||……少見多怪而已。
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Posted: 11 Sep 2008 07:09 PM CDT
Notes: This review is from a free review copy of the Xbox 360 version. Gameplay: The fighting and characters are those you’ve come to expect from the Soul Calibur series. Characters can pull off different fighting moves by holding a direction on the joystick and pressing a button or combination of buttons. I’ve always liked the Soul Calibur system best as it seems more intuitive than other fighting game systems, with a range of game play for different skill levels to enjoy from button mashers to expert players who have memorized move lists. There are several new elements this time around, but their impact on play is minor. There is now a “Soul Gauge” that builds up as blocks happen that allow players to perform “Critical Finishes”, but it doesn’t seem to come up very often. You can destroy opponent’s armor and clothing, which often ends up being more embarrassing for the female characters than the male. There are also small pop-ups that inform you when you’ve countered an attack, performed a combo, etc. Overall, if you’ve had any experience with the Soul Calibur series and enjoy the fighting, you’ll enjoy the gameplay in this. It has not significantly changed since Soul Calibur II.
As is par for the course now (unfortunately), you start out with a handful of characters, then unlock more as you play. For some odd reason, there are multiple ways to unlock characters: either by playing through certain modes and encountering certain characters, or buying them through gold you earn just by playing. If that’s not weird enough, some characters get overlapped in the same selection spot on the character select screen. The biggest draw for me is the character creation system. While on its surface it is not as robust as other popular character creation systems, there is a surprising amount of customization in the tools you are given. The different armor and clothing styles ensure that your character will always fit into the SC mileau while still making it your own. The big problem, however, is that it’s not clear at all how you get all the pieces to customize your character. As it turns out, you earn them as you reach certain amounts of Achievements in game, plus some extra ones through playing different modes. From there, you also need to purchase them with gold earned in-game. So you have to find the items, and then purchase them. Very strange. This isn’t explained anywhere, like most things in the game, so someone’s initial impressions on the character generation is not going to have all the options. And from what I’ve read online, no matter how much you unlock, you can’t create a character wielding a lightsaber. This is very disappointing.
…Yeah, that’s it. No tournament modes, no tag team. Though the inclusion of Xbox Live play is a must, the implementation of the whole system definitely leads something to be desired. There are achievements tied to playing on Xbox Live as well, which normally I wouldn’t care about except for the equipment that comes with it. Being Soul Calibur, there’s an extra Museum menu for extras about the game world.
Conclusion: All the flaws only add up to being a disappointing game, yet one that’s still fun for those of us who enjoy the Soul Calibur series. It just seems like there was a lot of thought put into making the breast size of characters larger that could have gone into making modes of play that already existed in previous games. There’s some attempts to make the game more replayable by forcing you into frustrating modes, which is the wrong way to go about it. Still, all that said, it is still a lot of fun once you’re actually fighting. And any game that lets you play Yoda fighting a team of pirates can’t be all bad. |
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Posted: 12 Sep 2008 06:39 PM CDT |
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Posted: 12 Sep 2008 02:45 AM CDT 比较软件的作用 对比两个文件的差异 多用于纯文本比较,比如txt,py等文件格式,对程序开发和游戏策划写脚本非常有用 少量比较软件也支持2进制文档比较,比如word,excel等文件格式,对游戏策划写文档非常有用 也支持其他格式,比如图片,声音等文件,不同软件对这些格式的支持程度不同 在使用版本控制软件时用比较软件比较多个版本之间的差异,找出问题所在 或者比较冲突文件之间的差异,解决不同开发人员的文档冲突 一些用过的比较软件 Beyond Compare 3 商业软件 不支持word,excel文件比较 比较合并支持行操作 文件夹比较直观 注册码满网都是 无中文版 运行速度不如Beyond Compare 2 未感受到实用的新功能 不推荐,Beyond Compare 2即可完全替代 Beyond Compare 2 商业软件 不支持word,excel文件比较 比较合并支持行操作 文件夹比较直观 注册码满网都是 有汉化中文版 推荐用于代码比较 Compare it!4.0 商业软件 原生支持word,excel文件比较 比较合并支持行操作 不支持文件夹比较,有可能是试用版的缘故 试用版不能使用合并功能,仅能比较,未找到注册码 有汉化中文版 推荐用于代码比较和文档比较 找到注册码请通知我一下 WinMerge 免费软件 通过安装插件可以支持word文件比较 通过安装插件可以支持excel文件比较,但本人未设置成功 比较合并不支持行操作 文件夹比较不直观 原生中文界面 看在免费的面子上用于代码比较和文档比较,功能都不完美但都有一点,但后续版本值得期待 我目前使用这个 其他没用过的软件 这些软件日后有机会使用会陆续补充 Workshare Professional 据说很强大 UltraCompare Pro 比较合并不支持行操作 Araxis Merge 据说很强大 -- 威尔史密斯对他的蓬蓬头的小小儿子说:你要尽全力保护你的梦想。那些嘲笑你梦想的人,因为他们必定会失败,他们想把你变成和他们一样的人 Eddie Izzard - "Never put a sock in a toaster." |
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Posted: 12 Sep 2008 02:45 AM CDT 比较软件的作用 对比两个文件的差异 多用于纯文本比较,比如txt,py等文件格式,对程序开发和游戏策划写脚本非常有用 少量比较软件也支持2进制文档比较,比如word,excel等文件格式,对游戏策划写文档非常有用 也支持其他格式,比如图片,声音等文件,不同软件对这些格式的支持程度不同 在使用版本控制软件时用比较软件比较多个版本之间的差异,找出问题所在 或者比较冲突文件之间的差异,解决不同开发人员的文档冲突 一些用过的比较软件 Beyond Compare 3 商业软件 不支持word,excel文件比较 比较合并支持行操作 文件夹比较直观 注册码满网都是 无中文版 运行速度不如Beyond Compare 2 未感受到实用的新功能 不推荐,Beyond Compare 2即可完全替代 Beyond Compare 2 商业软件 不支持word,excel文件比较 比较合并支持行操作 文件夹比较直观 注册码满网都是 有汉化中文版 推荐用于代码比较 Compare it!4.0 商业软件 原生支持word,excel文件比较 比较合并支持行操作 不支持文件夹比较,有可能是试用版的缘故 试用版不能使用合并功能,仅能比较,未找到注册码 有汉化中文版 推荐用于代码比较和文档比较 找到注册码请通知我一下 WinMerge 免费软件 通过安装插件可以支持word文件比较 通过安装插件可以支持excel文件比较,但本人未设置成功 比较合并不支持行操作 文件夹比较不直观 原生中文界面 看在免费的面子上用于代码比较和文档比较,功能都不完美但都有一点,但后续版本值得期待 我目前使用这个 其他没用过的软件 这些软件日后有机会使用会陆续补充 Workshare Professional 据说很强大 UltraCompare Pro 比较合并不支持行操作 Araxis Merge 据说很强大 -- 威尔史密斯对他的蓬蓬头的小小儿子说:你要尽全力保护你的梦想。那些嘲笑你梦想的人,因为他们必定会失败,他们想把你变成和他们一样的人 Eddie Izzard - "Never put a sock in a toaster." |
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Posted: 12 Sep 2008 04:03 PM CDT |
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Posted: 12 Sep 2008 04:57 PM CDT |
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Posted: 12 Sep 2008 12:59 AM CDT 以及一个曾经是TSR独立游戏设定Al-Qadim(和阿拉丁的读音非常类似的设定),模仿古阿拉伯文明的此设定也被吞并进这个世界中。在被遗忘国度的设定中,可说是吸收了人类世界所有曾经存在的古文明,包括了蛮族、爱斯基摩人、埃及人、阿兹特克人、日本文化、 ...
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Posted: 11 Sep 2008 09:56 PM CDT |
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Posted: 13 Sep 2008 05:54 AM CDT 著名游戏设计大师WillWright的Spore发行以来,很多人惊叹不已。其傻瓜却功能强大的角色编辑器,让普通人纷纷陶醉于自己的“创作”和想象力当中。
就创意而言,也有许多类似的东西,比如:http://intihuatani.usc.edu/cloud/flowing/玩家扮演生物,弱肉强食,解封新生物品种,构造自己.
当然,网游的包容性与Spore的那种"串联"做法有所不同,网游是把多种游戏玩法"并联"起来的,比如不喜欢副本raid的玩家可以选择PVP,并不是同一时期只能选择玩一种内容.
......(靠,一提到网游,就扯远了,回归孢子正题.)
不过无论如何,Spore这款游戏令人震撼。据说,Will
Wright对游戏和游戏设计,曾经提到一些个人见解:比如认为玩PC游戏本身就是设计游戏,就像玩玩具,玩家自己在玩,同时也在决定着游戏该如何玩,也就是说游戏应该是由玩家进行的创作。就像玩玩具有助于孩子们认识和模拟真实世界一样,游戏也应该与真实相关,并且是可以让玩家认识或者学习到新的东西的。
[图]孢子表明,只要玩家有创作欲望,展示自己的想象力是非常简单的(图片均来自互联网): 本想展示自己"创作"的手持齿轮的带翼人形斑马,还是不班门弄斧了~~
最后一张(当然,此图乍看有点不和谐,据说EA警告了这些玩家,不过也是某些网友的创作,表情还那么囧...)
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Posted: 13 Sep 2008 08:52 AM CDT
At The Independent Gaming Source we ran a competition for “demakes” - remakes of games made as though they were running on old consoles. One of the entries was Aquarium, a NES demake by Oracle. Can you guess what game it’s supposed to be? Although it’s just a short demo, Aquarium is still a wonderful re-envisioning of Aquaria. You gotta love the great pixel graphics and the chiptune version of Alec’s theme song. I’d love to see this finished some day! Thanks so much, Oracle, and best wishes. |
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Posted: 13 Sep 2008 07:53 AM CDT 14.1 Red Hat Linux and "clones"(小紅帽和它的弟兄娣妹) |
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Posted: 13 Sep 2008 07:51 AM CDT conf/default/* |
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Posted: 13 Sep 2008 07:50 AM CDT # /sbin/route -A inet6 |
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Posted: 13 Sep 2008 08:26 AM CDT 去年的新上海滩,黄晓明的表演虽然可能感觉上不及周润发来得更为入戏,但帅酷的造型还是作派十足。 今年的“上海王”,从另外一个角度展现了上海滩另一面,很喜欢筱月桂这个角色,在我看来,这不是一部简单的旧上海黑帮题材的电视剧,我从中看到了更多励志的情节。 筱月桂的坦诚,友善,尽责,独立,隐忍,豁达等等气质,无不展现了江南女子婉约、高贵而又刚强的多面个性。 特别喜欢的,是她穿着旗袍的样子。 此外,李玉,也是一个让人非常欣赏的角色,永远本本分分、兢兢业业的作好助手,主从定位非常清楚。 推荐一看。 |
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Posted: 13 Sep 2008 07:20 AM CDT |
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Posted: 13 Sep 2008 07:24 AM CDT Author:Peter Bieringer p...@bieringer.de |
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Posted: 13 Sep 2008 05:54 AM CDT 只不过flow只是创意小品给人一时之奇,适合独立游戏制作者去"把玩".而<>则成功驾驭了一个庞大的项目(据说不到100人的团队),利用"旋转、拉伸、组合、移动、缩放"几种基本的编辑操作,让玩家释放充分发挥自己的想象力和创造力,并用自己创造的生命或 ...
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Posted: 13 Sep 2008 05:37 AM CDT 一直因不知道怎么设置geany的背景颜色,而引以为憾。 今天在geany发现一个工具可以设置geany的背景颜色,地址: http://www.milliwatt-software.com/jmg/notes/geany.html#Syntax%20highlighting 。下载:http://www.milliwatt-software.com/jmg/files/set_geany_colors.tar.bz2 抓图: http://www.milliwatt-software.com/jmg/files/colorschemes.html 已经使用上了,这下可以彻底不用想editplus了。 |
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Posted: 13 Sep 2008 05:30 AM CDT 中午起床,吃过午饭,直奔军体驾校,大雨滂沱,驾校大门紧闭,我不得不躲在门口的涵管里给驾校的办公室打电话,没人接。冲进隔壁的汽车维修部,师傅说今天是中秋放假亚。无语,只能等雨小了些,冲到广中路路中间拦的,因为有一半的马路在维修。拦了半天都没有车,抬头望天,大半边是乌云,小半边是蓝天白云。这时候某私家车停在我身边,提出30元带我去目的地,感觉太贵,不干。
嗯,如此这般。到了今天的第二个目的地,不夜城通讯市场,魔都最强地手机水货市场,人潮汹涌,特别是同事推荐的云云店,更是挤到爆。蹿来蹿去,看了好几款东瀛的奇形怪状的3G手机,咱们彪悍无比的各种山寨机,高仿机,最后还是定下来买…………当当当当:M记V8黄金版。 揣着V8,喜滋滋的冒雨跑向(当然是从天桥和地道)今天的第三站,魔都最强的眼镜批发市场,三叶。在三叶配了一幅新眼镜,把右眼的近视度数降了些,左眼的散光提了些,挑了一个镜架,世界清晰多了! ![]() ![]() |
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《半影:安魂曲》(Penumbra Requiem)硬盘版(集成原版) Posted: 13 Sep 2008 01:14 AM CDT 做源服务器:eDonkeyServer No1 游戏名称:Penumbra Requiem 发行厂商:Paradox Interactive 开发厂商:Frictional Games 游戏类型:冒险 官方网址:http://www.penumbrablackplague.com/ 讨论专区:http://3dmgame.chnren.com/bbs/showforum-249.html 《半影:黑色瘟疫》通关视频攻略 . 《半影:安魂曲》通关视频攻略 [quote]【病毒扫描】 安全通过最新病毒库的卡巴斯基和瑞星的扫描,其他杀毒软件概不负责 [/quote][QUOTE]【版本说明】 1、英文版 2、原版《半影:黑色瘟疫》和资料片《半影:安魂曲》集成 3、完整无删减,音质画质皆为原始无损品质 [/QUOTE][QUOTE]【安装步骤】 1、解压缩 2、双击setup.bat开始安装 3、用桌面快捷进游戏(黑色瘟疫和安魂曲有各自对应的快捷) 4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载[/QUOTE] 【游戏简介】 尽管此前半影系列由于各种原因由三部曲缩减为两部,但Paradox Interactive还是宣布今年夏天将发布Penumbra:Requiem(安魂曲)。不过这款游戏更像是一个扩展包而不是与前两作情节紧密联系,深入探索Tuurngait地区疾病感染内幕的独立游戏。游戏中你会遇到一些失散已久的朋友,不过他们不都是值得信任的,哪些是真相?哪些是骗局?你的直觉关系到能否生存下去。不同于前两作的销售方式,安魂曲将不会出现在商店货架,而是以网络下载的形式销售。 【游戏截图】 [QUOTE]风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、关闭金山毒霸,推荐卡巴斯基 6、更新XP补丁、更新显卡驱动 [/QUOTE] This posting includes an audio/video/photo media file: Download Now |
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Posted: 12 Sep 2008 09:09 AM CDT 来到柏林后的三个多月时间一直没有正经的更新过东西。
我没有力气大声的喊,我不知道有没有人会听到;我不知道这喊声听起来是不是还值得相信;我害怕其实有人听到了我的呼唤,却不敢靠近。 我只知道,接下来我哪里也不会去了, 我坐下来,守着终点,等着另一个人, 不管多久,当她原谅我时,会回来。 ![]() ... |
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Posted: 13 Sep 2008 06:43 AM CDT In fifty-and-some days we will see the conclusion of a two year U.S. presidential selection process. Temperatures have been rising as we draw near the end. Rather than finding a new means of arguing one's way into someone else's bubble, perhaps the partisan could profit from an altogether new method of persuasion. I wonder whether an MMORPG can have a political ideology, either by design or by accident. A while ago I was thinking about John Micklethwait's reflection of The Economist's editorial conundrum - what does it mean to be a classical liberal weekly in a hypertensive American political landscape where "liberal" has a changed meaning (Jan 9, 2007, Independent) . The Economist has for a long time defied clear right-of-center or left-of-center definition and this makes its "ideology" hard to pin down in the American context. At first blush one might argue that EVE Online with its deep laissez-faire market system and sand-box design that stresses player initiative and "creating your own story" offers a compelling classical liberal narrative. Dig deeper, does that mean pro-business? Libertarian? Ronald Reagan? Yet, players have fashioned "socialist" alliances in EVE Online; dirigisme also abounds as an alliance management style. "Ideology" involving large systems of people - even with well developed mercantile instincts - is never so simple. What about Player-versus-Player MMORPGs - do they encourage militaristic world views? Not necessarily. Play the EVE alliance pew-pew game long enough - as I've argued in the past on this weblog - and the clearest lesson is the constraint of economic and political power on brawn. What then of a well-crafted Player-versus-Environment MMORPG that discourages friction points between players by bubbling them in instances and doling out loot? Do such promote the Scandinavian welfare model? If you were a consultant for your favorite political party intended upon designing an MMORPG to persuade voters to sympathize with your viewpoint - What would it look like? Or if you are conspiracy-theory nut, perhaps you have convinced yourself your favorite MMORPG tugs at you in some direction politically. Hmmm. |
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Weekend Design Challenge: Disasters Posted: 12 Sep 2008 09:28 PM CDT As another Hurricane pounds the Gulf coast in the United States and I check that my flight is still scheduled, disasters are on many people's minds. So, let's think about disaster-themed games and events this weekend. The first thing that came to my mind when thinking of this topic was the disasters in SimCity. For some people, they enjoyed seeing a disaster (such as a giant Japanese monster) come through and throw a wrench in things. I, on the other hand, really didn't enjoy that aspect of the game. It's interesting to consider how you can introduce the concept of a disaster without making a player feel like he or she lost a lot of investment into the game. What are your thoughts? What examples of disasters are in games or are part of events in games? How could you introduce the concept in a meaningful way? |
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《赌场高手百万富翁俱乐部》(Reel Deal Casino Millionaire's Club)更新破解补丁[Bin] Posted: 12 Sep 2008 07:34 PM CDT 常驻服务器:华语P2P源动力 中文名称:赌场高手百万富翁俱乐部 英文名称:Reel Deal Casino Millionaire's Club 游戏制作:Phantom EFX 游戏发行:Phantom EFX 游戏类型:Card 官方网址:http://www.phantomefx.com/games/rdc_millionaires_club.php 讨论专区: http://3dmgame.chnren.com/bbs/showforum-249.html 游戏安装好之后,用虚拟光驱挂载CD1,进入游戏 如想要免CD进游戏,请下载最后两个文件,即破解补丁,解压复制到 “游戏文件夹\bin\release\subdirectory ” 下 【游戏简介】 共有三种扑克玩法。加勒比奖金和德州扑克奖金只是百万富翁俱乐部的比赛中可以获得的一小部分。这款最新的纸牌游戏为世界各地的赌场带来了新的面貌,提高了比赛的节奏以及公平和财富。请尽情享受这个全程式的赌场,给赛马和赛狗赛事下注,为您喜爱的体育球队投注,并能够给球员创造出个性化特征。 【游戏截图】 . **//////** **/////** /** /** b A ** // ** //**/** * /** $b Vb. /** /** /**/** *** /** '$b V$b. /** *****/** /**/** **/**/** $$b V$$b. //** ////**//** ** /**** //**** '$$b. 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"$$o $$$$b. '$$o'$$$$$b '$$.'$$$**$o '$$.$$$. '$$ $$; $$$o. "$. "$: $$ "*o ". L $$ $P l '. $. .$$ $; ;$.$$P $ "$$$$ P' $$$;: $$P o$P $P I' ' / PROUDLY PRESENTS \ Reel Deal Casino Millionaire's Club (c) Phantom EFX / RELEASE INFO \ RELEASE DATE 2008-09-13 GAME TYPE Classics GAME SIZE cdx2 IMAGE TYPE .bin/.cue PROTECTION CD Box / GAME INFO \ Three Card Draw Poker, Caribbean Stud Bonus and Texas Hold 'Em Bonus are just a few games to be found in Reel Deal Casino Millionaire's Club. The newest games to hit casino floors around the world are brought together in this title with fast-paced character advancement through tournaments, trials and wealth. Enjoy the plush setting of the Reel Deal stylized casino while wagering on animated horse and dog races, bet in the sports book on your favorite teams, and play the widest selection of casino games ever! 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How to get your idea turned into a real game by joshuaaiden Posted: 12 Sep 2008 07:12 PM CDT if you all want your ideas turned into games then you should visit this site i found www.gameinspired.com |
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UGC for gamers at InformationWeek Posted: 12 Sep 2008 07:31 PM CDT User-Generated Content Gets Easier For Gamers is an article at InformationWeek that I was interviewed for. |
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Posted: 12 Sep 2008 04:18 PM CDT Drop weights to balance the scales. It's much more addictive than it sounds!
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Posted: 12 Sep 2008 04:16 PM CDT The legendary dirtbike series continues with new Freestyle tricks! Catch big air and score new moves.
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Posted: 14 Sep 2008 06:30 AM CDT |
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Posted: 14 Sep 2008 04:40 AM CDT 文章出处:蚊子叮的博客 http://mosq.blog.sohu.com/98421117.html 游戏战斗模型之中,各种战斗公式的设计完全依照设计者的需求所致。这些战斗公式错中复杂,而且关联性十分紧密,因此我们在设计战斗模型时,必须先从宏观上来考虑战斗的整体流程。 数学公式的原理来自于设计师的概念,攻防公式也是如此。大多数游戏设计者,特别是游戏数据模型的游戏策划者通常会对攻防公式这一块有许多的疑问,本文旨在探讨这些疑问,并且尽力来解决这些疑问。 从PC上的大部分RPG游戏来看,攻防公式的基本模型可以定义为以下几种,这几种按照地域来划分,可以分为日式公式和欧式公式,且不管他们怎么来叫,我们先看看这些公式模型是什么样的。 各类功防公式分析 减法攻防公式(日式):
减法攻防公式是国内游戏设计者十分喜爱的一种攻防模型,因为这种模型看起来直观且简单,同时也十分便于计算。而且对于以免费游戏作为大环境的中国游戏市场,这种公式设计有利于玩家对防御值的不限追求(玩家的不限追求,就是我们的不限收入)。因为在游戏之中,当伤害在提高时,防御值必然也会跟着提高,而且,防御值的提升在游戏的战斗之中卓有成效。不过缺憾之处也十分明显,由于不同伤害对应相同防御值的一次攻击结算伤害会有所不同,导致数值平衡设计之中无法使用DPS来设定攻速不同武器的伤害值。因此,使用这类功放公式,想要给武器设定上增加攻击速度属性,是相当需要三思的问题。 乘法攻防公式(欧式):
防御值物免率换算方法1:
防御值首先被转换未了防御值物免率,而需要达到的设计需求就是以上曲线所示——为了提高玩家对防御值数值上的提升需求,使得整体防御值越大时之后再增加防御值所转换得到的物免率逐渐衰减。 这种攻防公式在很多欧美游戏之中都可以看得到,例如最著名的3DMMORPG《魔兽世界》用的就是这种基本模型。运用此种攻防公式,会对数值平衡计算的难度要求并不高,而且可以很方便的作各种攻击速度不同的武器装备,不用考虑到减法攻防公式的弊端。但是,欧式攻防公式也有不好的地方,就是会导致后期玩家对防御值的提升需求会有所受限。毕竟, (1-1/(1+防守者防御总值/10))最多只能<=25%,而25%~100%的提升空间,足够么?往往这类攻防模型为基础的游戏,游戏后期,玩家对防御的追求容易止步不前,而伤害的追求则一如既往的在提升。这本身就是玩家对于属性追求上的不平衡。 防御值物免率换算方法2:
这一种和第一种所需要的效果完全不同,这种曲线相对前者更接近于直线,不过初期的物免率提升还是相比于中后期更为明显。但是即便使用这种方法,依旧无法逃避提升空间有限的弊端。 除法攻防公式:
这种攻防公式无法从常理上去理解,至少本人无法理解为什么会有这样的攻防公式。对此的研究十分少,根据公式来看,这样的设计似乎有突出伤害的重要性,但是却又未突出伤害的重要性。从玩家对伤害的追求来看,确实伤害的追求十分重要,不然杀伤力就会十分衰弱,但是从实际的效果来看,很可能则是相反的效果。总得来说,也要看数值设定的方法了,个人认为,这种除法攻防公式不是很好把握。 以上四种公式是目前我收集到的比较可行的攻防公式。目前几乎70%~80%的RPG会使用如上的算法,虽然并不完全相同,但是都是以这几种公式作为基本模型来进化得到的。 这里所说的:
攻防公式的应用 以上所列的攻防公式的基本模型在实际制作运用上,会有各种变化,首先是会添加各种修正值以及修正系数,这些不用多说,完全按按照数值平衡的设计需要来看。 而其他的变化还表现在增加参数值的方法上。例如加入攻防两方的等级参数进入作为修正值或是修正系数也是十分常见,例如《魔兽世界》(如下)。 WOW的护甲是以伤害减免的原理体现出来的,护甲越高所能抵消的伤害就越高,具体的公式为:
该公式原型基本为DR=AC/(AC+400),和1-1/(1+防守者防御总值/400)概念相同。这个公式插入LV参数(该LV参数取自攻击者)之后,使得玩家对防御值的追求随着敌人等级的提高而增大。 而对于减法攻防公式来说,更多所害怕的是 攻击者输出伤害 < 防守者防御总值 的情况出现。通常这种情况,我们都是采用取最低伤害的方法,很多游戏在这种情况,会算得一次攻击结算伤害=1。而我更建议一次攻击结算伤害=攻击者输出伤害*5%,同时不得小于1。这样做,不至于导致伤害很高的玩家,最后打出的伤害却只有1的情况出现。 除此之外,我们对攻防公式略作修改,还可以得到其他可作为玩家追求的属性,例如穿刺伤害(无视防御的伤害):
而其他的改变也是十分有趣,例如有一些游戏会有攻击力这个属性:
例如我们来看看赤壁的攻防公式(非完整版):
攻击强度是一个对最后结算伤害起到系数作用的属性,而这里,将抗性也加入了计算(实际上对抗性的计算也是攻防的一部分),对方的附加伤害则是无视各种防御力的修正值,具体用途不明。 截此为止,由于时间和精力的关系,关于攻防公式的设计思路暂时讲到这里。 |
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Posted: 12 Sep 2008 01:08 AM CDT 正是面对这些办公室白领和一部分学生新的需求,网页游戏得到了滋生的温床,“一夜春风”般的发展起来:成百上千家独立游戏开发商出现了,专门的网页游戏网站出现了,不过,这还只是网页游戏产业发展的“过去时”,渲染的只是“小打小闹”般的气候。 ...
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Don't be a moron: Don't give in to Wii Music Hate Posted: 14 Sep 2008 12:00 AM CDT ![]() Yes, I'm dedicating a fair amount of blogging time to the Wii Music Defense Force, because I still can't fathom the amount of sheer hatred for this game. Even Jeremy Parish's kind words hasn't limited the damage. Nintendo, for their part, keeps releasing videos of the zillions of instruments in action. These range from electric guitar, ukelele, taiko drums, and silly stuff like "the dog suit." There's clarinet, saxophone, piano... it goes on and on. Interesting, as Rock Band, the most diverse of the modern music games, can only boast 4 instruments. I'm used to giving reasoned appeals here, but my patience is running out for that. Someone I talked to about this recently, someone I'd consider a Nintendo fan of sorts, said this was "Guitar Hero without the fun." Really? Wow, good thing you played the game so you can make such a definitive statement. Oh wait. That's right. You didn't. At this point you might counter, "well Rob, you haven't played it either." No, I haven't. But my position- let's give it a gosh darn chance, is at least reasonable. Plus, I have musical expertise that most people lack. I've always seen the genuis in this product, which at the very least leverages the Wii controls well by not requiring you to buy tons of extra peripherals. One thing's for sure: When it's released on October 20th, we'll know if Nintendo really does have a strangle hold on the casual market. Because this product is probably not selling to any hardcore gamer outside of extreme Nintendo partisans, and of course smart people who don't follow idiotic internet driven fanboy trends. See full article. Related Entries: I hate that music - 31 七月 2006 Don't Fake It, Keep It Real - 08 June 2007 Rihanna - Hate That I Love You Music Video - 25 九月 2007 Meet our music tutor - youtube - 29 August 2008 Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
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Posted: 09 Sep 2008 04:50 AM CDT |
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Posted: 13 Sep 2008 10:01 PM CDT 你的总分为143分,总均分为1.5888888888888888分 你的标准分为179分 躯体化分17分均分1.41 强迫症状21分均分2.1 人际敏感16分均分1.7777777777777777 抑郁症状21分均分1.6153846153846154 焦虑症状12分均分1.2 敌对症状7分均分1.1666666666666667 恐怖症状12分均分1.7142857142857142 偏执症状10分均分1.6666666666666667 饮食睡眠12分均分1.7142857142857142 精神症状13分均分1.3 说明 本测量软件为株洲心理咨询中心常用量表样本,正式量表带全国最新常模,标准差和自动化的诊断参考结果。按中国常模结果,如果您的SCL90总分超过160分,单项均分超过2分就应作进一步检查,标准分为大于200分说明你有很明显的心理问题,可求助于心理咨询,大于250分则比较严重,需要作医学上的详细检查,很可能要做针对性的心理治疗或在医生的指导下服药。 测量地址:http://www.zzxlzx.com/xlcy/SCL90.html |
-- 威尔史密斯对他的蓬蓬头的小小儿子说:你要尽全力保护你的梦想。那些嘲笑你梦想的人,因为他们必定会失败,他们想把你变成和他们一样的人 |
Milton Berle - "You can lead a man to Congress, but you can't make him think." |
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Posted: 14 Sep 2008 12:27 PM CDT |
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Posted: 13 Sep 2008 09:30 PM CDT 2D Boy has announced that World of the Goo, the IGF award-winning physics construction game, has announced that the PC version of the game has gone gold. The Wii version, with delightful co-operative multiplayer, is expected to be submitted to Nintendo for LotCheck later this month. Congrats, Kyle and Ron!
World of Goo Trailer [...]
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Posted: 13 Sep 2008 08:08 PM CDT 。。。被吓醒了,再也不敢睡了,发抖中。
完整的内容记不太清楚了,一部分是这样的。 梦里回到读书的时候,和同学睡的上下床,4个人一间。夜深了,大家都各自睡觉。我睡的上铺,突然预感到有奇怪的事即将发生,便探出头看下铺的同学,第一眼看到同学抱着一性感MM睡觉,我发觉不对,再一眼,同学怀里是一只白色的长毛猫。 梦里的我害怕了,警告自己不能入睡,但慢慢又睡着了,然后有一只镜鬼缠上了我,她使用三次不同的幻象来迷惑我,我每次都努力的抗拒着,前两次我都比较容易度过了,但第三次非常的真实,我感觉自己已经醒来,就是我现在睡的房间,他附身到我枕头旁边的小熊上,我非常的害怕,抓了很多次小熊的耳朵,让小熊离开我头旁边,每次抓开它,手感很真实,我以为我成功了,但它又复原了...我记得我是真真实实抓住小熊了,手里能感受到握住小熊的手感。。。然而每次都失败了。 真的是被吓醒了,我首先检查了自己手并没有放在胸口,其实一直比较怕梦魇,所以睡觉很注意,而小熊也依然在我头旁边,没有移动过。 完了,再也不敢睡了,还是很困啊,最近老失眠,才睡了3个多小时。把窗帘拉开,把猫猫也放进屋里来了,等外面再闹一点,再睡吧,现在去给老妈打电话,心里好怕啊。。 |
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《半影:安魂曲》(Penumbra Requiem)硬盘版(集成原版) Posted: 13 Sep 2008 02:31 AM CDT 不过这款游戏更像是一个扩展包而不是与前两作情节紧密联系,深入探索Tuurngait地区疾病感染内幕的独立游戏。游戏中你会遇到一些失散已久的朋友,不过他们不都是值得信任的,哪些是真相?哪些是骗局?你的直觉关系到能否生存下去。 ...
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Trials 2SE Visual Upgrade, Same Great Physics Posted: 13 Sep 2008 03:18 PM CDT The original RedLynx Trials game was one of the games that spurred me to create Fun-Motion. Here was a game completely based on physics, with its own learning curve and style of play. It was relatively obscure, though, as were many other physics games back then, so I decided to start a site [...]
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Posted: 13 Sep 2008 12:55 PM CDT 1.公司有轩辕剑爱好者二三,有必等出《汉之云》内地正版者,只可惜内地台湾并非同时发行,是何年月,似乎不得而知.于是就有先"体验"者,不多日就有截图上来供品评。图形程序员们惊呼:“轩辕剑是上个世纪的游戏么?”...“轩辕剑现在就是纯粹的fans游戏了吧”。 说实话,现在大宇双剑也只能作为小说或者玄幻动漫来观赏了,游戏玩点乏善可陈、几无新意,游戏图形、人物动作都已经非常粗糙。即使纯粹的小说和动漫也有爱好者,只是作为游戏,轩辕剑本可以做得更好。也许华语单机游戏真要没落,大宇公司不再投入过多? 不过,它还是令我想起大学时代陶醉于山海经描绘的形形色色的怪物,陶醉于汉唐的风情,战国的争鸣,墨家的演义与传说,陶醉于或动听或古典的曲子。 人总有点怀旧情绪的。
2.
前几日,翻到一个古老的疑似项目报告的文档。里面提到了两个引擎项目,一个是公司的,一个是欢乐亿派的。后者的引擎造就了成功的游戏,当然也换来他们公司的成功,而且今天还在乐此不疲改进引擎,量产游戏(即使他们最新游戏的画面帧率还是那么低、各款游戏的图形风格还是有那么点雷同
3. 有一次,跟同事聊起国产3D游戏的历史,聊到了《放逐之魂》。早在04年,当国内市场还是一些3流2D游戏霸占的时候,当魔兽世界的旋风还没有刮起的时候,一群对游戏热爱的聪明人聚集一起,制作了Souls in Exile(S.I.X)。其图形效果、艺术风格、背景设定的专业程度放到今天,也高于许多市面上的“真”3D网游。这个游戏对数字“6”的追求很有意思,6体现在背景、玩法甚至界面中.
