"game" via 柠檬杀手 in Google Reader

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Sep 16, 2007, 12:07:38 PM9/16/07
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"game" via 柠檬杀手 in Google Reader

[游戏力量]关于年龄的创意讨论(*^__^*) 嘻嘻……

Posted: 16 Sep 2007 10:17 AM CDT

甲 23:06:43
说吧
什么新想法?
 
乙 23:06:59
年领

甲 23:07:53
年龄怎么了?
 
乙 23:08:01
就是集中体现年龄的作用...
粗略的想法
每周角色增加一岁
不同年龄阶段不同属性成长率不同
买转生卡进行转生
买年龄卡改变角色外观年龄

甲 23:11:34
作用
 
乙 23:12:23
通过增加阶段性目标丰富玩家体验,而且阶段性目标是可循环的...

甲 23:13:07
1.怎么丰富的?
2.为什么要循环?
 
乙 23:15:36
我们定义一些和年龄相关的规则,玩家通过控制年龄控制自己的成长路线,

甲 23:16:41
不同年龄阶段不同属性成长率不同
年龄越大的成长率越高?
 
乙 23:18:02
比如...儿童时期智力和体力都有一定增长,少年长体力,青年智力增长快,中老年增长率下降

甲 23:18:36
这是哪一个项目要用的?
 
乙 23:18:54
新的想法,只是一个系统
不是原来需要的

甲 23:21:39
假设这个系统成立,你想怎么用它?
 
乙 23:22:43
主要是受郎咸平的影响,他认为增值服务卖的不是功能,而是体验,围绕年龄,可以做的收费内容很多

甲 23:23:31
单独的系统能不能成立,要看它属于怎样的环境里
 
乙 23:24:18
恩,是的,你说的对
我就是没找到思路,有时间下周再想吧,明天我还要交作业...

甲 23:24:28
我想知道你会怎么用它
 
乙 23:25:15
把他作为成长系统,放到白领战争里面,或者放到一个武侠的RPG里面,

甲 23:27:56
不同年龄阶段不同的属性值成长率不同
顺着这个思路,假设
白领战争的角色包含 智商,情商 两项属性
那么是不是每一个角色的成长率变化都是一样的
比如 1~10岁智商,11~20情商
 
乙 23:28:36
是的,玩家可以通过高级道具改变年龄
而且,如果有些工作有年龄限制的话...

甲 23:30:09
先抛开高级道具
那么,用户在1~10岁的时候做什么最好?11~20的时候做什么最好?
 
乙 23:30:45
1~10岁,读书...
11~20,...谈恋爱...


乙 23:32:05
也就是说,我们卖的是“后悔药”啊,当玩家工作了发现属性不够,可以变小了再去读书...

甲 23:32:22
在没有高级道具这个功能之前
所有的用户都会这样做已取得最大成长效率
是么?

乙 23:33:25
不一定,如果有玩家追求最高的的智商的话,10岁以后还是会读书
书呆子...

甲 23:34:35
不是吧
除非谈恋爱带来的收益效能比读书带来的收益效能低才会出现10岁以后继续读书
 
乙 23:35:44
玩家不一定会追求最佳策略...
好吧,大部分玩家追求最佳策略
然后呢?

甲 23:37:19
注重竞争的用户一定会去追求最优策略

乙 23:37:36

甲 23:38:33
那么其实这种方法在现在看来是对用户在游戏中的行为方式引导

乙 23:39:45
如果强调差异化呢?让玩家专注于发展某一项会更有利

甲 23:40:06
到现在,有这样的问题,不过暂时不需要解答
1.处于同一阶段的用户作的事情都是一样的
2.如果有用户没有使用最优策略,那就会注定落后于其他用户
 
甲 23:42:34
再来看高级道具会不会让这种情况有改善
高级道具是必须累计到一定时间后才能获得的?
还是说,有钱就可以,并且可以由现实货币转换

乙 23:43:46
不一定,因为我们一个周期相对比其他游戏短很多,我们有很多个周期

甲 23:44:14
这个不一定是指?
 
乙 23:44:18
有钱当然也可以,但是我们会限制增值道具使用频率
具体的时间我暂时给不出来,加入真实时间一周等于游戏中一年,那么1岁到20岁就要20周....5个月...
我觉得从10岁到20岁好了...那也是2个多月...
这个时间有问题...
时间周期比想像的长,不知道WEBGAME的生命周期是多少...三个月?好像是这么说的...

甲 23:47:11
假设必须累计一定时间,那么在这个时间点之前,之前的问题该发生还是已经发生了
假设可以现金转换,那么用户在什么情况下去使用高级道具?

乙 23:50:58
假如
1.角色从10岁开始
2.转生的意思是让玩家回到10岁
3.那么使用转生道具的条件是...每周只能使用一次,这样玩家可以把年龄停留在某一年...

乙 23:51:05
不对...
不是停留...

甲 23:51:18
使用了高级道具,其实就意味着:用一项能力换了另一项能力
还是 一差就永远差 哦

乙 23:51:25
要停留只能停留在10岁...

乙 23:52:13
MD,好复杂,难怪上帝没做转生系统,

甲 23:57:11
怎么办?

乙 23:57:51
混乱了,需要从新理一下

Will Halo 3 Sell ONLY 3 Million In 12 Days After Release?

Posted: 16 Sep 2007 08:00 AM CDT

Halo 3 video game release date is 25th of this month and gamedaily reported analysts to expect Halo 3 to sell over 3 million in 12 days after the release.

That might sounds like a massive hit, but bearing in mind that Halo 2 sold 2.5 million copies on the release day.

Either there’s some air in these numbers or something is wrong. Halo 3 must be one of the most anticipated games this year - especially for the Halo fans - and one could think that it would sell better than the earlier release.

We’ll be wiser after 2 weeks.

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

今日帮忙搞活动!

Posted: 16 Sep 2007 03:55 AM CDT

呵呵,GG的餐厅承接个网站的一周年庆典聚会。咱早早的去帮忙,到了地方发现搞的规模还不小。活动期间还有礼品送,不过我没参加只是在边上看看。看来现在的网络购物和换物还是有些市场的,现场的年轻人不少,还有卡通造型装扮。不知道有没有朋友去参加,用手机拍了些片片帖出来,朋友们瞅瞅![手机拍的看来还是不太清楚]
 
今后有想搞聚会或活动的朋友欢迎联系! 餐厅名字:可味多动漫游戏主题餐厅
 
 
朋友帮拍的,哈哈!有些模糊,不过效果还不错。
 
 
天津本土的一个消费指南网站“趣拜网”
 
 
哈哈,发现了吗?都市报道那哥们也来采访了。
 
 
米老鼠造型的头饰戴的不少。
 
 
美味还没上,哈哈!光顾着忙活了。也没享用上,今后补上。
 
 
抽奖活动的礼物有些确实不错!

Last chirstmas

Posted: 16 Sep 2007 05:09 AM CDT

软星七年(上)

Posted: 16 Sep 2007 03:53 AM CDT

(出处:《家用电脑与游戏》2007年9期)

零、前言

2007年8月1日,《仙剑奇侠传四》在大陆和台湾两地同步上市。一周后,寰宇之星向媒体通告,《仙剑四》出货量已经超过20万套。这一数字让开发者上海软星和所有期盼国产单机游戏能够坚守阵地的玩家,都长长地舒了口气。

然而令所有人意想不到的是,8月6日,上海软星副总经理兼企划总监、《仙剑四》项目总监张毅君(工长君)突然地在“中国仙剑联盟”论坛上发帖,暗示自己将离开软星,离开大宇资讯。他略带伤感地说:“希望继任者再创仙剑辉煌,配得上沧浪剑赋之音乐……”而在此之前,上海软星研发总监、《仙剑四》制作人张孝全(笑犬)也已向台湾总部提出辞呈。若离职申请通过,二人将在今年9月底同时离开大宇。这次离职在外人看来是如此突然,就连上软自己的员工也深感错愕,目前已有数人提出辞呈,若骨干流失,或许我们将很难再看到由大陆制作的《仙剑奇侠传五》。可以说,《仙剑》研发团队正面临着六年来最严重的一次危机。

七年前的8月,正是北京软星成立之时。这七年仿佛一个轮回,带走了许许多多的人和事。记得四年前《仙剑三》上市之际,网上曾出现过一篇题为《狂徒传说》的文章。作者“历史の道标”在文中披露了大宇早期以及狂徒工作室由盛而衰的秘史,文章写道:“……但游戏却与铸剑之事颇有相似之处。知《仙剑》之名,而不知铸仙剑者何其名。故撰此文,将铸仙剑之人,无论吹风烧火打水之人一一报来。于《仙剑三》荣发之时,行狗仔队之职,以慰读者。 ”这篇文章据说是由前狂徒骨干谢崇辉的内部论坛——“无责任企划的秘密基地”——的访客,集结谢的部分回忆整理而成。自此,姚谢之争成为公开的秘密。

《狂徒传说》所记多为台湾之事,于2000年姚壮宪转战大陆之后的事情,所述甚少。四年后的今天,值《仙剑四》发售之际,我们特地走访了姚壮宪、张毅君、陈朝勋,以及王世颖、张泽湘和江万江等北京软星和上海软星的元老,同样“行狗仔队之职”,将这七年来发生在大陆软星的故事补完。

确定这一选题时,上海软星的种种人事变动尚未公开,而此文的目的,也并非“爆内幕”,更非“挑是非”。我们只是希望将七年来大陆软星所经历的风风雨雨尽可能完整地呈现在读者面前,至于中间的是非曲直,既难辨明,也无评判的必要。正如张毅君在评价《狂徒传说》一文时所说:“文章里的那些是是非非有什么意义?玩家只知道自己兴冲冲地跑去买《仙剑二》,买到后却是那样的游戏。不管谁对谁错,玩家的钱是白花了。”

《仙剑四》发售时,网上曾有玩家以为这是一款网络游戏,这多少让人感到有些唏嘘。五年后,不知道在我们的读者当中,还会有多少人记得软星,记得姚壮宪,记得“狂徒”和“DOMO”?又有多少人会在意大宇的“双剑”是否还有未来、《大富翁》还能出到几代?《集体失忆的黑暗年代》的作者简·雅各布斯说:“我们其实是生活在已消失的原住民文化的坟场中,他们之中的许多文化都是被集体失忆给断然解决掉的;而在那集体失忆的过程中,甚至连丢失了什么内容的这项记忆,也丢失了。”

软星已是大陆单机游戏研发最后的守望者,我们只希望多年以后,当国产单机游戏从我们的视野中彻底消失时,还会有人想到软星,想到《仙剑》,想起这篇《软星七年》,记得我们曾经拥有过什么,我们为何失去了它们。

壹、《仙四》风波

经历了坎坷多事的一年后,上海软星把2005年的研发重心放在了《阿猫阿狗2》和《仙剑奇侠传四》上。这一年,策划将原本就定好的《仙剑四》剧情修改得更为完善,程序也开始学习以往从未接触过的RenderWare引擎。《阿猫阿狗2》完成后,大部分擅长制作RPG的研发人员都被调入《仙剑四》项目,《仙剑四》进入快速研发制作期。

2007年8月1日,经过两年的辛苦开发,《仙剑四》正式发售。这本是一件值得庆贺的事,没想到好事多磨。上市当日,因认证用户大量涌入,造成认证服务器拥堵,致使玩家无法在第一时间完成游戏的启动认证。好不容易进入游戏,玩家又发现无论机器配置如何,都会出现游戏画面停顿或不流畅的问题。

“一开始有玩家反映游戏很卡的时候,我们的第一反应是不可能,是不是玩家故意捣蛋?我们用古老的GeForce 3显卡、CPU和内存也都很烂的机器测试过,游戏后期会很卡,可前面根本不会卡。后来玩家的抱怨越来越多,我们才隐约感到糟了,出事了。”

张毅君立即向寰宇之星催要游戏盘,盘寄到后,公司员工人手一套,开始测试。结果游戏在安装过程中就大量报错,把卡巴斯基和瑞星卡卡卸载后,总算顺利进了游戏,可一玩,发现的确像玩家说的那样,碰到怪卡、杀了怪卡、分经验卡、换场景卡。“我们也没想到StarForce会这么暴力,一看这个样子,顿时浑身冰凉,心想完了完了。”

张毅君立刻联络台北总部,在《轩辕剑》主程序吴东兴的帮助下,连夜做出了1.1版补丁,第二天就发布出来,大家这才松了口气。

8月3日,北京举行《仙四》首发签售活动,张毅君如约到场。活动中,一位玩家表示愿意出钱捐助上海软星,支持《仙剑》的研发,被婉拒后,他又热心地说,那我就多买几套仙剑正版吧。张毅君很想上前劝阻,告诉他“赚钱不容易”。回到住处,张毅君打开电脑,登上台湾巴哈姆特游戏网站,发现论坛上一片叫骂,原来台湾那边的《仙剑四》精装版已经上市,但质量很差,香扇折损,攻略掉页,引得玩家纷纷抱怨。“仙剑史上从来没有这么烂的精装版,可以说是旷古绝今。他们不征求也不尊重我们的意见。这么多年来我们这边一直坚持,就是希望把仙剑越做越好,结果那边的一个精装版就搞成这个样子。”张毅君气愤地说,“想想刚才那位玩家的热情,再看看总部的做法,我就对自己说:是时候离开了。”

谈到离职的原因,张毅君毫不讳言他与台湾总部在对待《仙剑》的理念上的冲突。“准备要离职,我准备了五年,很多时候我都觉得自己受够了。”张毅君觉得这么多年来,总部对上软并没有给予应有的支持,台湾地区的营销很不积极,而更重要的是,尽管《仙剑》系列自三代以后一直是由上海软星独力开发,但上海软星只能拿到大陆地区的销售收入,台湾地区的收入则被总部收走。《仙剑》系列大陆地区的销售套数一般比台湾地区高出四倍,不过由于台湾地区的售价较大陆高,台湾地区的收益往往占到《仙剑》销售总收入的三分之一多。

《仙剑四》的预期营收为2亿到3亿新台币(约合人民币4500万到7000万元),扣除渠道等成本,它将给大宇带来约1000万人民币的收入,而其中能留在上海软星的大约只有600万人民币。六年前上软开发《仙剑三》时,就是以540万人民币起家,最后几乎陷入弹尽粮绝的地步。这么多年下来,手头还是只有600万,却要去面对《仙剑五》和《仙剑Online II》那样的大作。张毅君认为总公司实际是把《仙剑》的收入挪用到其它项目上,而不顾《仙剑》的未来。“仙剑的水平与国外的差距越来越大,现在次世代游戏也出来了,盗版的环境又没有解决,如果开发经费还是这么多,两年后开发出一个《仙五》,一定会被玩家骂得很惨。所以,我觉得现在离开是一个比较好的抉择。”

