"game" via 柠檬杀手 in Google Reader

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Mar 4, 2008, 1:58:13 PM3/4/08
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"game" via 柠檬杀手 in Google Reader

Chair To Release Undertow XBLA Expansion Path of the Elect

Posted: 04 Mar 2008 07:42 AM CST

Chair Entertainment has announced that this week's Xbox Live Arcade update will bring an expansion to its original underwater shooter Undertow called Path of the Elect, featuring 5 new single player levels, four new multiplayer maps, and a new playable race. First released in November of last year, and later as Microsoft's free gift for Xbox Live downtimes, Undertow is a 2D sidescrolling shooter built using Unreal Engine 3 that, according to Chair, has been ...

Marc Ecko, Showtime Partnering For Dexter Game

Posted: 04 Mar 2008 07:40 AM CST

Marc Ecko Entertainment (Getting Up) has announced it has entered into an agreement with Showtime Networks to design a videogame based on the Emmy and Golden Globe winning television series Dexter. Marc Ecko Entertainment is to "develop the property for interactive media in close collaboration with Showtime Networks to guarantee its faithfulness to the spirit of the groundbreaking show." Marc Ecko Entertainment produced 2005's Getting Upp and is currently working on an untitled project with ...

God of War: Chains of Olympus out today

Posted: 04 Mar 2008 11:34 AM CST

I hope you’re ready for the release of Kratos onto the PSP today, March 4th, when he’ll be hacking up your local game store. To give you a little sample of what you’re in store for, I’ve also included a sneak peak of our 30-second TV spot that launches today as well.

*We* know the game is incredible, but you don’t have to take our word for it… here’s what everyone else is saying:

1UP.com
9.5/10
“… it’s off-the-charts phenomenal…”

G4
5/5
“Not only is Chains of Olympus a worthy addition to the God of War franchise, it also stands on its own as a triple-A title in the PSP library.”

GamePro
4.75/5 + Editors Choice Award
“The Best PSP Game Ever.”

IGN.com
9.4/10 + Editors Choice Award
“Engaging from start to finish, Chains of Olympus is a mandatory purchase for anyone who owns a PSP…”

GameZone.com
9.5/10 + Outstanding Award
“…for a PSP title, this is one of the finest, if not THE finest, games released to date.”

Kill em if you got em!

The Father of Levels, Classes, Hit Points…

Posted: 04 Mar 2008 11:06 AM CST

According to the rumor mill, Gary Gygax has passed away at 69. As a sign of the times, his wikipedia entry is already updated.

GDC Interviews

Posted: 04 Mar 2008 10:54 AM CST

Some of the interviews I did at GDC about DeathSpank are on the Interviews page.  There are a couple more that have not hit yet, plus some print magazine stuff that will show up in a month or two.

If you couldn't care less, watch this instead.

RIP Gary Gygax

Posted: 04 Mar 2008 11:18 AM CST

I am completely devastated right now. No sooner did I make the post about GM’s day when I spotted the story on ENWorld. Up until the end he was posting on message boards and talking to his fans. He touched the lives of so many, including my own, and I am so sad right now that he’s gone. I was really looking forward to seeing him again at GenCon, and I’m very upset he won’t be with us anymore.

My deepest condolences go out to his family and friends.

March Fo(u)rth for GM’s Day!

Posted: 04 Mar 2008 11:11 AM CST

Just a reminder that today is the official holiday of celebrating GMs! As usual, various publishers are having sales to celebrate (which tends to mean the GM spends more money, not less) but it seems there are fewer sales this year, possibly due to the pre-4e holding pattern.

Regardless, either today or the next time you see him/her, celebrate your GM!

And if you really want to be nice, you could institute Scott Rouse’s “Times 10″ rule: whenever a 2 is rolled on a d20, you can pay your GM $1 to turn it into a 20.

恩,说到游戏中对于镜头的应用

Posted: 04 Mar 2008 10:02 AM CST

最近看到gameres上的某帖子,本来想长篇大论,却又发现毫无必要,对于我这样即没有专业导演素养又没有剧本天赋的游戏策划来说,只需要多多参照实例和确切实行就足够了。

一些用魔兽3编辑器作的游戏电影视频:

老外的作品,俺私下翻译了下,有点骇客帝国的韵味

本人做的中文语音视频,节选自naga's tear的开场介绍,表鄙视我,配音不是我的原声在现 =.=

确实还是老东西,这是MTV,本人的作品

其他游戏的镜头应用视频:

天堂2的视频,很多宣传视频确实是用到了镜头控制,不过这些用来宣传的视频明显还作了些后期

这是魔兽世界的视频,看来直接利用游戏镜头控制来做宣传片的确是游戏开发公司很节省宣传开支的办法!

而且具有相当的带入性!

The Secret Life of NPCs

Posted: 04 Mar 2008 10:38 AM CST

So I was playing a console RPG (I do that sometimes), and I found struggling through yet another pointless, canned dialog that is supposed to guide me to whatever I'm supposed to do next. And then something bizarre happened. Or maybe not. I might have been a combination of lack of sleep and a tainted microwave-able meal, but the conversation took a turn for the awesome. And it was highly informative. I learned a lot more about AI-controlled characters in CRPGs than I had ever imagined.

Phlatu Lance, the Shopkeeper: Ah, you must be the Chosen One. Hero, I have a problem. I have no time for my laundry. If you will take my laundry to Mayor Kreppinpanz, he will give you a great reward.

Me: You gotta be kidding me. But okay. Laundry?

Phlatu Lance: Sharing laundry is a very important tradition in our village. After all, have you ever seen villagers around here change their clothes?

Me: Oh. No, I haven't. I see your point. So where can I find the mayor?

Phlatu Lance: You have to wander around aimlessly through our village talking to everyone until you happen to run into him inside his house, which is only slightly bigger than any other house around here. Don't bother knocking, he won't mind you barging in. It's just how things are done.

Me: Can you give me any better directions?

Phlatu Lance: No. But I can't print you off a Google Map. With a streetview picture, if you want.

Me: Cool, I didn't know you could do that!

Phlatu Lance: I've got a printer hidden in that room behind the non-interactive door you can't open.

Me: I always wondered. Hey, speaking of which, where's the nearest save-game thingy?

Phlatu Lance: I'll print off a map to that one. Those are conveniently located just outside of most villages like this one, but often hidden off to the side so that if you miss them, you get killed and have to go through this whole village sequence with pointless fed-ex missions a second time.

Me: Really? You sound like that is a good thing!

Phlatu Lance: Few things give us greater joy than giving Chosen Ones the run-around. And taking their money twice instead of once. And you wouldn't believe the profit-margin on these lame magical trinkets we keep selling you.

Me: Wait! Chosen Ones? Plural?

Phlatu Lance: Based on our sales numbers, we get about a third of a million of you Chosen One types.

Me: Oh. I thought I was special.

Phlatu Lance: Think about it a minute. Laundry missions.

Me: Right. So... uh, about me killing your brother in cold blood right in front of you. You acted like you didn't notice...

Phlatu Lance: Unlike you, he knows where all the save game spots are. We're gonna have another laugh about it fifteen minutes after you are gone to get yourself killed in the woods where our children play safely when you aren't around.

Me: Wow, this really puts things in perspective.

Phlatu Lance: Can I interest you in my wares?

Me: So how do your kids manage to stay safe in goblin-infested woods.

Phlatu Lance: Can I interest you in my wares?

Me: And do you have Google maps of the rest of the w0rld? And when did Google come by to get street views of this village, anyway?

Phlatu Lance: Can I interest you in my wares?

At this point, I'd realized I'd dropped the controller and had that buzzy, confused feeling you get when you just realized that you aren't sure if the teacher had noticed you drooling on your desk while you were out. The on-screen character was calmly giving me his one-sentence sales pitch with no further elaborations on the secret life of NPCs. Maybe some other time...

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

New crossgender play stats

Posted: 04 Mar 2008 10:38 AM CST

Majority of women, men swap gender in MMOs - Joystiq

A recent study called Gender Swapping and Socialising in Cyberspace revealed that 70 percent of women and 54 percent of men swap their genders when playing online games.

This is interesting because it doesn’t even remotely match the statistics from older worlds, where gender-swapping was done mostly by males — and to a far lesser degree.  Interesting to speculate on why it might be different now. I presume that the study is based on WoW…

《红色男爵》(Red Baron: Arcade)破解版[Bin]

Posted: 04 Mar 2008 08:25 AM CST

《红色男爵》(Red Baron: Arcade)破解版[Bin]
转自sharevirus
制作:Atomic Planet Entertainment
发行:Sierra Online
类型:飞行射击
【游戏简介】
本游戏从第三人称视角展现了一个一战期间的双翼飞机。玩家的目标就是毁坏尽可能多的双翼飞机、小型飞船、坦克、碉堡、金字塔和建筑物。
【游戏截图】


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Red Baron: Arcade (c) Sierra Online
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Red Baron Arcade is an engaging flight-shooter set in World War I
where players battle numerous enemies in a vast array of levels.
Battle against intense computer AI in single-player or wage war
against 7 other aspiring "Aces" online. Take to the skies and rise
through the ranks to ultimately become the ace in the Red Baron's
squadron.
* Infamous enemy aces in fast paced, arcade-style, dog-fighting
action
* Intuitive PC controls and game pad support
* In-game and web leaderboards and player statistics
* 14 highly detailed models of classic WWI aircraft for you to
customize
* 24 challenging single-player arcade play missions
* 4 exciting multiplayer modes including deathmatch, team
deathmatch and capture the flag
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1. Unpack.
2. Install.
3. Use serial: ****-****-****-****-****
4. Copy crack.
5. Enjoy!
Ì▄▄ ▀▄▄ ▄▄▀ ▄▄¦
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▒ ▀ ▀ ▒
░ ░
HATRED does not condone in selling warez of any kind.
HATRED does not respect any p2p networks, NFOrce or
anything to make the scene more public.
HATRED does not believe in using a lesser protected
executable whether it be a steam exe, unprot exe,
demo exe, activemark exe, direct2drive exe or any
other weaker protected exe to make a cheap copy/paste
code exe and then label it as a crack. Nor do we
believe in any other sorts of cheap workarounds.
We greet the respectable groups like:
RELOADED - GENESIS - BACKLASH
DELIGHT - RAZOR1911 - POSTMORTEM
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--+( This NFO got cleaned by nyxANTiSPAM for NFO files :) )+--

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

Fonix Supplies Voice Command For Tom Clancy's EndWar

Posted: 04 Mar 2008 05:19 AM CST

Voice technology company Fonix Speech has announced that its VoiceIn technology is a "key element" of the command interface in Tom Clancy's EndWar, Ubisoft's forthcoming Ubisoft real time strategy title. Fonix VoiceIn software is designed to allow developers to implement a voice command interface across multiple platforms including Xbox 360, PlayStation 3, PC and Mac games. Tom Clancy's EndWar will initially be released in English, French, German, Spanish and Italian in the second quarter of ...

Best Of GDC: Ready At Dawn's Phail-Liff Deconstructs God of War: Chains of Olympus

Posted: 04 Mar 2008 05:50 AM CST

What is a great epic, and how is one born? Nathan Phail-Liff, 3D artist at Ready at Dawn Studios (Daxter), was at the 2008 Game Developers' conference to discuss his studio's challenges and solutions in bringing a hit franchise to the PSP, in the context of their recent work on God of War: Chains of Olympus. Describing his studio's philosophy concerning the many problems that occur during development, Phail-Liff said that "the difference between a ...

日版《马里奥赛车Wii》包装

Posted: 04 Mar 2008 08:54 AM CST

预定4月10日在日本发售的《马里奥赛车Wii》包装如下:
这设计和美版没什么两样( http://blog.sina.com.cn/s/blog_4938f71b01008gmt.html ),也许是任天堂的懒惰,不过包装上的方向盘应该是挺吸引人注目的。
 
 
相关链接:
http://blog.sina.com.cn/s/blog_4938f71b01008em0.html
Wii《马里奥赛车Wii》日版发售日
http://blog.sina.com.cn/s/blog_4938f71b01008gmt.html
Wii《马里奥赛车Wii》宣传视频
http://blog.sina.com.cn/s/blog_4938f71b01008ive.html
日版《马里奥赛车Wii》新图片

Wii新频道“电视的朋友”

Posted: 04 Mar 2008 08:32 AM CST

任天堂将于3月4日推出Wii新频道“电视的朋友”(テレビの友チャンネル Gガイド for Wii),顾名思义,就是让用户可以通过该频道来查询、挑选并预定电视节目。

 

 

当然,这样的频道对中国的水货用户来说没什么意义。

 

事实上,Wii上面那么多频道,我常用的也就是“光盘频道”(当然是玩游戏用的)和“照片频道”,其他频道基本都是摆设,所以再多也没啥用处。不过从中倒是可以看出任天堂一直在努力给Wii添加一些实用功能,目的当然还是为了让Wii融入整个家庭。

Wii《生化危机UC》全球出货突破100万

Posted: 04 Mar 2008 08:21 AM CST

capcom宣布:截至2008年2月29日,Wii《生化危机UC》已经在全世界累计出货突破100万。这款游戏的发售日:日本2007年11月15日、美国2007年11月13日、欧洲2007年11月30日。
 
 
原来capcom对Wii《生化危机UC》全球出货量的预测是62万份( http://blog.sina.com.cn/u/4938f71b01000bpn ),现在这个成绩已经超过了她自己的预测。
 
考虑到Wii版《生化危机4 Wii Edition》和《生化危机UC》双双取得不错的成绩,《生化危机0》继续在Wii上炒冷饭也是理所当然了( http://blog.sina.com.cn/s/blog_4938f71b01008iit.html )。
 
相关链接:
http://blog.sina.com.cn/s/blog_4938f71b01000epd.html
《生化危机4 Wii Edition》全球出货突破100万

Sony's Hight: 'Pretty Big' PSN Store Change Due For April

Posted: 04 Mar 2008 05:43 AM CST

As part of an in-depth new Gamasutra interview, Sony exec John Hight has confirmed that the PS3's PlayStation Network will be getting major interface changes in April. Responding to Gamasutra's questioning on how the downloading of games, Hight, who heads-up first party digital game publishing for Sony, commented of questions on PSN's graphical interface: "We give [Sony's interface team] a lot of feedback based on how our customers are reacting to things, and I think ...

Postmortem: O'Kane On Irony, Activism In Whaler Sim Harpooned

Posted: 04 Mar 2008 05:49 AM CST

[In this personal article written for Gamasutra, Conor O'Kane discusses the development of his personal project, the ironic "Japanese Cetacean Research Simulator" Harpooned, investigating his decision to make an activist game in which the main aim was to make something fun, not just educational.] Why Make A Game About Whaling? Whaling is big news here in Australia. Every December when the Japanese whaling fleet passes by Australia to hunt in the southern ocean, we see ...

Sony Japan Reveals New Bronze PSP Bundle, Peripherals

Posted: 04 Mar 2008 05:29 AM CST

Sony Computer Entertainment Japan has announced a new PSP bundle featuring a bronze-colored system, while it also confirmed a launch date for the PSP's previously-delayed Skype service. The Skype service was originally delayed in Japan due to the failure of two microphone products to pass certification. SCEJ announced those two microphones will now be available on March 19th, while the Skype service will become available on PSP as part of a scheduled March 18th system ...

壞掉了的女王樣〜>.

Posted: 04 Mar 2008 08:01 AM CST

164.6:807:653:350:283:2008-03-04-01.jpg:left:0:0::
哇&#21834;&#21834;&#21834;&#21834;&#21834;&#21834;&#21834;&#21834;&#21834;&#21834;&#21834;&#21834;!
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38 Studios Chooses Unreal Engine 3 For PC MMO

Posted: 05 Mar 2008 05:50 AM CST

Following news that it had chosen BigWorld's technology suite for its backend, developer-publisher 38 Studios, founded by famed baseball pitcher Curt Schilling, has announced it has licensed Unreal Engine 3 to power its upcoming PC MMO game. Few details have still yet emerged about the forthcoming game, which is being art directed by Todd McFarlane and utilizing R. A. Salvatore for its story, but the latest release notes that the game will cover "an original ...

Fallout, Medal of Honor Devs Form WhiteMoon Dreams

Posted: 05 Mar 2008 05:46 AM CST

Former Medal of Honor and Fallout developers have announced the formation of WhiteMoon Dreams, a new Pasadena, CA based Xbox 360, PS3, and Nintendo Wii studio currently working with a "major Japanese publisher" on an unannounced title. The company is led by former EA technical art director Jay Kootarappallil whose former work spans titles including Ratchet & Clank and Medal of Honor. Former Fallout lead concept and game designer R. Scott Campbell co-founded the company ...

Critical Reception: Sony/Ready at Dawn's God of War: Chains of Olympus

Posted: 05 Mar 2008 05:32 AM CST

This week's edition of the regular Critical Reception column examines online reaction to God of War: Chains of Olympus, a PSP-exclusive prequel that "hit[s] the mark on every level of production," according to critics. After seeing its 2005 debut on the PlayStation 2, Sony's God of War won critical acclaim both for its solid action-based gameplay and for its attention to visual and audio production. Boasting a strong narrative atypical of its fellow hack-and-slashers, God ...

Red Mile Announces Restructuring, New President

Posted: 05 Mar 2008 05:09 AM CST

Publisher Red Mile (Jackass: The Game, Heroes Over Europe) has announced a "significant reorganization," appointing former International Development Group consultant Simon Price as its new president. Price replaces former EA Canada president Glenn Wong, who resigned from the Company effective February 29, 2008. The company also said it is changing its product distribution strategy, restructuring operations with the aim of reducing operating costs and improving its distribution model. As part of Red Mile's restructuring plan, ...

Dungeons & Dragons Co-Creator Gary Gygax Dies

Posted: 05 Mar 2008 05:00 AM CST

Dungeons & Dragons co-creator Gary Gygax has died at his home in Lake Geneva, Wisconsin at the age of sixty-nine. According to an Associated Press report his wife indicated he had been suffering from an inoperable abdominal aneurysm for some time. As well as his wife he is survived by his six children: three sons and three daughters. Considered the father of tabletop role-playing, Gygax, together with Dave Arneson, created the pen and paper system ...

Zelnick Sees Independent Future For Take-Two

Posted: 05 Mar 2008 04:32 AM CST

Take-Two Interactive executive chairman Strauss Zelnick has claimed that his current business model for the company would see it remain independent, despite a $2 billion offer from Electronic Arts and interest from other unnamed companies. Speaking to The Hollywood Reporter, Zelnick - who runs his own investment company, ZelnickMedia - described the video game industry as "the only growth area in the pure entertainment business". Asked specifically whether he saw value in continued consolidation in ...

Activision's Kotick Talks Guitar Hero Expansion, Possible Call Of Duty MMO

Posted: 05 Mar 2008 04:12 AM CST

Speaking at the Morgan Stanley Technology Conference in California, Activision CEO Bobby Kotick has raised the possibility of a massively multiplayer online (MMO) Call Of Duty game, as well as hinting at plans for further expansion of the Guitar Hero franchise. As reported by consumer website GameSpot, Kotick was responding to a question on what new opportunities might arise from the forthcoming merger of Activision and Vivendi Games/Blizzard. In his response, Kotick suggested that Activision ...

IGN Gets Online Marketing Vet For New Group

Posted: 05 Mar 2008 07:40 AM CST

IGN Entertainment has announced it has appointed online marketing vet Brad Ramsey as its senior VP of marketing, tapping him to head a new marketing group for the company. The new team under Ramsay's leadership, according to IGN, will focus on promoting the network's brand. Part of that effort, the company explains, involves a "focus on understanding the broader audience of gamers." Previously, Ramsay was VP of marketing at Yahoo!, where he led marketing efforts ...

Mario & Sonic At The Olympic Games Wii, DS Sells 5 Million Worldwide

Posted: 05 Mar 2008 07:40 AM CST

Sega has announced that Mario & Sonic at the Olympic Games has sold five million copies in the three months since its November 2007 release. The title, developed by Sega for Wii and DS and published by Nintendo, marked the first time that the two former-rival mascots appeared together in the same game. The company did not specify how many copies were sold by format, however. According to Sega, just after its UK launch, Mario ...

Q& A: Demiforce On Touching, Tilting iPhone's Trism

Posted: 05 Mar 2008 05:23 AM CST

Semi-professional and homebrew developer Demiforce has revealed an intriguing "falling block" puzzle game called Trism. Trism employs touchscreen and tilt sensitivity functionality to manipulate falling triangles on the screen -- the direction the triangles fall depends on the direction in which the player tilts the phone. Through touch, the player can also grab and manipulate the rows of triangles along multiple independent axes, as seen in this video: Gamasutra talked to Steve D. from Demiforce ...

2008: The Year the XBox Took Control of the RPG

Posted: 05 Mar 2008 10:28 AM CST

Gameplayer - an Australian gaming site - has an article about RPGs on the XBox 360, including some back history and the different eastern vs. western RPGs that have made their way to the platform. And they've got that provocative little blurb at the beginning of the article, "2008: The Year the XBox Took Control of the RPG."

The State of the RPG at Gameplayer

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

Localization meets Culturalization

Posted: 05 Mar 2008 10:42 AM CST

Due to my interest in the global aspects of MMOGs and games generally, I wound up at a really interesting session at GDC a couple of weeks ago. It was titled "Self-Censoring Potential Content Risks for Global Audiences: Why, How and When" given by Tom Edwards from Englobe. His talk went far beyond the "avoid blood in Germany, stay away from the Taiwanese flag if you want China as a market" tidbits I've seen before. He argued for something beyond localization--adequate culturalization of games, which makes increasing sense, given the emerging markets and necessities for creating games that appeal to more than one cultural/national/whatever group. Yet his talk was focused on single-player and offline multi-player games, and I began to wonder, how would MMOGs fit in?

Going back to his (great) talk, he mentioned various areas that can cause trouble when games leave their studio (and I should point out that he also mentioned the United States as a "potential hot spot" for some content, which is really no surprise). Potentially troublesome themes include religion (including borrowing from actual religions or making up religions that look suspiciously similar to real world ones), ethnicity (again, using the real, or creating fictional races that might be mistaken for real ones), history, politics and cultural systems, and particular types of content (including character design, text, images, maps, audio, packaging and marketing). Whew! Makes you wonder how games ever make it past such 'content police.'

But his main point wasn't to erase anything potentially provocative from games, but to be aware of what might cause trouble, to get rid of what you really don't need in games, and to build your arguments for content you think must or should be included. Fair enough. But again, all of the examples he drew from were not MMOGs. How might they fit in? They certainly have a global audience, and we know some elements are localized, yet I haven't seen systematic work that examines those changes or any potentially troublesome examples. So my question is-- do you know of material that has been altered for various "versions" of MMOGs (different servers/countries), or problems that have arisen because of such content? And do MMOG designers take such things into account?

How to Increase Your Casual Game Conversion Rate

Posted: 05 Mar 2008 10:13 AM CST

In this article I hope to shed some light on what are average sales conversion rates for casual games, and how useful (or useless) figure that can be - and most importantly: how to increase that number.

A sales conversion rate here means simply the percentage of users who purchase a game after trying it. If for example 1000 players download a game, and 17 of them purchase the game, the conversion rate would be 1,7% (17/1000).

The problem of average numbers
I wrote about the problem of averages in a blog post Averages are useless - on average where it’s basically said that average numbers won’t exactly apply on your situation, since your specific situation can be very different.

Since some guy said that average conversion rate is 1%, it really cannot be applied to your situation.

More on that problem in the blog post, so let’s jump to the next key point.

Some average conversion rates
I’ve seen games with conversion rates from zero to 0.1% to over 5%.

After talking to these developers, I have to say that getting to the 5% is not impossible.

Those games that convert more than 5% are simply crafted to the people who enjoy playing them. They are polished and offer superb value.

1% is not the average conversion rate
You can do sales estimations based on the fact that “your game would convert 1%”, but there’s one key thing that might be missed: quality and targeted customers. Conversion rate - from my experience - depends more on how well the game suits for specific audiences rather than only about the quality.

A game that gets 73% review (out of 100%) can convert a lot better than game that gets 92%. The reason: because the 92% game might be marketed to everybody. The 73% game might not be something that a reviewer likes (or something that most people like), but it could be very much fun for a certain tiny group of people.

If we only look the quality of a game, and how other games have sold - we might forget that there actually must be an audience who is willing to purchase. The preferences of those customers must be met to get game convert well.

What conversion rates tell us
If a game has 1% conversion rate, then the authors can make conclusions whether to try different markets and audience to get better conversions, or whether to improve the game. It’s quite easily forgotten that improving the quality (which is important) is not the only thing to think when people go through forums and say “why my game is not converting well”.

How to increase the conversion rate
When we want to increase our games conversion rate, there are a few metrics to pay great amount of attention:

  • The website: Website doesn’t quite likely affect on how well a game converts after downloading, but I include this point here to remember that getting people to download is important as well. Making sure that the download button is visible helps increase the download conversion which then can increase volume, and sales.
  • The demo or trial version: The trial’n'buy version of your game has a huge impact on whether people will download the game or not. Portals tend to use the “60 min gameplay” limitation, but in some games limiting the number of features, or having different time limitations or giving special discounts can increase the conversion rate.
  • Improving the quality: When you improve the quality of your game (it can be anything from smoother user interface to new levels to new features to bug fixes), the conversion rate should eventually increase as well.
  • Selling to those who want to buy: This point is often forgotten. Hardcore players and casual players have different ways to play games. Social players look different things than non-social players. Those who enjoy single-player over multi-player might have different requirements. The key here is to figure out whether you are presenting your game to the right audience.

Selling warm clothes in a desert won’t get anybody interested, but selling water might be just what people are after.

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

D&D XP Interview: Sara Girard & Rob Heinsoo

Posted: 05 Mar 2008 09:42 AM CST

We sat down first to talk with the Sara Girard the Associate Brand Manager at Wizards, who works a lot on the marketing for 4th Edition. We started by bringing up our experience with our first chance at playing 4th Edition in the Dungeon Delve, and Sara mentioned that she is currently playing a Dragonborn Paladin.

Critical Hits: We noticed that Dragonborn were not presented in the Delve, can you talk about them at all, about their racial abilities?

Sara: I like playing a Dragonborn because there are certain abilities which other races don’t have. Like the breath weapon or when you’re bloodied you get an added bonus to certain things. I like playing them because they have a lot of powers.

CH: So you’re the Associate Brand Manager and Marketing Lead for D&D, how closely has Marketing & Brand been working with the Design Deptartment?

Sara: We meet weekly, we talk about all sorts of things, we meet with the R&D team and make sure that we are all of the same mindset because things change frequently through the process of development.

CH: How do the rules that make up D&D influence what you do?

Sara: I would say that we influence the rules a little, but we all have to communicate quite a bit. We play the game, we have 8 people in our game right now, so we find out the rules naturally as we play. “Oh this rule has changed from last time, it wasn’t working out so well.” So we’re learning from in-game situations as well, so I learn the rules and changes to them personally through experience.

CH: As far as playing D&D in the Wizards office, I imagine it’s not mandatory but do they go around recruiting people for a game?

Sara: Oh, you don’t need to recruit! We actually had a game before, we were playing an Eberron adventure, but then the DM left the company and our game group was so traumatized by not playing every week.

CH: How much community interaction do you do, dealing with the fans and the messageboards?

Sara: I visit a lot of the message boards, about 3-4 times a week. I try to get an idea of how the fans are feeling about certain games, what some of the main points are, and I try to address them when they get serious or if they start going down the completely wrong path to say, “Hey, don’t worry about that.” I try to jump in when necessary, but I am very up to speed on the community.

CH: With design ideas that you see in the community, how do you sift through them to find the actual valid concerns or suggestions among all of the fluff that you might see?

Sara: That’s true, there is a lot out there. We put a buzz around the office about what’s out there and the topics naturally come up when multiple people talk about them. When it becomes a serious argument rather than a lively debate that’s where we step in and start to think about it. Or it’s just fun, like the Dragonborn boobs thing.

CH: You said you were playing a Paladin, can you talk a little about the changes to the Paladin?

Sara: I don’t know that I can.

CH: Did you have a lot to do specifically with the preview books that came out?

Sara: I looked them over, to discuss how well we thought things worked. We were involved in seeing how they looked, but mostly they were an R&D endeavor.

CH: So they were really a more direct conversation from R&D to the community? Do you think they have been effective?

Sara: Yea, I think they were great resources to give out a little bit of information on how the game is developing and what brought about the decision to do 4th Edition. I think those books were very good for that purpose, we’ll see how they go from there. I like them personally just for the interesting stories they present.

CH: We’ve encountered a lot of situations where the people developing games play them, and really enjoy them and talk about how great they are, but the community rarely believes them.

Sara: Yeah, I know, hopefully today we’ll get some of that skepticism out of the way because more people are playing it. Now people will see that I’m not just blowing smoke, but that it’s really a fun game! I love it, and I hope that when people play it they will just be like, “Wow!”

CH: What kind of efforts up until today’s showings have you taken to try and prove this to people?

Sara: Like they say, “You can’t tell, You’ve gotta show”. Today’s the show.

CH: What other events are happening after this weekend, like Gen Con as mentioned in the seminar earlier?

Sara: Of course, the launch is on June 6th, and after that is Game Day where right now we have over 3,000 stores participating. We are really attempting to reach more types of players. We have the potential to bring younger players in to 4th Edition with things like library sponsorships. We have the opportunity to bring lapsed players back into the game who haven’t played for a long time, you can play with your friends from college who haven’t played very much recently.

CH: I know that a lot of people have reacted badly to 4th Edition, claiming it is just a money grabbing scheme. Many of them never played 3.5e and never got to see the improvements that it made to 3rd Edition.

Sara: Definitely, we want to make it more enjoyable for a lot of people, especially the ease of play, and the ease of being able to DM as well.

(Rob Heinsoo joins us at the table at this point.)

Rob: Hi!

CH: Sorry to pull you away from the Delves. (he was running a table there) We were talking to Sara earlier about the joy of playing a Fighter and really enjoying the choices involved in the combats.

Rob: I was talking to someone about that earlier, and that one of my favorite characters to play was a Fighter in 3rd Edition and that when I didn’t show up to play, the rest of the players played. But if the Cleric didn’t show up, or the Wizard didn’t show up, it was like “Okay guys, I’ve got this other card game we might be interested in playing tonight.”

Sara: Yes, we played for weeks without our Cleric and we were fine.

Rob: You can do that in 4th Edition, I mean it helps to have them there, but especially if you have more players in your party you have more options open to you when one particular class isn’t present.

One of the challenges for us with this edition is recognizing that the 3.5 sweet spot was real, it was this element where when the Game Master gets to the point around when their players are using 6th-level spells, all of the sudden the GM’s ability to really understand what’s going to happen in their game is a little bit gone. I’ve seen too many plans of GM’s lovingly figuring out what they want to do, and all of the sudden the PC’s say, “bop!”, and it’s like game over! The GM thinks, “I don’t know what to do.”

There are people who can handle it, I’m sure in our audience we have people who are intensely proud of being really good GM’s and can manage to handle it. But I, perhaps, am like the part of the audience who really didn’t want to have to learn 3.5 according to its rules. I could just make up rules when needed to help everybody have fun, but that isn’t really how the game is supposed to be played. What we’re trying to do with 4th Edition is make a game where the Dungeon Master is given enough tools, and enough SIMPLE ways of making the game fun, that the amount of time that 3.5 would force you to spend doing math is actually used by the GM on their story. Go ahead and finish figuring out your story and what seems cool to you, not just dealing with leveling up this monster or figuring out the math.

CH: What are some of the efforts you’ve put into expanding the sweet spot?

Rob: Well, the thing that we hope is that the sweet spot extends all the way up. I am aware that it’s always possible that that isn’t true, it’s always possible that somewhere in epic play - well epic level play is different, it’s very clear that there are things going on in epic level play that won’t happen earlier - but we try to keep the same dynamic. If you start off as a fighter, and you’re mainly about helping to protect your friends and doing damage to the enemy, you’re still doing that as an epic level character. You haven’t suddenly metamorphosed into, “Well, I do an awful lot of area damage effects, and I’m all about the flying, and hey, teleportation!”

It’s an element that we had to keep the flavor still the same, even though characters are capable of MUCH more ‘explosive’ things. I think that because the game spreads out more at epic, characters are faster, there’s more things moving around and using different areas, that’ll be different for some games. You can easily play the heroic and paragon teir on a small / dungeon tile map, but once characters get really-really powerful you want to have bigger areas, and you also want to be using huge and large miniatures more to the point. I think as the game changes it may have more to do with what space are you using, what size things are you using.

It’d be ideal if I had a perfect answer for you. “Oh, this is the sweet spot!” But I know, if there is a sweet-spot, the players will end up telling us. We think that it goes all the way up, and that’s what our goal was. Nobody set out with 3.0 or 3.5 to do that either, it was just the case with 3e. This time around we’ve designed all the development, we’ve designed all the powers, so we know what our target numbers are, and the same for monster math. The reason that the sweet spot goes away in 3.5 is that the math no longer makes sense, it’s like: “How much damage can you do?” “Not enough to get rid of that!” …unless you’re using this broken spell from this other class, or a save-or-die effect. The game uses all these shortcuts to allow us to keep playing, we’re trying not to have that anymore. So that it’s a consistent mathematical experience, and there’s no save-or-die effects that suddenly enter, and that means that the sweet-spot should extend. Funny, I gave you an incredibly long answer to what should have been a simple question.

CH: Would you say you took what was in the 3.5 sweet spot and extended it, or worked on adjusting what was outside of that area?

Rob: The one thing that 3.5 didn’t do at all, that we did now, that is it didn’t start from the ground up with the math it wanted. It inherited it’s math, the fact that something had two hit-dice, it still has two hit-dice and those are d8’s. How did that relate to the fact that a greataxe did 1d12? It didn’t. There’s this element that the levels of the sweet spot we talk about in 3.5 are accidental, a scientist would look at it and say “We’ve run all these experiments, and here are the results! It looks like between 5th level and 11th level things are great! Huzzah!” But that’s just accidental.

However, by doing the math all the way up, we’ve done something that 3.5 couldn’t do. It was coming close enough on the heels of 2nd Edition that its real fundamental advances didn’t include redoing the math. That’s something that they didn’t have the chance to do.

If you play with 3.5 rules as written, and save-or-die effects, you eventually end up with massive attacks by monsters and characters that certain characters can’t possibly fail their saves against and other characters can’t possibly make their saves against, it gets… when we use the words “save-or-die” effects we also talk about the ’save-or-sit and-read-a-magazine-because-you-cannot-do-anything for-the-rest-of-the-encounter’, so that’s even worse than save-or-die because you don’t know if you should go away, you just know that at some indefinite time I may rejoin the fun, but it isn’t now! By taking all of that stuff out, I think we’ve improved the game. Those are the two biggest things, your character isn’t out of the game until they’re actually dead, which takes some doing, and your character also isn’t likely to be destroyed by an off-hand gesture from one monster.

CH: With rebuilding a game like this, I know everyone out there has an opinion about this, but at what point do you say, “this is D&D, and this is not” and what’s your method of division?

Sara: It’s all D&D.

Rob: We designed things that we decided weren’t D&D, so our end result is stuff that made us feel ‘we think this is Dungeons and Dragons‘. At one point people weren’t rolling damage, we had an interesting system by which you weren’t rolling damage, although it was freaking easy to run, for the GM it was like”Oh my gosh, congratulations Mr. Game Master your stuff is easy!” But we played it, and people were just like, “this is not Dungeons and Dragons. We want to roll our damage!” It’s like, okay! and not only that but we want a polyhedral dice industry.” Hooray! So our end result, we’re not talking about all of the things that we pared away, because those things weren’t Dungeons and Dragons, I think that our end result is D&D.

I think that the most interesting shift for people is that this game does have a different paradigm, in the sense that previously simulation was king. What that meant is that, “Hey, what happens when a monster grapples you?” Those rules were written to some extent with, “okay now what do you do? Well now what happens that? Oh that, and what happens then? Oh that, and that and that. Have you got that?” And now it’s like, look - this game isn’t actually about grappling. It’s about hitting things with swords, and I am going to be fried if I’m gonna sit there and write multi-paragraph rules for something that is not fun.

Sara: (laughs)

Rob: We need a simple system to deal with it. What that means is that in play, simulation is still important, but game play has advanced to the point where we consider it quite a bit farther. If we made a system…well an example of this came up last week, but I’m not necessarily going to talk about it, I heard there was an argument being made about a system and I was asked for my opinion. I said, “you know what, don’t tell them that they’re wrong. They’re right, in a simulationist world, the system they want to use is RIGHT. That is exactly what happens in real life, but guess what, it’s a real pain in the ass.

Game players are not going to thank us, and the amount of fun that would be added to the table if we actually did this ’simulation’ is, my guess would be like one out of twenty players would get this warm rosey glow and say, “I think this is really like reality!” and the other ones would say, “When is it my turn?! Because I am so tired of you doing what you’re doing!” When I say the paradigm was shifted, this is the shift. We’ve moved away from simulation towards gameplay. Now that doesn’t mean that simulation is dead, that means that before 3.5 was on the simulation side of the middle ground, and now we’re on the gameplay side of the middle ground. That’s what I think.

Sara: Yeah, that’s about right.

Rob: Of course the word simulation is very funny when you’re talking about fantasy, because you have immediately stuff happening that I always use the word evocation. We’re evoking. I say, “Look, we’re not simulating anything most of the time.”

What you’re trying to do is make people believe in a sense of wonder, and if you spend too much time talking about the simulationist details it’s harder for people to get into the magic. You’re talking about, “Oh you’re on cobblestones, that’s minus 3!” It’s like, what? So we’ve gone to just difficult terrain. We don’t have dozens of types of terrain, we are going to have types of interesting terrain so that when you’re dealing with magical terrain it’s ‘magical’, it’s complex. If it’s complex, it has an effect on the game different than anything else you deal with, but not that this one is minus 1, this one is minus 2, minus 3, and minus 4, no one really cares. No one remembers the difference between those numbers.

CH: If someone came to you and said, “I’ve played 2nd Edition but I never touched 3rd Edition, why should I play 4th Edition?” What would you say to them?

Sara: Because it’s easy. You don’t have to pour over thousands and thousands of rules and books to know how to play. You can just get in and play. You just roll up your character and go, pretty much.

Rob: Yeah, that’s really the main point. It’s easier to game master, so that the person who’s game mastering for you when you play can spend more time telling you helpful things and less time worrying about what they’re doing on their turn.

Sara: I think it took about 20 minutes of update for the rules, and we were ready to go. It’s less overwhelming at the start than other editions.

Rob: We tried to make it so that on your turn, we tried to minimize the number of rules that you have to remember, and actually make you think about the choices that you get to make because of who you are as a character. I think that some players, with the delve characters, they didn’t get to make the character. They didn’t get to think about the powers that they got, they’re discovering them on the fly. I saw one person who wasn’t able to process that much information very quickly, but that person if they made the powers themselves and chose the powers they’d be better off. When you do it yourself, you know what your character has.

We think that with people who are new to games playing them now for the first time, I think it’s perfectly natural to them that every character in the game has powers. That every character in the game has cool things that they can do. And I think it can be a bit of a shock to new players when they’re told, “Oh no, that guy gets to do this interesting thing. You, hey, here’s a d20! Roll it! Because that’s the interesting thing that you do.”

In a certain sense that was simple for a couple people, you could always say, “Hey all you have to do is roll d20’s” But in terms of actually getting into the game, and understanding why it’s cool, I’m afraid an awful lot of people who rolled d20’s and didn’t do anything else never really understood what was fun about it.

Sara: The change from before is that you have a lot of interesting strategic choices depending on what is going on in combat.

Rob: That same thing happens when your character is going up a level, like in the 3.5 version we had a lot of feats that were available but you only get them every three levels, so the reality is there were all these levels were you go a level and yes it’s the most important piece of this game, like a little carrot, “do we level yet?” And the answer in the old days was, “Yes you do! And you get a tiny little carrot, like a hit point, enjoy!” “But…but…but the wizard is choosing his spells?” “Have a hit point!”

Sara: My experience so far with leveling, which we’ve only gotten to do a few times, is we developed back stories and ideas of what we want our characters to be. And when I’m leveling now I really do bring in the roleplaying aspect of it, thinking about what cool ability do I want to have next? How would it fit into my background if she learned this? The rules really do bring the roleplaying part of it in, for people who aren’t as mathematically focused it brings it all together.

Rob: All of the powers have interesting names.

Sara: And they all have great descriptions that make you think, “Oh wow, that would really fit with what my character wants to do!”

CH: That leads us to one important question, is the power still called “Feather Me Yon Oaf!” in print? (referring to a Warlord power mentioned with that name in the preview books)

Rob: Uhh…no. Oh wow, no comment. There are disagreements, there are those of us who would put that name in and those of us who killed the name every time there was a chance.

CH: Which were you?

Rob: I would use it, but…I’m a mechanical designer, that’s my job. Every once in a while I get to drive aspects of the story when I get the chance, but they don’t look to me and say, “please name our powers.” That’s a funny name, one of Rich Baker’s, because it captures a feel that some people love and other people don’t. It brings up the fact that this is a team job, an awful lot of people have input on and the product has gotten better and better and better as a result of that.

Everyone improves so many aspects of the game that I’m not going to disagree with them on one power’s name. We all choose the battles that we fight, and in the end hope that the strongest argument wins. Our process involves a number of people working on things, a lot of games don’t get to have that. If you worked on a game at another company they might say, “you better playtest this yourself!”

I’m really happy with how the whole thing ended up. Every iteration we went through made it better, and in the process, we discovered all sorts of new ways of contributing and designing.

CH: What’s it like working on a game with such a big team? I’d imagine the game is pretty unique in that sense.

Rob: No other RPG’s are in this boat. There might not be anyone else out there who would publish this kind of game. They usually get entrenched in the simulation aspect.