4. 有一天跟人聊起国产网游是否需要有“硬实力”(此词不解释,纯属瞎造)。只因《征途》一出,众厂商看到营销以及利益导向型设计的魔力,纷纷趋之若鹜,但效仿成功者却寥寥无几。原因之一估计就是对游戏内容和游戏技术革新给玩家带去感官、内心愉悦的忽视。游戏这种产品的目的是提供给人娱乐,没有给人娱乐或者不能给人娱乐,游戏就没有存在的必要。当然,对什么是娱乐(fun),也很难有人解释得清楚,不同的人娱乐需求也不同。游戏设计师Raph Koster曾经试图解释什么是fun,写了一本书. 但是,抛开娱乐,而纯以赢利为目的的设计思路肯定是有问题的,因为它忽视了一个前提,玩家为什么会自掏腰包让你赢利?? 完美时空的硬实力便是他们的引擎,这个引擎让完美世界的玩家可以定制个性化的角色,可以上天飞翔揽月、下海游泳捉“鳖”,可以自建家园,05年的时候给了当时许多从旧时代走过来的网游玩家全新的游戏体验。虽然据说著名硬件论坛--硬件讲场(we.pcinlife)还嘲笑过完美引擎的图形表现,硬件爱好者们用NB的硬件,居然帧率还是如此之低,以至于大家纷纷表示,完美的游戏比Crysis更"NB".但是,完美的游戏在低端硬件配置上却能够跑起来,而且表现还可以...完美时空已经成功,但如果他们要变得更强大的话,只靠网友所谓的“万年引擎”和跳出来跟踪跟踪跳舞游戏,而不在游戏模式和技术上做大胆的创新,恐怕也是不好走的,尤其是他们号称的“走出世界”。 网易的硬实力除了西游系列经过几代人的努力与完善,积累的丰富内容外;网易改进bigworld引擎、与暴雪合作战网、以及在网易杭州的技术和内容研发,都是网易在利用上市公司的优势积聚力量。 巨人公司目前在国内是比较成功的公司,他们深挖掘征途的价值,也可以保住目前的低端用户和公司的收益。但如果要做领头羊、要做有国际影响力受华尔街尊敬的公司,单靠征途和中国的二三级市场,恐怕也是不现实的。所以,曾经见到巨人公司招收3D技术人员,并代理万王之王3、体育帝国这样的3D游戏一点也不奇怪,他只不过是在为巨人公司积蓄2~3年后的竞争硬实力。
5.两年前,一年前,都曾听说,公司开发中某项目的图形效果绝对是国内最NB的,当然一些硬件厂商也如是说。当时,也聚集了不少NB的程序员。至今看来,当时构造的游戏最基本最重要的技能系统架构也很NB。可是好事总是多磨,一年两年过去了,风云又是另一番。当大家惊叹于NCsoft《剑与灵》视频中NB光滑的女性屁股、身材和打斗,见识了《暗黑3》爽快的战斗感觉(还仅仅是看),觉得自己又一次落后了。 忆往昔,公司信心百倍很早踏入3D游戏研发,本想引领国内3D河山。可惜一年过去,两年过去,项目由于种种原因推迟,最后魔兽世界横空出世,占了3D大半江山。等到公司游戏一出,玩家们拿之与魔兽世界一相比,简直不堪一击,加上内容设计的缺乏和服务器技术的缺陷,游戏自然没落。 可见,如果不是暴雪,有时候项目的进度也算影响游戏成败的一个因素。 |
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Posted: 13 Sep 2008 02:54 PM CDT Sometimes, my wife sends me wonderful things. Click ‘more’ to see one such thing.
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Posted: 13 Sep 2008 02:25 PM CDT 这么晚了更新一下,都是画画惹的祸 话说“今天”就是中秋佳节了,在这中秋之夜,秋风飒爽明月高悬!¥#@#¥%#¥@(省略1000字) 话说“昨天”我们全班聚餐了,好像很久没火拼了,导致战斗力发挥比较快(俗称小宇宙)迅速就吃饱了,直接后果就是在后面的把酒赏月环节已经完全喝不下啤酒了,没有跟大家一起HIGH实在后悔 下次补上~ 经过这么多日子的散仙生活,经过这么多天的煎熬,经过这么多天的心理准备,终于决定了。我宣布:从中秋开始也就是“今天”,正式开始毕设的工作! 未来的日子漫长而难熬,路途遥远而艰辛,不过只要心存希望希望!人定胜天!
画:从小白那里借来的眼睛和眼影,我对化妆实在没有研究,也许有了女朋友会研究一番…… |
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Posted: 13 Sep 2008 01:37 PM CDT
祝各位看官中秋快乐哈~ 贺图一枚,虽然有点跑题,又很像专辑封面…  ̄▽ ̄ 如果你的关注点在他有没有穿裤子… 俺明确地回答你:没有! ̄口 ̄ |
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Posted: 13 Sep 2008 01:23 PM CDT (一) 时至隋唐,中国服饰最明显的特点是双轨制。在大的祭祀场面,穿汉人的传统衣服。在平时,唐代的常服是胡服(即鲜卑装)系统,。 |
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Posted: 13 Sep 2008 01:14 PM CDT 世界上其他地区的青铜文明主要是青铜兵器和工具,而中国古代的青铜器是以礼器和乐器为主。公元前11世纪,西周王朝的统治者建立了一套完整的礼乐制度用于管理国家。在礼乐文化的强烈影响下,中国古代各区域的文化开始了大融合与大统一的进程。礼乐文明成为中华文明区别于世界上其他古老文明的一个重要的标志,礼仪之邦的美德传承至今,仍有其强大的生命力。 礼乐文明的产生 礼乐文明是中国古代文明的重要组成部分。早在夏商周时期,古代先贤就通过制礼作乐,形成了一套颇为完善的礼乐制度,并推广为道德伦理上的礼乐教化,用以维护社会秩序上的人伦和谐。 中国古代的"礼"和"乐"起源于远古的原始崇拜。到了传说中的五帝时期,虽然帝王的领袖地位和递相禅让产生了"礼"的意识,但是礼的制度还未产生。只有到了夏朝,由于"天下为家,各亲其亲",于是"大人世及以为礼","礼义以为纪",礼仪制度才逐渐建立起来。夏礼因文字记载和考古材料的缺乏,已难知其详。商礼由于殷墟考古的大量发现,以及《史记·殷本纪》有较多的记载,则已彰彰可考。 公元前11世纪到公元前771年的西周时期,为了加强统治,周王朝初期的统治者实行了"封诸侯,建同姓"的政策,把周王室贵族分封到各地,建立西周的属国。周武王死后,年幼的成王继位,武王的弟弟姬旦即周公辅政。周公旦是位德才兼备并且忠心耿耿的臣子,曹操曾于《短歌行》中曾以"周公吐哺,天下归心"来赞扬他的忠诚与认真。他制礼作乐,不仅将远古至殷商的礼乐加以改造和发展,形成系统化的典章制度和行为规范,而且注入"德"的因素,使其具有道德伦理的深刻内涵。 周礼的种类繁多,主要有祭祀、丧葬、交际、征战和吉庆五大类。礼的本质是强调社会人与人之间的差异,不管是贵族还是平民,长者还是幼童,每个人都要遵守社会为不同层面的人所制定的道德规范。 后世的儒家孔子对这种礼乐文明赞赏至极,是发展中国古代礼乐文明的另一个重要人物。听到这样的音乐后,他甚至三个月都不知道肉的滋味,称其为尽善尽美。他一生所致力追求的理想就是恢复西周时期的礼乐制度。他的贡献一是继承、推广和宣扬礼乐文明,整理、传播了记载古代礼乐文明的儒家经典"六经"。二是他以礼乐为解说对象,着力彰显礼乐文明的精义,强调礼乐文明的人伦教化和治世功能。
礼乐文明的要义 礼的本质是差异,也就是说贵与浅,尊与卑,长与幼,亲与疏的各种人之间,必须遵守各自的行为规范,绝对不可混肴。这种有差异的秩序叫"礼",不可僭越。所以孔子曰:"非礼忽视,非礼忽听,非礼忽言,非礼忽动"。这种制度,正是对于严密的宗法等级的强调和固定。某一等级的人,才能享用这一等级的礼乐。就乐而言,等级的内容包含有对乐舞名目、乐器品种和数量、乐工人数等等的绝对限定,超出规格就是严重违法。在各等级贵族自己或互相之间的活动中基本采用所规定的音乐。如此一来就规范了社会身份,确定了每个人在社会上的责任、权力和义务,建立起一个差异有别的社会秩序。 但是社会只讲差异,不讲大同,社会就不会和谐。在这种差异的社会里,如何保持人与人之间的和谐相处呢?用音乐。所以音乐的功能就是教化人民和谐相处。如果君臣上下一起在庙堂上听音乐,就可以达到"莫不和敬"的效果。如果同族老小一起在乡里听音乐,就可以达到"莫不和顺"的效果。如果父子兄弟一起在家里听音乐,就会达到"莫不和亲"的效果。因而周公"制礼"的同时又"作乐"。乐讲和同,乐当然是指音乐,但已超越了音乐,以音乐激起人们相同的共鸣的喜怒哀乐的情绪。以"礼"来区别宗法远近等级秩序,同时又以"乐"来和同共融"礼"的等级秩序,两者相辅相承。 在建立和遵守国家秩序的大型乐章中,周王希望华夏大地上的每一个人都能发出最和谐的音符。周代的音乐领导机构"大司乐"是世界上出现最早,规模最大的音乐教育与音乐表演机构,它所培养的对象是王和诸侯的长子、公卿大夫的子弟、从民间选拔的优秀青年。主要教授学员们学习六代乐舞与小舞。大司乐教育贵族子弟学习音乐并非是让他们真去正的表演,而是让他们懂得"礼乐"是一种有效的治国方式,培养他们的中和守常,孝敬父母,爱护兄弟的优良个人品德。 礼和乐不可偏废,"乐至则无怨,礼至则不争",礼乐文明是国家和谐的基础。春秋鲁人孔丘发扬了儒行。其所谓儒,其有不灰心丧志,不得意忘形,有上尊下慈的美德。无怪乎孔子对礼乐崩溃时,发出如此的感叹:"是可忍也,熟不可忍也!"。 周朝的礼乐制度,使人们在一种礼仪规范中遵循着社会道德和秩序。它不仅维系了周王朝长达800多年,更为以后秦汉帝国建立的大一统华夏文明奠定了深厚的文化基础。2000多年来礼乐成为儒家思想根本的支撑,礼乐教化在人们修身治国与构建融洽的社会关系方面,起到了十分重要的作用,成为古代中国文化主要的理论基础和价值标准。尽管历史波澜壮阔,跌宕起伏,但中华文明的礼乐精神却始终贯穿在历史的长河中。 礼乐文明的现代意义 先秦礼乐文明经历代沿革,具体内容有变而主旨不变。摒弃旧礼中的贵贱之分,汲取礼乐文明的秩序、和谐理念,对于中国,对于世界,都具有现实意义。 在建设和谐社会的当代中国,礼乐文明的主旨具有值得开掘吸取的价值。礼乐文明的秩序与和谐理念,既有内在的源于自觉意识的道德规范,又有外在的带有约束性的行为规范。用一定的礼仪形式来调节人们的行为方式,可以加强社会的亲和力,并对人的社会化施予积极影响。礼乐内在的道德修养,可以达到人性的平衡、升华,生发"礼尚往来"、以"诚"相待、以"信"相许、以"义"相重的情操,从而实现主体与外界的和谐,群体的和谐,社会的和谐。 改革开放的中国正敞开胸怀,面向世界,与各国人民一道为维护世界和平、促进共同发展而努力。礼乐文明的秩序、和谐理念,无疑有利于推动建立公正合理的国际政治经济新秩序,有利于实现各国人民建设和平、稳定、繁荣的新世界的追求。
礼乐文明的优良传统也通过2008年北京奥运会"人文奥运"的理念,与奥林匹克"使体育运动为人的和谐发展服务"的精神交相辉映。中国古代礼乐文明的仪式、乐舞其实是与古代希腊奥林匹克运动和仪式相仿佛的。"礼"中的"乡射礼"和"大射仪",分别是乡村和诸侯举办的运动会。这些射箭比赛自然也有规则和竞争,不过,比赛前要相互行礼,比赛后一起喝酒,所以孔子说"揖让而升,下而饮,其争也君子"(《论语·八佾》)。这是友谊和谐的竞争。礼乐中的乐舞则类似现在的体操,人们在音乐中且歌且舞,行进跳跃,从而追求躯体与灵魂的和谐,人与人、人与自然的和谐。"人文奥运"是文化交流的奥运,2008年北京奥运会是历史悠久的奥林匹克与源远流长的中华文化的一次伟大的握手。中国礼乐文明的秩序与和谐理念,是通过人文奥运奉献给世界的一份富有价值的思想,它展示了中华文化的东方神韵,并向世界传递中国人民维护和平,与各国人民共同发展的美好心愿。 转自:http://www.chinaculture.org/gb/cn_zgwh/2008-09/12/content_110505.htm
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The PSB, SOCOM.com & Insomniac Weekly Recap Posted: 13 Sep 2008 01:57 PM CDT No Killzone 2 update this week… fortunately Insomniac picks up the slack.
Courtesy of David “Point Man” Brothers
Courtesy of Bryan Intihar - Community Manager, Insomniac Games
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Posted: 13 Sep 2008 12:56 PM CDT 好像换了这个新blog开始一直没写过啥像样的东西,都是些自言自语的东西。然后,看了杀手blog我开始反省了,哈哈。
-------- Google上搜索了一圈,没找到广州附近满意的骑车队,打算周末期间骑车去周边的城镇兜一圈。不知道有不有志同道合之士推荐一些论坛、网站啥的,好让俺好混个野队,出去跑跑。 -------- boardgame进入疲劳期,开始享受DIY卡牌的乐趣,哈。 http://www.bger.org/forum/ 10月有组织卡坦比赛,俺准备去参加:b,相比卡坦其实更喜欢波多黎各。之所以觉得卡坦不如波多不是它设计不够完美,两者均是经典,只是卡坦早在前期已经决定了胜利,玩到后面可变化性减少了很多。第一个和最后一个选择庄园的玩家都是最有利的,或者说我一般不是和高手玩吧,还没见识它真正的魅力。 最近BG人数急剧减少,基本只有周五下班才能凑齐人,努力传销了几个下线,还是没起作用。公司里诚征玩家啊。 昨天玩了几局新规则的三国杀和快乐的马尼拉,说实话,个人兴趣不喜欢玩三国杀,角色能力相当不平衡,不过现在也就这游戏能凑齐人。我晕。 马尼拉是一个很快乐、简单的BG,只玩过几次,所以认识不够深。前期在货物价格低的时候可以去竞选船老板,后期货物价格会炒得相当之高,再竞选船老大买货物就不划算,所以最好是货物是5块的时候去买,如果现金不够,也可以抵押给银行,亏损3块钱,不过货物本身的价值最后有可能升到30块,这也没什么啦。而且最后结算的时候是靠货物取胜,如果不买货物,基本获胜无望。同时,保持货物物种的单一性,最好是只持有2种货物就够了,尽量让手中的两种货物升值,而且一些货物后面可能就炒不起来了,竞选船老大和货物本身的价格加起来,就亏了。另外,当海盗的时候最好是三艘船都都有望到岸的时候,机率会比较大,而且最好是船上没自己小人的时候可以去赌一下;不要一直买海盗,很亏的,还是要看时候。竞选船老大价格保持在25块以下,不要叫太高;游戏进入最后期的时候最好保持现金,一则货物价格已经很高,不适合购买,二则最后结算时除了货物对比的金钱,现金也是胜利的关键。 现代艺术是一个相当有意思的BG,没有运气的成分,不用扔骰子。完全靠策略交易和忽悠,相当好玩。如果手牌很差,前2、3个阶段最好是联合叫牌(double牌),炒高低价牌,能赚就赚;如果当前阶段自己可得利益比其他玩家少,就尽早结束本轮;尽量把优先诚购的手牌留在手上,在适当的时候出售。 总之,大多BG都需要心细的计算每一回合自己的可得利益以及保证现金的合理安排,俺几次都被卡在1、2块小钱,以至在下一回合的利益减少了很多。 如果是新玩家或玩新牌,建议最好坐你认为高手的人上家,前期你可以学着他购买相关建筑,中后期分析该高手的发展路线,比他先买一些建筑或者资源,比较赚,并且可以起到打压他的作用。俺第一次(第二局)玩波多就是这么获得胜利的,嘎嘎:b ------- 晚上开开心心的去给胖子猫买玩具和猫抓板,回来以后被它爪击了-。-好心没好报。 ------- 下个月要生日啦,23了,突然觉得自己不小了,惨。想到在家乡的同学都有些结婚了,所以自己也应考虑找一个好男人,生宝宝,过一辈子0_0~很可惜我喜欢的人不喜欢俺,搞得自己像一个高中生一样那么真挚的对他好,但是人家就是那么冷漠,伤心ing。而身边也有对俺非常好的男生,偶又没感觉,郁闷死了。老妈也很心疼,说还是找个对自己好的比较好吧,在目前这种失恋的状况下,偶也不知道怎么选择了。或许有句话这么说,虽然不能决定对谁心动,但能决定是否放弃吧…… |
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When I Started Making Games I Didn’t Expect I’d Pay Attention to Currency Exchange Rates… Posted: 12 Sep 2008 11:08 AM CDT We are working in an international gaming industry where buyers and sellers use different currencies (pounds, dollars, euros and others) and this brings quite delightful aspect into doing business. I’ve accepted different currencies when selling games, services, ads, and whatever stuff (I’m always welcoming money to come to me) and as I’ve done converting mainly from US dollars to euros, I’ve got a some kind of picture about the exchange rates. Some time ago the US dollar rate was close to 1.50, but now it’s close to 1.40 (so, with 10 euros, you could get 14-15 US dollars depending on the day you exchange currency). It might not seem much, but when you count the numbers you start to notice that your income can change anything from 5-10% in quite short time (and more in longer period: couple of years ago the rate was close to 1.20). Multiply by 10, 100, 1 000, 10 000, 100 000 or more and you’ll see that 5-10% difference begins to make a decent amount of money. From my perspective (as I’m usually exchanging from USD to EUR) the stronger the dollar, the more I’m benefiting. The weaker the dollar, the less I’m getting. I didn’t realize that I would start to pay attention to dollar rates years ago, but this has changed. I’m not paying too much attention to it, but sometimes thought twice before doing exchanges when the rates were poor for me. After all, it’s difficult (close to impossible?) to predict how the exchange rates will develop, but you can make some analysis to take advantage of the current situation. It’s pretty amazing how much game development can teach us. It goes way beyond “just games”. |
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Posted: 15 Sep 2008 10:28 AM CDT 打羽毛球好累。
是真累。上场五分钟,已经汗如雨下。没有一瓶红牛两瓶矿泉水补充,大概会脱水。 卢卡斯同学在教我接发球的时候,不慎大拇趾受伤,结果在后半程不能全力锻炼,只能指导我和LDLiuJin同学了。 我从前很少打羽毛球,打也是在空地上乱来的那种,场地中这么跑下来,是从未经历过地,经常接不到后场球,虽然卢卡斯不厌其烦的提醒我注意步伐,我还是小跑着后退,眼看球从头顶飞过。发球也有问题,常常是打到对手最顺手的地方,一个扣杀过来,毫无脾气亚。也就是小球要稍微好点……林丹他们那种飞身扣杀的姿势,我就一次也没机会用亚。 明天早上恐怕要打的去车站了…… 另,今天又下了大暴雨,连续三天了,连续三天出门没带伞,出门遇到大暴雨。 又另,暴雨后的月亮特别圆,大概是八月十六的缘故。难忘的月色。 ![]() ![]() |
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Posted: 15 Sep 2008 10:05 AM CDT Spore: Better Than the Sum of Its Shallow Parts 据说人人都爱孢子。 好吧,这种话查无实据。但是,每个游戏圈的评论家都爱孢子,似乎便是个无可置疑的事实了。 从05年E3开始,这个“万年最佳游戏”就一直雄踞在各种期待榜的前列。人们纷纷谈论着这个游戏史上野心最大的作品:它横跨50亿年,可以随意创造生物,你会控制一个生命从细胞一直进化到宇宙霸主,所有的生物的外观、文明的建筑、星际舰队的飞船都可以由你一手打造。在Will Wright的展望中,我们简直看到了一部以“SIMS外观”出现的文明,在这个世界里面我们为所欲为,却还能充满乐趣,而且还能和其他人的文明对战。在当时就有很多人讨论过孢子究竟会怎么实现这庞大的目标,但最后大家也没能达成一致的意见。大多数人只是觉得,他总不会用几个游戏拼起来的方式来实现这一切吧? 但他还就是这么干的。是的,这个标题是事实——孢子不是一个游戏,而是六个游戏,五个阶段游戏外加一个自由创作游戏。虽然看起来有点批评意味,但我要先声明,孢子是个好游戏。所谓好游戏,自然就是好玩的游戏。 拼凑孢子很好玩。这游戏最令人叹为观止的技术突破,就是这个随意拼装的骨骼动画系统。如果我没有记错,类似的技术似乎从未在之前出现过。所有的骨骼都是可以实时定制、随意安插的,七八只手脚、三四个脑袋的东西可以在一分钟的时间内随手做出来然后在世界里活蹦乱跳地唱歌跳舞,捕食繁殖。看到youtube上从小圆球到少儿不宜的“哈德科塞克斯人”(不解释,自己念)的各种创作,你不得不承认孢子在做“动的很可爱的怪物”的能力方面确实前无古人。当然,它很难做出我们熟知的任何东西来:它很难做出人类,也很难做出马牛羊鸡狗猪,就算做出来了你也一定会觉得“这东西怎么动的那么诡异啊”……古人云“画鬼容易画狗难”,诚不我欺也。当8然,如果是不动的东西,比如房子啦建筑啦,这工具还是能得心应手地建立一些东西的。和youtube的联合更是神来之笔:你随手造的一切脏东西都可以通过一个极简单的动作上传到网络,供别人看和供他们下载!这极大地激发了广大群众的积极性,他们开始造出数以百万计的脏东西来浪费网络资源。我个人认为这个游戏是孢子所有六个游戏里面最好玩的一个。你可以认为孢子的核心内容就是怪物/建筑/车辆创造器,剩下的几个游戏只不过是把这个创造器创造出来的东西丢进各种迷你小游戏里面去代入而已。 第一个阶段还算好玩。本阶段的游戏内容来源,是著名的个人游戏作品"Flow”。如果你不知道Flow是什么,那么你一定知道“贪吃蛇”……总之,孢子的细胞生物阶段就是华丽版的贪吃蛇,简化版的flow,也是第一个久经考验的游戏内容。你扮演一个孢子,开始吃各种各样的菜分子和肉分子以便快快长大,顺便从自己的牺牲品尸体里收集一些器官以便自己进化。当然,你的孢子会越吃越大,吃大了就可以去吃别人,找到了器官就可以用收集来的DNA给自己装上强有力的嘴、毒液、尖刺、电击器等等东西。 这个阶段相当短,在吃掉120个乱七八糟的东西之后,你就可以长出腿上岸了。 第二个阶段相当好玩。你长出了腿,从水里爬上了陆地。第二阶段的游戏内容来源,明显是魔兽世界,从操作方式到进行方式都几乎一样,尤其是那个按数字键1、2、3、4的攻击方法……打怪,练功(获得DNA),收集装备(就是器官啦),组队收小弟(虽然也都是一些怪物)的进行方式多数人应该非常熟悉。这个打打打练练练的阶段明显是击中了大多数人心底深处对这种简单游戏内容的渴望。为此,我可以原谅可笑的“社交”游戏内容:和野外的怪物唱唱歌跳跳舞就能取得盟友。毕竟,社交可是这些游戏设计师自己设计的,不像千锤百炼的打怪练功一样有着二十年的光荣传统和超过一万次以上的跨越国境、跨越文化的尝试。 第三个阶段相当无聊,也许是因为没有太过明显的内容来源的关系。在你得到了火之后,游戏进入了即时……部落游戏?这个阶段实在是太简化了,很难说是战略。采果子、打猎、钓鱼的内容明显来自帝国时代,换武器的设计看起来也很眼熟,但我想不起来来自哪里了。这个RTS相当缺乏深度,就连角色创造模式也跟着可笑了起来。随便放几个图腾和面具在身上就可以提高所有属性,接着只需要暴兵去打或者暴兵去演奏音乐就可以统一大陆一角。作为五个阶段游戏中最浅薄也是最无趣的一个,我对这个阶段只能打3分(满分10分)。 有谣传说第三和第四阶段中间删除了一个大的“文明发展”阶段,看起来确实很有可能。在你统一了所有六个拥有火的部落之后,孢子们的生活飞跃到了电气化时代,可以动手设计的汽车、船舶和飞机开始统治世界(好快!)。在狭小的城市里面将工厂、住宅和娱乐区彼此相连,就可以生产出金钱,制造包括宗教感化车、战车和贸易飞艇在内的各类武器。之后,和文明一样,你可以选择采用金钱、宗教或者战争的方式统一世界。可能是考虑到这一阶段的系统会被最后一个阶段继承的缘故,经济模型被极度简化,简单到了可以在三分钟内掌握建筑手法然后一统天下的地步,而且也不存在“科技树”一类的东西。至于战斗方式部分可以完全略过,集中兵力去打就可以了。值得一提的是这一阶段的细节:第二阶段的传奇怪物会一直生存到这个阶段,而且拥有强大到可以轻易击破战车的战斗力……制作群的恶趣味还是很明显的。 最后一个阶段自然是整个游戏的核心游戏内容:太空帝国模拟+自由的宇宙枪骑兵。庞大的、拥有40亿颗行星的宇宙令人心生敬仰之情:这可是游戏史上最大规模的宇宙了。在我千辛万苦征服了五十个太阳系、拥有超过三十个盟友、星际联盟统治超过一千个行星和五百个太阳系后,志得意满地将鼠标滚轮滚到最大,却发现自己只控制了银河系五条旋臂其中一条的十分之一……那一刻真是感到了绝望啊。什么银河文明、猎户座之王在这一幕面前都只能无言,大概只有战锤设定与阿西莫夫的基地里面的银河人类帝国能与之相比。这个阶段以类似“成就系统”的方式展开:无论你在这个庞大的银河里面干些什么,都有上帝之眼计算着你的行动次数,并根据你的累计行动赐予你新的装备和成就。不过,庞大银河和孤胆英雄终于在这里产生了冲突:由于我只能操作唯一的一艘帝国旗舰,结果银河霸主沦为了银河救火队员,每天为了盟友和自己星球上的生态危机,或者从银河中心帝国Grox赶来的入侵者疲于奔命。 在救火之余的生活也并不算美妙。银河准霸主勤奋地干着一些类似收集古代遗产或者倒卖不同颜色香料之类无意义的事情,时不时地改善几颗星球,或者丢下1:4:9的石碑让一些落后星球的生物得到进化以加入银河大家庭(当然,我真实的目的是用银河资本主义的庞大金额买下他们那些高产的资源产地……这个秘密可不能让第三世界的孢子们听到)。这样的生活说实话不能持续很久,在20个小时之内就会产生重复感。之后,向银河中心进发变成了下一个目标:在那里有着银河所有生物的公敌,拥有大约数万个(你没看错,数万个)太阳系的grox帝国。据说用武力消灭他们可以拿到全游戏最难的一枚勋章,但我考虑了一下还是决定采取另外一条道路:用星球炸弹爆破无辜的小文明、顶着充满敌意的炮火用快乐光线和大使馆讨好grox,成为银河公敌的同路人。在和grox达成亲切友好的“消灭我们之外一切文明”的条约后,我的飞船成功地到达了银河中心,揭开了关于生命、宇宙和一切的终极答案,拿到了42根生命权杖,并在他们的指引下越过了一百五十七个和我为敌的正义银河文明来到了位于遥远第三旋臂的度假胜地地球。在这一刻我突然感到了无聊,于是关了游戏来写这篇blog。鉴于本人在美学方面并无特殊天赋,建造生物的乐趣恐怕难以重复获取。 是的,孢子是个由五个浅薄的部分结合起来的好游戏,还可以很容易地添加更多的浅薄部分以改善游戏体验。它没什么太过深刻的东西,只是一个关于生命、宇宙和一切的终极寓言。但话又说回来,模拟人生(the SIMS)又有什么深刻的部分可言呢?犯错的大概是我们内心的想象:几次E3的展示让我们以为能够看到一部划分开旧世界和新世界的杰作。但孢子从一开始的设计核心就是“基于生物产生器的SIMS”,他们展示的是一个强大的角色创造工具,然后让你偶尔沉浸在那些可以使用该角色进行的小游戏里面。多么符合“商业模式”设计的游戏啊。 孢子是个好游戏,它也达到了它的设计目的。这就足够了。 某些关于孢子你应该知道的典故:1:4:9和石碑参见《2001:太空奥德赛》。42和生命、宇宙及一切参见《银河系漫游指南》。当然,各种太空SF都要看过一点,才能体会到游戏内某些小细节的妙处。 |
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Posted: 16 Sep 2008 12:15 AM CDT |
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Posted: 15 Sep 2008 09:10 AM CDT 《死神的精准》属于那种用平静的心去观看而感动的电影。
平凡的三个小故事,不同人的人生心态。 雨季快来临吧,很想站在雨中一洗心中的尘嚣。 |
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Posted: 15 Sep 2008 08:47 AM CDT This is not exactly an idea, I'm asking for people to give their ideas. I want to make a game about environment to make people aware of the problem of global warming and others by playing. I want something cool maybe a rpg? I've read a couple of ideas but I don't see anyone that suits me. Please give me help, I want to make this really cool!
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Posted: 15 Sep 2008 08:34 AM CDT |
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Inq. of the Week: 4th Edition Classes? Posted: 15 Sep 2008 06:51 AM CDT
Back in mid-April I asked the question of which 4th Edition class everyone was most excited to play. The Warlord came out in front, possibly beacuse of being the most new and unique class, Warlock came in second seemingly appreciated for its bump to the corebooks. Original Sultan commented on that post, “This vote is kinda quack since 4th edition hasn’t been officially released yet…” and I filed it away to bring back in a much less ‘kinda quack’ situation. Now that the edition has been out for a few months, I’m very curious to re-visit this question and see how the results differ. Note: There is a poll embedded within this post, please visit the site to participate in this post's poll.Short descriptions of each class after the jump. Cleric: The divine portion of the ‘Leader’ role, Clerics are arguably the best healers and are particularly effective against undead. They serve their deity and seek to help others as their deity dictates. Feeling: Still the linchpin of a party, but now with less lasers. Fighter: What the hell where did all my sweet feats go? The fighter is the mainstay martial Defender, using weapons and armor to deal out damage while shutting down the enemy’s tactics. Feeling: Quite fun to play, assuming you’re not a mile away from the baddies. Paladin: The divine Defender, uses holy power to do similar things to what the Fighter can, also loves alliteration. Leans a bit towards the Leader roll, but not in “that way”. Feeling: *holy chimes* Never fear, I am only here to smite you. Ranger: The most ranged / shooty class, possibly making it the baseline of what makes a martial Striker. Feeling: Try to kill the baddies before the Fighter can even get there. Rogue: Also a martial Striker, but more in the maneuverability and cunning kind of way. Probably the most situation-based class that doesn’t use spells. Feeling: They don’t fly like ninjas do, but they stab just the same (sometimes). Warlock: An arcane Striker, the Warlock is kind of like a Ranger who wants to be a Rogue but instead uses magic. Specialized in the use of curses, hexes, and spells which involve lots of spiders, darkness, blood, etc. Feeling: My powers have cooler names than yours. Warlord: The martial Leader, an excellent counterpart to the Cleric because it accomplishes things in different ways. His abilities often provide benefit to party members or help to unite the party’s actions in concert as an efficient team. Feeling: Only enjoyable around Fighters or Rogues. Wizard: The only class in the Controller role, using the arcane power source. The Wizard uses magics (and lots of ‘em) to deal out damage and effects on a large scale to multiple enemies. Feeling: More pew pew, but still frustrations. |
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Posted: 15 Sep 2008 08:48 AM CDT 相关文章:
游戏策划与设计师http://hi.baidu.com/storm1986/blog/item/9ed4513eaf40b33971cf6c75.html ————————————————————————————————————— 阅读全文 类别:默认分类 查看评论 |
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Learning From Crysis: The Making of Crysis Warhead Posted: 15 Sep 2008 11:00 AM CDT |
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Posted: 15 Sep 2008 07:49 AM CDT 阳西旅游
主要参观了开平碉楼,开平立园,还有咸水温泉,海边
说实话,碉楼还有立园真没啥兴趣。。。所谓的景点都是靠导游的嘴说出来的,要是我绝对不会去,浪费钱。
温泉还行。。。和绝大多数地方的都差不多,不过我觉得还不如韶关的温泉。这里的温泉种类太少了。
海边玩的还不错,很多年没见海了。。。。只是太阳暴晒的真不爽。海鲜的味道也还行,是此次旅游比较好玩的地方之一。。
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关于渔场的一些动荡,我不想说什么。这次我也真正做到了,沉默是金,完全给别人去管,虽然不少人的管理方式和我的想法差距很大,但是每个人都有自己的管理方式。我也不想拒绝别人的管理办法。不过只能说,渔场已经不是我希望的那样的渔场了。。所有人的公平只不过是一个扯淡。理想主义的操作方式难道完全不可行么,期待人性本善的想法的结果是最好的方式,还是不好的方式。也只有时间能证明。 ![]() ![]() |
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Posted: 15 Sep 2008 06:49 AM CDT Positech Games工作室的独立游戏开发者Cliff Harris,日前在他的博客上发表了一篇名为“为什么我的游戏会被盗版”的日志,希望借此机会了解盗版者以及盗版使用者们对于这一问题的看法,并试图从中找到更好的对策。 Harris收到了数以百计的回复和电子邮件, ...