对于昔日战友的离职,姚壮宪并不觉得突然。他理解张毅君的主张,如果上软能够把《仙剑》赚的钱完全留下来,就可以购买更好的3D引擎,招聘更多更优秀的人才,做更多的项目,否则以张毅君的谨慎个性,不会愿意冒险扩张。但他也理解总部的做法,这么多年来大宇一直秉持“中央集权”的财务观念,尽管从法律上说,北京软星和上海软星都是子公司,但它们始终没有独立的财权。总部只是把软星作为其设在大陆地区的研发事业部,而不是独立经营的公司,因此并不要求软星自负盈亏,它们的亏空会由总部填上,多赚的部分也会被总部拿走。

如今张毅君和张孝全的离职已成定局,上海软星的研发团队是否会就此解体?《仙剑》系列又将何去何从?坐镇北京的姚壮宪并未给出明确答案,他说初步的打算是从上软现有团队中选出新主管,如果找不到合适的人选只好空降。“实在不行,我自己去带。”他半开玩笑地说。

8月22日,姚壮宪抵达上海,着手处理此事。在他看来,最理想的结果是慰留住大部分骨干,最坏的结果是重组。而进展似乎并不顺利,“浅水留不住大龙。”他叹道。

贰、“燕山”夜谈

从张毅君为《仙剑奇侠传四》说明书所写的“前言”中,我们就能清楚地感受到他的这种无奈。他写道:“最近也常常想起电影阿甘无止境的跑步,突然有一天不想跑的感受。但是,每当看到恶意字眼的批评,而非实质性建议的时候,我还是打起最后的精神去微笑面对、认真接受……”

在最后作出“不想跑”的决定前,不知他是否曾回忆起七年前的那个酷暑,他与姚壮宪一同雄心勃勃地踏上大陆;回忆起北京软星正式开张那天,不慎扭伤了脚的他以伞代拐的趣事;回忆起这么多年来围绕他身边的那些人、那些事。

陈朝勋是张毅君到大陆后遇见的第一位同事,姚张二人来京之前,陈朝勋刚刚加入大宇,开始组建软星的前期筹备工作。“我想我这辈子都会记得李先生对我的恩情。”谈起七年前与大宇资讯总经理李永进的那场彻夜长谈,他至今感慨不已。

早在软星成立前两年,陈朝勋就已经在大陆游戏业打拼。1998年2月的某个飘雪之夜,他乘飞机由台北辗转抵达北京,人生第一次踏上大陆。从首都机场出来时,天色已渐黑,北京给他的第一印象是一片灯光辉映中的雪景。那时的他刚刚步入而立之年,被台湾光谱资讯派驻大陆,任北京光谱副总经理。当时的北京光谱刚把组建一年但效果不彰的研发团队裁撤掉,成为一个纯粹的销售办事处,连他在内总共只有8名员工。公司的办公地点在上地,今天的上地已是著名的软件研发基地,而九年前的这里却是一片荒凉,“大中午时,半天看不见一辆车经过,好不容易来了一辆,结果还是驴车。”

那一年的大陆游戏市场同样凄凉,在经历了两年的短暂繁荣后,第一代游戏拓荒者纷纷折戟沉沙。1998年,先是金盘公司被并入同方光盘股份有限公司,成为清华同方光盘中心的一员,其游戏开发部门被撤掉;然后腾图软件公司解体,解散其游戏制作部门,退出游戏制作领域;6月25日,前导软件公司宣布暂停游戏开发,退出游戏市场。大陆游戏业早期的几面大旗就此倒下,只有金山、目标和尚洋等不多的几家公司仍在坚持。那一年发售的单机游戏,75%的销量均在5000套以下,许多匆匆上马的中小游戏开发商在一两款产品赔钱后即无力维持下去,甚至有些尚未有产品问世时即告解体。在产业的最底层,还有更多原本就没有资金支持的制作组在苦苦挣扎。

亲身经历了大陆游戏业的惨淡一年后,陈朝勋离开光谱,退出游戏业,找了份“卖杂志”的工作,负责美商BNI集团旗下的《计算机与生活》(eGamer)、《电脑采购》(PC Shopper)和《电脑生活》(PC Life)等杂志的大陆发行业务。2000年3月的某天,公司突然告诉他大宇资讯总经理李永进要来参观,因为他之前有过游戏从业经验,所以被指派负责接待。那天上午,李永进如约而至。在一个多小时的参观过程中,他问得最多的不是BNI的运作情况,而是大陆游戏业的状况。

令陈朝勋意外的是,当天晚上,他接到了负责大宇商务工作的卓小姐的电话,约他在燕山大酒店一谈。见面后,李永进开门见山地告诉他,大宇希望在大陆成立一家研发子公司,想听听他的意见。陈朝勋就把他在北京光谱工作一年中所了解到的大陆游戏业的情况详细作了介绍,例如版号是什么、申请流程是什么、如何和出版社合作、渠道的铺货方式是什么、能获得的折扣是多少、能获得的结款周期是多长、每个渠道商的行事规则是什么、是否诚实可靠……这些信息对于想进入大陆游戏市场的公司至关重要,却又难以从公开的调研中获得,只有具有实务经验者方能知晓,而在当时的大陆游戏圈中,有实务经验的台湾经理人凤毛麟角。

两人一直聊到第二天凌晨,最后李永进邀请陈朝勋加入大宇,帮他成立大陆研发公司,而重返游戏业也正是陈朝勋的最大心愿,两人一拍即合。

2000年6月1日,陈朝勋正式加入大宇资讯,同新招的一名本地员工石爱华一起,开始了北京软星的前期准备工作。之后陈朝勋历任北京软星副总经理、网星史克威尔艾尼克斯公司副总经理、史克威尔艾尼克斯中国公司(SEC)总经理。今年8月15日,北京软星成立七周年之际,他辞去了SEC总经理一职。

燕山大酒店的这次夜谈,改变了陈朝勋之后七年的职业生涯,也加速了北京软星的诞生。

叁、北软成立

陈朝勋加入大宇的半个月后,2000年6月15日,姚壮宪抵达北京,一同前来的还有刚进大宇一年的策划张毅君和负责网络系统的梅期皓。与两年前陈朝勋初临北京时浪漫的雪景不同,他们三人一下飞机,就遭遇了40度的高温。主将就位后,北京软星的组建工作正式开始。三人暂时没有住处,陈朝勋的家就成了临时的指挥中心。

开公司的第一要事是找一处合适的办公场所,没有办公场所就无法申请营业执照。由于经费有限,他们秉承“一切以节省经费为要”的原则,最后在上地某小区物业办公室找到了一处500平米的闲置场地,可以塞下30多人,而且租金很便宜。2000年7月,姚壮宪、张毅君和陈朝勋等人正式搬进了“新家”——上地南路6号院3号楼二楼。时至今日,这幢大楼外侧涂着的蓝白双色的标志以及“SOFTSTAR”的字样仍然清晰可见。

公司组建初期,各人的分工很明确。姚壮宪任总经理,负责所有的研发工作。张毅君任策划总监,带领策划团队。陈朝勋为副总,负责所有的后勤工作,从财务、法务到行政。之后不久,陈朝勋把原光谱的美术翟延奇也介绍进来,翟成为北京软星的第一位美术总监。一支小小的研发团队就此成立。

办公地点有了,接下来的任务就是招人,方法当然也是选择最省钱的——在各大学的BBS和游戏相关网站上刊登招聘启事。《仙剑三》和《仙剑三外传》主策划王世颖就是在那时被招聘进来的,谈起当时的情形,她现在还觉得有些好笑。那天,姚壮宪突然跑到新浪游戏制作论坛上发了个招聘贴,ID是“姚壮宪”三字的台湾拼音,结果被很多坛友认为是骗子。王世颖虽然也怀疑其真实性,但还是回了封信。不久姚壮宪打电话约她出来,一起吃了顿简餐后,她就被录用了。

借助“大宇资讯”和“姚壮宪”的名气,整个招聘过程很顺利。陈朝勋至今还清晰地记得一位20岁的小伙子大老远从新疆来北京,第一次出远门就坐了50多个小时的火车,他们把他接到公司面试,然后帮他背着行军包到宿舍。当年那个满脸稚气的小伙现在已经声名在外,他就是后来《大富翁六》和《大富翁七》的主策划王麒杰。

2000年8月14日,领到外商独资企业的营业执照后,软星科技(北京)有限公司正式成立。此时公司已有20多人,到这一年年底,又扩到了近40人。这批早期员工除了王世颖和王麒杰外,还有为软星开发第一款3D引擎“GameBox”的张泽湘、未满18岁就开发过街机游戏的胡颖卓,而美术人员多为没有经验的新手。只要员工对游戏有热情,不论其学历高低,不管其有无游戏制作经验,皆可被吸收——这是从大宇总公司沿袭下来的习惯,北软包括之后的上软,即便是《仙剑》这种名作的开发团队,也往往有三分之二的员工在加入前完全没有任何游戏开发经验。当时姚壮宪还特地从台北总部请来了NPC小组的组长、《明星志愿》系列的制作人廖庄敬,对北软的新晋员工进行培训。

在王世颖的记忆中,那时公司的办公环境很差,空调是很旧的壁挂机,无时无刻不散发出一股旧空调特有的怪味。“姚仙”虽然有单独的办公室,但整体环境也和大家差不多。就是在这股怪味中,北京软星的第一部作品——《仙剑客栈》诞生了。

肆、为什么是姚壮宪

“前面十年我只懂得单打独斗,虽然后面一大帮人在帮我,可我不懂得好好珍惜。现在才知道那个时候很笨,一个人是成不了事的。”姚壮宪离开台北前往大陆,正好是在他加入大宇的十年之后。那时的他习惯扮演“独行侠”的角色,很多东西宁愿一个人想、一个人做。

1990年加入大宇后,姚壮宪常常以“自由人”的身份出现。最初半年,他在自己家——桃园县工作,虽然自认是大宇的人,却领不到大宇的工资,要靠作品卖出钱获得提成。1989年,他用练了四年的Quick Basic语言和汇编语言,加上在学校写的绘图工具,独自一人完成了《大富翁》一代的开发,这是他交给大宇的第一份“成绩单”。游戏最终在台湾售出3万多套,这在当时是个相当了不起的成绩。1992年,《大富翁二》制作完成,这款游戏从人物原画到地图设计,大部分工作均由姚壮宪独力完成,中间只调用了三个美工帮他制作动画、卡片,以及一些突发事件的小图片。它也是历代《大富翁》游戏中,姚壮宪最喜欢的一代。之后在创作《仙剑奇侠传》的过程中,姚壮宪的个人才能更是得到充分发挥,从剧本到程序、美术、音乐,一切工序都有他的参与,那时他的工作流程是白天写程序,晚上写剧本,半夜画图。1995年7月,《仙剑奇侠传》问世,成为玩家心中的一代经典。

以姚壮宪为核心的“狂徒创作群”因《仙剑》而声名鹊起,却也因《仙剑》而走向衰微。1996年,《大富翁三》完成后,狂徒开始了《仙剑二》的构想。此时在剧情方面,姚壮宪与狂徒的另一骨干、《仙剑一》的主策划谢崇辉产生了重大分歧。姚壮宪认为《仙剑二》应该讲述一个全新的故事,而谢崇辉则坚持应该延续前作的角色和剧情。这场争执以狂徒的一分为二而告终,姚谢二人各带了七八名成员,分头创作,却又都因人手不够,而无法作出令人满意的东西。这次“分家”令《仙剑二》项目陷入半瘫痪状态,也为日后围绕《仙剑二》的诸多矛盾埋下了伏笔。之后姚壮宪被升为大宇研发部副理,转任行政职务,不再直接参与游戏开发,而谢崇辉也转去做《霹雳奇侠传》,于是《仙剑二》被暂时搁置。

当时的姚壮宪正值而立之年,同很多步入中年的人一样,也面临着转型的困惑,也对未来的职业生涯感到迷茫。行政职务显然不适合他,“那时候浪费在写报告、写公文、写申请上的时间太多了,一堆公公婆婆,做什么事情都要这个同意、那个同意。我不喜欢绑手绑脚。”这也是姚壮宪选择背井离乡来大陆发展的原因之一。在大陆,除了财权不独立外,做什么游戏、做成什么样、要多少人、做多久,他都可以自己做主,台北虽然也要审核,但通常都会尊重他的意见。

促使他离开台湾的另一动因是感情的受挫,那一年,相恋三年的女友离他而去,心情沮丧的他一心想换个环境,却又不愿离开大宇。当大陆创业的机会出现时,他便毫不犹豫地抓住了。而公司也需要一员像他这样的大将挑起开疆辟土的重任,李永进说他在大陆考察时,发现“姚壮宪”这个名字在大陆的号召力远比自己强得多。于是,在李永进的充分信任和授权下,大宇的第一家子公司被交到了姚壮宪手上。“李先生是真的想让姚壮宪有一片可以自由挥洒的天空,这也是即便外界诱惑那么多,姚壮宪始终是李先生的忠实伙伴的原因。这种感情,外人很难体会。”陈朝勋回忆说。

在之后的一次会议上,李永进问有谁愿意跟姚壮宪一起去大陆,结果只有张毅君一个人举手,其他人都沉默不语。对于当时的许多台湾人来说,大陆只存在于历史课和地理课上,他们眼中的大陆,经济落后,气候与生活习惯迥异,文化政治上的差异也很大。而且那时两岸还没有直航,从台北到北京需经由香港转机,加上等机的时间,路上要花12个小时。临走前,总部的同事为他们二人践行。“当时的感觉,就像我们是要去送死。”张毅君笑着说,“不过给我们践行的那些人,两三年后也都过来大陆发展了。”