Indie games are similar in that they emphasize the gameplay aspect, but they’re super-focused, like a narrow laser. D&D has to be more general to accommodate a wide range of play.

CH: What’s your favorite part of fourth edition?

Rob: As a player, I love being able to make choices every turn and every level. As a DM, I love that it takes me half an hour to put together a complete adventure session.

Sara: I’m most excited about the possibilities. There’s less constraints around it. That means more people can get into it, and there are more people to geek out with.

Rob: Oh yeah, now my wife can play. If she played before, and got knocked out by a sleep spell or something as was told she had to sit out for a while, she’d never come back. Now you’re always doing something on your turn.

I invented 3 Dragon Ante to have a game that my family could play, since I knew there was no way they’d play D&D as it was. Now I might try.

CH: Thank you both for your time!

The Designer's Notebook: Damn All Gameplay Patents!

Posted: 05 Mar 2008 11:00 AM CST

In his latest column, veteran designer/educator Adams advocates against patenting any expect of gameplay, suggesting: "Our creativity is already under threat from enough directions without us terrorizing each other into mediocrity with the threat of lawsuits."

日本2月25日-3月2日游戏销量速报

Posted: 05 Mar 2008 08:43 AM CST

本次速报来自fami通网站

 

1 ps2 NEW 高达无双Special koei 2008/2/28
2 Wii 3/2 Wii Fit 任天堂 2007/12/1
3 Wii 2/1 大乱斗X 任天堂 2008/1/31
4 nds NEW SOMA BRINGER 任天堂 2008/2/28
5 360 NEW 偶像大师Live For You namco 2008/2/28
6 psp 4/- 无双OROCHI koei 2008/2/21
7 nds 1/- 世界树迷宫2 atlus 2008/2/21
8 nds 6/- 牧場物語 キラキラ太陽となかまたち mmv 2008/2/21
9 Wii 9/8 Wii Sports 任天堂 2006/12/2
10 Wii 5/- 胜利十一人2008 konami 2008/2/21

 

本周新作封面:

 

 

相关链接:
http://blog.sina.com.cn/s/blog_4938f71b01008j7k.html
2月28日新游戏销售情况速报:高达无双Special

游戏规则是如何诞生与灭亡的——写在龙与地下城之父Gary Gygax去世之际

Posted: 05 Mar 2008 09:21 AM CST

谨以此文悼念E. Gary Gygax(1938-2008)先生

by Necroman

Gary Gygax在他一生的最后一次投判定中投出了1。公元2008年3月4日,E.Gary Gygax强韧豁免失败,因心脏病发作而死于家中,享年70岁。

我们还记得公元1974年,这个男人和Dave Arneson一起创造了我们今日称为“角色扮演游戏”也就是RPG的东西。那个游戏叫做龙与地下城(D&D)。之后,龙与地下城和它的同类们统治了美国青少年们的70和80年代,为太平洋和大西洋两岸的电脑和电视游戏制作者们指出了清晰的方向。那是和科幻一样,极少数起源并属于美国的文化。我私下里一直在怀疑,从宏观世界史上看,这些东西的流行同新经济时代的到来和苏联的倒掉间有些奇妙的因果关系……扯远了,回到正题上来。

作为一名游戏设计师,我一直认为有些游戏规则是无论如何都应该读过并仔细思考过的。这个列表目前看是从同传统棋类彻底划清界线的龙与地下城开始,到历史上盈利最高的单个游戏魔兽世界作为暂时的结束。在这三十年中,世界的规则和规则的世界始终主导着这个行业,我们这些家伙挣扎在现实和幻想、抽象和模拟、难度和乐趣、动作和思考之间。我的同行们的足迹遍布世界,他们尝试着用越来越强大的工具和想法塑造越来越有趣的作品。

在这一切作品中,最庞大,也是经过修改次数最多,补充材料和尝试也最多的系统当然就是龙与地下城。看看我们手里拿着的3.5版规则书,光核心的三本宝书(玩家手册PHB,地下城主指南DMG和怪物图鉴MM)页数就有一千多页!但是,这个规则中所有最核心的部分,包括职业,魔法,生命值,判定方式,打怪-掉宝-升级的游戏方式,甚至很多很多的世界观,都是从龙与地下城第一版甚至它的前身角色扮演战棋链甲中继承下来的——当然复杂程度无法与现在相比。那么,我们接下来的一个问题很明显:规则是怎么变得这么庞大的?这些新规则是如何诞生的?

这里有几个显而易见的动机。比如,解决规则中的漏洞,我们需要创造一些规则来对付不合理和造成威胁的旧规则。另一条规则的自然扩展,比如我们可以从一个基础的战士职业扩展到一个武器大师职业。打破旧规则的樊篱,利用新的设计思路(以电脑游戏来说就是新的技术)来完成一些过去不能完成的事情。当然,还有每个设计师念念不忘的“新领域”,我们需要魔法!我们需要不同的魔法!我们需要技能!我们需要新的战斗方式……等等。但严格说来,在此之上还有更高的一个终极动机——那就是“超越规则,制造例外,以提供更多的、人人不同的乐趣,让龙与地下城变成一个有生命的规则”。这也是整套龙与地下城规则的设计准则,几乎每本好的规则书都围绕着这一准则展开。

让我们想象RPG的本原。两个人对打,都有生命值和攻击力,那么最后一定是生命值和攻击力高的一方取胜。如果生命值和攻击力都随等级提高,那么等级高的一方一定取胜——哦,这好无聊。然后,我们创造了魔法师,例外出现了。我们看到,整个D&D其实都是在这样一个复杂的、互相克制的例外网上构建起来的:职业、装备、魔法、技能、种族……这一切都是在创造例外的冲动下。是的,每个玩家都希望自己的角色与众不同,每个游戏主持人——他们都是潜在的设计者——也都希望自己的世界与众不同。这是角色扮演的原动力,也是规则产生的原动力,甚至是很大一部分游戏的原动力。每个人都希望自己是例外的,是与众不同的那一个,而游戏设计者们提供的规则则是他们的跳板。每个角色都一模一样的游戏是无趣的,是没有续航力的。设计者们创造更多的规则,让玩家们创造不同的角色,经历不同的冒险——这就是龙与地下城规则不停诞生的原因。很多爱好的游戏国人都有一种奇怪的印象:龙与地下城是死板的、复杂的、一种类似圣经的东西,他们觉得那些规则毫无意义应该被某种“更有中国特色”的RPG规则或者电脑游戏打倒……说实话,这个形象和真正的龙与地下城规则创作思想完全不同,倒是更接近于三流网游里的世界。

但是,规则不可能无限扩张下去。我们都很怀念第二版的“高级龙与地下城”(也就是AD&D,这个著名靶子的缩写大家应该都认识),但这个版本恰恰是遇到了这个问题。TSR创造了太多太多太多的规则,但是没有什么规则被从系统中删除——于是,整个系统渐渐面临了商业上的末日。后来,有了三版龙与地下城:实际上,这个版本所作的事情就是“删除”,但考虑到玩家们的接受能力和市场反响而以“规则重构”的形式出现。让我们看看这两个版本,以及第三版和第三修订版(3.5或3R)的情况:有些规则死了,被删除了,灭亡了。为什么?

当然,这里也有几个显而易见的动机。一条规则显得太麻烦,超出人脑的计算能力。比如设计超过10X10矩阵的武器生克——这是链甲里面的例子,每种武器都对某种防具有着独立效果,需要查表。一条规则的回报太小,以至于没有人理会它——我们看到了太多的死技能和种族特性被移除了。一条规则的前提条件太罕见,比如“非武器的熟练度”或者很多游戏里面的终结超必杀。我们有了更好更先进的方法来代替某条规则,比如大量的简化投骰和计算公式。当然,还有著名的平衡性BUG,一条规则可以统治一切……说实话这很罕见,出现概率远比我们想象中低。被鼓吹为“平衡性之神”的暴雪确实基本上避免了这种规则平衡性BUG的出现,但几乎所有游戏也都同样避免了这最后一条……这大概是另外一个网络传奇。

同样,删除规则也有一个终极动机,那就是“让关于规则的计算和分析停留在人类可以控制的范畴内,当了解/设计一条规则的回报和付出不成比例的时候,就让它灭亡”。让我们想象游戏的另外一个极端:围棋。极为简单的规则,和极为惊人的计算能力。古人从11路围棋开始,下到13路、15路、17路、19路……然后突然停止。这当然不是因为棋盘不能画的更大了,而是因为哪怕以人类大脑的模糊计算力也无法驾驭21路的围棋盘(当然,其实一般人只能驾驭五子棋……)。当AD&D庞大到一定程度的时候,模拟主义的鬼魂战胜了抽象主义,他们设计的例外多到压倒了内容,这已经无法被一般人驾驭,AD&D便和TSR一起迎来了灭亡。

这应当令我们引以为戒——现在有太多的后人也走在这条道路上,比如魔兽世界。已经80级和T7、T8、T9的装备了,整个游戏是否变得太过复杂?这种扩张模式还能维持多久?而且,和D&D不同,电脑游戏的玩家很少能具备自我修正的功能。一个龙与地下城的主持人可以娴熟地修订他认为造成了系统危机而应该被删除的规则,而电脑游戏的玩家除了制作复杂的MOD以外不具备这一能力。鉴于电脑游戏中灭亡的困难,我们应当谨慎地对待“诞生”的部分,用小心谨慎的态度来对待更多新规则和新内容的扩张。毕竟,同我们想象的不同,让规则灭亡可是比让规则诞生更困难也更考验眼光的工作。

——以上是Necroman关于《万法宝典(Rules Compendium)》(DND3R)编者按部分的读后感,包括规则的诞生”("Birth of a Rule")by David Noonan,“有生命的游戏”(“The Living Game") by Bill Slavicsek, “规则与快乐”("Rules and Fun") by James Wyatt, “抽象还是模拟”("Abstraction or Simulation") by Andy Collins, “规则为何灭亡”("Why Rules Die") by Mike Mearls

万物有开始,则有终结。有辉煌,便有暗淡。规则诞生,规则灭亡,但龙与地下城仍在前进。游戏发售,游戏绝版,但对游戏规则的研究也仍在前进。

Gary Gygax在第四版龙与地下城出版的前夜去了,但他所创造的规则将一如既往无声无息地陪伴我们前进——即便你并不知道,你所玩的、你所知晓的、你所创造的游戏规则其实出自于他和同伴们的创造。链甲只是开始,但在开始之中蕴含了角色扮演游戏,甚至可以说是整个游戏世界的一些基本方法。日式RPG和美式RPG的道路皆出于此,纸上游戏、单机游戏和网络游戏的目标似乎都能在链甲中嗅到,就连FPS和动作游戏也使用着大量来自角色角色扮演游戏的概念和规则。人人都需要Role Playing,人人都需要Avatar。通过Gary Gygax开创的规则,我们在数字和人性中窥到了一条道路,可以将我们的生活和游戏结合起来。是的,尝试者的列表目前看是从龙与地下城开始,到魔兽世界作为暂时的结束。34年的历史还只是短短的一瞬,我们还有很多时间可以继续前进。

愿Gary Gygax平静地安息在他所爱的位面中,作为游戏的神祉望着我们前进。

让我用另一篇读后感结束这篇有些悼文味道的文章。里面很多句子都是原句,我按照自己的理解重新组织了一下。

很多人往往会把往昔经验积累成的技巧误以为是自己的直觉。他对自己所遇到过的每一部小说、戏剧、电影或游戏中的要素进行无意识的吸收。他会将自己的作品与一个他自以为是自己构建的无形模式进行比照,并对此进行修改。然而,这种“直觉”只是一种习惯,而且具有严重的局限性。随意抄袭、摸索或反叛那些无意中形成的重复模式决不是什么技巧,这样做倒是导致了充斥TV游戏和PC游戏界那些陈词滥调的畅销游戏、类型游戏或日趋牛角尖化的小众Hardcore游戏和另类游戏的产生。类型和往昔涉猎的经验不是抑制创造力,而是激发创造力,你既要恪守常规又要杜绝陈腔,它迫使设计者的想象提升,以符合场合的要求和玩家潜意识中的期待。

如果你要成为一名作曲家,你会去上音乐学院,在交响乐和音乐理论的历史中掌握这门手艺。遗憾的是,游戏设计者们没有学院可以去学习,大多数人只是玩过很多有好有坏的畅销游戏便觉得自己可以创造出杰出的作品,甚至有更多人就这样投入了教授更多游戏设计者的事业中去。不,这门手艺不是这么简单的,我们所做的某种意义上来说比音乐家和作家更难。音乐家摆弄的是如数学般精密的音符,作家们想染指的是故事中模糊的人性,而我们所要挑战的却是将模糊的人性数字化成精密的音符,并反过来影响人性。

每一门艺术都是由其根本形式决定的。然而,形式并不等于公式。世上绝无神奇的食谱可以保证你的蛋糕一定会美味可口。你必须以一种既能表达自己的想象,又能满足玩家的欲望的形式来构建自己的作品。没有人能够教别人什么会畅销,什么不畅销,什么能成功,什么将失败,因为没有人知道。你要表述的是对玩家的尊重,而不是对玩家的鄙薄。坚持每天思考和笔耕,一行接一行,一页续一页。克服自己的恐惧,除想象和技巧之外,世界所需要的最最重要的东西是勇气,敢于直面拒绝、嘲笑和失败的勇气。我们必须深入挖掘所有的历史和现实,找出新的见解、价值和意义,才有机会超越于陈规俗套之上。

——以上是Necroman关于故事:材质、结构、风格和银幕剧作的原理》(by Robert Mcgee)的读后感

游戏规则是如何诞生与灭亡的——写在龙与地下城之父Gary Gygax去世之际

Posted: 05 Mar 2008 09:03 AM CST

谨以此文悼念E. Gary Gygax(1938-2008)先生

by Necroman

Gary Gygax在他一生的最后一次投判定中投出了1。公元2008年3月4日,E.Gary Gygax强韧豁免失败,因心脏病发作而死于家中,享年70岁。

我们还记得公元1974年,这个男人和Dave Arneson一起创造了我们今日称为“角色扮演游戏”也就是RPG的东西。那个游戏叫做龙与地下城(D&D)。之后,龙与地下城和它的同类们统治了美国青少年们的70和80年代,为太平洋和大西洋两岸的电脑和电视游戏制作者们指出了清晰的方向。那是和科幻一样,极少数起源并属于美国的文化。我私下里一直在怀疑,从宏观世界史上看,这些东西的流行同新经济时代的到来和苏联的倒掉间有些奇妙的因果关系……扯远了,回到正题上来。

作为一名游戏设计师,我一直认为有些游戏规则是无论如何都应该读过并仔细思考过的。这个列表目前看是从同传统棋类彻底划清界线的龙与地下城开始,到历史上盈利最高的单个游戏魔兽世界作为暂时的结束。在这三十年中,世界的规则和规则的世界始终主导着这个行业,我们这些家伙挣扎在现实和幻想、抽象和模拟、难度和乐趣、动作和思考之间。我的同行们的足迹遍布世界,他们尝试着用越来越强大的工具和想法塑造越来越有趣的作品。

在这一切作品中,最庞大,也是经过修改次数最多,补充材料和尝试也最多的系统当然就是龙与地下城。看看我们手里拿着的3.5版规则书,光核心的三本宝书(玩家手册PHB,地下城主指南DMG和怪物图鉴MM)页数就有一千多页!但是,这个规则中所有最核心的部分,包括职业,魔法,生命值,判定方式,打怪-掉宝-升级的游戏方式,甚至很多很多的世界观,都是从龙与地下城第一版甚至它的前身角色扮演战棋链甲中继承下来的——当然复杂程度无法与现在相比。那么,我们接下来的一个问题很明显:规则是怎么变得这么庞大的?这些新规则是如何诞生的?

这里有几个显而易见的动机。比如,解决规则中的漏洞,我们需要创造一些规则来对付不合理和造成威胁的旧规则。另一条规则的自然扩展,比如我们可以从一个基础的战士职业扩展到一个武器大师职业。打破旧规则的樊篱,利用新的设计思路(以电脑游戏来说就是新的技术)来完成一些过去不能完成的事情。当然,还有每个设计师念念不忘的“新领域”,我们需要魔法!我们需要不同的魔法!我们需要技能!我们需要新的战斗方式……等等。但严格说来,在此之上还有更高的一个终极动机——那就是“超越规则,制造例外,以提供更多的、人人不同的乐趣,让龙与地下城变成一个有生命的规则”。这也是整套龙与地下城规则的设计准则,几乎每本好的规则书都围绕着这一准则展开。

让我们想象RPG的本原。两个人对打,都有生命值和攻击力,那么最后一定是生命值和攻击力高的一方取胜。如果生命值和攻击力都随等级提高,那么等级高的一方一定取胜——哦,这好无聊。然后,我们创造了魔法师,例外出现了。我们看到,整个D&D其实都是在这样一个复杂的、互相克制的例外网上构建起来的:职业、装备、魔法、技能、种族……这一切都是在创造例外的冲动下。是的,每个玩家都希望自己的角色与众不同,每个游戏主持人——他们都是潜在的设计者——也都希望自己的世界与众不同。这是角色扮演的原动力,也是规则产生的原动力,甚至是很大一部分游戏的原动力。每个人都希望自己是例外的,是与众不同的那一个,而游戏设计者们提供的规则则是他们的跳板。每个角色都一模一样的游戏是无趣的,是没有续航力的。设计者们创造更多的规则,让玩家们创造不同的角色,经历不同的冒险——这就是龙与地下城规则不停诞生的原因。很多爱好的游戏国人都有一种奇怪的印象:龙与地下城是死板的、复杂的、一种类似圣经的东西,他们觉得那些规则毫无意义应该被某种“更有中国特色”的RPG规则或者电脑游戏打倒……说实话,这个形象和真正的龙与地下城规则创作思想完全不同,倒是更接近于三流网游里的世界。

但是,规则不可能无限扩张下去。我们都很怀念第二版的“高级龙与地下城”(也就是AD&D,这个著名靶子的缩写大家应该都认识),但这个版本恰恰是遇到了这个问题。TSR创造了太多太多太多的规则,但是没有什么规则被从系统中删除——于是,整个系统渐渐面临了商业上的末日。后来,有了三版龙与地下城:实际上,这个版本所作的事情就是“删除”,但考虑到玩家们的接受能力和市场反响而以“规则重构”的形式出现。让我们看看这两个版本,以及第三版和第三修订版(3.5或3R)的情况:有些规则死了,被删除了,灭亡了。为什么?

当然,这里也有几个显而易见的动机。一条规则显得太麻烦,超出人脑的计算能力。比如设计超过10X10矩阵的武器生克——这是链甲里面的例子,每种武器都对某种防具有着独立效果,需要查表。一条规则的回报太小,以至于没有人理会它——我们看到了太多的死技能和种族特性被移除了。一条规则的前提条件太罕见,比如“非武器的熟练度”或者很多游戏里面的终结超必杀。我们有了更好更先进的方法来代替某条规则,比如大量的简化投骰和计算公式。当然,还有著名的平衡性BUG,一条规则可以统治一切……说实话这很罕见,出现概率远比我们想象中低。被鼓吹为“平衡性之神”的暴雪确实基本上避免了这种规则平衡性BUG的出现,但几乎所有游戏也都同样避免了这最后一条……这大概是另外一个网络传奇。

同样,删除规则也有一个终极动机,那就是“让关于规则的计算和分析停留在人类可以控制的范畴内,当了解/设计一条规则的回报和付出不成比例的时候,就让它灭亡”。让我们想象游戏的另外一个极端:围棋。极为简单的规则,和极为惊人的计算能力。古人从11路围棋开始,下到13路、15路、17路、19路……然后突然停止。这当然不是因为棋盘不能画的更大了,而是因为哪怕以人类大脑的模糊计算力也无法驾驭21路的围棋盘(当然,其实一般人只能驾驭五子棋……)。当AD&D庞大到一定程度的时候,模拟主义的鬼魂战胜了抽象主义,他们设计的例外多到压倒了内容,这已经无法被一般人驾驭,AD&D便和TSR一起迎来了灭亡。

这应当令我们引以为戒——现在有太多的后人也走在这条道路上,比如魔兽世界。已经80级和T7、T8、T9的装备了,整个游戏是否变得太过复杂?这种扩张模式还能维持多久?而且,和D&D不同,电脑游戏的玩家很少能具备自我修正的功能。一个龙与地下城的主持人可以娴熟地修订他认为造成了系统危机而应该被删除的规则,而电脑游戏的玩家除了制作复杂的MOD以外不具备这一能力。鉴于电脑游戏中灭亡的困难,我们应当谨慎地对待“诞生”的部分,用小心谨慎的态度来对待更多新规则和新内容的扩张。毕竟,同我们想象的不同,让规则灭亡可是比让规则诞生更困难也更考验眼光的工作。

——以上是Necroman关于《万法宝典(Rules Compendium)》(DND3R)编者按部分的读后感,包括“规则的诞生”(”Birth of a Rule”)by David Noonan,“有生命的游戏”(“The Living Game”) by Bill Slavicsek, “规则与快乐”(”Rules and Fun”) by James Wyatt, “抽象还是模拟”(”Abstraction or Simulation”) by Andy Collins, “规则为何灭亡”(”Why Rules Die”) by Mike Mearls

万物有开始,则有终结。有辉煌,便有暗淡。规则诞生,规则灭亡,但龙与地下城仍在前进。游戏发售,游戏绝版,但对游戏规则的研究也仍在前进。

Gary Gygax在第四版龙与地下城出版的前夜去了,但他所创造的规则将一如既往无声无息地陪伴我们前进——即便你并不知道,你所玩的、你所知晓的、你所创造的游戏规则其实出自于他和同伴们的创造。链甲只是开始,但在开始之中蕴含了角色扮演游戏,甚至可以说是整个游戏世界的一些基本方法。日式RPG和美式RPG的道路皆出于此,纸上游戏、单机游戏和网络游戏的目标似乎都能在链甲中嗅到,就连FPS和动作游戏也使用着大量来自角色角色扮演游戏的概念和规则。人人都需要Role Playing,人人都需要Avatar。通过Gary Gygax开创的规则,我们在数字和人性中窥到了一条道路,可以将我们的生活和游戏结合起来。是的,尝试者的列表目前看是从龙与地下城开始,到魔兽世界作为暂时的结束。34年的历史还只是短短的一瞬,我们还有很多时间可以继续前进。

愿Gary Gygax平静地安息在他所爱的位面中,作为游戏的神祉望着我们前进。

让我用另一篇读后感结束这篇有些悼文味道的文章。里面很多句子都是原句,我按照自己的理解重新组织了一下。

很多人往往会把往昔经验积累成的技巧误以为是自己的直觉。他对自己所遇到过的每一部小说、戏剧、电影或游戏中的要素进行无意识的吸收。他会将自己的作品与一个他自以为是自己构建的无形模式进行比照,并对此进行修改。然而,这种“直觉”只是一种习惯,而且具有严重的局限性。随意抄袭、摸索或反叛那些无意中形成的重复模式决不是什么技巧,这样做倒是导致了充斥TV游戏和PC游戏界那些陈词滥调的畅销游戏、类型游戏或日趋牛角尖化的小众Hardcore游戏和另类游戏的产生。类型和往昔涉猎的经验不是抑制创造力,而是激发创造力,你既要恪守常规又要杜绝陈腔,它迫使设计者的想象提升,以符合场合的要求和玩家潜意识中的期待。

如果你要成为一名作曲家,你会去上音乐学院,在交响乐和音乐理论的历史中掌握这门手艺。遗憾的是,游戏设计者们没有学院可以去学习,大多数人只是玩过很多有好有坏的畅销游戏便觉得自己可以创造出杰出的作品,甚至有更多人就这样投入了教授更多游戏设计者的事业中去。不,这门手艺不是这么简单的,我们所做的某种意义上来说比音乐家和作家更难。音乐家摆弄的是如数学般精密的音符,作家们想染指的是故事中模糊的人性,而我们所要挑战的却是将模糊的人性数字化成精密的音符,并反过来影响人性。

每一门艺术都是由其根本形式决定的。然而,形式并不等于公式。世上绝无神奇的食谱可以保证你的蛋糕一定会美味可口。你必须以一种既能表达自己的想象,又能满足玩家的欲望的形式来构建自己的作品。没有人能够教别人什么会畅销,什么不畅销,什么能成功,什么将失败,因为没有人知道。你要表述的是对玩家的尊重,而不是对玩家的鄙薄。坚持每天思考和笔耕,一行接一行,一页续一页。克服自己的恐惧,除想象和技巧之外,世界所需要的最最重要的东西是勇气,敢于直面拒绝、嘲笑和失败的勇气。我们必须深入挖掘所有的历史和现实,找出新的见解、价值和意义,才有机会超越于陈规俗套之上。

——以上是Necroman关于《故事:材质、结构、风格和银幕剧作的原理》(by Robert Mcgee)的读后感

Residents versus Users

Posted: 05 Mar 2008 08:57 AM CST

There's been a lot of press lately about how virtual worlds can be used to study human bahaviour. But is it really human behaviour? The following is from an unpublished paper about behaviour in virtual worlds:

 

An interesting point to consider is whether we are researching residents or users (the term ‘resident’ referring to an avatar and ‘user’ referring to the human controlling the avatar). They are not necessarily the same - Turkle (1995) discusses one of the appeals of virtual worlds as being the ability of a user to change themselves, with change of gender being discussed most. For example, one study of a Japanese virtual world revealed there to be 4 male users to 1 female user, but only 3 male residents to 1 female resident (Stone, 1995); given the number of players of that world, many tens of thousands of users were swapping gender (Turkle, 1995). The approach taken here was that we were collecting information from residents about acts performed by residents and the effect this had on other residents.

Is it good enough to study avatars? Or should some attempt always be made to tie things back to the guy sitting at the computer screen?

 

比尔·盖茨给学生发放免费礼物

Posted: 01 Mar 2008 02:05 AM CST

令人振奋的是,XNA Game Studio 2.0软件也被加入了此免费计划之中,用户甚至可以成为12个月的免费XNA Creators Club会员,加入该俱乐部会员意味着免费评估Xbox 360游戏也将变得可能。 以下是完整的免费软件名单: Visual Studio 2005 Professional ...

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More Details Emerge for Gran Turismo 5 Prologue

Posted: 06 Mar 2008 12:35 PM CST

Gran Turismo 5 Prologue 002

I’m blogging today with some awesome news! Today SCEA released more information about the North American version of Gran Turismo 5 Prologue, scheduled for launch on PS3 in April. These new details include the full vehicle roster, the track list and some cool additional features. You can read all the nitty-gritty details in the press release, but here is a brief summary and some new screens shots. Enjoy!

Gran Turismo 5 Prologue 001Gran Turismo 5 Prologue 004

Summary of differences between Japanese version and the American version:

  • A whopping 30+ additional vehicles (compared to the Japanese version), including tuner cars from Amuse, Mine’s, etc.
  • Another track to race on: an all-time favorite in the series - frantic and chaotic High Speed Ring!
  • In Drift Mode, measure your drifting technique based on driving line, angle and speed within scoring zones on the course
  • With the Quick Tune feature, adjust your vehicle’s settings including power, weight, tires and suspension
  • All new set of online and offline race events and time trials to jump into, win, and unlock cars/features
  • With Logitech’s new Driving Force GT racing wheel, you can adjust brake bias, traction and damper settings on-the-fly like they do in real-life with Formula One and rally cars. GT5 Prologue will support DualShock 3, too!

Gran Turismo 5 Prologue 003Gran Turismo 5 Prologue 005Gran Turismo 5 Prologue 006

There will be much more info coming on Gran Turismo 5 Prologue soon, but in the meantime, enjoy these crisp, new screenshots!

为了孕妇健康 远离IT“蒸汽”时代

Posted: 06 Mar 2008 10:12 AM CST

    时下,国内不少企业为他们推出的办公产品提出“眼球”理念可谓多之又多,而真正有实际效果的有多少呢?以现在最时髦的环保概念来说,不少办公产品供应商都声称自己的产品有多么多么环保。可实际呢!大多数的办公产品厂商或许注意到了节能降耗,注意到了减少污染,但却忘记了静音。别忘记了,噪音污染一样对人体有着极大的损害,特别是对孕妇和她腹中的胎儿。
q3948a_190x170.jpg
    不少办公室里,电脑主机的风扇声、打印机的滋滋声、复印机的轰鸣、传真机的警报音,等等等等,不绝于耳。这那里是现代化的IT时代办公室,简直类似于蒸汽时代的工厂。而这些,不少国内厂商并没有意识到。或许在他们看来,所有所谓的全新理念,不过是推销产品的一个噱头,只要产品卖出去了,就足够了。而这恰恰是一种短视的做法。

    在这一点上,他们远远不如国外的同行敬业。最近一家国外知名企业打出“一机多能,运动金刚”口号推广他们的最新激光一体商用打印机。在推出之前,这家企业就详细的对中国市场进行了调研,发现无论是企事业办公室还是SOHU一族,都为打印机的功能局限所困扰。在办公经费紧张的前提下,还要购买多台设备才能完成打印、复印、传真等多项办公业务,本身就是对资源的一种浪费。此外,调查人员还发现了一个特殊的情况,就是大多数从事办公室文印的职员,多为女性,由于产假的原因,中国的职业女性往往在生产前的最后一周还奋战在工作一线,尽管通过多年的宣传灌输,她们已经明白这些办公用品的辐射污染对胎儿健康的不利影响,并采取了多重防护措施,但如果设备太多,同样还是防不胜防,此外,过多的机器和它们在设计时没有考虑到的噪音问题,同样在侵害着孕妇和她下一代的健康。
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    基于这种调查结论,该公司的设计人员从中找到了新一代激光一体商用打印机的研发方向,即一方面尽可能多的将办公室设备融合在一台机器上,既包含基本的打印、复印、传真、扫描项目,又囊括无纸传真、双面打印/复印、彩色复印、网络等IT时代的新功能,极大降低了多部机器同时运行所造成的辐射,另一方面,则将静音设计发挥到了极致,使得办公室不再象蒸汽机工厂那样让人难以忍受。当然,这一设计理念所带来的,不仅仅是对办公室人员健康的保护,同时也因此为该公司创造了巨大的利润和市场空间,也让环保,不仅仅只是产品介绍和广告语中的噱头。

    这家公司就是惠普,打印机领域的领航者。或许国内的办公用品厂商应该多和别人学着点了。

Social Fun

Posted: 06 Mar 2008 11:35 AM CST

Moroagh’s excellent blog continues to have thought-provoking pieces on game design. This time around it’s a great post on social fun, looking at an often neglected quadrant of Nicole Lazzaro’s four types of fun.

Social and Family Gaming #3: Fun and being social « Thoughts on Moroagh - MMORPGs and other distractions

This is an important aspect of family gaming that doesn’t fit the all to heavy if not pure challenge model of “hard fun” alone. We play social games not just to gloat and be proud of the achievement of our beloved ones. We also play social games to socially interact, learn about each other, foster social skills, form bonds, explore others in a safe context of an artificial game environment, learn to cooperate, learn to give in, learn to support, learn to empathize, learn to see things from someone else’s perspective, learn to argue with grace, learn to be able to accept that multiple points of view are present, learn to cope with interpersonal frustrations, learn to unwind together. And of course learning to not gloat and be a graceful winner as much as a proud and respectful loser.

A lot of social behaviors are about the ability to not win for the sake of someone else, to forgo competition for the sake of preserving a social bond, to seek activities that are cooperative rather than competitive.

I couldn’t agree more; and yet, the picture is pretty tangled.

The big reason why I tend to put Hard Fun as central to the overall games picture is because the hard fun is usually the motive cause bringing together the social participants. The activity that the players collaborate on is usually a “hard fun” problem; meaning, it’s a  task primarily rooted in cognitive challenges that presents obstacles to overcome, etc etc, in classic “theory of fun” style.

In fact, it’s difficult to find game or even free play scenarios that don’t include a core element of hard fun in some fashion. Hard fun, as in the solving of a “puzzle,” seems to underlie many things, including even social relationship things and aesthetic reactions.  It’s not hard to read the above paragraph of Moroagh’s as a series of particularly tough ones:

learn about each other, foster social skills, form bonds, explore others in a safe context of an artificial game environment, learn to cooperate, learn to give in, learn to support, learn to empathize, learn to see things from someone else’s perspective, learn to argue with grace, learn to be able to accept that multiple points of view are present, learn to cope with interpersonal frustrations

It’s definitely easy for games to fall into the trap of only fostering the Hard Fun, and that would be a mistake. If I had to pick a “second most important” type of fun in games, it would certainly be the social fun piece, because games are inherently social activities throughout most of history.

ACTRESS TARA REID WILD SEX SCENE

Posted: 06 Mar 2008 05:35 PM CST

Watch Tara Reid very wild sex scene, download the video below
[link]
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<b>独立游戏</b>的分期贩售

Posted: 29 Feb 2008 04:37 AM CST

《Mount & Blade》是一款中世纪战争模拟/经营/角色扮演类游戏。这款游戏由一对土耳其的夫妻拍档开发,并且发展了一个出奇热情的社区。游戏始终处在发展阶段,而且总是有一个免费的试玩版本。随着游戏不断有新特色加入,玩家购买完整游戏的价格也随之上升 ...

Watchmen Characters Revealed

Posted: 06 Mar 2008 08:53 AM CST

Watchmen Movie - ComedianToday is exactly one year until the movie Watchmen is released, and now they’ve released a group of images of what many of the main characters look like.  Head over to the Watchmen site to see all of the glorious full-size shots.

I have to say that I think these are perfect, especially the Comedian (pictured), the Nite Owl, and  Rorschach.  It’s not just a showcase of how well each actor fits the look of the role, and not even about how good the costumes and props are, but each image is like a poster for the character that showcases a feel and context that I think really just gets it.

I’m very eager to hear more about the production of this movie, and how Snyder will deal with a property in all ways dissimilar to 300.  What you can see is that some of the same hands are dealing with this movie, but there are huge thematic differences between the two works that I feel if Watchmen reminds us too much of how 300 felt it won’t work.  Not to mention that 300 was good despite the text, while Watchmen thrives on its writing.

I’d love to hear what Alan Moore and Dave Gibbons think of these shots, though Moore might want nothing to do with the whole thing at all and won’t even look at them.  I’m curious how a comic very much born out of the 80’s can translate into a movie created very much in the 2000’s.  If 300 started a tilt toward a new direction in movies, will the Watchmen movie complete the transition?

(via Ain’t It Cool)

Microsoft Excel: Revolutionary 3D Game Engine?

Posted: 06 Mar 2008 11:00 AM CST

We're all familiar with the leading game engines - from Unreal Engine 3 through Source and beyond. But veteran programmer Rakos has discovered a new pretender to the throne, in the form of... Microsoft Excel?!

PathEngine Announces SDK Release 5.15

Posted: 06 Mar 2008 05:08 AM CST

PathEngine has announced a new release of its pathfinding and agent movement SDK, adding platform-specific optimization as well as additional performance improvements. New to the current release are "very significant" improvements to loading time, and the company says it has achieved an average of 20 percent reduction in query times on the PC (Windows x-86) platform. The new edition also adds optimized custom "Collision Core" data structures and code paths for the Cell Broadband Engine ...

Q& A: Valve Explains Why PC Gaming's Gaining Steam

Posted: 06 Mar 2008 03:49 AM CST

"We've mostly passed the days of being a scary thing to being a staple in people's launch plans," Valve marketing VP Doug Lombardi tells Gamasutra. Given the ever-broadening digital distribution space, we spoke to him to discuss the state of downloadable gaming on the PC and how Steam's doing -- and the role it aims to play in the months ahead. According to Lombardi, Steam has seen year-over-year growth of 150 percent, with an install ...

THQ Announces All Star Cheer Squad For Wii Balance Board

Posted: 06 Mar 2008 04:11 AM CST

Officials from publisher THQ have announced a new Wii and Nintendo DS exclusive game named All Star Cheer Squad. Described as the first ever cheerleading video game, it is scheduled for release this autumn and marks THQ's "first original property created specifically for girls". The game will follow a year in the life of a cheerleader as they learn new cheers, participate in practices and create their own routines to make the squad and eventually ...

Sega Not For Sale Says Jeffrey

Posted: 06 Mar 2008 03:55 AM CST

U.S. Sega Sammy chief executive Simon Jeffrey has ruled out the possibility of any acquisitions or mergers in the foreseeable feature, despite the forthcoming merger of Activision and Vivendi Games and Electronic Arts' bid for Take-Two Interactive. Following recent disappointing financial results for Sega Sammy, itself the product of a merger between the video games veteran and Japanese pachinko manufacturer Sammy, rumours had begun to emerge that Sega would be sold off or merge with ...

Gundam On Top Again In Japanese Sales Charts

Posted: 06 Mar 2008 02:21 AM CST

Japanese anime and cultural phenomenon Gundam is once again at the top of the weekly software sales charts, with the latest game being the new PlayStation 2 version of what is known in the West as Dynasty Warriors: Gundam. Originally released last year only on the Xbox 360 and PlayStation 3, the game is a co-production with Koei, successfully mixing two of Japan's favourite franchises. It is also the second Musou game in the charts, ...

WayForward Announces WiiWare Horror Puzzler Lit

Posted: 06 Mar 2008 05:03 AM CST

Independent developer WayForward Technologies (Contra 4, Shantae) has announced it is developing an original 3D horror action-puzzler called Lit exclusively for Nintendo's WiiWare download service. WayForward says the "3D horror puzzler" is set in a high school overrun by monsters, and casts the player as below-average student named Jake who is tasked with escaping the school and reconnecting with his girlfriend. While no release date has yet been announced, Lit director Adam Tierney says the ...

Best Of GDC: The Nuance of Uncharted Character Design

Posted: 06 Mar 2008 06:00 AM CST

Naughty Dog Lead Character Technical Director Judd Simantov capped off the Thursday schedule with an hour-long discussion of the long development process behind the character animation in Naughty Dog's critically acclaimed action-adventure game, Uncharted: Drake's Fortune. Throughout the talk he stressed the importance of planning, yet not so much as to limit improvisation, and warned of the danger in getting hung up on doing things the "right way" as a matter of principle, when often ...

Q& A: Patapon's Rolito Talks Art And Inspiration

Posted: 06 Mar 2008 03:39 PM CST

[In this special column, originally printed on sister editor weblog GameSetWatch, Drew Taylor focuses on the art and substance of video game culture with a look at PSP title Patapon, speaking to innovative French artist Rolito about the visual style and the inspiration for his character designs.] It's almost two in the morning, I'm dosed up on pain killers and my right wrist is sprained?possibly fractured?from a relatively nasty motorcycle accident I had earlier in ...