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Posted: 15 Sep 2008 07:47 AM CDT 一个非业内人写的网游史话,以网游六企业:盛大,九城,巨人,网易,金山,腾讯为主线,同时也谈到了中小网游企业的出路: http://blog.sina.com.cn/muma127思路清晰,语言幽默,图文并茂,集故事与分析于一身,一个非业内人士可以写得这样还算深刻,实为不易。 推荐每一个网游从业者好好读读。 |
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Posted: 15 Sep 2008 06:52 AM CDT 画面优化给CPU带来考验 就在SIGGRAPH大会刚结束之后,AMD和暴雪在AMD官方网站上放出了《星际争霸II》的官方技术文档,通过游戏引擎技术的展示让星际迷们感受到越来越多的惊喜。 着色方面,在使用原型的基础上利用3D StudioMAX让程序员对整体效果做最大的优化,反复的提炼使得整个作品就像被艺术家精心雕琢一样,配合上8000个独特的、不重复的线性着色渲染代码,使得Starcraft II与早期的游戏代码相比增加了N倍。 在游戏制作初期,暴雪就认识到GPU的强大性能,因此在设计的时候就采用了以GPU为主的优化和大幅度图像质量增加。 由于使用大量像素渲染操作,如果在游戏中当你选择了控制成百上千的zerglings或者marines等作战单位集体行动,势必造成CPU超负荷,即便是强大的GPU这也是一个考验。 大量的视觉特效(Based Effects) 大量的视觉特效(Based Effects) 包括FP16 HDR、光线散射/反射效果(Diffuse and specular for lighting)、景深效果(depthof field)、体积雾(fog volumes)、动态环境遮蔽(dynamic ambientocclusion)、智能贴图置换(smart displacement)等等,这些都是Starcraft II的“BT”之处。 然而,作为一个即时战略游戏,暴雪依然在“故事情节”的设定上下足了功夫,在游戏引擎的影响下,延迟缓冲器的深度和平均值,包括着色组建都完全为了效果而服务。而照明管道和阴影的利用也让深景效果等一些特效表现得淋漓尽致。不过,这些特效都还在讨论中。 图形引擎 重中之重 在早期的开发过程中,图形引擎也作为一个重点中的重点进行设计: 可扩展性第一 对于游戏引擎来说,一个主要的设计目标是扩展的引擎。暴雪的游戏质量是人所共知的,不光是他们的能力,更重要的是经验,从以前的一系列游戏开发经验来说,整个游戏各种族之间能力的平衡问题非常重要,而且图像效果之间的兼容性也必须考虑到,这样也是为了各种不同平台硬件之间搭配的玩家都能体验这个游戏的魅力所在,以确保游戏有足够的竞争力,因而从ATI Radeon 9800/NVIDIA GeForce FXs系列到ATI RadeonHD 4800s和NVIDIA GeForce G200s都可以轻松的进行游戏。 相比之下,GPU的负载才是重点,像素着色单元往往会因为大量的单位同时出现而使得GPU难以承受,顶点着色单元的运用也必须合理,而先进的GPU才能体验到最大限度的特效,而对于普通的GPU只能尽量减少使用率来保证游戏的流畅度。 一个引擎,两个“世界”(Dual Nature of the Engine) 这个双重性质的引擎使得整个游戏有更完美的体验,其实就是说SC2具有两个视角模式,一个是普通的RTS视角、一个是单人模式的RPG视角,当然在这两个模式下呈现的画面效果是有所不同的。具备两个视觉模式的原因正是我们之前提到的故事模式,当切换到单人模式的RPG视角时,玩家将会体验到暴雪对于整个游戏设定的精妙之处,通过一系列互动,包括对话等手段,其实从某种感觉上来说更像是第一人称射击游戏(FPS)。 各种效果设定 暴雪还将对这些不同的设定做更为细致的讨论,这样才能让玩家体验到不同的技术效果的运用。 屏幕基础效果 作为StarcraftII的另一个设计目标,照明环境模式让游戏的互动更多,之前在魔兽争霸三中,每个单位有一个硬性限制,有多少亮度,可能会影响它在任何特定时间。出于这个原因,使用动态照明是相当微不足道的,但是在StarcraftII中每个单位有一个照明设备,当其中一个开启之后其他也会开启,这样效果非常好,但是由此带来的地图的设计和绘制,包括地图地形切片就成了相当复杂的问题。而即便是解决了这些,给GPU带来的负荷也是巨大的。 针对于此,暴雪也做了很多限定 : ◆ 颜色组成部分,并不受当地照明,如发射、环境地图和点燃前期的彩色组成部分; ◆ 深度; ◆ 每像素正常; ◆ 如果使用静止环境闭塞,出口的环境闭塞的纹理被忽略,如果屏幕空间环境闭塞启用; ◆ 亮灯的弥漫物质的颜色; ◆ 亮灯的镜面材料的颜色。 解码缓冲器 所有的缓冲器应该都使用相同的深度,不幸的是似乎这些缓冲器远远不能满足暴雪的需要,这些缓冲器以24字节每像素推动输出带宽,这样使得整个带宽明显不足,因此在安置光源的时候必须牺牲一些。 为了向MRTs提供每像素值以保证用于各种的效果,因而以下必不可少: ◆ 深度值为照明、雾卷、动态环境闭塞和智能景深,预测,边缘检测和厚度测量; ◆ 平均值为动态环境闭塞; ◆ 弥漫性及镜面照明。 延迟渲染 在StarcraftII中延迟渲染只适用与当前的渲染,包括灯光的点和散射出去的面都要再渲染,但是由于游戏中会出现很多的照明设备,如果都使用这样的方法渲染的话一定会造成画面过于缓慢,因此延迟缓冲器的出现也解决了这一难题。在延迟渲染和着色方程式的帮助下计算机能很快的绘制出不同形式或者更为复杂的光源,这样也为其他的计算提供了一个后处理的过程。 像素坐标重建 受益于早期的样板,暴雪在设计新的形状和色彩的时候轻松了不少,而且同时还释放了CPU。 相机原理我们都知道了,就通过这样的模式使得暴雪在视觉上更了解该如何设计。
屏幕空间环境光遮蔽屏幕空间环境光遮蔽 屏幕空间环境光遮蔽(Space Ambient Occlusion,简称SSAO)。如果对这个名词感到陌生,那提及到让大家记忆犹深的《Crysis》逼真的光照效果时,一切就很简单了,这就是SSAO技术的独到之处。 暴雪在这使用这方案的时候考虑到了整个空间的效果和质感,也许从某写方面上来看,没这个必要,但是基于暴雪的理念,一点点瑕疵都是不被允许的。 在任何可见的点和表面在屏幕上,采取多个样本(8至32),这些样本,表现了在三维空间中从目前的点计算,到预计回屏幕空间所需的时间和深度。 现在的目的是检查是否深入采样点,如果接近这个更远的采样点本身能获取信息的话就这么做下去,这是一个函数问题,因此需要复杂的计算。
不过在对地图的计算时不会采用这样的方法,这仅仅是为了形成一个空间的效果而已。 模糊效果 自我闭塞 边缘处理 模糊效果 前面的一切都是为了更加细致的描绘出所有的场景,但是,有时候游戏还是需要一些模糊的图形图像,如果一直使用SSAO技术的话,必然导致不真实。 对于SSAO来说,虽然是一种优势,但是高智能的判断在这时也显得尤为重要,何时需要高精度的细致图像,何时需要动态模糊效果,无论是着色还是渲染都需要大量的资源的计算才能显现这些复杂的效果。 自我闭塞 这也是一个相当复杂的效果,就像一个围绕着一个半球体产生偏移向量,这一点上在屏幕上(这意味着需要使用大量的延迟缓冲器),由一个矩阵转化每个偏移向量和正常向量来抵销矢量。 边缘处理 偏移向量在空间中并不像在屏幕空间中一样,由于镜头的不断移动使得SSAO不断变化,这样就需要在移动的过程中对镜头的边缘进行处理,以保证完美的视觉效果,但是纹处理包装上并不是一件简单的事。 SSAO效果 SSAO的表现 SSAO提供的效果是让人相当满意的,视觉图像质量的处理近乎完美,但是成本过高,而且大量使用还是会造成系统性能瓶颈,这样得不偿失,因此合理的使用这个技术也是讨论的问题之一。 SSAO和整体光线效果 从图中很明显的发现了SSAO的精妙之处,如此逼真的效果让人赞叹不已,其实更多的还是其后面的技术支撑。
![]() 制约因素使用过程 我们可以把一切制约因素一起使用以下过程表示: ◆为每个像素在源的形象和存储执行一个全屏幕通过计算混乱循环结果,在Alpha通道的每边缩减一个CoC图像缓冲区的四分之一大小; ◆产生中等模糊图像通过应用的RGB高斯模糊与每个样本对源图像加权CoC; ◆产生的最大模糊图像只有缩小的RGB的图像缓冲区源图像的四分之一,每一个CoC和大型模糊缓冲器可以同时使用不同的通道; ◆最高模糊图像与RGB样本加权由缩减CoC执行,Alpha通道中载有CoC,也有模糊,但其样本不加权本身; ◆缩小和模糊一张深度地图成为一个缩减深度图像,重用深入SSAO缩减(SSAO不模糊深度 ); ◆然后开始最后的景深着色,有一定的形象来源,中等和大型模糊、模糊CoC的形象,非模糊深入地图和缩减深入形象的渲染。
景深渲染包括: ◇计算小模糊价值,直接使用小样本着色四近邻像素; ◇计算CoC的像素(缩减CoC将不匹配); ◇样本非模糊,使用模糊的深入比较——计算机CoC,如果是模糊的深入,比非模糊的深入更远,否则使用CoC价值样本,模糊CoC的形象; ◇计算贡献,从每一个可能的模糊图象,计算小模糊的颜色,中型和大型的图像模糊的基础上,CoC的因素; ◇小型,中型和大型模糊; ◇输出Alpha包括的源(无模糊)形象。 透明物体渲染 半透明阴影 光过滤处理器 处理透明物体渲染 透明度是一个值得深入研究的问题,当涉及到开发时暴雪的董事会认为延迟渲染技术不支持透明度的话就应该在其他地方加上这个功能,而事实证明这是一个正确的选择。 作为是典型的就是延迟绘制技术,透明度的问题还设计到树荫等一系列问题,因此必须选择一些有代表性的物体来标记之后再做探讨。光线的问题在透明度的谈论中再一次被提及,因为这是个相辅相成的东西,因此暴雪在制作这一切的时候都努力的寻找解决方案。 半透明阴影(Translucent Shadows) 这种技术能令烟雾、爆炸也能投射出阴影效果。 早期在建模的时候影子系统都是成功地利用屏幕空间信息解决跟踪问题,否则将会困难很多,但这次暴雪将显示如何延长阴影地图的每像素信息与一些额外的信息通道,可以用来容易的充实阴影,地图上实现半透明的阴影支持。 阴影地图算法是延长与第二地图的阴影信息形成半透明的阴影,大部分地图的影子仍然会包含不透明信息的阴影,此外还需要做到在颜色的缓冲区发现颜色半透明的阴影。不过,这一切都需要硬件的支持,如果硬件不支持将会有一个空的颜色,因此在考虑到深景等特效的时候暴雪依然在处理阴影效果。 首先是清理,以白色调和,然后填补渲染透明物体的阴影,就这样形成一个透明的阴影色彩缓冲区,再加上测试,处理这些透明光过滤器,最后形成需要的效果。 光过滤处理器 总结: 从上面简短的一份官方技术文档(因为AMD只放出这一部分),我们已经可以了解到暴雪在SC2这个游戏上所付出的努力和贡献了,其效果之华丽恐怕也是惊人的。作为暴雪十多年磨一剑的大作,《星际争霸II》可是包含了现在最尖端的技术和效果,无论是暴雪的质量还是技术相信都是世界顶级的水平,这样的游戏公司确实在为自己的的作品留芳百世而努力!不过,至于还要等多久,至今仍是一个谜。 ![]() ![]() ![]() |
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Posted: 15 Sep 2008 06:51 AM CDT 暴雪的开发模式[他们玩他们自己做的游戏] 「Blizzard Entertainment」首席营运长「Paul Sams」日前接受了国外网路杂志「VentureBeat」的採访,畅谈Blizzard对于游戏开发与品质的坚持及理念。Paul在访问过程中也充满自信地表示,Activision与Blizzard的结合让他们成为了世界第一名的游戏公司!以下是採访的内容。 Q:请问Blizzard有多少员工呢? A:全球总共大约有3000人。 Q:在与Activision合併后,Blizzard是否能继续保有自主权呢? A:从上至下,Blizzard从来就不存在单独的东西或个人。我们在所有部门和地区都有非常优秀的人才,所有产品的决议都会保持原样。我们是全世界唯一一个在我们所涉及的所有领域都获得成功的公司。 我们的范围触及全球。通常人们说到全球时,他们多是指在日本的销售。但我们的产品遍及亚洲。还没有其他公司能做到这点。我们的全球策略是其他竞争者所没有的。 对他们来说这很困难,因为前提是你有消费者喜欢的产品。这也是为什麽这点对Blizzard来说如此重要。Activision的高层也深知这点,我们的合併可谓是强强联合,拥有Blizzard在电脑游戏及网路游戏上的成功,再加上Activision在平台游戏上的强大实力。 这样结合让我们成为了No.1。Blizzard比其他人更瞭解如何分享Blizzard的经验,同样Activision也是如此。 Q:但你们是公开的交换想法。
A:是的,我们并不在乎这些想法来自何处,只要它们够好就行。只要是有好处的东西,我们绝不会犹豫是否与对方交换资讯。 Q:和对手相比,你们的游戏开发时间非常地长,但效果很好。你们用了六年时间来开发《魔兽世界》,而NCSoft也用了六年时间来开发《Tabula Rasa》,但结果却不相同。 A:这感觉是在夸奖我们。但我相信我们有着全世界最出色的游戏开发人员。关键的因素是他们是有秘诀的。他们技艺精湛,不管是程序设计、美工还是音效,他们都是最棒的。而且,我们还有自己的惯例,我们只招收游戏玩家。我们欢迎最优秀的程式设计来到这裡,但如果他/她不玩游戏,我们是不会雇他们的,他们不适合我们的公司。我们想要他们玩他们自己做的游戏,并且参与到决策过程中来。 其他发行商的员工有个相似的地方,就是他们也都坐在一个大厅裡,穿西装打领带,分析报告,会有市场人员、销售人员、财政人员。他们坐在一起,讨论策略。这些人也许不玩游戏,只是对开发什麽产品做出决定,然后告诉开发小组,下一步计划是开发网路游戏。 在Blizzard,最大的不同点在于,我们是问开发小组他们下一个想做什麽。在Blizzard公司,市场部和商务部说什麽并不重要。当你给予开发人员权利,让他们做自己想做的游戏的时候,你所得到的保证远远超过你从数据分析和市场分析得来的产品概念。 Q:Blizzard会为他们提供各种资源吗? A:我们绝不会袖手旁观,但如果已经弄了三四年了,那麽对不起了,我们还有我们的财政目标。如果游戏还未完成,就不会被放弃。其他的事都不重要。这是我们的历史,也是我们的未来。我们帮忙指路。主管也不会只是在那转转,没事打打高尔夫。最后,我们还是相信我们的开发人员。 Q:我想如果Blizzard懂得放弃,就不会学到任何东西。我注意到微软放弃了很多MMO(大型多人在线游戏)。 A:放弃一款产品一个重大的决定。如果他们觉得这个产品不好,他们就应该放弃它。如果他们还是发行,那麽对玩家就不公平了,这也损坏了公司的声誉。在Blizzard我们也会这样。即使我们投入了数千万美元,只要它不好,我们还是会毫不犹豫地放弃。 即使产品没有发行,你还是可以学到很多东西。你会知道哪裡出错了,还能从竞争对手身上学到不少。同时,我们还注意那些通过特定的方法对产品进行重新提炼和包装。我们吸取这些经验,不断完善游戏体验。 我们都知道在MMO游戏中,只有等别人打完了boss以后,你才有机会打,这种漫长的等待相当痛苦。所以我们发明了副本系统,让玩家可以在这个副本裡玩,所有人都可同时玩同一个场景。如今这项技术也成了游戏产业的典范。 Q:我知道你们的粉丝对你们有一个要求。就是希望你们开发游戏的速度快点。从《星际争霸1》到《星际争霸2》经历了差不多十年。 A:我们也想快啊。在一个合理的时间内你确实能做出一款不错的游戏,但花在改进上的时间可不短啊。如果大家想要我们的游戏做得更快,那麽他们得到的肯定不是最好的游戏。我们对此坚定不移。但这同时对我们和大家来说都不好受。虽然会有冲突,但也都是为了大家好。以后他们会满意的,并觉得他们花的钱是物有所值的。 Q:你们现在已经有了星际2、暗黑3、魔兽世界:巫妖王之怒,是不是还有一款新的MMO游戏? A:我们已经公佈了三款游戏了。有些人注意到我们的网站上发佈了关于下一代MMO游戏的徵才广告,网站是有这麽个东西,但我们现在还不打算透露更多细节。 ![]() ![]() |
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Posted: 15 Sep 2008 06:49 AM CDT Positech Games工作室的独立游戏开发者Cliff Harris,日前在他的博客上发表了一篇名为“为什么我的游戏会被盗版”的日志,希望借此机会了解盗版者以及盗版使用者们对于这一问题的看法,并试图从中找到更好的对策。
Harris收到了数以百计的回复和电子邮件,他向所有给他回信的人保证不会透露他们的个人资料。最后,总结起来,大家对于这项“事业”之所以能常盛不衰的根源的看法,可以被大致归结为6个方面。 盗版者及盗版使用者眼中的盗版根源: ·知识产权或虚拟权益在部分人看来不值一文 ·正版游戏软件售价过高(相对于各地消费水准,因各国法律及国情而不同) ·游戏软件的质量良莠不齐(不管好赖都卖一个价) ·正版用户在盗版泛滥的大潮中不断成为受害者 ·到店面购买游戏太麻烦(部分游戏零售体系不发达或市场不正规地区较明显) ·生产、传播和购买盗版软件的利润水平与风险程度差距悬殊(挣得多罚得少) Harris给出的回答: ·有些人相信版权是对互联网资源共享自由的侵害,是一种变相的法西斯独裁,这是一种完全不讲道理的看法,但好在这部分人所占比例不算多 ·在所有回答中所占比例最高,涉及到用户年龄层、不同国家及地区消费水准和国情等许多方面。有些低龄玩家没有收入来源,部分地区的正版售价过高(如澳洲和东南亚),但现实情况是,有足够收入的人依然选择盗版,而在市场正规的地区盗版同样泛滥。目前比较可行的对策只有适当降价,Harris首先将自己的游戏售价由原先的19-23美元降低到9.95美元。 ·游戏质量问题的抱怨同样非常多,其中涉及到技术支持、售后服务、游戏稳定性和系统要求等等。Harris给出的解决方案是发布更多更长的试玩版,给玩家更多机会来体验和比较。 ·对于盗版更方便入手的说法,Harris认为正在快速发展的正版软件在线下载服务将成为今后应对盗版的有效途径之一。 ·有大约5%的人表示,购买盗版并不需要负任何法律责任,而获得的利益是显而易见的,因此他们愿意做任何与之类似的事情,然而他们所占的比例也相对较少。 ![]() ![]() |
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Posted: 15 Sep 2008 05:02 PM CDT |
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Microsoft <b>XNA</b> Game Studio 2.0 学习笔记&个人代码发布 Posted: 14 Sep 2008 10:02 AM CDT 内容有待更新.
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WipEout HD Officially Dated, Priced Posted: 15 Sep 2008 05:01 AM CDT By now you’ve probably come across some great previews for wipEout HD, the upcoming anti-gravity racing title on PSN. Between the 1080p racing at 60 frames per second, the awesome trophy support, motion steering via SIXAXIS, online racing and A LOT more, the excitement level is understandably high. Well, we have some more wipEout HD goodness to share today in the form of an OFFICIAL RELEASE DATE. Drumroll, please! Your wipEout HD thirst will be quenched on September 25. Yes, that’s right, just 10 days from today. For just $19.99, wipEout HD will be available for download only and includes the following awesomeness:
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Posted: 15 Sep 2008 03:24 AM CDT 練POSE……雖然吾輩還嫩的很|||
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Posted: 15 Sep 2008 02:14 AM CDT 新版本对引擎结构做了一次调整,撤消了原先的CREventExtend模块,代替为CREncapsulation,这次结构调整的目的是将引擎层彻底封装。外部开发将不再涉及到引擎内部模块。 Creature3D致力于提供一个功能完整、面向各类实时3D应用且无需修改的引擎平台。 这次的调整,基本上已经非常接近这个标准。相关具体介绍,会在以后发布的引擎文档里面做详细介绍。
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Posted: 16 Sep 2008 10:24 AM CDT I wasn't waiting until Christmas this year. I snagged a copy of Rock Band 2 last night. You know, the game that Harmonix said around this time last year that they weren't even thinking about making for quite a while. We played as a family last night for about an hour or so, and I got some solo time in. I came to the conclusion that it could be called, "Rock Band 1.1: A Whole Bunch of New Songs." They managed to get rid of some of the annoyances of the first game (like having the band tied to one character, and having that character tied to a particular instrument only). And they have some new features, including some competitive scoring "battles of the bands" modes which we will probably never use, because they require everyone to play on expert difficulty. Oh, and a drum training mode. I'm sure there is more, and I'm sure I'll even explore them at some point. I might even find a new favorite. But for the most part - it's a minor upgrade to Rock Band plus - if you include bonus songs and some free downloadable songs coming soon - over 100 songs. And you know what? That's not bad. At least they didn't include boss battles where you break the other guy's instruments while playing (at least, so far as I can tell). Really, aside from what they've now addressed, I can't really think of many ways to really improve on Rock Band. This is like Guitar Hero 2 to Guitar Hero - they sorta took it as far as it can go, and any further changes might only wreck things. Did I mention GH3's really lame and irritating boss battles yet? The best thing - an incredible thing, when you think about it - is that not only is all of the downloadable content for Rock Band 1 compatible and automatically works in Rock Band 2 with zero effort, but the original's songs - all but about three, at least - can be exported into the new game. And you can go back and delete the ones you hate ("Sabotage" by the Beastie Boys is the prime candidate amongst our friends). It's sad about the missing songs - probably because of $ome kind of licen$ing i$$ue. But the end result is that unless you really, really want to play Run to the Hills, Enter Sandman, or Paranoid (and granted... I might), there's no reason to have to put your RB1 disc in the drive ever again. So I guess I could argue that Rock Band 2 comes straight out of the "If it ain't broke, don't fix it" school of game design. They fixed what they needed to, added some optional new features, and otherwise just delivered the same Rock Band-y goodness I've been enjoying for the last year with friends playing the ultimate (game console) party game. So now we have more of the same, without having to worry about swapping characters and bands in the middle of a set when we're switching off. So I'm pretty thrilled about it. Also - "The Trees," "Carry On Wayward Son," "Hungry Like the Wolf," "One Way Or Another," "White Wedding," "American Woman," "Pinball Wizard," "Any Way You Want It," "Livin' On a Prayer," "Aqualung," "Go Your Own Way," "Ace of Spades," "Round and Round," "The Middle," and even some fun cheesiness of "We Got the Beat" and "The Eye of the Tiger." Man, those would just about be worth the price of admission all by themselves. |
Did you enjoy this article? Be sure and check out past articles and the comments HERE. Rampant Games: Games With Personality! Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1 |
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Student Postmortem: NJIT and Bloomfield College's The Forgotten War Posted: 16 Sep 2008 04:00 AM CDT
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Posted: 16 Sep 2008 06:11 AM CDT 9月书友会话题 ── 站内信 杭州,文二路285号枫华府第4幢1单元1101(地图), 北京,西直门附近奇遇花园(地图), 上海,五角场方向的西厢记(详情), 南京,广州路173号,先锋书店(五台山总店), 深圳,问道旅行馆南山店(详情), 成都, 广州,筹划中。 书友会详细信息:http://ucdchina.com/book/about/ 特别感谢虾米网,赞助杭州书友会的场地和酒水。他们在招UI设计师,推荐。 |
转载请注明出自UCDChina.com,谢谢。 相关文章
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Posted: 16 Sep 2008 11:57 PM CDT |
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Posted: 16 Sep 2008 08:48 AM CDT At ADGC yesterday, today and tomorrow. Preparing for AGDC and some hard time at work is what I choose my relative lack of posting on. Here’s a writeup of my talk. And another. And a third. Slides forthcoming. Overall, I think it went pretty well, especially considering there was danger of Ike knocking out my power before the talk was completely done. As it is, Ike didn’t slow things down at all. Sunday’s release of Rock Band II, now that’s another story. |
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Posted: 16 Sep 2008 08:57 AM CDT 跨越时空的少女,又是一部打动人心的动漫。上映时间是2006年,画质偏亮了点,比不上新海诚的《秒速5厘米》,但同样细腻的动人心。
勇敢、纯真的少女啊,一段炎热的夏日,蝉鸣,大树,河堤,想到那时的自己如果自身其中也会如此吧,很喜欢女主角MM的短发,很爽朗的感觉。想起国内漫画家客心笔下每一个MM都是短发,便能感觉到作者的个性或感悟吧,这样的感觉真的很好。 讲的一段简单的高中生活,最后用科幻的解释去结束它。虽然这种题材很多啦,不过能拍得如此细腻,确实难得。~~> <~~不得已的又感动了。 |
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Posted: 16 Sep 2008 08:41 AM CDT |
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Difficulty is Difficult: Designing for Hard Modes in Games Posted: 16 Sep 2008 11:00 AM CDT |
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Posted: 16 Sep 2008 07:13 AM CDT 网易游戏校园招聘官方网站正式上线:http://game.campus.163.com/,线上简历投递同期开始。线下的招募活动将于10月10日正式开始,前后约2个月左右,遍布西安、天津、武汉、成都、长沙、广州6个城市,12所重点高校,职位将涉及技术、游戏设计、市场、销售等全部游戏开发领域(美术职位11月下旬开始),今年的招聘规模在往年的基础上连续扩大。 本次网易游戏高校人才招聘行动启动之时,正值暴雪和网易联合把《星际争霸II》和战网引入中国大陆,也正值网易成功签约亚组委员,成为亚运会历史上首个互联网独家赞助商之际,在这个时候举办大规模校园招聘显示出网易对未来的机遇和发展充满信心。 网易首席执行官丁磊认为,优秀的人才与自主创新战略是未来网易竞争并胜出国内其他互联网公司的关键所在,需要更多的学子们积极投身到这个行业,并努力为之奋斗,而网易作为中国互联网的领军企业,恰恰是学子们投身互联网、实现事业梦想的最好平台。丁磊之前也强调,会把“安居乐业”作为网易员工长期发展的重中之重,这对众多决心投身互联网事业的毕业学子们,无疑充满诱惑。 |
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Posted: 16 Sep 2008 04:40 AM CDT 4.剧情转化为任务 单机RPG中的任务大多数对于玩家是不可逆的,杀死的人物不会复活,得到的宝物只有一件,而MMORPG中大多数任务则是可重复的。在MMORPG中令任务产生重复性的方式一般有两种:一种是“菜单式”的任务,即NPC告知玩家“某种怪物是邪恶的,去尽量消灭他们”、“消灭10只独眼怪”、“我需要15张狼皮”等;另一种任务是单个玩家只能完成一次,但对于满足条件的任何玩家都可以完成,这类任务只是单机RPG任务的一种变种,并不属于地道的可重复任务。很多游戏开发者使用任务编辑器来从大量任务模板中来产生任务,这些任务看起来似乎遍布游戏世界各地,从而玩家将花上大量时间来完成。但这些随机生成的任务除了给玩家带来奖励和经验值,对游戏世界及其展没有任何影响。如果游戏中所有的任务都是这类任务,那简直是文案策划的失败,NPC不再是有血有肉的人物,而是一段木桩。 “EQ2”中“A mysterious Medallion”这一杀死300兽人的任务,如果没有剧情的铺垫和NPC合情合理的对话交代,那么这不过是场无意义的屠杀。不过,近年来流行的副本,解决了以往常遇到完成任务的玩家拥挤一团的问题,对于文案策划而言,副本是更大福音。因为副本的存在,流畅真实的剧情体验成为现实。试想一下过去常见的情形:一个NPC前围绕着密密麻麻的玩家与之交谈以获得任务,这简直是给乞丐发放食物的场景。有了副本以后,对于突出独立体验的任务,可以进入副本房间独自一人与NPC交谈,然后去完成光荣或邪恶的使命。 在MMORPG中,情境与背景历史的设定是作为任务丰富叙事的基础,而更重要的一点是玩家可以即兴完成一些剧情任务,因为MMORPG的环境是不确定的,什么事都可能发生。在WOW中玩家可以邀请好友来协助自己完成任务,如“爱与家庭”任务的最后阶段,玩家要化妆成血色十字军深入山谷里戒备森严的城堡,护送一名骑士进入森林中的空地,首先要从NPC那里接受任务的玩家才能化妆,可以和其他没做过任务的玩家共享任务协同完成,而请来协助支援的玩家多数是没有任务的,或者已经完成了这个任务,则需要这些玩家清空山路上的敌对NPC并在城堡外接应,等护送骑士的玩家大约快走出城堡时会有四个精英怪来袭击,这时来接应的玩家则可先引开它们,或者被护送的骑士会主动攻击,则所有玩家都需投入战斗。在这一剧情任务的过程中可能出现一种“另类”的情况,即敌对阵营的玩家会来干扰护送任务,他们故意把周围的敌对NPC(对于两个对立阵营的玩家来说这些NPC都是敌对的)引到正在任务的玩家周围以加重他们的负担,因为被护送的骑士会主动攻击敌对NPC,而他们可能会因为寡不敌众而任务失败。这类交互虽然在玩家群体中被认为是不道德行为,但其本身产生了富有戏剧性的玩家间交互,这也是游戏设计的最新趋势,从规则性系统向涌现型系统转变。规则性游戏系统要求设计者必须精确制定游戏中发生的每件事,而涌现型游戏系统则以许多基本的规定为基础,规定的相互作用导致出现复杂的事件,甚至连设计者都不能预先知道这些事件的发生。这些都是任务设计中需要考虑的因素。 最近的一些MMORPG其任务中还特有“服务器事件”这一概念,一般是指游戏服务器世界的大环境剧情发展进程,每个服务器里的玩家角色都受到一定程度的影响。服务器事件可以是系统预设,如WOW中根据现实同步会有圣诞节、万圣节、情人节之类的节日事件;或者是需要整个服务器玩家协同来完成一个任务来激发服务器事件,安其拉之门任务是首个服务器事件,在游戏预设前史中暗夜精灵和龙族军团以极其惨痛的代价在一处名叫希利苏斯的地方竖起了魔法屏障,将亿万只虫人封印在甲虫墙内。一面安其拉铜锣被放置在虫墙之外,还有一枚流沙节杖由上古之龙阿纳克洛斯交给大德鲁伊鹿盔,并叮嘱他好好保存,当未来的盟友们能够集合起足够的力量,就用这节杖敲响安其拉铜锣开启大门,率领大军冲进安其拉。之后整个服务器的玩家们会轮流使用一个指定角色帐号作为英雄角色来为全阵营的玩家接受任务,并负责收取玩家们所收集的任务物资来交给NPC,最终这个角色可以获得开启安其拉之门的至高荣耀使命,触发当前服务器的重大事件,开门当天会有众多玩家角色聚集安其拉迎战开门后涌出的巨兽,守卫当地的要塞;保卫战结束后这个地方会增加全新的剧情任务。在这其中玩家所体验的是一种即兴的随机叙事,强调一大群玩家共享一个游戏空间并共同经历探索庞大的事件,虽然也有高度设计的情境和一部分剧情,但是每个玩家以及每个玩家团队所经历的叙事路径都不同。 就目前的情形而言,现有MMORPG存在的问题是玩家一直在自娱性扮演,庞大的玩家群体还没能有效的被系统组织起来进一步互动扮演形成更多的事件。MMORPG应该提供一种可预计的交互性模式,玩家可以按自己所选择角色和任务提示来做相应的事,给予玩家即兴的互动模式。设计者应更多地给出交互所依赖的规则,创造场景和叙事可能性,最大限度地加强游戏的沉浸感。尽管从剧情出发很容易展开任务的设计,但如何产生满足各种玩家类型、各种娱乐风格的任务、如何在游戏中根据现时场景而产生任务、如何使玩家通过完成任务来影响游戏世界、如何使任务更有趣,从而使玩家愿意花时间来做任务、如何产生能加强玩家与游戏本身、玩家之间的联系的任务、如何使玩家自己产生任务给别的玩家等等问题都是值得每个设计者认真思考的。
对于MMORPG而言,设计者流畅精美地完成了自己的叙事设计可以算作成功,但只有激发出玩家自己的叙事欲望,才能称之为大成功。这需要使创造出来的世界留有无限的扩展空间供玩家们继承。游戏自身需要有一个庞大完整的背景故事,当玩家产生兴趣的时候可以深入研究,背景故事越真实丰富,就越能抓住玩家的心。背景故事庞大的时候,无论是语言风格还是内容导向都一定要明确,尤其是当文案策划有多个人或者发生人员流动的时候。 拓展游戏世界的方式有很多种,例如:给玩家发言的平台,无论是在网站论坛中发表自己的同人小说还是在游戏中提供任何可供玩家编辑的事物;建立一个访问排行榜或者组织专人评论,甚至给写出好作品的作者一定奖励,让好的玩家作品为更多的玩家所看到,诸如此类。总之,将游戏世界的影响拓展到现实世界中并产生互动,能让玩家对游戏产生更浓厚的兴趣和更深刻的记忆。
在为一款游戏写对话或者剧情的时候,大多数文案策划都努力把内容写得更加生动有趣,然而又时常事与愿违。经常出现的是以下两种情况,一种是作品的可读性很好,却让开发人员将其实现时出现困扰,易于阅读却难于实现;另一种则恰好相反,可能会很很有条理利于开发,但却缺乏作品的美感和感染力。这时,我们不妨借鉴一下游戏策划案的写作方式,来找寻并得出双赢的解决方案。 大多数游戏的策划文档都是诠释性或描述性而非叙事型文档。策划人员将复杂的观念进行分解,然后以清晰明了的语言表述出来,并用数据表明其意图。显然这些策划案不可能扣人心弦或引人入胜,因为它仅仅是在表述一些信息。 借用程序的术语,凡是游戏策划案都应遵循OOD(Object Oriented Documenting,面向对象写作)的原则,借鉴OO中的抽象、分类、封装、消息等基本原则进行写作,有益于发挥思维,更重要的是保证了概念的一致性,使参与开发的各类人员在开发时具有共同语言。 同时,由于阅读这些文档的对象是需要详细信息的读者,如程序开发人员或美术设计人员,因此这类文章通常都会描述得比较精确并且具备以下一些特点。它会将内容简要而准确地表述出来;它具备群体性,因为文档需要不断地交流数据;它们会十分清晰,并使用合适且有组织的风格和用词。 文案策划书写的文档同样符合上述标准。文案策划需要分解复杂的观念,比如情节、角色设计、场景以及游戏世界,并且用简单明晰的语言表述出来。接下来,我们将探讨如何将上述的文档特征应用于游戏的叙事及描写过程中。
我们首先要注意并确保的是将自己的想法完整条例地表达出来,保证没有任何遗漏,因此以何种顺序来完成文档就显得十分重要。新闻写作中著名的金字塔写作模式中强调任何一个故事都要明确5个W: “Who”即故事中的人物、 “What”即故事情节、 “Where” 即故事发生的场景、“When”即故事发生的时间顺序、 “Why”即故事的动机、“How”则是叙述方式。单纯写作游戏故事时,可以集中于想象的发挥和文笔的优美,但是作为游戏的剧情文案,则要同金字塔式写作一般,按一定条理来陈述。 再比如,设计一套剧情任务时,任务流程中有一系列领取、过程和交接的步骤,可能还涉及计时、组队方面的额外要求,那么在书写文档时就应该按照任务完成的顺序来展开。在做这样一个流程的描述时,剧情显然不能大范围地出现,只能使用剧情中可能用到的NPC名字和相关的术语,并且以最简洁明了的语句逐条详细的书写。如果单纯把所有对白提取出来,会发现由于角色的不断变化对白缺乏表现力,但对于任务设计而言,可以保证不会出现任何差错。在这一过程中,最需要强调的就是描述剧情时的条理。
在开发团队中,对策划案产生任何误解都会导致额外的工作,因此确保所有内容的准确性十分重要。例如制作一个内部场景时,风格、布局、方位、距离、立体结构和玩家位置等众多信息缺一不可。任何一个部分的描述不准确,都可能导致场景的修改甚至重新制作。与返工的时间相比,多投入一些时间来准确描述这些场景,可以节约大量的人力和时间。 在保证准确性的同时,策划文档应该尽可能简短,无关的内容应尽量删除。很多文案策划喜欢添加用夸张的词汇来增强文档的可读性,这是不合适的,即使游戏需要一些有趣或感人的剧情,文档本身也并不需要象小说一样绘声绘色,充满喜剧感,因为过多的无关元素只会减慢阅读者的阅读速度。 同样,文档也不需要写得很“好”。策划文档是直接而易懂的,而不是如诗歌般深刻或朦胧。毕竟开发人员读策划案的目的不是为了解闷。通常策划文档将被多次阅读,尤其是直接的工作伙伴,他们可能会反复阅读数十遍,再有魅力的文档也会在反复不断的阅读后变得毫无乐趣,毕竟这些文档不是小说。
用简单而准确的表述来达到内容清晰的目的,也是文案策划必备的能力之一。明了的陈述、良好的语句结构、适当的遣词造句,才能写出明晰的优秀文档。 除非因为一些特殊的目的,通常不要在游戏和策划案中使用生僻的词语。因为阅读者没有时间和耐心去翻词典,碰上这种情况大多数的开发者都会选择直接去询问设计者本人。没有人乐意去阅读这样的文档,实在是太费力了。当然,如果因为某些原因必须用到这类内容,则文案策划务必需要对其进行注释。 同时,良好的文档组织结构,同样可以使文档更加清晰,开发者都愿意看到结构整齐、清晰易读的文档。除了常用的写作工具Word、Excel,一些公司甚至采用Html或数据库的形式,为了便于建立文档内容或文档之间的引用。 这方面的能力不是一朝一夕可以培养,但绝对是文案策划必备,需要在平时的工作中不断培养和锻炼。
对于大型的游戏项目而言,很难做到但必须要做到的一点,是保持文档的一致性。在写大量故事文档时,可能会花费很长时间,例如几个月,这时保证文档的一致性就变得尤其重要。 因此,在把文档交给开发团队的其他成员之前,需要仔细校对一遍,以检查别字、错词以及角色名称、技能名称、物品名称等是否统一,这个看起来虽是是小事,但在文档撰写的过程中,却不容忽视,因为细节往往决定着成败。
文档的一致性,在某种程度上也体现出文档的可信度,而一份文档的可信度,则往往关系到这份文档的价值。 经常在文档中出现错误或疏漏,会导致同伴对你的信任降低,严重的甚至会给团队的信心蒙上阴影。撰写文档的时候,最好能为所有的主张都加以实际的证据支持或者明确的上下文提示,尤其是那些有争议的主张。例如,设定一段剧情中一个NPC被黑暗魔王杀死,作为该NPC同伴的游戏主角虽然不喜欢他但仍然向黑暗魔王复仇,但玩家真的能够理解游戏主角会这么做么? 可信度同样要依赖于对内容本身的了解,包括游戏的游戏性、主题、类型、前后叙述,甚至系列游戏中的历史等,因此主文案需要对游戏系统的设计了如指掌,而执行文案则要对相关的内容做详尽的了解及分析。
游戏开发的前期和后期,经常需要对公司的其他人员,如管理层或游戏市场人员描述游戏中的内容,这时需要明确地传达他们所需要的信息。他们可能会对故事的大概轮廓和主要角色感兴趣,但一份完整详细多达几十页的剧情及角色的细节描述文档,会给工作带来额外的负担,而令人完全丧失兴趣。 对于类似市场部门的人员而言,前面所述的新闻行业金字塔模式更为有效,阅读文档的前两段,就可以了解到基本内容,在后面的段落添加更多的细节描述,但第一段一定要能够大致说明主要内容。因为一个简洁、描述事实的大纲,后面接着长篇幅的细节描述文档,可以更好地将内容传递给市场部门,并使他们容易阅读及理解。
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Posted: 16 Sep 2008 03:30 AM CDT May contain nuts.