就这样,在加入大宇整整十年之后,姚壮宪离开台北,在大陆开始了他的创业之路。在台湾,他只能看到一个游戏从他的手里成长;而在这里,他却可以看到一个公司在他手里成长。

伍、为了梦想,先挖金矿

从陈朝勋坐在窗前看着驴车从公司门口慢慢走过,到姚壮宪吃完晚饭穿着拖鞋去给员工找宿舍,这两年间大陆的单机游戏市场出现了回升的势头。所剩不多的几家研发公司,金山、目标、尚洋、逆火、祖龙、创意鹰翔、八爪鱼、金智塔、新瑞狮……仍有新作陆续推出。1999年4月,西山居的《决战朝鲜》上市;9月,尚洋推出国内首款3D游戏《烈火文明》。2000年,目标软件的《傲世三国》成为首款参加E3大展的国产游戏;同年6月,西山居的《剑侠情缘2》发售。尽管本土开发商仍在默默努力,但面对已经开始被大量引入国内的欧美游戏,它们成为配角的命运已无法逆转。张毅君回忆说,他去看过国内的一些工作室,几个年轻人窝在一间三居室或四居室里做开发,很辛苦,又找不到正确的方向。就像以前的他,也做过白手起家的梦。

姚壮宪的这次大陆创业也算是白手起家,除了不用为资金发愁外,其它一切都需要亲自打理。而他从台湾带来的“财富”只有两样:张毅君、《大富翁》系列的制作权。前者在创业初期为他助了一臂之力,后者则为北软日后的发展奠定了基石。

众所周知,知名系列的续作一般都有“票房保证”,对于研发团队来说,这意味着一笔稳定而丰厚的“奖金”。大宇早期的研发体系为小组制,每个小组都有固定成员,同做一款游戏,例如大家熟知的DOMO小组、狂徒小组、NPC小组,其“专属”游戏分别为《轩辕剑》、《仙剑》和《大富翁》、《明星志愿》。在现代企业管理中,当有多个项目同时进行时,矩阵结构应该是最佳的组织结构,各项目成员从策划部、程序部和美术部三个部门抽调,随项目的开始与结束而组成和解散。或许是不愿触及小组核心人员的利益,大宇迟迟没有由小组制向“三部分立”制转变。最多的时候,大宇内部甚至有十个小组,七八个人就算一个小组。

小组制的弊端不仅在于人力资源的浪费,基层研发人员的缺少责任感和积极性,还会在各小组之间造成竞争态势,形成各自为政的格局。当这种竞争涉及知名系列的制作权时,往往会激发诸多矛盾。北京软星成立后,原本集中于台湾总部的三大知名系列,《轩辕剑》仍由DOMO小组负责,《大富翁》由姚壮宪带往大陆,而《仙剑》的归属当时尚未有定论。

《大富翁》系列是姚壮宪加入大宇后的第一款正式作品,除了《大富翁五》外,之前的几作均由他亲力而为。在某种意义上,姚壮宪对《大富翁》系列的偏爱程度甚至超过了《仙剑奇侠传》。而且当时《大富翁》系列所挣的钱也比《仙剑》系列多,即便比较单款产品,《大富翁四》的销量也要高出《仙剑一》很多。据统计,《大富翁四》在台湾地区的销量为22.6万套,超过《仙剑奇侠传》的16.8万套和《轩辕剑三外传:天之痕》的17.2万套。

对姚壮宪来说,《大富翁》是一座金矿,《仙剑》是一个梦想。为了梦想,必须先挖金矿。不过当时的他并没有料到,这个梦会做得如此曲折。

2001年大宇上市,在正规化的管理体制下,原先的研发骨干纷纷脱离一线开发,转成管理人员。由于小组核心出身的技术人员短时间内难以完成部门管理,离开开发核心后的一线团队又面临着很大的压力,因此转型的阵痛在大宇身上表现得尤为剧烈。这也导致之后数年,大宇内部出现不少人事问题。而大陆软星与台北总部之间由于沟通不畅,种种矛盾似乎更易被激化。

陆、第一款游戏,第一部引擎

很多人认为大宇不是一家崇尚创新的公司,除了几个经典系列外,近几年鲜有创新之作。这实际是受单机游戏日渐恶劣的市场环境所迫。在发展初期,大宇留给员工的创作自由度很大,开发人员只要提出成熟想法,公司批准后就可以去做,《仙剑奇侠传》就是在这样的自由氛围下创作出来的。姚壮宪此番来大陆创业,也抱着同样的打算。北软的第一款游戏——《仙剑客栈》,就是一次小小的创新。

那时的北软颇有新人新气象的感觉,姚壮宪鼓励属下自由发挥,包括美术在内的每一位员工都可以提案,策划的创作氛围非常宽松。对于公司的第一款作品,他没有提出具体要求,只是说要做一款《仙剑》的衍生产品,一方面为日后开发《仙剑》系列的正统续作打基础,另一方面也可以借助《仙剑》的名气,为新类型游戏打开局面。

《仙剑客栈》是一款以《仙剑》为背景的经营策略类游戏,兼有恋爱养成和角色扮演的成分,李逍遥、赵灵儿、林月如和阿奴等大家熟悉的仙剑角色在这家小小的客栈中相聚一堂。《仙剑客栈》的策划只有王世颖一人,程序为胡颖卓和杨毅二人,美术为各项目共用。由于团队中除了王世颖外,其他人都没有多少游戏开发经验,所以项目的整体进度较慢,做了一年时间,于2001年夏季发售。当年在大陆售出6万套,台湾售出1万多套,尽管销量并不理想,但玩家的整体评价不错。有趣的是,《仙剑客栈》是整个《仙剑》系列中,唯一一款在制作人员名单中没有出现“李永进”名字的游戏。姚壮宪解释说:“一开始没规定要放,后来觉得对小李不够尊重,可放哪儿好呢?在台北,他的名字一直是放在‘监制’上的,那样的话,真的监制就没地方放了。后来从电影里学了个头衔叫‘出品人’,这样才算名副其实。”于是,在《仙剑》系列之后的作品中,李永进一直以“出品人”的身份出现在制作人员名单的顶部。

开发《仙剑客栈》的同时,北京软星还有两个项目在齐头并进,一是姚壮宪领衔的《大富翁六》,二是张毅君领衔的《汉朝与罗马》。为了拥有自己的3D引擎,方便今后的游戏制作,姚壮宪还将曾在上海育碧工作过的张泽湘招至麾下,由他独力挑起3D引擎开发的重任。此时台湾总部的DOMO小组正在加紧《轩辕剑4》的3D引擎的研发,而大陆也已有少数3D游戏问世,如尚洋的《烈火文明》、逆火的《战国:嗜魂之旅》和祖龙的《自由与荣耀》,但效果均不理想。对于软星的第一款3D引擎,姚壮宪没有提出很高的初始需求,并没有要求一开始就做大而全的东西,所以整个开发过程还算顺利,大部分时间都是张泽湘一个人在做,到了后期才又加入两名程序——江万江和原林。两年后,这款被命名为“GameBox”的引擎随《大富翁六》的推出而最终完成,它是软星第一款也是唯一一款自主研发的3D引擎。

之后根据技术的进步和使用的回馈,GameBox又做过多次重大调整。当时的国产游戏在3D技术的应用上已经有所突破,例如祖龙工作室的即时策略游戏《自由与荣耀2》和第一人称射击游戏《大秦悍将》,以及金山购买LithTech引擎开发的动作游戏《天王》。与这些游戏不同,GameBox在功能上注重强化色彩和形体的处理,加入了增强画面表现力的技术,如全局生成LightMap、柔性皮肤系统、即时粒子系统等,与《仙剑》系列所要表现的唯美柔情风格相契合,因而也就顺理成章地成为了3D化后的第一款《仙剑》游戏的引擎。

GameBox先后被应用在《大富翁六》、《大富翁六:大家来抢钱》、《仙剑奇侠传三》和《仙剑奇侠传三外传:问情篇》上,2005年的《阿猫阿狗2》所用的引擎也是在GameBox的基础上修改而成的。之后,GameBox引擎终因无人维护而被束之高阁,软星后来开发的《大富翁七》、《大富翁八》和《仙剑四》全部改用大宇总部统一购买的RenderWare引擎。“其实那时候有点贪心,想做自己的3D引擎,后来才发现不现实。3D技术的标准一直在拔高,开发成本也翻了几番,除非你有足够的人力和资金投进去,否则很难赶上。”姚壮宪说。

外界曾有传闻称大宇“投重资”将3D引擎的研发交给大陆软星,而事实上,GameBox引擎的开发总共只有三人。当年的核心成员张泽湘现就职于腾讯,为腾讯开发一款新的3D引擎;江万江现为北京飞越梦幻科技总经理,开发3D游戏《边缘》;原林现为北京林果日盛科技有限公司副总经理,开发3D游戏《风火之旅》。

柒、分家在八月

2001年8月,《仙剑客栈》发售后不久,软星就来了一次大分家。由策划总监张毅君带队,策划王世颖、于大为、宁少华,美术张薇、张天冀,程序房燕良、李华、杨毅,助理李想、蔡纪江,以及网络系统梅期皓,共12人由北京调往上海,成立软星科技(上海)有限公司。原DOMO小组骨干成员、在大宇工作了六年的张孝全,以及DOMO小组的资深程序黄志荣,也在此时由台北加入上海软星,分别担任美术总监和程序总监(黄志荣于数月后离开上软)。当时的北软共30多人,这次分家,除了姚壮宪率领的《大富翁》研发组没动外,另外三个组——王世颖负责的“仙剑客栈”组、张毅君负责的“汉朝与罗马”组和李想负责的“网络三国牌”组的大部分骨干均被调往上海。

把软星设在北京,这是七年前李永进与陈朝勋的那次夜谈中就已经确定下来的。李永进也考虑过上海,而陈朝勋认为,依据“离原材料近”、“离消费者近”和“离供应商近”三原则,还是北京最为合适。北京高等院校的数量多于上海,软件人才相对集中,2000年的时候还聚集着一批从单机时代走来的游戏开发人员,招聘相对容易。而那时上海的游戏产业尚未成气候,今天的几大网游巨头还在做着其它事情,有的在炒股,有的在做虚拟社区,有的在卖脑白金,有的在卖单机游戏。研发方面,上海尤为薄弱,2000年只有东星、育碧、科乐美等不多的几家以电视游戏开发为主的外资企业。至于上海本地的游戏开发公司,较为正式的只有一家“魔戒工作室”,该小组在2002年初宣告解散。

既然最初决定设立大陆研发部门时,上海并不在计划之内,那为何要在北软成立短短一年后,就分散开发资源,在上海成立一家新的研发公司?陈朝勋回忆说,当时主要是为了吸纳南方的人才,公司在招聘过程中发现南方人很不愿意到北京工作,上软的成立可以吸引长三角以及更南地区的人才。

姚壮宪的解释比较个人化,他说其实是因为自己更喜欢上海。上海的气候环境比北京好,生活习惯更接近南方人,而且有台商的圈子。可惜在他来大陆之前,软星设在北京就已成定局,他也只好硬着头皮过来了。不过他并没有放弃去上海发展的念头,所以第二年就让张毅君和张孝全在上海成立了一家新公司。“我当时想,如果机会合适的话,我也转去上海。我甚至还考虑过要不要在上海买一套房子。可惜后来这边一大堆事情走不开,慢慢地在北京呆着也就习惯了。”姚壮宪笑着说。

张毅君、张孝全、黄志荣和王世颖等骨干移师上海后,只剩下姚壮宪留守北京,总部过来的李威霄(原狂徒成员)在短暂加入后,也由于个人原因而返回了台湾。好在北软已聘请到目标软件的元老黄挺为美术总监,而策划总监和程序总监的位置却一直空着,两年后才有人接替。

台湾总部过来的几名研发人员中,张毅君的资历最浅,在大宇工作还不满一年。加入大宇前,张毅君曾在光谱任策划,参与过《移民计划2》和《电视梦工厂》的开发。之后他应聘大宇,当时的面试官就是姚壮宪。进入大宇后,张毅君加入狂徒,参与了《大富翁四》资料片和新游戏《疯狂摇摇杯》的研发,随后便同姚壮宪一起来到大陆,任北软策划总监。被派驻上海前,张毅君所带的小组正在开发《汉朝与罗马》,这是大宇之前从未接触过的即时策略类游戏。可能不少人都听说过,开发二战太平洋战争题材的RTS曾是姚壮宪的梦想之一,事实上,张毅君对于RTS的喜爱和精通程度更甚于姚壮宪,《汉朝与罗马》就是他的第一次尝试。不过游戏开发到一半,他就奉命前往上海组建新公司。

张毅君是最早抵达上海的,4月的上海阴雨连绵,习惯了北京干爽气候的他一到上海就感冒了。公司的办公场地已经找好,施工单位还没开始装修,张毅君就去超市买了卫生纸,拉开,一条条铺在地上,规划员工的工作位。两个月后,北京的同事陆续到位,上海软星正式成立。就这样,姚壮宪在北京经营《大富翁》系列,张毅君和张孝全在上海主攻《仙剑》系列,开启了南北两地并驾齐驱的局面。

上海软星最初有两个小组,张毅君带领的《汉朝与罗马》小组和王世颖带领的《仙剑三》小组。2002年7月,上软的第一款作品《汉朝与罗马》发售后,“汉罗”小组又提交了一款三国题材的RTS和一款名为《银河争霸》的科幻题材的RTS,可惜均被总部否决。这支小组随即宣告解散,两名主要程序离职,两名策划一人被调入《仙剑三》开发小组,一人被并入《阿猫阿狗2》开发小组。

捌、《仙二》之争

1999年《仙剑95版》攻略发售时,姚壮宪向玩家承诺,李逍遥的故事在《仙剑一》结尾时已经结束,仙剑如果有其它后续版本,就应该演绎一个全新的故事。是时姚壮宪与谢崇辉已分道扬镳,谢崇辉坚持认为《仙剑二》应该承接一代的人物和剧情。于是两人各带一拨人马,分头构想《仙剑二》,虽有多次提案,但均未有定论,也没有真正立项。《狂徒传说》中写道:“求好心切的姚壮宪不断更改剧本,为了尽善尽美的自我翻案,美术设定也一改再改,始终未能定稿。之后的‘狂徒创作群’经过了一番人事变动,而姚壮宪期望做到《铁拳3》的品质、《最终幻想VII》的水准的《仙剑二》项目也无疾而终。”

2000年,姚壮宪离开台湾,在北京成立软星。北软的第一个项目《仙剑客栈》就是为日后开发《仙剑二》而布下的练兵之作,GameBox引擎的开发也是在为《仙剑》系列的3D化做准备。2001年3月13日,《仙剑二》第一次项目会议在北京软星的会议室举行,与会者包括姚壮宪、张毅君、张孝全、黄志荣和王世颖等寥寥数人,议题是“《仙剑二》整体表现初步架构”。这次会议确定了《仙剑二》的几个基调,例如演绎全新的剧情、采用两男三女的结构、采用3D技术制作、不走纯悲剧路线、为玩家提供更多的选择等。姚壮宪在会上把他多年来对《仙剑二》的设想全都拿了出来,从五灵到六界,从地域到沿革,提出了一套完整的世界观。