看了些視頻……噴鳥

Posted: 06 Mar 2008 06:26 AM CST

orz……笑噴了……

转:“大脑训练”市场猛增

Posted: 06 Mar 2008 05:43 AM CST

今天在《深圳晚报》(2008年3月6日版)上看到一段涉及游戏市场的报道——
 
标题:“大脑训练”市场猛增
正文:
    现在,已经有几十家公司竞相开发这类“训练大脑”的游戏。市面上已有几十个可供选择的益智型游戏,还有大量开发智力的书籍杂志。最有名的要属一个叫做“川岛隆太教授大脑年龄”的录像游戏,是由日本东北大学的神经科学家川岛隆太设计的,该游戏在英国和澳大利亚的商品叫“大脑训练”,其上有电影演员妮可基德曼的签名。
    商用大脑训练游戏已经出现了十几年,但直到最近几年才流行起来。按照《纽约时代》2007年11月公布的数字,2005年美国的大脑训练市场为200万美元,而到了2007年则激增到8000万美元。这种指数型增长的催化剂可能正是2005年上市的游戏“大脑年龄”,这个在任天堂DS掌机上安装的游戏也在世界范围内卖出了1400万份。花上20美元,当然还要花钱买个游戏机,每天集中注意力几分钟,就能“保证你绝大部分的大脑前额叶被调动起来”。
    大脑训练效果如何不得而知,暗藏的商机却是实实在在的。
   (国际在线 供稿)
 
注:
 
1、文中所说的“录像游戏”应该是英文“video game”的直译,一般我们叫“视频游戏”(电视游戏)。
 
2、“脑白金”系列在日本的热潮已过,比如日本周销量的top30就再也看不到了相关游戏的身影( http://blog.sina.com.cn/s/blog_4938f71b01008kxf.html ),但似乎在欧美还在风行——本文主要讲的也是欧美的市场。
 
3、文中提到的妮可基曼为欧版“脑白金”系列代言的事情以前在blog倒也转过(笑)。
 
相关链接:

http://blog.sina.com.cn/u/4938f71b01000ce7
妮可基曼为欧版“脑白金2”代言

http://blog.sina.com.cn/u/4938f71b01000cf1
妮可基曼的欧版“脑白金”广告视频

日本2月25日-3月2日游戏销量(mc统计)

Posted: 06 Mar 2008 05:24 AM CST

日本2月25日-3月2日游戏销量(mc统计):

 

1 ps2 高达无双Special bandai 08/2/28 - 150,000 (150,000)
2 Wii 大乱斗X 任天堂 08/1/31 - 67,000 (1,358,000)
3 Wii Wii Fit 任天堂 07/12/1 - 64,000 (1,610,000)
4 nds SOMA BRINGER 任天堂 08/2/28 - 51,000 (51,000)
5 360 偶像大师Live For You namco 08/2/28 - 44,000 (44,000)
6 nds 世界树迷宫2 atlus 08/2/21 - 25,000 (94,000)
7 psp 无双OROCHI koei 08/2/21 - 24,000 (71,000)
8 nds 牧場物語 キラキラ太陽となかまたち mmv 08/2/21 - 22,000 (67,000)
9 Wii Wii Sports 任天堂 06/12/2 - 21,000 (2,819,000)
10 Wii 胜利十一人2008 konami 08/2/21 - 17,000 (53,000)
11 nds 超劇場版ケロロ軍曹3 天空大冒険であります! bandai 08/2/28
12 Wii 家庭滑雪 namco 08/1/31
13 Wii 第一次的Wii 任天堂 06/12/2
14 nds mario和sonic在北京奥运会 任天堂 08/1/17
15 nds 赤川次郎ミステリー 夜想曲 -本に招かれた殺人- mmv 08/2/28
16 psp 怪物猎人P2 capcom 07/2/22
17 ps3 LOST PLANET EXTREME CONDITION capcom 08/2/21
18 nds 马里奥聚会DS 任天堂 07/11/8
19 nds 马里奥赛车DS 任天堂 05/12/8
20 nds 太鼓达人DS namco 07/7/26
21 nds 新超级马里奥兄弟 任天堂 06/5/25
22 ps2 ふぁいなる・あぷろーち2 ~1st priority~オークス 08/2/28
23 ps3 鬼泣4 capcom 08/1/31
24 psp 機動戦士ガンダム ギレンの野望 アクシズの脅威 bandai 08/2/7
25 psp 胜利十一人2008 UE konami 08/1/24
26 nds 心跳回忆Girl's Side 2nd konami 08/2/14
27 ps2 POISON PINK banpresto 08/2/14
28 nds 动物之森 任天堂 05/11/23
29 nds 莱顿教授与恶魔之箱 level5 07/11/29
30 nds NARUTO-ナルト- 疾風伝 大乱戦! 影分身絵巻 タカラトミー 08/2/14
 

榜评:

 

1、本周三款新游戏上了top10,不过只有ps2《高达无双Special》销量过了10万,其他两款表现一般。

 

2、从ps3逆移植到ps2的《高达无双Special》首周卖出了15万的成绩,要评论这个成绩之前得先看看ps3版的首周销量:17万( http://blog.sina.com.cn/u/4938f71b010009k1 )——作为一个移植版的成绩来说,已经算是很不错了,也就是说ps3版因为主机普及量不高所受到的影响,被ps2版给弥补回来了,从这点来说ps3《真三国无双5》移植到ps2的可能性也增加了一些。

 

3、nds《SOMA BRINGER》作为一款原创的“Diablo like”动作rpg游戏,首周能卖出5万虽然不算很好,但也算中规中矩。基本上不少nds的原创rpg游戏都是这样的水平,比如当年的《世界树迷宫》( http://blog.sina.com.cn/u/4938f71b010008ux )——现在游戏市场的选择太多,用户更加认可品牌长期积累的游戏,原创游戏想要出头,就必须赢得用户的口碑。

 

4、xbox360的《偶像大师Live For You》得到了不少核心玩家的支持,据说前作的虚拟物品卖得不错,也成为了一种比较成功的商业模式。

 

5、有趣的是,上周进入前十的三个新作nds《世界树迷宫2》、psp《无双OROCHI》、nds《牧場物語 キラキラ太陽となかまたち》本周仍然“坚守岗位”,分列6、7、8位。这还不算什么,关键在于这三个游戏的第二周销量都是首周销量的三分之一到二分之一之间,比“四分之一规律”好,也预示着它们的销量会比较坚挺。

 

6、当然,排行榜上更坚挺的Wii《Wii Fit》、Wii《家庭滑雪》、psp《怪物猎人P2》等,本周不论排名或者销量都和上周没啥变化,它们的威力还会持续下去的。

 

7、从上周top30掉下去的游戏有:
8 360 BIOSHOCK spike 08/2/21
17 ps2 ぱちんこ仮面ライダーショッカー全滅大作戦パチってちょんまげ達人14 ハックベリー 08/2/21
18 ps3 BURNOUT Paradise ea 08/2/21
19 nds L the proLogue to DEATH NOTE -螺旋の罠(トラップ)- konami 08/2/7
23 ps2 ラスト・エスコート2 ~深夜の甘い棘~ D3publisher 08/2/21
24 ps2 NiGHTS into Dreams... sega 08/2/21
26 nds 必勝パチンコ★パチスロ攻略シリーズDS Vol.1 新世紀エヴァンゲリオン ~まごころを、君に~ D3publisher 08/2/21
29 nds POPULOUS DS ea 08/2/21
 
8、下周关注:ps3《龍が如く 見参! 》( http://blog.sina.com.cn/s/blog_4938f71b01008alr.html )、Wii《大家的常识力电视》( http://blog.sina.com.cn/s/blog_4938f71b01008ji7.html )。

 

相关链接:
http://blog.sina.com.cn/s/blog_4938f71b01008j7k.html
2月28日新游戏销售情况速报:高达无双Special

http://blog.sina.com.cn/s/blog_4938f71b01008ko0.html
日本2月25日-3月2日游戏销量速报

Screenshots are for wimps

Posted: 06 Mar 2008 09:01 AM CST

Glest 3.1.2 has been released (changelog, linux). Fixes, minor improvements, good to see some sustained activity for the project and hopefully it keeps on going like this.

SuperTuxKart 0.4 is being packaged as we speak. Eventually (although not yet as of time of writing) they'll be up on Sourceforge. It goes from being quite a naff game (STK 0.3 was basically TuxKart with better graphics, and TuxKart has some serious gameplay flaws) to being really quite a good game. Now it is a bit of polish and some better tracks away from being a great game. I suggest you try it out, the improvement is massive, and if 0.5 brings the same level of improvements as this release, then STK 0.5 will be a very good game indeed.

There's a bit of competition around the corner though. Platinum Arts Sandbox 2.1 was released. This is a sandbox game aimed at kids and this version contains a kart racing mode so kids can build their tracks in the very easy Sauer environment (PAS is a Sauer derivative) and then race on them all without the game without specialist tools or knowledge.

Speaking of Sauerbraten, here's some videos showing how basic world editing works.

Word War vi (that's vi as in vi vs emacs as opposed to VI as in 4 6 (d'oh! dang roman numerals...)) is a side scrolling shooter which is, well, kinda geeky but also kinda fun. (Did you spend a few secs thinking "World War IV" too?)

Finally, the Secret Maryo Chronicles project is looking for a new name to get away from copyright trademark issues with the Mario franchise. I'm sure all good ideas are welcome.

In case you didn't guess from the title, there's no screenshots in the post. I'm too busy to do it today! Edit: Ok, thought I'd post this Word War iv vi video since it's kinda cool:

挺复杂的心情

Posted: 06 Mar 2008 06:24 AM CST

        心情很复杂,也很矛盾。

        如果不安排给我大量的工作,我会恐慌——是不是不想用我了?

        如果给我安排大量的工作,我也会恐慌——要是做不好,那不就成自己砸招牌了?

        不买房子的时候恐慌,怕攒不够钱,怕房价继续涨,怕自己辛苦几年都挣不来。

        真的买了房子了,继续恐慌,怕供房贷的压力,怕面临失业的竞争和风险,怕没了经济来源供不起房子,怕房价暴跌。

        没房子,怕女人看不上我。

        有房子,怕女人看上的仅仅是我的房子。

        股市也是一样,没买进的时候,怕它涨。

        买进了之后,怕它跌。

        能有一天让我变得什么都不怕么?

"game" via 柠檬杀手 in Google Reader

unread,
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说还是不说,改还是不改

Posted: 07 Mar 2008 11:43 AM CST

  恩,静静的看完所有的贴子,坐下来,说一说关于新老天下的话题吧。

 

  这篇小记的名字之所以这样起是因为考虑了再三,到底是说还是不说。最终,我还是选择说出来。也希望各位看官能够耐心看下去吧。

  起头4个问题,画面风格,坐骑动作,装备混穿,界面效果。这是目前无论是论坛还是我的BLOG都说的最多的话题了。请还有很多骂客谅解,介于没有实质性的问题可让我回答,那么权且不算这次的内容吧。

  OK,我们切入正题,先说说画面的风格问题。天下回炉后,开发组确定了视,听,操作3位一体的改进目标。视觉,也就是大家现在接触到的画面。老版本的天下2中老玩家们最引以为豪的画面,为什么会在回炉后选择修改?不隐瞒的说,我也一度为老天下的风景痴迷。炫耀过,也赞叹过,知道吗,跑在自己设计的场景里的心情是何等的激动。

  改掉了,为什么?单纯是像小部分口称支持天下2的资深老玩家说的那样,因为开发组换了,游戏便做差了?这样的言论是否合适?老版本的天下2的画面有很多区域是色彩的对比度和饱和度都不够的,而人的视觉疲劳度是有一定的限度的。在长久盯着一个灰阶过重和辨析色彩的过程后,会很快出现视觉疲劳,需要调整还是不需要调整?坚持所谓的水墨?关于水墨我们后面再谈。雷泽。热爱老版本天下2的玩家是否为了效果在打怪时不关水的效果?如果是的话,我只能承认你的机器配制相当的好,但你我都清楚,想在那打怪不关水效果还可以打的很顺畅的机器配制是否普及?游戏中的水有摆设的高度差异,一点点的偏差都会导致水平面的不一致而引起双层水的概念,大家是否还记的当年的花谷?那里你有没有觉得卡过?为什么。资源并不多,为什么会卡?在花谷由于水制作上的问题出现了3层水的现象,等于你的机器把那里的所有的资源算了N次,到底水的效果对游戏的帮助有多大,值得考虑么?当你游戏都无法流畅的进行的时候,你是否有心情来观看风景?如果有,那么不能怪您,只能是开发游戏的成员的悲哀,我们是想做一款有可玩性的游戏,而不是国家地理。

  随着游戏的回炉天下的引擎也升了级。开发组选择了新版本的引擎水来使用。目的很简单,新老水的效果差别并不是很大,但新版本的水面效果可以自定义颜色。就这一点来说会为以后的美术制作增加更好的选择,也会给玩家带来更多更好的感受。改还是不改?

  新天下在水的问题上下了不小的功夫,制作时一点点的检查,仔细的推敲要不要放水的效果,不仅仅是一个画面的表现,你要考虑到玩家的聚集和疏散点,根据任务的指引,玩法的需求来仔细考虑,新天下中每个水面都不是拍着脑袋摆上去的。如果在效率和画面之间做选择的话,我会选择效率。你有足够的钱去买车,你会买宝马还是桑塔纳?性能是否重要?还是你只看外表?说这一点并不是说我不注重画面。我是一个美术,在游戏制作中大脑不能时刻的只想着美术如何牛X就成功了。想想。你在做的不是一个山水纪录片,而是游戏。大家们玩的又是什么?

  很多人提到说,老天下的画面不用改,增加玩法就OK了,何必改画面。在说这句话的时候可曾想过,游戏给你的代入感在什么地方?有没有游戏先做完画面再架设世界观的道理呢?那和拼凑又有和区别,那和大家说的泡菜又有何区别?

  拿出玩了一年的游戏和一个根本没体验过的游戏来对比,如何界定的对比关系的准确性?再近一步来说一说新老版本的画面效果的吧。相信玩过老天下的玩家都接触过设置里的“数字鲜亮”这个设定。为什么会有这个选项呢?原因是第一,大家的机器配制都不一样,开发组无法界定默认的效果是不是所有人的机器都适合的。便将此功能开放,让大家可以根据自己的机器配制来选择是否调节。另外,默认的点开数字鲜亮可以提高画面的明度,这也是以前老天下中场景过灰和过暗的原因。在新版本天下2中我们在不使用数字鲜亮的模式下调节每一个场景的明度,饱和度以及对比度,基本上都是参照编辑器里的直方图来制作的。画面不会出过灰和过暗的效果。至于大家看到的论坛上饱和度很高的图,他是怎么产生的?且不说截图的人为何要截这样的图来说是新天下的画面。就说一说是怎么残生的吧。也是和数字鲜亮的调节有关系。新版的数字鲜亮的选择值是老版本的值,并未调整,因此在新天下的完善中,也改变了数字鲜亮功能里的调整值。确保画面的画质稳定但是自由调节的功能依然是开放给玩家的,上面说过为什么,如果硬是用这样的自由度来截一些失真的图并说成是新天下的代表画面的话,我也无可奈何。


  再说一说场景的设计和色调的转接。以往,我们由于引擎技术的限制,做不到同一个大区域地图分不同场景效果的实现。引擎升级后,我们得到了这方面的技术支持,拥有了天空盒和区域雾的效果,也就意味着我们可以将场景进行切分,根据剧情及世界观的需要切分不同的区域效果,在游戏的体验过程中,随着剧情的发展,或是级别的不段提高大家接触到的不再是相同色调的场景。可以更为丰富的感受场景与场景间的色彩和剧情的变化。是否还记得老天下中有6个大区域,也只有6种色调。前期还好,后期整月的泡在一个色调的场景里是否还是一点不厌倦?改还是不改?

  黄泉最终也被大家提出来要还回来,这一点是我看到最无奈的一个意见,我尊重大家对老天下的情感寄托,只是可想过以前的黄泉需要使你LOADING2次才能复活?不复杂?却也是一个经典的怀念了,如果大家只是怀念黄泉的景色,我可以负责的说,黄泉还会回来。大家依然会见到那片熟悉的场景,只是他不再会是让你痛苦等待LOADING的场景。取消这个死亡设定还是不取消?

  驿站,有人怀念。我知道完全处于对老天下的怀念,那个抽烟的老头曾经哄抬了多少过路费?大家是否还记得呢?现在取而代之的神石即满足了复活的需求也满足了传送的需求。只需1铜。改还是不改?

  还有不少诸如次类的问题,我想如果大家愿意平静的交流我会一一给于解答。开发组从来就没有站在玩弄玩家的角度上去考虑设定。也请老玩家在发表自己的观点和抒发自己对老天下的情感的时候能够更多的为新的玩家考虑一下。我不只看过一篇贴子里写到但凡有新玩家说天下好的时候便反问其有没玩过老天下。甚至是觉得没玩过老天下便没有发言权。反之又有被反驳时说言论自由。这样的场面叫人怎不难过。当然,还有枪手,请不要再玩弄您的所谓的智商,有时真的相当可耻。

  偏题之言且不多说。继续话题。新的天下开发时间是9个月。而老天下的开发时间是3年。新天下的制作成员是50人左右。老天下是150人左右。这些差别本说明不了什么,但,说3年制作的东西便是成为经典的必然条件?而9个月的东西便是粗制滥造?仔细想想,是否是这样的?首先,3年的时间所有的制作成员是否都是很成熟的?从策划到美术到整个相关的开发部门。都是存在的摸索的过程。而耗时3年说实话并不是说明做出老天下的品质必须要3年,而是有很多的问题困扰着开发组。最终回炉后人员的配制不可能再想以往那样,所有人都来做天下,而是保留了一部分的开发成员,继续做回炉的开发工作。我们经历过老天下的制作,有了完善的经验和技术储备,短时间内完成也不是一件不可能完成的任务。但,这其中,大家可知道开发组的制作成员是怎样做过来的吗?我说这个话不是要大家说我再卖苦,仔细想想,当你们说我的成员累是应该的时候,累是为了钱的时候,是一群猪的时候,你们是否开心了?我的成员该如何调节自己?我从不反对提出意见和及时改进,可是上面的话有意见可言么?当然,你可以匿名的说出一句话就甩袖走人,吐开口口水说,一群猪,不知道什么叫中国传统。你呢?是否真的了解中国的传统?你真的认为开发组的成员不会上论坛和我的BLOG来看大家的看法和观点?而你希望的是让他们看到这样的言论?对于这一类的朋友我只想说,不要拿出对老天下2热爱的名义来骂了。如果你然坚持的认为你这样骂是对的,请将他们改成我。当然,我也要感谢一直以来给天下不停的提出修改意见和建议的新老玩家,还有鼓励我们的朋友。

  我在上一篇的BLOG里写过,天下的山水依旧在,是否看的人心态已然变化?祖国的山水真的只有在阴天的时候才是最具代表性的么?意境,诗情画意的画面新天下中没有么?若然您没去观察,或是对老天下的山水已成习惯。传统的水墨又是否仅仅表现在黑与白之间?或是淡彩?再前面已经说过画面的分析。这不做重复,我将中国的山水理解成意境,一种感受,一种印象的抒发。但是否只有水墨可以代表中国呢?OK。如果是的话,你依然可以在新天下中调出你想要的效果。

  说说坐骑动作吧,开发组会接纳大家的意见,将乘骑的动作逐步添加上去。但是,也请大家理解,骑乘动作的添加不仅仅是一个骑马的动作,根据灵兽的不同,需要制作相适合主角的各种骑乘动作。请给开发组成员一些时间,我们会尽力做到完善。而之前之所以没先做这一步的动画也是考虑过制作周期,想逐步完善。

  装备混穿,试想现在还有多少游戏是采用一件装备盖全身的设定的?很多玩家说没有了门派的特色,土,不伦不类之类的话。

  首先,装备拆分对制作而言是一个巨大的挑战,繁杂的拆分体系,庞大的制作数量。开发组的同事们真的都头疯到愿意自己虐待自己了?开发初期我们确定了,分装备一定要拆分,为什么?除了当年闹的沸沸扬扬的论坛要求改变门派制服体系的事情不说。(如果你说没有这回事,那你就当我是自己再虐待自己好了。)还有个原因,装备的拆分后实际上是将装备的组合权交到了玩家自己的手上,自由度高了,选择的余地大了。我们意识到制服是一中限制,打破了这个限制,希望大家能够各取所爱,自由搭配。从开发的角度来说,设计一套制服对设计师来说是一件相当好控制的事情。为何要反其道行之?玩家真的都不需要自由的搭配权?不需要体验自己搭配的快乐感?  土,如何解释?我进入一个服装超市,自由的搭配我想要的衣服,这个选择权又在谁的手上?我不敢说数以千记的服装配件全部都能搭配的完美无缺,是否也真的就搭配不出好看的效果呢?我们会不听的补充装备的数量,和提高装备的质量。只是,拿到选择权的同时又骂,是何原因?

  不伦不类,大都是在说诸如冰心穿了太虚的上衣,太虚穿了云露的群摆之类的。有老天下在先,是否大家已成习惯的认为绿色就是冰心,蓝色的就是太虚?等等。

  游戏随着等级的变化,你的装备也会产生变化,选择的余地也越来越开,你是否还是搭配不出你喜欢的?当然,装备的欠缺我们也并不是不听取大家的意见。我们会不停的增加和修改效果不好的装备。但,我始终不觉得,我们将选择权交到您的手上是种错误。改还是不改?

  界面效果的讨论。我想,这个问题有得一说,不是反驳大家的意见。而是说明。先者,目前的界面是完全从功能上去考虑和安排的。每个人在玩游戏的时候只有在需要界面的时候才会去点击界面,又有多少人会去为了欣赏界面去看界面?这一次的界面是不走繁复的装饰路线的。突出功能能让大家最直接的找到自己需要的功能才是最重要的。我也认可说,界面和画面的搭配问题,但是否目前的界面和画面采取了主次关系便毫无可取之处呢?不尽全然。当然,我们会根据玩家的需求再增添多套界面的资源,供大家挑选,各取所需。这一点我在上一篇小记中也提及了。希望大家不要再纠缠在这个问题上。界面功能完善后增添才能增添多套的皮肤,从权重上看,功能和界面效果哪个更重要?况且依附同样的功能下可以有多样的皮肤选择不好么?

  很希望大家能够多一些平复的心态,也听一听新玩家的意见,老和新真的要分成2派吗?新人中便没有有主见和见解的人了?为何顺者昌逆者亡?而无论别人如何试图和你沟通都保持一贯的辱骂风格的朋友,你真的也是老天下的玩家?老天下的深厚文化将你变成这样吗?为人向善,公平交流很难吗?

  这篇小记中贴的游戏截图都是出自新的天下2,在游戏中都截得到,不在于是否能截到图,在于你是否愿意去接受他或是去发现他。希望爱老天下的朋友也能够真正平心静气的观察新天下,如果有意见和建议我们可以改善。敬告那些自命不凡的抢手们,早点收山吧,去做些实际的事情。你那空虚的躯壳需要你用一些时间去填补,何不花点时间去补补你的空洞的躯壳?

  我的BLOG会继续,因为我希望他成为我们和新老玩家交流的自由空间,而不是恶语相向的乌隧之地。最后再给一直支持新老天下的朋友送上一张新天下的截图希望您能喜欢!

   夜深,不再罗嗦太多,希望大家好梦。

 

 

 

 

 

Shamus Young Vs. The Pirates

Posted: 07 Mar 2008 11:58 AM CST

Shamus Young, anti-DRM crusader as he is, has a now THREE part article about piracy. And fighting piracy. Without DRM that cripples the customer. Here it is:

The Publishers Vs. The Pirates, Part 1

Five Ways to Fight Piracy: The Publishers Vs. The Pirates, Part 2

The Publishers Vs. The Pirates, Part 3

What I particularly enjoyed from this series is that it comes from the customer perspective. One which I totally sympathize with, as I've been a customer for a lot longer than I've been a developer. And I remember with the day I downloaded a crack for Wing Commander, because I had decided to re-install it YET AGAIN - an exercise I performed about every six months - and I could not find my documentation.

I found the docs later that afternoon, but by that time, I was hooked on the crack. :) Because I suddenly amazed at the relief I felt NOT having to hunt through the documentation for the copy-protection question every time I started the game! And then I realized that the pirates had a superior version of the game.

I find it amusing to see the shock and disbelief people express when seeing anecdotal numbers as to how rampant piracy really is - mainly because I remember feeling exactly the same way.

It should be clear to anybody not in the throes of self-delusion and justification that piracy is a problem. The question is that of magnitude. On an immediate scale, Russell Carroll's recent analysis revealed that while casual piracy was clearly excessive, the relationship between piracy rates and actual lost sales. On the long term - the societal effects on the de-valuation of intellectual property due to unchecked piracy - I think the consequences may be more dire, but we're definitely in the realm of speculation here.

Shamus's articles address the issue from the standpoint of a customer, offering his suggestions as one of the (increasingly scarce?) people who actually expects to pay for his games, and who expects to NOT be treated like a criminal for doing so.

In my opinion, most of his suggestions come down to publishers getting with the 21st century, which is where the pirates AND their customers are now.

Incidentally, GBGames has another very well thought-out post on piracy with plenty of links, though I do take issue with some of his opinions: Music, Video Games, and the Supposed Problem of Piracy.

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Frayed Knights - Alpha 2 Laundry List

Posted: 07 Mar 2008 10:37 AM CST

Boy, this week's installment of the Frayed Knights development diary will have you on the edge of your seats!

Okay, I lie.

It's not particularly exciting. I haven't actually heard many people singing the praises of the first alpha, which always makes me assume the worst. "Aw, crap, the game's a dud. NOW what?" There WERE a lot of bugs - about half of which I was aware of (though I had failed to record them all). I actually have enough bugs to carry me through an entire second week of alpha... but the sooner I know about other bugs, the better. On top of this, there are a bunch of suggestions (especially with the interface) and other last-minute enhancements I'd like to make before this goes "final."

Game development is just SO thrilling and glamorous.

DGM did make the comment that for someone who has been reading this series from the beginning, there weren't a whole lot of surprises. I think that will be an additional focus over the next two weeks - throw in some surprises. :) There are a few plot-development elements that I left out of the pilot that I want to squeeze back in.

Anyway, if you were in the first alpha group, the new download is available. Check the alpha forum for instructions.

I'll be adding people to the second alpha group today. Check your emails and private messages on the forum. I expect the alpha 1 group is gonna be all burned out after playing through one or two alphas, so I need some fresh eyes on things. If possible - keep track of how much time you spent playing (I really should automate that). Even though it's not a great estimation due to the lack of save and load functionality right now, it helps.

Sorry for splitting up the alpha into groups like this again... but having done a bit of testing myself in the past, I know how hard it can be to aggressively hunt down bugs in the fourth or fifth build that you've seen.

Outstanding major issues remaining in Alpha 2
  • Temple is still not re-entrant (meaning when you go back, things aren't left the way they were)
  • Save / Load games still non-functional (and still crash the game if you attempt to load a saved game)
  • Inventory is still disappearing when you transition between zones
  • Priests are not dropping random loot
  • You can get stuck inside doors
  • No buying / selling with vendor
  • Hotkeys for pendant commands
  • Priests not casting spells
  • Item descriptions do not include stats
  • Character Sheet doesn't reflect stat bonuses due to equipment
  • Journal needs to update when quest completed.
  • Need to fix the automap
  • Removing an item from the bottom of the party inventory causes some weird inventory behavior until you close and re-open the window.
Fixes in Alpha 2 (at least all that I remember)
  • Particles for all (current) spells
  • All drama star effects are now working and use points properly (I think)
  • Inventory Items are scrolling now
  • Skeletons and treasure by cave-in
  • More stuff in Kraltic's Room
  • Bad guys in front of torture chamber
  • Bad guys in front of meditation room.
  • Fixed loot in pantry in food prep room.
  • Current character frame pushed back and textured
  • Fights through doors now force player into good visible position
  • Barrel in middle priest room #2 made interactive
  • Trigger zone encounters force player into appropriate position for combat.
  • Fixed description and dialog of pool to repair typos, special characters, and to assume Dirk has a 10' pole to jam down there.
  • fixed several typos
  • Changed "K.O." to "Incapacitated" and make it separate from picture (and always up)
  • Forced window / full screen to 1024 x 768
  • Added base colors to Benjamin Sly portrait
  • Fixed in-game options menu bug
  • New texture on inn roof
That's all I've got the brainpower for this week. It's been one of those weeks...

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Blizzard(暴雪)公司发展史

Posted: 07 Mar 2008 07:40 AM CST

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

书友会第七期(03.16),上海、北京、南京

Posted: 07 Mar 2008 09:21 AM CST

农历新年之后的第一次聚会,欢迎大家继续参加!

北京地点:圆明园东门,左右间咖啡的院
南京地点:中山陵四方城石象路7号,南京中山陵国际青年旅馆(公交线路:9w、20w、游1、游2、游3到四方城下;春天到了,我们又可以在户外了~)
上海地点:上海市虹桥路591号 真锅咖啡上海虹桥店(靠近三/四号线虹桥路站,附近有836路、827路、76路、572路)

老时间:3月的第三个周日(3月16日),下午14点30分
老形式:简单话题(在书库右侧提前两周预告),闲散聚会,以书会友,费用自理
本期话题:(请参加的同学提前预习)
怎样设计“帮助”更有效?

提醒:
1、北京联系人:白鸦,13701071151
2、南京联系人:JunChen,13913833651
3、上海联系人:杨溯,13926575879
4、前几期书友会借了书的朋友请记得周日前往书友会现场还书;(因非常特殊情况不能到达的请用快递还书,或写邮件具体说明)
5、3月份需要借书的朋友请在 3 月 15 日下午 6 点前发邮件至 ucdc...@gmail.com

南京书友会、上海书友会刚刚成立,书籍资源匮乏恳请大家多多支持。

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《劲爆美国职篮2007》(NBA LIVE 07)硬盘版

Posted: 03 Mar 2008 05:32 AM CST

《劲爆美国职篮2007》(NBA LIVE 07)硬盘版
开发:EA Canada
发行:EA Sports
容量:1DVD
语种:英文
平台:PC
类型:Sports
网址:http://www.easports.com/nbalive07/
做源服务器:Razorback3.x
以下是可能用到的补丁
[QUOTE]
07英文版原始EXE 点击进入
07英文版官方升级补丁 点击下载
NBA 2007 英文版v1.1升级档免CD补丁 点击进入
NBA 2007 官方繁体中文汉化包 点击进入
[/QUOTE]
[QUOTE]升级方法:
一.不升级直接玩
1.英文,直接玩
2.中文,打上“NBA 2007 官方繁体中文汉化包”
二.升级
1.英文,“07英文版原始EXE”解压覆盖------打上“07英文版官方升级补丁”------打上“NBA 2007 英文版v1.1升级档免CD补丁”
2.中文,“07英文版原始EXE”解压覆盖------打上“07英文版官方升级补丁”------打上“NBA 2007 英文版v1.1升级档免CD补丁”------打上“NBA 2007 官方繁体中文汉化包”
[/QUOTE]
[QUOTE]差点忘了最重要的一个补丁:最新NLSC人员补丁 点击进入
[/QUOTE]
[QUOTE]
风险提示:
通过瑞星查毒,其他的没有试,哪位朋友试一试,如果有问题PM我 ^_^ 不过应该是没有毒的,放心下吧o(∩_∩)o...
[/QUOTE]
[QUOTE]
系统要求:
作业系统- Windows XP SP2或Windows 2000 SP4(不支援Windows 95、Windows NT、Windows 98、Windows 98 SE、Windows ME和Windows XP 64bit)
处理器- 1.3 GHz Intel Pentium III以上
记忆体- 256 MB RAM
硬碟空间- 3.7 GB可用硬碟空间
显示卡- 相容於DirectX 9.0c的显示卡
需具备64 MB以上的显示记忆体,并仅支援以下晶片组:
ATI Radeon 7500或以上
NVIDIA GeForce3、GeForce4 Ti系列或以上
DVD光碟机- 16x DVD光碟机
音效卡- 支援DirectSound并使用DirectX 9.0c相容驱动程式的音效卡
DIRECTX- DirectX 9.0c
解析度:800x600 16bits color以上
输入装置
- 键盘
- 滑鼠
- 支援的手把: Logitech Dual Action或Rumblepad、Rumblepad 2系列;Saitek P880 Rumble Pad;Thrustmaster Firestorm Dual Power 3、Firestorm Wireless、或Dual trigger系列
*注:确认你已从制造商的官方网站下载并安装了最新版本的显示卡驱动程式
[/QUOTE]
【游戏简介】
   EA最近确认了其老牌体育游戏最新作《NBA LIVE 07》,新作修正了人物在运动时的脚步移动,并且让球员的反应性更加灵敏和真实,除此之外最令人兴奋的就是其画面的改进了,球员脸部的造型更加真实,同时光源也更加柔和。
  
从画面上看,2K7已经比前作2K6有了不少提高,尤其是在动作方面。在2K6中暴露的扣篮,假动作等问题得到了很大改善。现在你可以看到球员们有着正确的节奏,出色的步伐,甚至在突破过程中出现的磕磕绊绊。
  
游戏内容方面,经典的VIP系统,经营模式,投篮操作都将保留并得以改进。其它一些内容包括一个全新的街球模式,以及一种新增加的传球方式--击地传球。另一个值得称赞的地方就是2K7会让感觉置身于赛场之中,忘记原来那些呆板的换人选择吧,现在你可以直接从替补席上选择替换队员。你甚至可以看到球员从替补席起身,接着坐在记分台前等候上场的画面。
在《劲爆美国职篮07》里将你的球赛带向崭新层次。全新的「完全自由风格控制」系统和创新的游戏内容 – 完整重现逼真招式和球员情绪 – 让这款享誉盛名的 EA SPORTS™ 篮球电玩游戏既出色又好玩。一面复製你钟爱的 NBA 球员打球风格,一面施展职业球员专属招式。在紧张刺激的比赛里,跃升至篮框高度,一展撼动人心、令人臣服的灌篮绝技,或看著你的超级巨星扭转气势。《劲爆美国职篮07》透过 EA SPORTS™ 自由风格超级巨星的崭新能力层级,以及即时切换球员技能的功能,带你体验篮球风华。
首创聪明且直觉的游戏引擎,让你在明星週末里体验前所未有的真实感受,而先进的王朝模式则考验著你带领球队迈向 NBA 总冠军赛的能耐。连线上网时*,透过最先进的ESPN整合套件,於游戏中提供各式新闻,包括 ESPN 体坛动态和 Podcast 广播,让你绝不错过任何重大消息。无论你身在世界任何角落,於家中或线上挑战你的对手,《劲爆美国职篮07》都能把你的球赛提升至全新层次。
◆EA SPORTS™ 完全自由风格控制系统:
彻底控制自由风格超级巨星,施展高飞球员、射球员、得分球员和主控球员等栩栩如生的招式,然后,经由即时改变技巧属性将你的球赛提升至全新层次,并随时切换你的自由风格超级巨星招式,决定你的明星在比赛中获胜的方式。
◆掌控比赛:
使用全新的先进控制系统操控你的自由风格超级巨星,提升他们的球技并掌控比赛。展现绝妙招式令观眾如痴如狂,并且提升你的球队气势。感受你的防守抄截球员、精锐球星或球迷喜爱的球员在关键时刻适时出手的紧张气氛。
◆数百种招式:
为了忠实呈现 NBA 球员,自由风格超级巨星现在拥有多种不同的能力等级,让你完全控制数百种招式。但只有比赛中最出色的球员才有机会提升至最高等级,因此,於球赛中尽量让他们有出手的机会。
◆招牌跳投:
NBA 顶尖球员的招牌跳投招式,分毫不差地在游戏中重现。
◆无与伦比的 ESPN 整合套件:
透过最先进的 ESPN 整合套件,世界体坛媒体巨擘 ESPN 将为你带来最新消息、战绩快报、Podcasts 广播和 ESPN 体坛动态。
◆全新的人工智慧系统:
导入专为次世代游戏主机设计的直觉式游戏引擎。运用球队专属战术,例如三角战术和挡切,彻底控制你的进攻步调,或是腾空盖火锅、在第一时间抢下篮板球,巩固防守优势。
◆NBA 明星週末:
当你在灌篮大赛和三分球大赛中展现球技时,ESPN 分析师 Greg Anthony 和 TNT 播报员 Ernie Johnson 将在一旁进行评述。明星週末包括精彩的新秀挑战赛和著名的NBA明星赛。
◆先进的王朝模式:
成为球队经理,经营你最喜爱的球队,体验在球季中管理球队士气所面临的挑战。探查球员情报、提出交易以及调查流言,让你的球队能从 NB A选秀开始一路挺进至NBA总冠军赛。
◆NBA 之声:
前任芝加哥公牛队球星 Steve Kerr 与当红球评 Marv Albert 将在篮球场边的最佳位置为你带来精彩绝伦的实况转播,并针对所有的超级巨星给你独到的专家见解。
【游戏截图】


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有典型的“80后”网游

Posted: 07 Mar 2008 08:12 AM CST

  CS《反恐精英》原本是一个网络游戏(以下简称网游),但是《奋斗》赋予了它新的意义--那就是它成为了“80后”大学时光不可分割的一部分。上世纪七十年代生人读大学的时候,电脑才刚在中国兴起。“70后”的大学时光只来得及目睹网络的兴起,学校的电脑从386刚刚换成486,网游尚处于起步阶段。
   而《奋斗》的开篇就将观众带回了“80后”的大学时光中,那是CS的年代,或许那个时候你玩的是《魔兽》,但只要是“80后”就会明白,CS就是大学时光的标志。所以当陆涛说出“今天是6月3日,CS团队空中狂沙解散了,在我心里,全世界的显示器都熄灭了”这样的话时,你就会想起课余去网吧玩游戏指挥队友“跳起”,“趴下”,或者去网吧把男友从CS世界中揪出来的时光。
   从上学开始就一直处于“地下工作”状态,一直被老师严令禁止的网络游戏,终于得到了承认,被认为属于大学时光的一部分,这也是《奋斗》一开篇就获得“80后”共鸣的一点。

暴雪招聘中文游戏测试者

Posted: 06 Mar 2008 10:12 AM CST

 

20070302234800665.jpg    今天访问Blizzard官方主页的时候,被一则招聘通知给吸引住了,内容如下:

Foreign Language Game Tester

Blizzard Entertainment is looking for intelligent and highly motivated multilingual game testers to help test our games in Russian, Spanish, French, and Mandarin Chinese. Job duties include documenting bugs, working closely with a team of developers, and testing games for hours upon hours. An ideal candidate is a hardcore gamer who is good at both finding bugs and describing them in an organized and clear fashion. Fluency (both spoken and written) in Russian, Spanish, French, or Mandarin Chinese is required for the position. For Mandarin Chinese, applicants must be fluent in reading and writing simplified Chinese.

Game testers must be able to work full-time at our headquarters in Irvine, California. Applicants must also be available to work extended hours and weekends when necessary to meet project deadlines.

Requirements

  • Passion for games
  • Fluency in Russian, Spanish, French, or Mandarin Chinese
  • Strong motivation
  • Willingness to work extended hours.
  • Ability to follow directions
  • Good communication skills (both oral and written)
  • Strong work ethic
  • Attention to detail
  • Good analytic skills

To apply, please send your resume, cover letter, salary history and a mock game review in both English and the foreign language you are applying for as separate Word attachments to res...@blizzard.com. All of these documents are required for your application.

Basic Tips for Resume/Demo Submission

We are currently considering local candidates only for this position; relocation assistance is not available.

  • No calls or follow-up emails, please. This is a full-time position in Irvine, California.

    大意是说,Blizzard正在招聘多语言游戏测试玩家,全职,包括俄语、西班牙语、法语和中文普通话。这则通知向我们透露出的信息是:

    1.暴雪有一款新游戏要发布,且这款游戏绝对不是《魔兽世界》的新资料片“WLK”(原因是,如果是“WLK”资料片,其测试人员应该由九城来拟定;而且决不会仅仅征集加利福尼亚的中文玩家进行全职测试工作。)。暴雪希望全球同时发布该游戏。

    2.该游戏已经完成汉化工作,或者是有多语言包存在。

    3.该游戏的中文版运营商不是九城,可能是将来的“暴雪中国”,或者某机密的暴雪最新合作伙伴。(这难道正好印证了“网易与暴雪联姻”之说?)

    4.暴雪如今已经非常重视中国国内市场。

    当然这是建立在“暴雪即将发布一款新游戏”假说之上的结论,不过也有可能是,暴雪的招聘行为是打算组建一个常备测试团队,而并不是针对某一款特定的游戏。

    另外,国内的“暴粉”们就不要蠢蠢欲动了,该招聘通知仅限于招聘加利福尼亚地区的全职工作者。

百度C2C机会有多大

Posted: 06 Mar 2008 10:08 AM CST

 

logo.gif百度一直围绕搜索和社区发展,没有进行过大的扩张。除了国学搜索、政府搜索和文化搜索这些应景之作,也大致没有什么特别失败的产品。现在,百度宣布进军 C2C电子商务,应该是相当大的一步跨越,但这一步会踩实还是踏空,仍是个未知数。不过,这并不妨碍我们去分析中国电子商务未来的格局,和百度C2C可能 的发展。

中国电子商务尚处在发展的初期,这不光是因为目前的电子商务交易额占整个贸易额的比例只有0.8%,还有另一个重要理由,即网上购物还没有成为多数中国网民的普遍行为。根据CNNIC的调查报告,大约四分之三的中国网民使用过搜索引擎,却只有25.5%的网民有过网上购物体验,这一比例甚至远低于4年前的40.7%。而根据CNNIC去年的C2C调查报告,在对C2C接受度最高的北京、上海、广州三大城市中,有过C2C购物体验的用户也只占网民数量的16.2%。这说明,近期非常热闹的电子商务市场,其实也仍然还只是一个小众市场,它背后所隐藏着的,仍然是一个巨大的增量市场。

从2003年开始,淘宝向当时的绝对垄断者易趣发起挑战,靠的既不完全是所谓的免费策略,也不完全是强势公关或强势推广,当然更不是什么倒立者赢,而是淘宝紧紧地抓住了更大的增量市场。也就是说,淘宝的增长远远超过易趣的增长,以至于淘宝的规模很快就超过了占据九成市场时候的易趣。在一个增长迅速的市场上,比的是谁跑得更快,而不是过去的优势。

电子商务的市场规模,将超过网游、广告等目前主流的互联网收入来源,这几乎是毫无悬念的。而本质上,搜索引擎更应该是电子商务的工具,而非娱乐的工具。这一点,从百度和阿里巴巴极为相近的客户群判断,实际上百度和阿里巴巴有着最直接的竞争关系。这也是我在年初的一篇文章中所分析的,即使百度不做C2C,它也必然要和阿里巴巴在中小企业的电子商务上交火。所以,我不相信所谓为了刺激股市这种判断,我更愿意相信,百度做出如此重大的一个决定,一定是基于对自身优势的判断,以及对未来增长的长期规划。此外,还有一个重要原因,即防御性进攻。

如果说当初淘宝网的建立,是阿里巴巴的对eBay的防御性进攻,那么百度C2C业务,也可以看作是一种防御性进攻。这种防御性进攻,一方面,正面战场并非自己的主战场,即使失守也不会对全局造成重大损失,但却可以有效抑制竞争对手的主要业务。另一方面,一旦这种防御性进攻奏效,很可能开辟全新战局,次要战场被纳入主战场。至少在可预见的未来,百度的参战,将打乱淘宝建立盈利模式的规划。

而且,百度选择发布消息的时机也很微妙,恰好是阿里巴巴上市的敏感时期。这等于在向阿里巴巴的投资者暗示,百度可以扮演阿里巴巴的制约者的角色。这可能预示着,两家巨型互联网公司公开宣战,而且战火决不会被局限在C2C战场。

我大致同意麦田对百度电子商务模式的判断,但我却不太同意这是“社会化商务”重大利好的乐观看法。炮火连天的时候,一颗流弹就能要了你的命。当然,实力相当的企业之间的竞争,消费者会成为受益者。

现在还是只闻楼梯想,没见人下来。百度的C2C究竟有多少机会,关键还看产品做得怎么样,采用何种市场策略和运营策略,等等。

魔兽世界之外,谁还能撑起九城?

Posted: 06 Mar 2008 09:52 AM CST

    自从第九城市2005年代理大作《魔兽世界》以来获得了极大的成功,随着资料片的上线人数也再次攀升至80万,甚至九城股价也因《魔兽世界》一个补丁的发布与否而起伏,可谓九城收入的顶梁柱。继《魔兽世界》之后,第九城市引进多款重量级产品,韩国大作《奇迹世界》、《卓越之剑GE》陆续上线,而《劲舞团2》、《仙境传说2》等经典游戏续作代理权也花落九城,那么继《魔兽世界》之后,谁将成为第九城市的第二根顶梁柱呢?