Science is packed full of such energetic debates between rival epistemic positions. (‘Epistemic’ is philosopher-speak for ‘stuff about knowledge’). Wouldn’t it be great if we could resolve all of these issues and know what is really true? We could appoint a board of scientists to weigh all the evidence and decide the real epistemology. Hey, why stop at a committee – they’ll just waste all that time arguing about it. We could appoint one individual to decide what’s true and what’s not true. We could appoint a Science Pope – an epistemic action hero to tell us what’s True and what’s False. An end to scientific argument! Scientific Truth forever! Cue the victory parade! Now hang about, those of you who have not detected the scent of my sarcasm, isn’t one of the complaints that militant atheists like to level against the historical Catholic Church precisely that it tried to act as an epistemic legislator, thus blocking the True and Just advancement of the scientific method – the story of Galileo proves it! The Church was wrong and Galileo was right, yeah? Scientific Truth forever! Testify! Actually, as the maverick philosopher Paul Feyerabend demonstrated – Galileo was right, but for the wrong reasons (his conclusion would accord with future theory, but his method was flawed and insufficient as evidence), while the Church was wrong for various reasons, some absurd (Biblical inerrancy), but some bang on the money (observing the very pertinent flaws in Galileo’s research.) Not to mention Galileo shot himself in the foot by turning his staunchest ally, Pope Urban VIII, into his enemy by writing a book intended to examine both sides of the argument into a book that bigged up his own position (which, remembering that his evidence was insufficient, he was drawing solely from intuition), while implying that the Pope was a simpleton. In this regard, Galileo was a politically naïve fool. None of this denies Galileo’s brilliance – his later works were indeed the foundation of future scientific thinking, and he did correctly intuit that heliocentric models were accurate. But in the matter of his dispute with the Catholic Church, Galileo was a brash upstart, whose arrogance was as great a factor in his fate as the Vatican’s epistemic totalitarianism. None of which is to deny that there was an epistemic autocracy in sixteenth century Europe.
A Science Pope would mirror this old fashioned epistemic dictatorship, exhuming the corpse of a nasty practice the Catholic Church has gradually (and somewhat reluctantly) been giving up for more than a hundred years now. Contrary to popular perception, evolution has been on the Catholic syllabus for quite a while now, and let’s not forget that it was a Catholic monk, Gregor Mendel, who fathered modern genetics, and a Catholic priest, George Lemaître, who proposed the Big Bang theory in 1931. Representatives of Catholicism have actually contributed rather positively to the scientific endeavour. It’s not Christianity versus Science, much less Religion versus Science (has the Dalai Lama ever made an epistemic prescription?), the religious cold war, as I have dubbed it, is between militant atheists and militant Young Earth Creationists – whoops, sorry, I’m told they now prefer to be referenced as Biblical Authoritists, which should surely help weaken their position far more effectively than any argument their opponents might try to advance. By the way, while I’m here, the US is host to perhaps 30 million atheists (as quoted by American Atheists) and perhaps 140 million Young Earth… er… Biblical Authoritists (as calculated from the most recent evolution census data). That’s about 10% and about 46% of the population of the US – although what proportion of those are actually militant about their respective positions is less clear…
I suppose a few scientistic fanatics
waiting in the wings might still want to mount a Science Pope defence
(although undoubtedly not under that title!) on the grounds that Papal
epistemology drew from the Bible (well, in part, yes, but in part, no) but the
Science Pope would draw their epistemology from the pure white light of Reason
and Science and thus would be able to synthesise Pure Scientific Truth. Never
mind Kuhn’s widely accepted philosophy of science concerning the temporary
stability of scientific paradigms, this kind of reasoning falls into the
mistake so nicely captured by Mathew Cromer’s twist on Michael Shermer’s theme: science
is a method, not a position. There is no permanent Scientific Truth – to
believe there is would be to adopt a position of epistemic authority as
bizarrely inconsistent with the scientific method as anything the Young Earth
Creationists propose. (And they, at least, are upfront about the foundation –
and thus limitation – of their epistemological position). I doubt there is anyone who would want to propose a Science Pope - although there seems to be a few people who think they have appointed themselves to the role. This is precisely the underpinning for
science that Feyerabend felt was the only consistent position, something
further pursued by John Dupré’s pluralistic metaphysics. Dupré denies the
assumption of reductionism that all science is explicable in terms of the
science “underneath” – thus everything will ultimately be explicable by physics
– and justifiably so. It takes a gigantic leap of faith to jump over the fact
that nothing of this kind has actually been demonstrated thus far, and it’s
very unlikely (for instance) that psychology can be fully explicated by physics, nor even
chemistry. I notice Dupré has his supporters, which is a very encouraging
development.
Yet perhaps I have been too cavalier in dismissing the possibility of a Science Pope. The Vatican has yielded its epistemic authority while maintaining its moral authority – accepting, of course, that this authority extends solely to Catholic Christians who choose to accept this authority, and have every right to do so in a society that values freedom of belief. Although a Science Pope with epistemic authority would be a resurgence of everything that was awful about the Papacy’s historical attempts to be the arbiter of knowledge, perhaps there might yet be a role for a Science Pope who was a genuine parallel of the Catholic Pope – a Science Pope with moral authority, someone who could tackle the increasingly urgent need for a coherent ethics of science before it’s too late.
But of course, few if any scientists would accept an external source of authority, and indeed many seem to believe that the pursuit of knowledge is a perfectly reasonable higher moral authority to cleave to, while readily pursuing research that is dehumanising, threatening to the future survival of all species, or otherwise ethically questionable by the varying standards that most of humanity upholds. In this regard, I sometimes wish there was a Science Pope that the wider scientific community might listen to when considering the impact of their research, rather than just the commercial benefits. Would it be so bad to have someone who could say every once in a while: please don’t research that, some of us are trying to live on this planet! |
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Posted: 16 Sep 2008 02:14 AM CDT 700家游戏公会的详细资料 包括网址 联系人QQ 外交群等信息……
令求有网络媒体信息的达人,我QQ:83688986
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Posted: 16 Sep 2008 02:27 AM CDT |
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Posted: 16 Sep 2008 04:46 PM CDT 超·必杀技 - 家族力量参见???!!! 田月的像素图是根据山山的设定简化而成的,原图看这里: http://hi.baidu.com/%D3%B0%B1%B1%C9%BD%C8%CB/blog/ite 阅读全文类别:游戏设计 查看评论 |
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The Tao of Backup (And a Nice Lesson About Marketing) Posted: 16 Sep 2008 12:17 AM CDT The Buddha way into backing up stuff. It’s a fun read. Useful too (both in terms of backups and how to market your product: write a witty & funny story that promotes your product and let people share it with others). |
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Declaring the Rights of Metaplace Users Posted: 16 Sep 2008 12:03 AM CDT As has already been mentioned online, today at the Austin Game Conference Metaplace announced that its Terms of Service will be modeled on my 2000 article “Declaring the Rights of Players.” What does that mean? It means, in a nutshell, that we are signing up for the following: Rights of creators
Rights of users
Responsibilities of creators and users
Why are we doing this? Because we want to foster entrepreneurship in Metaplace worlds. Because in a widely divergent distributed system, there are going to be many cases not catered to by the usual EULA. And because it’s the right thing to do. Worlds that choose not to use our TOS as the basis can choose to run with their own — we’re not mandating anything. But ours serves as a model they can use, as the default boilerplate. Here’s the complete TOS. I fully expect it to evolve. In fact, I’d like to request that if you see a hole in this document, that you let me know. We have a EULA too, in which we mostly place the legalese that frankly, protects us. But It doesn’t undermine these rights, which is the important part.
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Posted: 15 Sep 2008 10:55 PM CDT 三、MMORPG的文案设计
重视世界观的MMORPG能呈现出非常明确的故事价值。尽管大多数玩家可能会说“游戏是游戏,故事并不重要”,但游戏世界对玩家的影响仍然隐隐可见。一般来说游戏的世界观往往反映出某种文化的特质。例如脱胎于希腊故事的“天堂2”,游戏创作者经心设计了 24章节的游戏故事背景,并以此故事为核心,发展出所扮演的角色、游戏的场景、人物怪兽的特质及游戏的价值观等。WOW这一非常强调“World”(世界感)的游戏,更是从整体到细节无不阐释着西方文化的二元对立:黑暗/光明、混乱/秩序、战争/和平、瓦解/重建、恶魔/天神、自私/牺牲、贪婪/慷慨等。尽管WOW的魅力很大程度在于其战斗的节奏,但其世界设计之宏大和剧本设定之行云流水也是深为吸引玩家的一个因素。
任何从事过专业写作的人都知道,光会写对话成就不了一本动人的小说,同样会写新闻的人不见得会写剧本。MMORPG中的文案设计也是一样,包括故事、任务、NPC对话、帮助、物品描述等海量内容,需要各方面的知识和能力。也许你会认为,只要不考虑资金预算和时间期限,那也不过是一个人写上一两年的工作量。但无论从效率或是经济角度而言,如果要制作一个庞大的MMORPG,以上的方式显然不合理,因此我们需要一个文案团队。 首先,项目中需要一个主文案(Lead Writer)。主文案是团队中的核心人物。在一款游戏中,从头到尾保持一致的风格是很重要的。风格一致包括人物与背景的一致、游戏风格定位的一致等。故事有不同的风格,角色有不同的腔调,还有各种细节都必须前后一致、吻合环境,才能让人感觉到角色栩栩如生。这一切都依赖于主文案的功力:让不同人笔下的内容体现出整体统一的风格,给玩家带来幕后只有一人操刀的感受。 主文案也是与其它策划、其他部门之间沟通的桥梁。举例而言,当文案组要对某个任务进行修改的时候,需要由主文案对其他各部门的负责人进行通知,否则不免出现剧情小说与任务不符等往往到产品上市才发现的隐藏错误。 其他的文案(Stuff)则在主文案的指导之下将概要扩充,通力将制定的各项任务完成,最终交于主文案定稿。对于文案而言,最需要的能力是文字表达能力和对游戏产品特征的了解。一般MMORPG中文案的个数视游戏产品的规模限制在1~4人左右。
游戏延续了好几个礼拜,带给玩家的感受可能就只是种“愤怒”、“悲伤”、“欢乐”或“悬疑”等,以上种种要让玩者感受到的情绪,也正是游戏主调中重要的元素。在单机RPG的游戏设计中,如前文所述,通常会先把要设计的世界观主调明确的定下来。然后以这个主题为出发点,所有的世界观设计都围绕着这个主调而深入,贯穿于整个世界观乃至整个游戏中都无时无刻的可以感受到这一主调。 以冰风谷这款电脑游戏为例,讲述的是一支冒险队伍接受任务,解决侵扰小镇的邪恶势力,最后终于使小镇恢复和平的故事。这个游戏故事的主调是什么呢?其实我们从游戏开始时的CG中就能发现有一定的脉络可循,也就是坦帕斯大祭司杰若的象征:无私奉献的高贵情操。在整个游戏的进行中,这样的主调也一再重复出现,例如在库达哈的大德鲁伊,为了保护这个小镇而奉献出自己的性命;断手塔大法师杰瑞的女儿也为精灵与矮人的团结牺牲奉献;甚至到游戏的最后,坦帕斯神庙的牧师也为了恢复小镇旧有的和平而献上了生命。这诸多桥段所呈显的,不只是一个个分别的小故事,而是以无私奉献这种高贵的情操来做整个冒险的主调。 游戏有了主调之后,剧情也就较能顺利推进。就像刚才所提及的冰风谷,一经确定游戏主调是无私奉献的高贵情操,故事的主线剧情就不会掺入一些要玩家偷鸡摸狗的桥段;相反地,这样的主调会在主线的几个段落以不同的面貌重复出现,也因此让整个故事能够较为深刻地印在玩家们的心中。 而在设计MMORPG的世界观时,在注重主调的同时需要考虑如何营造一种虚拟世界的氛围,而所营造的这个虚拟世界将带给玩家一种什么样的感觉。也就是在这样的一个虚拟世界中,希望带给玩家一种什么样的印象,并在这种印象之下应该出现哪些世界构成的要素,在这种世界氛围之下会引导玩家产生哪些行为,其所有的设计都会以突显世界的氛围感而平铺。而在这样的虚拟世界中,由于他的氛围,也会衍生出各种各样的故事及主题。 这样的设计原则第一是增强了游戏的沉浸感并保证游戏的拓展性。作为MMORPG,其游戏时间很长,需要努力营造出一种虚拟世界的感觉。玩家置身与虚拟世界中,在MMORPG中,作为玩家的个体其行为更多的时候是被环境所制约和影响;而不应该是在很大程度上去影响环境。同时,这种制约和影响是真实的,合情合理的,这样才能被玩家所接受,并加强游戏环境的存在感。再者,MMORPG的自由度远远高于单机RPG,加之世界的庞大,游戏过程是完全以第一人称视角呈现,完全不能得到全知视角的感受,因此玩家用自身的方式来体验剧情、创造剧情是最重要的。以玩家来到一个村庄为例,最理想的效果是玩家通过观察村民的言行、周围的环境和一些材料的记载来明白事情的前因,主动去建立和NPC的交互甚至在此交互中与其他玩家产生冲突,而不是一股脑地被告知所有的情节和要做的事情。最后, MMORPG作为制作、运营周期都很长的游戏产品,必须在规划之初就对未来的版本拓展做详细的规划。在丰富的世界氛围基础之上,很容易在一个多元化的结构中拓展出不同的主题和剧情来满足资料片或新版本游戏的需要。而玩家在游戏过程中,由于不断有新的主题、内容和挑战出现,也会保持着一种持续性的热情。而当产品需要添加这些新元素时,也不容易产生背离原始设计的错误。
通常,游戏剧情的创作者必须对熟悉的情感和玩家的情感异常了解。如果创作者一点情感都没有,那么他所创造出来的游戏也就不太容易引人入胜。相反地,创作者如果对某种情感有特别深刻的感动,那么他对于游戏剧情主调的刻画,也就容易扣人心弦。 创作者需要对于各种情感多多加以体会。当自己能够感觉到感动的时候,我们才会了解,为什么玩家在这一段故事里也会觉得感动。而这也就指向游戏剧情设计的一个确定点:创作者想让玩家感受的是什么?我们在游戏中塑造出一个幻想的世界,是因为我们想要传达某些感受给玩游戏的人。如果知道要给玩家什么样的感受,那么创作的方向就会照这个方向前进;玩家在游戏进行的过程中,才会找到可以依凭的指南,同时也才能体会游戏的妙处。 有些人可能会说,这样一来游戏的自由性不就大大降低了吗?这样的担心其实是不必要的——就如同几何平面中,两点决定一条直线,但通过这两点的线可以有无限多条。确立游戏的主调是给创作者创作游戏故事的依据,但游戏的进行除了必须完成的剧情任务外,玩家可以有各种不同的游戏方式的选择。 当然,MMORPG中的剧情不是仅仅写作那么简单,而是需要完整的“设计”。单机RPG的叙事(Storytelling)可能是模块化、环状或是网状,而MMORPG中甚至会出现更为复杂的结构。“设计”的过程展现出故事本身与游戏其他部分的紧密联系。而在MMORPG中如何让故事与海量的玩家接触并产生互动,本身就是非常重要的一项“设计”。这种设计需要非常的自然,而不是强加给玩家。毕竟MMORPG的玩家类型众多,很难期望他们都对我们所做的设计产生兴趣,然而我们所努力的目标应该且必须是所有的玩家。 MMORPG中的剧情部分——游戏进程的推进,通常以完成任务为前提,在不断解决各任务的过程中通过NPC对话、得到物品等方式来加深对游戏剧情的理解。现在的MMORPG一般都为玩家准备尽可能多的任务,在量的基础上同时注重质的提高。当然,玩家在同时接受大量任务后反而迷失了主线剧情的局面也不是我们想看到的,因此在系统上可以尝试的方法是让玩家同时只能接到两个但极具深度的任务,通过任务一个接一个的解决让玩家享受到游戏的剧情。除此之外,让玩家之间互动发生各种活生生的故事是更加完美的解决方式,这一点将在后面的“剧情转化为任务”部分做更深入的阐述。 在单人RPG中,每个玩家都能成为英雄或成就传奇,独一无二、如临实境。与之不同的是MMORPG中如果玩家成为游戏故事中的“英雄”但没有其他玩家的认可,这种英雄感则荡然无存。真正的英雄需要众人的欢呼!事实上,这一问题在几乎所有的MMORPG中都是利用英雄NPC的概念来解决。如果说单机RPG是由“选择”+“完成”来递进剧情,那么MMORPG的方式更多的体现在“完成”,因为大多数选择都交给了英雄NPC,而完成的部分则交给众多玩家。使用英雄NPC的另一个优势是可以赋予他们负面遭遇——这些负面遭遇如果在玩家身上发生,会带来或多或少的不适感。举个不恰当的例子,在Warcraft3这样RTS游戏的剧情部分(可以部分理解为RPG)中,当Pladin英雄Arthas加入Undead时,很多玩家都会感觉情绪低落。当MMORPG中需要一些主要角色遭遇戏剧性际遇,如丧友、发狂、变得邪恶甚至被谋杀等,将这些事件安排给NPC,可以在保证情节张力的同时稳定玩家的情绪。 对于MMORPG而言,很重要的一点是需要把背景故事想象成永远不会结束。也许你只需要写出当前的故事,仅仅几页,但是你对将来故事的发展变化了然于心。实际操作中,则需要根据玩家的行为和游戏的设计来进行调整。这是具有很强技巧性的工作:一方面对于玩家的需求要灵活变通,另一方面又不能和你先期制定好的全局架构产生冲突。可以与之类比的是美国情节剧的编剧,无论剧集会拍多久,一开始便打好了可以拓展几年的底子,然后根据演员的变动、剧情的转折、收视率的起伏逐一铺展出每段剧情,甚至可能因为玩家的集体意志而改换某些情节。 对于新手而言需要牢记的是,千万不要试图一上来就写宏观的大故事,那会带来非常大的工作量,而且面临调整之时几乎是不可完成的任务,因为涉及的不仅仅是故事,还有对话、任务、道具、怪物等等。故事线应该是动态的,随着游戏运营慢慢发展,游戏中的NPC也会同样产生相应的变化(前提是这种变化是有益的,而且不对玩家产生困扰)。 一个新的文案策划常犯的错误是几乎把所有的剧情信息都放在在NPC的对话中。但事实上,有很多内容不适合放在NPC的对话当中,如闲话、谣言等等。也许大家对柏德之门中丰富的NPC对话记忆犹新,但是这在MMORPG中不对路。表达剧情可以利用几乎所有的场合,如游戏中的书籍、日志、公告板、路标、地图、屏幕(科幻游戏)等,我们可以称之为“故事点”。还有一点需要说的是,并非所有的“故事点”都需要精确地描述剧情,有时候根据需要混入一些歪曲搞怪的内容,往往能起到意想不到的效果——NPC会说谎,书也会印错,这很自然,不是么? 另一个常犯的错误是把所有的剧情都交代给玩家,这一点在前面也有所提及。尽管生动而且充分满足了自身的成就感,但事无巨细的讲述并没有增添多少游戏的乐趣。众所周知,MMORPG对玩家而言不存在任何秘密。有很多方式可以利用,常见的是通过系统设计产生随机的剧情元素。当然,要保证这些随机的要素在游戏全局故事的控制范围之内。
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Posted: 15 Sep 2008 10:42 PM CDT 文案策划主要负责的内容是游戏文字相关部分的工作,包括游戏“内”和游戏 “外”。 表面上看来,游戏文案策划的工作似乎不是游戏的核心,但实际上游戏文案策划却是游戏文化中相当重要的组成部分,缺少他们,游戏文化的魅力将大打折扣。他们是将游戏世界付诸文字,将其具象化的实施者,同时他们还是游戏周边化的重要参与者。 光有好的文笔并不足以成为一名出色的游戏文案策划。一般而言是先有游戏,再有游戏文案策划,需要其在有限的创作范围和时间内完成任务。游戏文案策划还需要合作的协调性、对游戏性的了解、收集分析资料等多方面能力。好的游戏文案策划, 不光要有过人的想象力、创造力,还要学会使用一些必要的资料。策划一个历史游戏的时候,兵器的名字你就不能靠想象,而是靠翻阅历史资料。但仅仅查阅是不够的,一个好的游戏剧情设定和剧情不是靠各种资料拼在一起,灵活运用资料需要时间的积累。 根据不同公司架构及不同项目内的职业分工,一般而言,其工作范围主要包括以下内容: 游戏“内” 按照游戏主策划的设计要求,设定、撰写游戏的世界观并具体展开,以达到游戏主策划的世界观设定要求等。 游戏“外” 撰写玩家手册、宣传新闻、各类公告、论坛文章、网媒平媒文章以及市场需求等文档;根据游戏剧情设计的内容,撰写游戏周边小说等文字读物,丰富游戏周边内容等。
1.建构游戏世界观 无论电影还是小说都需要一个背景舞台,游戏也是一样。于是需要有人来讲述这个世界的来龙去脉及现况。然后才能在上面展开故事、玩家也才能在这个世界上游弋。这一部分就叫做世界观搭建。就游戏而言,世界观是灵魂也是铁则,游戏中表现出来的一切都不可与世界观相悖。世界观是贯穿游戏始终而恒久不变的任何要素。设定一个游戏的世界观,就是设定一个未必存在于现实和历史之中的完整世界的所有法则,它必须可信,完整,符合逻辑而不存在自我冲突。它不仅仅是整个世界,更有这个“世界”所附带的历史、地理、文化、民风民俗等因素。 一个游戏的世界观将对这个游戏产生极为重要的影响。从游戏画面风格到系统玩法无一不是围绕着其进行的。而一个世界观最终会是服务于最最原始的游戏创意。好的世界观必须完整、必须可信、必须一致。首先它要将各地的历史地理等因素很好地勾勒出来,并且完全和剧情溶为一体。 2.创作游戏剧情 有了背景和舞台便可以开始写故事了。当然也有小故事和大故事之分。大故事是指主线剧情、小故事是指分支或区域剧情。主线剧情是长篇而且贯通的很多时候会影响到世界观的修订,而区域剧情可能只是针对某个特殊舞台某个特殊背景的一段小故事。当然游戏剧情和电视、电影的剧情有少许的不同,有不少时候要考虑关卡的设计和玩法的设计,比如设置一个大魔头,这个大魔头有怎样的绝招。 3.游戏文字内容的撰写或润色。 通常RPG游戏中会出现大量的文字,例如人名、地名、技能名称、技能描述、物品名称、物品描述、人物对话等。其中部分内容可能是在设定世界观和剧情的过程中就已经完成 ,有的则可能是设计游戏系统的策划或者关卡设计人员初步拟定,甚至有些世界观部分在游戏后期需要修订。这便需要文案策划来进行撰写、修改或润色。其实这一部分也属于世界观搭建的内容,但由于工作流程和方式不一样,故单独列出。
二、单机RPG游戏的文案设计
1.背景 通常游戏的背景分为现实背景和架空背景。直接将某个时代、某个地点作为环境,这是采用较多的一种设定手法,众多的西方游戏都定在中世纪的欧洲,使其容易被大多数受众接受。但反过来说,这种设定也带来一定的难度,文案策划需要向细考证那一时代的社会风气、衣着服饰、人文习俗、建筑装饰、教育经济等具有这一时代的各类特征以及这一时代所特有的口语和文字,如此才会有很鲜明的时代特色。至于架空背景,设定起来更为自由,但很容易出现逻辑混乱、文化杂糅等问题,故采用的并不多,就算采用也多半建立于民间传说和神话故事之上。 2.游戏场合: 即游戏剧情发生的场合。确定背景之后,需要更加明确地将游戏发生的场合描述清晰。以古代来说,就可以简单的分成中国的古代或是西洋的中古时期,若是要更详细的分类,就还可以依时间来标明这个场合是发生在什么样的时代里。场合除了用来作为时代的补充之外,也可以用来做更进一步的说明。 3.主题 不同的主题适合不同的文化背景,《星球大战》可以吸引美国人一辈子,但不见得能长久打动我们的心;同样,轩辕剑的内涵也并非西方大众所能深刻体会。但是爱情、战争等主题无论国度,总是容易引起共鸣。无论是旧瓶新酒还是新瓶旧酒,最紧要的是让主题在保证最大的受众面的前提下体现出新鲜感。 4.社会结构: 游戏中的人物或者是人类,或者是具有人类思想的其他生物或机械,因此不可避免涉及社会设定.。游戏中是否有国家,实行什么政体,有什么机构?游戏中是否涉及职业、种族,如果有,他们的特点各是什么? 除此之外,经济、文化、语言、交通等都需要一一建立,有了这些基础之后,故事情节就很容易展开了。 5.地图 在开始更为细致的工作之前,地图的设计必不可少。游戏的故事发生在海上或是陆地,如果是陆地,是否有高原、山脉、河流这些地理特征?气候怎么样?有什么物产?城市有多大?城市里有哪些建筑?实际的设计过程要根据游戏的实际需要来定,可能复杂也可能异常的简单。 6.人物塑造 在游戏中,我们是通过角色的眼睛来经历整个故事。不管是哪种视角,最终遇到问题并解决问题的还是角色本身。所以各主要角色是游戏的灵魂,只有出色的主人公才能使人流连于故事世界中。因此,成功的设定出各式各样的人物,游戏就有了成功的把握。完整的故事里有八类角色原型。关于这方面内容,可以参阅著名的D&D作家崔西·希克曼的文章,这里就不再占用篇幅,网址为:http://www.trhickman.com/Intel/SQuest/writing/character.html 7.故事大纲: 我们的意识倾向于将世界当作一个故事来观察。从某种意义上来说,一个完整的故事代表了人的意识,也就是处理一个问题,并找到解决办法的过程。故事和故事里人物深层次动机的原型代表了解决故事里所展示的问题的不同途径。所有完整故事的核心是一个基本结构,一个坚实的框架,围绕这个框架所有故事的血肉才能得以找到栖身之所。如果没有这个核心框架,故事就会变得松散拖沓、不知所云。故事的好坏是由其内在结构决定的。 随便翻开一本介绍如何撰写剧作的书籍,都会发现一些通用的规则,如: 故事必须提出一个问题或是两难的抉择 故事必须有冲突 故事必须有其意义与解决之道 如此等等,当然,戏剧理论并不会替你做任何事情,就象不会指望把凿子放在一块大理石旁,它就会自动雕刻出雕像一样。戏剧理论能做的只是帮助你检查你正在塑造的故事,并告诉你其弱点何在。戏剧中的两个重要因素是推动故事情节的动力:障碍与冲突。具体应用到游戏中,可以将障碍变成为在游戏过程中,需要游戏者解决的难题;冲突变成为游戏者前进的阻碍,迫使游戏者根据自己目前的状况,想出有效的解决办法。再具体的说明就是障碍是谜题,冲突是战斗。在RPG游戏中,这两种因素应用最为广泛。 恰当地为游戏者设置障碍和冲突,是游戏者有不断克服困难前进的动力,从而带动故事情节向前发展。 标准RPG游戏的故事流程一般是:
在这个标准的单线式角色扮演游戏的流程图中,可以看到影响游戏进行的就是其中“解决事件”这一步骤。这个解决事件,也就影响到游戏剧情的有趣与否,设计者如何去规划一个又一个的事件让玩家去解决,也就是角色扮演游戏的最大目的。RPG的故事流程还包括树状、网状以及其他非线性的模式,限于篇幅,读者可以自行参考相关的书籍。