令他始料未及的是,北软的《仙剑二》项目启动后不久,谢崇辉所在的研发三部提案的《仙剑二》即被台北总部通过,并正式立项。得知这一消息后,姚壮宪大为不满。“台北这一立项,设软星的意义少了一大半。在我这位置,我当然要表示反对的意见。而且,当时《霹雳奇侠传》是规划发展成一系列的,结果不顺利,公司放弃了,他(编者注:指谢崇辉)回头要《仙剑二》。”于是他发了封电子邮件给总部的所有主管,信中声明,谢崇辉已经有成功的作品《霹雳奇侠传》,没有必要如此眷恋《仙剑奇侠传》。

当时姚壮宪对于台北研发人员把握《仙剑》方向的能力也心存疑虑,“谢版”《仙剑二》的剧情紧承一代,围绕李逍遥的同村伙伴王小虎及李逍遥与赵灵儿之女李忆如展开,而姚壮宪始终不认同这一方案。他曾认为,若二代以王小虎和忆如作为主角来做故事的起头,注定又是模仿一代的一个少年带着一位身世可怜又神秘的少女到苗疆千里寻母故事的翻版,这种新瓶装旧酒的做法并不可取。事实上在2001年发售的《新仙剑奇侠传》的结尾处,谢崇辉就已经向玩家披露了《仙剑二》的主角将由王小虎担任,同时点出了“狐娘复仇”这条故事线。

“我没法自己专心做《仙剑二》,当然希望让我认为适合的人去做,为的就是不想砸锅。如果台北当时是交给吴欣睿或者郭炳宏去做,说不定我会服气,耐心等他们做完,再做三代。”郭炳宏是DOMO小组的组长,吴欣睿是《轩辕剑三外传:天之痕》的主编剧。姚壮宪一直认为吴欣睿的编剧风格更接近《仙剑》系列。

但总部对大陆软星的制作能力同样存有深深的疑虑,《仙剑二》最终还是交由谢崇辉制作,于是出现了两个《仙剑二》在两岸同时研发的怪事。之后的一段时间内,局势始终不甚明朗,甚至有谁先开发出来谁就是《仙剑二》的趋势,而姚壮宪也一度对外称台北的《仙剑二》为《仙剑外传》。

2001年8月,上海软星成立后不久,“大陆版”《仙剑二》的剧情大纲在王世颖与张毅君的合作下最终定稿,很快企划大纲完成,美术和程序也就位开始工作。2001年9月12日,上软的这款《仙剑》续作被正式提交给大宇总公司备案,提案中的游戏名称改成了《仙剑奇侠传三》。而此时,台北《仙剑二》的剧情完成度还不高,下半年又经过一次大修,反而是《仙剑三》走在了《仙剑二》的前面。

2002年2月,谢崇辉与“狂徒创作群”的其他六人集体离职。台北的《仙剑二》研发陷入僵局,留下的剧情支离破碎,很多工作不得不从头开始,进度受到严重影响。大宇紧急抽调DOMO小组的开发人员前去支援,远在大陆的姚壮宪也接下了部分后续工作,每隔一段时间就杀回台湾,看剧本、测程序,对游戏的关键性剧情,尤其是某些情感表达上的细节作修改。

2003年春,在《仙剑一》问世整整八年后,《仙剑二》终于正式推出,但反响却不尽如人意。玩家普遍认为此作有“虎头蛇尾”之嫌,“故事结构混乱、人物单薄、完成度极低”。有趣的是,虽然软星这边只有姚壮宪一人前去“救火”,大陆发行的简体版《仙剑二》所标注的制作公司却是“软星科技(北京)有限公司”,而非繁体版游戏标注的“大宇资讯”。最终的制作人员名单中,游戏的“监制”写的是姚壮宪、蔡明宏和郭炳宏,“制作人”为贾卓伦,无论“原著故事”还是“游戏剧本”,都没有出现谢崇辉的名字。

台北的《仙剑二》推出半年后,上软的《仙剑三》也正式上市,两款正统续作的发售时间如此接近,这在任何一个系列都是不可思议的。王世颖回忆说:“那时对于仙剑控制权的争夺很激烈,如果《仙剑三》不成功,很可能就被夺走了。”所幸的是,虽然《仙剑三》与《仙剑二》的销量差不多,但在口碑上,前者远比后者成功。《仙剑》系列自此落户上海。

(未完待续)

下期章节:

玖、“姚版”《仙二》

拾、三年巨变

拾壹、无法慰亲旁

拾贰、上软铁腕之治

拾叁、北软转型之路

拾肆、《仙剑》的未来

拾伍、宿命的李逍遥

拾陆、结束语

谈谈游戏策划的经验和技术

Posted: 16 Sep 2007 03:38 AM CDT

有时候经验和技术是相同的两个东西。技术是长年所积累的一些问题的解决方案,这就应该是经验的含义。

说到策划,我觉得经验这块的概念更多的是谈某个策划师的工作年限,而不是对策划技术的积累。

需要说的是,时间和经验的增长并不是所有人都成正比的,这点可以肯定。

对于策划的经验和技术我这里想简单谈谈,并总结下。

策划工作本身是集合设计和执行为一身的,其中包括系统架构知识、美术设计和鉴赏、音乐感以及逻辑思维,如果说策划在项目组中的工作位置,那么更象是一个大脑,也就是团队运做的核心。整个团队需要依靠策划的思维和构想去进行开发。

也就是说,一个项目需要很多的执行人员和设计人员。同时执行人员也有设计的成分在内。而策划是设计的起头部分。

这么说来,策划的位置则比较高端,也可以说比较底端,看你从上往下看还是从下往上看了。也许说底端点大家更容易接受点,主要是程序朋友和美术朋友。因为我不想去说策划人员有多么的伟大,或者夸奖策划人员是整个游戏的灵魂,这些都太伟大了。我实际想说的是,在项目组中,谁都是项目的灵魂人物!

策划对程序的理解:策划对程序的工作实际上不需要了解的太过分,包括那些代码啊,语法啊,以及实现方式啊不要过多的深究。主要的问题是,了解程序的运作原理,其实什么事情都没有那么难理解,有经验的程序员会很容易的让你理解他的运做思路。这样的程序员在项目中是必不可少的,也就是沟通能力比较强的程序,这种程序一般担当的是策划组和程序组之间的桥梁。

策划对美术的理解:策划要想对美术这边有一定的了解,我觉得更多的是需要了解他们的工作流程,那些内容对于美术日常工作中是和烦琐的,那些看起来也许很简单,但是在实际操作中却是最容易出错和消耗掉不少时间的。以及对美术设计的鉴赏能力,平时多看看国外的设计作品,增强自己对美术设计的鉴赏力以及想象力,也许在适当的时候还能给美术不少帮助和创意。项目是需要所有人一起努力的,并不要只局限于自己的狭小空间,这样很难进步。

策划对音效的理解:这是一种需要倾听的工作,你需要去观察其他著名游戏的实现方式和做法,同时也需要不停去聆听自己游戏中的声音。有时候你不得不惊叹,原来在很多成功的游戏中,这还是一项十分庞大的工作。从小小的一个机关声,到背景音乐以及你不同武器所砍出的叮叮铛铛声,音效在游戏中不仅仅只是关联游戏系统,它也是游戏玩家在游戏中最直观的体验之一,有时候音乐直接改变玩家整个游戏世界以及风格的想法。平时,策划应该多听听音乐,多观察其他游戏中音效的设计。我记得曾经做过一个场景,还专门在瀑布附近摆设了一个瀑布声的音效,光那个音效就反复调整了很多次,一是声音散播的距离和淡入参数,二是声音的节奏,大瀑布和小瀑布是需要区分的,为了达到更好的效果,第三,还需要将瀑布声和哗哗流水声混合一下,这样更有意境,更加写实也可以节省一些资源需求。当然了,这些都是细节的经验之谈了。总之这一块很重要,也属于游戏设计工作的一部分!

策划对自身的理解:毫无疑问,这是策划最需要了解的。一方面是游戏的核心概念和表现,一方面还要去想想这些核心概念是否真的容易被玩家所接受。很简单,多玩玩游戏就明白了,无论是你认为狗屎(却又很有人气)的游戏,还是不错的游戏,都应该试试。这样才能有更多的设计资源。很多东西为什么去做都是需要有道理的,不能将别人做了的我就应该去做。将一个游戏的设计概念和原理了解清楚这才是策划该去做的。因此,找出问题的真正根源才是最重要的!永远都得要去记得这点!

好了,上面其实就是我所总结的一些游戏设计中的经验和技术,并没有去过多的去涉及细节,因为现在对于我来说,时间和精力都不允许我这么去做。因此我讲得更多的是如何获得这些丰盛果实的办法。

最后一点很需要去提醒自己,也是想提醒大家的……一定要多去尝试,即便项目范围内无法让你去作这种尝试,你依旧有很多办法去尝试。此外,不得不说的,好的创意是大家都能接受的那种,最近我就设计过一种复活的界面表现方式,得到了所有策划的赞赏,我想这就是我们所需要的效果!这样工作起来才有激情。尝试的好处是常识会越来越多,其他人也会觉得你懂得的东西足够渊博。

一步步迈进吧,祝福所有的同行们!

MMORPG的数值平衡引擎构想

Posted: 16 Sep 2007 03:38 AM CDT

关于MMORPG的数值平衡引擎。起初这只是一个大胆的随想,甚至可以说是“歪歪”的产物。因为现在很多东西都在逐步走象引擎化,呵呵,程序各个模块都渐渐往这方面发展。说到引擎,更象是个工具,根据需求而配置的工具,工具就是提高效率的基础之一。不久之后,相信AI引擎等类似的创新引擎就会渐渐的出现,并运用在网络游戏以及其他各个行业领域里。

说到MMORPG的数值平衡引擎,更象是个数学模型平台,会提供一些接口和参数,可以填入一些独特的数值计算公式和参数。

参数包括概念性的游戏全局数值常量、系数以及一些参考值。众所周知,数值设计一般都是一个循环递进的过程,这个过程在最终形成之后,一般是个模块性的,相互牵扯的东西。和程序本身也有很多相同点。

这就是系统,在形成了这个系统,我甚至可以进行一些修改。

如果整个系统的构架考虑的够全面的话,我们完全可以制作一个数值平衡引擎。通过策划的设计以及程序的创造形成界面化操作,一些特殊的参数以及脚本可以支持部分额外的功能,即工具本身结构无法完成的功能。而系统本身会根据大部分MMORPG的特性进行设计,做到比较全面。可以说设计这一套系统的难度不亚于再去做一款游戏,但成本相比会底不少,因为这项工作只需要1~2个策划以及3~5个程序即可完成,完全不需要美术人员。

当然了,这样一个东西的价值是非同凡响的,毫无夸张的说,如果想批发“游戏”产品的话,那么这个工具是最具有价值的工具之一。数值平衡系统已经难破了很多策划和开发组的头脑,很多游戏也是因为这部分的缺憾,而走向失败的路线。同时,数值本身也是最直观反馈给玩家的游戏“感受”。

先有这些朦胧的感受才有起初的数值基础设计,如打怪的时间,成长之后的能力比例等等。

这里所谈的内容比较宽泛,具体实际去操作和实现的问题就不多提了,这暂时仅仅只是个构想,也许在某些人眼里不着边际,但这也并不是不可实现的工作。

模块化、封装、接口、工具、引擎,这些以后将会是主流。也是目前加快开发进度的最好办法。

告别白发

Posted: 16 Sep 2007 02:46 AM CDT

满头的白发,两天前的我就是这样的。

特别是后脑勺那部分的白发最多,这貌似是一种疾病,叫作“少白头”。从初中时我就长了第一根白发。

昨天去理发店把这些白色毛发给染掉了,现在是黑里带红(酒红)的。似乎人也因此而年轻了很多岁……以前看镜子里都觉得自己有些苍老,虽然自己才23出头。。。。感觉却象个老头一样。。。。

最近越来越懂得照顾自己了,渐渐的也习惯去洗衣服了,不会再象以前把衣服堆到发霉。

整个人的心情也好了。不象以前那么颓废。

唯一没有好起来的是这几年工作所闹下的差身体,隔二逢三的会病会咳嗽。

以后要慢慢锻炼身体了,锻炼一个较为完美的自我。

《刺客信条》封面公开!

Posted: 16 Sep 2007 12:15 AM CDT

 
 
 
 
最下面的是游戏的特典

"拉力达人"科林麦克雷死于直升机失事!

Posted: 15 Sep 2007 10:44 PM CDT

 
 

   前拉力赛冠军科林·麦克雷(Colin McRae)和他五岁大的儿子不幸于当地时间15日下午4点10分死于一场直升机事故。事发地点位于麦克雷家乡附近,苏格兰拉纳克的Jerviswood。他乘坐的直升机坠入树林变成一团火球,机上人员无一幸免。一名农夫见证了失事过程。由于失事飞机已完全烧毁,以至于警方最初无法确定是何种飞机。至目前为止警方已在残骸中发现了四具尸体,尽管还未拿到登机人员名单,但警方相信麦克雷本人在飞机上,同时又强调说鉴别手续仍在进行中。

   麦克雷团队的一名成员称目前还未与麦克雷的家人取得联系,有关报道仍待证实。

但麦克雷的代理人Freudiger告诉《星期日电讯报》,他已向飞机驾驶员的兄弟求证了相关事宜,后者证实这位前世界冠军正在这架失事机上。

   39岁的麦克雷有两名子女,他于1995年成为英国第一个获得世界拉力锦标赛冠军的赛车手,并在那之后仍活跃在车坛上。

   作为《科林麦克雷拉力》游戏的代名人,不知道这个游戏系列以后会不会更名,也许为了纪念他,这个游戏还会继续发扬光大!

 

 

最新的 《科林麦克雷拉力 尘埃》

It’s a ::roll:: pleasure to meet you

Posted: 15 Sep 2007 11:34 PM CDT

“Who wants to play D&D for the next quadrillion years?”Between doing work on the Real Ultimate Showdown and the newfound pressures of grad school, my regular columns have fallen by the wayside. It’s a shame because we’ve been getting an influx of new readers lately, between all the great RPG blogs that seem to be springing up (check out our featured sites for a few) and the added traffic of our first contest.