  提起盛大我们首先想到的是《传奇》,说到网易第一个想到《梦幻西游》,提起九城脑海中就浮现出《魔兽世界》,在过去几年,一歀优秀的网游作品可以养活一个游戏运营商,但是在而今这个激烈的市场环境下却是独木难支,各大游戏厂商纷纷多线发展。作为中国网游运营商第一梯队的第九城市早已注意到这一点,在代理了《魔兽世界》之后相继签下了《奇迹世界》、《卓越之剑》、《暗黑之门》、《FIFA Online2》、《仙境传说2》和《劲舞团2》等至少十歀大作。

  九城自去年推出《激战》后,今年又陆续推出了《奇迹世界》和《卓越之剑》,在海外这几款游戏都取得了不错的成绩和好评。虽然《激战》运营状况无法和《魔兽世界》抗衡,不过从今年公测达35万在线的《奇迹世界》身上,隐约可以可见九城“广积粮”的效果,而《卓越之剑》刚进入运营阶段其势头也未能完全显现出来,同时今年签下的《劲舞团2》和《FIFA Online2》也是引人瞩目的大作,或许九城的第二块顶梁柱就在他们中间诞生。

    同样是屠龙勇士的故事,《奇迹世界》能否如WOW般成功?

  不管是公测在线35万超过魔兽世界公测的《奇迹世界》,还是公测时全线爆满的《卓越之剑》,或者是美国 EA与韩国Neowiz Games公司联合开发的休闲网游《FIFA Online2》,虽然目前运营状况暂时不及《魔兽世界》或者还没有上线,但有时我们不是应该期待一款同样优秀而不同风格的游戏出现吗?

    《卓越之剑GE》已经在全球十五个市场先后推出,各采取不同的收费模式,均获得巨大的成功。10月31日,《卓越之剑GE》公测上线,随后在11月13日九城宣布免费。
    《EA SPORTS FIFA Online2》作为全球首款唯一获得FIFA国际足联组织官方授权的多人足球网络游戏,以真实世界足球赛事和运动员为模型,拥有官方授权的33个联赛、12850名真实的球星、44个体育场馆以及球员所属俱乐部的球衣等真实道具。灵活的游戏操控系统,让玩家可以像世界巨星一样轻松传球、射门、颠球、过人、护球,施展高超球技。

  同样是由经典单机改编而来,同样是出自名门,《FIFA Online2》必然会是歀成功的作品,问题在于它究竟能获得多大的成功。
    《暗黑之门:伦敦》是一款动作角色扮演游戏,采用FPS操作,也是全球第一款将单机版游戏和网络游戏之优点集于一身的新一代游戏作品。整个游戏由原暴雪《暗黑破坏神2》原班人马组成的旗舰工作室开发。

  《暗黑之门:伦敦》和《魔兽世界》之间身世的纠葛,很难人不将两者放在一起比较。当然,两款游戏在风格上差异非常大,惟一相同的是它同样饱受期待。 
     仙境传说2》是由韩国Gravity公司开发,在2007年1月10日Gravity公司和上海第九城市签定了协议。通过此协议,第九城市获得《仙境传说2》收费之后起,为期4年的中国大陆运营权。

《反恐精英OL》首次推出地区排行系统

Posted: 06 Mar 2008 09:48 AM CST

    韩国NEXON公司宣布,3月5日开始旗下的FPS网络游戏《反恐精英OL》将首次推出地区排行系统。

  地区排行系统与帐号为单位提供排行的现有网络游戏排行系统不同,是分全国排行、道、市、郡、区、邑、面、洞等每个行政区排行的系统。

  玩家通过在经常去的网吧里登记使用地区排行系统,可通过此系统查到自己在本地区中的排行乃至该网吧里的排行。除此之外,该系统还提供工会的地区排行,可查到哪个地区或哪个网吧的排行更高。

  NEXON公司通过添加地区排行系统将给玩家提供多种排行,还准备在此后以地区为单位召开游戏大奖赛及联赛。(文:17173小韩)

Connecting Communities, Redefining Xbox Live: Chris Satchell On XNA

Posted: 07 Mar 2008 11:00 AM CST

Microsoft's major announcement at this year's GDC was the launch of Xbox Live Community Games - but how will it work? Gamasutra quizzed XNA general manager Chris Satchell on this, Zune game creation, and a host of other topics.

Saling The World: Army of Two Tops U.S. Charts, Yakuza 3 Leads Japan

Posted: 07 Mar 2008 05:51 AM CST

Gamasutra's weekly column, "Saling The World", covers the top five sellers for every available platform in the United States, Japan, and Europe, providing an important update of sales patterns worldwide. This week's charts, with data taken from March 6th, 2008, see Army of Two debuting to top sales in North America, while Japan finds sales leadership in the latest in Sega's Yakuza franchise, Ryu ga Gotoku Kenzan. Data for "Saling The World" comes courtesy of ...

Microsoft's Ballmer: We'll Support Blu-Ray In Ways That Make Sense

Posted: 07 Mar 2008 05:09 AM CST

Speaking at the Mix08 Internet conference in Las Vegas, Microsoft chief executive Steve Ballmer has hinted again of Microsoft's future support of the Blu-ray media format, admitting that Microsoft is already working on software support for the technology. Quoted by the Seattle Post-Intelligencer, Ballmer commented: "We've already been working on [it], for example, in Windows, device driver support for Blu-ray drives and the like, and I think the world moves on." "Toshiba has moved on. ...

India's Xbox 360 Boss Quits Microsoft

Posted: 07 Mar 2008 05:10 AM CST

Mohit Anand, Entertainment and Devices manager for Xbox 360's India operations, has reportedly left the company effective April 15th, citing a desire to move on and pursue his dreams. According to an interview with Indian consumer site GameGuru, who describes the exit as "sudden," Anand disputes local rumors of discord within the company. "Absolutely negate the rumor vociferously," he says. "Some of my best friends, who will be my friends for life, are at Microsoft." ...

Infogrames Makes Offer For Atari

Posted: 07 Mar 2008 04:45 AM CST

Officials from Atari, Inc. have confirmed that the U.S. headquartered company has received a non-binding offer from French parent company and majority shareholder Infogrames, expressing the intention to acquire all of Atari's outstanding stock. After years of troubled results, which saw the company selling of many of its most prominent intellectual properties and internal studios, Atari, Inc. has seen a change in fortunes in recent weeks since the appointment of new CEO David Gardner, and ...

PSP Beats Wii And DS In Japanese Hardware Sales

Posted: 07 Mar 2008 04:29 AM CST

Market research firm Media Create has revealed data for weekly hardware sales in Japan for the week ending March 2nd, following details of the software top thirty. With the Wii, Nintendo DS and PSP having been neck-and-neck in hardware sales for the past several weeks it is Sony's portable which this time takes the lead, with a continued strong performance which as usual comes independent of any significant software success. Despite no major new releases ...

IndieCade Announces Call For Submissions

Posted: 07 Mar 2008 05:28 AM CST

IndieCade has announced an open call for games submissions for its 2008 independent game event. The IndieCade 2008 festival is set to begin July 10-13 in Bellevue, Seattle, kicking off a series of global showcases of independent games. IndieCade invites independent game artists and designers to submit their work for consideration, and is accepting a variety of interactive media forms including art, commercial, ARG, abstract and serious games from around the globe. The organizers also ...

Nintendo, Infinity Ward, Blizzard Top First-Ever 'Top 50 Developers' Countdown

Posted: 07 Mar 2008 11:38 AM CST

Think Services' Game Developer magazine and Game Developer Research division - sister divisions to Gamasutra.com - have announced a major new study ranking the top 50 game development studios worldwide. By combining empirical market data with a detailed survey taken by game development professionals via Webby Award-winning site Gamasutra.com, the Top 50 Developers report features a first-ever holistic view of the top game developers, using both sales and reputation data. For the first-ever countdown, of ...

Making Games For PlayStation Network - The Facts

Posted: 07 Mar 2008 05:12 AM CST

At his Game Developers Conference session, senior developer relations account manager Chris Eden revealed much of the inner workings of the PlayStation Network, including audience makeup, top PSN downloads, marketing opportunities, and how to become a fully-fledged PSN developer for just $1200. "With the PlayStation Network, a lot of the land is still up for grabs," said Eden, promising that developers would be able to retain creative control, own their own IP, and see larger ...

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Mao and Magic

Posted: 08 Mar 2008 10:49 AM CST

In the previous thread on hiding numbers, Raph argues that showing the numbers is bad if

[You have] some other sort of game where figuring out the mystery is part of the point…

The king of these games is, arguably, Mao. The game is a crazy-eights clone, with a whole bunch of Uno-style rules, but with the catch being that the players are not told the rules. The dealer makes up his ruleset in his head, and enforces the rules on the fly, forcing players to deduce the ruleset along the way.

Realizing that this is mostly personal preference, I always found Mao to be mostly fun for the dealer. Most of the other players seemed to be pretty frustrated. Shades of ant farming?

On the flip side, I love Magic: the Gathering (my wife bought me a box of Urza’s Legacy for my birthday last month - I love you, babe). In Magic: the Gathering, it is completely common to encounter, along your play cycle, new cards you have never seen before. Some of these cards effectively change the rules of the game entirely. This has a very different feel to me, a very exciting one, like discovering buried treasure. Still, the rules framework is very firm and very tactical, and all of the new cards fit into that understood paradigm somehow.

It may just be that I prefer the sense of discovery to the sense of induction. How about you?

比“艳照门”还震撼的游戏上位招式

Posted: 08 Mar 2008 07:53 AM CST

    游戏产品与艺员基本没有区别。他们的竞争同样多如牛毛,市场竞争也是同样的激烈。最终在脱颖而出的游戏产品或是明星,都付出了常人无法想象到的努力。汤唯的裸露、白灵的偷盗、芙蓉的恶俗,这些明星是不是能找到与之相近的游戏产品呢?
  看完游戏产品出位招式,你才会知道原来这个战场上的斗争与娱乐圈比起来可能更加残酷。

  上位招式:情色


比“艳照门”还震撼的游戏上位招式

  娱乐圈最火的莫过于“艳照门”。二线明星陈冠希虽然在艳照事件发生后宣布退出香港娱乐圈,但就目前的形式来看,陈冠希不仅挤身了中国一线明星的行列,未来在更可能在国际舞台上也是星途灿烂。

  靠情色成功上位的明星还有张钰、乐基儿(与黎明交欢遭偷拍)、钟欣桐等

比“艳照门”还震撼的游戏上位招式

WOW铜须门事件

比“艳照门”还震撼的游戏上位招式

《蜀山online》肉体换装备事件

  游戏也不乏借“情色”上位的产品。WOW的“铜须门”曾经火到连网络游戏都不知为何物的人也能说出个所以料。紧随其后爆出的“白睡门”、“裸聊门”更是一度让网络游戏玩家的注意力聚焦到自己身上。不过比起《蜀山onlie》来,WOW的色情上位招式似乎是官方的默认的。前者一发布“肉体换装备”图片,其文章作者便被公司以“发布虚假情色内容”开除,而WOW的色情新闻却依然是愈演愈烈,大有不把色情搞到底誓不罢休的精神。

用魔兽世界告诉你为什么找不到工作

Posted: 08 Mar 2008 06:54 AM CST

又到了每年招聘的时候,招聘大厅里人头攒动,好象铁银行门口骑着坐骑跳来跳去的人们。   因为要开辟新的国际市场,我作为市场部主管被公司派来招几名国际贸易人员,补充我的团队,以实现更高的国际市场占有率 ,暂时担任HR职位的我,仿佛是一个25人团的RL,来到这里,希望找一个合格的战士,担任团队的2T(海外业务代表,要替我冲锋陷阵的那种,我是MT)。   我们的招聘位置相当不错,公司在业界的口碑不错,待遇不错,从我们招聘团队的制服能看出来,T5套(BOSS西装)+ T6散件(PRADA皮包)   这些都是公司去年的年终奖。还有个同事拿了S3武器(一只CARTIER手表,这是他用去年业务的提成犒劳自己的)   所有的这些都亮出来的时候,就好象在 /4 组队频道 喊了一声 “ 著名公会开25人团,收2T一名,有意向的M, 待遇优厚”。   大家都在观望,没有人来   原因是学市场赢销的人不如学管理的多。   管理学本来是国外的研究生课程,可是不知道什么时候,国内的大学本科也开设了这个课程,据说好就业,一时间大家蜂拥选择这个职业   仿佛看到BUFF消息之后忽然多了的FS和DZ,猛然间,所有团都不缺DPS了 ——————————————————————————–   这个招聘会本来就是商业类的招聘,所以现场的人85%都是DPS   看着眼前的一个个DPS落魄的走来走去,苦苦寻找着一个个需要他们的团队,   他们不停的看着别人的简历(天赋树),看着别人的穿着(装备)   时不时还和同伴交流一下心得(插旗子)   而需要DPS的公会一个比一个NB   “以前接触过管理吗?(KLZ毕业了?)”“接触过,接触过~~”   “哦,我们这里有两个月的试用期(前两次活动没有DKP)” “ 没问题,没问题”   “你一天加班2小时可以吗?(我们不要11点男)”“可以的可以的”   “你研究生?(你AP上1000没)“”上了上了“   ”哦,好吧。 恩?等等,你专业是共商管理?我们需要物流管理。。。(恩?==,你是猎人? 我们需要一个FS)“   ”这样,你回去等我们电话吧(你先忙把,有位置再M你)“   然后看见一个FS喜滋滋的凑了过去。   (招聘建议:选择职业的时候,要按自己的喜好,自己的性格,不能人云亦云,热门专业学习过程也许充满乐趣,就好象DPS职业升级很爽   但是真正抢手的还是冷门职业, 比如防御战士,比如奶牧。我最多一次见过10几个不同FB 9=1 4=1 24=1 39=1 来MT)   我们的展位虽然看的人很多   但是很久都没有一个人来应聘   这时挤过来一个瘦弱的男生,头发凌乱,一脸暗疮。典型的宅男样子   业务代表其实形象很重要,虽然这和业务没有直接关系,业务靠的是能力和技巧还有嘴皮子   但是作为TANK职业,一个壮壮的牛头人战士,给队友的心理安全感显然比侏儒战士更多   (招聘建议:面试的时候一定要注意自己形象,会弥补一些技术和经历上的不足) ——————————————————————————–   这个宅男往我们面前一坐,很NB的看着我们。   我们对一个M我们的人充满热情   他先问了:”你们这里一个月工资能给3000不?(我旋涡需求)“   我微笑回答:”薪水是您业务能力的体现,如果实现了您的价值,我们会给您一个满意的薪水(你TM要是30分钟过YX本,T住所有怪,一次不死,我们也OT不了,我们有需求都不和你ROLL”   他又问:“有保险和住房公积金没?”(我T完以后,你们要给我30G修装备)   我继续耐心回答:“当您为公司实现价值了,我们会有的”(你真顺利T完,你即使不收,我也给你邮寄过去)   他继续问:“公司管吃住交通么?” (我要FS做的大面包,同时要SS拉和FS开门,我不喜欢自己飞)   我回答:“当你成为公司重要成员的时候,这些都有” (你出勤稳定,认真拉怪,当然会车接车送)   他又问:“那我什么时候能上班?我钱快用完了” (组,我现在就活动,快没点卡了)   我失去了耐心:“恩,把您的联系方式留下,我们会通知你的”(………………等M吧, 我找别人)   (招聘建议: 和用人单位谈的时候,一定不能先谈条件,要先介绍自己能做什么,比如,我无BUFF 14000血,三围32 22 27,拉怪没问题   大型公司都有完整的人才评估系统,他会根据你所做的提供最佳的方案,薪水,福利我们会考虑的比你全面的多,我们甚至都给你免费FM和宝石,这些是我们的职责   而不能一上来就自己张口要,会为招聘方留下非常不好的印象) ——————————————————————————–   又过来一个人,相貌,条件都不错,略显稚嫩   我看了他的简历,很简单的那种,只有日期,XXXX年高中毕业,XXXX年大学毕业。   (我观察他的装备,一身绿色,巨熊之XXXX, 力量之XXXX)   我问他:”你有任何的经验吗?“(别告我你连YX本都没去过)   他说:”没有,我一直学习来着,刚毕业“(我刚刚到70级)   我问他:”你对这个职位怎么理解的?“ (你TM一身绿,就来T 25人本, 不觉得寒碜?)   他说:”我想通过这个职位,积累经验?“(所以我来25人本了啊,我要直接T5)   他看起来素质比较高,我有心留他:”我们现在招聘的是能立刻出国做业务代表的,如果你希望在这方面发展,可以考虑先去我们国内部,先学习一段时间“   (我们明天开25 RAID, 你来不了,我看你不错,要不你先来我们公会,先和其他人一起下下FB,打几件装备)   他忽然很高声的问:”那工资就没有那么多了吧?“(那装备岂不是到不了T5级别?)   我说:”对啊,总要有个开始啊,你先去国内部学习下,我们公司在XX城市有分公司,月薪1200。要不要考虑?“ (恩,你先换了这身绿再说,先穿上FB的蓝装的再考虑RAID)  他很不满意:”XXX城市太远,再说我好歹是一个大学毕业生,保姆现在都1500“   (我不喜欢去XXXFB,再说,我是一70的战士,连SM都是一身紫!)   我又无奈了:保姆1500,人家是靠自己努力, 和市场的需求,你应该塌实一些,就这样吧,回去等我们电话,谢谢   (SM虽然地位不高,虽然每个SM都有增强的心,但是NB SM谁不是奶过来的? )   (招聘建议:刚出大学校门的年轻人,应该把心放平常,低调做人,塌实做事。虽然我们缺人才,但是还是希望这些人能从小事做起  不要有一出校门就年薪10万的梦。有追求是好的,但是不要不切实际,只有增加自己的能力和经验,才能让别人对你有需求。  同时,不要鄙视其他职业,你不努力,比他们差很多。)

谈网络游戏虚拟货币中存在的洗钱行为

Posted: 08 Mar 2008 06:50 AM CST

为加强对网络游戏中虚拟货币的规范和管理,14部委联合下发了加强网络游戏管理的通知。至此,对“虚拟货币”通过私下交易兑换成现实货币是否会产生负面影响,是否存在洗钱行为、如何制定防范措施的讨论终于尘埃落定,这是不争的事实。当务之急是如何提高对“虚拟货币”中存在的洗钱行为的认识并积极防范就成为反洗钱工作的一个新课题。   一、问题的提出   网络虚拟货币是真正的货币吗?马克思曾说:“货币在它的价值尺度功能上,本来也只是作为观念的或想象的货币。”我们不妨以货币的定义来加以衡量,货币是指被人们广为接受、在交易中普遍使用的一般等价物。这意味着货币必须受到交易者的普遍认可,并且具有价值尺度和交易媒介的特征。而据有关资料显示,当前国内互联网已有几十亿元人民币规模的虚拟货币在流通,并且每年以15%~20%的速度增长。很多道具和商品被标上虚拟货币的价格出售,甚至有些拍卖网站还提供了虚拟货币和人民币的间接兑换服务。因此,网络虚拟货币满足了普遍认可、价值尺度和交易媒介的功能,它从本质上而言的确是货币;同时,虚拟货币等科技手段的应用,制造了洗钱的便利并且挑战法律监管的极限。虚拟货币的危害性:   (一)虚拟货币冲击真实金融体系的现实性。随着虚拟代币的逐步发展,其向虚拟货币、甚至真实货币进化的可能性,进一步引起了关注。鉴于Q币的价值,有很多网站专门提供Q币与人民币进行双向兑换,使Q币逐渐成为一种可以流通的等价交换单位。根据《人民币管理条例》,人民币是我国法定货币,一切公私债务都必须用人民币支付。人民币的法定发行机构是中国人民银行,其他组织和机构都无权发行货币。Q币等网络虚拟货币由商家发行,与人民币可以“兑换”,如果泛滥后果不堪设想。   (二)虚拟货币冲击“硬通货”。在虚拟货币市场上,当虚拟货币不是在账户中沉睡,而是超越运营商的体系之外,本来不可以向人民币回兑的虚拟货币找到了向现实货币对接的路径,一大批职业玩家和网络掘金者看到了其中的巨大利润,背离了传统的就业观念,找到了一条发财致富的“捷径”,利用虚拟货币的炒卖,迅速获得相当可观的利润。网民用虚拟货币购买市场上的商品或劳务,在线购买杀毒软件、为“超女”投票等,一些网站甚至给版主发工资,这就等于增加了货币供给量。网币在一定程度上,显出了网络“硬通货”的特性。   (三)对虚拟货币管理不严,为少数人利用其与现实货币的兑换从中获益,使潜在的冲击现实经济金融秩序的可能变成现实。有关资料显示,随着网络虚拟货币使用量的增大,使用领域的增加,流通速度的加快,许多问题也随之产生。网络货币具有人民币账户充值性质却得不到有效保护,由于网络虚拟货币的充值和实际提供服务的过程是分离的,运营商在用户充值网币时就取得了销售收入,用户的网币即使被盗也不会造成运营商的直接损失,因此,运营商对保护网币安全的态度往往比较消极,造成具有人民币充值账户性质的网络货币,却没有得到相应的保护,容易造成用户的损失。   (四)虚拟货币将引发金融混乱。虚拟货币使网络企业从一定程度上获得了中央银行才拥有的特权——货币发行权,任其发展下去,无疑将引发金融混乱。一方面,许多网络游戏服务商为了牟取暴利扩大发行会造成通货膨胀;另一方面,网络企业也将面临资金链断裂和遭遇恶性挤兑等巨大风险。人民币等真实货币在现实中是有数量限制的,而虚拟货币商家可无限发行。且账户型虚币不止Q币一家,诸运营商不会站着不动,而必然要为其虚币寻求更大的活动空间,逐步窃取现实货币权力。这种权力在不受监管的情况下必然为祸。虽然发行量可能会影响其“汇率”,虚拟货币代替人民币成为网上交易的一般等价物,必会冲击我国的金融秩序。   (五)虚拟货币在一定程度上显现黑市货币性质。在QQ游戏的游戏币赌场里,赌注已经相当大,而游戏币是可以与Q币自由兑换的,Q币在某种程度上已经具有了一定的黑市货币性质。如此助长的是,现实黑市交易因需求而日渐庞大,而许多“黑钱”也逐渐通过这种虚实兑换“漂白”,由于缺乏监管,运营商可以利用网币逃税,或者虚造收入洗钱。虚拟货币交易是网络时代派生的经营行为,至今还没有明确的法律条文规范,工商部门注册上也没有关于虚拟物品交易的项目,因此,对于目前网络游戏中所出现的虚拟金币、虚拟装备等虚拟财产,没有明确的法律法规加以规范。但目前虚拟财产交易的人员雇佣化、场所固定化、交易盈利明确化等特征,已显示其具有了经营的性质,将引发市场秩序和税收征管等方面的问题。   (六)虚拟货币与有关的基本法律法规相违背。尽管目前国家对虚拟货币还没有明确的监管办法,但是在有关的基本法律法规里明确了其他形式的代金券等,不能与人民币进行反向兑换,这就等于明确了不允许虚拟货币兑换成人民币。但是现实中将虚拟货币兑换成人民币并不鲜见,还出现了专门销售这种“虚拟货币”的网站,甚至出现了专门的网上“倒爷”,这些“倒爷”们的活动表现为低价收购各种虚拟货币、虚拟产品,然后再高价卖出,在一定程度上实现了虚拟货币与人民币之间的双向流通。   二、应对措施   (一)认真贯彻14部委及中国人民银行联合通知精神。根据《人民币管理条例》,人民币是我国法定货币,一切公私债务都必须用人民币支付。人民币的法定发行机构是中国人民银行,其他组织和机构都无权发行货币。虚拟货币无疑涉嫌触犯了《人民币管理条例》,而虚拟货币与人民币可以互相“兑换”的怪象如果泛滥,必会冲击我国的金融秩序。为此,作为基层人民银行,要认真贯彻14部委及中国人民银行联合下发的《关于进一步加强网吧及网络游戏管理工作的通知》精神,加强对网络游戏中的虚拟货币的规范和管理,防范虚拟货币冲击现实经济和金融秩序,有力打击虚拟货币交易,特别是借助网络平台,打着游戏旗号的赌博行为、依附网游厂商生存的各类打币打装备的公司及部分以网络币赚取暴利的互联网厂商。   (二)充分提高对虚拟货币危害性的认识。要通过多种形式进行大范围的宣传,使公众、清楚虚拟货币的性质、虚拟货币的流通模式、虚拟货币的功能、虚拟货币与电子商务的关系等,充分认识虚拟货币一旦跟人民币发生联系,就会跟现实中的银行一样,可能面临挤兑等风险,冲击正常的金融秩序,要提高风险防范意识。要严格区分虚拟交易和电子商务的实物交易,虚拟货币不能用于购买实物产品,只能用于购买自身提供的网络游戏等虚拟产品和服务,严禁倒卖虚拟货币。同时,认真执行人民银行发出的对于虚拟货币的框架性管理意见,提高对即将起草制定电子货币相关的管理办法并将包括虚拟货币在内的电子货币作为继电子支付后的又一个监管重点的认识,以实际行动维护人民币的正常发行。   (三)加强对虚拟货币特别是防范措施的研究和探讨。作为还处于发展阶段的初期虚拟货币市场,对部分不常上网的人里说,也许是个比较陌生的名词;对一些经常上网的人来说,也还存在“Q币只是腾讯公司推出的一种商品,就像游戏点卡、话费充值卡一样,只是用于腾讯公司业务内的一种支付工具,并不同于一般的等价物”、特别是虚拟货币类似于“饭票”的错误认识,没有认清一些网络游戏运营商官方出售虚拟财物的实质是用虚拟的价值套取真实的价值,用虚无缥缈的电子蝴蝶把玩家的真实货币诱入自己的腰包的目的。目前,国内对虚拟货币的定义尚无定论。但从国际清算银行对电子货币的定义来看,虚拟货币的性质大体可以涵盖在电子货币中,即消费者向其发行者支付传统货币,而发行者把这些传统货币的相等价值,以电子、磁力或光学形式存储在消费者持有的科技电子设备中。为此,根据现在网上支付、网络货币的发展是一个趋势的现实,我们也应该随着这个趋势不断地进行调查研究并认真借鉴国际上的一些监管做法。   (四)制定相应的法律法规来规范虚拟货币市场。由于我国网络支付比一些发达国家起步晚,在互联网各种收费业务的开展过程中,除了手机支付形式外,网络虚拟货币也承担了大量的小额支付作用,如网络游戏内装备的购买、即时通讯平台上的虚拟形象的购买,等等。目前,相关制度的滞后是一个事实,建立完整的法规与政策是当务之急,作为权威部门的人民银行的积极介入,宣告了网游虚拟货币“进化”道路的中止。相信随着进一步细则的出台,游戏虚拟货币在现实金融体系中将无立足之地。虚拟货币监管还需要政府、电信运营商、游戏厂商和一些电信经济专家合作。

国家病毒应急中心:网络病毒驱动级演变

Posted: 08 Mar 2008 06:49 AM CST

日前,国家计算机病毒应急处理中心发布的对互联网的监测显示,近期互联网络上又出现了恶意木马程序的新变种。计算机反病毒软件厂商病毒中心监测结果也显示,今年以来,这些恶意木马等大部分主流病毒技术都进入了驱动级,病毒已不再一味逃避杀毒软件追杀,而是开始与杀毒软件争抢系统驱动的控制权,在争抢系统驱动控制权后,转而控制杀毒软件,使杀毒软件功能失效。   据了解,该病毒变种带有一文本文件,其内容伪装成微软的版权信息和描述信息。一旦变种运行后,就会在受感染计算机操作系统中的系统目录下释放一个恶意动态链接库(DLL)组件程序。变种最终会导致计算机用户无法正常使用IE浏览器浏览Web网页,同时还会窃取操作系统中QQ、MSN、游戏账号等登录账号和密码信息,使得个人信息被篡改或丢失,给计算机用户带来不必要的损失。   据反病毒专家介绍,目前几乎所有的盗号木马病毒都具备了这一特征。该专家列举了几个最新截获的病毒,无一例外都是“驱动级”病毒。其中包括“网游窃贼”变种tyy、“顽梯”变种eld、“代理”变种de等都是木马家族的最新成员。   可以说,目前一些病毒一旦感染,普通用户根本无能力彻底清除,只能求助专业技术人员。因此,安装带有智能主动防御和系统还原功能的杀毒软件,防止病毒入侵系统或系统被破坏后自动还原,是目前普通用户可以采取的有效的病毒防范措施。   驱动级程序是操作系统内优先级最高的程序,它可以获得内核级的系统优先权,可以先于普通应用程序启动并获得系统控制权。

华尔街美国投资者缘何看低中国网游

Posted: 08 Mar 2008 06:49 AM CST

在分析人士看来,主要原因是美国投资者对中国网游未来发展前景并不乐观,华尔街仍然未将中国的网游产业看作是一个可持续性的稳定产业,并且担心政策层面的限制,这导致了中国网游概念的股价上市以来一直处于偏低情况。  随着盛大财报的发布,包括巨人、九城、网易、完美时空等几家在美国证券市场上市的中国网游企业,其2007年度的财务报表均已基本发布完毕。虽然华尔街认为中国网游概念股的业绩存在波动性,去年一整年各上市公司的市盈率也相对偏低,但一份份漂亮的业绩不得不令华尔街的投资者们刮目相看。   业绩领跑中国概念   近期,国内网络游戏行业的巨头们纷纷发布了其2007年第四季度财务报表,与上一季度财报相比,都实现了较大的增益。盛大仍以9780万美元的总营收居于网游企业第一位,具有较大的领先优势,网易以8530万美元屈居第二。   虽然巨人网络的业绩增长更为夺目,仅仅依靠一款《征途》便使得巨人网络去年净营收达到约2.094亿美元。但得益于《燃烧的远征》的推出,九城无论是在玩家最高同时在线人数还是在营收方面短期内均获得极大的提升,并借此举以12.1%的市场份额将巨人网络挤出国内网游市场三甲。财报一出,九城股价当天便大涨了9.59%。   值得注意的是,在三大门户中,除了网易以外,搜狐的网游业务也开始成为该公司业绩强劲增长的引擎。据搜狐财报显示,在其第四季度的6530万美元营收中,网游业务收入达到2400万美元,占总收入的四成,搜狐网游业务总体比去年同期增长超过10倍。   新浪已经连续第七个季度的广告营收同比增长保持在40%以上了,虽然在总营收上与巨人网络、网易都处于相抗衡的水平,但依靠广告收入为主的新浪,其净利润却远远逊于巨人网络和网易,这表明了网游作为最赚钱行业的地位难以撼动。   低市盈率难题   虽然中国网游产业的暴利有目共睹,但中国网游企业在美国股市的表现却不尽如人意。对于这些远在海外上市的公司来说,海外投资者给出的市盈率并不高。   2007年第四季度伴随着美国大盘的整体低迷,中国网游概念股价普遍下降。九城相较于其去年度最高股价已跌去一半以上;巨人网络去年11月份登陆纽交所首日的开盘价为18.25美元,最高价甚至达到20.46美元,但此后一直呈现震荡下滑走势,一度逼近10美元,缩水幅度约40%;完美时空的股价也被认为是持续低谷,截至发稿时,其市盈率仅仅只有8.24;而网易的市盈率也徘徊在16左右,相比之下,新浪的市盈率却达到38。   目前网游公司市盈率被低估是个普遍现象,在分析人士看来,主要原因是美国投资者对中国网游未来发展前景并不乐观,华尔街仍然未将中国的网游产业看作是一个可持续性的稳定产业,并且担心政策层面的限制,这导致了中国网游概念的股价上市以来一直处于偏低情况。盛大总裁唐骏对此也表示,华尔街不看好中国网游业务的一个主要原因是,华尔街投资者把网游产业看成内容产业,波动性太大,“只能投机,不能投资”。   我国网游运营商已由2006年年底的50多家迅猛扩张到如今的200多家,运营队伍、市场规模以及投资金额都在急速扩张,但华尔街的投资者们对国内网游企业的乐观预期却在下降。华尔街分析师们认为,相比于网游,网络广告包括搜索广告是一个平台型的收入,它的未来成长态势能够保证。而网游却像一部好莱坞大片,谁也不能预估下一个电影的票房。   除了网游运营商方面的原因,我国政府近期对视频行业的监管动作,也让投资者们再次审视起政策因素对于投资行为的影响。对此,投资界一种偏主流的观点就指出,极少有类似像网游这样的行业,在引起如此多的疑问、争议和责骂的同时,还在迅猛成长为规模惊人的新兴产业。由此,政策风险成为华尔街表示“担心”的一个重要因素。   互联网巨头“加注”网游   中国的网游概念还具有投资价值吗?今年初,各互联网巨头对网游业务的“加注”似乎能说明这个问题。   随着网游行业在整个互联网产业中地位日益显著,各巨头们纷纷加大网游相关业务投入,以增加自己赢利能力。近来,以盛大为首的国内网游第一梯队一共公布了超过15款网游的代理及运营计划,为新一年中国网游行业的激烈竞争拉开了序幕。   据悉,新浪未来也将涉足网游领域,但新浪不会研发网游,更不会代理任何网游产品,而是通过与其它网游企业联合运营的方式,涉足网游并获得收入分成;而搜狐已计划加大网游的研发费用和推广费;另一家互联网巨头腾讯对网游市场也虎视耽耽。去年底,腾讯宣布拿下韩版游戏《地下城与勇士》的国内代理权,同时大力投入建设自己的游戏策划与开发团队;至于已经赚得盆满钵满的巨人网络,则在精心谋划更大的行动。其第二款大作《巨人》将于今年第一季度末公测。   另外,互联网巨头的争相进入使得今年我国网游市场的竞争将更加激烈。今年年初,多家投行对中国网游企业的态度有所转变,花旗对完美时空、盛大和网易的评级都为“买入”。由于看好中国网游企业未来发展前景,摩根士丹利甚至指出,中国的网游企业有可能抵抗网游产业的周期性,实现持续发展。

一个真正有"大家风范"的企业家: 宁高宁

Posted: 08 Mar 2008 08:41 AM CST

研究中国的企业家, 就象研究中国的改革开放和社会进程一样, 让人着迷.

如果说, 史玉柱给人的感觉是商人的精明外加永不言败的不屈精神, 马云给人的感觉是专注的执着和善辩的口才, 那么, 宁高宁给我的感觉, 就是这样的一个印象: 企业家中的"大家", 真正的企业家! 那种第一感觉就是可以指挥千军万马, 染血疆场保家卫国的人!

以前, 也听闻过宁高宁这个名字, 但只是听闻. 让我对他开始关注, 是因为看了赢在中国第二季的总决赛.

在这场总决赛中, 宁高宁与柳传志形成了鲜明对比. 相比较而言, 我觉得柳传志给人的感觉, 是: 太虚. 不管他是说问题不深刻, 还是故作深刻的指出选手显而易见的缺点, 都是很"虚"的感觉. 有人说, 柳传志是玩政治的高手, 不管是早期与倪光南的恩怨, 还是后期选接班人, 无不充满了政治谋略的意味.

而宁高宁呢? 每次他的总结, 除了针对问题本身的点评精准之外, 还无不显示了他这么多年以来的企业管理的经验, 非常的务实, 非常的准确, 亦非常的实用, 有心的朋友可以去搜一搜他的一些讲话发言, 你就会知道这是一个多么务实, 而又多么智慧的人.

以前, 我们了解一些企业家, 多是通过这些企业家的"走秀"而得知, 但宁高宁, 却是我发自内心想要有兴趣研究和了解的中国企业家. 马云虽然一而再, 再而三的去宣扬他的教义, 但说得多了, 感觉就象是在听传销了, 虽然也偶有振奋, 但不实用. 蒙牛的牛根生, 第一次, 第二次听他讲还行, 但听得多了, 感觉也是在忽悠了, 虽然他说的也都是他的管理经验所在. 他们都各有各的打法, 所谓八仙过海, 各显神通, 但给人的感觉, 总是充满了一些传奇色彩, 让人不容易接近, 甚至, 不容易信服.

我最喜欢的, 是宁高宁在说团队时, 不说团队, 而是说"组织", 诸如: 一个组织的发展, 一个组织的成长之类的, 虽然只是词语上的差异, 但我似乎真切感受到由于说法不同而带给人的格局的不同. 是宁高宁让我知道了, 在我们中国, 是有真正的将帅级企业家的.

宁总关于学习型组织的一段论述:
“我觉得现在我们一路在讲学习型社会、学习型组织,刚才也讲到关于团队之间怎么样互相学习。而事实上呢,互相学习是很难的事情,我还没有看到什么人成功是因为学了别人。这个学习呢,往往是停留在一个口号上。那么~呃~实际上我们过去树立了很多榜样,公司里面也经常有一些模范,不会因为这个模范带来真正的学习型组织的改变。我觉得我们今天呢,真说这个学习,我们作为新一代创业者,可能要把他提升一下,就是说刚才柳总讲到,第一个呢,学习带来激发,那么激发本身呢是学习的一种形式吗。那么我想最主要的呢,要把这个学习放在组织之中,一个人呢,性格可能是难以改变的,但一个组织的性格是可以塑造的,而这个组织的性格塑造呢,就靠这个主要领导者能不能带领这个组织进入一种真正的学习中状态,而这个状态他不是说,呃~我们发个文件,我们说几句话,表扬几句谁。而真正的把学习当作一种态度,这个我相信这是中国组织进步非常重要的一个因素。”

很多的时候, 我们是在"一个人是如何看待另一个人"的时候, 而判断出前者的真正功力的. 大凡真正有功力的人, 看人都是非常准确和犀利的, 就象宁高宁看人看事一样.

以下是我搜罗的一些文章, 仅供饭后小酌:
告诉你一个真实的宁高宁
宁高宁: 领先一步是先进,领先两步是先烈
不可不读宁高宁的书: 为什么? 企业人思考手记
宁高宁: 培养好学生
宁高宁: 我不为所有制而困惑
宁高宁: 重塑中粮
新浪的一个有关宁高宁的专题

我们不仅要知道别人用什么方法取胜,还要知道别人是如何获得那些方法的. 而后者, 才是取胜之道源源不竭的动力.

DreamSpark发布,高校学生免费使用Visual Studio 2008 Professional <b>...</b>

Posted: 20 Feb 2008 07:29 AM CST

Visual Studio 2005 Professional Edition Visual Studio 2008 Professional Edition XNA Game Studio 2.0 XNA Creators Club 12个月的免费会员期Expression Studio (Expression Web, Expression Blend, Expression Design 和Expression Media) SQL ...

无题

Posted: 08 Mar 2008 06:52 AM CST

难得有时间看看别人的BLOG,突然感到自己老了。

每一篇BLOG后面,藏着一颗跳动的心;每一篇文章的字里行间,都体现出一种心情。每当看到这些文章,内心总会隐隐的感动,多少可以感染一点博主的情绪吧。然而我写不出来。。。。。。

游戏中一个曲折的任务,在我眼里是——触发模式、流程、程序接口、从A到B、从B到C。。。。。。。奖励类型、奖励额度。。。。。。。

想象一个人看不到别人的皮肤、容貌,只能看到别人的骨架与肌肉,是件多么可怕的事情,即便不可怕,至少很悲哀。

悲哀还要继续。。。。。。。。。。

 

Australian Rules Footbal game making use of Wii Pointer by rova

Posted: 08 Mar 2008 04:38 AM CST

AFL games have suffered in the past, not least because of the free-form style of the game. The Wii pointer and gestures offer the posibility of a new style of AFL game which can be appreciated around the world.

Read this for more details...
http://www.scribd.com/doc/2236848/AFL-2009-The-Spectators

我如此乐于助人~~

Posted: 08 Mar 2008 03:27 AM CST

 
点图可以清楚点

nds《魔界战记:魔界王子与赤之月》

Posted: 08 Mar 2008 03:57 AM CST

去年年中的时候“日本一”公布将加盟nds和Wii。这家公司最出名的游戏是战棋类的“魔界战记”系列,已经在ps2、ps3、psp上都推出过相关作品。如今,nds版的《魔界战记:魔界王子与赤之月》终于正式公布了。
 
 
官方网站( http://disgaea.jp/ds1/ )目前只有上面这张图,还没有内容,看来要等到3月21日才能详细的内容披露了。
 
 
这个游戏的ps2版1代和2代我都玩过,确实做得很有特色,不过就是需要太多时间耗在,所以都是浅尝辄止。现在没有时间,大概要等到退休以后才能认真地玩吧……

Super Smash Bros. Brawl Coundown... Last Day!

Posted: 08 Mar 2008 01:55 AM CST

pic
Image from nsidernews.com

It's here! Well, I guess not until tomorrow, technically, but it might as well be, as most of us will be securing our copy of the game via midnight launches nationwide. A few of the more dedicated Smashers will even be playing tournaments sponsored by Gamestop to celebrate!

I've enjoyed doing this little countdown feature. Yes, it was a few days shorter than I wanted it to be. Eh, having parents fly in and having to do my taxes this week (teh sux0rs!!!) sort of crushed my hopes.

In any case, what I planned for the last day before we all dove into Smash Brothers headfirst is a semi "Open Discussion." The question: How did you get into the Smash Brothers Series?

Now, I normally despise "Open Threads/Discussions" because it is a lazy blogger's way of saying: LOOK, I GOT NOTHING, OK?

So, in order to prove that is not the case here, let me share my personal story:

I totally missed out on the original Smash Brothers, as well as most of the better Nintendo64 games. See, I was burned by Nintendo, and I was mad at them for losing Final Fantasy and for sticking to cartridges, leading to long waits for games as well as higher costs.

One day when I was in college I visited my sister. She had stayed completely in the Nintendo fold, and had a Gamecube. Loaded into that Gamecube was Smash Brothers Melee. I started playing around with it, and was totally hooked. At the end of that semester, my junior year, I ran out and bought a Gamecube and of course Smash Brothers immediately.