8.对话撰写 对话其实也是故事的一部分,之所以单独提出来,是因为游戏毕竟不同于小说,对话在RPG中占据了非常重要的位置。一定要保证各人有各人说话的风格,使每个人的性格和特点在对话中表现出来,同时,游戏的主题要在对话中得以体现。对话是体现主人公性格特点的最佳方法。 写对话的时候,要始终把注意力集中在人物的性格之上,以期闻其声知其人。一旦人物性格确定,就容易想出他们的语气和习惯用哪些词汇。要想创作出充满新意的、性格鲜活的对话不是一件容易的事。这就象齐白石之画白菜,虽然仅仅是了了数笔,便能跃然纸上,这却是多年实践的结果。如果平日不多作些观察和训练,要想几笔就写出一个鲜活的人物是不可能的。 9.设计具体化 包括主次要NPC、场景、道具等等众多游戏要素。用表格的形式将各部分内容逐一整理,成为策划案并交付给美术制作和程序调用。 简单的一个NPC描述: NPC的名字:伊修 NPC的用途:在酒馆中提供给玩家重要的情报 NPC的简介:从小是孤儿,十二岁起由帝国的将军抚养,受过严厉且专业的训练,成为帝国特殊任务机关的一员,负责执行很多秘密任务,参与过多次战争,后来得知帝国的内幕之后,叛变逃往中立的国家,目前受到帝国的通缉。 NPC的个性设定:沉默寡言、找寻生存的意义、充满爱心、擅于战斗 …… 简单地说,这份文件是编辑对话时的参考资料,因为写NPC设定的和编辑NPC对话的策划可能不会是同一个人,容易造成衔接有问题,因此文件是越详细越好,其他的部份也是一样。 这份文件也需要提供给美术看,因为美术要依照此NPC的个性去设定2D原画再进行3D模型制作。至于程序,更多的只是需要NPC的名字列表,以便导入游戏数据中。
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Posted: 04 Sep 2008 03:06 AM CDT 1 的 一 了 是 我 不 在 人 们 有 |
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Posted: 04 Sep 2008 02:58 AM CDT (原创:王麒杰) 喜闻在北京奥运会上中国运动健儿获得了51枚金牌,奖牌总数100,可喜可贺。 中国网络游戏飞速发展,2008年市场规模即将突破200亿RMB,假如咱们游戏产业也能每四年举办一次“奥运会”,策划类、程序类、美术类、运营类这4大“竞技项目”,其中策划类又分:网络游戏、单机游戏两类,每类设立5-10枚金牌,说不定会极大的促进游戏产业的发展。 今天单说策划类,个人推荐国内一些顶尖游戏策划,他们很有实力获选中国10位网络游戏的“金牌游戏策划”。他们是:刘铁、丁迎峰、徐波、丁国强、惠晓君、李青、沈万里、韦青、余晓亮。以及5位单机游戏金牌策划:姚壮宪、蔡明宏、王世颖、李兰云、张毅君。 中国十大网络游戏“金牌游戏策划” 刘铁:《天龙八部》主策划,网名:月光流星雨。 金牌推荐理由:1995年末加入游戏行业,先后工作于金盘,腾图,艾特,目标等单机游戏公司,参与作品《鸦片战争》、《八一战鹰》、《镜花缘》、《秦殇》;2002开始转做网络游戏,工作于鸿志,网之易,苏州蜗牛,参与作品《世纪录》(后更名《世纪英雄》)、《大话西游I》、《航海世纪》;目前就职搜狐,参与《天龙八部》开发。刘铁是中国最早一批进入游戏行业的资深策划,几经起伏,历经坎坷,凭借深厚的策划实力,终成正果。 《天龙八部》最高在线:50万 丁迎峰:《梦幻西游》产品总监,网名:丁丁、遁世老妖 金牌推荐理由:2001年深圳金智塔公司《古龙群侠传》主策划。2002年网易邀请丁迎峰加入《大话西游II》担任策划,走上了网络游戏策划之路,后担任《梦幻西游》产品经理。丁丁是我见过的思维逻辑最为缜密严谨的游戏策划,梦幻西游不断再创新高证明了他的实力。 《梦幻西游》最高在线:230万 徐波:《梦想世界》主策划,网名:徐宥箴 金牌推荐理由:是2002年8月开始在网易担任《梦幻西游》的游戏策划,在《梦幻西游》第四个资料片《化境》发布稳定后,于2006年1月离开网易创办多益网络,开发《梦想世界》。徐波从小就喜欢玩游戏。他认为自己在这方面比较聪明,经常会想出很有意思的新玩法。徐波是我见过最有个性和想法的游戏策划,感觉他和丁迎峰在某种程度上是一种绝代双娇的搭档组合,徐波就像电视剧《亮剑》里面的李云龙,敢想敢做,风风火火,丁迎峰就像政委赵刚,严谨缜密,温和冷静。 离开网易时,《梦幻西游》最高在线:100万 丁国强:原《征途》主策划,网名:蔡刀、小刀 金牌推荐理由:丁国强来自盛大《英雄年代》开发组,是史玉柱从盛大邀请来的开发组其中一员,原《征途》主策划,征途最高在线200万。现任《巨人》主策划,《巨人》最高在线突破30万人。 《征途》最高在线:200万 惠晓君:《天下贰》主策划,网名:新房客、天佑 金牌推荐理由:2004年加入网易,先后担任《大话西游2》产品经理,《大话西游3》开发总策划,后接替叶航担任《天下贰》主策划。惠晓君是本人见过最有逍遥书生气质的游戏策划,性格内敛而严谨,网上有玩家这样评论他:“把大话2从5W在线做到50W的那个人,号称WY镇山之宝”。 《大话西游2》最高在线:50万。 李青:《完美世界》主策划 金牌推荐理由:祖龙工作室的主策划,其研发的《完美世界》是国内研发的在线人数较高的大型3D网络游戏之一,国内该游戏的在线人数最高达到了约30万在线的佳绩。该产品的拥有者完美时空自主研发的四款3D网游累计在线人数近100万。祖龙工作室是国内最早设计制作网络游戏的团队之一,专门致力于三维游戏的研发,其3D游戏引擎拥有自主知识产权。 《完美》系列最高在线:100万 沈万里:《问道》主策划,网名:行者。 金牌推荐理由:1995年进入政府部门从事行政工作,2004年初参与厦门吉比特网络技术有限公司的组建,并担任《问道》主策划。其在游戏设计思路上注重玩家的感受和互动,将《问道》定位于休闲、娱乐、交友、社区型网游。他坚持以玩家为本的游戏设计思路,巧妙地结合游戏内容首创了诸多如地图精灵、NPC精灵、随机遇敌、试道大会、离线摆摊等备受好评的游戏系统,使《问道》能够精确定位受众,广受欢迎和追捧。 《问道》最高在线:70万。 韦青:《天龙八部》主策划 金牌推荐理由:23岁那年进入网易,参与了当时国产网游革命性实验游戏《大话西游》的开发。2002年到福州网络旗下天晴数码担任网络游戏《信仰》主策划,现在是搜狐《天龙八部》的主策划。 《天龙八部》最高在线:50万 汪松:《魔域》主策划,网名:云飞 金牌推荐理由:从事网络游戏策划工作6年多,国内网络游戏业最早的策划之一。现任网龙公司主策划。负责《幻灵游侠2.0》主策划,《征服》主策划,《魔域》主策划参与策划的其他游戏产品有:《机战》,《投名状Online》,《英雄无敌Online》等。 《魔域》最高在线:70万 刘勇:《征服》《机战》主策划,网名:新疆人在流浪 金牌推荐理由:中国游戏界传奇人物,1996年入行,加盟中国第一家游戏公司,2002年进入天晴数码,《征服》前期主策划、《机战》总监、天晴策划部结构规划者之一,号称比史玉柱提早2年涉足免费游戏开发。2002年开始涉足游戏教育,所著《小窗》系列在业内广为流传。他是一个争议人物,很多人很难真正理解他,我要客观的说一句,刘勇对游戏研究非常深入,曾总结出多份权威《游戏策划库》,为一些游戏公司的开发提供了帮助。 《征服》国内最高在线:10万,美国最高在线6万 《机战》最高在线:13万 余晓亮:《QQ堂》主策划,网名:Lion 金牌推荐理由:2003年进入腾讯,先后担任《QQ幻想》策划工作,《QQ游戏》主策划,2004年担任《QQ堂》主策划。2006年担任腾讯3D大型网游《QQ盛唐》主策划。后离开腾讯赴杭州创业。余晓亮是我见过最有天赋的游戏策划之一,聪明好学,一点就通,也是腾讯内部公认最优秀的主策划之一。 《QQ堂》最高在线:20万 中国五大单机游戏“金牌单机游戏制作人” 姚壮宪:《仙剑奇侠传》、《大富翁》制作人,网名:姚仙 金牌推荐理由:就凭《仙剑奇侠传》和《大富翁》这两大神作,获得这枚金牌应该当之无愧,他是本人进入游戏行业的授业恩师,性格平易近人,幽默风趣,在游戏开发中是一位典型的完美主义者,对我的影响很大。去年姚仙和夫人生了个宝宝,后继有人,恭喜恭喜。 《仙剑奇侠传》全系列销量:250万套以上。 《大富翁》全系列销量:250万套以上。 蔡明宏:《轩辕剑》系列制作人,网名:蔡魔头 金牌推荐理由: 1988年10月, 18岁蔡明宏和施文冯进入大宇成立了D0MO小组,此后加入的郭炳宏一起被称为“DOMO三巨头”。 1999年推出《轩辕剑叁——云和山的彼端》,确立了轩辕剑系列的经典RPG地位 《轩辕剑》全系列销量:100万套以上 王世颖:《仙剑奇侠传3》主策划,网名:DUKI 金牌推荐理由:是国内最资深的游戏制作人之一,曾参与和管理过多个知名游戏项目的开发,包括《水浒传聚义篇》、《情人节不见不散》、《仙剑客栈》、《仙剑奇侠传三》、《仙剑奇侠传三外传问情篇》等等,2004年任腾武北京公司副总《功夫online》制作人,DUKI是本人见过最有魄力和性格的女性策划,见解独到,棉里藏针。 《仙剑奇侠传3》台湾和大陆最高销量:50万套。 李兰云:《剑侠情缘》主策划 金牌推荐理由:前金山西山居主策划,《剑侠情缘》主策划,现任梦工厂游戏策划顾问,参与《侠义道2》主设计,在金山西山居期间,首席程序裘新、首席策划李兰云、首席音乐罗晓音在业界内有“金三角”的美称。策划李兰云、首席音乐罗晓音在业界内有“金三角”的美称。 《剑侠情缘》单机系列总销量:50万套 张毅君:《仙剑奇侠传4》制作人,网名:工长君 金牌推荐理由:《仙剑1》开发团队的主要成员之一,从02年开始张毅君主要参与负责《仙剑3》、《仙剑4》的制作人。工长君是我见过最严厉的游戏策划,也是一个极度的完美主义者,对游戏的品质要求非常高,精益求精。 《仙剑3和4》台湾大陆最高销量:100万套以上 中国三大老总级别 “金牌游戏CEO” 刘德健:网龙CEO,网名:DJ 金牌推荐理由: 1999年创立网龙,拥有网络游戏研发团队天晴数码,开发和运营的网游有《魔域》、《机战》、《征服》、《幻灵游侠》等。据说他是旗下所有网游的总策划,和史玉柱一样专注于游戏的总体规划,习惯晚上办公。 《魔域》最高在线:70万 史玉柱:巨人CEO 金牌推荐理由:对于这位传奇人物就不多做介绍了,能在整个行业都不看好的情况下,把《征途》硬是做到200万在线,想说不牛都不行。 《征途》最高在线:200万。 裘新:梦工厂CEO 金牌推荐理由:中国武侠网游的开拓者、成都梦工厂的创立人兼总经理,曾经是著名武侠游戏《剑侠情缘》和网络游戏《剑侠情缘网络版》的主创者之一,在最新力作《侠义道II》的制作中,邀请了曾经同为“西山居三剑客”的李兰云参与了这个产品世界观背景设计,以及罗晓音先生参与了音乐制作,使《侠义道II》不仅是西山居三剑客的再度聚首,也是众多拥有“侠义情结”的游戏制作人对武侠世界的再一次真实纯正的描摹与篆刻! 《侠义道》最高在线:20万 结语: 日本政府就设立了一个“游戏学术奖”(Academy Awards of gaming),该奖项相当于日本游戏业的奥斯卡奖,用以表彰杰出的游戏制作人。该奖项的目的是让正在逐渐失去国际市场占有率的日本游戏产业重新焕发活力。 江山代有人才出,本文推荐的中国18位金牌游戏制作人,仅仅是我游戏业从业10年来的分析观察,并不是最权威的,其实中国游戏产业还有很多非常优秀的游戏策划,或许有很多我不了解的,或许有很多尚未得到产品成绩证明的,或许还有很多一直在努力奋斗的,期待有更多的优秀人才不断涌现,让中国游戏产业发展壮大,走向世界。 |
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Posted: 17 Sep 2008 09:23 AM CDT 其实口袋妖怪每一个版本的故事情节都大同小异,画面也大同小异,其实宠物也大同小异。而且每次出一个大版本,都会分两个小版本,内容完全相同,不同的是两者各有一部分宠物对方是没有的。比方说,你买了钻石版,然后发现有一些你喜欢的宠物在珍珠版里,那你就再买个珍珠版吧!买来以后可以通信交换宠物的。这是横向的比较。纵向来说,每个大的新版本出来,设定上大同小异,主要还是增加了新宠物,新宠物也是宣传重点。玩家主要也是冲着新宠物去的。 从这个角度来说,《口袋妖怪》其实是个卖宠物为生的游戏,只不过卖宠物的同时搭卖游戏。 |
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GameCareerGuide.com's Game Design Challenge: Make Monopoly Fun Posted: 17 Sep 2008 04:00 AM CDT |
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Posted: 17 Sep 2008 08:02 AM CDT |
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Posted: 17 Sep 2008 08:37 AM CDT 这是之前已发到我的CSDN BLOG的一篇博文,转过来,备份。 前记: 几乎每天,在项目中,我们都要不断的与队友沟通设计方法,编码方式,在论坛中,也经常会看到大家对于一个技术点的无休止的争论。 有人说,“真理越辩越明”,这句话,没错。但是,你自己要弄明白,你是为了弄清楚一个真理的合理性,还是为了作成功一款产品,带成功一个团队? 这是一篇有关“如何处理争论”的作团队作产品感悟,其核心思想是:我们一切争论的目的,其出发点,不能是仅仅为了证明观点或者技术的对与错,我们的目的,应该是如何作对项目更有利,这种“有利”表现在高效的出版本,稳定的运营,快速的修改和维护。观点或技术的对与错,在大多数情况下,其实,于产品,并没多大的实际好处,我们需要的,是团队成员在不断实践的过程中养成了一些好的思维习惯,好的编码习惯以及好的设计习惯,而这些习惯,更多情况下,需要依赖团队成员自己的自我学习和成长,并不是一两句争论可以解决的,我们应该更加务实一点,让团队成员在具体的实作中成长,而不要过多的指望靠争论来帮助他们成长。“停止争论,马上实作”,在实作中改进和提高,这是我们处理争论最务实的办法。 引入正文---- 我们这些作技术的,有一个说好也好,说不好也很不好的习惯,那就是,大都喜欢在某个技术点的讨论中,非要一争高下不可。比如:常见的WIN平台和*NIX平台优劣的争论;C/C++与JAVA或DELPHI的争论;各种设计模式的争论;各种第三方库的争论,凡此种种,不一而足。人人都想通过争论证明,自己用的,就是好的,其他人用的,就是不好的。 呃,这样作,有意义吗?我们作技术的目的,是干什么?就是为了争个高低,炫耀一下吗?即使让你炫耀赢了,对你自己对他人,又有多大的好处呢?即使有好处,你也只不过是过了一下瘾而已,而坏处却是,让你变得更加不务实,更加忘记技术的目的了。 作为一个身在产品中的人,我们作技术,从始至终的目的,都只有一个,那就是:充分利用自己的技术和技能,为产品作贡献,要始终围绕着“又快又好出产品”这个唯一的目标进行。 你在外面跟人家争得春风得意,但在自己的项目中,由于使用了过于复杂的架构,让项目在维护和修改中付出了大量本不该花费的时间资源,即使你在争论中赢了,你在自己的项目中,也是一个彻底的输者。 而自己的项目和产品,往小的说,是你立足公司的根本,往大的说,也是你可以在行业立足的根本,万事,以业绩说话,不要以为你掌握了一些书本知识,一些软工理论,跟大家混了个脸熟,你就是业内资深人士,就会到处受人膜拜了,如果你的项目作得不行,你再怎么吹,这个泡沫也早晚会破掉。 所以,停止争论吧,马上,现在,开始务实的作好自己每天的工作,从每一小处的细节入手,把你的工作效率作得更高,工作质量作得更好,一切从项目和团队的实际出发来选择技术方案,不要人家说什么好你就一定要用人家说的方案,你便是你,你的项目便是你的项目,这就象谈恋爱,那些在旁边给你出谋划策的人,永远没有你更了解你自己的心上人和你自己的真实感觉,他们出的主意,也多半都是馊主意。 从这个角度说,国内技术社区的作用,在我看来,已经被相当扭曲了,讨论问题的,要么就是问题太小白了,只要一GOOGLE就可以出来,要么就是不断地在谈论“大道理”,每天,在坛子里吹得不亦乐乎,很多人可能并不知道,他自己可能都没有在自己的项目实践中用过他自己的那些理论。 我是一个彻彻底底的务实派,再牛的开发思想,再先进的开发理论,到了我这里,如果不符合团队和项目实际,发挥不出它应有的作用,我也会坚决CANCEL掉,因为,我认为,对于一个项目而言,我们最可宝贵,最无法挽回的损失,就是:时间。 一方面,我们希望我们的团队成员,每个人,下到C++底层的细节,上到设计模式,都能了若指掌;而另一方面,我们不得不面对的一个现实是,在绝大多数的团队里,能作到这个程度的人,始终都是一小部分,大多数的团队成员,都只是在某一块自己熟悉的开发领域里,是一个熟练的编码者而已。 所以,我们选择务实的作法,当对架构,模式甚至是代码细节出现争论时,不要过多的陷入进去,当你发现争论不可能有好的结果时,应该果断结束,把决定权交给真正要作这件事的人,让他们自己去选择,在无法确定哪个方案谁好谁差的情况下,我们的作法是,首先,你得让作这件事的人自己觉得爽才行,只有他自己觉得爽了,他才会更主动,也才会更多的在后面考虑改进。 我们作项目,分成三个阶段: 第一步,要尽可能快的出版本,出结果; 第二步,要保障快速高效的运营; 第三步,要尽可能快的维护,修改,发新版本。 “快”,决定了你在市场竞争中的优劣地位。只要你始终在想着"开发快,易运营"这两点,很多的事,该如何作,如何选择,你自然会有个结论。 |
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Nintendo is world's most profitable company per capita Posted: 17 Sep 2008 09:25 AM CDT Image from eteamz.com Develop, a European game developer blog, is reporting that Nintendo is the world's most profitable company per capita, meaning that each Nintendo employee generates more profit than any single employee working for another company. Each Nintendo staffer apparently makes 1.6 million of profit per year. Pretty impressive. Nintendo has some advantages though. As any "gaijin" that has attempted to secure work in Japan can tell you, you get paid less in Japan than you do in America for similar work- so Nintendo has the benefit of less expensive labor. That said, the main reason for this success is still the obvious: The outrageous success of Wii and DS. Read. |
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Building a Great Team: Communication Posted: 17 Sep 2008 11:00 AM CDT
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Will Kid Icarus be revealed on October 2nd? Posted: 17 Sep 2008 09:08 AM CDT ![]() Rumors, based on cryptic news translated from Japanese, points to Nintendo having a special press conference or event of sorts on October 2nd. Feast your eyes on the wonders of machine translation: fall in the game industry event of the season rush. 焦点は、10月2日の「任天堂コンファレンス2008秋」と、10月9―12日の「東京ゲームショウ2008」。 The focus was on October 2, "The Nintendo conference in autumn 2008," October 9-12, "Tokyo Game Show 2008". 任天堂( 7974 )の新製�"�発表に注目が集まる。 Nintendo (7974) to announce new products and attention. 足元は軟調展開が続いているものの、今月下旬にか�'て拾い場到来となるか。 At the foot of the deployment have been weak, but come late this month between the field and picking up? Some companies are poor keepers of secrets. But Nintendo is not one of those companies, so it wouldn't surprise me if some huge announcements came from this conference. Maybe Kid Icarus, maybe Punch Out!, or perhaps even Disaster: Day of Crisis (for the U.S.) will be announced. It always seemed like Nintendo's holiday lineup seemed a little weak this year. Is it possible that Nintendo is waiting until October 2nd to make amends for their weak E3 showing? Hat tip to Gonintendo. See full article. Related Entries: New Kid Icarus Game Coming To Wii? - 20 January 2008 5 Reasons Why The Game Reggie Mentioned will be Kid Icarus - 15 March 2008 Mario Kart Is Out, Only One More Megaton Left - 27 April 2008 Calm Down: Nintendo Didn't Drop Disaster: Day of Crisis - 18 May 2008 |
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Posted: 17 Sep 2008 05:18 AM CDT 九城《魔兽世界》的代理运营权将在09年到期,与暴雪就续约问题的谈判日前成为了游戏业内的热点话题。坊间盛传暴雪已经和九城谈好续签问题,但在新的合同中,暴雪将大幅度提升与九城的利润分成比例。上周九城发表声明,对此予以澄清,声明称谈判的细节尚未尘埃落定。 无论与暴雪的谈判结果最终如何,一场代理运营商与游戏开发商之间的博弈已经无可避免。对于任何一家以代理运营为主要商业模式的网游公司,与游戏开发商之间利益分配的博弈都是其成长过程中无法避免的问题。九城以《魔兽》独撑一片天,在中国网络游戏市场叱诧风云多年,然而长久以来的《魔兽》依赖症,却是九城挥之不去的阴影。 今年7月16日,九城新任总裁陈晓薇在ChinaJoy高峰论坛上透露,其上任后会实施九城的游戏国际化和自主研发战略,据透露,九城已经拥有200人研发团队,有5款以上自主研发的网游产品准备上线。 这标志着国内最后一家高举着纯代理运营大旗的网游巨头也把今后的发展重点转移到自主游戏开发上来了。在此之前九城在自主研发方面的探索十分谨慎,其开发团队一直保持神秘和低调。长久以来,九城大力引进多款国外游戏,以期将代理运营做到极致,以多元化来帮助九城走出《魔兽》困局,然而收效甚微,07年财报显示,《魔兽》依然是九城最主要的收入来源。在这样的情况下,其神秘的开发团队终于浮出水面,显示了九城全面转型的决心已定。 事实上,国内的游戏行业经过近10年的快速发展,已经初具规模。像九城,盛大,金山等公司已经完成了数量客观的资金积累;另一方面,近年来世界上著名的游戏公司纷纷进驻中国,建立研发团队,专业的游戏开发培训机构也逐渐成熟。早年困扰自主游戏开发的资金和技术两大问题已经初步得到解决。各大网游巨头全面转向自主游戏开发的时机已经成熟。选择这个时机向自主游戏开发转型,九城的决策是明智的,也是及时的。 从网络游戏的技术发展来看,随着硬件和网络技术的进步,许多在主机游戏上已经被成熟运用的所谓次世代技术已经开始被引入到网络游戏开发中。Epic Games著名的Unreal 3游戏引擎 技术以及法线贴图技术、2048*2048的高分辨率贴图等次世代游戏开发技术已经开始全面渗透到网游开发领域。这标着着网络游戏开始逐步进入一个新的纪元,次世代网络游戏将逐步成为主流。 无论对于九城还是其他国内的网游公司来说,次世代网游的到来将是一个很大的机遇。如果能够赶上这一波潮流,就意味着大幅缩小与世界游戏发达国家的差距,跻身到一个新的竞争层面。 而对于网络游戏自主开发这样一个技术性和原创性要求非常高的领域,争夺的焦点毫无疑问就是人才。尤其在这样一个技术更新换代,新老交替的敏感时期,掌握新核心技术的游戏开发人才往往决定了企业的命运。这在人才市场上的趋势已经非常明显,随着次世代网游的到来,人才市场上精通Unreal 3引擎等次世代游戏开发技术的人才变得炙手可热。Unreal 3引擎在国内唯一的授权游戏培训机构GA游戏教育基地最新几期毕业的学员身价倍增。原因很简单,金山,网龙,网易等网游公司已经购买了UE3引擎的许可,基于该引擎的次世代网游研发工作全面展开。而GA的游戏美术精英就业班正是以次世代游戏技术在网游中的应用为教学特色,毕业的学员自然广受欢迎,英雄有用武之地。 在人才为本的游戏开发领域,从企业的人才战略不难看出其未来的发展动向。放眼看去,国内各大游戏企业在游戏开发人才的引进上都开始投入重金,可以断言,未来几年中国网络游戏产业的格局将会由高端游戏开发人才来决定。而从全球游戏业的趋势来看,次世代网游的到来势成必然,掌握次世代网游开发技术的人才必将是网游产业下一轮发展的弄潮儿。 |
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Posted: 17 Sep 2008 04:56 AM CDT 任职要求
1、本科以上学历;
2、具有成功MMOG产品或休闲网络游戏运营经验;
3、擅长大型网游的运营管理,具备丰富的市场运营、策划推广、渠道建设、人员组织的实践经验和成功业绩,有良好社会关系资源;
4、熟悉玩家心理,对游戏市场运作有较深入的认识;
5、出色的表达能力及协作精神,良好 ...
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Posted: 17 Sep 2008 04:50 AM CDT 职位描述:
1.行业投资分析与中长期战略投资计划制订;
2.积极拓展潜在的商务项目,并能够推进项目进展,包括项目调研、可行性分析、尽职调查,引进风险投资、合作谈判及后续收购项目的辅助管理等;
3.帮助项目团队进行后续发展辅导,帮助他们融入企业文化;
任职资格:
-大学本科或以上学历 ...
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Posted: 17 Sep 2008 04:40 AM CDT 任职要求:
全日制本科大学毕业或以上学历,熟练掌握英语、韩语或日语其一;或native 欧美、日本、韩国人也可以考虑
至少3年互联网或网游商务、投资或营销经验,有成功案例;且具有商务拓展和谈判的实战经验。
理解中国的互联网行业相关业务的运作模式和发展趋势。熟悉网络游戏行业 ...
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English transcription of "Hobby Game Development" (neues, 3sat) Posted: 17 Sep 2008 05:58 AM CDT Narrator: On first sight it looks like the commercial online role-playing game Ultima Online. On the second the viewer might spot one or another change. Maybe even something special, which doesn't even exist in the original game. This game is named Iris 2, built on top of Ultima Online and is freely available online. It was developed by hobby game developers. It's their hobby, just like others knit pullovers in the evening. Florian Fischer and Iwan Gabovitch develop games in their free time. What's the thrill of developing games on your own? Florian: It's just fun to be creative and to express this creativity. Games are super for that. Iwan: First I stopped playing commercial games and started searching for new, interesting games. I found many freeware games and then came across the open source scene, where also games get developed, where it's easy to contribute, without having to get involved too much. Narrator: Most developers are not professionals but they have lots of potential and ideas, which they want to share and to put into practice with others. Free software is being used, which is available gratis online. For example to create graphics of special effects. For the 3D visualization, Florian works with OGRE. OGRE is open source software, which can be copied, distributed and used without limitation. Working with free software excites the developers. Florian: Others can download our code, can compile games on their own, can try own things and can improve the programm. The principle of open source is nice: I give something and, as I use open source tools, I also take something. Narrator: Usually each developer works seperately on his computer but once a year the hobby developers meet live. The event Dusmania was initiated so that developers could exchange experience, but of course there has to be some actual development too. In nine hours, they had to develop a game. The group of Iwan and Florian created "lalalove", a game in which sounds have to be generated to make people happy. Iwan was responsible for the graphics in lalalove. First he sketches the images, before layouting them on the PC. Somebody who invests so much love and free time into game development could work for commercial game producers, but this doesn't interest the community. Florian: We don't have to follow any rules, we can implement every idea and we can throw it out too. We can be as creative as we want to be and this is fun. We can create prototypes of games and then say "we like this game principle" or maybe someone else in the community likes it and develops it thurther. I find this freedom fascinating. Narrator: One who wants to experience developing games on his/her own, finds a lot of tips on the web. Beginners are also able to get into the scene easily. Free Gamer is an online community for hobby game developers. It consists of a blog, a forum and a wiki. The forum is for discussions. On the wiki articles can be published and freely edited. For example there is a list of open source 3D game engines, which everyone can use for his own games. If someone prefers to play rather than develop, won't be disappointed. Games of all sorts are available on the net. For example the cute SuperTuxKart. Instead of Mario, a penguin drives against the tree. End of transcription. Please not that all text by the Narrator is not freely licensed and it's copyright is owned by 3sat. Please note that simplification and generalization are unavoidable if you want to squeeze a topic into four minutes. There are of course people who are interested in commercial application of open source and there are open source game developers who would like to work in non-free, commercial game developer companies. |
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Posted: 17 Sep 2008 05:16 AM CDT My old sparring partner from Develop magazine and elsewhere, Daniel Boutros, has a piece about game difficulty up on Gamasutra (originally in Game Developer) entitled Difficulty is Difficult. Here's an extract: When your company budgets for tuning of difficulty levels,
the result is extended longevity for the game, and increased enjoyment for
players at all levels. It goes without saying that games should be appropriate
for their target players on all levels, providing challenges for each skillset.
One important thing to remember, which has been creeping into games recently,
is that players aren't often able to determine their own difficulty levels.
They may think their skill level is far above or far below the actuality.