Anyway, I realized lately that there’s a story that I haven’t shared on Critical Hits, but I think would be of some interest to those who haven’t heard it. I shared the story on ENWorld recently when the moderators talked about how they received a private game of OD&D run by the founder of D&D himself, Gary Gygax. (On his anniversary no less!) And I also enjoyed reading the story on StupidRanger about meeting Gygax at GenCon.

So here’s my story of meeting Gygax, getting (basically) my own private panel with him, and getting to play in an RPG run by him and his son. If it sounds like I’m bragging… yeah, I am.

It was years back at a con near Indianapolis called JanCon that was having its first (and from what I understand, only) year. Guests of honor included Gary and my dad. I was living nearby at the time for college, and so my dad called me up and asked if I wanted to come. Partly it was to keep him company, and partly because he remembered years ago at another convention where he casually talked about hanging out with Gary- to which I exclaimed “You never told me you were friends with Gary Gygax!” to which my dad responded, “You never asked!”

So anyway, I eagerly agreed to go to the con. The first day was pretty uneventful, except for some registration snafus and poorly run opening ceremonies. On Day 2, there was a panel where the guests were Gary and my dad… and I was the only one who showed up for the panel. I still think that’s crazy: the con was just so poorly run, they couldn’t get anyone to attend a panel with Gary Gygax and Jack Chalker!

But it was lucky for me, because I got to listen in on an hour long talk between the two, telling stories about sneaking into graveyards during science fiction conventions to the real origin of D&D (Gary and his friends were playing a game with a neighbor who had rheumatic fever when they were young.)

Right there would have been an awesome story to tell for years to come, but it got better. Gary’s son Alex came to remind him of the game of Lejendary Adventures he was scheduled to run. Gary said, “Well Jack, thanks for entertaining me. How about I entertain your son?”

I probably sat there for a few minutes with my mouth open.

The game had been scheduled in advance, and Gary was gracious enough to add me into what turned out to be an already overbooked game. Unfortunately, because of the sheer number of people, not a whole lot ended up getting done in the adventure, which started out in a very detailed town (mapped out on graph paper… how classic is that?) and eventually moved to some mysterious caves outside of town. We got through one fight in the caves before having to call it quits for time (and we were being chased by a wild boar.)

One thing that has stuck in my mind was embarrassing myself: I was talking to Gary’s son in character, and I said something like “This place is boring, let’s kick up some trouble.” Gary overheard that and seemed to take it as me complaining, and said “Bored, eh? More of a hack and slash guy? We’ll get to that.” I felt like a huge ass, and tried to say that I wasn’t bored with the game, but he already was moving onto other people in the (15 or so member) party.

Anyway, the whole experience other than that one moment was great, and it remains one of my favorite experiences. When I returned to my home D&D game the next Friday, we started the game up as usual. And as the DM was starting, I said, “You’re a pretty good DM, but not as good as the DM I had last weekend…”

He paused, and said, “You played with Gygax, didn’t you?” and shot me a look that I can only assume was pure jealousy.

About a year later, my father passed away, and I wrote Gary to tell him. Gary was kind enough to write back with some stories and condolences, which really helped me get through it. And after telling my story on ENWorld, Gary showed up to post and said this:

“[Jack] being at the con saved the whole from being a washout, and made it a memorable time for me.”

So hearing stories about what a great guy Gary is always makes me smile.

那个美罗和艾文太强了

Posted: 15 Sep 2007 11:37 PM CDT

最近网上巨火的美罗和艾文,其实年初的时候就看过,北京的一个节目,说的就是艾文寻找美罗的故事。

 

不过在俺看来,怎么都象是为了新歌在炒作,艾文的BLOG是从车祸开始的,这个就非常奇怪。好吧,我们姑且说他原来不写BLOG,是车祸过了,对生命有了感悟才开始回忆和写,但一般按常理,应该是从车祸后开始,再逐渐回忆吧,哪有一来就先描述车祸情况的,太不符合人的心理习性了。再者,他对于美罗充满了愧疚,大段大段的在说他想要寻回美罗,那他还有心思去贴灯红酒绿的照片?车祸的照片也是,那么多,那么详尽,怎么看都象是要展示说,“我有多么惨”的意思。

 

美罗的博就更有意思,按照艾文的描述,这是一个在国外生活着的,懂生活的,心思细腻的女孩儿,可惜在博里完全看不出来,文字完全符合一个北京女生的风格,但是一个虽然从小生活在北京,但有相当长时间在法国的女生,会用这种口气说话嘛,假呀。

 

瞎扯三条:

1、我这也算帮他们变相增加了网络点击率了,所谓人民大众,每人说一下这人就火了,俺就是人民大众中的一员。

2、我其实挺希望这事儿是真的,每个人都可能错过,都可能不珍惜过,但能有机会去挽回错误的人,真的不多,我还是挺想祝福他们的。

3、如果这事儿最后被捅出来不是真的,确实如俺们邪恶所想是炒作,这哥们儿以后别想在音乐圈子里混了。

 

 

《EA冰球2008》(NHL 08)硬盘版

Posted: 15 Sep 2007 05:17 PM CDT

《EA冰球2008》(NHL 08)硬盘版
转自sharevirus
中文名称: EA冰球2008
英文名称: NHL 08
游戏制作: EA Canada
游戏发行: EA Sports
游戏语种: 英文
游戏类型: 竞技体育
官方网址: http://www.easports.com/nhl08/
【游戏简介】
由EA加拿大工作室开发的体育游戏《NHL 08》已于2007年9月11日正式上市。游戏重点加强了比赛选手滑冰时的感觉,并且在之前很难进行的防御动作,也在本作中进行了简化。 定价59.99美元。游戏对应PC、PS3、Xbox360和PS2平台。
【游戏截图】


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

MMORPG sims by skullcap147

Posted: 15 Sep 2007 08:46 PM CDT

i was thinking about a game like sims. exept more of a mor controuleble feel. intead of kissing some by hitting a button, u gotta press the rite buttons in the rite sequence to get more points and experience. and also forget the old ones and make it so u meet real ppl and not npcs. yes i no it sounds dum but would u rather be bord living a fake pc life with npcs, or with real ppl? the rpg part is for upgrading ur looks and mor cloths better jobs etc.

18个半小时※无花果

Posted: 15 Sep 2007 10:24 AM CDT

    哈哈终于要解放啦!!!!   满地打滚
    昨天在机房呆了18个半小时,创多项个人记录:第一次在学校过夜、在学校时间最长、在机房时间最长……  超痛苦的,硬着头皮挺下来了,强人那~,哇嘎嘎
    不管结果如何,反正我是做完了,爽!买包薯片庆祝一下。然后整理电脑,整理桌子,洗衣服,打扫卫生,把这些没做的统统了结!没事的感觉真是过瘾!
    这次学校大发慈悲,放9天~我给分析一下:11前一周是211考察周,为了防止大家像以往一样提前回家给学校的“211”给抹了,所以毅然决定多放几天。肯定是这么回事。下周动画节,下下周回家,回家长肉,hohoho
    今天吃到了小时候经常吃的零食“无花果”,挺不错,感觉良好。小时挺风靡这个东西的,那时候包装很小,那种塑料按的密封袋装的,火柴盒大小,一毛一袋。我小时特别懂事,基本没要过零花钱,吃一回很不容易的,所以今天看见立即买了个大袋。有人说变形金刚是一个永远不能重温的旧梦,不过“无花果”的旧梦还是挺容易重温的。

Fight For Your City: u r a gangster on the streets of new york as u progress through the game... by skullcap147

Posted: 15 Sep 2007 08:12 PM CDT

You are a gangster on the the streets of New York. U must fend of rival gangs wihle keeping your supply of "Goods" safe from cops. As you progress through the game you will get more skills, weapons, rank higher and learn about a secret plot. about a virus that is making ur men go insane. as u track the virus down u will learn about the president producing the virual gas into the air. I'll try to update when i figure out the rest

Square's Infinite Undiscovery

Posted: 15 Sep 2007 09:29 PM CDT

Just prior to last week's Tokyo Gaming show Square Enix announced that it would be producing and publishing a new RPG for the Xbox 360 from (Star Ocean/Valkyrie Profile devs) Tri-Ace. IGN reports:The previously announced Infinite Undiscovery is now...

Continue.

<b>GALGAME</b>

Posted: 07 Sep 2007 09:35 AM CDT

最近突然有了对GALGAME的热情,正在玩的是《Kanon》,今天外出,把《秋之回忆》和《秋之回忆2》买了回来,还有《Never7》和《Ever17》,尤其是《秋之回忆2》,我收的是KID纪念版,里面附送了《见习天使》。 超感动啊~~~不过79的价格也很有分量= =. ...

<b>galgame</b>

Posted: 14 Sep 2007 06:16 AM CDT

最近买了套GAL合集~.都是些养成类. N小的时候就开始玩PM系列.美少女梦工厂.玩家扮孩子她爹.扯大孩子. 玩了N久后,发现了个叫心跳回忆的东西..玩家扮男猪追一堆MM.到现在只记得个叫藤崎诗织的小姑娘.N多人心目中的女神呐... N年过去了. ...

YouTube:[<b>galgame</b>]EXE OP—DEMO - .exeに関するいろいろ検索 - IROKEN

Posted: 06 Sep 2007 11:20 AM CDT

[galgame]EXE OP—DEMO - YouTube。1234.
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Sep 17, 2007, 2:48:06 PM9/17/07
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确定了一件事

Posted: 17 Sep 2007 12:21 PM CDT

程序的兄弟, 憋了几天后, 今天晚上, 终于由我们几个作为代表, 对BK发起了总攻. 总攻的结果, 还算令人满意, 确定的一个事情是: 确定由BK本人亲自作为执行总控制人, 完全由BK本人统一控制产品方向, 质量和细节.

"总执行人"这个问题, 是我们从6月份开始新版本制作以来所面临的最大的组织上的问题, 原来的想法现在看来显得太自信了点, 也太乐观了点. 这件事, 只有BK本人能作最为合适, 也最为有效.

各个小组, 在过去的三个多月时间里, 完成了一个新版本, 但, 这仅仅是松散的集合, 还需要花更大的精力更少的时间把这些系统整合在一起, 向玩家呈现一个完整的, 有吸引力的游戏.

从整个产品层面而言, 如果说我们还像一点正规军的话, 我觉得是首先体现在了研发上. 但是, 不论程序,QC再努力, 最终的这个版本, 并不是QC测完了就算完成了, 还是要推向市场让玩家检验的. 但是, 在现在的作法上, 在QC测完之后, 我们的质量控制就完全没有了, 或者有, 但完全没有实行起来.

今天晚上同时确定的一件事是: 在以后推出的新系统, 经QC测试通过后, 都首先由BK本人亲自体验, 尽快作出评估, 给出修改建议, 在根据BK的建议进行修改后, 产品要经过小规模的玩家测试, 小规模的测试完成后, 将正式向大规模的玩家开放. 这种方式, 与之前的方式相比, 虽然步骤多了, 形式复杂了, 但是, 这样作才能更好的保证产品质量, 才能更好的体现BK原本的设计思路,  因为, 只有他自己才最了解自己当初如何想的.

作出这样的决定, 意味着BK以后会更累,更忙, 但是, 作为一个只能胜不能败的项目, 唯有如此, 才更有把握, 才更有希望.

而我们程序需要作的, 就是多体验其它的好游戏, 增加游戏感觉, 学会玩家思维.

Sega VP Steinberg joins SCEA

Posted: 17 Sep 2007 01:48 PM CDT

Sony Computer Entertainment America has announced that Scott A. Steinberg, former vice president of Sega of America, has joined SCEA in the newly-created role of vice president of product marketing

Monday Mailbag: a neat graph, producers, UO, UO…

Posted: 17 Sep 2007 12:52 PM CDT

Gene Endrody of MaidMarian.com pointed out this cool Alexa graph that shows how much seasonal trends matter for virtual worlds:

Alexa traffic graph

I did an Alexa compare of traffic for the last six months for MaidMarian.com, ToonTown.com and Habbo.com. Habbo’s traffic is from the US site only - compared with MaidMarian.com’s worldwide, so it’s not a fair comparison per se. What I found very interesting was how close the three correlate. You can see the boost that summer holidays provide, however the ebb and flow of web traffic is really obvious. I would be really cool if we had a Dow Jones Industrial Average for web traffic to compare against.

Yeah, I think any of the operators who have been running more than one world have noticed this. There’s definite seasonal trends to virtual world usage. We need some worlds popular in the Southern Hemisphere to even out the curves! :)

Juuso over at GameProducer.net writes to mention that they’ve got a new forum going:

I was wondering if it would be possible to mention our new Game Producer Forums launch at your blog? We have producer members from major gaming companies such as Activision, Ubisoft, Bizarre Creations, Sony, Gas Powered Games, Relic Entertainment, LucasArts, Stainless Games, EA and many others - expect serious discussion about game production.

Cool — always nice to see another resource for  developers. :)

Stefan writes,

Hello, I believe you are very occupied with important things so I’ll make it short. I was very interested in your articles about the UO Ressource system and how it should work. We have a small student programming club and it sounds like an interesting project as it can be both fun and instructive. We usually develop business applications at courses and I’m looking for a change. So, I would like to know if you can point me to more articles or explanations on how such a system could be implemented practically. Thanks for your time. You have a very interesting website by the way.

Hmmm… those articles are probably the best resource there is right now. Really, aside from those articles, your best bet might be some old posts in the MUD-Dev archives. That’s about it in terms of documentation of the original design. It’s certainly a viable small project, since it’s basically an artificial life grid simulation. Similar approaches underlie stuff like SimCity’s pollution model, for example.

Basically, in terms of practical implementation, you need a grid of resource data to operate off of, and a set of agents with a radial search or hill-climbing algorithm to seek out concentrations of whatever resource they are looking for. Loop through the agents, have them search, move ‘em towards their goal. Once you have that, the rest is just choices about what directions to grow it in. Just watch out for the well known “boom-bust” problems in artificial life sims. :)

Mark writes,

My question is: I am studying General Counseling at Manhattan College, and I was a psychology major at Tulane. I’ve been playing UO for YEARS and YEARS, and I’ve noticed people have made the game their second life. Meeting new friends, and even get getting married in RL with other players. Do you think a lot of UO players might have a psychological problem that they play so much and make UO their social networks?? I think a lot of people start making UO their lives. what do you think?? Im thinkin about making somehow writing a theis on this or at least a paper.. and thinking about a Ph.D in a related feild.