It became the number one multiplayer game in my lineup. My friends and I would all cram into my apartment and play long, marathon sessions, sometimes setting up matches that would last 45 minutes or longer. My friend Jason in particular dominated; he always played Doctor Mario, and that "phew! phew!" sound of those darn pills that the good doctor throws haunted our dreams!

Meanwhile, my wife, who at this time was not only not my wife, but wasn't even my girlfriend (I didn't even know her, we didn't meet until 2004), was babysitting for a family who had a child with cancer. Of course this is trivial compared to the medical and spiritual support that got them through that (the child is OK today), one of the little things that helped them was playing Smash Brothers Melee. When I heard about that, I took note of how Nintendo is able to make these family friendly games that everyone can play, and I salute that.

So.... what is your Smash Brothers story? Share them as we prepare to Brawl tonight!

See full article.

Related Entries:

Smash Bros. Brawl Intro... Awesomeness Ahead - 30 January 2008

The Smash Bros. Brawl Countdown: The Music - 02 March 2008

The Super Smash Bros. Brawl Countdown Day 2: The Creator - 03 March 2008

Super Smash Bros. Brawl Countdown: Day 4 &quot;Ness&quot; - 05 March 2008




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一段跟游戏学院相关的经历及声明

Posted: 08 Mar 2008 01:04 AM CST

 

去年8月,受朋友之托,去了大连一家游戏学院。

 

一直很感兴趣游戏学院是怎么回事,加之本人在游戏教育这一块有些小名气,于是欣然接受了去给学院学生上一堂课的邀请。

 

想想还比较可笑,因为当时还是精心准备了一番。

弄了个PPT,穿戴整齐,然后去讲。不能给朋友丢了面子不是。

 

结果一进教室,顿时傻了眼。

满教室的人,平均年龄基本上都在40岁以上,全是大妈、大叔……几乎没几个学生。

 

一生中没遇到过这种场面。

当时教室中的这几十号人,每个人的眼睛都像长了牙,恶狠狠、凶巴巴的。这哪里是来上课,分明是来要债的嘛!

 

上课了,讲了几句……自己都觉得可乐。

想想也是,你跟这帮大妈讲如何设计游戏中画面表现实在是太逗了。

 

于是主持人开始向我提问,问有关业内收入问题。

……于是实话实说。应付两句……赶紧溜之大吉。

 

 

 

这事发生至今已经过去了半年多了,至今想起来,还是觉得很不自在。

每每回想此事,闭上眼睛,还是无法忘记那一双双充满敌意的眼睛。时不时还感觉到脊背发凉。

还好那一天,虽然只是讲了讲业内的事儿,只字未提学校如何如何。加之未收学校的任何好处(报了100块车费),所以如果将来被人找到头上来,还是可以赖得掉的。

 

 

 

那件事之前之后,我都曾帮助、辅导了一些人,这些人现在都活跃在游戏圈内,有好几个已经是主策划了。

他们在我这里学习的内容不多,有些不过两、三个月。之后就可以到游戏圈里找一份工作了。

完全不需要花两年时间,交几万块的学费。

 

其中完全可以简单的概况一下我的“教材”内容:

1、玩游戏,特别是经典的网络游戏。

2、看网站,特别是《征途》这类把企划案当网页的网站。

3、找一些业内游戏圈的资料,特别是企划案目录和项目进度结构图,背下来。因为各公司都大同小异。

 

BTW:

策划只有两个地方有技术含量:一个是系统设计、一个是数据平衡。

而这些地方是任何游戏学校都不教的。

 

最后声明,任何游戏学校,包括这家大连游戏学校,如果以本人的名义招收学习,本人一概不认账。

一段跟游戏学院相关的经历及声明

Posted: 08 Mar 2008 01:04 AM CST

 

去年8月,受朋友之托,去了大连一家游戏学院。

 

一直很感兴趣游戏学院是怎么回事,加之本人在游戏教育这一块有些小名气,于是欣然接受了去给学院学生上一堂课的邀请。

 

想想还比较可笑,因为当时还是精心准备了一番。

弄了个PPT,穿戴整齐,然后去讲。不能给朋友丢了面子不是。

 

结果一进教室,顿时傻了眼。

满教室的人,平均年龄基本上都在40岁以上,全是大妈、大叔……几乎没几个学生。

 

一生中没遇到过这种场面。

当时教室中的这几十号人,每个人的眼睛都像长了牙,恶狠狠、凶巴巴的。这哪里是来上课,分明是来要债的嘛!

 

上课了,讲了几句……自己都觉得可乐。

想想也是,你跟这帮大妈讲如何设计游戏中画面表现实在是太逗了。

 

于是主持人开始向我提问,问有关业内收入问题。

……于是实话实说。应付两句……赶紧溜之大吉。

 

 

 

这事发生至今已经过去了半年多了,至今想起来,还是觉得很不自在。

每每回想此事,闭上眼睛,还是无法忘记那一双双充满敌意的眼睛。时不时还感觉到脊背发凉。

还好那一天,虽然只是讲了讲业内的事儿,只字未提学校如何如何。加之未收学校的任何好处(报了100块车费),所以如果将来被人找到头上来,还是可以赖得掉的。

 

 

 

那件事之前之后,我都曾帮助、辅导了一些人,这些人现在都活跃在游戏圈内,有好几个已经是主策划了。

他们在我这里学习的内容不多,有些不过两、三个月。之后就可以到游戏圈里找一份工作了。

完全不需要花两年时间,交几万块的学费。

 

其中完全可以简单的概况一下我的“教材”内容:

1、玩游戏,特别是经典的网络游戏。

2、看网站,特别是《征途》这类把企划案当网页的网站。

3、找一些业内游戏圈的资料,特别是企划案目录和项目进度结构图,背下来。因为各公司都大同小异。

 

BTW:

策划只有两个地方有技术含量:一个是系统设计、一个是数据平衡。

而这些地方是任何游戏学校都不教的。

 

最后声明,任何游戏学校,包括这家大连游戏学校,如果以本人的名义招收学习,本人一概不认账。

M33小组告诉你隐藏在PSP背后的组合键秘籍

Posted: 07 Mar 2008 09:03 PM CST

 NC 消息:

    3.90M33已经发布有一段时间了,伟大的自制软件开发者们在忙什么呢?M33小组可没闲着。最近,M33小组测试员Mathieulh ,也是大家最熟悉的DA大神的好朋友,在研究SONY PSP 官方固件的代码时,发现一个一直没有被注意到的组合键的秘密,一起来看看吧!

  以下是 Mathieulh 的发现:
引用:
It looks like vshmain checks for the following button combination at startup :

SQUARE + TRIANGLE + SELECT + START

When this combination is issued (you need to hold the buttons before the Sony Computer Entertainment screen shows up) it will restore all the settings to default (so you will need to select the language, timezone etc etc again)

This hidden feature works from 1.00 to 3.90 so far (and probably ongoing firmwares)

I believe this must be used in service centers to deal with psps that somehow have settings issues and cannot boot otherwise (without the need to reflash them)

It is really suprising that this trick wasn't found out that far, looks like no one really looked into vshmain before
翻译:
    PSP固件中的 vshmain 模块 似乎会在开机时检测下列按键组合:

      方块+三角+select键+start键

      当这个按键组合生效时(你需要一直按着这几个键直到出现“Sony Computer Entertainment” 字样的logo),它的作用是恢复系统默认设定(你将不得不重新选择系统语言,设定时区,激活WMA等等)

      这个隐藏的特性存在于PSP 1.0固件至3.90固件之间的各个版本中,后继版本中(也许即将到来)可能还会保留下去。

      我相信这应该是 SONY 官方的服务中心为了处理那些因为玩家设置问题导致PSP不能启动和正常使用而预留的隐藏秘籍(这样就不需要重新刷写固件了)

      这个特性一直没有被人发现让我很惊讶,似乎以前从没有人仔细看过vshmain 的代码

third peson action (god of war,devil may cry,ninja gaiden) type game by rock...@aol.com

Posted: 07 Mar 2008 09:22 PM CST

You start out creating your character,weapons and rival/boss at the end.In the begining you face a boss a hybrid between an eagle an human in one.You face countless enemies (not like dynasty warriors).You get vengence points for anyone you kill so you can make weapons,clothes,and magic.You can summon hellbeasts to take out your enememies but only if you get enough vengence points.You face mostly demons but there is also cops,ninjas and hunters.In this game unlike the other games up there,there is up to 4 palyer co-op so you can have someone with you for the experience.some of the magic includes fire rain which is basically flaming rain to burn your foes.The story is that the custom rival killed yor whole family and your trying to get revenge on this adversery.On xbox live you can battle people,there will be game modes like 1 on 1,tag team,every man for himself,and survival.Instead of just having melee weapons you can also buy shotguns,crossbows,and smg's.so you go around fighting demons and what not until the final boss.

like gears of war only better by rock...@aol.com

Posted: 07 Mar 2008 08:58 PM CST

You start of in a mission to stop the infection until you pass the mission then after all that your squad celebrates the victory.So you go home and are in your bed and the infection breaks in an u have to make to the military base 4 for futher instruction. It is like "Gears of War " where you have to cover but if you run out of ammo u can pick up rocks,bricks,bats,etc. as weapons. There r ranks a b c d.You meet up 3 with other soldiers as they team up with you to go the the base.Their names are Duke Wilis,Caleb Hanson,and Dwayne Rodgers.When you're in the city trying to make it to the base it is winter season.You basically have to take out the infection (kinda like minoins/hybrid aliens).Your name is kyle howard by the way.The infection is like the flood but it started out as a virus and went into someone's body.Everytime someone gets the virus passed on another he/she becomes one of them (kinda like zombies).There are 3 types of the minoins, slogs which are the kid infected ones which travel in large quantaties .Then you have the jads which are the the most balanced of the infection they have speed,strength,and intelligence.Next you have the cons which are the strongest and slowest of the infection.There is a large snake like ones which you only face twice in the game.Also there is an enormous bat-like one which you face before the final boss.Finally you face a 3 lion-like ones which you face sometime in the game.
i would like the game to be called "Dark Effect"

if you'd like to hear what the weapons ideas or anything else for this game just tell me

既生产品经理,何生交互设计师

Posted: 07 Mar 2008 07:06 PM CST

三国故事中,周公瑾和诸葛亮在一面共同抗曹的同时还不忘记在军中内斗,以至于公瑾在临死之前仰天长叹:既生瑜,何生亮!

在一个产品团队中,我们经常也能看到类似的矛盾,那就是产品经理和交互设计师之间的矛盾,因为在产品设计的过程中,这两个角色的具体工作有很大的相似和交集。
两者之间的分工在我理解就是两句话:
产品经理解决产品的从无到有(骨骼结构);
交互设计解决产品的从有到优(血肉皮肤)。
(视觉设计好比是穿衣打扮)


PM-UE

将图中蓝色看成是产品经理,绿色看成交互设计:
中图两者同心,产品就能100%地传达团队的战略意图;
左图略有分歧,但大方向是对的,也能很好的传达战略意图;
右图两者离心,产品出来大家都不满意。

矛盾源于哪呢?
年轻的交互设计师自认为很有想法,总是认为产品经理的产品定位和信息架构不合理,是造成用户体验差的关键。
有经验的产品经理自认为很有经验,认为自己的定位和信息架构很好,只是交互设计师和视觉设计师没有领悟到自己的意图,出来的东西只达到自己想的60%,他们不听话,是造成产品不好的关键。
如果团队每个人都很有想法,那整个产品就会变得没有想法。
想法很重要,执行更重要。

在团队配合的过程中,如何减少内耗,是产品取胜的关键。
一个优秀的交互设计师:
要有想法,更需要强悍的执行力
如果很有想法,兼职做产品经理的军师和建议者。
领悟力:100%领悟产品经理的战略意图。
很多问题站在不同的角度答案会不一样,市场运营、战略定位、技术实现的成本、产品发布的时机等方面的因素都可能需要在交互设计上退一步去妥协,产品经理更多的是考虑产品整体的性价比。
而交互设计本身就是一个探索无止尽的领域,没有最好只有更好很难得满分,需要懂得退让。

一个优秀的产品经理:
将精力放在战略层和信息架构层面
产品方向的错误将导致整个团队的功亏一篑,其他设计再优秀也无济于事。

懂得忽略细节
虽然我们提倡细节决定成败,虽然产品提倡要优化每一个标点、每一个像素。但作为产品经理的您,需要一双能透过衣服看到裸体、透过血肉看到骨骼的眼睛,是什么将是产品参与竞争的要点?别告诉我是细节!
产品经理只要控制底线,把握最基本的战略、结构层。
要相信,设计导航–交互设计师更专业;用红色还是黄色–视觉设计师的感觉更权威等等。

调动、培养整个产品团队
你永远不是一个人在战斗,要相信伙伴。
要懂得给每一个设计师足够发挥的空间和完成之后的成就感,别让你的队友想:“你要全能搞定要我干吗?”
要懂得给对方犯错的机会,只要不是对产品伤筋动骨的伤,虽然你明明知道对方很固执地错了,那就让他错吧,人需要在错误中成长,错了之后才知道您的高明并获得更持久的信任。因为团队的合作不是一锤子买卖,来日方长啊!

其实最难的是从交互设计师向产品经理的角色转化,由于惯性的思维很容易陷进对细节的思考去了。
完美不是产品经理需要追求的,你要像一个商人一样全面地考虑性价比,将利益最大化。

转载请注明出自UCDChina.com,谢谢。

相关文章

《异教危机》(KABUS 22)[ISO]

Posted: 07 Mar 2008 06:43 PM CST

《异教危机》(KABUS 22)[ISO]
转自FTiR
制作:Mevlut Dinc
发行:Son Isik
类型:Action
【游戏简介】
故事发生在二十一世纪,出现了一种新的宗教,像病毒一样蔓延在全球。其神秘的创始人将世界分裂成22个区域,并派出自己最虔诚的22名信徒去分别统治这些地区。然而,在伊斯坦布尔还有一些抵抗力量。。。本游戏由Mevlut Dinc荣誉出品。敬告:本游戏不适合心脏病患者。

【游戏截图】



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In the 21st century a new religion spreads like a virus
over the earth. Its nameless founder divided the world
into 22 zones and sent his most loyal 22 men to govern
them. Still, there is resistance in the city of
Istanbul...
Horror game by Mevlut Dinc (Last Ninja 2, First Samurai
and Street Racer).
Warning: this game is not for the faint at heart!
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▀▓▀█▄▄▄█ ̦░ G R O U P N O T E S ░̦ █▄▄▄█▀▓▀
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For supplying money, beer, girls or whatever, write us at:
▄ -=> pmj...@hush.ai <=- ▄
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█ ▓▒█ ▄ Crackers also wanted! ;P ▄ █▒▓ █
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《PBS 优雅的宇宙》(PBS The Elegant Universe)

Posted: 09 Mar 2008 11:21 AM CDT

你想真正的去了解我们的宇宙我们所身处的环境吗?你想知道最神秘的空间真象吗?或许你该好好看看这个科普片:

  • 中文名称:PBS 优雅的宇宙
  • 英文名称:PBS The Elegant Universe
  • 别名:弦理论(String Theory)
  • 资源类型:DVDRip
  • 电视台:PBS
  • 地区:美国
  • 语言:英语

美国波士顿公共电视公司大制作《优雅的宇宙》-物理理论统一和弦理论的探索

美国波士顿公共电视公司制作了一系列颇负盛名的NOVA科学电视节目,内容包含考古、地球、飞行、太空、天文、生态、探险新知、物理与数学、科技等等。The Elegant Universe是其中一个专门探讨弦论(String Theory)的单元节目,由“The Elegant Universe ”一书作者Brian Greene 协助PBS将
其400页的巨作改编成3小时的纪录像片。对弦论有兴趣的读者也许可看看这个网站,在在线看完三个小时的节目,再参阅2003年10月由台湾商务出版、译自“The Elegant Universe”的『优雅的宇宙』。

世界上有四种基本的力:万有引力,电磁力,强相互作用力和弱相互作用力。前两种力有序,后两种混乱。爱因斯坦用引力波统一了前面两种,但对于波尔等人开创的量子物理全然不管用。按照万有引力解说,宇宙应该是缩小,但是观测结果是宇宙在加速膨胀。人类所能理解的能量只占了百分之二十多一点,百分之七十多的暗能量我们一无所知,是不是这七十多的能量还可以分类呢?

弦理论-----或许为我们打开了一条缝隙。

一连三集《优雅的宇宙》探讨二十世纪物理学一项重大发现-弦理论(String Theory),从爱恩斯坦到现代在「弦理论」上的发展过程,深入浅出地作出介绍。「弦理论」提到宇宙原本有十一次元空间,及后发生了一场爆炸,使当中一些次元收缩到基本粒子的空间之中,造成天文物理学家在观测天象时出现差距。

第一集介绍何谓超弦理论(Superstring Theory)-「弦理论」的雏型,并解释现代物理学发展何以困在死胡同。现代物理学主要基于两大定理,一是爱恩斯坦首先用以形容星体及银河等宏观宇宙现象的相对论(general relativity),二是用以形容细微粒子的量子力学(quantum mechanics),然而两个定律都似是而非,令人难以理解。爱因斯坦一直梦想找出一条能统一解释宇宙各种现象的定律,可惜绞尽心机亦无功而还;甚至后来接棒的物理学家也未能参透相对论和量子力学之间的矛盾。直到「弦理论」的诞生,这个宇宙定律死结终于有机会解开。

第二集介绍了弦学说的由来和进展。

第三集介绍了弦理论和11次元空间,神奇的虫洞将会使时空旅行成为可能。

下载地址:http://58.61.39.220/down?cid=197164814&t=14&fmt=flv

在线观看:http://v.ku6.com/u/1527089/video.html

参与讨论:http://tieba.baidu.com/f?kw=%C6%BD%D0%D0%D3%EE%D6%E6

 

 

开复, 请不要再误导学生们了

Posted: 09 Mar 2008 10:57 AM CDT

看了针对开复作的头脑风暴, 以下几点不吐不快:

1. GOOGLE中国现在可以不在乎挣不挣钱, 但它将来总要有一个时间来考虑的, 当然, 那时开复可能已经不在GOOGLE了, 可以把责任推得一干二净. 你今天这样的作法, 只是把难题留给了继任者.

2. "技术和市场二者中, 技术大于市场", 这个观点放在中国只能屡战屡败. 即使是在老美, 我相信, 也不应该是这个规律. 市场永远是第一位的, 所谓的技术为先, 那必须是满足了市场需求的技术才会为先.

3. "在中国招的技术精英, 他们在某一项技术方面可能是精英, 但绝大多数不可能作出迎合市场需求的产品, 因为他们的思维方式以及产品理念还是过于幼稚和学术化的技术主导论, 而不是有明显中国特点的市场主导论, 而且是受众呈低素质特点的市场主导论".

4. 我对开复不厌其烦的给学生写信, 开导学生好好学习, 给学生作心理咨询的精神很敬佩, 但是, 也正是因为此点, 中国的学生们才会因此更加信任开复. 由此, 开复的"技术主导论"只会给中国的学生们造成更大的伤害, 他们将会用更长的时间和更多的失败来明白开复说的东西是不符合中国市场实际的, 按开复的那一套, 要想在中国创业成功或者作成功一款产品概率是非常小的.

5. 开复的观点, 只适合技术人员打一份工, 拿一份薪水, 但不适合创业, 更不适合作一款真正的满足消费者需求的产品, 注意, 我说的是"产品", 而不是"程序"!

6. 如果你才工作了一两年, 两三年, 你可以不在意自己是不是作成功了一款产品, 可以只专注某个技术细节, 但是, 如果你已经工作了五六年, 或者已经工作了十来年, 不管你还打算不打算在IT行业作下去, 我相信, 出于一个IT人应有的自尊, 你也会更想作成功一款产品, 而不仅仅只拿一份薪水. 要不然, 当你有朝一日离开IT或退休时, 回首这么多年, 自己竟然没有作成功过一款产品, 后悔的滋味一定不太好受.

我赞成其中一位嘉宾的观点: 影响GOOGLE中国本土化的最大障碍, 恰恰就是开复自己!

感春十记

Posted: 09 Mar 2008 10:30 AM CDT

感春十记,步春韵

 

觅春

踏遍城半不见春,街前柳絮尚无痕。
此景难留寻春客,唯见东风醉路人。


报春

嫩口黄枝报渐春,花苞影小香有痕。
卷云任醉亭中客,啼燕惊醒闺里人。


问春

山鸟新莺竞媚春,高风吹过散无痕。
遍野新鲜踏青客,几位真是看花人。


阅春

清风入簟夜枕春,挪椅移灯近书痕。
沾露虫声语新客,夹花纸页读古人。


怀春

烟波破出便怀春,最是风流不留痕。
总向秦楼夜归客,兰舟泊处有谁人?


聚春

知交雅逢向晚春,旧事难言付觥痕。
一壶土酿迷娇客,半夜铃声醒友人。


梦春

长有梦魂入病春,对镜羞睹俏泪痕。
少年不解远行客,独醒长思梦里人。


叹春

花落知怜草木春,所幸岭南遍花痕。
廿年浪荡江湖客,一个愁字折煞人。

 

惜春

满眼利名不知春,往昔追忆抚伤痕。
漫言风月迎新客,不如惜取眼前人。


怨春

几度风雨几逢春,竹窗闲刻岁月痕。
经年潦倒啸狂客,却怨天公作弄人。

最近看的几部电影

Posted: 09 Mar 2008 11:02 AM CDT

周末在家宅了几部电影,感觉还不错,强烈推荐啦(以下电影在http://movie.gougou.com/均有下载,输入电影名称即可!):

  • 中文名称:异次元杀阵
  • 英文名称:Cube
  • 别名:超级立方体/心慌方
  • 资源类型:DVDRip
  • 发行时间:1997年
  • 电影导演:温琴佐·纳塔利
  • 电影演员:
    • 尼科勒·德搏尔
    • 尼基·瓜达尼
    • 戴维·休利特
  • 地区:美国
  • 语言:英语

六个素不相识的人莫名其妙地堕入一个犹如迷宫般的死亡陷阱,他们既不知道怎样来到这里,也不知道自己身在何处。里面的房间如出一辙,大家躲避着各种各样的陷阱,并且意识到必须向同一目标努力,那就是设法逃跑。

在他们当中:昆廷是个体格强壮的警官司;伦尼斯是上了年纪的越狱专家兼传感器专家;霍洛韦是社会激进主义分子和医生;沃思是建筑师;利文是个学数学的年轻学生,她头脑聪明,发现了令他们逃生的密码解法。只有卡赞,一个患有孤独症的学者,他成了他们逃跑的累赘。

不久,精明的伦尼斯在立方体中意外丧生,在没有任何食物和水的压力下,理性渐渐变为绝望,内情也开始被澄清。沃思在与昆廷的冲突中透露出他确实十分了解立方体的构造,而这个牢笼的外壳还是他亲手设计的。
一行人终于发现了通向立方体边缘的途径,其实那不过是立方体与外壳之间的一道裂缝。霍洛韦自告奋勇地去寻找墙上的出口,众人用衣服结成绳索将她放下去。然而,当她被向上拉回时,昆廷突然开始发狂,他将手松开,霍洛韦一头栽了下去。

精神创作加上情绪激动,使分裂紧急加深。随着时间一分一秒地流逝,冲突也在不断地爆发。显然,他们面对敌人不仅仅是立方体,而是他们自己……

本片荣获1997年多伦多国际电影节最佳处女作奖。

这部影片是29岁的年轻导演温琴佐·纳塔利的故事片处女作,当他儿时第一次观看《星球大战》后便放弃了当一名连环漫画家的初衷,而立志投身于电影业。11岁时,他与密友安德烈·比耶里克用一架SANKYO 40-XL的超八毫米摄影机制作了他们的第一部短片。此后的数年间,纳塔利陆续编写及执导了6部短片并与他人合著了3部故事片剧本。作为一位有造诣的情节串连图板艺术家,纳塔利创作了数部NELVANA动画片和故事片,诸如《约翰尼记忆术》、《血与炸面圈》以及布鲁思·麦克唐纳即将出版的《悦目的毛皮》。

纳塔利1996年成为加拿大电影中心的特聘研究员,完成了短片《兴高采烈》的创作并获得高度赞扬,使之可与约翰·卡彭特、达里奥·阿亨托和戴维·克罗恩伯格的早期作品相提并论。

  • 中文名称:异次元杀阵2: 超级立方体
  • 英文名称:Cube 2: Hypercube
  • 别名:心慌方2: 密室惊方
  • 资源类型:DVDRip
  • 发行时间:2002年
  • 电影导演:安德列·塞库拉 Andrzej Sekula
  • 电影演员:
    • Kari Matchett .... Kate Filmore
    • 杰林特 温 戴维斯 Geraint Wyn Davies .... Simon Grady
    • Grace Lynn Kung .... Sasha
    • 马修·弗格森 Matthew Ferguson .... Max Reisler
  • 地区:加拿大
  • 语言:英语

1997年,一部来自加拿大的科幻惊悚片《异次元杀阵》(Cube)以其大胆的想象力和诡异的风格引起世人瞩目,影片叙述六个陌生人被莫名囚禁在奇异的立方体监狱里,面对生死存亡的挑战。这部由加拿大新人文森佐·纳塔利初执导筒的作品曾获得当年多伦多电影节加拿大最佳新进影片奖,而且被影迷们视为一部不可多得的科幻佳作。

时隔4年之后,狮门电影公司(Lions Gate film)于近日宣布,他们将拍摄《异次元杀阵》的续集:《超级立方体》(HYPERCUBE: CUBE 2)。影片仍沿用第一集的故事怛架,八名测试者在一座违反物理学常规的四维立方体迷宫中醒来,这次他们脱困的方式将比原来更加困难和复杂,等待他们的是更为严酷的机关和数学难题。(注:超级立方体在数学概念中表示四维空间上的立方体。)

电影将由《落水狗》《低级小说》《美色杀人狂》等片的摄影师安德列·塞库拉(Andrzej Sekula)执导,剧本则由肖恩·胡德与俄尼·巴巴拉什共同完成,后者还将担任影片的监制。影片的拍摄期初定为1个月。

  • 中文名称:异次元杀阵:零
  • 英文名称:Cube:Zero
  • 别名:异次元杀阵前传
  • 资源类型:DVDRip
  • 版本:2CD
  • 发行时间:2004年10月15日
  • 电影导演:Ernie Barbarash
  • 电影演员:
    • Zachary Bennett
    • David Huband
    • Stephanie Moore
    • Tony Munch
    • Joshua Peace
    • Michael Riley
    • Mike 'Nug' Nahrgang
    • Diego Klattenhoff
  • 地区:加拿大
  • 语言:英语

1997年的加拿大影片《心慌方》(Cube,又译异次元杀阵,立方体)是当代科幻史上最富盛名的独立电影之一,迅速赢得一大批cult影迷的本片在2002年推出了野心勃勃的续集《心慌方。超立方体》,如今,该系列第三弹《心慌方。零》也已经悄然拍竣,将于明年1 月直发DVD.由狮门公司投拍的《心慌方。零》于上周在洛杉矶的“惊叫电影节”(Scream fest)举行了全球首映,观众反响非常热烈,并一举夺得最佳视觉效果奖。该片导演/编剧厄尼·巴巴拉什表示,虽然由安德烈·塞库拉执导的前作《超立方体》差强人意,但他已经从中吸取了经验教训。

顾名思义,《心慌方。零》是《心慌方》系列的前传,影片更加详尽地解释了巨大、神秘、致命的立方体迷宫从何而来,以及为什么会有人被绑架、囚禁到其中。

《心慌方》是低成本电影中以创意取胜的经典案例,第一集的主要破解线索是立方体房间中的一组组数字密码,第二集《超立方体》更进一步,那些无穷多的、完全相同的连锁空间升级成“仅在理论上存在的四维立方体”,不仅处在不断旋转的恒常运动下,而且空间内不再有简单的机械机关,而是出现了平行宇宙、重力场迁移、时间加快减慢等各种让人叹为观止的物理现象。《心慌方。零》的不同之处则是多了一个“立方体外的观察者”。

  • 片名:夺命手术
  • 又译:清醒/手术惊魂
  • 英文:Awake
  • 导演:乔比·哈诺德 Joby Harold
  • 编剧:乔比·哈诺德 Joby Harold
  • 演员:
    • 海登·克里斯滕森 Hayden Christensen
    • 莉娜·奥琳 Lena Olin
    • 杰西卡·阿尔芭 Jessica Alba
    • 特伦斯·霍华德Terrence Howard
    • 克里斯托弗·马吉Christopher Maggi
    • 查理·赫森Charlie Hewson
  • 类型:剧情、惊悚
  • 片长:未知
  • 级别:R(语言及部分场景)
  • 发行:The Weinstein Company
  • 上映日期:2007年11月30日

克莱深爱妻子萨姆,但一个意外打破了他们的幸福生活。克莱因意外必须接受心脏手术,发现自己全身麻醉后意识却相当清楚,他目睹了整个开刀过程却无法告诉医生,手术失败弄得他全身瘫痪。他意识清醒,只是身体像木头般不听使唤,在医生看来,克莱成了植物人。妻子萨姆每日照料他,但躺在床上的他没法向妻子说“我爱你”,他在忍受的是人间最苦的无言之爱。他的未婚妻也面临前所未有的挣扎与抉择,种种困难阻碍横亘在眼前,这对情侣将揭开一桩诡奇阴谋!

漂亮的杰西卡·奥尔芭主演的反面角色是这个电影的一大看点

  • 译名:这个杀手不太冷
  • 片名:Leon
  • 别名:杀手莱昂
  • 导演:吕克-贝松(Luc Besson)
  • 主演:
    • 让-雷诺 (Jean Reno)
    • 娜塔丽-波特曼(Natalie Portman)
    • 加里·奥德曼 Gary Oldman
  • 类型:犯罪/剧情/动作
  • 片长:133分钟
  • 级别:法国12岁以上;美国:R
  • 上映日期:1994年

故事发生在纽约大都会里,由让·雷诺所饰演的职业杀手莱昂,受餐厅老板委托杀人。当他是以杀手的身份出现时,冷静而神秘,杀人手法令人热血沸腾。但当他卸下杀手面具时,则又回归成为平凡的市井小民,简单到连基本身份证、银行帐号也都有,每天至少喝杯鲜奶,喜欢浇花及细心地擦拭心爱盆栽的树叶,是个具有双重身份角色扮演的人。而就在莱昂所住的公寓内,有人暗渡陈仓的进行毒品交易,警方缉毒组伪装黑帮份子,为查缉毒品而入侵,杀了贩毒者一家人却遗漏了小女孩马蒂达。马蒂达为了安全起见而躲进隔壁李昂家,她无意中发现了莱昂的杀手身份,为了保护自己及报灭门之仇,马蒂达以坚定的口气要求李昂训练她成为一位真正的职业杀手……在此同时,警方亦全力搜寻马蒂达并拘禁之……莱昂只身闯入警局大开杀戒,警方大惊慌之余,下令围剿大厦并全力搜捕李昂,双方交战之下引发了一场紧张刺激的终极追杀。

  • 译名:布鲁克斯先生
  • 片名:Mr. Brooks
  • 导演:布鲁斯·A·艾文斯 Bruce A. Evans
  • 主演:
    • 凯文·科斯纳 Kevin Costner
    • 威廉·赫特 William Hurt
    • 戴米·摩尔 Demi Moore
    • 丹尼·库克 Dane Cook
  • 类型:犯罪/剧情/惊悚
  • 片长:120分钟
  • 级别:R级(较多血腥暴力场面,部分性内容,裸体和粗口)
  • 发行:米高梅 MGM
  • 上映日期:2007年6月1日(美国)

影片主人公Earl Brooks(凯文•科斯纳)是一个具有双重人格的多面体。在外人的眼中他是一个成功的企业家,混迹于上流社会,衣冠楚楚地出入于各种社交场所,在地方颇负盛名;对于家庭,Brooks又是一个负责的父亲和有爱心的丈夫,标准的顾家好男人。一切看上去都那么完美。然而在所有华丽的光环笼罩之下的却是Brooks内心深处时刻涌动的不安欲望——谋杀。Brooks意识到了自己心理上这一邪恶的倾向,并极力的抵制这种危险的欲望,企图救赎自己被黑暗包围的心灵。但与此同时这种不安而又恐慌的情绪却又极大的满足着Brooks的另一个自我Marshall(威廉•赫特)。

Marshall存活于Brooks的潜意识,支配着Brooks的行为和思想,享受着自己的存在和不为人知的“工作”。每当Marshall占据了Brooks的思想,道貌岸然的企业家便摇身变成了践踏无辜生命的冷血杀手。每次杀人都像是完成任务般的干练,简洁,绝不拖泥带水,而这种现代的嗜血无时无刻不让Brooks的神经充满快感……

  • 中文名:吸血鬼猎人D
  • 原片名:Vampire Hunter D: Bloodlust
  • 出品年代:2000
  • 国家:日本/香港/美国
  • 类别:动画/荒诞/恐怖/动作/冒险/剧情/爱情/科幻/惊栗
  • 导演:川尻善昭 (Yoshiaki Kawajiri)
  • 主演:
    • Hideyuki Tanaka  ...... D
    • Ichiro Nagai ...... Left Hand
    • Koichi Yamadera ...... Meier Link

菊地秀行原作,拥有大批FANS的畅销小说《吸血鬼猎人D》的电影版于2000年4月21日公映。 

小说于1982年首次发表,作者注入对"吸血鬼DRACURA"的尊敬,再以自己理想的吸血鬼为题,创作了半人半吸血鬼的主角吸血鬼猎人"D"。自从小说发表后,俘虏了众多年轻的读者,成为炙手可热的畅销小说!故事所描写的世界,是以非常遥远的未来为舞台,美形、华丽的英雄与吸血鬼对手展开殊死搏斗,场面激烈精彩!!电影版由日美共同制作,担任剧本&监督&分镜头剧本的川尻善昭,他的作品都曾多次在海外放映并赢得极高评价,影响力比在日本还要大。本作对于美术的理解和细部的处理堪称典范,尤其是吸血鬼的形象非常具有魅力。此外美国著名动画制作室"MADHOUSE"也应邀加盟,使得这部动画影片的数码特效得以保障。

在遥远的未来,由于最后一次世界大战破坏了所有科学文明,曾经君临天下的贵族,凌驾于人类的统治者吸血鬼面临着原因不明的物种衰退, 但是他们仍然威胁着人类的生存,猎杀吸血鬼的职业猎人便应运而生。其中人与吸血鬼贵族的混血儿由于兼备了吸血鬼和人类两方的优点,理所当然的成为了最理想的猎人。然而不幸的是,这些被称为"丹皮尔"的混血儿,无法过正常人的生活,就连吸血鬼也不欢迎他们。在这群孤独的人中有一位英俊的佼佼者,他就是吸血鬼猎人--D。

故事发生在西历12090年,埃尔邦家族的小姐夏洛特被吸血鬼贵族玛埃尔从家中绑架,于是埃尔邦老爷雇佣了远近闻名,连吸血鬼贵族也害怕的第一吸血鬼猎人"D"和另一组猎人玛克斯兄妹去救回女儿。

外表高贵俊美,一身漆黑,骑着黑马的 "D",与玛克斯兄妹一路追踪驾马车逃走的吸血鬼。途中D和玛克斯兄妹为争夺奖金发生激斗,并且得知夏洛特并非被绑架,而是爱上了吸血鬼玛埃尔,但他们的爱不被接受,所以他们打算到没有人类和吸血鬼贵族的理想国度"夜之都"去过平静的生活。D受到贵族三杰 "影子使者"、"千面人"和"狼人"的阻击,关键时刻D的"阳光症"发作,玛克斯兄妹中的雷拉及时伸出援手,他们约定两人中不管谁先死,另一个一定要到墓上献花。吸血鬼玛埃尔的目的地居然是让吸血鬼都闻风丧胆、被称为"喋血伯爵夫人"卡蜜拉的旧领地---切迪城堡。卡蜜拉称自己理解他们,愿意帮助他们离开纷乱的世界前往理想的国度,并向他们展示了城堡内的飞船。一切都看似顺利,但玛埃尔和夏洛特没有想到卡蜜拉邀请他们来此只是一个险恶的阴谋,卡蜜拉为了复活需要夏洛特的鲜血。一番恶斗后,D彻底消灭了卡蜜拉,夏洛特则死在吸血鬼玛埃尔的怀中。城堡在主人消失后开始崩溃,玛埃尔抱着夏洛特的尸体乘上飞船飞上蓝天,飞向他们梦想的地方。很多年过去了,在雷拉的葬礼上,她的小孙女看到远处的黑衣猎人,D遵守了和雷拉的约定。

虽然这部电影相当沉重灰暗,而且内容是在描述人生的孤独,但从某个层面来看主题其实是相当正面积极的。就像电影主题曲的歌词那样"尽管身处在黑暗孤独的环境中,仍不放弃希望去寻找那一丝丝的亮光,迎向未来大步前进。"这样的想法非常自然地渗透到每个人的心中,D就是这样坚持着自己的信念。所以大渡亮的这首主题曲受欢迎也是理所应当的。

《吸血鬼猎人D》的插画出自日本著名的插画大师天野喜孝笔下。 1952年出生于静冈市的天野喜孝。年仅15岁时,就已加入"龙之子"制作公司从事动画人物设定工作。这段在龙之子工作的资历,使他在日本动画界中建立了相当程度的知名度。而自从1981年他接下了以科幻为主题的杂志"SF Magazine" 连载小说的插图绘制后,天野喜孝便开始正式展开了他在插画艺术界的生涯。天野自立门户后,创设了"天"制作公司,并于1983年成为第14届"星云赏"得主。此奖由日本科幻同好协会所主持,是每年颁发给该年度中被公认对科幻相关领域有出众表现或贡献的人的一份殊荣,天野喜孝个人就囊括了从1983到1986年连续四届的星云赏。

奇爱小子和游戏世界·序章·门

Posted: 09 Mar 2008 09:03 AM CDT

Listen; there's a hell of a good universe next door: let's go.
爱德华·卡明斯 [e e cummings] (1894 - 1962)

by genom4

这篇文章是一个开始,我们要讨论很多关于电子游戏的事。

电子游戏是一种通过和人机界面产生互动,并从视频设备上获得反馈的游戏形式。以上是官话,简单的说,电子游戏就是电视或电脑屏幕上花花绿绿不断变换的图像,并且这些图像还能根据你对手柄或鼠标的操纵而产生改变。

电子游戏非常年轻,但却在以低调而又不能忽视的步伐改变着世界。不同的人对电子游戏会有截然不同的看法,这些千差万别的不同看法,其差距远甚于男人和女人对球赛或购物的不同认识。电子游戏在全世界范围都不乏狂热的支持者,他们把游戏看做一种信仰和事业;而有的人把电子游戏当作与看电视听广播一样的临时消遣,用来打发闲散的无聊的时间;还有一些人对电子游戏漠不关心,视之为无意义的东西;当然还有人对电子游戏口诛笔伐,认为电子游戏是青少年社会问题的一大根本。

电子游戏这个年轻的产物就像一件天外来物,人们在那闪着五颜六色的光的屏幕前驻足观看,有的人被奇妙的景象吸引,进入了屏幕后面的异世界;有的人被从未见过的画面弄的不知所措,甚至认为这是一件吃人的魔物。而实际上,幻化的屏幕只是一扇门,连接着虚拟和现实两个世界。这扇门普普通通,有去有回,熟悉它的人可以任意穿梭于两个世界之间,将“智慧”和“经历”带向另外一边。

我是一名游戏设计师,我的工作和爱好让我不得不每天不停的穿梭于“门”的两边,鉴于我看起来和其他正常人没两样的事实,也许我可以写点东西,介绍我所想到的一切关于电子游戏的东西,这样一方面现实世界的人看了之后可以或多或少的了解屏幕里面那个神秘的世界,也许还会有兴趣试着进去看看;另一方面沉浸于虚拟世界的人也许会知道,他们关注的虚拟世界中的东西也可以在现实世界找到价值。

搭一座两个世界之间的桥,就是我写这些文字时,心中的理想。

谢谢我的爱人Inès,她对于了解我事业的浓厚兴趣给了我最初的动力。

...

剽窃?借鉴?奥运网站里的flash游戏

Posted: 09 Mar 2008 08:55 AM CDT

也许我们已经见怪不怪了,但不管怎么说,这都算是一条“新闻”吧?