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Posted: 17 Sep 2008 03:30 AM CDT What’s the difference between a gamer who prefers to play multiplayer games, and a gamer who prefers to play alone? In this final look at the DGD2 survey (for now, at least – I have some major posts to come, but they will have to wait) I will very briefly examine differences between players who prefer to play alone, and those that prefer to play with other people. (Values in brackets are the statistical significance of a 2-tailed t-test – the lower the value, the more significant the finding). The 1,040 respondents in this survey divided more or less evenly into the two camps. 40.6% preferred to play single player games on their own, with an additional 7.1% preferring single player play, but enjoying playing such games with other people via pad passing and similar play-sharing techniques. The remaining 52% of the survey preferred a form of multiplayer gaming: multiplayer in the same room was the most popular at 17.1%, followed by virtual worlds and MMORPGs at 16.3%, and multiplayer gaming over the internet 13.6%. Finally, team or clan play over the internet represented just 5.3% of the sample. One thing immediately stands out of the results: those who prefer multiplayer are much more focussed on challenge (and thus fiero – the emotion of triumph over adversity) than those who prefer single player. Multiplayer respondents gave much higher ratings for challenge-oriented play (.000) and both for the emotion of fiero (.009) and the fiero-enhancing emotion of anger (.009). That’s not all: multiplayer-preference players had a statistically significant higher preference for social emotions (.000) and random elements in games (.000), and a lower preference for sandbox play (.017). This paints a particular picture of these two kinds of players. Multiplayer gamers (statistically speaking) tend to be challenge-oriented, and willing to be aroused to anger as this enhances their eventual reward in fiero when they attain victory. They are not only enjoying fiero, though, they are also enjoying the social element of multiplayer games such as the sense of belonging to a team, feelings of envy and gratitude, and the feeling of naches – the satisfaction of seeing someone you taught to play perform well. Conversely, single player gamers
(statistically speaking) are showing greater interest in having control over
the space of their play. This is one way to interpret the lower interest in
random elements – these add variety to play, but they also mean the player has
less direct control over outcomes. The higher interest in sandbox play can also
be interpreted as an increased interest in having complete control over the
play space, although undoubtedly other interpretations are possible. Regarding the skills of play, multiplayer gamers rate themselves fractionally higher on basic game literacy (.001) – perhaps a sign of higher self-confidence rather than anything connected with game literacy – and (in the context of Temperament Theory) had a slightly higher mean rating for Logistical skills i.e. tolerance of repetition (.028) although this was a marginal result at best. However, the multiplayer gamers rated themselves much higher in terms of Tactical skills i.e. real time decision-making and action (.000) which is not surprising given that the most popular games to play in multiplayer all depend upon Tactical skills (first person shooters and racing games, for instance). We do not usually think about the split between those that prefer single player and those that prefer multiplayer games as enormously significant, but there are clearly patterns of difference to be detected. For one thing, it seems that the emotional reward of fiero may be more attractive when it is earned against (or with the assistance of) human players – beating a single player game might be less satisfying because it was not a person that was overcome. For the 36% of gamers for whom multiplayer competitive play is appealing, playing together is doubly rewarding: not only do they get the emotional benefits of social play, but the taste of victory appears to be all the more sweet when it is won from a human opponent. This post concludes the statistical analysis of the DGD2 data for now. I may have one more analysis in the future concerning game genres, but this has not yet been conducted. Concerning the conclusions of the DGD2 study – this will have to wait! |
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Posted: 17 Sep 2008 03:53 AM CDT 主角长得如此像幻心,难道是他的外传?细心观察会发现最后那个Ninja Blade图标不一样,IGN上最后的Ninja两字竟然和忍龙如出一辙!! 标签 ninja blade, PS3, xbox360, 最新游戏相关日志 |
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Posted: 16 Sep 2008 11:58 PM CDT [item4u]PK(4U社区管理员,从事虚拟经济研究 ):
对于白云飞与刘鹏的事件很多人可能还不太了解,在讨论之前我先为大家简单的介绍一下:白云飞是一工作室业主由于前段时间游戏币价格不理想,致使无钱为员工发放工资,拖欠工资两月之久;刘鹏在其工作室打工,因家有事无路费回家,私自出货后离去,之后两人各执一词在论坛上展开激辩。类似的事件其他工作室可能也遇到过,那么,怎样才能更好的处理工作室业主与员工之间的关系呢? 圣者(IT撰稿人,从事网络游戏虚拟经济研究 博客http://blog.sina.com.cn/m/shengzhe): 这种事件不算稀罕,我身边也有发生过,拔内存、CPU、偷账号的都有。 想起(原白云飞工作室员工): 他根本不是没钱,我在他那儿干了近两个半月,第一个月他按时发了一些人的工资,还买了空调,说我干了二十多天要第二个月才发,就是想赖账。我们一批全是一起招过来的,这说明什么?说明开始已经批量走掉一批老的了。 [item4u]PK: 你说的意思是他的工作室就是一个黑工作室?靠拖欠员工的工资,让人走掉然后在招新人,如此反复,那他那里没有干的非常久的老员工吗? 想起: 差不多就是如此,他那儿就六台电脑,天天要招人,我在那干两个月中途就走了2个人,其他人是最后不发工资一批批的走。老员工就一个主管,一个管技术的。而且他做人极度小气,经常不做饭,要我们自己去外面买,说好包吃住,一天有时候就包一餐,上海的消费又贵,外卖最差的也要六块钱。 [item4u]PK: 这样的工作室没人举报吗?而且现在似乎很少有一个月一开工资的工作室了,大多都是一个星期一开了。 想起: 举报有用吗?他说他公安局有人啊,不是不想搞他,有时候我真想打110算了,说他开黑网吧。 萍(虚拟交易工作室经营者): 心虚的人都这样说,你直接投诉到劳动检查部门。 迷失大陆(当事人:刘鹏): 我是刘鹏,我亏点工资算了,出点是点,他那里6个人3个是老板的心腹,他一般发工资都是叫到房间里单人聊,有什么商量的也是找那3个心腹。 老郁(虚拟交易策划与市场研究人士 ): 我觉得这是规则问题,老板不遵守规则,员工也无理由遵守,只有大家都遵守规则了才不会出现企业危机。很多私人企业或小公司之所以难管理或难执行,就是因为不了解公司到底是个什么样的组织?以及整个组织里的规则,从架构到体制以及管理上,没有按照一个公司的规则做事,对外来讲,一个公司的业务也要按照行业规则做事,不然就会出现问题。 圣者: 老板的问题说了很多,平心而论确实不怎么地,不过员工的解决方法也差强人意,这使得你们堕入了一个很尴尬的境地,弄到最后一个不仁,一个不义,两边都需要认真思考。 [item4u]PK: 论坛上一个人说的话我还是很赞同的,拿他的东西可以,但应该当着他的面拿。 Breath(游戏行业观察学者): 我以前的员工4个月没发工资,照样愿意跟我干,这就是人品。拖欠工资很正常,但是要给员工补偿,没事情请大家休闲休闲,很多员工还是很体谅的。不过我拖欠员工的工资后来还是补发了,现在不跟我做的大家还是朋友,随叫随到。 IGXE(虚拟交易业内人士): 打金的不是老板,如果有正当的职业谁不愿意去做,在上海那个地方,1000多的工资能生活下来基本算是非常节约的了,如果老板拖欠几个月工资,那可想而之,员工的生活质量是低劣到什么地步了。 萍: 现在越来越多的小代练跑出来做老板了,他们一没资金;二没技术;三没能力,如果游戏一直很好做到也好,可是游戏一到封号严重的时候,我们这些老家伙都挺不住,他们不这样招人还能怎么办? 个人(虚拟交易业内人士): IGE欠款不也跑了么,有多少网站拿了货就闪的,本就不受法律保护的东西。想想为什么一起打金的别人能拿到工资,你不能?无商不奸自古以来的道理。 Dailler_项(虚拟交易业内人士): 整个游戏行业创造了1000W就业人口,已经达到整个中国公民的0.7%,这1000W中,虚拟物品交易占了50%以上。俗话说:“林子大了什么样的鸟都有”,很正常。 想起: 问题是这样搞,招一个人就少一个人,大部分人对工作室有了阴影,干了一次马上不想去干第二次了,搞得这行像彻头彻尾的成了灰色行业,你们说这种人不应该曝光吗? 老郁: 我觉得今天探讨的本身是内部管理问题,与行业无太大关系,哪个行业都会有这样的问题,不一定是这个行业,反正企业人员无非就是两目的:第一钱;第二事。 圣者: 不用说工作室了国企都有欠工资的,关键是大家遇到之后怎么解决,难道就抱着一个憎恨的心态一直这样下去么? 迷失大陆: 说白了这行本来就是雇佣关系,你要说亏了就算在我们头上,那不如大家都牵跟网线自己在家搞了。 韧30℃の定律(虚拟交易工作室业主): 没有倒闭的行业,只有倒闭的企业。做这行的,存在的各种问题是没办法解决的,单位形式的管理方法也行不通,员工能创造利益的情况下,老板虐待员工、不发工资的可能性还是很小的。 圣者: 大企业的文化咱们先不提,单说小企业,大多数工作室都是小企业了,小企业的文化就是领导人的文化,老板可以没钱、可以赔本、甚至拖欠工资,但不能失德、要仁义、要让别人知道今天欠你的东西将来会还,这样才行。 IGXE: 我觉得拖欠工资随便在哪个地方都存在,关键是看老板怎么处理。当年史玉柱欠了好几亿都有人跟他。其实,工作室再小老板也需要有足够的人格魅力,才能让员工即使在拖欠工资的情况下还会跟着你干——知人知面,还得知心。 萍: 以前哈尔滨有个最早的做韩国游戏的韩国老板,你看人家做的,做赔了,然后把自己汽车卖了给员工开工资,没开齐给大家开个会说明情况,说我回韩国如果我在有钱了一定还大家,请大家登记留下地址。老板做到这份上,即使没钱开工资员工又能说他啥。 五棵树的森林(虚拟交易行业评论人): 不过开工作室弄到拖欠工资的程度,说明肯定什么地方出现了问题,基本的成本开支都维持不起来,这个工作室前景也堪忧…… 想起: 不是拖欠,他就是天天不想发,他连真实名字都不说,房子也是租来的,走的时候欠条也不写,中途有两个员工要走,他还说没干完三个月的只发一半工资。 萍: 给你们做代练的一个提醒,去新工作室大小不计较,只要他一个月不发工资利马走人,别还幻想在等等,他能给。 [item4u]PK: 感觉工作室和别的行业还不太一样,不单单是简单的雇佣关系,也有互利的成分在内,很多工作室都是提成制的。 个人: 工作室招人,带个身份证去了直接就上机干活的,你还想要什么保障?自己都不懂得如何保护自己的利益,至少要有个简单的书面协议。我搞工作室那时候来人都签协议,事情写的清清楚楚,每天谁扣钱、扣多少、因为什么,都贴墙上,让人心服口服。 韧30℃の定律: 制度上墙对工作室来说的确是不错,弊端就出现在,不是什么固定产业,生存空间要靠灵活性控制。 IGXE: 有劳动合同就可以去劳动仲裁了,除非你们当时根本没有签订任何协定。不写合同也没欠条,这样换成谁也不愿意继续做,借钱还写欠条呢。就像收货一样,欠几天的款不结算,马上就会鸡飞狗跳。 圣者: 咱们主要是借助这个事件来考虑行业的诚信与利益问题,并不是打算整垮谁,毕竟这样的老板、员工有太多了。主要原因还是行业波动太大,谁敢保证明天会赚多少钱? 五棵树的森林: 对工作室从业者来说,也只有尽量挑选看起来正规的工作室,干之前问一下工作室里的老员工。正规的传统行业拖欠工资报纸上都整天有,至今没办法解决,这么一个不登记、无管理的工作室,拖欠工资太正常了。 个人: 拖欠工资甚至跑路是不可能完全避免的,怎么处理与员工之间的关系是老板个人问题,人和人是不一样的,看的长远点的,自己会做事,白云飞这样是不可能赚到钱的。 Breath: 怎么说呢,不合格的员工,差劲的老板什么行业都有。做这行的基本还是靠诚信+合作,要不都没饭吃。 金鑫工作室(虚拟交易工作室经营者): 不说老板就说个人吧,别人欠你什么你就偷吗?还理直气壮的,偷G就是不对,一个小偷被警察抓住了,说因为他钱被偷了他才去偷的,不可笑吗?我家前阵就有一人偷了我6个号、6W多G, 我不欠工资,也没什么对不起他的。小偷就是小偷,人品就那样。 想起: 你们要搞清楚,不是偷G,是他自己打的G,也有他的劳动成果。我和小刘的RP在工作室是大家都知道的,绝对不是什么吊儿郎当的人物,他不仁义太久了,做出这种事很正常的。两月不发工资啊,不是没钱,他有钱天天出去。 萍: 你要是想出,就当他面出,告诉他你欠我钱了,我把你货出了,他也说不出啥来。拖欠的不是一个两个吧?你们一起闹腾,他还能把你们咋地? 迷失大陆: 什么小偷?我拿我号里的钱抵工资而已,说了这行讲的就是诚信,你不讲,我就也可以不讲。 个人: 未经过允许就叫偷,别人不讲诚信是别人的问题,你不讲诚信就是你RP问题,老板只是拖欠工资不犯法,偷G犯法。 想起: 能不能换个思维方式,别人的钱里有你的一份,但是别人不想给你,你自己拿了回来,而且你没拿完只拿了一部分。 个人: 暴雪说过帐号及物品都归暴雪所有,我也对员工说过,所有金币以及物品都归我所有,因为我有这个权利。 冷烟(游戏技术人员): 所谓诚信是相互的,尊重也是,如果说出了工作室的货是偷的话,那让别人来工作不给钱,也是诈骗。老板不诚信在先,员工不诚信在后,出货不对,不给工资也不对。 金鑫工作室: 他诈骗了,你就偷吗?你不能用违返法律的手段去主张自己的权利。 老郁: 这不是先后问题,自我防卫过当,法律还有这词呢。 燕舞飞杨(虚拟交易市场调研): 你被偷了在去偷另一个人是有问题,不过如果小偷偷你,你又抢回来就没有问题了。 想起: 我没不讲诚信,我只是为小刘说说而已,我做人很对得起他,我看不惯你们这样的评论,白云飞很对不起我,但我没出过他一分G。 冷烟: 我认为员工不满意,员工可以去报警;老板觉得员工偷了,也可以去报警。上海一家公司倒闭了,员工搬了电脑去顶工资,警察来了也没办法。用G支付工资是否犯法,要法律评定,不过按照国内之前的事例,员工由于没发到工资去公司拿了东西的,没有一个被判抢劫和偷盗的。 [item4u]PK: 这件事情本身双方都有责任,在处理问题上也都有问题,但我们从中也看到了很多的毛病或者是错误。拿员工私自出金来讲本身就是工作室的管理不善造成的,很多工作室都有这样的情况——员工打钱私自留下。老板除了规定的产量收上来之外,员工真正打出来多少根本就不知道,工作室的额产量是很难定制的,说不定哪天打出来个极品就留下了,这点是工作室的一大漏洞。 个人: 有些插件可以监视人物所有金币及物品流向,“翔级”还在的时候没有一个人能私自出G。 冷烟: 我觉得如果老板不拖欠工资,员工偷G是人品问题;如果拖欠就不是人品问题了。 燕舞飞杨: 所以偷G虽然不正常但在情理之中,这和有人欠了钱不还,去他们家搬东西一样,不是抢劫也不会是偷东西。 圣者: 用什么监控办法也会有BUG,抓住人心才行啊。 [item4u]PK: 干这行老板还是要和员工搞好关系的,不然平时会损失很多,我知道的工作室就是,每天也就是定个大概的量,其他的都不好控制。 IGXE: 其实这个问题最终导致这样的结果,就是因为前期的事情没做好,小作坊型的工作室没有正规工商注册、没有正规合同及任何可以留作凭证的书面协定。正是因为没有任何凭证老板可以肆意妄为,打工者在自己权益遭到侵害后盲目的以暴制暴,最终导致问题无法解决,没有劳动合同或协议,劳动仲裁不会受理;没有欠条及相关证明,公安局也不会受理。 所以关键是弱势群体在以后寻找工作的过程中,还是需要加强自我保护意识。至于解决办法,或许你的经历可以提交给相关的工商部门或者是媒体寻求援助,而不是私自偷金卖币。 编者总结: 各行各业应该都有过此类事件的发生,在没有任何证明文件的情况下确实很难解决。但话说回来,任何的书面协定也比不上人心的可贵,失了人心、失了诚信,在多的书面协定也不能让大家朝着一个方向发展,只能是各怀心思越走越远。 |
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Posted: 17 Sep 2008 12:07 AM CDT 我经过一夜火车颠簸到了上海。中铺大哥的呼噜一直和火车铁轨较劲,吵得我们几个兄弟啊……一夜没睡好。 上海,小雨。我也不想见什么朋友,就一天的会议别打搅弟兄们了。IVY到海南爽去了,本想去看望我未来的儿媳也省了。住在鸟不拉屎的宾馆也是自在,只当给自己放假休息。 听朋友说,最近各个行业都不好。生产、库存、定单大比下降。大家都在收敛铺位,准备过饥冬荒年。 有这么可怕吗?世界级别的金融危机来到了吗? 看来还是回家啃馒头就咸菜画画吧…… |
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我的MBTI(Myers-Briggs Type Indicator)测试结果 Posted: 16 Sep 2008 09:17 PM CDT Psytopic分析:您的性格类型是“ESTJ”(外向+实感+思维+判断) 讲求实际,注重现实,注重事实。果断,很快作出实际可行的决定。善于将项目和人组织起来将事情完成,并尽可能以最有效率的方法达到目的。能够注意日常例行工作的细节。有一套清晰的逻辑标准,有系统性地遵循,并希望他人也同样遵循。会以较强硬的态度去执行计划。 ESTJ型的人高效率地工作,自我负责,监督他人工作,合理分配和处置资源,主次分明,井井有条;能制定和遵守规则,多喜欢在制度健全、等级分明、比较稳定的企业工作;倾向于选择较为务实的业务,以有形产品为主;喜欢工作中带有和人接触、交流的成分,但不以态度取胜;不特别强调工作的行业或兴趣,多以职业角度看待每一份工作。ESTJ型的人很善于完成任务;他们喜欢操纵局势和促使事情发生;他们具有责任感,信守他们的承诺。他们喜欢条理性并且能记住和组织安排许多细节。他们及时和尽可能高效率地、系统地开始达到目标。ESTJ型的人被迫做决定。他们常常以自己过去的经历为基础得出结论。他们很客观,有条理性和分析能力,以及很强的推理能力。事实上,除了符合逻辑外,其他没有什么可以使他们信服。 同时,ESTJ型的人又很现实、有头脑、讲求实际。他们更感兴趣的是“真实的事物”,而不是诸如抽象的想法和理论等无形的东西。他们往往对那些认为没有实用价值的东西不感兴趣。他们知道自己周围将要发生的事情,而首要关心的则是目前。因为ESTJ型的人依照一套固定的规则生活,所以他们坚持不懈和值得依赖。他们往往很传统,有兴趣维护现存的制度。虽然对于他们来说,感情生活和社会活动并不像生活的其他方面那样重要,但是对于亲情关系,他们却固守不变。他们不但能很轻松地判断别人,而且还是条理分明的纪律执行者。 ESTJ型的人直爽坦率,友善合群。通常他 们会很容易地了解事物,这是因为他们相信“你看到的便是你得到的”。 您适合的领域有:无明显领域特征 您适合的职业有: · 公司首席执行官 · 军官 · 预算分析师 · 药剂师 · 房地产经纪人 · 保险经纪人 · 教师(贸易/工商类) · 物业管理 · 银行官员 · 项目经理 · 数据库经理 · 信息总监 · 后勤与供应经理 · 业务运作顾问 · 证券经纪人 · 电脑分析人员 · 保险代理 · 普通承包商 · 工厂主管 · 大、中型外资企业员工 · 业务经理 · 中层经理(多分布在财务、营运、物流采购、销售管理、项目管理、工厂管理、人事行政部门) · 职业经理人 · 各类中小型企业主管和业主 |
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Posted: 16 Sep 2008 10:14 PM CDT 提到网络游戏,众多单机版主机游戏的粉丝往往嗤之以鼻。尤其是《战争机器》为代表的次世代游戏把主机游戏的画面效果推向一个新时代之后,领略了次世代游戏丝丝入扣的画面细节,被其电影级的震撼效果征服的玩家往往再难接受网络游戏如同马赛克般的画面。 尽管网络游戏的拥护者一再辩称网游的互动性强,可玩性高,可以弥补画面的不足。但次世代游戏精美绝伦的画面效果依然魅力无穷,赢得了许多玩家的青睐。虽然游戏本身的好玩程度占有很重要的地位,但是作为一种视觉娱乐,无论是单机游戏还是网络游戏对于极致画面效果的追求是永远不会停息的。 事实上画面效果粗糙并非是网络游戏的代名词,网络游戏玩家暂时无法体验到次世代游戏画面带来的乐趣,最主要是因为网络游戏受到网络传输速度,服务器,客户端电脑配置等种种限制。随着近年来硬件和网络技术方面的瓶颈渐渐被突破,网络游戏进入次世代的道路已经被扫平。 国内外知名的网游公司都不约而同地开始了新一轮的游戏开发工作。中国游戏玩家耳熟能详的韩国网游《奇迹》的开发公司网禅公布了正在开发中的首款次世代网游《Huxley》的游戏截图,另一家韩国游戏巨头ncsoft的力作《blade & soul》也已公布。 网禅公司的新网游《Huxley》截图
韩国Ncsofe公司新网游《blade & soul》截图
瑞士游戏开发商Star Vault在对外公布的消息中透露其已经签下Epic的“虚幻3”图象引擎来开发其首款次世代大型多人在线角色扮演网络游戏。 在新一代网络游戏开发的热潮中,国内游戏公司的步伐也并不落后,某国内游戏公司的一款基于UE3引擎技术的休闲类游戏与目前流行的《劲舞团》在玩法上颇为相似,但游戏画面的水平已经不可同日而语。
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Posted: 17 Sep 2008 02:16 PM CDT 医院也许是世界上最黑的地方了,之所以这样说,是因为有些部门已经到了“黑而无色”的至高境界,他们的颜色不是我们这些小老百姓可以谈论的。 |
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《潜行者:晴空》(S.T.A.L.K.E.R.: Clear Sky)破解版[ISO] Posted: 18 Sep 2008 10:43 AM CDT 游戏译名:潜行者:晴空 英文名称:S.T.A.L.K.E.R.: Clear Sky 游戏制作:GSC Game World 游戏发行:Koch Media 游戏类型:FPS 游戏语言:英语 官方网站:http://www.stalker-game.com/clearsky/index_en.html 讨论专区: http://3dmgame.chnren.com/bbs/showforum-308.html 游戏视频: http://www.thegamethecg.com/thread-4848-1-1.html 虚拟光驱加载镜像,安装游戏,进入镜像里的Crack文件夹,运行V1.5.03_stkcs-for-pack-efigs-patch-any-3.exe升级,再把Crack文件夹内的破解补丁复制到游戏目录下bin文件夹里 [QUOTE]最低配置: 操作系统:Windows 2000 SP4/XP SP2/Vista 处理器:Pentium 4 2.0GHz或Athlon XP 2200+ 内存:512MB 硬盘:10GB 显卡:兼容DX8.0、128MB显存,GeForce 5700或Radeon 9600系列 键盘鼠标 局域网或互联网连接 推荐配置: 操作系统:Windows XP SP2(SP3)/Vista(SP1) 处理器:Core 2 Duo E6400或Athlon 64 X2 4200+ 内存:1.5GB 硬盘:10GB 显卡:兼容DX9.0c、256MB显存,GeForce 8800 GT或Radeon HD 2900 XT 键盘鼠标 局域网或互联网连接[/QUOTE] 【游戏简介】 游戏的主角是一名夹在两股势力当中的一名普通雇佣兵。主角需要在整个事件中扮演关键的角色,将S.T.A.L.K.E.R组织重新变成起建立初衷的样子。 《S.T.A.L.K.E.R.晴空》的开发者表示,他们很高兴有机会来完成2003年以来积攒的创意,这些创意因为时间关系,没能在《S.T.A.L.K.E.R.》当中得到体现。玩家在《S.T.A.L.K.E.R.晴空》当中,将能体验到切尔诺贝利的历史、地理特质和基本生活环境。 开发者表示,《S.T.A.L.K.E.R.晴空》当中的NPC在智能上更接近于Stalker,你可以在《S.T.A.L.K.E.R.晴空》当中扮演NPC的领导者。在《S.T.A.L.K.E.R.晴空》当中,建筑物和史前遗迹也将更加隐秘,玩家需要借助诸如“侦测器”等装备,才能找到它们。《S.T.A.L.K.E.R.晴空》当中的污染区,也需要借助专门的防护装备才能进入。 在画质上,《S.T.A.L.K.E.R.晴空》除了支持DX10之外,开发者表示,《S.T.A.L.K.E.R.晴空》还将强化游戏当中各个物体的细节,强化各种特效,营造视觉上的冲击和神秘的游戏气氛。 新区域的里面有什么样的东西在等待着S.T.A.L.K.E.R?玩家在新的地形中将面临怎样的新挑战?为什么新区域里这样巨大的灾难?为什么区域发生了变化?怎样维持原先的稳定?所有的答案都将在《潜行者:晴空》中揭晓。 【游戏截图】 ▀▄▄ ▀ ▄▄▄▄▄▄▓▌ ▐██▄ ▓█▄ ▀▄ ░▓▓███████▀ ▄████▌▐██▌ ▐▓ ▄▄▄▄▄▄ ▄ █▀██████▓░▄▓█████▄███▓ ░█▌▄▄▄ ▄ ▄▄▄▄▄▄ █ ▐▌▐▌▐██████▌▐████████████▌ █▌ ▐▌ █ █ ▓ ▓███████▄████████████▌▐██ ▓ █ █ ▄ ▐▌ ▐▓███████████████████▄███ ▐▌ ▄ █ █ ▐▌▐█ ▀▀▀▀▀▓▓█████████▀▀▀ ▓▓░ █▌▐▌ █ █ █░▓▌ ▄▓▄ █████░ ░█▌ ▐▓░█ █ ▌▄ ▐▌ ▐█ ▀ ▓▓▄▄▄▄▓▓ █▄▄██████▌ ▀ █▌ ▐▌ ▄▐ ▐▌ ▓▄ ▀▓▄ ███████ ███████▓▓ ▄▓▀ ▄▓ ▐▌ ▌▀▄ ▀▀▄▄░▀▄ ▀▀▓▓███▌ ▐█░▄▄▄▄ ▀▀ ▄▀░▄▄▀▀ ▄▀▐ ▄ █ ▀▀▄▄ ▀▀▄▀▄ ███▀▀▀▀▀▀ ▓███░ ▄▀▄▀▀ ▄▄▀▀ █ ▐▌ █ ▀▓▓▄ ▐▌▐▌ ▄▄▄ ▐███▌ ▐██▓▌▐▌▐▌ ▄▓▀ █ ▄ ▄ ▄▀ █ ▄ ▐██▌░█▓ ▐█▓▌ ░▓██▓ ▓█░▐█▄ █ ▐▌ ▐▌ ▄▀▄▄▀ █ ▐▌ ██▐▓▄▀ ▄▄▀▀▀██▄▄ ▀▄▓▌▐▌ ▀▄▄█░ ▄▀ ▐▌▓█▌ ▀ ▄▄█░▐█▓▀ ▄███ ██▓▓ ▓▀ ▄▓██▀ ▄▀▄▄▀ ▓███▓ ▄▓██▀ ██▌ ▓▓██▌ ▐████▌ ▄▀▄▄▀ ▐███▌ ▐▌▓█▌ ▐████▌ ▐███▌ ▐▓▓ ▐████ █████ ▐▌▓█▌ ░▓███ ▓███▓ █████ ░▓███ ░██▌ ▄▄▄▄████████ ▐████▌ ▓███▓ ▄▄███▓░ ▐████▌ ░█████ ▄▄███▓▐██▌ ░███▓▓▀ ▀████▌ █████ ▐████▌░██████▀ ▐███████▓ ▓▓█▌ ▐████▌▓▓███▀ ███ ▓▓███ ▄████████████▓▓██████▓▐█████▌ ▐███░█████ ████ █████████▌ ░███ ▐████▌ ▓▓████▌ ▐████████░██████████ ▐█▓▓ ▐████▓ ████ ▐████████ ▐███░▐████▌ ▐███████ ▓███████ ▐█████████▌ ███▌ █████▌ ████▌▄█████████▌ ▐███▌▓▓███ ██████▓▓ ▀▀▓▓██▌ ██████████▄▄███▌ ▐████▓ ▐███████▓▓▀▓████▄▓▓████████ █████▌ ░███▌ ▐████▓ ▀▀▀▓▓███▌ ▄█████▌ ▐███▓▓███▄▄▄░░▀▀▀██████████▄▄▄███▓▓▀ ▐███▌ ▄█████▌ █ ▐████████▓▓▀ ████ ▀▀▀████▄▄▄▄▄░░ ▀▀▀▀▀ nERv ▐████████▓▓▀ █ ▐▓▓████▀▀▀ ▀▀▀▀ ▄▀▀▀██████ ▐▓▓████▀▀▀ █ █ ▓▓██ █ █ █ █ ▄▀▀█ ▄▀▀ ▓ ▄▀▀▄ ▄▀▀▄ ▄▀▄ ▄▀▀ ▄▀▄ █ █▄▄▄ █▀▓ ▓▀ ▄ █ █ ▓ █▀▀▓ ▓ █ ▓▀ ▄ █ ▓ ▄▄▄█ █ ▀▀▀▀ ▀▀▀ ▀▀ ▀ ▀▀▀ ▀▀▀▀ ▀▀▀ S.T.A.L.K.E.R. Clear Sky (c) Deep Silver 09/2008 :..... RELEASE.DATE .. PROTECTION .......: Solidshield 1 :.......... DISC(S) .. GAME.TYPE ........: FPS ▄▀▀ ▄▀▀▄ ▄▀▄▀▄ ▄▀▀ ▀ ▄▀▀▄ ▄▀▀▄ ▄▀▀▄ ▄▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ █ ▀▓ █▀▀▓ █ ▓ ▓▀ ▄ █ █ ▓ ▓▀ █ ▓ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀ ▀ ▀ ▀ ▀▀▀▀ ▀ ▀ ▀ ▀▀ ▀▀ The story of S.T.A.L.K.E.R.: Clear Sky brings the players one year prior to the events of the original S.T.A.L.K.E.R. game in 2011. A group of stalkers has for the first time reached the very heart of the Zone Chernobyl Nuclear Power Plant, and brings about a cataclysm on the brink of a catastrophe. An immense blow-out of anomalous energy changes the Zone. There are no more reliable and relatively safe roads. The entire levels vanish in the outbursts of anomalies. Stalkers and even expeditions die or end up sealed on the lost territories. New areas, which remained unknown since the time of the Zone emergence, appear on the Zone map. The Zone continues to shake with blowouts. The Zone is unstable. The anomalous activity is at its maximum. Changes of the Zone map known to stalkers shake the fragile balance of forces in the Zone. Among the groupings, there flare up hostilities for the new territories, artefact fields and spheres of influence. There are no more old enemies or friends - now everyone is for himself. The Factions War has started between the groupings. ▀ ▄▀▀▄ ▄▀ ▓▄▄ ▄▀▀▄ ▓ ▓ ▄▀▀▄ ▄▀▀▄ ▓▄▄ ▄▀▀ ▄▀ ▀▀▀▀▀▀▀▀▀▀ █ █ ▓ ▀▀▀█ █ ▄ █▀▀▓ █ █ █ ▓ █ ▓ █ ▄ ▓▀ ▄ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀ ▀ ▀ ▀▀ ▀▀▀ ▀ ▀▀▀ ▀▀▀ ▀ ▀▀ ▀▀▀ ▀▀▀▀ ▀▀ 1. Unrar. 2. Burn or mount the image. 3. Install the game. 4. Update your game to version 1.5.03 by running V1.5.03_stkcs-for-pack-efigs-patch-any-3.exe, located in the Crack directory on the disc. 5. Copy the cracked content over from the Crack directory on the disc to \bin in your installation directory. 6. Play the game and stay tuned for the next update. ▄▀▀ ▄▀▀█ ▄▀▀▄ ▓ ▄ ▄▀▀█ ▄▀▀▄ ▄▀▀▄ ▓▄▄ ▄▀▀ ▄▀ ▀▀▀▀▀▀▀▀▀▀▀▀ █ ▀▓ █▀▓ █ ▓ █ ▓ █▀▀ █ ▓ █ ▓ █ ▄ ▓▀ ▄ ▀▀▀█ ▀▀▀▀▀▀▀▀▀▀▀▀▀ ▀▀ █ ▀▀ ▀▀ ▀ ▀ ▀▀ ▀▀▀ ▀▀▀▀ ▀▀ |
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Posted: 18 Sep 2008 10:08 AM CDT 上大学时,晚自习时常走出图书馆一楼的大阅览室,上楼去报刊阅览室翻看杂志。那时候很喜欢一本名叫《博览群书》的杂志。后来,有人为这本杂志做了一本选辑,我在书店看到,毫不犹豫地买下了。书名叫做《透过冰雪的思考》,七八年过去了,google上已经很难搜索到这本书的踪影,大概后来未曾再版过。我的那本书,也不知辗转借到谁的手里了。今天,放下《日瓦戈医生》,我忽然想起那本辑子的名称。
前不久因为肌纤维炎的缘故,以及其他一些事情,读书速度迅速放慢。这两天又拿起来了,拿起来开始了快半个多月还没看完的《日瓦戈医生》。刚开始读的时候,总也记不住里面变换莫测的人名,常常要翻到前面的主要出场人物介绍表,才能对上。后来,100页过去,渐入佳境。我刚越过100页的山头时,还带着一点揣摩心态,自以为作者前面的部分是后来补写的,所以时间跨度才那么大,几位主角的青少年时代才会过得那么快。随着书页的渐次翻开,故事的画卷徐徐展开,这种小聪明很快完全被我抛诸脑后。我越看,那个曾在我儿时留下模糊印象的插图——中学历史课本上,那个在大街上彷徨行走的日瓦戈医生,那个由教科书所定义的形象越迅速的化为乌有。这本书,是真正的: 透过冰雪…… 这本书的结构,当看完全书之后,会发现它其实是非常传统的线性发展。前期的多视角,仿佛是为各位主人公的少年生活作一个补充,后期偶尔离开日瓦戈医生的线索,偏移到其他人物身上,也都几乎可以独立成章,不影响主线的洪流。如果从这个角度来发散的话,这本书又好像是由多个中篇和短篇组成的小说。拉拉少女时代的悲剧,在许多年以后,当读者已经和日瓦戈医生化为一体的时候,仿佛需要角色来“提醒”自己,拉拉有过那个过去。读者和日瓦戈医生一齐感到吃惊,日瓦戈所说的所有话,读者感到都仿佛是从自己的口中说出来似的。读者几乎忘记了,拉拉有这样的身世。林中战士和荒漠中的花楸树,这两个连续的,极为精彩和细致的篇章,在整个叙事结构中,也完全是可以独立来看的,具有完整而超然于全书存在的人物关系,剧情张力,甚至独立于主线时间以外的空间和时间概念。日瓦戈医生在被游击队挟持期间,无论是他自己,还是读者,都仿佛和整个俄罗斯现实世界,和全书的大框架离开了。 卡尔维诺在他对《日瓦戈医生》的分析中,直截了当的认为,这本书具有自传色彩。就我来看,也确实如此,日瓦戈对拉拉的爱情,日瓦戈在从莫斯科到尤里亚金火车上的见闻,日瓦戈在瓦金雷诺体验的旷阔的自然景色,非身临其境,非身受过同等程度的炽烈考验的人,绝不可能写出这样的文字。帕斯捷尔纳克以现代诗歌成名,他的小说,在描写自然景观,雪景,天气,融雪,大森林时,那种细致入微和俯天揽地的气势混合起来,给人一种诗和美学上的强烈感动。 书虽然很长,但是主人公并不多,说白了,实际上就是拉拉和日瓦戈,次重要的人物包括那个大坏蛋科马罗夫斯基,和拉拉的丈夫帕沙。另外,还有许许多多来自俄罗斯生活各个阶层的角色,他们如同匆匆过客,他们如同匆匆过客但是却在书中不停的相遇,他们的故事本身让人欢笑让人落泪,他们的命运和各种奇遇,让这本书时不时地散发出浓郁的寓言色彩。 日瓦戈这个形象负担的使命太多,特别是负担了作者自己本人,我不了解帕斯捷尔纳克的生平,但是强烈感觉到这一点,日瓦戈的性格,日瓦戈的创作和情感,从文字本身的密度和喷薄欲出的诉说中,我看到作者本人自觉和不自觉的借用日瓦戈的行动和作为来反映自己过去曾经有过或者没有过的经历。拉拉是一个很简单的女人,虽然日瓦戈的夫人东妮娅说她总是把事情引向复杂。但是我从拉拉的少女时代,一路看到她最后被作者一句话就从书中勾销掉,我看不出她的性格和抉择有任何的复杂和非理性的成分。不同阶级,不同地位,不同年龄的男人们对拉拉的追求,并不能够减弱半分这个女人的个性,也不能扰乱这个女人在读者心中已经建立起来的个性。 我想多谈谈拉拉和日瓦戈,在这个时刻。日瓦戈对拉拉的爱情,是他心中的秘火,早在他和青梅竹马的妻子冬妮娅订婚前,他就以最深刻的方式爱上了拉拉。少女时代的拉拉具有非凡的魅力,因为她首先是日瓦戈心中美的代名词,其次,她那早熟的带有成年女性的忧郁,更加深和开拓了这种美的界限。少年日瓦戈并不知道这种忧郁背后的原因,但是拉拉的特质,在他心中种下了第一颗爱情的种子。按照常理,日瓦戈这一类型的知识分子,他即便将广博的爱无限的奉献给妻子和儿女,但是心中最深处初恋的种子却永远保存在深厚的记忆力的土壤中,安歇在那里。直到战争爆发,两人在战地偶遇,他终于有机会对她有更多地了解,那颗种子在时代和恋人的双重催生下,不可抑制的破土而出。又经历过多少生活的磨难,两人又走到了一起,他们终于走到了一起,然而那却是怎样险恶的环境啊。此时日瓦戈心中对拉拉的爱情已经成长为茁壮的大树,他们两人偎依在瓦雷金诺的雪地弃屋中……最终这场爱情走向了日瓦戈自己选择的目的地。在和拉拉一起的日子里,日瓦戈终于动手整理自己的诗作,在和拉拉永远分离的日子里,日瓦戈竭尽全力的创作。时代和个人命运终不同路,日瓦戈惟有将仅存的人生的全部精华倾注在作品上…… 中国人常说,儿女情长,英雄气短,我大笑三声。若非英雄故,为何不能儿女情长呢。日瓦戈绝不是什么英雄,拉拉也不是海伦,他们都是再普通不过的人,惟一让他们能构成人的元素,在于他们敢爱,敢爱的天长地久。哪怕天各一方,哪怕生离死别,一想到和对方在一起的日日夜夜,就会感到这一生并未虚度。英雄造时事,时事弄英雄,与我们又有何干。 ……的思考 从陀思妥耶夫斯基,车尔尼雪夫斯基,赫尔岑,到契珂夫,高尔基,扎米亚京,法捷耶夫,布尔加科夫,索尔仁尼琴和帕斯捷尔纳克,俄罗斯文学的大陆上,我举目四望,还有许多高山隐约在群雾之中,果戈理,托尔斯泰,肖霍洛夫……等待云开雾散,使我能见到他们真面目的日子。 出于对本国命运的关切,《日瓦戈医生》中有关革命和内战的叙述,与其说是一种对过去的追忆(老诗人宝贵的追忆和更加宝贵的,具有这种对个体和整体命运的独立思考能力),不如说是一种对当前和未来的逆向追忆。在二战时回忆一战,在苏联已经建立起来时回忆白军肆虐的日子,在革命已经“成功”时回忆革命正在扫清所有残渣的时刻,你能说这是为了回忆而回忆吗?当我们看1920年的俄国,想到的是什么呢?当我们看到革命开始吞噬一切,当吞噬完一切后,开始吞噬自己的时候,我们想到的是什么呢? 就这样吧。 ![]() ![]() |
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Posted: 18 Sep 2008 10:25 AM CDT 以前,“阿Q精神”似乎是作为贬义词来说的。现在看来其实挺不错的呀。如果阿Q一些,或在心理治疗中使用阿Q疗法,该少多少自杀者?
说这话,显然俺也是阿Q一族。Why not?!
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Posted: 18 Sep 2008 10:24 AM CDT 以前,“阿Q精神”似乎是作为贬义词来说的。现在看来其实挺不错的呀。如果阿Q一些,或在心理治疗中使用阿Q疗法,该少多少自杀者?
说这话,显然俺也是阿Q一族。Why not?!