I don’t see why playing UO and having your social network be in there is any different from being obsessed with football, and having your social network be other football fans. Or other psych majors. Or whatever. Any interest can be taken to unhealthy extremes, of course, but I don’t think that it is necessarily a function of the hobby. I think that there’s this sense that maybe because it’s a fantasy world, it’s not healthy — but really, the fantasy aspect is a bit beside the point. A book club, a bridge club, whatever, they’re all these social networks and systems caused by shared interests.

Phill writes an enormous email about the ESRB, which I was forced to drastically excerpt:

Your entry on what thoughtful criticism of videogames looks like caught my eye. Or should I say, the comments for the entry. The ESRB has always seemed fishy to me in its ratings system. From what I understand, the ESRB was originally created by the gaming industry as a way of assessing its own products’ appropriateness for certain age groups, so that parents could make more informed decisions. However, the way I look at it now, I’m confused as to how that could have ever been the goal. The ratings themselves do not seem to be separated into age groups that make sense. Why have E10+ for an audience that only fits into an age group of a few years? Even worse, why do we have an AO rating that is only 1 year apart from the M rating? If M and AO are both intended for adults, why are they separate at all? Not to forget that the line between the two ratings is incredibly unclear.

Well, I think that we cannot forget how much the ESRB ratings have evolved over the years. And the reason that they have evolved at the mature end and the kid’s end is because that is where the political pressure is. It’s media and parental pressure that asks for additional details and segmentation at the E+ sort of level, and it’s political and media pressure that causes the disjoint definitions of M versus AO.

The fact that retailers do not carry AO games and that modern console publishers do not allow for AO console games only makes me more skeptical about the ESRB’s effectiveness in abiding by its supposed intent. Why are we now censoring titles using the ESRB’s ratings system?

Because the industry would rather censor based on its own ratings system than let an external force such as a government agency do the censoring. :) The big concession in the culture wars is always to admit that you cannot police yourself.

…people who are actually interested in more mature games do not have the ability to play them on the platform of their choice or are able to purchase them from common retailers. In short, adult gamers are being screwed. Artistic freedom is probably being screwed too, as people in the industry are not able to take risks with games without fear of financial ruin. Why are adult gamers not able to exercise their right in what they should be able to play? Instead of banning the games, more emphasis should be put on keeping parents informed, giving parental controls, or regulating sales. It’s horrible that the industry and gamers are suffering because of the ignorance of parents.

So it has often been pointed out that to some degree this is a generational problem. As the parents who feel this way about games die off, this issue will be minimized. :)

More seriously, I think that the place where artistic freedom can flourish, of course, is on the net, where nobody pays attention to getting ESRB rated.

Of course, recently there was a study showing that Mature-rated games are actually selling very very well. The bottom line for the industry is always going to be about, well, the bottom line. And that means that if there’s enough financial pressure to push at boundaries, the boundaries will fall.

Wii《马里奥银河》日版封面

Posted: 17 Sep 2007 09:05 AM CDT

预定11月1日在日本发售的Wii《超级马里奥银河》封面和美版( http://blog.sina.com.cn/u/4938f71b01000dux )相差不大。
 
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000dux
Wii《马里奥银河》、《大乱斗X》美版封面
http://blog.sina.com.cn/u/4938f71b01000duq
9月5日任天堂“发表会”
http://blog.sina.com.cn/u/4938f71b01000ctp
Wii+光枪游戏(4)
http://blog.sina.com.cn/u/4938f71b010006pr
Wii《马里奥银河》前瞻

Ringling College Licenses CryEngine 2

Posted: 17 Sep 2007 08:34 AM CDT

Ringling College of Art and Design has become the first academic institution to acquire a license for the use of Crytek's CryEngine 2 middleware for educational purposes, enabling students to work with advanced visual tools as they study animation and scene rendering. Remarking on the agreement, College President Dr. Larry Thompson said, "We are thrilled Crytek has chosen Ringling College as its inaugural partner for educational licensing. We view this CryEngine 2 agreement as a ...

The Zen of Online Game Design

Posted: 17 Sep 2007 11:48 AM CDT

http://games.slashdot.org/article.pl?sid=07/09/07/1519216&from=rss

 

……The concept of long-term relationships is key. MMOG designers are in the same boat as car manufacturers. People approach a MMOG as the place where they'll be spending tens or hundreds of hours in a world. This is very unlike standalone, play-once games. Gears of War is a Playboy Bunny. World of Warcraft is the girl next door. You're looking for a little bit of sizzle, but you're looking for a lot of potential. You want to see bigger and better things coming down the line, where the game will go. ……

 

MI3上海街头

Posted: 17 Sep 2007 12:29 PM CDT

 

Hudson Brings Turbo CD, Super CD Titles To Virtual Console

Posted: 17 Sep 2007 08:52 AM CDT

Hudson Soft has announced that Turbo CD and Super CD game software will be available for download on the Wii's Virtual Console, expanding the platforms represented among the Virtual Console's offerings to include CD-ROM-specific titles along with previously available TurboGrafx-16 offerings. The Turbo CD and Super CD downloads will be priced at 800 Wii Points ($8.00) apiece, and the company says it plans to launch some 5 games this year, and more than 10 in ...

Halo 3 Legendary Edition should sell out in US

Posted: 17 Sep 2007 01:14 PM CDT

The Legendary Edition of Halo 3 should sell out in the US, according to a Microsoft spokesperson

Sony selling chip facility to Toshiba?

Posted: 17 Sep 2007 12:18 PM CDT

Sony is in negotiations to sell its microchip production facilities to Toshiba

(上海中心)“CG嘻游记”秋季校园行第一站华山美校现场报道

Posted: 17 Sep 2007 04:41 AM CDT

发表者:水晶石数字教育学院 上海中心黑板报小组 Jacqueline
http://blog.tyou.com.cn//uploadfiles/1_63915.jpg

上海中心“CG嘻游记”秋季校园行今天正式启动了,首站我们来到了上海逸夫职业...

《小千》幕后制作采访

Posted: 17 Sep 2007 12:16 AM CDT

发表者:水晶石数字教育学院 北京中心黑板报小组 Annie

http://blog.tyou.com.cn//uploadfiles/hy_49394.jpg


《小千》的问世,花费了短短不到两个月的时间,凝聚着仅仅不到20人的制作团队的心...

国人8周开发完成的华丽游戏:Burning Angels

Posted: 17 Sep 2007 11:04 AM CDT

This week I sat down with several of the people from Frontfree Studios, maker of Burning Angels. We talked about their game, the issues they ran into and much more! Come take an inside look into their game and see what all the fuss is about.

Ziggy: Please introduce yourselves

Peter: I'm a programmer. I developed the User Interface and skeletal mesh system.

Xuan: My job is developing the shader effects.

Far: I developed the post effects, weapon logic, boss logic and physics.

Liu Hongchun: I'm the team leader. I am the software design architect and the development manager.


Ziggy: Wow many people worked on Burning Angels?

Heng says: Well, Our studio has about 30 people and in this game about 8 people worked on it. Four programmers and four artists.

Ziggy says: That's the largest DBP project I've heard of so far!

Heng says: Hehe. For us it is a small project.

Ziggy: How long have you all been developing Burning Angels?

Liu Hongchun: The game was developed about 8 weeks.

Ziggy: Eight weeks. Thats amazing!

Ziggy says: I assume this was your first real game using XNA

Liu Hongchun says: Yes it is.

Heng says: We have developed games using DirectX, WPF and Flash before. This is the first time we used XNA.


Ziggy says: Did you develop any tools to help create Burning Angels?

Liu Hongchun says: Time was very shot for us to make the deadline so we had no time to develop any tools. Fortunately the XNA framework does a lot things for us.


Ziggy: So what kind of problems did you all run into while developing with XNA?

Far says: There are two problems for me: Efficiency and retrieving model info.

Peter says: I think the most difficult part for me was that I couldn't find enough resources on the Internet. There aren't many tutorials and samples on the Internet.

Liu Hongchun says: After we found some general rules of making models, it was very easy to do.

Ziggy says: What kind of cool effects can one find in Burning Angels? It looks like there is a whole variety of special effects.

Far says: MotionBlur, Bloom, HDR, Distort and a little color control.

Liu Hongchun says: For the materials there are bump mapping and parallax mapping


Ziggy says: How many levels are there in Burning Angels?

Far says: For now we just developed one but we can easily develope new levels.

Xuan says: It is just the beginning.

Ziggy says: It is definately a good beginning :)


Ziggy says: Was the physics engine written from scratch for this game?

Liu Hongchun says: We made it from scratch. We use our own physics.

Peter says: All of the code in Burning Angels is from scractch.

Ziggy says: How long have you all been programming? It looks like you've been doing this for quite some time.

Liu Hongchun says: About 6 years

Far says: Only 2 years. I'm still in college.

Peter says: About 9 year for me. Since sixth grade in primary school and now I'm a sophomore in college.

Xuan says: I began coding when i entered college and only started 3D programming one year ago.


Ziggy says: What do you guys do for fun wen you get tired of programming?

Liu Hongchun says: Play XBOX 360; Gear Of War And God Of War

Xuan says: Play Xbox 360 and Wii

Peter says: Play PSP, DJMAX

Far says: Xbox 360, PC animation, PS3, PS2

Ziggy says: So what is the future for Burning Angels?

Far says: We want to add alot of enemies in a level and have many stages in each level like Neocontra.

Xuan says: And more bosses

Ziggy says: Ok well its getting very late here. It was nice meeting you all!

Ziggy says: Good night



Check out these awesome videos of Burning Angels:



Sega Vet to Join Sony PR

Posted: 17 Sep 2007 11:19 AM CDT

Sony has announced that former Sega VP of Marketing Scott Steinberg has been appointed the VP of Product Marketing for SCEA.

网游的革命与复辟

Posted: 17 Sep 2007 06:43 PM CDT

中学的历史教科书对袁世凯失败有这样一段评论:旧民主主义革命使得民主共和深入人心,从此以后谁要是再搞复辟,谁再想当皇帝,都将被历史和人民抛弃。

  最近,有一个公司,先是叫喊着以“免费”革了收费游戏的命,最近又“逆流”搞起了“复辟”,说要推“收费”。

  其实,这种事情本来没有什么可说的。无非又是一个“袁世凯”。或者就是一个单纯的炒作行为。但令人愤慨的,有人乘机造谣,说某某部门要禁止“道具收费模式”。

  不知道,鼓吹“收费”的人与造谣者有没有关系?毕竟鼓吹回归收费在前,放风禁止“道具收费”在后,看起来逻辑上说得通。

  希望两者不是一个人。因为这个造谣者的胆子着实的不小,居心实在太恶。也许平时就炒作惯了,什么80万、100万口敞了,习惯了。不过,这次玩到政府头上来了。不但是拿政府部门来开玩笑,更是拿整个行业的命运在开玩笑。

  试想,连政府的政策都能编造,还有什么不敢干的呢?一个胆敢藐视国家的企业,能够被国家容许么?一个无法无天者充斥的市场,还能被国家扶植么?一个毫不诚信的产业,还有消费者愿意光顾么?造谣者如果继续下去,必然是玩火自焚,更可悲的是殃及池鱼。

  从古至今,对于妖言惑众者都是斩立决。整个行业应该动员起来,揪出这个造谣者,还行业一个清澈的天空。真希望在这个中国网络游戏行业千载难逢的时机,这种玩火自焚的行为少一点,正当的竞争多一些。

  有本事搞一个游戏把暴雪震了,有本事搞几个产品把韩国市场抄了,有本事上美国欧洲市场去大闹天空。。。。。。

  再次希望,造谣者和“袁世凯”不是一个人,也最好别是本行业的人,别得了芝麻丢了西瓜。玩这种谣言和炒作,如同小孩子在玩火。

Robert Jordan R.I.P.

Posted: 17 Sep 2007 11:13 AM CDT

Wheel of Time author Robert Jordan dies

I avoided getting into the Wheel of Time series until it was done. And with the exception of the first book, which my wife found for me on tape to listen to during my commute, I've stuck with that resolution.

Now I'm not sure if I'll ever read it. Though reportedly Jordan was nearly done with the twelfth (and final?) book, so maybe it will be concluded after all.

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

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

Something New

Posted: 17 Sep 2007 08:43 AM CDT

Time for a slight overhaul.

You can now see the schedule for Only a Game, which can be accessed from a link in the foreword, or by clicking here. Thanks to everyone who commented in the Open House - you helped form this new approach.

Also, you will now find a Poll in the sidebar! A new tool with which to further second guess myself... I haven't yet decided how frequently this will be updated... weekly seems like a lot of work, so fortnightly or just plain intermittently seems most likely. At the very least, expect a new poll every month.

Hope you enjoy the new, slightly different Only a Game!

传个应聘时用到的3D静祯

Posted: 17 Sep 2007 10:09 AM CDT

分裂

Posted: 17 Sep 2007 10:41 AM CDT

 

手头的事情暂告一段落。想了一下,如果把它当作一场战争,就算是勉强算赢了,却并没觉得有什么意思——拖沓、混乱,整个过程毫无章法,毫无艺术感。不谈不谈。

身心疲惫的感觉,突然真切而具体;而当目光转到现实中来,很快便有了让我不自在的感受,一种焦躁与迷茫混杂的感觉。

这个人,到底是怎样一种心态呢?他觉得自己有许多的话,他想说,他又不能说,不愿说;他觉得自己有许多事情可以做,能做,许多事情要去做,可做可不做;他却坐在那里发呆,他在想到底要去做什么,不做什么,先做什么,后做什么;他坐久了,就找个地方一趟,继续想,直到恍惚中听到自己的鼾声,然后醒来。

他感觉自己突然像被从深牢大狱中放出,重见天日,站在马路上,站在那里,思考曾经从哪里来,将要到哪里去,为什么在这里。

想说的话沉入心底,笑容像鲜花一样绽放在脸上,据说这就是成长。

看来我真的累了。要晃一阵儿才能找回状态。怎么办呢,可以找个时间去看场电影去吧,把自己丢入剧情中,为之感动,为之叹服,然后回来靠在沙发上发呆、回味,如果有点思维成果就给他Blog挂上;可以找个好久不见的好朋友喝一顿酒去,不能喝醉,但要喝得晕乎乎,走得摇摇晃晃才好,一边走一遍对对方说:“兄弟,走稳当了,要扶你一把不”,“没事,就这点酒”。

又据说,酒能解乏,我试过,千真万确。

帝国时代是如何平衡的?