“虽然北京奥运会主办方一直强调保护奥运会版权,但它官方网站上的 Flash游戏却悍然抄袭了The Pencil Farm的一位游戏开发者的创意。这款叫“福娃打云彩”的游戏除了人物不同外,完全和The Pencil Farm上的游戏“Snow Day”一模一样。”

阅读原文:

http://internet.solidot.org/article.pl?sid=08/03/09/107248&from=rss

FM08无法联机,CPU100%,汇总

Posted: 09 Mar 2008 09:12 AM CDT

关于FM08作为主机出现CPU占有率100%的情况说明

该内容仅限于做服务器时使用
本人此前未曾遇到过FM208做为服务器后出现CPU占有率100%的情况
先声明本人一直使用Vista系统,系统使用NOD32的2.7版本的杀毒软件
近日尝试返璞归真回归尝试一下XP的SP3效果,结果发现FM2008长期处于100%的CPU占有率
个人觉得很蹊跷,因为从未遇到过
因此我打开我的笔记本装上FM2008同样是802的补丁,但是却未出现CPU100%的情况
经过昨日一天摸索发现,我台式电脑上面的NOD32杀毒软件
阅读全文
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三星22寸液晶显示器 美女配液晶

Posted: 09 Mar 2008 07:48 AM CDT

    前段时间刚刚到货的三星22寸液晶显示器 225UW凭借着奢华的外观设计一经上市就得到了消费者以及业内人士的关注。但是由于该显示器的上市价格高达3300元,所以大部分家庭级用户只有望而却步的份儿。
    在外型设计方面,这款三星全新推出的三星 225UW图 库评 测论 坛购买地点液晶显示器采用了全黑色做为产品的主基调,表面加以钢琴烤漆工艺处理,在显得十分奢华、高贵的同时又不乏年轻人喜爱的时尚元素。在该显示器底边框部分设计师用一条银色线为整机加以点缀,使显示器整体增加了一次灵动的气息。另外,在OSD控制键部分,该显示器采用了感应式触摸按键,提高了整体的易用性,更添现代时尚的感觉。

三星22寸液晶显示器225UW火暴上市

   但是,了解的人都会知道,经过钢琴烤漆工艺处理过的产品在使用过程中非常容易在产品表面留下手印等痕迹,这也是采用钢琴烤漆作为涂层的产品的通病,不过三星为消费者考虑得非常周到,在225UW都附件中提供了拭擦布,方便用户处理这些痕迹。

 

    据三星官方介绍,三星225UW内部整合了微软的沟通软件,集成了所有的在线交流系统、电子邮件及即时通讯工具,而且用户在获取注册密码后,还可以与智能手机和VoIP直接通话。极大地方便了用户的办公、娱乐等多层次全方位的使用需求。

三星22寸液晶显示器225UW火暴上市


   另外,225UW内置一个高分辨率的200万像素摄像头,可旋动进行角度的调整,便捷性、灵活性可见一斑。而在摄像头不使用时可以旋转于内部,既减少了镜头磨损的几率。双向麦克风以及豪华环绕音响,为用户创造简易而又震撼的音频和视频效果,是网络会议的最理想选择。225UW的问世,不仅可以大大降低用户在长途电话方面的费用,还极大方便了经常在各地奔走的商务人士的进行即时的商务洽谈活动。

三星22寸液晶显示器225UW火暴上市

    另外,三星225UW 支持微软的在线管理功能,用户可以随时随地与工作伙伴保持准时的无障碍沟通,提高了工作效率。并且通过运用Microsoft Exchange Server 和 Microsoft Office Live Communications Server沟通系统使得服务器的稳定性大大提高,IT专家对于它的安全性能也给予充分的信任和肯定。除了其强大的沟通性能之外, 三星225UW 宽屏液晶显示器还获得了Windows Vista Premium认证, 保证了其可操作的实用性和与Windows Vista操作系统的高度兼容性。性能部分,三星225UW拥有1680 x 1050 的高分辨率,采用了16:10宽屏比例,可以提供良好的画质和更加改进的专业应用范围。5ms的高速响应时间,能够让你欣赏到畅快淋漓的运动瞬间,不用担心画面的拖影存在。700:1对比度和300流明的亮度,使显示图像更加生动、逼真。而170°/160°的宽视角更进一步的拓展了画面的视觉范围。

三星22寸液晶显示器225UW火暴上市

    接口方面,225UW还配备有一组时下常见的DVI-D+VGA组合模式接口,此类组合接口完全可以满足普通用户日常生活当中的应用需要。除了信号传输接口以外,225UW还具有一组音频输入接口以及两个USB接口,极大程度的方便了用户多媒体影音娱乐生活。

三星22寸液晶显示器225UW火暴上市

    无论是从性能还是工业设计方面来考量这款三星225UW 22寸宽屏液晶显示器,它都使无可挑剔的。另外,内置在显示器当中的多媒体音箱、摄像头以及多种微软沟通系统等,在丰富了显示器多媒体功能之余,还将液晶显示器的功能发展方向带向了一个新领域。所以说该显示器的性价比还算不错的,“有米一族”不妨考虑一下。

三星22寸液晶显示器225UW火暴上市

又是一年赏花时

Posted: 09 Mar 2008 08:15 AM CDT

     前些天和女友聊天,突然谈到了樱花,貌似春天来了,樱花又开了。说实话,对樱花这东东,我心里多少还是有些不爽,毕竟其背后代表的那个国外的含义让人心里不是个滋味,我更喜欢岳麓山秋叶里的枫叶,毕竟在那山下生活学习了四年。不过我也还能一分为二的看待问题罗,女友喜欢那樱花和它的浪漫,我也就爱屋及乌了。

    说到看樱花,或许还是要去武汉看看为好,今年倒是有一个很好的契机,我所在的城市某一个企业搞了个去武汉观樱花的自驾游,由他们公司提供坐骑,清一色长安福特S-MAX,供象我这样没车一族去过一把浪漫樱花的瘾,当然,我没有驾照,只好让女友幸苦一下了。我恰好有点关系,也就得到了这么一个自驾游的机会。
1204E070EDFA63555511DF44C97600F6.jpg
    很快就要到来的自驾游让我有些心驰神往,长安福特S-MAX我还是接触的比较多,一个朋友刚买了,经常带着我一道练车。如果是携美同行,那就很能体现一种味道了。作为一款运动型多用途轿车,S-MAX的车身就足够让人有一种油然而生的优越感,不同于一般的轿车,要么象公司里开的公务车,要么就太家居,太让人感觉象个面包在移动。这车车头非常前卫,上端细长的中网和下端巨大的梯形进气口形成互补,不但是福特家族的特征,同时也为S-MAX的外观添加了一股霸气。前部那鲨鱼腮般的高性能动感通风口,可是跑车才拥有的标配,当然女友在车上会感到很拉风,看起樱花,享受浪漫也自然更加有冲击力。
1204E070EDFA63555511DF44C97600F6.jpg
    而更让人感觉舒服的是,这车上的完全折叠平放系统FFS给予我在浪漫旅程以极大的方便。后面两排共5个座椅每个都可独立放倒,能轻易实现32种坐椅变换组合方式,休息起来自然异常舒适,不用再象过去那样,睡觉时象根香肠一样蜷缩在那里了,只要摆设合理,就是一张绝好舒适的席梦思,车即是床,床即是车,呵呵……
1204E070EDFA63555511DF44C97600F6.jpg
    想想即将成行的浪漫樱花之旅,就让人心旷神怡,不是吗!不过下次或许我就自己买上一辆,再不去看什么劳什子樱花了,而是每年秋季到岳麓山上,去赏我最喜欢的枫叶,再浅呤低唱几句“停车坐爱枫林晚,霜叶红于二月花”,那就更加韵味十足了。

宣泄

Posted: 09 Mar 2008 04:36 AM CDT

         该死的鼻炎又发作了!!!!!!!!

         去了中山三院今天居然没门诊!!!!!!!

         下周再去

         房东的厕所门坏了,结果打电话给房东,发现房东出差在外。恩,看来以后上厕所要给人家参观了。

         不喜欢逛街,不喜欢逛街,不喜欢逛街!!!!!!!

         为什么妈妈这么喜欢逛街!!!!!?????为什么女人这么喜欢逛街???!!!

         想买什么东西直接在网上看好了哪款合适,然后直奔目的地点,买回来不就好了么?

         最近没啥灵感,写不出什么东西。哎,发发牢骚,完事。

環姐……

Posted: 09 Mar 2008 01:02 AM CST


努力中………………

平台统一,游戏工业的未来?

Posted: 09 Mar 2008 01:05 AM CST

任何一个网上游戏论坛,我们都会看到索饭与Xbox饭之间的唇枪舌剑,恨不能非要争出个你死我活不可。在大家不争论谁的主机比较好的时候,又总会为了某个独家游戏沾沾自喜,在没有独家游戏沾沾自喜的时候,又会争论某游戏是否应该移植到其他平台。一句话,平台之争不管以什么形态出现,总是游戏业论战的主题。 抛开可能性的问题不谈,只是从概念上考虑,我们是否需要一个统一的平台呢?这其中的利与弊到底是什么?

《波斯王子-时之沙》今夏摩洛哥开拍

Posted: 09 Mar 2008 12:49 AM CST

morocco-sand-dunes-hdr 著名游戏改编电影《波斯王子-时之沙》计划由Disney发行商Jerry Bruckheimer发行,由《蒙娜丽莎的微笑》、《哈利波特和火焰杯》的导演Mike Newell拍摄,而剧本则由《后天》的编剧Jeffrey Nachmanoff 和游戏制作者Jordan Mechner共同编写。而就在今年夏天,万众期待的《波斯王子-时之沙》就要在摩洛哥开拍了。电影将在09年6月19号与大家见面,大家期待吧。

上帝的个害羞的女孩

Posted: 09 Mar 2008 01:03 AM CST

为何 你知道
却不说
为何 你懂的
却不写
为何 你喜欢
却不爱


我知道的 你知道吗
我懂的 你懂吗
我喜欢的 你喜欢吗

为何
沉默
为何
止步
为何
缄爱

多问一句 你就知晓
多走一步 你就到达
多爱一点 你就无悔


音乐 总在百转娓婉
阳光 总在穿梭忙碌
时间 总在思念忘却
上帝 总在辗转反侧
自己 是个害羞的女孩

                                                      ---------------写给亲爱的琴儿 谄媚 

[NetShowBT][最新电影改编游戏][The Water Horse][尼斯湖水怪之深湖传说][EN][1CD] (大小:258.79M 人气:37 下载:10 完成:4 种子:3)

Posted: 09 Mar 2008 12:51 AM CST

发布简介:PThe.Water.Horse.Legend.of.The.Deep-SKIDROW尼斯湖水怪之深湖传说/P< />P&/ P< />P&/P< />P【游戏封面】游戏名称:尼斯湖水怪之深湖传说英文名称:The Wa ter Horse Legend of The Deep游戏制作:Blast! Entertainment Ltd游戏发行:Blas t! Entertainment Ltd&&&&&&&&&&&& amp;&&&&&&&&&&&&&&&a mp; 游戏语种:英文游戏类型:Action&&&&&&&&&a mp;&&&& 官方网站:http://www.sonypictures.com/movies/thewate rhorse/index.html游侠0DAY信息网:http://0day.ali213.net/htm/5311.html所属讨� 矍海ǘ髅跋沾笞髯ㄇ�...
下载地址:http://gamebt.ali213.net/download-spot-1-496.html

[NetShowBT][最新休闲游戏][Turbo Pizza][劲爆比萨][EN][1CD] (大小:172.50M 人气:36 下载:9 完成:4 种子:2)

Posted: 09 Mar 2008 12:51 AM CST

发布简介:PTurbo.Pizza-SKIDROW劲爆比萨/P< />P&/P< />P【游戏封面】游戏名称:劲爆比� ⑽拿疲篢urbo Pizza游戏制作:Aliasworlds Entertainment游戏发行:Elephant Entertainment&&&&&&&&&&&&&am p;&&&&&&&&&&&&&&&amp ; 游戏语种:英文游戏类型:模拟经营&&&&&&&&&a mp;&&& 游侠0DAY信息网:http://0day.ali213.net/htm/5310.html所属� 致矍海D饩嘤蜗反笞髯ㄇ﹉ttp://game.ali213.net/forum-298-1.htmlBT链 接:http://bbsimg.ali2 ...
下载地址:http://gamebt.ali213.net/download-spot-1-495.html

微软与SONY洽谈蓝光合作

Posted: 09 Mar 2008 12:27 AM CST

众所周知,次世代格式大战以蓝光胜利而告终。据有关报道称,日前在拉斯维加斯举行的Mix08国际会议上,微软公司CEO Steve Ballmer确认微软将支持蓝光格式,与SONY合作。

《转折点:自由的堕落》简单测评

Posted: 08 Mar 2008 11:51 PM CST

以二战的历史题材所衍生出来第一人称射击游戏并不少见,但是,题材一再重复也使得这些游戏在战斗以外的剧情上普遍缺乏亮点。然而,这一切在都在《转折点:自由的陨落》出现后得以改变。游戏以独特的视角,假设了丘吉尔在一场车祸中丧生,以至于欧洲再也没有能够制衡纳粹德国的力量,并使得纳粹德国迅速席卷亚欧,进而进攻美国本土。当然了,剧情的独树一帜并不代表着游戏也同样得出色,其游戏效果究竟如何,玩家不妨和笔者一同近距离观察一下这款作品。

D&D XP Interview: Andy Collins and Scott Rouse (Part 2)

Posted: 08 Mar 2008 07:34 PM CST

(be sure to check out part 1 first!)

Critical Hits: How did the 4e preview books do? (Worlds and Monsters, Races and Classes)

Scott Rouse: They’re a little tough since I don’t think we marketed them right. They’re a great look inside the heads of the designers and developers. We wanted to make it a behind the scenes/making of product instead of a real preview product. We thought that if you liked DVD extras, you’d like the books.

Andy Collins: I was a bit skeptical at first. No rules? But then I got the final copies and they’re great. They sit on my desk and I use them for inspiration. We plan to have a number of other previews through D&D Insider as well. Insider will be a great place to preview mechanical and story content, like stuff for Eberron. It also means we can try out concepts before they see print.

CH: How does the brand team work with the R&D team?

Andy: Sometimes the brand team drives product development.

Scott: Power decks are a great example. (referring to cards with easy reference to character powers for 4e–ed) That’s a product we started to see talked about on the communities, which we took to R&D as an idea. We’ll see if it works.

There are some failures for sure. The Dungeon Survival Guide was a great concept that we hoped would get along well with previous successes like Practical Guide to Dragons, but for an older audience. Unfortunately, it never was properly positioned to fit with that audience.

Confessions of a Part Time Sorceress is an example of a success. Shelly is in my department, and I couldn’t be happier with having her writing for us.

Dungeon Tiles are a great example of a successful collaboration between brand and R&D. People wanted this product for a long time, but we couldn’t figure out the best way to do it. The existing offerings ranged from files you print out yourself to the Dwarven Forge set. There was nothing that really was satisfying. Then one day someone brought in a board from a Fantasy Flight game, and it just clicked, that nice linen laminated finish.

Andy: It took us two weeks from there to make the first set of Dungeon Tiles. From start to finish with that product was six months. We put it through, and crossed our fingers.

It’s great that we can experiment with products and titles. The day they tell us to stop will be the day I look for another job.

Scott: Same here.

Andy: Unearthed Arcana was another example of a product that was an experiment. Variant rules? Different ways to do hit points? We really weren’t sure it was going to fly.

When we started to work on 4e, we weren’t sure about that either.

CH: Why’s that?

Andy: It was a major shift in thinking. It was the first time we weren’t tied up in translating 20 year old concepts. We got to ask more, “does this make sense?”

We knew the core mechanics worked, so those didn’t change. But we wanted to make everything like they were designed for. It freed the design and let us ask “what can we do with these?” It let us examine how the characters and monsters interacted with the core rules. That was the biggest leap forward.

We looked at the monsters and asked “what can they do?” instead of making them work with the same rules that characters work with. We asked the same question about characters: “what can they do?” to let them have their own unique powers instead of the same stuff that monsters do. We wanted our characters to be able to do Matrix moves.

CH: How about those who prefer a more deadly or gritty game? Will fourth edition accommodate that style of play?

Andy: I’ve yet to get a good definition of gritty. If you ask different people, you’re likely to get different answers. I think it’s more about atmosphere and type of monsters than the rules.

Scott: In my current campaign, just a few weeks ago, my halfling lay in a graveyard, bleeding, and worrying that zombies were going to come and eat him. THAT is gritty.

Andy: In 4e, every encounter could be your last. Gritty isn’t about what powers you have.

CH: How transparent are the rules and math behind 4e?

Andy: We try to make it clear how classes and items and such interact. There’s a better understanding of group dynamics too. For an example, there are express benefits for magic items by level. Does that answer your question?

CH: I believe the person who asked us to ask you wanted to find out how easy it would be to design your own class.

Andy: Class building is the most complex, since they each have a list of powers. It’s like inventing a completely new spell list.

Each class needs its own niche too. We designed each class to focus on what that character type should be doing. There are exceptions, like it only makes sense for the Wizard to have Fire Shield even though that might be seen more as a defender power. We really tried to give classes a better play experience than 3e. More symbiosis with other characters too.

Many 3e classes felt like other classes, so they didn’t have their own niche. There were many classes I designed that were this way that I loved, but just weren’t unique. Then there were other classes that didn’t fill any kind of role.

Scott: The monk comes to mind.

Andy: Exactly, the monk was going to be my example too. Before they were kind of all over the place with a bunch of strange abilities, instead of jumping all over the place, doing jump kicks and cool martial arts. When the monk is published in 4e, you know exactly what role it’ll play.

CH: So the monk will be a martial striker? Can we call that a scoop?

Andy: (laughs) That’s at least 50% wrong. I shouldn’t say too much since we haven’t seriously started designing the class.

CH: How much does everyone who works in both your teams get to play?

Scott: We only have one person in brand who doesn’t play regularly, and that’s Kim Mohan. I’m in a 3e game that we converted over.

CH: What do you play?

Scott: I was a Swashbuckler who got changed into a Rogue for 4e.

The part we really enjoy is that no one is required to be there to play anymore. We can play whenever we get enough players together. Every walk of the company plays 4e, and every day there’s a game going somewhere in the building. We have had over 700 playtesters work on 4e.

At one point, R&D had around the clock playtesting. For two weeks straight, the R&D department shut down to playtest. I’d show up at a meeting room and find it full, and told to “go away, we’re playing!” (laughs)

Andy: I’m currently in 3 different monthly games.

Scott: Brand and the early playtesters were crucial in the process. However, our best critics came from the RPGA. Chris Tulach gets big props for that. He got them organized and their feedback was invaluable.

I remember one interesting early playtest by the Brand team. Our wizard used a sleep spell on a bear. We broke the coup de grace rules right there.

Every playtester has contributed something to the final product.

CH: So you both are managers in your department. Do you play with your employees? Has that ever lead to any awkward moments, like a boss firing someone because his employee killed his character?

Andy: None of my employees are in my active games. I am running a game for my boss and two Vice Presidents of the company, though. I put a lot into that game, because one bad session could ruin the company for a month. (laughs)

Scott: I did ask one of my employee’s to run a game for me, and he does a great job. No employee in our company has been fired for killing someone’s character. I actually think it’s a great team building experience.

CH: Have you ever though about marketing D&D as a team building experience for companies?

Scott: No, not to sell. But we have talked about something similar for companies. We’ve looked at the rules and asked “what would the Warlord be like in a corporation?”

Congress should use D&D to make decisions. Actually, all important decisions should be made using D&D.

Andy: It’s funny because R&D looks at laws that are being passed by congress and immediately begins to think of loopholes and exceptions. When you work as a designer and developer, you’re probably very smart, and very critical about everything. Human Resources at Wizards hates R&D, because whenever they make rules, we try to break them.

CH: What’s your favorite part of fourth edition?

Andy: Monsters! I love running the game. They’re more evocative and more playable. I’m not going to miss a 1 or more page stat block. The 4e Monster Manual has one third of a page for a dragon, ready to be used. Everything is right there. Not an unplayable mass of options.

Scott: Powers. In the ten weeks or so of this campaign, my Eladrin Rogue has thrown a dagger once or twice. I like deciding to save up and work towards a big combo. I’m tracking less stuff too, which has freed me up to roleplay more than I ever have. I’ve been taking on the role so much, in a recent game, there was an NPC who was giving his big speech. I interrupted him by yelling “Shut up!” Some of the other players remarked that they had never seen me get into a character so much.

Thank you to Andy Collins and Scott Rouse for taking the time out to talk to us!

《尼斯湖怪:深水传说》(The Water Horse: Legend of The Deep)破解版[Bin]

Posted: 08 Mar 2008 06:02 PM CST

《尼斯湖怪:深水传说》(The Water Horse: Legend of The Deep)破解版[Bin]
转自sharevirus
发行:Blast Entertainment
类型:动作冒险
【游戏简介】
基于同名电影和小说,本游戏将提供一个全新的体验,保持同样的剧情和美术形象,展现出一系列令人兴奋的地上或水下的互动关卡。玩家可以交替控制安格斯(水怪发现者)和水怪。玩家可以观察它的成长,教它学习游泳,从而迅速成长为一个巨大而独特的怪兽,而这样的水怪必须游向大海。这一切行动将通过两个单独的游戏风格完成,一个是地面玩家的潜行路线,并避免被敌人发现;另一个是水中路线,引导水怪游向海浪王的国。
【游戏截图】




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² RELEASE DATE : 03-08-2008 PROTECTION : Safedisc ²
² GAME TYPE : Action Adventure DISKS : 1 CD ²
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Û Û pet Û Û
Û Û Û Û
Û Û Sneak around the grounds of the house, dodging nefarious foes, Û Û
Û Û including Churchill the dog, a variety of soldiers and Angus' Û Û
Û Û mother! Û Û
Û Û Û Û
Û Û Swim through the loch with grace and style, avoiding various Û Û
Û Û underwater obstacles and reaching targets before time runs Û Û
Û Û out Û Û
Û Û Û Û
Û Û Hunt through the levels for all the mosaic pieces to reveal Û Û
Û Û secret bonuses Û Û
Û Û Û Û
Û Û Packed with movie clips from film Û Û
Û ° Û °
ßÛ²ßßßßßßßßßßßßßßßßÛÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß
ßÛÝ Install Notes: ßÛÜ ° Û
Üþ Þ² ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÛÜ ± Û
Û ÜÛß Û ² Û
ßßß ° Û 1. Unpack Release Û Û
± Û 2. Mount/Burn Image Û Û
Û Û 3. Install Game Û Û
Û Û 4. Check SKIDROW.exe in SKIDROW dir on the CD :) Û Û
Û Û 5. Copy cracked content from SKIDROW dir on the CD to main Û Û
Û Û install dir and overwrite when asked Û Û
Û Û 5. Play the game Û Û
Û ° Û °
ßÛ²ßßßßßßßßßßßßßßßßÛÛßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß
ßÛÝ Greetings: ßÛÜ ° Û
Üþ Þ² ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛÛÜ ± Û
Û ÜÛß Û ² Û
ßßß ° Û Salutes to our old Amiga friends from: Û Û
± Û Û Û
Û Û FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX Û Û
Û Û DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY Û Û
Û Û THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX Û Û
Û Û Û Û
Û Û Salutes to our new friends in: Û Û
Û Û Û Û
Û Û POSTMORTEM - FAIRLIGHT - GENESIS - UNLEASHED - RELOADED Û Û
Û Û BREWERS - SILENTGATE - NOGRP - ELECTRIC DRUGGIES - AVENGED Û Û
Û Û CRYSTALMETH - DAWN Û Û
ÛܰÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÛܰ
ßßÛ²Ü Logo and layout by: Eboy/SAE ܲÛßß
ÜßßßþÜ Þ²²Ý Last updated 21/07/2007 by [XXX] Þ²²Ý ÜþßßÜ
ßÜ ßßßßß ß ßßß ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß ßßß ß ßßßßß Üß
ß ß

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SXSW: Human and Property Rights in Virtual Worlds

Posted: 10 Mar 2008 01:14 PM CDT

I’m not at SXSW (we have way too much going on here at work!) but there’s a great liveblog of a panel I wish I had been at, on Virtual Worlds News, about “Human and Property Rights in Virtual Worlds”.

Wu: Will games and virtual worlds eventually compete based not on art and storyline, but on who can offer the most rights to players?

I hope the answer is “yes.” What’s more, I hope that at some point there’s a minimum standard accepted industrywide and enforced by an industry trade body. As in, companies join the trade body and as part of that they agree to uphold a base set of practices and policies as a condition of membership.

书友会第七期(03.16),上海、北京、南京(注:上海聚会地址变更)

Posted: 10 Mar 2008 10:16 AM CDT

第七期(03.16)上海聚会地点变更通知:由于原聚会地点真锅咖啡倒闭,现聚会地点变更为P1 Coffee。详细地址见下文。

农历新年之后的第一次聚会,欢迎大家继续参加!

北京地点:圆明园东门,左右间咖啡的院
南京地点:中山陵四方城石象路7号,南京中山陵国际青年旅馆(公交线路:9w、20w、游1、游2、游3到四方城下;春天到了,我们又可以在户外了~)

上海地点:广元西路88号 P1 Coffee(广元西路、恭城路口,地铁一号线,徐家汇站)

老时间:3月的第三个周日(3月16日),下午14点30分
老形式:简单话题(在书库右侧提前两周预告),闲散聚会,以书会友,费用自理
本期话题:(请参加的同学提前预习)
怎样设计“帮助”更有效?

提醒:
1、北京联系人:白鸦,13701071151
2、南京联系人:JunChen,13913833651
3、上海联系人:杨溯,13926575879
4、前几期书友会借了书的朋友请记得周日前往书友会现场还书;(因非常特殊情况不能到达的请用快递还书,或写邮件具体说明)
5、3月份需要借书的朋友请在 3 月 15 日下午 6 点前发邮件至 ucdc...@gmail.com

南京书友会、上海书友会刚刚成立,书籍资源匮乏恳请大家多多支持。

关于UCDChina书友会详细信息以及如何捐赠、借阅请看这里

转载请注明出自UCDChina.com,谢谢。

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xbox360“传说”新作:《Tales of Vesperia》

Posted: 10 Mar 2008 10:33 AM CDT

“传说”系列新作《Tales of Vesperia》在去年12月份的时候就已经公布了( http://blog.sina.com.cn/s/blog_4938f71b01007zhb.html ),不过没有宣布平台。而近日namco的官网终于公布了该作的对应平台:xbox360,预定2008年内发售。
 
 
namco在Wii上公布了《仙乐传说2》( http://blog.sina.com.cn/s/blog_4938f71b01000eex.html ),又在xbox360上公布了《Tales of Vesperia》(有译“黄昏传说”),唯独ps3上还没有公布“传说”新作。当然,以“传说”系列的量产,再加上namco和sce之间的关系,这不会是什么悬念,而且,最晚公布的可能是最好的。
 
 
相关链接:
http://blog.sina.com.cn/s/blog_4938f71b01007yel.html
jump festival 2008现场上的公布
http://blog.sina.com.cn/s/blog_4938f71b01007zhb.html
《Tales of Vesperia》宣传视频

角色的故事

Posted: 10 Mar 2008 11:12 AM CDT

  开了题目,这一次想写写关于角色的事情。

  在角色的制作中主要还是装备拆分和贴图优化。

最近我在考虑如何能进一步优化拆分后的角色装备的效果。 需要一些时间去整理清楚一些思绪。在这也感谢下提出服装修改意见的朋友们。我会仔细去考虑这个问题。

  服装改回去的意见请大家理解,是不可能的事情了。挺感慨的,还清晰的记得当年为了装备的事情全角色制作组的同事齐聚会议室来分析大家为什么不喜欢现在的装备造型。最早期的时候意见是场景色调很灰,加上角色身上很少色彩,导致角色和场景融在一起很难分辨,这是最早期的意见了。那时我们开始着手给装备加上色彩。呵呵,说说太虚吧,还记得当时是近乎黑白的,加了颜色后论坛上最大的声音就是妖道了。还有说是跳大神的,还有质问为什么太虚要是彩色的。这个问题最终没有去解决。

  还有一个角色的问题,就是装备形体单薄,后来加了肩甲,这件事情是老玩家的朋友都应该知道的。如果不知道的话就真的别在说自己是老玩家了哦!呵呵。当然当时的反响也是不好,圣斗士,机甲战士的说法也是不绝于耳。

  后来基本上是提到制服装的问题,说实话13-23级以此类推的换装级别(每10级一次)前期还好,后期便实在是难以接受。再者,其实诚如很多玩家说的那样,是否我们可以选择多增加套装的数量来丰富装备选择的自由度呢?不隐瞒的说,当时我们做了--世界装,其实有一些大家已经看到了的。目的和现在大家提的意见差不多。(只是最终没有放出来)是因为最终我们发现单纯的增加套装的数量并解决不了换装的需求。抛开收集性和娱乐性不说,单纯制作的角度来说复用率就不高,资源的浪费也是必然的。每个门派都只能穿自己专署的服装,每增加一些套装就是所有门派X2的概念来制作。(还有女性角色)这样的资源消耗是否值得?所以我们采用了混装,大家可以自由组合和搭配,随着等级和收获的程度选择余地会越来越大,除了你自己可以组合自己喜欢的门派套装外,还可以收集穿着别的门派的套装来展示自己(同样具有实用性)。当然还有游戏中已经为大家准备好和组合好的套装形式。而早期的世界装也会开放给大家。后期还会增加更多。

  游戏会有着游戏的规则和设定,装备也是设定中的一个必然条件,就像如果你想使你的装备在普通的基础上再上升一个档次的话,可以进入副本去获得。

  混搭部分我想既然有那么多玩家说不好看必然有着根本的需求在里面,我会深入思考这个问题,并着手解决。但,回到老的装备版本请求,请谅解我不能接受这个建议。老版本的角色在新天下2出来之前就没有得到过认可,说明他确实有一些弊端存在,为何看清了弊端还要再回头呢?说实话,我很难把他们定义为经典。但他们或许是优秀的。从游戏的角度来讲,换装增加的是游戏的乐趣,而不是单纯意义上美术表现。简略的说了一下关于装备的事情。

  关于骑马的动作目前我们的开发组同事已经在着手补充这一部分资源了,当然,我们会陆续的将骑马的动作补充完整,这一点请大家理解。如果顺利的话,大概在内测的时候大家就可以体验到。

  这次的角色截图也同样来自于新天下2的角色截图,这些装备大家最终也都能有,没有什么奇怪的,只是比较普通的装备,也不要过于把眼光锁定在10-20级,还要补充一句,这些装备是混穿的结果。如果你想搭配出自己心爱的造型,可以多留点意去收集一些装备吧。

最后,老规矩,再送一张图给一直支持和给予开发组建议的新老玩家们,谢谢你们!

夜深,大家安!

鬼轩

08年3月11日

thatgamecompany’s 24hr Game Jam

Posted: 10 Mar 2008 11:39 AM CDT

Hello, I’m Kellee Santiago from thatgamecompany, creators of flOw, and currently in development on flOwer. The fine people at Playstation.Blog are good enough to allow me to use my first post here to let you all in on a little thing we have going on here at thatgamecompany call the 24hr Game Jam.

Championed by our lead engineer John Edwards, the 24hr Game Jam was created as a way for us to do something quick, dirty, and fun … and maybe let out a little steam in the process. The goal is always to make a game, from start to finish, on the PS3 in 24hrs. We go from 10am Saturday to 10am Sunday, and then whatever we have, we lock it up. Future Game Jams might have more specific goals, but for this first one, we just wanted to see how much fun we could make in a day. Oh, and our game designer Nick Clark wanted something that was multiplayer that we could enjoy in the office.

So welcome … to Game Jam 0: Gravediggers

Goals:

  • To see how much fun we could generate in 24 hours.
  • To make something multiplayer we could play in the office.

Premise/Rules:

Player

You are a gravedigger. There can be up to 6 gravediggers competing against one another locally. You move with an analog stick, jump with the “X” button, and shoot with Right Bumper. Oh yeah, you are a gravedigger with a pistol.

Zombies

You are killing zombies. There are lots of them. More specifically you are collecting zombie heads. When you kill a zombie, their head pops off and you can collect them.

Crypt

In order to get a point for your head, you must deposit heads into a crypt. There are two crypts on the level, but they can move around in the middle of a game.

PlayersHead

You can shoot other players, and collect their heads. Their heads are worth more. In addition, you will be able to collect all of the zombie heads they have gathered so far.

PlayerZombie

If you are shot by another player or a zombie chomps you to death, your head will pop off and you will become a zombie. (“Rise from your grave….”) You can still chomp other players, but you can’t deposit heads, and you will remain a zombie until you find your head. If another player deposits your head in a crypt, it will pop up somewhere else on the level.

The ground is very soft. If it’s in your way, I suggest shooting a path through it. It’s a lot more fun. Every level is randomly generated.

Along the way, you might pick up special weapons:

  • Uzi (fast pistol)
  • mines (explode on impact)
  • satchel charges (detonated on command)
  • the uber-weapon, the shotgun.

If you pick one up, it will automatically become your new default weapon.

The first player to deposit 50 heads wins. Below is a play-through with five players.

And there you have it! The product of 24hrs straight work on the PS3. I’m not sure if it plays well on video, but I gotta tell you the game is large amounts of ridiculous fun for us to play. Maybe you have to be there. At any rate, I’m looking forward to reporting back from our next Game Jam, and I hope you all got a kick out of this one!

thatgamecompany Presents.... GameJam0

Posted: 10 Mar 2008 10:30 AM CDT

This is cross posted at the Playstation Blog.

We wanted to let you let you all in on a little thing we have going on here at thatgamecompany called the 24hr Game Jam.

Championed by our lead engineer John Edwards, the 24hr Game Jam was created as a way for us to do something quick, dirty, and fun... and maybe let out a little steam in the process. The goal is always to make a game, from start to finish, on the PS3 in 24hrs. We go from 10am Saturday to 10am Sunday, and then whatever we have, we lock it up. Future Game Jams might have more specific goals, but for this first one, we just wanted to see how much fun we could make in a day. Oh, and our game designer Nick Clark wanted something that was multiplayer that we could enjoy in the office.

So welcome.... to GameJam0 : Gravediggers

Goals:

To see how much fun we could generate in 24 hours.
To make something multiplayer we could play in the office.

More after the jump!Goals:
To see how much fun we could generate in 24 hours.
To make something multiplayer we could play in the office.


Premise/Rules:

Player You are a gravedigger. There can be up to 6 gravediggers competing against one another locally. You move with an analog stick, jump with the “X” button, and shoot with Right Bumper. Oh yeah, you are a gravedigger with a pistol.


ZombiesYou are killing zombies. There are lots of them. More specifically you are collecting zombie heads. When you kill a zombie, their head pops off and you can collect them.


CryptIn order to get a point for your head, you must deposit heads into a crypt. There are two crypts on the level, but they can move around in the middle of a game.


PlayersHeadYou can shoot other players, and collect their heads. Their heads are worth more. In addition, you will be able to collect all of the zombie heads they have gathered so far.


PlayerZombieIf you are shot by another player or a zombie chomps you to death, your head will pop off and you will become a zombie. (“Rise from your grave....”) You can still chomp other players, but you can’t deposit heads, and you will remain a zombie until you find your head. If another player deposits your head in a crypt, it will pop up somewhere else on the level.

The ground is very soft. If it’s in your way, I suggest shooting a path through it. It’s a lot more fun. Every level is randomly generated.

Along the way, you might pick up special weapons:
Uzi(fast pistol)
Mines(explode on impact)
satchel charges(detonated on command)
the uber-weapon, the shotgun.

If you pick one up, it will automatically become your new default weapon.

The first player to deposit 50 heads wins. Below is a play-through with five players.


From Crackle: thatgamecompany


And there you have it! The product of 24hrs straight work on the PS3. I’m not sure if it plays well on video, but I gotta tell you the game is large amounts of ridiculous fun for us to play. Maybe you have to be there. At any rate, I’m looking forward to reporting back from our next Game Jam, and I hope you all got a kick out of this one!

仍未够班

Posted: 10 Mar 2008 10:55 AM CDT

马里奥银河61颗星达成,主线通关,前49颗在公司用了好几个晚上12点断断续续取得,后12颗最近在家里玩完。这游戏真美,也真难,关于此点,Gamasutra上已经有人评论,我暂时就不罗嗦了,等什么时候二周目,再来仔细探讨它的设计优点和精华。当然,接下来就要集中精力完成玩了20个小时,刚到第三个迷宫的塞尔达传说黎明公主了,这两天银河战士3日版也就是我们的主机可以玩的版本出了,任天堂三个代表都聚齐了……再加上我一个,够打麻将了。上家是桃子公主,下家是萨姆斯姐姐,对门是塞尔达公主。

周六晚上看ICS电视台(新开播的上海外语频道)播放的“电影”David Copperfiled,Agnes背着大卫哭的那一段,可把我感动得稀里哗啦。在IMDB翻了半天,硬是没有找到同名电影,电视剧倒是有一堆,仔细观察之下,才发现ICS是超级阉割版,是把BBC制作的同名电视剧砍的只剩一段段片段组成的“电影”。怪不得我看的时候发现剧情怎么走得那么快呢!以前只看过缩略版的小说原著,今天查了一下,国内最好的一本似乎是董秋斯的。又等不及从卓越买,就去了公司隔壁的上海书城,可惜果然只有张若谷的,我也不知道张若谷的号不好,反正人家说董秋斯的好,我就没敢买译文版的张若谷大卫。又冲到三楼,花20块买了Wordworth版的paperback原版小说。料定是看不下去的,回来还是把坎特伯雷教堂的某人写的介绍看完了……然后进入正文,果然生词很多,这毕竟不是幻想小说,随便糊弄就行,于是把书送到书架上贡起来先,现在大卫的隔壁还有当年一时冲动买的名利场,战争与和平,伊利亚特的英文版……都一个字也没有看过。所以说,还是未够班。等董秋斯的译本到了,再对照着看吧。似乎战争与和平,也有董秋斯的译本,就是不知道是不是从英文转译的了。不过卓越上好像缺货。

歇了两个星期没碰的曼昆版经济学原理,捡起来翻了翻,发现那些概念都忘光了。好记性不如烂笔头,必须做笔记啊,随便翻翻翻了就忘,有什么意思呢,仍未够班啊。

唉,我还是很喜欢Emily Hamilton这个女演员啊,她的气质和Agnes这个角色好般配!

终于开工了

Posted: 10 Mar 2008 05:22 PM CDT

  上周末回了一趟家,6号的时候家里的新房开始装修我回去的任务就是购买部分建材。

  之前设计好的装修风格和颜色搭配因为受到预算和自贡建材市场落后的限制,只能放弃绝大多数的想法才重新搭配,虽然有点遗憾,但好好再设计下应该还是能有个比较好的效果吧。其次印象最深的是感到钱花的没有一点实在感...开个单子签个名,上万块钱就数出去了,这两天花钱真是豪放型的,光是棒棒搬运建筑材料的费用就花了870...虽然预算有限但买的材料都是比较好的,硬件上的东西不能心疼钱质量必须得保证,因此很多设计上的东西就只能排后边了,以后慢慢的靠装饰来弥补吧。

  昨天返回成都,晚上把之前储存了半月的衣服全部拿出来洗掉,同时也在准备第二天的午饭。煎鸡蛋时锅里边的油还没热就转身过去给洗衣机关水,10秒钟左右再回过头来锅已经烧起来了,那个壮观的场面啊~可惜忙着灭火没录下来。抽空得把烤坏掉的排气扇给换掉。很奇怪,我不对烤坏的风扇和弄黑的炒锅心疼反倒是心疼起锅里边的那么多油...- -  油价长到90了哦~~!!!!

相片: IMG_0296

Posted: 10 Mar 2008 11:04 AM CDT

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Posted: 10 Mar 2008 11:04 AM CDT

微软为<b>独立游戏</b>开发者提供平台

Posted: 21 Feb 2008 08:31 PM CST

而这恰恰是独立游戏开发者Phil Fish想知道的最关键的问题。Fish和另外两位朋友刚刚一起在蒙特利尔成立了一家Polytron公司(Polytron Corp.),已经用XNA软件开发出了一个叫“Fez”的游戏。 Fish说即使用微软的工具软件,开发游戏也不是件容易的事。 ...

Microsoft Confirms UK Xbox 360 Price Drop

Posted: 10 Mar 2008 07:09 AM CDT

Microsoft has confirmed that beginning March 14th, all UK Xbox 360 models will see a price drop, with the Arcade and Elite models dropping £40 ($80) to £159.99 ($322, now the least expensive next-gen console in the region) and £259.99 ($524), and the standard model down £50 ($100) to £199.99 ($403), with one analyst suggesting the pressure is on Sony to do the same. In a statement on the price drop, Microsoft notes that Xbox ...

Analysts: Devil May Cry, Wii To Lead February NPD

Posted: 10 Mar 2008 05:52 AM CDT

Ahead of NPD's February North American hardware and software sales results expected March 13th, Wedbush Morgan and simExchange have posted their predictions. Wedbush's Michael Pachter has called for sales up 27 percent to $575 million, but the two disagree over whether the PS3 will continue its sales lead over the Xbox 360. For his part, Pachter posted the following predictions for February hardware results: DS: 350,000 units Wii: 300,000 units PS3: 260,000 units Xbox 360: ...

Silicon Knights' Dyack: More 'Directors' Needed In Game Development

Posted: 10 Mar 2008 05:23 AM CDT

Talking to Gamasutra as part of an in-depth interview, Silicon Knights founder Denis Dyack has been discussing game development structure, suggesting there's a "fundamental flaw" in not having directors overseeing the creative vision of games. Explaining his company's setup for the upcoming Xbox 360 title Too Human, Dyack noted: "Our philosophy: We have several directors on a project, and with engagement theory, we've got content, and story, artwork, game design, technology, and audio. We have ...

Gameloft Planning 15 iPhone Titles

Posted: 10 Mar 2008 04:41 AM CDT

Mobile game developer-publisher Gameloft (New York Nights, Block Breaker Deluxe) has confirmed its intention to develop over 15 mobile titles using Apple's recently announced iPhone software development kit. The games will be available via iPhone's App Store, expected to launch in June 2008, and Gameloft says it has already begun developing the titles. The company has already been working on games for Apple's iPod, and stated a hope that the availability of the iPhone SDK ...

Ubisoft Announces Pedometer-Driven My Health Coach DS

Posted: 10 Mar 2008 04:41 AM CDT

Ubisoft has announced it will publish My Health Coach: Weight Management for Nintendo DS in summer 2008. The title, which Ubisoft developed in its Montreal studio with the input of both a fitness coach and a nutritionist, includes a special pedometer peripheral that counts users' daily steps. Ubisoft says it designed My Health Coach: Weight Management as an "engaging and fun method to help reach and maintain a proper balance between the food you eat ...

Destineer Announces Iron Chef America For Wii/DS

Posted: 10 Mar 2008 04:39 AM CDT

Publisher Destineer has announced the licensing of the popular Food Network-based Iron Chef TV show, and will publish the Iron Chef America: Supreme Cuisine game exclusively for the Nintendo Wii and DS. Developed by Black Lantern Studios, the game is based on the highly rated Iron Chef America program, a spinoff of the worldwide hit Iron Chef, produced by Fuji Television. In addition, it's been confirmed that Iron Chef America: Supreme Cuisine will feature the ...