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Posted: 18 Sep 2008 09:02 AM CDT 一个是,我这两天正在写一篇小说的读后感,却无意中发现,前两天下大雨时,在马路上躲雨时买的一本书里面,竟然有对同一篇小说的读后感。这篇小说名叫《日瓦戈医生》,那本书名叫《为什么读经典》。
另外一个是,我既然看到这篇读后感,自然带在身边看了。可是,今天白天打印的一份有关游戏Braid的访谈文章,放在袋子里,在地铁里读,忽然看到,设计师乔纳森居然提到,游戏灵感的最强烈的来源,是《看不见的城市》这本书。 这两本书的作者,是卡尔维诺,是卡尔维诺。 ![]() ![]() |
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[转贴]你出生那天他拍到了什么????(1979~~1997 Posted: 18 Sep 2008 08:31 AM CDT
这个人 |
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Posted: 18 Sep 2008 08:54 AM CDT 出了这么大的事,目前为止,就一个小小的市长下课,我想,这应该是远远不够的吧? 难道真的让我们每一个中国人以生为中国人感到可耻、悲哀和无助吗? 已经远远脱离了愤怒的感觉,我们倒要看看,这一事件最终,会让多高级别的官下课! 山西一个矿难,都下了一个省长,牛奶的事,至少也应该是中央部委以上吧?!! |
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Postmortem: Little Boy Games' Go! Go! Break Steady Posted: 18 Sep 2008 11:00 AM CDT |
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Posted: 18 Sep 2008 08:02 AM CDT 文/天姿 一个人追求纯文学而厌恶商业文字,与这个人追求第九艺术的电子游戏而鄙弃商业游戏,并不具备可比性。 因为两个领域不同的价值追求,其影响面不是一个数量级的。 追求纯文学失败,能影响几个人呢?而一个流产掉或夭折掉的电子游戏产品,将会影响一大群人的饭碗,让他们的心血付之东流。 非我自悟。武道我理在群中差点叉腰大骂了。 2008年9月18日 |
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Posted: 18 Sep 2008 07:00 AM CDT |
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Kazama, Retribution Engine, LPairs, OpenAnno and Mono.XNA Posted: 18 Sep 2008 07:50 AM CDT Kazama is a Pygame-based fighting game engine. [video] It's young and performs rather slowly and the license status of the media included in it's first release is somewhat dubious. In case you had problems following Freedroid(RPG)'s development: they now have an RSS-feed for their updates, which we added to the FreeGameDev news planet. There has been an update of the First-person shooter Retribution Engine: Some weapon tuning and two maps. To my knowledge the game still only compiles on windows machines which is unfortunate, as it appears to include a map and a model editor, which might be worth a look. LPairs is a memory game which uses graphics of the Tango Desktop Project. It's just as exciting as every other memory game and I must say that the best thing about it is the user interface library (pretty fading menu fonts). This is something all the LGames shine in. I also just found out via the news planet, that OpenAnno appears to have it's first playable release! And they made a video!! OpenAnno 13 Sept 2008
Mono.XNA is an open source, cross-platform implementation of Microsoft's XNA gaming framework. So far I had to ignore the 84 SourceForge.net-hosted XNA-related projects. This might change now. Thanks to SiENcE for the tip! |
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Posted: 18 Sep 2008 07:28 AM CDT 日前《人才情报》杂志做过一次采访.给了我一本,干脆就扫描上来,就当帮着自己的团队和东家打个广告吧!欢迎加入九城。 这里不一定有行业最好的待遇,不一定有行业最高端的开发人员,也不一定是游戏研发的佼佼者,但这里有最自主以及无人干涉的开发环境。实现梦想的地方! 也希望通过这次采访,能让游戏人真正认识到游戏以及这个行业的价值,少一些浮躁,多一些贡献。社会有‘杨教授’出现我们不可避免,但在这个行业内做事的人,不应该成为‘杨教授’。 以下是采访稿: 1. 当初您是怎样应聘到“九城”,可以简单介绍一下自身应聘经历吗?通过了哪些考验?您现在的工作状态?主要从事些什么工作?您理想中的职业规划路线是怎样的? 呵呵,我来九城是一个巧合,刚好有朋友在九城工作,九城的自主研发规模也在扩大,需要组建团队,对我来说也是一个机会,所以通过介绍我就来了。目前工作状态很好,游戏行业是一个年轻化的团队,虽然工作繁重但做起来感觉会比较轻松愉快。 我目前带一支团队,这支团队也是我一手组建起来的。我主要负责一个3D休闲游戏项目的整体策划设计和开发过程的管理和规划。也就是担任了主策划和制作人的角色。反正这个团队所有的事我都会参与。包括请客吃饭和业余活动安排(笑) 我觉的每一个人的职业规划路线都是不一样的,所以我说的只能代表自己,就说说我自己的想法,我进入行业已经5年了,不是最早的,但也积攒了不短的一段时间,目前自己的职业发展进入一个平稳期,我本身不是一个极端的想追求高职位高层次的人,我喜欢游戏,而九城这种把游戏当做艺术看待的公司的理念也非常适合我。所以近几年我只想带着团队好好做游戏,做好玩的,精致的游戏。通过开发出的游戏来证明自己是一个优秀的游戏制作人。 2. 您为什么会入行游戏业呢?那时候公司最吸引你的地方是什么?进来后,与您想象的有没有不同?相同的地方在哪里?不同的地方在哪里?现在您又最看中公司的哪些方面? 我是学法律毕业的,在毕业那年实习的时候发现有一些行业需要很长的时间来证明自己,比如律师,医生,会计,这个时间可能是十年甚至是几十年,当时熬的有点辛苦,感觉自己的能力根本没有办法发挥出来,所以就想着换个行业。首先我从小就喜欢游戏,而大4课程通过了,实习的律师事务所很闲,因为根本不会有人把案子交给一个实习生来做。空闲时间比较多,所以很多时间就泡在游戏上了,而自己是学文科的,又喜欢发表一些游戏相关的文章,评论,功略,那时候就在17173当过一个游戏论坛的版主和写手,当我决定改变行业时,就下决心要进游戏行业了,一个是自己喜欢,另一个是因为在当时不做法律工作我也不知道自己能做些什么,能想到的只有这个了。(笑)所以我觉的,最吸引自己的地方还是因为这是一个自己热爱的行业。 进入游戏公司以后觉的游戏公司和我想象的还是不一样,我母亲是国企出身,在我上班之前跟我讲过好多企业内部的规则,比如同事与同事之间的关系,上下级之间的关系,甚至还买了一本《职场指南》给我看。但进来以后发现给我讲的,我学的东西完全没有用,这里完全没有什么‘潜规则’存在。这个行业年轻,随和,有激情,更有梦想,做事也很轻松畅快,同事与上下级之间如同朋友,根本不需要去考虑其他什么与之无关的东西。总之比我想象的好的多,我爱这个行业。而相同的地方,则是大家大多数都是热爱游戏的人,和这样一群人一起做事的结果,自然不用多说。 而现在我最看中的就是公司对员工的尊重,这一点有许多方面,并不只是传统意义上的尊敬。而是在游戏开发过程本身,例如对你的项目不会过多的有干涉,并不会因为职位的不同而造成外行人管内行人。还有对于你期望职业发展规划的扶持与帮助,能让你充分发挥自己的潜力与爱好,特长,这样才能让员工尽心的来做事,这一点很重要。而九城在这一方面做的非常好,至少让我深切的感受到这种对自己的认同感,同时我也把这样的理念做为我管理团队的准则:自主权,话语权,拒绝权,无论是在工作或管理中,这些权力只要是合理的,能拿出论据的,在我的团队里无论是资深员工还是实习生都有,任何问题都可以随时可以向我提出。事实上这样的管理方式让我们整个团队的工作效率非常高。 3. 您觉得您在这里发挥了怎样的才能?挖掘到了怎样的潜能?可以谈谈您的工作乐趣吗?如工作中你最兴奋的事情是什么?对这份工作有什么感悟吗?如生活上或者工作的有着怎样的影响? 在这里,因为公司给了我绝对的自主权,所以我觉的自己很多才能都被发挥出来,之前我做的是主策划,只是负责游戏的总设计工作,而在这里,做一个制作人,给了我充分的空间来锻炼自己的管理能力,统筹能力,还有开发过程的协调能力。锻炼了我自己的同时,也让我深刻的认识到自己的一些不足之处,让我有机会可以去改正和学习,如果没有这样的环境,这些不足可能是我永远都没办法看到的。 而工作的乐趣,还是源于对游戏的热爱,从我们小时候,游戏被当做洪水猛兽,到后来,网络游戏被说成是电子鸦片,到现在,逐步开始被人慢慢认同。游戏是一个创造性的行业,我认为在这个行业里的乐趣就一定是要热爱游戏,而不能只把他当做工作来看。当你热爱这个行业的时候,才能爱你自己产出的作品,而只有爱你自己的作品时,你才能将自己的感情加载到里面,让玩家和你产生共鸣,让玩家感受到你在这个游戏开发的过程里付出的情感。而反过来,如果你做的东西连你自己都觉的不好玩,你就没有办法去说服自己让别人觉的好玩。见过电视里很多采访,采访一些游戏人对游戏造成的一些不良影响的看法,游戏人自己都会跳出来将游戏的一些设置做为反面教材来大肆批判,连做游戏的人自己都觉游戏是不好的东西,那么如何让还没接触过游戏的大众去理解和支持游戏这个产业呢?当游戏被社会的引导走向正确的位置了,游戏产业才会好,产业好了,那么游戏人的生活自然也会好(笑)。这时候在做出让玩家喜欢的作品,这便是令我最兴奋的事了。 4. 您对有志于从事游戏业的应聘者有什么样的建议?有什么需要克服和注意的事情?能否举例说明。 首先解释几个人们对游戏行业的误区,大多数人都认为游戏是一个高收入,高门槛的行业,想进来很不容易,其实在我招聘的时候就能感觉到,大多数人只看到了‘高收入’这一词,进来的都想做高职位,拿高工资,对于没有经验的应聘者来说这是不可行的,其实游戏行业也有门槛不高的职位,例如运营方面的GM,开发方面的测试员。当然相对收入也不高,但却是跨进门槛的一个好方向。以我本人为例,就是毕业实习时从测试员开始做起,一步步走到现在的。 另一个误区就是游戏行业人才少,互相挖角的厉害,造成行业里人员浮躁,跳槽频繁。其实游戏行业是一个看结果不看过程的行业,尤其对与开发人员来说更是如此,有过完整的项目开发经历,有过成功的项目开发经历,就是你最好的一张简历,远比你在纸上写出自己在8个公司干过8年要好的多。曾经我也经历过浮躁的心路历程,因为游戏看结果,当时我看来做不好没关系,只要换一家公司从新开始就又是一次新的机会。但现在却觉的,每一次新的开始就是又浪费了一次时间,所以还是应该把当前的东西做好。 我建议从事游戏行业的应聘者,以及新人们,眼光放低,那么游戏行业的门槛自然会降低;在结果中证明自己,那么‘高收入’自然会画在你的名字之前;热爱游戏,热爱游戏行业,才能把你的感情倾注进去,才能做出好的游戏;要有责任感,对于同样热爱游戏的你的同事们来说,你是不可缺少的一份子,加入一个项目,就一定要把项目做完,不要为外界的高薪诱惑所蒙蔽双眼,看清自己的能力与实力,这时目光就要放长远一些。不是反复跳槽才能把薪资提高的唯一办法,这样做最后的结果只可能让别人觉的你在项目中会产生风险。尊重与你不同职能的人,在游戏开发中,策划,程序,美术。在游戏运营中,推广,客服,市场。都是同样重要,不要心比天高命比纸薄,但也要不卑不亢。 这便是我想对游戏行业的新人以及即将进入游戏行业的人所说的话。 传上来的图片都被压缩了 真是奇怪,同时付上连接吧!点开即可看大图 |
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Posted: 18 Sep 2008 06:13 AM CDT 当8月份人们讨论为什么盗版软件会大行其道的时候,独立游戏开发商Cliff Harris这样写道:“有很多人使用盗版,因为它比去商店购买更简单、更便宜。但是很多人都说他们几乎盗版每一样东西,却从来不会觊觎Valve的Steam系统。提起Steam,每个人都会竖起大 ...
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Posted: 18 Sep 2008 05:36 AM CDT 文/天姿 明确每个个体的责任范围,并确保每个人能够对自己负责,完成个人份内的工作,与团队的集体意识与团结合作建设并不矛盾。前者是后者的基础,每一个个体都做好了份内的工作,团队建设才有保障。 明确个体职责时,为了划清而划清,将可能导致个体与个体的对立。指导思想是,用人时把人才放在与之能力匹配的位置上,并根据可见工作成果度量一个阶段的表现,对于绝对成果和相对进步给予肯定,对于失职则给予处罚。 一周一次的周工作计划会议和周进展核查会议,明确每个人的责任,并让个体形成对管理者的承诺;采用每日站立式会议,及时的、合理的了解工作进展与阻碍,并对阻碍及时解决,也形成人员调配与工作变动的有效依据。 对内强调个体,对外强调集体。 2008年9月18日 |
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Posted: 18 Sep 2008 06:00 AM CDT 2 quilt我们自己的项目可以用cvs或svn管理全部代码。但有时我们要使用其他开发者维护的项目。我们需要修改一些文件, 但又不能直接向版本管理工具提交代码。自己用版本管理工具重建整个项目是不合适的,因为大多数代码都是别人维护的,例如Linux内核。我们只是想管理好 自己的补丁。这时可以使用quilt。 2.1 基本概念quilt是一个帮助我们管理补丁的程序。quilt的命令格式类似于cvs: quilt 子命令 [参数] 0.46版的quilt有29个子命令。 掌握quilt的关键是了解使用quilt的流程。使用quilt时,我们会在一个完整的源代码树里工作。只要我们 在源代码树里使用了quilt命令,quilt就会在源代码树的根目录建立两个特殊目录:patches和.pc。quilt在patches目录保存它 管理的所有补丁。quilt用.pc目录保存自己的内部工作状态,用户不需要了解这个目录。 patches/series文件记录了quilt当前管理的补丁。补丁按照加入的顺序排列,早加入的补丁在前。quilt用堆栈的概念管理补丁的应用。
我们在应用补丁A前,必须先应用所有早于补丁A的补丁。所以,patches/series中的补丁总是从上向下应 用。例如:上图中,补丁1到补丁5是已经应用的补丁。我们可以将已应用的补丁想象成一个向下生长的堆栈,栈顶就是已应用的最新补丁。应用补丁就是将补丁入 栈,撤销补丁就是将补丁出栈。 我们在源代码树中作任何修改前,必须用"quilt add"命令将要修改的文件与一个补丁联系起来。在完成修改后,用"quilt refresh"命令将修改保存到已联系的补丁。下面我们通过一篇流程攻略来认识一下quilt的命令。 2.2 导入补丁我们把 old-prj.tar.bz2 想象成Linux内核,我们把它解压后,进入代码树的根目录: $ mkdir qtest; cd qtest; tar xvjf ../old-prj.tar.bz2; mv old-prj prj; cd prj 在修改代码前,我们通常要先打上官方补丁。在quilt中,可以用import命令导入补丁: $ quilt import ../../prj.diff Importing patch ../../prj.diff (stored as prj.diff) 执行improt命令后, prj 目录会多出一个叫 patches 的子目录: $ find patches/ -type f patches/prj.diff patches/series quilt在这个目录存放所有补丁和前面介绍的series文件。quilt的大多数命令都可以在代码树的任意子目录运行,不一定要从根目录运行。我们可以用applied命令查询当前已应用的补丁。 $ quilt applied No patches applied 目前还没有应用任何补丁。unapplied命令查询当前还没有应用的补丁,top命令查询栈顶补丁,即已应用的最新补丁: $ quilt unapplied prj.diff $ quilt top No patches applied 我们可以使用push命令应用补丁,例如: $ quilt push -a Applying patch prj.diff patching file src/drv/drv1.h patching file src/sys/sys1.c patching file src/sys/sys1.h patching file src/usr/usr1.c patching file src/usr/usr1.h Now at patch prj.diff push的"-a"参数表示应用所有补丁。在使用push命令后,prj 目录会多了一个叫.pc的隐含子目录。quilt用这个目录保存内部状态,用户不需要了解这个目录。应用补丁后,我们再使用applied、unapplied和top命令查看: $ quilt applied prj.diff $ quilt unapplied File series fully applied, ends at patch prj.diff $ quilt top prj.diff 2.3 修改文件我们必须将对源代码树所作的任何改动都和一个补丁联系起来。add命令将文件的当前状态与补丁联系起来。add命令的格式为: quilt add [-P 补丁名] 文件名 如果未指定补丁名,文件就与栈顶补丁联系起来。目前,我们的栈顶补丁是官方补丁。我们不想修改这个补丁,可以用new命令新建一个补丁: $ quilt new drv_p1.diff Patch drv_p1.diff is now on top $ quilt top drv_p1.diff $ quilt applied prj.diff drv_p1.diff $ quilt unapplied File series fully applied, ends at patch drv_p1.diff 然后用add命令向栈顶补丁添加一个准备修改的文件: $ cd src/drv; quilt add drv2.h File src/drv/drv2.h added to patch drv_p1.diff add命令为指定补丁保存了指定文件的当前快照,当我们执行refresh命令时,quilt就会检查文件 的变化,将差异保存到指定补丁中。使用"quilt diff -z [-P 补丁名] [文件名]"可以查看指定补丁指定文件的当前改动。省略-P参数表示查看当前补丁的改动,省略文件名表示查看所有改动。我们修改drv2.h后,执行 diff命令: $ quilt diff -z Index: prj/src/drv/drv2.h =================================================================== --- prj.orig/src/drv/drv2.h 2008-03-02 13:37:34.000000000 +0800 +++ prj/src/drv/drv2.h 2008-03-02 13:38:53.000000000 +0800 @@ -1,7 +1,7 @@ -#ifndef APP1_H -#define APP1_H +#ifndef DRV2_H +#define DRV2_H
-#include "def1.h"+#include "def2.h" #endif
只要文件已经与我们希望保存改动的补丁联系过了,我们就可以多次修改文件。使用"quilt files [补丁名]"命令可以查看与指定补丁关联的文件。使用"quilt files -val"可以查看所有补丁联系的所有文件。"-v"参数表示更友好的显示,"-a"参数表示显示所有补丁,"-l"参数显示补丁名。例如: $ quilt files src/drv/drv2.h $ quilt files -val [prj.diff] src/drv/drv1.h [prj.diff] src/sys/sys1.c [prj.diff] src/sys/sys1.h [prj.diff] src/usr/usr1.c [prj.diff] src/usr/usr1.h [drv_p1.diff] src/drv/drv2.h "quilt refresh [补丁名]"刷新补丁,即将指定补丁的文件变化保存到补丁。省略文件名表示刷新栈顶补丁。我们refresh后,查看补丁文件: $ quilt refresh Refreshed patch drv_p1.diff $ cat ../../patches/drv_p1.diff Index: prj/src/drv/drv2.h =================================================================== --- prj.orig/src/drv/drv2.h 2008-03-02 12:42:21.000000000 +0800 +++ prj/src/drv/drv2.h 2008-03-02 12:46:25.000000000 +0800 @@ -1,7 +1,7 @@ -#ifndef APP1_H -#define APP1_H +#ifndef DRV2_H +#define DRV2_H
-#include "def1.h" +#include "def2.h"
#endif
"quilt diff -z"命令不会显示已经保存的差异。"quilt diff"显示所有的差异,不管是否保存过。 2.4 再做几个补丁在增加文件前,我们要先将准备增加的文件与补丁联系起来。我们新建一个补丁,然后新增两个文件src/applet/applet1.h和src/applet/applet1.c。 $ cd ..; quilt new more_p1.diff Patch more_p1.diff is now on top $ quilt add applet/applet.c File src/applet/applet.c added to patch more_p1.diff $ quilt add applet/applet.1 File src/applet/applet.1 added to patch more_p1.diff
看看我们增加的文件: $ quilt files src/applet/applet.1 src/applet/applet.c
哎呀,文件名写错了。我们可以用"remove"命令从补丁中删除关联文件: $ quilt remove applet/applet.1 rm: remove write-protected regular empty file `.pc/more_p1.diff/src/applet/applet.1'? y File src/applet/applet.1 removed from patch more_p1.diff $ quilt remove applet/applet.c rm: remove write-protected regular empty file `.pc/more_p1.diff/src/applet/applet.c'? y File src/applet/applet.c removed from patch more_p1.diff $ quilt files $ quilt add applet/applet1.h File src/applet/applet1.h added to patch more_p1.diff $ quilt add applet/applet1.c File src/applet/applet1.c added to patch more_p1.diff $ quilt files src/applet/applet1.c src/applet/applet1.h
好了,现在可以创建新文件: $ mkdir applet $ echo -e "#ifndef APPLET1_Hn#define APPLET1_Hn#include "def1.h"n#endif">applet/applet1.h $ echo -e "#include "applet1.h"">applet/applet1.c $ quilt refresh more_p1.diff Refreshed patch more_p1.diff
刷新补丁后,我们再修改文件drv2.h。修改前一定要先将文件与准备保存改动的补丁联系起来: $ quilt add drv/drv2.h File src/drv/drv2.h added to patch more_p1.diff $ vi drv/drv2.h $ quilt diff -z drv/drv2.h Index: prj/src/drv/drv2.h =================================================================== --- prj.orig/src/drv/drv2.h 2008-03-02 14:19:35.000000000 +0800 +++ prj/src/drv/drv2.h 2008-03-02 14:31:28.000000000 +0800 @@ -1,7 +1,7 @@ #ifndef DRV2_H #define DRV2_H
-#include "def2.h" +#include "def1.h"
#endif
我们再新建一个补丁,然后删除两个文件。删除文件前也要先为文件建立关联: $ quilt new more_p2.diff Patch more_p2.diff is now on top $ quilt add app/* File src/app/app1.c added to patch more_p2.diff File src/app/app1.h added to patch more_p2.diff File src/app/app2.c added to patch more_p2.diff File src/app/app2.h added to patch more_p2.diff $ rm -rf app $ quilt refresh Refreshed patch more_p2.diff
我们再修改applet/applet1.h: $ quilt edit applet/applet1.h File src/applet/applet1.h added to patch more_p2.diff $ quilt refresh Refreshed patch more_p2.diff
"quilt edit"在调用"quilt add"后自动启动编辑器。用refresh命令刷新补丁。 对了,前面为more_p1.diff修改drv2.h后还没有刷新呢。我们查看修改并刷新: $ quilt diff -z -P more_p1.diff Index: prj/src/drv/drv2.h =================================================================== --- prj.orig/src/drv/drv2.h 2008-03-02 14:19:35.000000000 +0800 +++ prj/src/drv/drv2.h 2008-03-02 14:31:28.000000000 +0800 @@ -1,7 +1,7 @@ #ifndef DRV2_H #define DRV2_H
-#include "def2.h" +#include "def1.h"
#endif
Warning: more recent patches modify files in patch more_p1.diff $ quilt refresh more_p1.diff More recent patches modify files in patch more_p1.diff. Enforce refresh with -f. $ quilt refresh -f more_p1.diff Refreshed patch more_p1.diff quilt会抱怨更新的补丁修改了补丁more_p1.diff的文件。这是在说more_p2.diff修改了applet1.h。我们知道这和我们要刷新的drv2.h没关系,所以可以用-f参数强制刷新。 2.5 管理补丁series命令可以查看series文件中的补丁: $ quilt series prj.diff drv_p1.diff more_p1.diff more_p2.diff "quilt patches 文件名"显示修改了指定文件的所有补丁,例如: $ quilt patches drv/drv2.h drv_p1.diff more_p1.diff "quilt annotate 文件名"显示指定文件的修改情况,它会指出哪个补丁修改了哪一行。例如: $ quilt annotate drv/drv2.h 1 #ifndef DRV2_H 1 #define DRV2_H
2 #include "def1.h" #endif 1 drv_p1.diff 2 more_p1.diff 我们可以使用push和pop命令应用补丁或撤销补丁,例如: $ quilt pop -a Removing patch more_p2.diff Restoring src/app/app1.c Restoring src/app/app2.c Restoring src/app/app2.h Restoring src/app/app1.h Restoring src/applet/applet1.h
Removing patch more_p1.diff Restoring src/drv/drv2.h Removing src/applet/applet1.h Removing src/applet/applet1.c
Removing patch drv_p1.diff Restoring src/drv/drv2.h
Removing patch prj.diff Restoring src/sys/sys1.c Restoring src/sys/sys1.h Restoring src/drv/drv1.h Removing src/usr/usr1.c Removing src/usr/usr1.h No patches applied $ quilt top No patches applied $ quilt next prj.diff $ quilt previous No patches applied "quilt pop -a"撤销所有补丁。top命令显示栈顶命令,即当前应用的最新的补丁。next命令显示下一个可以应用的补丁。previous显示上一条应用过的补丁。"push 补丁A"将从上到下依次应用所有早于补丁A的补丁,最后应用补丁A。例如: $ quilt push more_p1.diff Applying patch prj.diff patching file src/drv/drv1.h patching file src/sys/sys1.c patching file src/sys/sys1.h patching file src/usr/usr1.c patching file src/usr/usr1.h Applying patch drv_p1.diff patching file src/drv/drv2.h Applying patch more_p1.diff patching file src/applet/applet1.c patching file src/applet/applet1.h patching file src/drv/drv2.h Now at patch more_p1.diff $ quilt top more_p1.diff $ quilt next more_p2.diff $ quilt previous drv_p1.diff "quilt push -a"应用所有补丁: $ quilt push -a Applying patch more_p2.diff patching file src/app/app1.c patching file src/app/app1.h patching file src/app/app2.c patching file src/app/app2.h patching file src/applet/applet1.h Now at patch more_p2.diff "quilt graph -all"可以为栈顶补丁的依赖关系生成dot文件。Graphviz的dot可以根据dot文件产生图片,例如: $ quilt graph --all > ../../more_p2.dot $ cd ../..; dot -Tpng more_p2.dot -o more_p2.png
2.6 发布补丁只要将patches目录打包发布就可以了。例如: $ cd prj; tar cvjf prj-0.1-patches.tar.bz2 patches; mv prj-0.1-patches.tar.bz2 ../.. 用户先下载、解压补丁包对应的源代码树: $ cd ../..; mkdir user; cd user; tar xvjf ../old-prj.tar.bz2; mv old-prj/ prj 然后下载、解压补丁: $ cd ../..; tar xvjf prj-0.1-patches.tar.bz2; cd user/prj 最后把补丁目录链接到源代码树的patches目录,然后应用所有补丁: $ ln -sfn ../../patches/ patches $ quilt push -a Applying patch prj.diff patching file src/drv/drv1.h patching file src/sys/sys1.c patching file src/sys/sys1.h patching file src/usr/usr1.c patching file src/usr/usr1.h Applying patch drv_p1.diff patching file src/drv/drv2.h Applying patch more_p1.diff patching file src/applet/applet1.c patching file src/applet/applet1.h patching file src/drv/drv2.h Applying patch more_p2.diff patching file src/app/app1.c patching file src/app/app1.h patching file src/app/app2.c patching file src/app/app2.h patching file src/applet/applet1.h Now at patch more_p2.diff 3 结束语在上面的流程攻略中,我们演示了19个quilt命令:add, annotate, applied, diff, edit, files, graph, import, new, next, patches, pop, previous, push, refresh, remove, series, top, unapplied。 本次Linux之旅到此结束,欢迎您再次参加Linux之旅,一起探索浩瀚的Linux世界。 |
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Posted: 18 Sep 2008 05:56 AM CDT diff和patch是在Linux环境为源代码制作和应用补丁的标准工具。diff可以比较文件或目录的差异,并 将差异记录到补丁文件。patch可以将补丁文件应用到源代码上。quilt也是一个制作和应用补丁的工具,它适合于管理较多补丁。quilt有自己的特 有的工作方式。本文通过简单的例子介绍这三个常用的工具。 0 示例工程我们先准备一个用来做实验的工程,它包含若干子目录和文件。可以用find命令列出文件清单: $ find old-prj/ -type f find命令的"-type f"参数选择普通文件,可以省略掉目录。希望自己操作的读者可以下载这个示例工程。 1 diff和patch1.1 比较一个文件将old-prj.tar.bz2放到我们的工作目录,然后建立一个子目录,进入后解压示例工程: $ mkdir test1; cd test1; tar xvjf ../old-prj.tar.bz2 用分号分隔多个命令可以节省篇幅。将old-prj复制到new-prj: $ cp -a old-prj/ new-prj 让我们编辑一个文件。src/drv/drv1.h的内容本来是: $ cat -n old-prj/src/drv/drv1.h cat命令的"-n"参数可以增加行号。我们用vi将它修改成: $ cat -n new-prj/src/drv/drv1.h 现在可以用diff命令比较文件了: $ diff -u old-prj/src/drv/drv1.h new-prj/src/drv/drv1.h diff程序按行比较文本文件。比较文件的diff命令格式是: $ diff -u 旧文件 新文件 "-u"参数指定diff命令使用 unified 格式,这是一种最常用的格式,我们来看看它的含义。 1.2 diff的 unified 格式以"---"开头的行是旧文件信息,以"+++"开头的行是新文件信息: --- old-prj/src/drv/drv1.h 2008-03-01 12:59:46.000000000 +0800 unified 格式默认在变化部分的前后各显示三行上下文。在上例中,旧文件的7、8、9行被替换成新文件的7、8行。旧文件的变化部分是7-9行,前后多显示3行,因 此显示4-12行。新文件的变化部分是7-8行,前后多显示3行,因此显示4-11行。以"@@"包围的行指示补丁的范围: @@ -4,9 +4,8 @@ '-4,9'中,'-'表示旧文件,'4,9'表示从第4行开始,显示9行,即显示4-12行。'+4,8' 中,'+'表示新文件,'4,8'表示从第4行开始,显示8行,即显示4-11行。"@@"行之后是上下文和变化的文本,其中'-'开头的行是旧文件特有 的,'+'开头的行是新文件特有的,其它行是两个文件都有的,即补丁的上下文。例如: #include "def1.h" 1.3 制作和应用补丁所谓制作补丁就是diff的输出重定向到一个文件,这个文件就是补丁文件。例如: $ diff -u old-prj/src/drv/drv1.h new-prj/src/drv/drv1.h>../drv1.diff 我们将old-prj解压到另一个目录,准备应用这个补丁: $ cd ..; mkdir test2; cd test2; tar xvjf ../old-prj.tar.bz2; mv old-prj myprj; cd myprj 在真实场景中,test2目录通常是在用户2的电脑上。用户2可能不使用 old-prj 作为第一级目录的名字。例如:用户1的第一级目录名是 linux-2.6.23.14, 用户2的第一级目录名是linux。所以我们将 old-prj 改为 myprj 以模拟这种情况。 我们在 myprj 目录使用patch命令应用补丁: $ patch -p1 < ../../drv1.diff patch命令行中为什么没有出现要打补丁的文件?这是因为patch命令可以使用补丁文件中的文件信息: --- old-prj/src/drv/drv1.h 2008-03-01 12:59:46.000000000 +0800 "-pn"参数(上例中n=1)中的n表示要从补丁文件的文件路径中去掉几层目录,可以理解为去掉几个'/'。例 如:p1表示去掉一层目录,"old-prj/src/drv/drv1.h"去掉一层就成为"src/drv/drv1.h"。patch命令在 myprj 目录找到"src/drv/drv1.h"后应用补丁。 我们通常都在代码树的上一层目录制作补丁,在代码树的根目录应用补丁。因此,最常用的patch命令格式是: $ patch -p1 < 补丁文件 1.4 比较目录我们回到test1目录,再对 new_prj 做一些改动。这次我们删除掉src/sys目录及其中的文件。再建立src/usr目录,并在该目录增加两个文件usr1.h和usr1.c。 $ cd ../../test1; rm -rf new-prj/src/sys; mkdir new-prj/src/usr echo命令的"-e"参数打开对转义符的支持,bash默认是不支持转义符的。 现在我们比较目录并制作补丁: $ diff -Nur old-prj/ new-prj/ > ../prj.diff 读者可以cat这个补丁文件的内容。根据前面的介绍,读者应该能看懂补丁文件了吧。 比较目录的常用命令是: $ diff -Nur 旧目录 新目录 > 补丁文件 或 $ diff -Naur 旧目录 新目录 > 补丁文件 "-u"参数前面已经介绍过了。"-N"参数将不存在的文件当作空文件。如果没有这个参数,补丁就不会包含孤儿文件(即另一方没有的文件)。"-r"参数表示比较子目录。"-a"参数表示将所有文件当作文本文件。 我们再准备一个目录来应用补丁: $ cd ..; mkdir test3; cd test3; tar xvjf ../old-prj.tar.bz2; mv old-prj myprj; cd myprj 在源代码树的根目录应用补丁: $ patch -p1 < ../../prj.diff 好了,读者可以用"diff -Nur"比较一下"test1/new_prj"和"test3/myprj",没有输出就表示完全相同。 $ cd ../..; diff -Nur test1/new-prj test3/myprj 1.5 很多的补丁...一个大项目可能有不同开发者提供很多补丁。这些补丁可能还存在依赖关系,例如补丁B必须打在补丁A上。我们当然可以凭着程序员的“心细如发”去管理好这些补丁,不过有一个叫quilt的工具可以使我们轻松一些。当然,即使有工具的帮助,细心和认真也是必需的。 附录为了简单起见,前面只介绍了一个"diff -Nur 老目录 新目录"的用法。有时候,新目录里只放了修改过的文件。这时可以不使用-N参数以忽略孤儿文件,即"diff -ur 老目录 新目录"。diff会输出孤儿文件的提示,我们可以删除或保留这些提示,它们对patch没有影响。 使用diff时可以用--exclude排除文件和目录,例如: diff -ur -exclude=.* --exclude=CVS prj_old prj_new 上例排除了源代码树中以'.'开头的文件和所有CVS目录。其实对于CVS项目,可以直接在源代码树根目录中执行: cvs diff -u3 > 补丁文件名u3表示输出3行上下文的unified 格式。打补丁时在源代码树根目录中执行: patch -p0 < 补丁文件名 "cvs diff"会自动忽略CVS项目外的文件。通过CVS的tag和补丁文件,我们可以方便地保存工作快照。 |
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Posted: 18 Sep 2008 06:19 AM CDT |
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A Secular Age (4): “Religion” versus “Science” Posted: 18 Sep 2008 03:30 AM CDT
The pure face-off between “religion” and “science” is a chimaera, or rather, an ideological construct. In reality, there is a struggle between thinkers with complex, many-leveled agendas, which is why the real story seems so confused and untidy in the light of the ideal confrontation… The roots of this conflict lie several centuries in the past – in the “scientific revolution” that commenced in the sixteenth century, and in the resulting tensions which reached their apex in the nineteenth century – but even then (as we shall see shortly) the situation is not as clear cut as it is usually imagined. There is an obvious public side to the echoes of this conflict today in the battle between ideological Darwinians and Biblical fundamentalists in the United States, about which Taylor notes the following:
So then as now, in post-Galilean Europe and post-Scopes trial America, a fragilization of faith partly due to disenchantment, combined with an internalization of this disenchantment, produces a face off between “religion” and “science” of a strangely intra-mural quality. This is the face-off which figures so prominently in the ex parte “death of God” story so popular among unbelievers. One party, moved purely by the interests of “science”, that is, finding an adequate explanation for the undeniable facts, squares off against another, mainly actuated by an extra-scientific agenda, that of maintaining cherished beliefs and/or traditional authority… But the actual history doesn’t fit this dramatic picture. If we look at the period we’re examining, we see that the mantle of sober scientists was often seized by the defenders of orthodoxy. This was a point that the philosopher Paul Feyerabend was also keen to observe in his reassessment of the Galileo controversy: it may seem in retrospect that Galileo was fighting for “truth”, but there were profound flaws in his actual research for which the establishment were quite justifiably cautious in accepting many of his claims. The fact that his position would come to be seen as factual was not enough in this case – Galileo may have intuited the actual situation from his observations, but his scientific research was in fact insufficient to carry his claim at the time. This does not, of course, exonerate the Church’s behaviour in this controversy, but it does render the historical situation more complex than is usually considered. The driving forces behind this conflict were changes to the cosmic imaginary (that which “makes sense of the ways in which the surrounding world figures in our lives”, and is the parallel to the social imaginary discussed two weeks ago). No longer was the idea of an ordered cosmos the basis of humanity’s concept of its position in the grand order of things. Rather, a vast – perhaps infinite – universe was seen to lie in the space beyond our world: “Cosmos to universe: the way the world is imagined changed…” This change created conflict with particular religious beliefs at the time of Galileo, and the problem was to reoccur with increasing force in the Victorian era with Darwin’s theory of natural selection (Darwin himself never used the term evolution, as this had a different implication at the time). Taylor is keen to try and place this aspect of the story in adequate context, as it is easy to be misguided by focusing on the replacement of one theory by another, but the transformation of the cosmic imaginary requires much more than this. Kuhn and other philosophers of science have demonstrated in recent decades that “without an adequate alternative framework of explanation, the most refractory facts will not budge us from our established beliefs, that they can indeed, often be recuperated by these old beliefs.” Taylor accedes: This is not to deny that science (and even more “science”) has had an important place in the story; and that in a number of ways. For one thing, the universe which this science reveals is very different from the centred hierarchic cosmos which our civilization grew up within: it hardly suggests to us that humans have any kind of special place in the story, whose temporal and spatial dimensions are mind-numbing. This, and the conception of natural law by which we understand it, makes it refractory to the interventions of Providence as these were envisaged in the framework of the earlier cosmos, and the connected understanding of the Biblical story. Seen in this light, “Darwin” has indeed, “refuted the Bible”. But the usual perspective we have about the role of Darwin in the transition to widespread unbelief is misleading because it presents the theory of natural selection as the pivotal point of this conflict. Yet in fact the Victorian era was already grappling with this problem long before the publication of On the Origin of Species by Means of Natural Selection in 1859.
Taylor identifies the historian Thomas Carlyle (pictured above) as a central figure in this debate. Carlyle had been raised in a strict Calvinist family, and his family had expected him to become a preacher; however, while studying at the University of Edinburgh he lost his Christian faith. Carlyle's work brought into the public awareness a wholly new perspective on history, and revealed what Taylor terms “the dark abyss of time” against which humanity was an almost insignificant speck. This was an important part of the background conditions in which Darwin’s theory appeared: …evolutionary theory didn’t emerge in a world where almost everyone still took the Bible story simply and literally… this world was already strongly marked by ideas of impersonal order, not to speak of the dark abyss of time; and… an influential formulation had already been given to the displacement of Christianity by a cosmic vision of impersonal order, that of Carlyle. This doesn’t mean that Darwin was without impact. His theory gave an important push towards a materialist, reductive view of the cosmos, from which all teleology was purged (because explained away on a deeper level). But it enters a field in which many people had already felt the pull of the primacy of impersonal order; it did not initiate this pull on its own. One of the most fascinating parts of Taylor’s account in connection with “religion” versus “science” is his exploration of the experience of conversion that people have when they abandon (say) Christian beliefs in favour of scientific materialism. He demonstrates quite comprehensively that this move does not occur as a result of “some rigorously demonstrated scientific conclusion”; in fact: …the appeal of scientific materialism is not so much the cogency of its detailed findings as that of the underlying epistemological stance, and that for ethical reasons. It is seen as the stance of maturity, of courage, of manliness, over against childish fears and sentimentality… the story that a convert to unbelief may tell, about being convinced to abandon religion by science, is in a sense really true. This person does see himself as abandoning one world view (“religion”) because another incompatible one (“science”) seemed more believable… But by “science” here we mean scientific theory plus “a picture of our epistemic-moral predicament in which science represents a mature facing of hard reality”. It is this whole package which beats out “religion”, which is to say religious faith plus a rival epistemic-moral predicament. The actual findings of science are less important here, and certainly do not prove the impossibility of God – Taylor examines both the proofs and the disproofs of God (as have other philosophers before him), and shows once again that neither really hang together in any convincing fashion. As with all metaphysics, such issues can never be resolved decisively one way or another. Thus:
When “science” beats “religion”, it is one such [epistemic and moral] vision which expels another… But once this happens, then the very ethic of “science” requires that the move be justified retrospectively in terms of “proofs”. The official story takes over. As a theist, Taylor has a unique perspective on conversions to unbelief, and notes that part of the appeal here is “the relief of revolt”. When one has a childish conception of God, for instance, as a protecting father who could prevent our suffering but does not, then the pain of holding onto one’s faith in the context of the unkindness of everyday existence can become unbearable – the only way to alleviate the cognitive dissonance is to ‘flip’ into atheism. Against this, Taylor shares his own image of God as suffering with us, but is keen to note that any kind of faith in God can be seen as childish from some perspective.