Posted: 17 Sep 2007 09:51 AM CDT

游戏开发会议的ppt演示 译者:godsun

平衡
*游戏由玩家做决定
*在一个平衡的游戏中,玩家可以:
  -选择不同的文明/种族
  -选择不同的经济模式
  -选择不同的战略
*根据对手的表现来决定胜负
*平衡对于一个资深玩家来说是非常重要的,同时也是衡量游戏寿命的尺度

平衡的范例
*较少的单位和种族/文明,巨大的差异
  -星际争霸是一个很好的例子
*许多单位和种族/文明,较小的差异
  -横扫千军
*帝国时代系列处于两者之中
  -最新的版本:18个文明,接近90种单位
*我们的范例
  -各种功能性建筑
  -普通作战单位
  -特殊对抗类单位

IES的法则

开始
*由一个比较合理的近似值开始
*以表格的形式统计测试结果
*归纳出正确的结论
  -有效的攻击力和护甲
  -弓箭手在对抗近战兵种时可以先发制人
*比较兵种的相克性
*检查:
  -单位对抗特定目标的能力
  -拥有明显的相克性

游戏测试和自动测试
*尽快完成可以试玩的版本
  -一年的测试时间并不算长
*测试、测试、再测试!
  -包括普通玩家和资深玩家
*尽可能使用自动化工具
  -使用覆盖面广
  -细节部分由人工完成
  -我们的战斗对照模拟
让我们用玛雅的弓箭手和西班牙的步兵来做下实验……
看看等数量的情况,从1对1到30对30会有什么不同的结果。
测试是在后帝王时代进行的。
实验证明:
步兵在小规模的战斗中优势明显。
弓箭手在中等规模的战斗中占了上风。
弓箭手在大规模的战斗中优势明显。
类似的计算是很有价值的,同时也不能忽视训练价格因素。
还有,计算残余单位时候要注意,所剩下的部队是受一定程度伤害的。

“找到平衡”的例子
*找到一个平衡点,例如以30长戟兵对抗30勇者剑士
*剑士在30对30时取胜了,接下来测试30长戟兵对29剑士
*反复测试,直到长戟兵能够取胜
*30对18是一个取得平衡的临界点
*能够以此作为经济军事调整的依据
*测试同样可以在早期进行

测试
*BETA版本的测试相当重要,反复测试的次数越多越好
*针对几个方面着重测试:
  -地图类型
  -地图尺寸
  -人口上限
  -1对1和组队模式
  -初始条件
  -胜利条件
*在必要的时候,使用“特殊”优势
  -这是最后的手段,并不推荐

测试
资深玩家/测试员
  -发现问题的速度通常比普通玩家快很多
  -适合资深玩家的平衡未必适合其他玩家
  -连带效应,特别是通过游戏记录和玩家站点
*较弱的单位/文明将被玩家丢在一边
*过强的单位会严重妨碍整个游戏
*期待着错误的出现……

II难点和战略

单位平衡的依据在于:
*兵种对抗兵种(4个X兵种可以打败4个Y兵种)
*训练费用(同样1000资源训练出的X兵种可以打败Y兵种)
*玩家关注的程度
  -微操作技术能够改变战局
*训练士兵和升级相关科技所需的资源和时间
  -必须科技,训练用建筑
*训练士兵的速度,训练用建筑制造的速度
*早期强度/后期强度

平衡战略
*资深玩家组
  -全天,至少6个月的时间
  -玩家组所需要的条件
*必须是全力以赴参加测试
*富创造性和分析能力
*专业级技巧是很有优势的,不过并非首选
*寻找:
  -早期运用各种单位进行快速进攻
  -相当程度的经济发展
  -组队战术和资源互补的机会
*有较好的战术是可行的
  -但必须有至少一种的相对应策略

单人游戏平衡
*AI将试图用数量优势战胜玩家
  -AI能够更好地微操作,改变单位的平衡
  -游戏者希望AI能够平等的竞争(无作弊)
*乐趣第一,挑战第二
  -这是最最重要的!
*不同级别的难度
  -作弊增加最高难度AI的优势

难点:防御
*很多防御措施能够(将会)被用做进攻
*BOOM对RUSH的平衡
*防御应当是:
  -对于特定攻击的效果较好
  -在早期游戏中占优势
  -在后期游戏中占劣势

难点:经济
*注意早期优势
  -早期优势比后期优势有用得多
*注意普遍优势
  -多数情况下有明显实际效果
*BOOM和RUSH
  -都有实施的可能
  -都有被击败的可能
*部分玩家希望以此取胜:
  -更好的控制
  -合理的策略

难点:快速/远程兵种
*数量多未必是好事
  -每个兵种必须有明确的分工
  -兵种之间有明显的差异
*远程兵种应当被削弱
*快速兵种应当被削弱
  -快速远程/飞行远程兵种应当被大幅度削弱
*远程兵种的战斗力变化
  -在1对1中败北,在30对30中取胜
  -不能设定过强  -考虑区域攻击的设定

难点:特殊兵种
*魔法兵种是比较难平衡的
  -对核弹级兵种必须非常谨慎
*特殊对抗兵种
  -对特定目标有效,在其他场合较弱
  -要比特定目标的速度快
*普通兵种
  -对其他兵种没有任何附加攻击力
*防止早期/廉价的兵种过于泛滥
  -你还希望玩家看到后期兵种吗?

难点:文明/种族
*如果你有很多:
  -一些使用早期RUSH和后期游戏的玩家
  -如果文明数量较少,必须在各阶段找到平衡
*注意文明的特性
  -海军和空军的优势在地面上荡然无存
*游戏应当趋向于早期防御,后期进攻
*资深玩家往往以攻代守

难点:游戏时间
*“开放型”地图=较短的游戏
*取决于地图类型,人口上限
*其他部分:
  -资源消耗
  -关键资源
  -廉价、低效的兵种
  -远距离“攻城”武器
*防止“龟壳”战术
  -后期游戏必须是攻易于守

难点:概括
*对抗型兵种变得引人注目
  -玩家需要考虑所有兵种的克星
*多兵种混合难以应付
*每个兵种都能攻击敌人
*注意一些超级兵种
  -不能将超级兵种只分配给1个文明

III征服者中的实例

帝王时代中的平衡特点
*防御用的城镇中心被用来进攻
*条顿文明被一脚蹬出游戏
  -建筑被当做军事手段运用
*早期进攻  -在帝王时代里已经显现出来
  -不适当的防御体系使这点变得更糟
*部分文明显得很强
*部分文明被遗忘了
*大多数玩家喜欢高人口上限的游戏

征服者中的新特点
*2个没有骑兵单位的文明
  -缺少了重要的一环
*增强了所有的文明
  -大幅度增强一些原本较弱的文明
*爆破兵的出现
  -特殊类型的攻城武器
  -出现的时代/训练的费用
*新科技

IV帝国时代的平衡问题

ES历史上的“有趣”情节
*苏美的村民快攻
  -早期,巨大优势
*战车射手
  -快速、远程武器的威力
*商朝的村民
  -早期,巨大的经济优势
*条顿的城镇中心
  -以守代攻

征服者的发展历程
*RUSH的时间越来越提前
*“爆破兵是废物!”“强力轻骑兵用处不大!”
  -某些玩家眼中的不平衡之处
*准备制作补丁
  -将一些不合理的部分做修改
*拜占庭甲胄骑兵的传奇
*玩家在早期的分歧,在18个文明当中:
  -17个文明被认为是“最好的”
  -15个文明被认为是“最差的”
*最后的演变结果  -“曾经有一些文明被认为是不错的,现在看来它们只是一般而已。”

概述
*建立一个平衡的范例
*从比较接近的数值开始测试
*开始测试的时间尽可能提早,并且经常测试
*从资深玩家处听取意见
*关注所发现的问题

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Sep 18, 2007, 2:25:38 PM9/18/07
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GarageGames CEO Talks IAC Deal

Posted: 18 Sep 2007 09:29 AM CDT

Following today's announcement that Barry Diller's IAC has acquired a majority stake in GarageGames, CEO Josh Wilson has been talking in depth about the company's funding agreement with IAC, alongside the soon-to-launch InstantAction.com, the new multiplayer game website GarageGames is building. As part of the agreement, IAC has acquired a majority of the equity at GG, while the original staff will still run the shop in its Eugene, OR location, where the long-running indie developer ...

Strawdog, Eidos' Geon: Emotions Coming To XBLA

Posted: 18 Sep 2007 09:29 AM CDT

Microsoft has announced that this week's regular Xbox Live Arcade update will see the release of action-puzzle title Geon: Emotions, developed by UK based Strawdog Studios, and the first title published by Eidos for the Live Arcade platform. First announced in July, Eidos and Strawdog cryptically describe the game as a "psychedelic, pick-up-and-play game of rapidly changing tactics," which will support up to four players, each playing as one of eight different emotions - Rage, ...

A big day: Metaplace

Posted: 18 Sep 2007 12:12 PM CDT

Later today, we’ll be announcing Metaplace as one of the TechCrunch40. Keep an eye on http://www.metaplace.com for more info — around 4pm Pacific time.

Can’t wait to show everyone what we have been doing!

Working with a Recruiter

Posted: 18 Sep 2007 07:00 AM CDT

Ravenous job-seekers in the video game industry might jump on the chance to work with a recruiter. But what exactly do recruiters do in this industry, and who really needs one anyway?

UK Office Details Game, Gamestation Monopoly Investigation

Posted: 18 Sep 2007 09:11 AM CDT

Following news that UK retailer Game's prospective merger with Gamestation had come under scrutiny of the UK Office of Fair Trading, the OFT has released a new document detailing precisely what the office will be investigating. At the time, OFT chief executive John Fingleton had said "This merger involves the loss of competition between two parties who, in some segments at least, appear to be each other's closest competitors, and in circumstances where we can ...

IAC/InterActive Corp Buys Majority Stake in GarageGames, Plans Action-Games Portal

Posted: 18 Sep 2007 12:22 PM CDT

IAC / InterActiveCorp has purchased a majority stake in GarageGames. Details are sketchy... but extremely interesting. This article in the Wall Street Journal Online has some fascinating bits of information. IAC (which already has experience in the online space with Ticketmaster, the Home Shopping Network, and Ask.com) is planning building a non-casual "Internet Action Game" portal called "InstantAction". And they are planning to announce a multimillion-dollar fund to develop said games.

The article states, "IAC, which has sought to enter the gaming market for years, is taking a different tack, trying to offer games with more realistic graphics than casual games that can be played without additional software or a console... Users will have access to an array of action-game titles within their browser and be able to chat with others through the service. InstantAction plans to experiment with a range of business models, including subscriptions, advertising and charging for virtual currency"

And another juicy little tidbit: "GarageGames's 27-year-old chief executive, Josh Williams, showed off its early-stage Web-based gaming platform to Ms. Fisher, who had been hunting for an opportunity beyond the already saturated market for online casual games. The deal, to be announced today, closed during the first half of the year."

A Web-based gaming platform? A non-casual action gaming portal? A multi-million-dollar fund to develop "Internet Action Games"? GarageGames' focus on indie game development and the Torque gaming engines?

Interesting. There's a ton more information available right now at GarageGames - Josh Williams has a whole bunch more information directed towards GG's customers and the indie development community in this article. He stresses that it means only good things for the community. In particular, he states, "We're getting more done on Torque than we ever have before. As you've seen, we recently pushed out updates to TGB, TGEA, and TGE, while shipping Torque X and more. But all of this work pales in comparison to what we have to announce in the coming weeks for Torque, and the community here at GG. We're pushing Torque forward in a huge way, re-vamping and overhauling the engine and tools in ways we couldn't have before. We can't wait to share the updates with everyone, and we have a bunch of cool stuff for the community up our sleeve." And they have recently been funding development of games, and acting as more of a publisher.

As to the web-based gaming platform, Josh explains, "Effectively, we are building a web-based console... and just like a console, we'll have a wide variety of games and will be working with lots of developers and eventually perhaps even other publishers to create games for it."

Wow. The game development world is definitely changing. All this smells like interesting opportunities to me.

Source: Wall Street Journal Online - "IAC/InterActiveCorp Takes Game Designer Stake"

Hat Tip to Jeff Tunnell (one of GarageGames' founders) for the info at Make It Big In Games.

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

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

N64 Game Yoshi's Story Hits The Virtual Console

Posted: 18 Sep 2007 12:21 PM CDT

The promise of the N64 back-catalogue of games hasn't really been lived up to so far on the Wii, but finally another offering (bringing the options up to a less than breathtaking eight games) has hit the Virtual Console: Yoshi's...

Continue.

Pint-Sized Survival Horror - Dementium To Hit The DS

Posted: 18 Sep 2007 12:08 PM CDT

Fans of the survival horror genre have not had a great deal to celebrate in the DS' line-up so far. But Dementium: The Ward looks well set to change that, with frankly great looking gore-soaked first-person horror antics set to...

Continue.

Space Invaders Extreme Gets All Rez-Like

Posted: 18 Sep 2007 11:59 AM CDT

For the generation that grew up with both Space Invaders and techno, the latest Taito offering for the DS may well be profoundly appealing. Space Invaders Extreme, coming to a Japanese DS near you very soon, promises to fuse classic...

Continue.

Emergent Platform Adds 3Tera's AppLogic Grid Computing

Posted: 18 Sep 2007 08:06 AM CDT

Grid computing technology company 3Tera has announced that they have entered into an agreement with Emergent Game Technologies to explore the integration of grid computing technologies for Emergent's recently announced next-gen platform. Emergent says that 3Tera's AppLogic grid computing technology was a good fit for the performance requirements of its platform, and the AppLogic grid was included as an initial component of the Emergent platform's beta offering. The platform also includes Emergent's Metrics Element for ...

How to Handle Artist & Producer Communications

Posted: 18 Sep 2007 10:46 AM CDT

The new game producer forums launch has gone smoothly so far and within some days we already have close to 200 members and new members registering as we speak. Users have also found the new thread and reply buttons as there’s several hundreds of posts already at the public areas at the forums.

Recently Russell - one of the moderators - posed a question about how to handle artist and producer communications. The full forum entry can be seen here: artist and producer communications, and there’s already some answers from registered users, Insiders, moderators and AAA producers.

Check it out.