Take-Two Creates EA Buyout Severance Plan

Posted: 10 Mar 2008 04:35 AM CDT

Take-Two has reportedly created a severance plan to take care of employees who may be laid off in the event of an acquisition, following Electronic Arts' $1.9 billion buyout offer. According to Reuters' report, an SEC filing shows that the plan would give executives up to 1.5 times their salary and bonus for 18 months if they are fired without cause within a year of a change of company control. The filing also shows six ...

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Game Culture Vultures: Parkour

Posted: 11 Mar 2008 11:00 AM CDT

This in-depth Gamasutra article looks at how Assassin's Creed and Crackdown were inspired by free running sport Parkour - just how well did they take the authentic cultural trend and apply it to gameplay?

BLOG維護通知〜お知らせ

Posted: 11 Mar 2008 07:33 AM CDT



2008年3月12日下午的1點到5點,本BLOG將進行系統維護。
頁面將無法正常顯示,望周知。

2008年3月12日(水)13時〜17時頃まで、ブログシステムのメンテナンスを行う予定です。
この間サイトにアクセスできなくなります。
終了時刻は前後する場合がございますのでご了承ください。

Arcane Election Rules

Posted: 11 Mar 2008 10:41 AM CDT

My experience with the Texas Primary was not unlike Scott’s, only we were attempting to fit about 500 people into a 35-man classroom on a college campus. We ended up forming two lines, going down the hall each way, each supporting a different candidate. Somehow, I was drafted into actually playing traffic cop for these two lines. Fortunately, I had the foresight to put the Obama line down the long hall.

My coworker, who is from France, is completely baffled and befuddled by stories such as these, especially when you get to the part where Obama lost the primary but (probably) won the caucus in Texas.

At some point to him, I said to him that he was a game designer, and therefore was expecting the rules to be uniform and expected, like chess. But primary politics isn’t like chess. It’s more like playing Magic, where you think you know the rules, and then someone comes along and plays an ancient card you’ve never seen before, and you say, “Wow, that’s completely broken. I can’t believe they printed that.” And then we talked about Mao for half an hour.

Anyway, today’s wacky game rule: in the Democratic party’s ‘democratic’ system, states that voted in May/June would get a 30% democracy bonus! It is unknown at this time whether, upon casting their votes, voters would hear a voice say “VOTING RAMPAGE!”

Gaming With Gygax

Posted: 11 Mar 2008 10:50 AM CDT

Mike Rubin sent me this lengthy, "think piece" article about Dungeons & Dragons. It's long, includes extensive research, talks about the history of the game and some of its mechanics. There's an interview with Lorraine Williams, who took over TSR (and the D&D brand) from Gary Gygax in the early 80's. And it culminates in a D&D game with Gary Gygax himself a couple of years ago.

Destroy All Monsters at The Believer

An excerpt:
Wayne and I took Gygax to lunch at an Italian restaurant on the outskirts of Lake Geneva: an expensive place, Gygax warned us. Our sandwiches cost six or seven dollars each. After lunch, we returned to his house to play some Dungeons & Dragons. Wayne and I felt curiously listless; it had already been a long day of talking; Wayne wasn’t sure he remembered how to play; I would have been happy to go back to our motel room and sleep. This happens to me often: I decide that I want something; I work and work at it; and just as the object of my quest comes into view, it suddenly comes to seem less valuable, not valuable at all. I can find no compelling reason to seize it and often I don’t. (This has never been the case, curiously, in role-playing games, where my excitement increases in a normal way as the end of the adventure approaches. Which is probably another reason why I like the games more than the life that goes on around them, and between them.) I wonder if we would have turned back, if Gygax hadn’t already gone into the house and come back with his purple velvet dice bag and a black binder, a module he wrote for a tournament in 1975. This was before the Tolkien estate threatened to sue TSR, and halflings were still called hobbits. So I got to play a hobbit thief and a magic-user and Wayne played a cleric and a fighter, and for four and a half hours we struggled through a wilderness adventure in a looking-glass world of carnivorous plants, invisible terrain, breathable water, and so on. All of which Gygax presented with a minimum of fuss. The author of Dungeons & Dragons doesn’t much care for role-playing: “If I want to do that,” he said, “I’ll join an amateur theater group.” In fact, D&D, as DM’ed by E. Gary Gygax, is not unlike a miniatures combat game.
Enjoy!

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Rampant Games: Games With Personality!


Latest games at Rampant Games: Depths of Peril and Eschalon: Book 1

“Wii Ware”频道3月25日推出

Posted: 11 Mar 2008 10:27 AM CDT

 
任天堂宣布“Wii Ware”频道将于3月25日在日本推出,该频道以低廉的价格提供一些游戏下载(不同于原来的“模拟器”频道),用户可以通过“Wii点”(大约1日元可以兑换1“Wii点”)购买这些游戏,保存在sd卡里。
 
和“Wii Ware”频道同期推出的9款游戏如下:
 
——马力奥医生(售价:1000 Wii点;厂商:任天堂)
 
——牧场口袋妖怪(售价:1000 Wii点;厂商:任天堂)
 
——最终幻想水晶编年史新作(售价:1500 Wii点;厂商:square-enix)
 
——Star Soldier R(售价:800 Wii点;厂商:hudson)
 
——《ことばのパズル もじぴったんWii》(售价:1000 Wii点;厂商:namco)
——注:这个作品的nds版在2007年日本游戏销量榜中排名40位( http://blog.sina.com.cn/s/blog_4938f71b01008beu.html
 
——乒乓球(售价:500 Wii点;厂商:ARC SYSTEM WORKS
 
——LONPOS(售价:1000 Wii点;厂商:元气)
 
——纸牌(售价:500 Wii点;厂商:G-mode
 
——サクサク アニマルパック(售价:1000 Wii点;厂商:konami)
 
从上面的游戏看来,大部分都是“小品”游戏,不过这些不重要,重要的是“Wii Ware”频道是一种新的渠道尝试,这种低成本商业模式也给了一些小厂商甚至个人的作品有出头的机会,如果能在“Wii Ware”频道的长期运营中出现一两款受欢迎的作品就是成功了。
 
相关链接:
http://blog.sina.com.cn/s/blog_4938f71b01000ecv.html
“Nintendo Conference”2007秋公布的“Wii Ware”频道
http://blog.sina.com.cn/s/blog_4938f71b01000eek.html
长尾理论

欧洲xbox360降价

Posted: 11 Mar 2008 10:08 AM CDT

去年ps3在全球市场掀起了一片降价风潮,出了不少风头,今年xbox360也不甘示弱,开始在欧洲降价了。
 
 

微软宣布从3月14日开始,欧洲市场的各种版本xbox360主机都将降价80欧元:带20G硬盘的通常版降价到269.99欧元,带120G硬盘的精英版降价到369.99欧元,而收录的“xbox live街机软件”的入门版降价到199欧元。

 

原来欧洲的xbox360比美国和日本都要贵,不过这次降价之后基本和其他地区持平.鉴于Wii在欧洲的价格是249欧元,所以xbox360最便宜的入门版已经成了新世代机中最低价格的硬件了。

 

再次感慨一下:有竞争是好事啊……

 

相关链接:

http://blog.sina.com.cn/s/blog_4938f71b01000el6.html
2007年的xbox360日版降价

nds《模拟城市DS2》

Posted: 11 Mar 2008 09:48 AM CDT

2007年2月22日发售的nds《模拟城市DS》在2007年度日本游戏销量榜中排名87位,累计销量接近20万( http://blog.sina.com.cn/s/blog_4938f71b01008beu.html )。这是全球鼎鼎有名的第三方软件厂商ea在2007年的日本游戏销量榜中排名最高的一款游戏,当然这也体现了ea在日本的号召力远远比不上欧美。
 
20万销量说多不多,但能够挤进年度游戏销量top100也算不错了。既然有这样一个好的开始,续作《模拟城市DS2》将于2008年3月19日在日本发售,这次加入了时代变化而影响到建筑风格的设定(有点像“帝国时代”?)。
 
 
而本作的广告也将于3月11日在日本各大电视台播放,广告由野間口徹出演。
 
 
相关链接:
《模拟城市DS2》封面

Backgammon Masters Adds Bulgarian

Posted: 11 Mar 2008 09:03 AM CDT

Backgammon Masters has recently added the Bulgarian language to its 21 Blackjack and Poker Software. Now you can select Bulgarian ...

奇爱小子和游戏世界·以造物主的名义·影响力、数字和明星

Posted: 11 Mar 2008 10:03 AM CDT

I never think of the future - it comes soon enough.
阿尔伯特·爱因斯坦 [Albert Einstein] (1879 - 1955)

电子游戏在今天的世界上有怎样的影响力呢?

从媒体调查和报告中获得的数字就让我吃了一惊:

在美国这个电子游戏最大的市场中,2007年游戏机和游戏软件的销量达到了惊人的180亿美元,而且这个成绩还是在美国整体经济略有下降的背景下取得的。

而在中国,2007年网络游戏的市场规模达到了93.6亿人民币,中国网络游戏用户达到4800万。

仔细打量身边的世界,便不难理解这些数字的具体意义了:地铁上每节车厢里都有手拿PSP(SONY推出的便携式游戏机)的小伙子或漂亮姑娘在专心奋战;国产网络游戏《征途》的广告在数个电视台的黄金时段播出;每个写字楼的电梯里都有人在谈论前一天在《魔兽世界》(全世界最流行的网络游戏)里发生了什么事;很多商场里都有了属于任天堂次世代游戏机“Wii”的展台...

与市场成绩大获全胜相呼应的,正是游戏制造商们在近两年将高新技术和想象力完美结合,所推出的一个又一个“明星”的抢眼表现:

Wii
2007年电子游戏界的头号明星就是任天堂生产的全新概念游戏机Wii(读做[wi:]),因为它真正拓宽了游戏市场,吸纳了数以千万计的“非玩家”进入游戏世界,其中相当一部分是拥有强大购买力和充足时间的家庭主妇,而Wii极具亲和力的酷似电视遥控器的控制器、清新可爱的视频画面、以及具有运动瘦身功能的可选部件,对于她们都有着致命的吸引力。而且Wii的游戏提倡健康益智,玩游戏的人兴致勃勃,看着别人手舞足蹈的玩更是妙趣横生,非常适合全家人一起游戏。Wii改变了电子游戏以往在人们心中神秘和危险的印象,将游戏有益于身心健康的一面完全的展现在了社会大众面前。

魔兽世界(World of Warcraft)
暴雪开发的简称为WOW的魔兽世界之所以成为电子游戏界最闪亮的明星之一,有着双重意义:第一,魔兽世界在2007年注册用户数量超过1000万,不仅成为了历史上最成功的网络游戏,也标志着网络游戏的全面振兴;第二,无论是在北美、欧洲、韩国、中国还是其他互联网可及的地方,魔兽世界都具有相当强大的号召力,这种超越了不同文化界限的商业成功,标志着电子游戏也有可能在将来像好莱坞电影一样,成为同步世界各地的文化形式。

PS3和蓝光(Blue-ray)
2007年SONY推出的次世代游戏机PS3,是全世界最早使用蓝光光碟(Blue-ray Disc)存储技术的电子产品。如果你不了解蓝光光碟的话,不妨把它想象成为1994年的DVD光碟。一向在技术领域走在时代前沿的SONY,在这次存储媒介的更新换代中勇敢的使用了游戏机产品作为先锋。拥有可存储几十G多媒体数据的蓝光光碟作为载体,PS3上的游戏可以在超大屏幕的高清电视上展现精美锐利的画面。而游戏玩家和电影爱好者为了获得最顶尖的视觉效果,又不得不购买更大分辨率更高的电视来配合PS3达到最完美效果。也就是说,一次影音娱乐的革命正在到来,而次世代游戏机正站在革命的最前列。

战争机器(Gears of War)
战争机器是Epic Games和微软游戏工作室在次世代游戏机Xbox 360上推出的动作射击游戏,讲述人类英雄们为抵抗外星侵略者而战斗的史诗科幻故事。战争机器将细腻锐利的画面表现,充满动感而宽阔大气的舞台,残酷血腥的战斗场面完美融合,无论是视觉效果还是游戏体验上都到达了前所未有的高度。最令人印象深刻的就是当远距离射击无法确实击杀敌人时,玩家控制的人类英雄能够无畏的冲向敌人身边,打开装置在机枪上的电锯将外星怪兽锯成两半!...那一瞬间无数鲜血喷溅在镜头上,手柄震动的几乎无法握住,强烈的代入感让每一个尝试的玩家欲罢不能。战争机器作为次世代游戏中的佼佼者,用完美的视觉画面和令人热血沸腾的交互体验,开始挑战IMAX电影在给人视听感受上的极限。

上面的描述应该能够让你对电子游戏的现状有一个较为具体的认识,概括来说,电子游戏业,正使用着家电和IT领域的最前沿技术,用最绚丽的画面和最逼真的感受威胁着电影这一娱乐产业老大的地位,并且使用最便捷最具亲和力的方式走进了社会大众的日常生活。

而这些耀眼的明星,几乎全都是各大公司在近两年内推出的“新人”,如果在今后业界技术更加成熟,人气不断积累的情况下,它们还会给世界带来更多的惊喜吗? 我不知道,而我也不用想象未来,因为现在的电子游戏已经超越了想象。

...

Exclusive: Inside The Making Of Call Of Duty 4

Posted: 11 Mar 2008 05:41 AM CDT

The new March 2008 issue of Game Developer magazine has an exclusive creator-written article on the making of Infinity Ward's Call Of Duty 4, and Gamasutra has extracts from the piece, discussing a second 'new IP' team once working at the developer and the relative successes of CoD4's PC and Xbox 360 demos. The postmortem, written by Infinity Ward's Zeid Rieke and Michael Boon, is described by the Game Developer editors as follows: "Call of ...

Take-Two Shareholders Reduce Investment

Posted: 11 Mar 2008 05:08 AM CDT

The two largest shareholders in Take-Two Interactive have reduced their stakes in the publisher and owner of Grand Theft Auto developer Rockstar Games, as an apparent further example of shareholder unrest following EA's proposed takeover. Take-Two's biggest shareholder, U.S. based mutual fund company Oppenheimer Funds, cut its share holdings from 23 percent to 11.5 percent on Monday. At the same time FMR LLC, parent company for the Fidelity mutual funds, has dropped its stake, previously ...

Nintendo Reveals WiiWare Pricing

Posted: 11 Mar 2008 04:53 AM CDT

An update on the official Japanese WiiWare website has revealed the initial pricing for the first titles to be available on the new download service, with the cheapest costing the equivalent of $5 and the most expensive listed at $15. A total of nine titles are scheduled to be released on the launch date, with the service offering originally developed download titles as opposed to the retro emulations of the Virtual Console. The cheapest game ...

Army Of Two Invades UK Sales Charts

Posted: 11 Mar 2008 04:13 AM CDT

Electronic Arts' heavily advertised Army of Two has topped both the combined and individual format charts this week in the UK. It becomes the first new intellectual property to hit the number one spot this year and Electronic Arts' first new IP at number one since Black two years ago. The Xbox 360 version topped the individual formats charts, with 66 percent of sales, with the PlayStation 3 version coming in at number five. The ...

Microsoft Unsuccessful At Immersion Lawyer Block

Posted: 11 Mar 2008 04:56 AM CDT

Microsoft has lost some ground in its ongoing legal battle against Immersion, holder of the patent on video game controller 'rumble' technology, according to a new report. When Immersion sued both Microsoft and Sony for patent infringement in 2002, part of Microsoft's $26 million settlement agreement with the company reportedly stipulated that it would be entitled to a payment in the event that Immersion reached a settlement with Sony as well. Sony did reach a ...

SXSW: Panel Talks The Female Takedown of Casual Gaming

Posted: 11 Mar 2008 05:22 AM CDT

The game audience is diversifying -- but what about game development? Is that diversifying in a similar way? And how do women gamers consume games? At Austin's SXSW event, Kongregate's Jim Greer, Foundation 9's Jane Pinckard, PlayFirst's John Welch and Michael Cai of Parks Associates discussed drawing more women into the casual space, in a panel moderated by Scale Venture Partners' Sharon Wienbar. Talking Demographics "26 percent of our designers are female," Welch began. "Unfortunately, ...

Opinion: On 'Completion Anxiety Disorder'

Posted: 11 Mar 2008 05:08 AM CDT

[In this column originally posted at sister editor weblog GameSetWatch, Gamasutra's Leigh Alexander wonders why we're completing fewer and fewer games these days -- and speculates that the usual excuses, like time shortage and a culture of impatience, might be paper tigers for the real culprit.] If you're reading this column, you definitely own at least a couple video games. You probably own several, and some of you are the custodians of an innumerable collection ...

Q& A: Ookibloks' Flanagan On His Ocean, Sega Past And Indie Future

Posted: 11 Mar 2008 04:55 AM CDT

A clearly Japanese inspired art style and aesthetic is something that normally garners a moderate amount of eyebrow raising when executed by Westerners. However, in the case of the IGF 2008 nominated Ookibloks, it actually turns out that there's more to the game's main designer than initially meets the eye - and we chatted to Brian Flanagan about his influences in creating the 2D puzzle-action title. Growing Up Next To A Northern Ocean Like many, ...

Casual Games Technology Hurdles for Newcomers

Posted: 11 Mar 2008 10:16 AM CDT

Before Lex Venture, my previous experience on game development was mostly on Flash/Shockwave small games and a 3D playable demo of a DirectX 9 game (which never came close to Alpha, but it was nice).

This article is aimed on developers of other game trends and markets (core 3D, indie, mobile, etc) who plan to give PC casual game genre a try on future projects, like we did. When you are going to develop quality casual games using hardware accelerated technologies, the following hurdles must be considered early on the project.

1. Integration with the OS

Many casual players talk on instant messengers, send e-mail, write on Facebook and things like that while playing the game. They ALT+TAB frequently, they use the windowed mode frequently, and everything must go smoothly when an IM window pops in. The present “Internet generation”, by the way, is much used to multi-tasking, so this behavior will only be more present in the future. Therefore:

  • Players like windowed mode. Make sure it’s in your game options.
  • The memory usage must be low, to avoid OS hangs when the user ALT+TAB from your game on a 256-RAM computer.
  • If the user is on the windowed mode, the game must be completely paused - including music and particles - when someone poke the player on IMs, or when the download manager pops a message, etc. If the user is using full-screen it’s open to debate if the game should minimize or keep the game running and allow the “blip” sound of the IM warn the user.
  • Unpausing must be also very straightforward, the user must simply click on the window.

2. Old computers / on-board video cards

Casual gamers don’t update the hardware often. In fact, since they also play while working, they will use terrible on-board video cards. Expect hardware compatible with old DirectX 7 or 8 – on some cases, not even that, and the game will need software-render. Remember that “Windows-ready” computers with on-board video-cards tend to not support OpenGL very well - some of them completely suck on OpenGL mode. So if you’re running under Windows, don’t risk: use DirectX or software render.

RAM limitation is also and important topic, especially if the on-board video card is using a piece of it through some shared video memory schema. Commonly, it will reserve 64 MB of RAM.

3. Save game / Load game

Save games on casual games works differently from core titles. The save game is associated with a player “account”, not with a save slot. More important, since casual game sessions are short (10-15 minutes) but frequently (more than 5 times a day), the user must be able to quickly quit and return later with the very same state he left. So, save games must be recorded every game turn or every couple of minutes without hanging the gameplay.

4. Loading screens

Load screens should present smooth animations that indicate the amount already loaded - like filling bars and walking characters. It helps to keep players waiting. However, to successfully implement smooth animations during loading times (which, you know, hangs a lot!), we will spell the magical word: “multithread”.

Multithread is not easy! Even when implemented only for these loading times. By the way, don’t multithread on casual games for anything else - dual core PCs are still not as widespread as the casual market requires. An exception would be if you are aiming for XBOX Live Arcade or other present-gen console network.

5. Mini-games variety

On the present standards of casual games, you should think on adding variety to gameplay – mini-games, bonus levels and special levels with different mechanics. You have to foresee the possibility of switching the gameplay mechanics between stages. Don’t overlook this analysis - it will really add to development time and force you reworking many codes if you later decide to integrate mini-games on the project without planning for it since the beginning. In our case, implementing the Boss Battle of Lex Venture later added roughly 2 months to the schedule.

6. Switch fullscreen/windowed

On a number of 3D games, you have to restart the game if you want to make the fullscreen/windowed transition. game developers already know why - the game needs to destroy the fullscreened 3D video device and create a new windowed one, hence re-creating every mesh, texture, scene nodes, particles of your game state. Hence some core games tell the player to restart the game so changes can “be applied” and the whole thing will be re-created naturally on the next load.

Asking the core player to restart his 3D game is acceptable on some cases – asking the casual player to do the same is not. Either your engine support switching, or you will have to program an engine wrapper and make the game on top of it, to facilitate the switch fullscreen/windowed feature.

7. 3D technology and 2D graphics

I like 3D graphics! But casual players don’t care if the graphic is either 3D or 2D. Graphics just have to give the game the proper look, make it unique and allow the game to run on casual players’ machines. That’s the tricky part, because they could be using a crappy video card and have DirectX 9 fancy graphics slowly emulated on software - or, more commonly, not even rendered!

Put as much 2D graphics as you can, even if on 3D billboards. Use 3D meshes for specific objects which will provide that unique feel on the game - but always keep poly count under control. Those old days of obsessively counting polygons are back. :) On Lex Venture we used 3D for letters and board platforms, which were cubic and rectangular forms with very few polys.

Also, take a look on my previous article on fancy and lightweight 2D graphics.

8. Security Wrappers and Setup Packs

That is a must on a market dominated by the downloadable try-before-buy model. The technology - engine or framework - you chose must be completely compatible with the main DRM solutions for casual games. True there are many proprietary DRMs you won’t have access to test your technology, like PlayFirst’s, Big Fish’s and Mumbo Jumbo’s. But others like Softwrap, Trymedia and Game Shield are available for use after signing up.

Also, wrapping things and creating setup packs takes time. Specially if you are trying to use the most advanced security functions, which might demand changes on your code. If you don’t have a publisher to do it for you, reserve yourself at least two weeks on that, not counting the approval time of the DRM provider if it’s necessary (like with Trymedia).

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

YouTube of the Week: ROFLMAO! Edition

Posted: 11 Mar 2008 08:37 AM CDT

Backgammon Masters Adds Bulgarian

Posted: 11 Mar 2008 09:03 AM CDT

Backgammon Masters has recently added the Bulgarian language to its 21 Blackjack and Poker Software. Now you can select Bulgarian ...

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Coming This Fall: MotorStorm 2

Posted: 12 Mar 2008 12:44 PM CDT

You may have wondered what that counter was ticking down to on top of Threespeech, or read bits of information on sites like on Eurogamer, or recently dropped by IGN for the video reveal - but here’s the news in its entirety: MotorStorm 2 is coming this fall.

The MotorStorm style of anything-goes racing is moving from the mountainous desert to a lush Pacific island, replete with thick swamps, dense jungle, towering peaks and steaming volcanoes. You’ll be rampaging through thick mud, tangled undergrowth, swift flowing rivers, and searing lava pools of this new location with all of the vehicles familiar to players of the first MotorStorm: ATVs, rally cars, buggies, motorbikes, race trucks, mudpluggers and Big Rigs. Joining the cast is the new monster truck class, likely to become a fan favorite (check out the video below).

It’s still a bit early, but here’s what we can confirm as far as features are concerned: 16 new multi-route tracks, 16 players can race head-to-head online, and a hugely requested feature hits MotorStorm: 4-player split-screen mode.

We’ll have more updates as MotorStorm 2 nears release, but in the meantime, take a look at the new environments and new monster truck in this just-released trailer.

The Future of Indie RPGs - Indies of the Round Table #2

Posted: 12 Mar 2008 12:22 PM CDT

Last month, we introduced the "Indies of the Round Table." This consists of a panel of indie computer Role-Playing Game (RPG) developers who emerge from their dungeons and secret laboratories where they are laboring on their latest projects so that they can discuss various topics concerning their craft. They range from experienced vets with years of experience doing what they do, to new developers making a splash with their freshman projects; hardcore to casual; freeware to commercial; single-player to massively multiplayer game makers; and hardcore to casual.

Last month, they hammered away at the question, "Why Indie RPGs?" This month, they gazed into the future.

I remember too clearly the "golden age of shareware" in the early 90's, where companies like id Software, Apogee, Epic Megagames, and others transformed the face of gaming. And I have seen how casual games have risen from being just another niche indie game category to becoming practically an industry unto itself. I've seen web-based gaming grow, and broadband and torrents change the definition of a "small download." And as a gamer, I have seen some of my favorite game genres vanish, and then sometimes re-appear. And do I even need to mention how much better the graphics are today from fifteen years ago?

Things change. Rapidly. So this made me wonder - what does the future hold for indie games, and specifically for indie RPGs?

What Does the Future Hold?
Question: When asked about their expectations of future games, many mainstream developers reply with stock answers about ever more realistic graphics and rarely-realized promises of more believable AI. Indie RPG developers, on the other hand, have to make advances in different areas and small innovations. In the past, this has included capturing the attention of new audiences, creating wild hybrid games (such as found in Dwarf Fortress, or ... some titles by these panelists!), and revisiting older, classic ideas with modern technology and design sensibilities.

Assuming it won't expose any of your secrets for world domination, could you peek into the crystal ball that was issued to you with your license to make RPGs, and tell me what you think the future holds for indie RPGs in, say, five to eight years? What, if anything, might be different from the landscape today, both in the games themselves and how we obtain and play them?

The developers respond:

Thomas Riegsecker, Basilisk Games ("Eschalon: Book 1"):
I think the biggest challenge to indie developers is in expanding our customer base which has been shrinking for the past 20 years. A large portion of my customers are older- those who used to play Ultima on their parent's computer in the 80's. As an indie I can't afford a team of artists and a CryENGINE license for my games, so it is very hard to attract younger players who are looking for that type of experience. Along those lines, many younger players don't fully appreciate traditional role-playing because they've only been exposed to Action RPGs and MMOs. The good news is that I think indie RPGs have made great steps forward in terms of visual presentation and game play, and as our mainstream coverage expands we are likely to see our customer base grow. Here at Basilisk Games we are very excited about our plans for the next five years and despite the challenges, the future looks good for indie RPGs.

Jeff Vogel, Spiderweb Software ("Avernum V," "Geneforge 4," etc.):
It is beyond the capacity of an Indie to compete in the graphics area, and it is beyond the limits of our technology to create more than the barest improvements in AI. Where Indies can compete is in the area of storytelling and design.

For example, I am just starting the fifth and final part of our epic Geneforge series. I think that these are truly innovative games. They take place in a unique world ruled by a secretive sect of wizards (called Shapers) who create new forms of life to serve them.

They are completely wide open games. You can choose which side you fight for, even joining forces with the so-called "bad guys," and find interesting and satisfying endings. You can advance using combat, or never attack anything directly and instead use stealth, trickery, and diplomacy. You can play a solitary character or make a horde of fanatically loyal monsters to serve you. Fans of the series really appreciate the many meaningful choices available to them.

You can do this sort of thing on a low budget. I don't dream about a fancy graphics budget anymore. I look for the areas where I can excel, and I focus on those.

Steven Peeler, Soldak Entertainment ("Depths of Peril"):
Well much of the next few years will be the same as usual. The retail market will create games with better and better graphics with possibly some small innovations, but will essentially turn out clone after clone. Whereas indies on the other hand as a group will try out lots of new ideas. The past has shown that indies will explore the possibilities much more. We will blur the lines of the genres (Depths of Peril), create old school games that the retail market has abandoned (Eschalon/Avernum), create very unique heroes (Mr. Robot), create more casual RPGs (Fate), create games that you have many short play throughs instead of one long play through (Fast Crawl/Cute Knight), and on and on. These are just a few past examples. I see indies continuing like this and innovating in and exploring areas the retail market won’t go, well until an indie proves that it can make lots of money and then the retail market will gladly follow.

The big difference I see than in the past is that indies will start getting on more consoles through things like Xbox Live Arcade. This should be great for both indie companies and gamers. Indies will get a larger audience and more gamers will discover that there is a lot more out there than what sits on store shelves.

Amanda Fitch, Amaranth Games ("Aveyond 2: Ean's Quest"):
I think we are going to see lots of innocent-looking games that are serious games in disguise. Maybe Brain Age meets Guitar Hero? Wii Fit is a good example of what I'm talking about. Okay, I'll be honest... I am dying to get Wii Fit, and it can't get to the USA fast enough. I hate working out in front of other people. Gyms are the worst. I love the idea that I can get a workout and play a game at the same time. I want to play a game that keeps track of my physical stats and lets me log on to the Internet so that I can compare my stats to others and compete for awards. Weird huh? I WANT IT!!!! :-)

As for what's coming for RPGs? At GDC two years ago, I got to put on some video glasses that actually put me into the game. I looked up, I saw the sky, I looked down, I saw boxes that were flawlessly 3D. The world was Real and it was amazing. If my dreams come true, these glasses and games will be affordable and main stream. I still love 2D RPGs, but I dream of the day when I can walk around in fantasy world, not view it on a TV screen.

Georgina Bensley, Hanako Games ("Cute Knight Deluxe"):
Hmm... I think 'community' is going to become a bigger thing.

A general survey of geeks will show that many of them really want to make an RPG, but don't have the time or resources or patience. And with Neverwinter Nights we saw outpourings of people releasing mods, given tools. So far indie RPGs haven't gone too much for community content, that I know of. I expect there to be more games that allow players to create their own monsters, quests, and dungeons, and share them through the official site, both to engage players and as an anti-piracy mechanism. With NWN, if you wanted to plug your great new module on the Bioware forums, you needed to be a registered game owner.

There may also be developments in small-scale multiplayer, the sort of thing that the big companies aren't interested in. They want massive, worldwide games. 'Host your own multiplayer dungeon for your friends' is something indies could offer.

Josh Engebretson, Prairie Games ("Minions of Mirth"):
I think product deployment and compatibility are major improvement areas for the future. The focus will be the web which is slowly becoming a viable deployment platform. There are a number of cross browser/cross platform tools such as Silverlight, Java, Flash, and the new Director 11 that will play a major part in allowing customers to easily stream games. This will avoid the download, install, and compatibility issues that especially plague indie game companies.

There are already some great examples of browser games. The line between "browser games" and "desktop games" will be completely blurred. This is already happening and we're seeing major investment from companies like EA into web deployment. As most indie game companies depend solely on web based sales, I think this is an important place for indies to be as well.

Mike Hommel, Hamumu Games ("Loonyland 2: Winter Woods"):
I think the biggest thing to see for indie RPGs in the future, as opposed to mainstream ones, is going to be the variety. Which is to say we'll see lots more of the same from indies - Spiderweb will release Geneforge 11 (Woops! Not according to Jeff, up above -- Jay ), there will still be a dozen new games that look like Dragon Warrior and Final Fantasy 2, a bunch more low-quality 3D ones, and a handful of ASCII things.

That's not to say there will be nothing new - there will be tons. And those above games will include innovations and unique features. It's just that, unlike in the mainstream, indies don't drop technology and style because it's "old". A Final Fantasy style can still be fun and engrossing and tell a story. In the mainstream, you won't find a single game that isn't a perfectly ordinary full 3D world, and that's a shame.

The other thing will be even more crossover. More things like Puzzle Quest, or games like Sorcerian (a very old game - a side-scrolling platformer that was also a full party RPG with all the trappings), or Depths Of Peril. Mixing RPG with every other type of game. Mmm, remember Autoduel? There's already enough argument over what constitutes an RPG, and that will only get more blurry. I mean, think of God Of War - pure action game, but the RPG elements are all there, with the different skills/weapons you level up, and very much focused on a storyline. About the only difference between that and a recent Final Fantasy game is the interface for smashing the enemies. Maybe every game will be an RPG in the future!

I'm not much of a business guy, so I will leave the Steam/iTunes discussions to others. I will say that downloads are the future in every field (I see nothing but pronouncements of doom for Bluray, saying downloads are going to supersede it in a few years), they just happen to already be the norm in gaming.

I just hope real broadband makes it out into the desert here by then.

Jason Compton, Planewalker Games ("The Broken Hourglass"):
I'm sure things will be different in some way, but I don't see any major breakthroughs on the horizon which would make things "easier" or "better". In my view, the amount of reach a true independent developer has into the increasingly preferred gaming platforms is tiny and shrinking. You may know friends whose faces are always glued to Final Fantasy or Golden Sun on their DS, but there's also never going to be an independent market on mainstream handhelds. (Yes, I said "never." I used to think that the industry was due for an early 80s-style crash which would flush out the excess and open things up again, but I think they've managed to dodge that.) Control over the downloadable content markets on consoles is only going to get tighter. And never mind the mobile phone market you'll never get a sniff of as an indie, either.

On the desktop, I expect library aggregators like GameTap to continue building loyalty and depressing prices with vast catalogs of paid-for content (the downside, from the perspective of contemporary creators, of the "long tail" phenomenon.) And even for hardcore desktop gamers, AAA titles on the high end and "hey, look at this funky Flash game I found today!" on the low end will continue to cover most of what's left.

So, no, I don't suggest banking your money now and waiting for the technology to change.


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

Wii《家庭训练员》发售日和新画面

Posted: 12 Mar 2008 10:09 AM CDT

曾在blog提过多次的属于bandai-namco的“家庭”系列之一的Wii《家庭训练员》预定将于5月29日在日本发售,之前三个作品分别是:《家庭滑雪》1月31日、《家庭骑师》3月6日、《家庭棒球》预定3月27日。不到半年就出了4个作品,这开发速度算是够可以的。
 
 
本作和附带平衡板的《Wii Fit》一样附带了一个外设,类似跳舞毯,但键位设置有所变化,大概是不想让konami抓住把柄(笑)。按说Wii上的脚踏型外设已经有平衡板( http://blog.sina.com.cn/s/blog_4938f71b01008jrx.html )和跳舞毯( http://blog.sina.com.cn/s/blog_4938f71b01000cpf.html )了,再专门为一个游戏另外出一个大同小异的外设实在有点浪费资源,但这或许是厂商各自都有小算盘吧,也是没办法的事情。
 
从上面的画面可以看出本作和《Wii Fit》的走健身软件路线以及《DDR》的走音乐游戏路线还是不太一样的,而是比较偏向聚会型游戏的内容,应该说和前两者走的是差异化路线,但是否能引起用户的兴趣呢?
 
相关链接:
http://blog.sina.com.cn/s/blog_4938f71b01000e2e.html
bandai-namco开发Wii运动软件
http://blog.sina.com.cn/s/blog_4938f71b01000e2x.html
Wii《家庭训练员:体育运动世界》官网
http://blog.sina.com.cn/s/blog_4938f71b01007zhk.html
bandai-namco的“家庭”系列
http://blog.sina.com.cn/s/blog_4938f71b010085b9.html
bandai-namco“家庭”系列新画面

日本3月3日-3月9日游戏销量速报

Posted: 12 Mar 2008 10:02 AM CDT

本次速报来自fami通网站

 

1 ps3 NEW 龍が如く 見参! sega 2008/3/6
2 ps2 1/- 高达无双Special bandai 2008/2/28
3 Wii 2/3 Wii Fit 任天堂 2007/12/1
4 Wii 3/2 大乱斗X 任天堂 2008/1/31
5 Wii NEW 银河战士prime 3 任天堂 2008/3/6
6 nds 4/- SOMA BRINGER 任天堂 2008/2/28
7 Wii 9/9 Wii Sports 任天堂 2006/12/2
8 psp 6/4 无双OROCHI koei 2008/2/21
9 nds NEW 多拉A梦:のび太と緑の巨人伝DS sega 2008/3/6
10 Wii NEW 大家的常识力电视 任天堂 2008/3/6

 

本周新作封面:

 

 

更详细销量情况参见:
http://tgfc.qwd1.com/club/thread-5955813-1-1.html

 

相关链接:
http://blog.sina.com.cn/s/blog_4938f71b01008lbb.html
3月6日新游戏销售情况速报:像龙一样的男人

Interview: Inside The AI Of S.T.A.L.K.E.R.

Posted: 12 Mar 2008 05:45 AM CDT

The post-nuclear PC first-person title S.T.A.L.K.E.R.: Shadow of Chernobyl, developed by Ukrainian developer GSC Game World, is acclaimed for its non-linear gameplay and surprisingly complex NPC AI. Therefore, Gamasutra had a chance to team with AIGameDev.com and interview Dmitriy Iassenev, the man behind the AI and A-Life system in S.T.A.L.K.E.R. Here, Iassenev discusses the complex artificial life system and its implementation, complete with multiple takeaway lessons from the development process: Could you tell how you ...

Brash Inks Film License Deal With Folklore Dev Game Republic

Posted: 12 Mar 2008 04:20 AM CDT

Brash Entertainment (Alvin and the Chipmunks, Jumper) has announced it will collaborate with Japanese studio Game Republic on an unannounced game based on a Hollywood film. Game Republic was founded in 2003 by veteran producer Yoshiki Okamoto, credited with the development of major franchises such as Street Fighter and Resident Evil during a long tenure at Capcom. The company's most recent titles include Folklore and Genji for the PS3. Brash co-founder, chairman and CEO Mitch ...

Nintendo Details Forthcoming Mario Kart Wii

Posted: 12 Mar 2008 05:04 AM CDT

Nintendo has officially announced that the latest in its seminal Mario Kart series, Mario Kart Wii, will be released on April 27th in North America, with its own exclusive Wii channel, Mii and online support, and the Wii Wheel peripheral. First announced at E3 of 2007, Nintendo says the game will include online support via the Nintendo Wi-Fi connection for multiplayer races of up to 12 players. The game will include 16 new and 16 ...

Critical Reception: Nintendo/Game Arts' Super Smash Bros. Brawl

Posted: 12 Mar 2008 04:50 AM CDT

This week's edition of the regular Critical Reception column examines online reaction to Super Smash Bros. Brawl, a new entry in Nintendo's trademark fighting game series that critics describe as "completely engrossing" and "more accessible and fun than ever before." More than five years after its initial worldwide release, the franchise crossover fighter Super Smash Bros. Melee remains one of the Nintendo GameCube's most popular and most sought-after releases. Demand for the title continues to ...

Harmonix Files, Withdraws Activision Lawsuit

Posted: 12 Mar 2008 04:25 AM CDT

Officials from Rock Band developer Harmonix have withdrawn a lawsuit against Guitar Heropublisher Activision, which had alleged that Activision still owed the company more than $14.5 million in royalties for Guitar Hero III and other spin-offs. According to a report in trade journal Variety, the lawsuit was filed on Monday but withdrawn the next day, with both companies electing to continue discussions out of court. As the original developer of the first two Guitar Hero ...

Fluid Entertainment Secures $3.2m MMO Funding

Posted: 12 Mar 2008 04:08 AM CDT

Representatives from California based developer Fluid Entertainment have announced that the company has secured $3.2 million in Series A funding, led by Trinity Ventures. The fund will be used to support the development of a new, original massively multiplayer online (MMO) game for children. Specific details of the game have not yet been revealed, but it will feature an environmental theme and is due to launch this year. The company's previous products include partnerships with ...

SXSW: Panel Talks Virtual Worlds Human, Property Rights

Posted: 12 Mar 2008 05:21 AM CDT

How can the rights of human beings and property be protected in a virtual world? How can they be enforced, and who should bear that cost? These are just a few of the complex issues currently facing online worlds, where virtual lives and goods have real value to users, and at the SXSW conference in Austin, a panel of industry experts gathered to discuss possible solutions. GoPets CEO Erik Bethke, Live Gamer co-founder Andrew Schneider ...

Focus On: Blueside's Henry Lee On The State Of Korea

Posted: 12 Mar 2008 02:55 PM CDT

With the rise of microtransactions and the rise of titles such as MapleStory in the casual MMO business, South Korean gaming has been growing in respect and relevance in the West. There's a lot to learn from this rich, constantly evolving market, which grew up along lines so different from the U.S., Japan and Europe that it's difficult to compare -- and compete with. To that end, Gamasutra has already spoken in-depth with a variety ...

Lying Online

Posted: 12 Mar 2008 09:57 AM CDT

Here we have a top Prof laying into some virtual world research. His objection is basically, that he can lie about his personal details and generally not take the research seriously. While it is more difficult to lie in a real world laboratory about age and sex, as the experimenter can immediately see through the lies, it is still entirely possible to make stuff up. Even with age and sex, if I fill in the form and submit it with 10 other people, it's possible the experimenter won't realise if I say I'm an 80 year old granny.
An experimental economist discussing the possibility of running experiments in virtual worlds, commented that when subjects show up to his real life lab, they see him looking stern, dressed in a suit and generally being threatening. This, he said, causes them to 'straighten up' and take the whole thing seriously. It's true that in our own in world experiments, we've had people clowning around before (sometimes during) and after the work. We just accepted that as part of the world's culture, although we did take steps to try to get people to take the work seriously (mainly by explaining what we were trying to do, rather than using visual cues like the experimental economist, although we did wear suits and our lab was as 'serious-looking' as we could make it).
So here's the question - how can virtual world participants be encouraged to take online research seriously, or should no attempt be made to change their online behaviour?