Returning to the core theme of secularization, Taylor identifies a pervasive “unthought” which can mislead unbelievers when they consider religion just as easily as equivalent “unthoughts” may lead believers into strange ideas. This hidden outlook is strong among intellectuals and academics who, having undergone a conversion to unbelief (or perhaps having begun there) believe that religion must decline either because science shows it to be false, or because disenchantment invalidates it, or because it depends upon authority and cannot survive the modern importance placed upon individual autonomy. This forms part of what Taylor terms the “intellectual hegemony” in the academic world, which excludes or renders irrelevant the study of religion, especially in the fields of social science, history, philosophy and psychology. Academics who study religion are often met with surprise, as if religious matters no longer had any bearing on the modern world. The extent of this problem, I can attest, is greater than most people give credit.
The historical battle between “religion” and “science” marked a powerful transition of the cosmic imaginary, one which did indeed create problems for conventional Christian faith both in the Victorian era and beyond. But this transition was not a change to an imaginary where scientific materialism is inevitable and religious faith is impossible: …the salient feature of the modern cosmic imaginary is not that it has fostered materialism, or enabled people to recover a spiritual outlook beyond materialism, to return as it were to religion, though it has done both these things. …it has opened a space in which people can wander between and around all these options without having to land clearly and definitively in any one. In the wars between belief and unbelief, this can be seen as a kind of no-man’s-land; except that it has got wide enough to take on the character rather of a neutral zone, where one can escape the war altogether. Indeed, this is part of the reason why the war is constantly running out of steam in modern civilization, in spite of the efforts of zealous minorities. We live in a world where the landscape of belief has diversified into an unfathomably variegated patchwork quilt of possibilities, against which both the narrow cleaving to ancient tradition represented by “religion” and the equally blinkered flattening of religious beliefs to irrelevance represented by “science” are merely the polar extremes. Next week: The Nova Effect |
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Posted: 19 Sep 2008 08:01 AM CDT 原文出处: http://gameue.blog.163.com/blog/#pn3
游戏到底怎么好玩呢?这个问题只怕作为一个游戏人很多次的问过自己。特别是进行用户体验测试的时候,当我们需要对一个游戏的可玩性进行评价,必然涉及到对可玩性的维度进行提炼,也就是把可玩性的要素抽象出来,才能对游戏的可玩性进行评价。本文整理成文前,其实也有不少争论,成就感、兴奋点、挑战性等等不同的词汇,不少现有的模型都被提出来,本文只是试图把这些概念整合到一起去。 另外需要说明的是,本文不讨论音乐、美术等表现性的维度,不涉及已经比较完善的可用性方面的维度,不细化关于RPG,FPS,ACT,RTS等等各类游戏特有的维度,而只是定性的讨论抽象于所有这些游戏形式之上的一些通用的维度。我想每类游戏如果需要进行可玩性方面的专门研究特别是进行定量研究的话,必然需要把一些通用维度细化或者特征化为一些特有的维度。 目标玩家接触游戏的之后,大体会经历这样一个过程,而从一个目标用户变成真正的用户。 用户接触游戏过程和新手的重要性 入上图所示[1],玩家通过市场宣传渠道,用户口碑,公司形象品牌等各种原因接触到我们的游戏。玩家开始玩游戏,通过我们对公司最近几款游戏的统计,绝大部分会在开始的前1个小时就放弃了。这个比例各个游戏由于游戏门槛、引导的好坏,美术音效的喜恶,网络服务的好坏等等原因差别较大。游戏最初的10分钟是鉴别一般玩家和目标玩家的过程,游戏最初的一到两小时是目标玩家转为目标消费者的时期。我们假设玩家是否喜欢我们的游戏是随机分布的,也就是附和泊松分布,那么绝大部分玩家实际上处于一种模棱两可的境地,所以前期的一小段时间也是决定能否争取更多消费者的关键时期。 新手阶段的三种目标 那么如何让玩家成为我们的消费者,首先在新手期一定要让玩家确立一个短期的目标,比如梦幻西游中的短期目标是走出新手村,加入门派。当然在新手阶段还有非常多的注意点,既要让他们保持一定的工作量,又不能让他们感觉太累;需要让他们学习必要的游戏技巧,又要照顾玩家不要产生厌恶学习的情绪[2]。在玩家顺利的完成了接触游戏的短期目标,并得到了一定的乐趣的时候,一定要让他们产生一个长期期目标。在玩家朝着这个长期目标前进的过程中,会产生一些持续的目标,这些持续的目标包括短期的目标也包括中长期的目标。要始终保持玩家有短期、中期、长期的目标。 三种目标的定位 对于短期的目标一定要非常清晰,只要玩家通过一定的努力就可以在可预见的一小段时间内完成。中期的目标则是玩家可以通过一些努力达到的,而且是玩家一段时期的行为的中心原因。而对于远期的目标就要似挂在赛跑的猴子前面的香蕉,看上去就要吃到了,但其实永远都是吃不到的。 注意力引入 我们常常提到一个词叫代入感,一个好的游戏需要有一定的代入感。和国外游戏不同,国内的游戏在创造“角色”方面还存在欠缺,至今基本没有能够建立一个马里奥这样的经典角色,但是在塑造剧情、烘托气氛、制造玩家交互上面倒做得颇有心得。不过我们这里用的标题却是玩家的注意力,而不是代入感,这里主要有两个原因,第一个是代入感是不可测量的,而注意力则容易观察甚至量化的多;第二个是代入感,人们对他的联想往往被限于剧情、气氛等,而注意力要比它的概念广泛一些。 玩家需要被“激励” 需要吸引玩家的注意力,就需要让玩家可以被“激励”。什么是激励呢?激励可以是胜利的成就感;可以是继续了解新剧情的冲动;也可以是金钱、装备的炫耀,简单的说就是对玩家欲望的激发。我们需要保持对玩家源源不断的激励。而玩家得到这些激励的时候,必须付出相应的代价,代价则容易造成玩家的负面情绪。当玩家被激励了,那么玩家付出代价带来的负面情绪相比于激励带给玩家的正面情绪要是相称的。比如,天下2的任务,让玩家完成跑路的任务,获得的奖励多少要和他跑路长短对等。而且跑路这个过程的负面情绪不如激励的正面情绪有吸引力的多。明确这种激励,了解玩家需要怎样的激励,多于玩家的注意力至关重要。千万不要让玩家为没有多少价值的东西去浪费很多的注意力。如果一个激励需要太长的时间来达成,应该让玩家在中间有所缓和,不能让玩家感觉焦虑,比如天下2原来的第三个包裹任务,虽然其激励非常好,但是过程太过漫长,而没有让玩家在中间有缓和的休息点,容易导致负面情绪过渡积累而产生质变。 吸引玩家注意力的四种乐趣 玩家的注意力被四种乐趣吸引,克服困难得到的乐趣,轻松的乐趣,交互的乐趣,和刺激的乐趣[5]。克服困难的乐趣主要体现在挑战性(包括策略性、全局把握等等)。轻松的乐趣主要来自于提供剧情、设置疑问、重视细节和满足YY欲望来实现。刺激感,主要来自于仿真、内容带动情绪、关键刺激调动的方式实现。而交互的乐趣主要通过竞争、合作和社交建设实现。这几种乐趣有时候不一定是相容的,所以在设置乐趣来获得注意力上也应该要良好的搭配,避免堆砌。 注意力的合理分配 在游戏中的时候,我们需要保持玩家一定的注意力,也需要注意保持玩家一定的自身意识。一方面,玩家会太疲劳,容易放弃持续进行游戏;另一方面,也需要考虑保护用户,不至于让他过于投入,而在情绪和生理上受到伤害。比如,我们梦幻投放节日活动的时候,通常高激励的短期活动投放不会很久也不会横跨一般人的吃饭时间,就是比较好的例子。当然这里关于注意力的吸引需要保持玩家自身意识的意思不是在每个时刻如此,在某些短暂的重要时刻可以让玩家完全投入进来,甚至于紧张的内脏也感受到抽搐也是可以的,但是这种点的分布一定要把握好,不能太密集。 可学习性和挑战性可学习性 说到可学习性,一个优秀的游戏是不需要学习的,至少是不存在一个老师教育学生的过程,最多是个引导的过程。游戏不应该需要玩家专门学习,而是在玩的时候成长,游戏的引导过程不应该被显著的独立出来,而是融入于整个游戏进程。 玩家在学习游戏的过程中需要有一定的激励因素,玩家的进步需要被肯定和激励。比如,跑跑卡丁车的可学习性是比较好的,它提供了独特的驾驶执照作为激励。跑跑卡丁车获得驾驶执照的过程实际上是其引导的过程,但是它巧妙的在里面设置了激励,对于完全的新手的一些必要的引导,能够跑过终点线,并且大大的“通过”两字,很具有吸引力。对于熟练的玩家,它的激励不具有吸引力,但是它可以瞬间就通过这个教学过程,不强迫进行冗长的学习而导致产生负面情绪。玩家水平的提高主要通过游戏本身。而中级以上驾驶执照并不是必须考取的,但是却让玩家建立了长远的目标,了解自己技能的不足和哪些方面可以提高。 挑战性 要实现好的可学习性,其实必需要有好的挑战性的支持。一个好的挑战性需要具备,不同层次,不同经验的玩家在游戏的时候可以得到对应的挑战,并且获得成就感。初级玩家进入游戏也有乐趣,成长的过程面对不同的挑战,都是乐趣,这就是很好的可学习性了。随着玩家经验和水平的提升,玩家有更高难度的挑战出现。挑战性主要来源于两个方面,对游戏虚拟人物的挑战和对玩家自身技能的挑战。不同的游戏可能偏重不同,但是通常一款成功的游戏或多或少都有两个的挑战。所谓虚拟人物的挑战就是虚拟人物属性、技能、装备、地位等等的追求,这种挑战一般被用作大方向上的挑战设置。而玩家自身的挑战是战术,反应,技术等等挑战,这种挑战通常是在虚拟人物能力接近情况下的玩家之间或人机之间的挑战。挑战性不应该只有成功和不成功两种结局,应该让成功不那么容易达到,但是每次不成功都感觉离成功越来越近。 控制感和反馈控制感 对于不同的游戏,控制感的要求可能差别很大。RPG游戏可能更喜欢舒适,简洁的控制感,而ACT,FPS游戏更喜欢真实、容易记忆、高效的控制感[3]。但是不论哪种游戏,哪种操作方式,玩家都喜欢符合人体基本特征的操作方式。只要游戏提供的任何操作就是可用的,不会遇到阻碍的。玩家应该有一定的自由,如果认为法理上允许的操作,就是允许存在的,只能修改游戏本身,却不能要求玩家来适应游戏。要照顾玩家的操作习惯,给高级玩家一定的自由度,但是不能把设计的压力转给玩家。系统要为玩家主动屏蔽或提示会对玩家直接造成危害的行为,而且要提供万一这种行为发生而回复这种行为的操作。控制界面的设计要把重要、常用的功能放在玩家容易达到的地方,把高级功能放在玩家预期的下一层次[3]。 反馈 对于玩家的任何行为,从瞬间的操作到长效目标的达到,都需要提供反馈。而且反馈的程度要和行为的重要性相称。玩家的控制指令下达之后的反馈要在玩家预期的范围内给出。
交互性交互性3要素 玩家玩网络游戏主要的目的是排遣空虚[4],而从交互方面来看,人们是为了获得3方面的感受:竞争、合作和社交[5].另外由于游戏中角色的可再造性,我们认为玩家对于游戏交互方面的需求更多的站在安全的角度,来填补其在现实社会中缺乏的感受。 竞争和合作是双生子,不论他们的直接关系,社会群体动力,合作增益各个角度来看都是绝对不可分割。简单的认为,我们应该创造竞争关系,而后提供合作的平台。 竞争是许多个体或利益同盟之间,对游戏的必需资源有共同的要求,所产生的相互作用。竞争的要素通常就是激励,而激励反过来又推动了竞争。玩家间的竞争是产生合作的重要原因,竞争也是游戏满足挑战性的一部分,适度的竞争会刺激玩家投入,而过度的竞争会让玩家疲劳和产生挫折感,所以竞争是双刃剑。既要让玩家去竞争,胜利者获得资源,而失败者却不能让他失去太多,而且也要注意保持失败者的信心以持续游戏。 合作本身是一种乐趣,它让玩家找到自己在群体中的归属感,合作是为了共同的目标,合作可以更有效的竞争,竞争的最终形式是合作。合作产生一种个人动力,提供互勉、互助互爱的情绪[6]。优秀的合作依赖于优秀的组织形式。组织有两种,紧密的团队合作和松散的组织生活。团队,需要提供极其方便的信息交互手段,满足玩家的交互需要;团队需要有共同的短期或者中期目标;需要非常方便的结成符合自己需要的团队等等。组织则需要有一定的利益,合理的利益分配,完善的管理,方便的沟通方式等。 最后是社交,社交的本质是话题。游戏的竞争和合作提供给玩家很多关于游戏本身的话题,也把一些可能会有共同爱好的人聚在了一起。游戏内的社交,包括个人的好友系统和工会等组织都是社交的平台。除了要提供线上的社交,也要提供一些线下的社交方式。 对于网络游戏,交互性的重要性不言而喻,限于篇幅和内容就不一一详细说了。网易游戏在交互设计上本来是走在前列的,觉得归根结底的,交互性就是要有无穷的合作与竞争可以提供交互,玩家可以控制交互为轻度交互和深入交互,实现沟通的方便、顺畅,提供线上线下多重交互需要。交互性作为一个比较终极的属性,本身来说功能上的实现,现在是比较完善的了,其合作和竞争关系的建立,不断持续,和获得乐趣才是关键所在,这些恰恰更多的是建立在其他维度的实行上面。
上面这些特性,是我通过对最近的一些讨论、文献和实验的结果进行整理的结果。对比我们进行的一些可玩性方面的测试,目前认为基本可以解释通用的可玩性问题。为了便于把这些维度应用到实际的游戏制作中,我们在尝试把这些维度进行量化的尝试,作为可玩性测试的必要补充。不过我觉得各个游戏由于侧重点不同,各种特性的侧重点的设计肯定会有所区别。
引用:1.>佚名,(2007-3-13)网络游戏用户体验设计,online,最后访问时间 2008-1-4,URL: http://hi.baidu.com/ggdcorel/blog/item/300d61cb43cef11ebf09e635.html
2.>申磊,(2007-12)基于新手关卡的可玩性测试,游·易 vol_10
3.> Penelope Sweetser and Peta Wyeth(2005): GameFlow: A Model for Evaluating Player Enjoyment in Games (pp 19 -20), The University of Queensland, St Lucia
4.>伍松(2007):整体市场营销
5.>Nicole Lazzaro,(2006-5-6):4 Fun Keys Model,online,最后访问时间2008-1-11,URL: http://www.anti-linearlogic.com/Emotional%20Divide.ppt
6.> 让.梅松纳夫,(1997):群体动力学(ch 4,5,6),商务印书馆 |
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Posted: 19 Sep 2008 10:00 AM CDT This year I've decided to despence with tradition and instead of talking like a pirate, I'm going to smell like one. |
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Posted: 19 Sep 2008 08:54 AM CDT |
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Posted: 19 Sep 2008 01:28 AM CDT 如果说AudioSurf 做的游戏类型融合和自动音乐谱面系统都还算是意料之中,是独立游戏设计的本质的话,那么AudioSurf 的网络社区支持显然就显得更加具有“专业“意味。 AudioSurf 可以根据玩家弹奏音乐的信息自动对同样弹过这首音乐的玩家排除一个针对于音乐 ...
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GameStop in 2008: The Mega-Interview Posted: 19 Sep 2008 11:00 AM CDT |
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Posted: 19 Sep 2008 06:41 AM CDT 「征服的成就感」是《征服四海2》讓人不忍釋手的最大因素,如果你夠厲害,你是有可能征服全世界的,或者你可以自定目標,看著你的國家朝著它邁進。
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Posted: 19 Sep 2008 06:44 AM CDT 天使投资(angelequity)指个人出资协助具有专门技术或独特概念而缺少自有资金的创业家进行创业,熏陶并承担创业中的高风险和享受创业成功后的高收益。或者说是自由投资者或非正式风险投资机构对原创项目构思或小型初创企业进行的一次性的前期投资。它是风险投资的一种形式,在根据天使投资人的投资数量以及对被投资企业可能提供的综合资源进行投资。 而“天使投资人(Angels)”通常是指投资于非常年轻的公司以帮助这些公司迅速启动的投资人。在风险投资领域,“天使”这个词指的是企业家的第一批投资人,这些投资人在公司产品和业务成型之前就把资金投入进来。天使投资人通常是创业企业家的朋友、亲戚或商业伙伴,由于他们对该企业家的能力和创意深信不疑,因而愿意在业务远未开展进来之前就向该企业家投入大笔资金,一笔典型的天使投资往往只是区区几十万美元,是风险资本家随后可能投入资金的零头。 通常天使投资对回报的期望值并不是很高,但10到20倍的回报才足够吸引他们,这是因为,他们决定出手投资时,往往在一个行业同时投资10个项目,最终只有一两个项目可能获得成功,只有用这种方式,天使投资人才能分担风险。其特征如下: 1:天使投资的金额一般较小,而且是一次性投入,它对风险企业的审查也并不严格。它更多地是基于投资人的主观判断或者是由个人的好恶所决定的。通常天使投资是由一个人投资,并且是见好就收。是个体或者小型的商业行为。 2:很多天使投资人本身是企业家,了解创业者面对的难处。天使投资人是起步公司的最佳融资对象。 3:他们不一定是百万富翁或高收入人士。天使投资人可能是您的邻居、家庭成员、朋友、公司伙伴、供货商或任何愿意投资公司的人士。 4:天使投资人不但可以带来资金,同时也带来联系网络。如果他们是知名人士,也可提高公司的信誉。 天使投资往往是一种参与性投资,也被称为增值型投资。投资后,天使投资家往往积极参与被投企业战略决策和战略设计;为被投企业提供咨询服务;帮助被投企业招聘管理人员;协助公关;设计退出渠道和组织企业退出;等等。然而,不同的天使投资家对与都投资后管理的态度不同。一些天使投资及积极参与投资后管理,而另一些天使投资家则不然。 根据美国资本主义的情况,一般规定了天使投资人的总资产一般在100万美金以上,或者其年收入在20-30万美金,依据你的项目的投资量的大小可以供参考选些天使投资的种类,其种类包括: 1.是支票天使——他们相对缺乏企业经验,仅仅是出资,而且投资额较小,每个投资案约1-2.5万美元; 2.另一种是增值天使——他们较有经验并参与被投资企业的运作,投资额也较大,约5-25万美元; 3.再一种是超级天使——他们往往是具有成功经验的企业家,对新企业提供独到的支持,每个案的投资额相对较大,在10万美元以上。根据具体的所有的拿到的项目资金选择合理的对象,这是很关键的。 |
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Posted: 19 Sep 2008 09:13 PM CDT |
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Posted: 19 Sep 2008 05:42 AM CDT Baldur's Gate III 谣言再起
消息来源: CVG 发表于【叉包牌电饭煲】,转载请注明出处。 雅达利(Atari)已握有版权,但拒绝就续作发表评论 经典的龙与地下城CRPG《博德之门》(Baldur's Gate)系列第三作再次传出正在开发中的风声,据传这次开发商不再是其生父 BioWare。 尽管就算开发中的消息属实,玩家看到实质性的内容也至少要到一年之后。根据我们的情报,这款续作的开发团队不得而知,而其发行商则是《无冬之夜2》(Neverwinter Nights 2)的发行商雅达利。该厂刚刚推出无冬系列的套装PC-DVD优惠版。 在2001年《博德之门II:巴尔王座》(Baldur's Gate II: Throne of Bhaal)发售之后,此系列的后续归属就一直没有定论。因此系列续作的消息也成了各大媒体谣言板块上的常客。其中最富盛名的谣言是系列第三作本来由如今已倒闭的黑岛工作室(Black Isle Studios)接手。而黑岛在 Interplay 将其关闭之后,骨干力量跳出来成立了黑曜石(Obsidian Entertainment),为 BioWare 开发了《无冬之夜2》。 黑曜石是否正是《博德之门III》的幕后开发团队我们不敢妄下定论,不过我们确信此工作室绝非是那种只会做绣花枕头的泛泛之辈。 我们就此也联系了雅达利,官方表示拒绝对此消息做出评论,但向我们确认了一件事:“《博德之门》是雅达利握有的知识产权之一”。(Baldur's Gate is "one of the properties Atari has rights to".) 好了,今天的业内谣言节目结束的时间又到了。 各位请尽情yy吧…… 随机文章:掌间的银河——漫谈《质量效应》与新一代太空RPG风潮 2008-08-15 这不是大鱼吃小鱼——BioWare谈EA收购事件 2008-06-05 回合制超音速:BioWare的Sonic掌机RPG预览 2008-06-04 企鹅、秃鹫与鸵鸟——《暗黑破坏神》系列溯源 2008-09-09 《奥秘》非官方补丁最终版v080708公布 2008-07-22 收藏到:Del.icio.us |
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Changing hosts, expect weirdness Posted: 18 Sep 2008 08:11 PM CDT I’m sick and tired of our hosting company being, well, outright jerks, so we’ll be moving to a new host over the next few days, hopefully sooner rather than later. But be warned that comments you make might be swallowed up during the process, and there may be some intermittant downtime. Thanks for your patience and understanding. |
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Posted: 19 Sep 2008 05:07 AM CDT 为了弥补场景光照效果单一和夜晚场景表现单调的缺点,现向场景编辑器中添加了多光源的编辑功能,
场景物件用实时光照来处理,最多只接受最近的2盏灯的光照,而地形光照亮度可渲染入地形顶点内缓存,CPU计算好光照,无需实时处理,这样就可以支持理论上无数盏灯光了,以下场景至少有9盏以上的灯光,效率并不会损失太大! www.azure.com.cn |
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Posted: 19 Sep 2008 05:55 PM CDT |
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Don't Talk About Creationism, Or Else Posted: 19 Sep 2008 03:30 AM CDT Following this week's exploration of “religion” versus “science”, I’d like to conclude this theme by looking at this issue in current affairs.
What were these scandalous comments? Professor Reiss suggested that rather than dismissing creationism as a “misconception” teachers should see it as a cultural “world view”, take the time to explain why creationism had no scientific basis, and added that this was more valuable than simply “banging on” about evolution. In a later interview he added:
An increasing percentage of children in the UK come from families that do not
accept the scientific version of the history of the universe and the evolution
of species. What are we to do with those children? My experience after having
tried to teach biology for twenty years is if one simply gives the impression
that such children are wrong, then they are not likely to learn much about the
science that one really wants them to learn. I think a better way forward is to
say to them ‘look, I simply want to present you with the scientific
understanding of the history of the universe and how animals and plants and
other organisms evolved.’
(Why are there an increasing number of children with creationist views? It is because of the increase in Muslim families in the UK, a proportion of which have traditional creationist beliefs. The percentage of belief in creationism in the UK has been estimated in 2006 to be about 20%; Professor Reiss suggests roughly one in ten students hold creationist beliefs).
The problem, it seems, was not the actual comments that Professor Reiss made, but the way they were reported in the media. Even the moderate BBC news coverage ran with the misleading headline “Call for creationism in science”, and the fact that Professor Reiss is a Church of England Minister as well as a biologist doubtless added to the confusion. The media coverage inflamed the anti-creationist lobby leading, to comments like the following from Mr. Porteous Wood: “Creationism is anti-science. Teaching it to children is a form of intellectual child abuse, because it gives them the wrong facts about life.” This viewpoint clearly draws on Professor Dawkins polemic that teaching anything but ‘the correct science’ is child abuse, a position that is monstrously naïve in terms of philosophy of science, presuming that the science of any one given era can be treated as absolute truth despite the manifest evidence that scientific beliefs change over time. My view on this debacle is echoed in the voices of other scientists in the UK. Lord Robert Winston, professor of science and society at Imperial College London said in respect of the resignation: “I fear that in this action the Royal Society may have only diminished itself. This is not a good day for the reputation of science or scientists. This individual was arguing that we should engage with and address public misconceptions about science - something that the Royal Society should applaud.”
The chief executive of the British Association for the Advancement of Science, Roland Jackson, stated: “I was at the actual discussion and what I heard him say, however it has been reported, was essentially the position advocated by the Royal Society.” He also suggested the Royal Society “should have supported him and used this opportunity to further a reasoned debate”. All this dovetails with my position that creationism is a reasonable topic to discuss in schools when the students hold this belief, and attempting to suppress discussion is utterly counter-productive. Creationism is no longer considered a valid scientific theory, but this does not make it anti-science, and the discussion of why creationism is not a scientific theory is a legitimate scientific topic. It lays out the boundary conditions for our modern understanding of the scientific process. Similarly, phlogiston is no longer considered a valid scientific theory, but there is nothing anti-scientific about discussing phlogiston – in fact, discussing failed theories teaches far more about the scientific method than enforcing a dogmatic interpretation of science. The use of phrases like “anti-science” reveals partisan psychology at work. Modern scientists should be sufficiently secure in their scientific beliefs to have discussions on any topic relating to science without it being a cause of cognitive dissonance. When this is not possible, the objective perspective which scientists strive to attain (but never truly can) is entirely lost, and in the absence of even the intent of objectivity the essence of the modern scientific method is obscured. Since the scientific community disagrees on so many facts, it is absurd to treat any aspect of modern scientific knowledge as dogma – when this happens, we have fallen into the nightmare of epistemic dictatorship I lampooned earlier this week in the nonsense piece about the Science Pope. Professor Reiss’ resignation is an embarrassment to the Royal Society, whose distinguished history spans almost 350 years. When the Royal Society was founded, various forms of creationism were the dominant theories of the origin of life. To contend that these older beliefs are no longer permissible topics for discussion is to irreparably harm the credibility of the scientific endeavour, to violate its assumption of neutrality, and to radically fail to uphold the grand tradition of discussing any and all aspects of human knowledge in a spirit of open debate, upon which all scientific institutions are alleged to be founded. Sir Isaac Newton, one of the progenitors of modern science, held views that accorded with those of the proponents of Intelligent Design, saying of the Universe: “This most beautiful system could only proceed from the dominion of an intelligent and powerful Being.” Holding this belief did not invalidate his scientific work, which included the publication in 1687 of the most influential book in the history of science, Philosophiæ Naturalis Principia Mathematica. But he knew full well that future scientists would see further than him: I do not know what I may appear to the world, but to myself I seem to have been
only a boy playing on the sea-shore, and diverting myself in now and then
finding a smoother pebble or a prettier shell than ordinary, whilst the great
ocean of truth lay all undiscovered before me. Today’s would-be Science Popes would do well to heed Sir Isaac’s advice that “tact is the art of making a point without making an enemy.” |
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Posted: 19 Sep 2008 01:28 AM CDT
动漫花园内部分化至今,名称使用权的混淆还没解决,按目前的架势看双方也没和解的意图,估计将演变成谁能先登上Google和百度搜索榜首的竞争(newdmhy暂时领先)。 先把吸引新人的忧虑摆一边,如今两个网站都面临是自己该搞什么内容的问题。newdmhy拥有老社群的支持,转型成字幕组+FTP资源是大势所趋,他们的Tracker经过这一轮动荡已经变成鸡肋,靠老品牌吃饭的嫌疑很重。 再观dmhy.org,他们持有旧Tracker的完整数据,但对利用这些数据好像没多大兴趣,新开张的U2乐园是走Private Tracker(也就是会员制BT分享)的路线,对此我也持保留意见,原因如下:
分享精神,说到底是人,因为我见过2年多的torrent里全是bitcomet的种子,也看过1年多的torrent里仅有的几个种子来自是迅雷,也在这些客户端上取得过3倍乃至10倍的下载率……仅用utorrent的默认设定。既然在挑战版权法的道路上充满了好人和恶人,而我又无法准确分辨这些人的真面目,那我只能选择一视同仁,以期待更多人无意识有意识下意识的成为BT好人,而不是在通往1:1或更高分享率的道路上煞费苦心。 无论如何,祝动漫花园走好,否则偷笑的将会是极影。纯粹感想,扯皮无益,投票解决。 |
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Offline Product Help Files and Manuals Are Useless Posted: 19 Sep 2008 12:32 AM CDT Offline help files and manuals can be close to useless for many programs. I tried to figure out how the darn mail program grouping works, and I opened the Windows Mail help file. From there I tried to search for help… just to end up reading something useless that ended with a question “was this helpful?”. Then I stopped, searched went to Google and searched again. It was there right away (pointing to Microsoft’s web page by the way), and now I know how to use the mail groups (tip: “options” & “read” tab). It was easier to search from the Internet than search from the product manual. It strike to me that this wasn’t the first case when I simply ignore the product manual and use Google to find out quickly how stuff works. Only perhaps some programming software I use have help files and manuals that I actually read every now and then. I know some people won’t do that either: they’ll choose to use the online help files to find “function reference of software X”. There is some need for offline manuals, but I’m using 95% of the time the manuals I find from the Internet, and perhaps only in 5% of the time I rely on the actual offline product manuals. Is this is also the case for you? Could we perhaps learn something from this when writing manuals for games? (Such things like: when writing a manual, make sure you have online version too) |
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Game Informer Hates Nintendo, Pretends it is out of Respect Posted: 19 Sep 2008 01:17 AM CDT ![]() Game Informer Editor Andy McNamara Most of us get our gaming news from the internet, I assume that is why you are reading this site, among others. But print mags are still a fun read. After all, we need something to do when we're, um, sitting on the can. But don't read Game Informer if you want news about Nintendo, as it seems in the past year or two the magazine has taken a pronounced anti-Nintendo stance. From comments comparing Wii Sports (the seminal game of this console generation, without question, or at least a darn good time) to a coaster to the simple fact that every single game in the Wii catalogue gets low-balled in the review section, you just can't trust Game Informer to give fair, unbiased reviews about Nintendo products. The E3 coverage was laughable. Ok, Wii Music (yes, it always comes back to Wii Music...) might not be any good. But don't just tell us it isn't and then make no attempt to tell us why: it got no coverage other than to say they hated it! Also, the way the magazine openly mocks Nintendo in what is supposed to pass as objective coverage is painful. They joked that they'd rather play frisbee with the Wii Sports Resort (the sequel to Wii Sports coming in early 09) disc than play the frisbee game that's included. This month, editor Andy McNamara decided to defend himself and his magazine in his editor's column. Pompously titled "Nobody's Perfect," Andy says that the dissing of the Big N is out of respect. Oh, OK, got it. So the last year or so of near wall to wall negative coverage, low review scores, non-coverage in general (Wii games just don't get reviewed in some cases) is just because of tough love! Ah! Right on! Funny thing is that Mr. McNamara states that he gets letters every day complaining about Nintendo's treatment in the magazine. Of course he dismisses this as fanboy fluff. To me, though, those daily letters should be telling him something. Like, you know, maybe they are being unfair? At the very least, Game Informer needs to expand its Nintendo coverage- after all, Nintendo has a huge fanbase that reads the magazine and it is ill-served by the current meager offerings. Second, it needs to maybe hire on a writer that actually likes what Nintendo brings to the table, while not being a sycophant for the company. This is what makes Electronic Gaming Monthly readable: Jeremy Parish is an intellectually honest writer who genuinely "gets" what Nintendo is doing this time around, without being a pure yes-man. See full article. Related Entries: Game Informer Confirms New 360 Model - 23 March 2007 Fallout 3 Game Informer Scans - 25 June 2007 Game Informer reveal Borderlands - 15 August 2007 Lame Informer: Only One Editor Has Mario Galaxy #1 - 03 January 2008 |
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Posted: 18 Sep 2008 11:01 PM CDT 美峻宫宇 11:48:29 白马 11:48:58 白马 11:50:35 白马 11:51:12 白马 11:52:27 美峻宫宇 11:54:58 美峻宫宇 11:55:39 白马 11:56:03 美峻宫宇 11:56:24 美峻宫宇 11:56:33 美峻宫宇 11:58:45 美峻宫宇 11:59:57 白马 12:00:39
现在的游戏行业没有规则,好多新人也不懂事,不知道什么人不能招惹,拿无知当个性,QQ上好多人找我,有些人自找麻烦,此前已经罗列了许多,还有人找事。 将对话发布出来态度很明确,就是告诉找我的人自己想好,如果不懂礼貌找麻烦,考虑一下后果。 个人做事很有分寸,从不把事做绝,只要是略微懂得道理都有缓和的余地,但要是一而再,再而三,自己看后果。
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Posted: 18 Sep 2008 10:33 PM CDT 白马(16215901) 11:16:59 猎人vivi(284456705) 11:23:35 白马(16215901) 11:27:03 美峻宫宇(54469359) 11:29:14 美峻宫宇(54469359) 11:29:49 美峻宫宇(54469359) 11:30:12 美峻宫宇(54469359) 11:30:26 白马(16215901) 11:31:34
这个社会很现实,学习工作技能,如果不会,那就学习做人,讲文明懂礼貌,不懂如何做事没有关系,但要学会如何去问,如何去请教,找到懂的人,以好的方式去问,去获得答案,百度搜索也是一个很好的途径。如果什么都不懂,被“处理”是很正常的,即不会做事,又不会做人,那就什么都不做好了。 教给别人东西不一定有好的回报,但不教又如何。好多人通过各种方式问我一些事情,个人也有选择的给于解答。心底无私天地宽,无私才能无畏,对于网络游戏行业来说,无畏于任何事情。 |
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Posted: 18 Sep 2008 09:48 PM CDT 一直不怎么敢在这些比较正式的站点发贴子,首先祝大家节日愉快吧。对我来说这个中秋节却极其的糟糕,就在这个晚上我知道我恋爱4年的女友暑假期间跟别的男人睡了,而那个人却是我在WOW里的好哥们儿。
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Posted: 18 Sep 2008 09:12 PM CDT Beesly’s Buzzwords让Flashbang工作室在GDC 2004赢得"AOL/Cartoon Network Project Goldmaster Winner"的头衔,且让其参与独立游戏嘉年华的决赛。这是个有趣、具教育性可下载的游戏,可增进休闲玩家的拼字能力。在游戏中,Beesly以他的方式经过一年里越来 ...
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