[NetShowBT][最新大作游戏][Seven Kingdoms Conquest][七王国之征服][EN][DVD] (大小:2.64G 人气:105 下载:179 完成:- 种子:2)

Posted: 12 Mar 2008 10:04 AM CDT

发布简介:PSeven.Kingdoms.Conquest-RELOADED七王国之征服/P< />P&/P< />P【游戏封面】 游戏名称:七王国之征服英文名称:Seven Kingdoms Conquest 游戏制作:Infinite I nteractive/Enlight 游戏发行:CDV/Enlight&&&&&&&& amp;&&&&&&&&&&&&&&&a mp;&& 游戏语种:英文游戏类型:Strategy&&&&&& &&&&& 官方网站:http://www.sevenkingdomsconquest.com/所� 籼致矍海词闭铰杂蜗纷ㄇ﹉ttp://game1.ali213.net/forum-262-1.html游侠0DA Y信息网:h ...
下载地址:http://gamebt.ali213.net/download-spot-1-503.html

Nordic Game Jam 2008: 134 Game Developers, 40.5 Hours and 19 Game Demos

Posted: 11 Mar 2008 11:00 AM CDT

'Game jams' - in which developers get together to improvise and create games in a limited time - are a key source of creativity, and Gamasutra has a full report from the rapidly expanding 2008 Nordic Game Jam, including game links/downloads.

五夜杂谈·第一夜

Posted: 12 Mar 2008 09:15 AM CDT

砖也认识在论坛上发了一个图,蛮形象的描述了天下贰的脚步,虽然我已经不再上论坛,可还是有人发来给我看了,那些红色的脚印深深的刺痛了我,想起过去很多很多很艰苦的日子,也想起很多很多再没机会实现出来的东西。

 

有些犹豫,要不要把这些自己天下贰路程上曾经闪现过的东西记录下来,但却又不希望惹起什么新的风波。后来还是我的夫人给我打气,支持我,说那些是一个设计师设计生涯中最宝贵的财富,也许在别人看来毫不起眼,但对于这个设计师自己却是不可替代的。而记录没能走出的脚印,也是对曾经支持过你的人最大感谢,SO……

 

SO,寻找到一个好的女人真的很重要啊(扑通,全体人民扑倒)!!

 

其实,在我看来,设计并没有好坏之分,每种设计,都会有自己的支持者。但是,如果要考虑到商业的角度,那么就应该突出自己产品的特点并且一直围绕这些特点改进和改良。因为面对越来越多的同质化游戏,特点不够鲜明的话,是很快会被淹没在复制者的海洋中的,要想在市场上领先,就必须有自己独到的东西,来领跑,而不是跟跑。

 

我们不象CRYSIS或者战争机器那样有技术门槛来让对手难以跨越。

但是,设计师的骄傲,不就是可以设计出创意门槛,让对手只能跟风么。

 

天下贰做的时候,魔兽世界已经快做完了,我们虽然不至于说能断言市场,但还是凭借过往开发的一些经验和对暴雪品牌的信任,认为这个游戏会红。所以,本来天下贰我们就试图做成一个争斗和恩怨为主轴的游戏,在看到魔兽世界后,我们更坚信我们这个方向的正确。因为我们相信,在魔兽世界推出后,大部分的MMO都会转向副本和PVE方向,那么在这样的情况下,PVP为主的MMO就变成了市场上相对更独特和空白的一个点。开发组坚信,如果从这点突破,我们能够拿下市场,至少是中国的市场。

 

因为,在传奇之后,再也没有一个高质量的PVPMMO

曾经天堂2有巨大成功可能,但是它们倒在外挂下。

而外挂,对于最重视这个部分的网易来说,几乎不成问题。

 

……

 

花段时间吧,杂谈一些曾经设想过的东西。

 

因为最近很忙,基本上写东西都在晚上了,所以这个题目看起来虽然很小说,但绝对不是小说,完全就是一些随想随说的东西。

 

就当是个喜欢做设计的小孩子晒晒自己的胡思乱想啦。

 

于是,第一夜就用来做开场白了,笑。

VERY HOT ANGELINA JOLIE ONE OF HER MOST DARING SCENE

Posted: 12 Mar 2008 03:13 PM CDT

Watch Angelina Jolie very wild and totally naked in this scene, belows
are links to download the videos
[link]
[link]
[link]

New Features and Python Programmer Required

Posted: 12 Mar 2008 07:51 AM CDT

In case you didn't notice, there's a bunch of flags under the title of the post. As pretty as they are, they are not window dressing, no no, they allow you to read Free Gamer in different languages. I have an army of monkeys in my house tapping away on imported laptops and every now and again they succeed in translating Free Gamer so I decided to put the fruits of their labour online. (Thanks to Qubodup for this!)

SuperTuxKart

SuperTuxKart now has it's own category in the FreeGameDev forums. Hopefully this will help the game's community and development as STK 0.4 shows a lot of potential.

The forums have been more successful than I ever expected. 200+ users, 5000+ posts, 500+ topics, and amazing hosts. Hopefully this is a sign of things to come and the community will burgeon from here on in.

TK-RemiX is looking for Python programmers. It is a 2D isometric action game using the maturing engine FIFE. The reason I'm pushing this here is they have some awesome graphics already (scroll down) and plenty of media contributors and this could quickly become a cool game but for their lack of a Python programmer. Now I have come to understand that Python programmers are really common in the world because Python is apparently really easy. So this imbalance, a project with lots of great artwork but nobody to put it into action, is not something we can allow to continue, is it? So let's find somebody capable of turning this project into a game!

Hellloooo! Available Python Programmers!!! ARE YOU OUT THERE?!?!

BLOG維護通知〜お知らせ

Posted: 12 Mar 2008 08:30 AM CDT



2008年3月12日下午的1點到5點,本BLOG將進行系統維護。
頁面將無法正常顯示,望周知。

2008年3月12日(水)13時〜17時頃まで、ブログシステムのメンテナンスを行う予定です。
この間サイトにアクセスできなくなります。
終了時刻は前後する場合がございますのでご了承ください。

死也要示愛!

Posted: 12 Mar 2008 08:30 AM CDT


不行&#21834;&#21834;&#21834;&#21834;&#21834;&#21834;〜
一天不示愛吾輩就會郁悶!!!

長長長長長長●長長長長長●長長長長長長!
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"game" via 柠檬杀手 in Google Reader

unread,
Mar 13, 2008, 2:58:49 PM3/13/08
to cngame...@googlegroups.com

The Artistic Pursuit: Which Artists Will Game Companies Hire?

Posted: 13 Mar 2008 01:00 AM CDT

Carey Chico, executive art director at Pandemic Studios, can tell you exactly what kind of artist video game companies want to hire. He can even explain why there are still jobs left for artist in-house at game studios, even though 60 percent of what you see in one of his games was outsourced.

[转载]五个故事

Posted: 13 Mar 2008 12:46 PM CDT

是的,又是转载,不过这五个故事的确很有意义~

  一只小猪、一只绵羊和一头乳牛,被关在同一个畜栏里。有一次,牧人捉住小猪,它大声号叫,猛烈地抗拒。绵羊和乳牛讨厌它的号叫,便说:“他常常捉我们,我们并不大呼小叫。”小猪听了回答道:“捉你们和捉我完全是两回事,他捉你们,只是要你们的毛和乳汁,但是捉住我,却是要我的命呢!”
  立场不同、所处环境不同的人,很难了解对方的感受;因此对别人的失意、挫折、伤痛,不宜幸灾乐祸,而应要有关怀、了解的心情。要有宽容的心!

  小蜗牛问妈妈:“为什么我们从生下来,就要背负这个又硬又重的壳呢?”
  妈妈:“因为我们的身体没有骨骼的支撑,只能爬,又爬不快。所以要这个壳的保护!”
  小蜗牛:“毛虫姊姊没有骨头,也爬不快,为什么她却不用背这个又硬又重的壳呢?”
  妈妈:“因为毛虫姊姊能变成蝴蝶,天空会保护她啊。”
  小蜗牛:“可是蚯蚓弟弟也没骨头爬不快,也不会变成蝴蝶他什么不背这个又硬又重的壳呢?”
  妈妈:“因为蚯蚓弟弟会钻土,大地会保护他啊。”
  小蜗牛哭了起来:“我们好可怜,天空不保护,大地也不保护。”
  蜗牛妈妈安慰他:“所以我们有壳啊!”
  我们不靠天,也不靠地,我们靠自己。

  曾有人做过实验,将一只最凶猛的鲨鱼和一群热带鱼放在同一个池子,然后用强化玻璃隔开,最初,鲨鱼每天不断冲撞那块看不到的玻璃,耐何这只是徒劳,它始终不能过到对面去,而实验人员每天都有放一些鲫鱼在池子里,所以鲨鱼也没缺少猎物,只是它仍想到对面去,想尝试那美丽的滋味,每天仍是不断的冲撞那块玻璃,它试了每个角落,每次都是用尽全力,但每次也总是弄的伤痕累累,有好几次都浑身破裂出血,持续了好一些日子,每当玻璃一出现裂痕,实验人员马上加上一块更厚的玻璃。
  后来,鲨鱼不再冲撞那块玻璃了,对那些斑斓的热带鱼也不再在意,好像他们只是墙上会动的壁画,它开始等着每天固定会出现的鲫鱼,然后用他敏捷的本能进行狩猎,好像回到海中不可一世的凶狠霸气,但这一切只不过是假像罢了,实验到了最后的阶段,实验人员将玻璃取走,但鲨鱼却没有反应,每天仍是在固定的区域游着它不但对那些热带鱼视若无睹,甚至于当那些鲫鱼逃到那边去,他就立刻放弃追逐,说什么也不愿再过去,实验结束了,实验人员讥笑它是海里最懦弱的鱼。
  可是失恋过的人都知道为什么,它怕痛。

  法国一个偏僻的小镇,据传有一个特别灵验的水泉,常会出现神迹,可以医治各种疾病。
  有一天,一个拄着拐杖,少了一条腿的退伍军人,一跛一跛的走过镇上的马路,旁边的镇民带着同情的回吻说:“可怜的家伙,难道他要向上帝祈求再有一条腿吗?”
  这一句话被退伍的军人听到了,他转过身对他们说:“我不是要向上帝祈求有一条新的腿,而是要祈求他帮助我,叫我没有一条腿后,也知道如何过日子。”
  试想:学习为所失去的感恩,也接纳失去的事实,不管人生的得与失,总是要让自已的生命充满了亮丽与光彩,不再为过去掉泪,努力的活出自己的生命。

  有个老人在河边钓鱼,一个小孩走过去看他钓鱼,老人技巧纯熟,所以没多久就钓上了满篓的鱼,老人见小孩很可爱,要把整篓的鱼送给他,小孩摇摇头,老人惊异的问道:“你为何不要?”
  小孩回答:“我想要你手中的钓竿。”
  老人问:“你要钓竿做什么?”
  小孩说:“这篓鱼没多久就吃完了,要是我有钓竿,我就可以自己钓,一辈子也吃不完。”
  我想你一定会说:好聪明的小孩。错了,他如果只要钓竿,那他一条鱼也吃不到。因为,他不懂钓鱼的技巧,光有鱼竿是没用的,因为钓鱼重要的不在“钓竿”,而在“钓技”。
  有太多人认为自己拥有了人生道上的钓竿,再也无惧于路上的风雨,如此,难免会跌倒于泥泞地上。就如小孩看老人,以为只要有钓竿就有吃不完的鱼,像职员看老板,以为只要坐在办公室,就有滚进的财源。

music: 我的音乐

Posted: 14 Feb 2007 12:33 AM CST

  • ediq: 盛唐夜唱 : 曲:台湾霹雳布袋戏;词:ediq;演唱:ediq

web: 友情链接

Posted: 28 Dec 2006 07:32 AM CST

"向企业家学习"系列手记(2)--宁高宁之"系统性"

Posted: 13 Mar 2008 12:41 PM CDT

引: 文章将以宁总原文引文和我的理解文字穿插的方式展开, 宁总的原文已被分切成几块.

宁总原文:

看到一个很有意思也有些令人吃惊的报道,说英国的科学家实验证明大猩猩对数字排列次序的记忆能力超过人类。这有些伤了人类的自尊心和物种的优越感。但这个发现并不能改变大猩猩在生物界的地位,因为即使大猩猩有无规则记忆方面的天分,可它在其它方面不行,如知识的积累能力、分析能力、应用能力等等。所以,有一方面的特殊能力固然是好,但可有效应用的能力往往要求是综合的,可以形成一个系统的,否则,有些超常的单方面能力可能被掩盖甚至抹杀掉。

现在我们也面对同样的困局。我们说过,甚至重复地说过,我们要解决企业中大家都认为需要迫切解决的问题,大的方面从战略转型,到商业模式再造,到核心竞争力,到企业价值观和文化,小的方面从品牌到渠道,到物流到研发,到很多大家都觉得我们不如人的地方。可是很多时候我们不能达到预期的目标,有些事甚至无功而返,这里的困局,有点像大猩猩的故事,也有点像只看到树上诱人的果子,却没有摘果子的工具和方法,果子就永远是个虚幻的理想。笼统的目标讲得时间长了,人心也就疲沓了,目标变成了口号,口号变成了形式,说的和做的就不自觉地分离了,企业的进步就停止了,一般的企业和优秀的企业在这里就有了分界。如果我们找出来几年前我们开会的记录,会发现当时的想法是很好的,只不过我们没有系统的行动把它彻底实现。

我对于"系统性"的理解:
对比于我们自己,我理解的宁总所说的"系统性", 指的就是"产品"的概念. 也就是说, 我们不只是在写程序, 不只是在写一份策划案子, 不只是在画一幅美术图片, 也不只是在作着一块功能的逻辑测试, 我们每一个人, 所要关注的, 除了自己的本职工作外, 也要知道你所作的工作, 是"产品"的一部分, 在脑子中要有"大产品"的概念. 有了"大产品"概念后, 你要想着如何才能通过自己的努力, 去作一份"好的大产品"出来.

在一个团队中, 别人的作事方式, 别人的作事方法, 甚至别人的作事效果, 可能都不是你能完全把握的, 但是, 你可以把握你自己. 你需要先把自己的本职工作作好, 作到位, 同时考虑在自己的工作范围内如何更好的为其他同事服务, 为其他同事在工作流程及工作效率上提供便利, 这便是踏踏实实的"作产品"的感觉.

对于很多也同样是在作事作项目的同行或者非同行来说, 我也同样建议你们早一点树立起"产品"的概念来, 要学会从全局去考虑你的工作. 要考虑到你的工作与其他同事工作之间的关联性, 要想办法去优化你们的工作流程和工作方法. 不管是什么类型的工作, 只要你用心去体会, 你总会发现一些可以精益求精的地方, 别放松, 抓住它, 改进它, 持之以恒, 你便不仅可以看到产品的效果也可以感受自己成长的脚步. 就比如这个学习手记而言, 我不仅仅要思考这些方法放在我们的环境下是不是正确的, 我还要考虑, 如果是正确的, 我该如何一步步去引入这套方法, 去改善我们自己的流程.

要系统的改变一个企业, 不仅仅要让员工有"系统"的概念, 还包括一些在制度, 组织结构, 人事等方面的相关设置调整, 就是说: 不仅要喊口号, 让大家知道要有"系统性"的概念, 还要在形式上把大家向这条路上去引, 如果没有引路的方法, 那"系统性"的概念也只能是喊喊口号, 很难确保实施到位了.

宁总原文:
拿企业的研发和创新来说,重要性不用再重复,号召也提到了不能再高的高度,创新已成了我们可以脱口而出不用思索的词汇,可企业中为什么发明一项新技术、推出一个新产品很难。企业在经营上的进步因为技术发明和产品创新而形成的比例不高。究其原因,可能单就研发说研发,单就创新说创新是不行的,因为这是个系统的整体的问题。

一说研发和产品创新,我们会首先想到能力,特别是技术的能力,再想到成本,再想到风险,再想到时间,再想到责任,特别是把责任归到负责这项工作的人身上,这个循环已循环了很多年,因为企业的整个系统不能支持创新的持续,所以结果也就不能令人满意。

研发和创新的原动力在企业里应该来自于市场,其归结点也应实现在市场上,这个从市场到市场的路径其实是对企业整体能力的考验,它几乎要调动企业里的每一个环节。对市场需求的认识能力是起点,对自身行业的理解及与企业战略相联贯的定位是研发创新的基础,所以研发和创新从一开始就起源于企业中最关键也是最难的环节。从市场出发,研发和创新就进入了企业中全过程的管理环境,其中的投入产出、成本效益、人才组织、内部协同、评价方式、新产品推广、企业文化,都有不可或缺的作用,最后所有这一切的努力都要受到市场竞争的无情检验。

不能说一个通过资产规模和成本领先来发展的企业不好,但通过研发和创新来提升企业竞争力的企业,特别是不断创新的文化根植在企业中后,企业发展会更持久,企业的价值也越高。记得有位管理学家说,企业在社会上真正的功能应该是创新和营销,但今天我们再来重复这句话的时候,我们才更深一层地意识到要真正实现这两点,简单强调其局部是无力的,它要求我们思维和行动的系统性。这时候我们才知道,要想在企业中成功地搞好研发和创新,其实是要系统地改变这个企业。

我对于"创新"的理解:

宁总此文中, 对于"创新"与"市场"的关系阐述非常经典: 传统观念中的创新, 似乎都是技术推动的, 然后技术产生了产品,然后将产品拿到市场上去营销. 而事实上呢? 合理的顺序应该截然相反: "创新"的首要驱动力, 来自于市场, 发现市场的需求, 然后才考虑当前产品是否满足, 如何更好的满足, 在这个基础上再来作创新, 以求更好更快的满足市场需求.  这样的创新, 才是真正让我们心里有底的创新, 而不是"为了创新而创新"!

"为了创新而创新", 普普通通的一句话, 请你仔细想一想, 是不是因为这样的事情我们已经干得太多而已经习惯性的选择了对"创新"这个词的事实上的疏忽和流于形式?

本系列相关文章:
"向企业家学习"系列手记(1)----宁高宁之开篇
"向企业家学习"系列手记(2)----宁高宁之"系统性"

Timeline of Blizzard Entertainment 暴雪时间线

Posted: 13 Mar 2008 04:30 AM CDT

暴雪年表/暴雪大事记/暴雪威水史
Timeline of Blizzard Entertainment

从1991年创始起至尔湾新总部建成
From its 1991 beginnings to its new Irvine campus

1991:Allen Adham、Michael Morhaime和Frank Pearce 成立 Silicon & Synapse 游戏公司,为其他发行商开发游戏,知名游戏包括摇滚赛车[Rock 'n Roll Racing],失落的维京人[The Lost Vikings]和Blackthorne。
1991: Allen Adham, Michael Morhaime and Frank Pearce start a game company called Silicon & Synapse. The company develops games for other publishing houses. Best known titles include Rock 'n Roll Racing. The Lost Vikings and Blackthorne.

1994年11月:Silicon & Synapse 改名为暴雪娱乐,并发行第一款魔兽游戏,魔兽争霸:兽人与人类,以DOS光盘和软盘为载体,售价45美元。该款游戏荣获1994年PC Gamer编辑选择奖和最佳即时战略游戏。
November 1994: Silicon & Synapse renames itself to Blizzard Entertainment and publishes its first Warcraft game, "Warcraft: Orcs & Humans," available as a DOS CD-ROM and floppy disk for $45. The game wins PC Gamer's Editors Choice award and best strategy game of 1994.

1995年12月:魔兽争霸2:黑暗之潮发行,并荣获PC Gamer年度游戏。该款游戏首周即售出5万份拷贝。
December 1995: "Warcraft II: Tides of Darkness" is released and wins Game of the Year award from PC Gamer. About 50,000 copies are sold in the first weekend.

1996年12月:动作角色扮演游戏暗黑破坏神和战网(早期的多人在线游戏形式之一)发行。前几个月间暗黑即售出50万份,半年内战网注册人数达到70万。
December 1996: Release of action-role-playing game "Diablo" and Battle.net, one of the early forms of multiplayer gaming online. A half-million copies of Diablo sell within the first few months. Within six months, Battle.net registers 700,000.

1998年3月:星际争霸发行,头三个月即售出100万份。
March 1998: "StarCraft" launches, selling 1 million copies in first three months.

2000年:暗黑破坏神2发行,前两周售出100万份,打破PC游戏最快销售记录。
2000: Diablo II is released, selling 1 million copies in first two weeks. It sets the record for the fastest-selling PC game ever.

2001年:暗黑破坏神资料片暗黑破坏神2:毁灭之王发行,第一个月售出100多万份。
2001: An expansion to the Diablo sequel, "Diablo II: Lord of Destruction," is released and sells more than one million copies in the first month.

2002年7月:魔兽争霸3:混乱之治发行,头三周内售出100多万份。
July 2002: Warcraft III: Reign of Chaos released, selling more than one million copies in first three weeks.

2003年7月:魔兽争霸3资料片冰封王座发行,首月售出100万份。
July 2003: An expansion to Warcraft III, "The Frozen Throne" is released. One million copies sold within the first month.

2004年11月23日,魔兽世界发行。美国首日售出24万份,24小时内20万玩家创建帐号,月费15美元。
Nov. 23, 2004: "World of Warcraft" launches. In the US, 240,000 copies sold in first day, with 200,000 players creating online accounts within 24 hours, at $15 a month.

2006年5月9日:魔兽世界真人电影拍摄计划宣布,由出品过蝙蝠侠前传和斯巴达300勇士的传奇影业制作。
May 9, 2006: Plans are announced to develop a live-action "World of Warcraft" movie. Legendary Pictures, the studio behind Batman Begins and 300, will produce.

2007年1月:魔兽世界资料片燃烧的远征发行,首日售出240万份。
January 2007: An expansion pack to "World of Warcraft," called "The Burning Crusade," launches with 2.4 million copies sold in the first 24 hours.

2007年5月19日:星际争霸2宣布。
May 19, 2007: StarCraft II is announced.

2007年8月:魔兽世界资料片:巫妖王之怒宣布。
August 2007: World of Warcraft expansion pack, "Wrath of the Lich King" is announced.

2007年7月24日:魔兽世界注册玩家超过900万。
July 24, 2007: WoW subscribers surpass 9 million.

2007年11月:魔兽世界首部漫画发行。
November 2007: The first comic book series based on "World of Warcraft" is released.

2007年12月:Activision和暴雪母公司Vivendi合并计划宣布,合并后公司名称为Activision-Blizzard。
December 2007: Plans are announced for Activision (creator of "Guitar Hero") and Blizzard's parent company, France-based Vivendi, to merge as Activision-Blizzard.

2007年12月:暴雪总裁和共同创始人Mike Morhaime因“在扩展职业玩家以外的网络游戏玩家中所起的作用”成为美国互动艺术和科学学院名人堂第11位成员。
December 2007: Blizzard Entertainment CEO and co-founder Mike Morhaime is honored as the 11th inductee in the Hall of Fame by the Academy of Interactive Arts and Sciences for "his role in expanding the MMOG audience beyond the hardcore."

2008年1月22日:魔兽世界注册玩家超过1000万,其中欧洲200多万,北美250多万,亚洲约550万。
Jan. 22, 2008: WoW subscribers surpass 10 million – including more than 2 million in Europe, more than 2.5 million in North America and about 5.5 million in Asia.

2008年3月7日:暴雪被Think Services的Game Developer杂志评为世界第3大游戏开发商。
March 7, 2008: Blizzard Entertainment is ranked No. 3 game developer in the world by Think Services' Game Developer magazine.
-------------------------------------------------------------------------
暴雪数字 BY THE NUMBERS

2,000 暴雪员工数量,其中1000名在Irvine.
2,000:people employed by Blizzard, with 1,000 in Irvine. (Blizzard)

12亿美元:暴雪2007年收入,比去年增长58%。(维望迪2007年收入数据)
$1.2 billion: Blizzard's 2007 revenues, 58 percent year-over-year growth). (Vivendi 2007 earnings)

每周17小时:2007年魔兽世界玩家游戏的平均时间,是玩的最多的电脑游戏。(尼尔森公司)
17 hours a week:average time World of Warcraft subscribers spent playing the game in 2007, the most of any computer game. (Nielsen Company)

No.3暴雪在游戏开发商50强名单上的排名。(Think Services的Game Developer杂志)
No. 3:Blizzard's rank on the top 50 game developers list. (Think Services' Game Developer magazine)

 

艾瑞咨询:网络游戏内置广告现处于萌芽阶段

Posted: 13 Mar 2008 05:20 AM CDT

    艾瑞咨询在对网络游戏的研究过程中发现,游戏内置广告(In-Game Advertising,以下简称IGA)作为一个新兴产业正受到越来越多的关注,在产业链上每个参与者,都表现出极高的热情,从游戏开发商到运营商,从广告主到游戏用户,各方面都想从中获取属于自己的利益,在诸多因素的影响下,如何加强各个环节的分工协作、合作共赢成为该产业发展的关键。

 

  在当前游戏内置广告发展初期,以上产业链的角色划分相对模糊。每个产业环节都想扮演一个核心环节的角色。产业链各环节的参与者各自从不同角度出发,希望成为产业发展的主导者;同时,各方都在试图通过切入竞争对手的服务领域延长自己业务链,从而确保获得自己的竞争优势。艾瑞咨询通过与产业链各环节参与者深入沟通与交流,艾瑞认为以下三点将是制约IGA未来发展的关键:

  游戏是艺术品或是商品? 孰轻孰重困扰研发者

  游戏内置广告与其他广告形式一样需事先预留广告位,虽然目前已经可能通过第三方手段在没有留有接口的游戏中直接插入广告,但效果与留有IGA接口的游戏相比,其对游戏美观度与协调性的破坏较大,因此开发商在游戏研发过程中是不是充分考虑IGA广告位将成为影响IGA发展的第一个问题。此外,艾瑞在与游戏开发者的沟通中发现有大部分研发人员将游戏视为艺术品,他们很难接受除卖游戏版权以外其他的赢利模式,对于开发者而言如何克服心理障碍,找到游戏艺术性与经济利益的平衡点尚需要时间。

  市场竞争激烈 广告主对IGA接受程度有待提高

  近几年各种新媒体形式层出不穷,在对传统大众产生冲击的同时,更加速了广告受众的细分,广告投放正朝前越来越精准的方向发展,如大卖场中的食品广告,候诊室中的药品广告,网吧的软饮料广告等等,在这些场合无一例外,都是针对性极强的广告。而在游戏中,用户的真实身份以及用户的需求都是隐性的,想通过IGA实现精准投放在实际操作中会遇到很大挑战。

  游戏内置广告加大运营风险 双刃剑效应明显

  目前大部分游戏运营商的收入来自于用户,在植入IGA后,游戏本身将变成一个媒体平台,收入来源也将扩充到广告主与用户两方面。根据艾瑞2007-2008年网络游戏用户行为大调研结果显示,有52%的用户表示他们无法接受游戏中有广告存在,能无条件接受IGA的用户仅21%,此外还有27%用户能有条件地接受这个广告形式。当然,如果在游戏与广告完美结合的前提下,用户的接受程度将会大大提高,甚至有38.8%的用户认为这将是一件有趣的事。由此可见, IGA就像一把双刃剑,即能增长运营商收入来源,也有可能造成用户流失。

  除以上提到的这些自身制约因素外,IGA发展还面临与其他媒体的竞争,与传统媒体相比,IGA投放内容与游戏的契合度将直接关系影响广告主的投放选择,此外必须面对用户结构过于集中、游戏覆盖人数低等难题。

  虽然IGA在发展过程中面临许难题,但这并不会影响产业链上的参与者对IGA的热情。近期国外著名的游戏公司id software宣布,其开发的网页游戏《Quake live》将采用IGA主导的模式运营,即所有收入均来自于投放IGA广告主,玩家则不需要支付任何费用。《Quake live》是第一个放弃玩家部分收入,转而由上游广告主支持的游戏,无论成败,都将大大促进IGA产业的发展。

  综上所述,艾瑞认为IGA目前仅属于萌芽阶段,市场规模近期内实现爆发式增长的可能性不大,但随着游戏研发企业、运营商与广告公司的各方努力,IGA必将找到属于自己的发展空间。

不具合orz

Posted: 13 Mar 2008 11:18 PM CDT


托維護的福,LINK全亂了!
過去的圖片全亂了!
無法上傳新圖,無法刪除文章,系統全亂了!!!

相冊暫時只好外鏈〜毛毛生日HAPPY!!!

"向企业家学习"系列手记(1)----宁高宁之开篇

Posted: 13 Mar 2008 12:37 PM CDT

宁高宁简介:

宁高宁,1958年11月9日生于山东;1983年毕业于山东大学,获经济学学士;1987年毕业于美国匹兹堡大学,获工商管理学硕士学位,主修财务。

1987年加入华润(集团)有限公司;1990年3月任华润创业有限公司董事兼董事总经理;1999年任华润创业有限公司董事会主席,华润(集团)有限公司及中国华润总公司董事长兼总经理,华润北京置地有限公司主席;现任中粮集团董事长。

点击进入百度百科查看其主要战绩.


一. 为什么会有这个手记?

07年, 从我们自己的产品开始, 我逐渐养成了从产品全局考虑问题的习惯, 已经不再仅仅追求把东西作出来, 还在想着如何能作一个更适合市场, 更能卖得出去的东西, 依稀有了类似创业的感觉. 没错, 飞飞项目, 其实是我们的创业项目, 至少, 我是这么看的.

07年, 从马云和史玉柱开始, 我逐渐对中国民营企业家的成长和他们的公司感兴趣, 利用网络上和网络下的多种渠道去找与他们相关的资料, 研究他们的成长经历, 品味他们的创业感悟. 而随着对这些人的深入关注, 也逐渐知道了, 在中国, 还有很多既非马云又非史玉柱的企业家, 比如"宁高宁"这样的企业家.

"好人", 可以成功; "坏人", 亦可以成功;
"向左", 可以成功; "向右", 也可以成功;
如果这里的"成功", 只是表示财富的话.

成功, 没有必然法则. 而, 却有必败法则. 一个人, 一个公司, 如果不根除影响自己发展的致命缺陷, 它可能一次两次因为偶然的因素可以成功, 但从长远来看, 这样的个人或者公司, 必然走不远, 必然被淘汰. 这些缺陷包括: 有没有积极向上的奋斗精神, 有没有踏实苦干的意志品质, 有没有坚定的成功信念等等等等.

总结或学习这些企业家的成长:
1. 观念或方法相同的, 可以从中得到信心的加强, 这使我们坚信: 我们的路走对了!
2. 观念或方法不同的, 可以从中得到另一种思路的启发, 虽然不见得马上调整战略, 但至少可以引起我们的思考.
3. 要弘扬一种精神, 尤其是在现今的中国, 满世界鼓动创业的中国. 这种精神, 就是"企业家精神". "企业家精神"是什么? 这个题目太大, 相信有资格, 有能力回答出来的人没有几个, 但回答不出来, 不代表我们就不可以去追求. 而研究这些可以称之为企业家的人, 就可以让我们慢慢在自己的脑海中积累下来所谓的"企业家精神"的概念. 这种精神, 需要弘扬, 因为, 只有具备了这种精神, 中国才可能诞生现代意义上的百年老店!

二. 为什么是宁高宁?

一句话: 他值得我们好好研究! 在他的身上, 有一些非常值得推崇的企业家品质:

1. 务实. 他的诸多管理经验论述, 皆来自于他的企业管理实践, 很多的观点及作法, 以追求实效为首要目标. 这种精神, 是真正的作事精神, 而不是"说事"的精神. 但是, 这种务实, 又不是那种土包子似的完全自己从头悟起, 而在经历了正规教育, 深入一线战场流血流汗之后总结出来的实用观点和方法.

2. 观点鲜明, 不中庸. 由于观点鲜明了, 那么方向就定了, 而方向定了, 事情就容易下手作了. 无论是在文献, 还是在媒体中, 我们经常会看到看上去怎么说都合理的说法, 美其名曰: "辩证法似的论述". 这样的论述及思考问题的方式, 虽然占了嘴皮上的便宜(因为别人可能永远也驳不倒你), 但是, 放在实践中, 却是无法具体操作的, 是没有任何指导意义的.

3. 大格局, 敢担当. 宁高宁, 被人习惯地称为"国有企业放牛娃", 先是华润, 后是中粮. 执掌的都是国有企业, 而且, 都是大型国有企业. 在没有关注他之前, 我以为中国的国有企业管理者们都是些只会听话但没能力的酒囊饭袋, 但宁高宁让我改变了看法, 他让我知道了什么叫大格局, 什么叫作将才! 在国有体制和市场经济两者之间, 都能游刃有余者, 其能力已经不用多言了. 从他的身上, 才多多少少找回了"国有企业老大哥"的感觉, 值得敬佩, 更值得敬畏的老大哥.

4. 爱好文字. 宁高宁是一个爱好文字之人,他喜欢把自己的管理经验通过文字与大家分享. 他的文字主要散布在<<华润>>内部刊物以及<<中国企业家>>杂志他的个人专栏里. 通过他的文字,让我们可以更系统的了解他的思考方式以及他本身.这为我们的学习提供了很好的素材及环境.

三. 别指望我的观点和分析是客观及正确的

既然是学习手记, 就必然会记录很多我学习时的切身体会. 这些体会, 正确与否, 大家自己掂量, 于我, 只是加深我的感受, 并使之系统化, 我要把这些感受和体验积累下来, 既使是错误的, 也比没有过这些东西要强. 而且, 小平不是说了嘛: 实践是检验真理的唯一标准. 不管别人如何说, 不管理论上如何推导及演绎, 只有放在自己的实践中被检验正确了才是有效的, 一切, 以实践为准绳, 以有效为衡量标准, 这, 才是正确的学习态度.

本博的观点, 历来以偏执为主导. 偏执的负作用, 我当然知道, 但是, 为了更强的加深自己的感受并使之成为我的潜意识, 也为了让自己行动的方向更加明确, 不迟疑, 我宁愿选择这种偏执. 至于读者, 就看着办吧.

本系列相关文章:
"向企业家学习"系列手记(1)----宁高宁之开篇
"向企业家学习"系列手记(2)----宁高宁之"系统性"

10 Ways to Amuse Yourself During Crunch Time

Posted: 13 Mar 2008 10:54 AM CDT

I've been slammed with mandatory 12+ hours overtime this week in the Day Job. So if I'm a little slow responding to people, that's why. Sorry.

But hey, that beats being unemployed and broke, I guess, but I'm really not sure how I'm supposed to get Alpha 3 of the Frayed Knights pilot out the door (or upgrade the website!). Or any of the other zillion things I need to get done. But hey, I'll muster through somehow - if Alpha 3 is a little late, it's a little late. Food must get put on the table.

Crazy work hours are not unique to the games business. I've done a couple of all-nighters at more staid, boring, business-application-type companies too. I guess somewhere in my brain it registers as "being a professional" or some silly thing like that. I don't know. However, I've been through this experience quite a few times, and so I've got something of a mental "survival kit" of things to do while working 12+ hour days. So, in case you find yourself in the same boat, here's what I've got:
  1. Pull out a list of really lame jokes. You can use them after eleven or twelve hours on the job - everything is funny then.
  2. Pull out holiday decorations for some holiday that is still six to nine months away, and start putting them up around your cubicle.
  3. Make a mental list of all the unpleasant tasks or obligations you can get out of because you aren't getting home at night until midnight. If you don't have any of said obligations, make them up. Bonus points for cackling to yourself as you do so.
  4. Plan our how you would save everyone in your office should it become subject to an organized, terrorist attack, like in Die Hard. Okay, so it wasn't terrorists in the original movie... so what?
  5. Start a betting pool with odds on which coworker will be the first to go postal. Hopefully nobody will, but the discussion of what the odds would be in which coworker will provide amusement for you and your coworkers throughout the day as stress levels rise.
  6. Find a good word of the day, and share it with selected coworkers, and try to use it at least once in every conversation. This works especially well when only some coworkers are in on the Word of the Day, and everyone else is confused by why they are hearing the word 'rodomontade' more times in a single day than their entire previous LIFE.
  7. Print out something you'd like to commit to memory - a poem, a scripture, the Gettysburg Address, last year's baseball averages, some vocabulary words in a foreign language... and tape it beside your monitor or put it next to your keyboard. Inevitably, you'll experience moments of downtime while waiting on other people or waiting for things to compile (in my career field). Spend those dull moments memorizing, preferably audibly. This is especially handy if they are cracking down on going on the web at work. Then, long after crunch mode has ended, you can amaze people with your knowledge.
  8. Make up new, sordid lyrics to "Mary Had a Little Lamb" and mutter them out loud to yourself.
  9. Make imaginary phone calls on your cell within earshot of coworkers, and pretend you are talking to your broker. Use really big numbers and foreign currencies (particularly Swiss francs) and foreign-sounding companies or properties.
  10. Start throwing around business buzzwords in inappropriate sentences. "I had an adaptive, client-based lunch that I felt really achieved synergy with my core competency."
Some people will swear by nerf guns. I don't. I find that when you are really in crunch and stressed and desperately trying to make deadline, the stress of expecting to get shot in the back of the head while you are in the middle of stuff only compounds frustration.

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

Eidos Announces Looney Tunes DS Rhythm Title

Posted: 13 Mar 2008 07:26 AM CDT

Eidos has announced a new Nintendo DS rhythm-action title with Looney Tunes: Cartoon Concerto, in development by Amaze Entertainment (Call of Duty: Roads to Victory) for a June 2008 release. The title uses the DS stylus to conduct the music to Looney Tunes cartoon scenes, featuring characters like Bugs Bunny, Porky Pig, Daffy Duck, Sylvester the Cat and Tweety. The game will feature numbered circles to be tapped in time to the music, unmistakably similar ...

Take-Two Urges Shareholders To Withhold Action

Posted: 13 Mar 2008 07:17 AM CDT

Following EA's hostile move to purchase outstanding shares at its original $26 per share, Take-Two has released a statement urging shareholders to withhold action until the publisher can review and consider the proposal over the next two weeks. Take-Two has repeatedly and firmly stated that EA's offer undervalues the company and its portfolio of original IP, and the actions it has taken in recent months to turn the company's operations around. In its statement, Take-Two ...

Q& A: Judd Talks Capcom Japan, Next-Gen Bionic Commando

Posted: 13 Mar 2008 05:34 AM CDT

Capcom producer Ben Judd is a company veteran that's worked both in the company's U.S. offices and in its Japan headquarters, helping to explain Western suitability to developers while starting Capcom's internal localization team. Now he's that rarest of things - a Western-heritage producer at Capcom's worldwide headquarters in Osaka, and is uniquely places to explain some of the cultural differences going on in game development. In addition, he has drawn attention for his high-profile ...

Brash Signs Multi-Game Deal With Lair Dev Factor 5

Posted: 13 Mar 2008 05:11 AM CDT

Brash Entertainment (Alvin and the Chipmunks, Jumper) has announced a multi-game deal with California-based studio Factor 5 (Lair, Star Wars: Rogue Squadron), firstly to develop an unnamed title releasing in 2010. Brash co-founder, chairman and CEO Mitch Davis, in speaking to Gamasutra, declined to provide any specifics on the IP. Congruent to Brash's business plan, the new title will be based on a film, and Davis said only that his studio decided to work with ...

EA Makes 'Hostile' $2 Billion Tender Offer For Take-Two

Posted: 13 Mar 2008 04:11 AM CDT

Electronic Arts has officially announced that it has commenced a 'hostile' tender offer for all outstanding shares of Take-Two stock at $26 - the same price as its original formal offer last month. That initial unsolicited offer was rejected by Take-Two directors, claiming that it undervalued the company - despite representing a 50 percent premium over then current share prices. Take-Two subsequently refused to negotiate further, until after the release of subsidiary Rockstar Games' Grand ...

Microsoft Denies Blu-ray Support, Admits Hardware Shortages

Posted: 13 Mar 2008 03:16 AM CDT

Microsoft continues to send conflicting signals on the company's likely support of Blu-ray technology for the Xbox 360, with the format's group product manager Aaron Greenberg stating that the company is not in talks to create a Blu-ray peripheral. Only last week Microsoft CEO Steve Ballmer stated that the company would support Blu-ray "in ways that make sense". This followed less ambiguous comments from more junior executives, including Xbox group marketing manager Albert Penello and ...

Yakuza 3 Proves Hit For PS3 and Sega In Japanese Charts

Posted: 13 Mar 2008 02:44 AM CDT

Sega's third entry in the Ryu ga Gotoku (aka Yakuza) series has become the company's biggest hit so far on the PlayStation 3 in Japan and one of the fastest selling titles so far for the format. The game sold around 181,000 units in its first week, which includes copies sold as part of a new hardware bundle for the PlayStation 3. Although retaining many of the same gameplay mechanics as the first two games, ...

SXSW Panel Examines Learning With The Wiimote

Posted: 13 Mar 2008 05:05 AM CDT

In a session at the recent SXSW Interactive show, a panel including Patrick Sanchez (Enspire Learning), Chris Pittman (RFD), and Brandon Carson (Sun Microsystems) asked the question, "Can the Wii's revolutionary input devices be used for non-entertainment purposes, such as education?" The panel looked at the positives and negatives of using a cheap, inaccurate (but fun) controller to reinforce learning, either on Wii or by using the Wiimote as a PC Bluetooth controller. Patrick Sanchez ...

Conspiracy Announces Biathlon 2008

Posted: 13 Mar 2008 05:27 AM CDT

Publisher Conspiracy Entertainment has announced the release of Biathlon 2008 for the PlayStation 2, a newly developed sports title which is following up on the apparent sales success of the firm's Winter Sports for Wii. With Winter Sports appearing in a number of recent Amazon.com Wii charts as a top-seller, Biathlon 2008 comes recommended by biathlon stars Magdalena Neuner, and includes cross-country skiing and shooting as part of the gameplay. According to the firm, the ...

Educational Feature: The Artistic Pursuit

Posted: 13 Mar 2008 02:00 AM CDT

Carey Chico, executive art director at Pandemic Studios, can tell you exactly what kind of artist video game companies want to hire. He can even explain why there are still in-house jobs for artist, even though 60 percent of what you might see in one of his games came from outsourced labor. Chico gave a talk recently at the GDC 2008's Game Career Seminar, sharing his knowledge with industry newcomers, and GameCareerGuide.com recounts his major ...

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