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

Acclaim Chooses Solid State For 2Moons

Posted: 18 Sep 2007 07:28 AM CDT

Content delivery solutions provider Solid State Networks, which says it's increasing its focus on the gaming industry, has announced that Acclaim has licensed its peer-assisted delivery technology, the Solid Axis suite, for the launch of Acclaim's 2Moons MMORPG. Solid State says that its technology enabled Acclaim to deliver 500,000 2Moons downloads within the first month of the game's release, marking the largest opening launch ever for an Acclaim online title. Recently, Wizards of the Coast ...

该来的总会到来的

Posted: 18 Sep 2007 02:40 AM CDT

 ^^
 最值得期待的事儿...3个月内会快爆发了...
 
 每一个来过这儿的人都值得去关注的 ^^

Turok Screenshots

Posted: 18 Sep 2007 09:49 AM CDT

Several new screenshots of

Acclaim licenses Solid State Networks technology

Posted: 18 Sep 2007 11:46 AM CDT

Solid State Networks announced that Acclaim Games has licensed its Solid Axis peer-assisted delivery technology for the launch of the 2Moons MMORPG

New Mario & Sonic At The Olympic Games Video Trailer

Posted: 18 Sep 2007 11:45 AM CDT

One of the hotly anticipated games of next year for all self respecting Wii-fans has to be the Mario & Sonic At The Olympic Games title, set to tie in with the 2008 Beijing games over in meatspace. As the...

Continue.

新版psp日本广告2(四段)

Posted: 18 Sep 2007 10:29 AM CDT

sce在日本又播放了4个版本的新版psp广告,预定9月20日在日本发售的这个改进后的psp主机,能够取得什么样的成绩呢?
 
 
新版psp早就在中国卖得如火如荼,而日本人却只有购买《最终幻想7:危机核心》的同捆版才能抢先体验( http://blog.sina.com.cn/u/4938f71b01000csb ),否则就只好等到9月20日了。
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000dq2
新版psp日本广告

nds《最终幻想4》发售日公布

Posted: 18 Sep 2007 07:52 AM CDT

前面还在抱怨nds《最终幻想4》发售日迟迟没有公布( http://blog.sina.com.cn/u/4938f71b01000e1r ),突然之间就得知发售日定在2007年12月20日了,价格5980日元(税后)。
 
 
截图来自日本《V-JUMP》漫画杂志——现在FF和DQ的新消息一般都是优先在漫画杂志上公布,然后才轮到传统游戏杂志如《fami通》等,这也是发行量的差距导致的( http://blog.sina.com.cn/u/4938f71b010004qv )。
 
如此一来,今年11月22日可以玩到nds《勇者斗恶龙4》( http://blog.sina.com.cn/u/4938f71b01000e1h ),一个月后就可以玩到nds《最终幻想4》,square-enix这样的安排未免有点过于紧凑了,这种DQ和FF相距个把月发售的场面也只有2000年发生过一次( http://blog.sina.com.cn/u/4938f71b010003os )。当然,对于nds用户来说,游戏越多越好,尤其是年末有很多选择总是件好事——可惜,我是玩不了了,只能等美版……
 
 
相关链接:
http://blog.sina.com.cn/u/4938f71b01000bdg
nds版《最终幻想4》杂志图
http://blog.sina.com.cn/u/4938f71b01000bvl
nds《最终幻想4》影像
http://blog.sina.com.cn/u/4938f71b01000d3g
期待《最终幻想4》
http://blog.sina.com.cn/u/4938f71b01000djf
nds《最终幻想4》:老角色,新形象
http://blog.sina.com.cn/u/4938f71b01000dkm
nds《最终幻想4》彩色图
http://blog.sina.com.cn/u/4938f71b01000dn3
nds《最终幻想4》:3d化的好处
http://blog.sina.com.cn/u/4938f71b01000e1r
nds《最终幻想4》:Rydia新形象

bandai-namco开发Wii运动软件

Posted: 18 Sep 2007 05:30 AM CDT

bandai-namco宣布将在Wii上推出一款名为《ファミリートレーナー アスレチックワールド》(家庭教练员 体育运动世界)的游戏,看名字就知道是类似《Wii Sports》的运动健身型游戏。
 
 
根据上面这张概念宣传图可以看出,这个游戏支持一个类似跳舞毯的外设(和跳舞毯还是有区别的),用户可以用Wii手柄配合这个毯状外设玩一些诸如划船之类的运动游戏。本作据说还有支持两人互相配合的小游戏,比如一个用脚来控制,另一个用Wii手柄来控制。
 
看得出第三方厂商也在尝试着针对Wii的特性推出适合的软件,这让我想起了之前hudson公布的《DECA SPORTA》( http://blog.sina.com.cn/u/4938f71b01000dld )。不过这样一来,Wii的脚踏型外设未免也太多了些吧?有《Wii Fit》的“Wii Balance Board”,还有《Dance Dance Revolution Hottest Party》的跳舞毯( http://blog.sina.com.cn/u/4938f71b01000cpf ),现在又来了这个,估计很容易引起用户的困扰吧?

Halo 3 to Launch with a Bang in the UK

Posted: 18 Sep 2007 10:34 AM CDT

Despite Westminster Councils decision to shelve plans for a London, Oxford Street Halo 3 event, Microsoft has said the that game won’t launch in the UK without a party.

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TGS: NanaOn-Sha's Matsuura Hints At New Vib Ribbon

Posted: 19 Sep 2007 09:15 AM CDT

NanaOn-Sha head Masaya Matsuura (Parappa the Rapper) has revealed to Gamasutra a high likelihood that he will make a new version of the critically lauded rhythm game Vib Ribbon, released for PlayStation in 1999 in Japan. In the game, players could use their own music CDs to procedurally create the game's levels. Said Matsuura, "Many of my friends from the states have been asking me 'When are you going to make Vib Ribbon again?'" adding ...

Former Ziff Editors Get $1.5m For Family Focused Game Site

Posted: 19 Sep 2007 08:57 AM CDT

After leaving its 1up.com network, former Ziff Davis executives and editors have raised $1.5 of an expected $3 million in investments for What They Like, a new family-focused gaming reviews/community website, according to a new report. Private equity news outlet PEHub has noted that the company, What They Like Inc., has raised the capital. former Ziff Davis business development VP and 1up.com general manager Ira Becker is the CEO of the new company. Ziff Davis ...

Walaber’s Jello Car

Posted: 19 Sep 2007 11:24 AM CDT

Walaber, physics game developer extraordinaire, has posted a work-in-progress video of his next game, Jello Car. It looks fantastic! More information is available on his blog, and check out his site for a bevy of delightful physics games.

PlaySpan secures $6.5 million in funding

Posted: 19 Sep 2007 12:12 PM CDT

PlaySpan has announced that it has secured USD 6.5 million in Series A funding

Alpha Prime Coming to US

Posted: 19 Sep 2007 10:48 AM CDT

BLOG - Canadian publisher Meridian4 has announced that it will be bringing Czech first-person shooter Alpha Prime to North America.

11 Factors That Can Kill Your Game Business

Posted: 19 Sep 2007 10:33 AM CDT

Game business question regarding profits was posed at the Indiegamer thread. I made a brief post at the forums, and decided to describe bit deeper these factors on the blog too. Here are 11 factors that can kill your game business.

#1 - Portals as your main distribution channel when you don’t have a “portal type of game”
If you create a violent, fast-paced FPS game where you need to shoot everything that moves (and explode the rest) you might not want to go through portals where people play cute little restaurant service games. It just might happen that the players that like your game won’t play portal games. See also point #2 before making any judgements.

#2 - NOT going through game portals
In some cases the portals might be the best option. Some developers don’t want to go portals because of some reason. They might think that portals are evil or are afraid that portals would steal their customers (might be true - I’m not saying that couldn’t happen). But, in some cases the developer could actually benefit from portals - and because he doesn’t even try this distribution option he might kill his business soon. Remember to check out point #1 as well.

#3 - Focusing too much to new customers
It’s one of the first taught “marketing secrets” that selling to old customers is much easier, faster, cheaper and more profitable than selling to new customers. Some people put their attention to get new customers when in reality they should pay attention to their old customers.

#4 - Releasing new games instead of add-ons and expansion packs to old games
Some indies focus solely on creating new games and never consider selling add-ons or expansion packs. Even if some of your old game doesn’t feel like “new enough”, the players might actually want to get 15 new levels in a form of an expansion pack. Add-ons are much cheaper to create than new games.

#5 - Not taking advantage of alternative revenue generating streams in addition to selling your game
Those developers who already have established a solid customer base might find it useful to sell other people’s games (affiliates). Some developers might have solely focused on selling their game, and forget that there are many alternative ways to generate revenue even with free games. Advertising and finding sponsors might be good way in addition to selling the game.

#6 - Use of brand new technology to create games
Let’s face it, DirectX10 is used only by couple of percent gamers. If you have a game that uses the latest technology you might miss 98% of the markets. Latest technology can kill your game business.

#7 - Not working with the right team
You gotta have the winning team (or contacts) to create your dream game. Not having the right people doing the right things won’t get you anywhere. Naturally you can do things solo, but even then you might need to find the right people to do some contract work for you, and that’s not always easy.

#8 - Not having clear short term goals
People preach about the importance of long term goals (like I’m doing in the next point #9), but short-term goals should not be forgotten. Even if your vision is to become the most innovative developer in the planet, that shouldn’t mean you shouldn’t have short term goals. Having clear goals for next couple of weeks and months is a good thing in my books and helps you be more productive.

#9 - Not having clear long-term goals
Like mentioned in the previous tip: your long term goals will help you to take steps on the right path. You don’t need to have a goals listen in certain format. Feel free to use a notepad, desktop wallpaper or whatever - as long you as have one clear goal in your mind. Something that reminds you why you are doing this. Having a long-term goal will also help making short-term decisions.

#10 - Spending too much time in front of TV compared to producing your game
This is pretty obvious. Procrastination is sure-fire method for killing your game business.

#11 - Not paying attention to world markets
Poor USD exchange rate is a big issue for non-US developers. The dollar value has come down a lot in couple of years, and in the last months it’s been really low. While there’s not much what average Dave Developer can do about the dollar rate, he can still prepare for the risk. In case of dollars, he could try different currency. Or perhaps he could take dollar rate in the calculations when budgeting or projecting sales for example. If he doesn’t, one day he might wake up just to realize that his company profits have dropped 20% in one year because some banks gave loans too easily.

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

What If Ultima IV Were Written Today?

Posted: 19 Sep 2007 10:40 AM CDT

Just for kicks tonight, I played a little bit of Ultima IV. I don't think that there's a CRPG that is more legendary or revered than this one. It received rave reviews when it was released in 1985, and pretty much defies criticism today. It is a milestone for the genre and for gaming in general. And for many people, it represents a glimpse into what might have been - a step along an evolutionary branch of roleplaying games that was never fully explored.

Seeking a peek back into this crown jewel of computer role-playing games, I sunk some precious time into this game to remember what the fuss was all about. And as I played, I began to wonder what Ultima IV would have been like if it had been developed over twenty years later. We can look at the later sequels for some answers, but remember that they were predicated on the success of their prequel.

So let's play a what-if and pretend that Ultima IV was a brand new game in a new genre. What would a newly-release Ultima IV be like today?

Combat - Then
After wandering around Yew for a bit (which promptly disappeared after I left - actually a pretty cool Brigadoon-esque element), I found myself chased by monsters that were making beelines across the world to attack me. After engaging in a few rounds of fighting, they'd promptly flee, leaving me with no experience points to show for my troubles (but sometimes leaving a chest of gold).

At one point, frantically chasing a fleeing orc who couldn't decide which edge of the screen to run to, I apparently threw my only weapon - a dagger - at my foe. Well, actually, one square next to my foe, because I could only attack along one of the four cardinal directions. Thus unarmed, future fights would result in me chasing a fleeing monster hopelessly. At least they'd leave a chest behind - sometimes trapped - so at I could soon afford to upgrade equipment to ranged weapons that actually had a chance of dropping an opponent before it fled.

Combat - Now
The creatures don't beeline to you until you get close enough to them or attack them. And then they come at you en masse. Then you just mash a button until they die. You'll automatically chase them when they flee. Oh, and instead of leaving trapped chests behind, they leave bodies with gore. Digging through the gore for coins ought to be worse than acid sprays, but you get used to it.

Oh, and to prevent you from throwing away your dagger, your dagger can't be thrown. But you can get throwing daggers designed to be thrown away... you can buy 100 of them (enough to kill about eight monsters) for the price of a complete suit of plate mail and two swords. It's supposed to be for class balance or something like that.

Dialog - Then
Conversations with NPCs (non-player characters) consist of "guess the keyword." Many keywords that you'd think would work actually wouldn't. After all, with only 64k of RAM to work with, ya gotta cut some corners. A half-dozen keywords makes for a very talkative character. Take this one, for example:

You meet a charming jester. She says: I am Gweno.
Your Interest: Job
I dance and sing for the children.
Your Interest: sing
That I cannot help thee with.
Your Interest: dance
Dance is good for the soul. Do you give to the needy?
You say: Yes
Beggars are thankful for small donations
Your Interest: children
That I cannot help thee with.
Your Interest: beggars
To give to a beggar shows compassion.
Your Interest: compassion
That I cannot help thee with.
Your Interest: give
She says: I do not need thy gold. Keep it!
Your Interest: gold
That I cannot help thee with.
Your Interest: quest
That I cannot help thee with.
Your Interest: avatar
That I cannot help thee with.
Your Interest: join
She says: I cannot join thee.
Your Interest: goodbye
That I cannot help thee with.
Your Interest: bye
Bye.

A fairly frustrating conversation, not to mention one that ends with a preposition far too frequently.

Dialog - Now
In a modern game, Gwenno's conversation tree would probably look like this:

Gweno: Hello. I am Gwenno. I sing and dance for children, because I'm a compassionate kind of person. I'll bet you'd like to know all about compassion. I could tell you how to be more compassionate.
1. Please, tell me how to be more compassionate.
2. Get away from me, you crazy wench!
3. Bye

See, isn't that better than keywords? Those are CHOICES. A player might agonize for microseconds before choosing option #1. At which point Gwenno says:

Gwenno: Go bring me the tails of ten rats, and I will tell you this secret, total stranger. You can find an infinite supply of rats down in the cellar.
1. Bye.

We sure have come a long way, haven't we?

Quests - Then
There is one quest in the game - though there are about a dozen sub-quests you must take in order to accomplish the primary task. Since the game has no quest system, they had to do it this way... all the steps act as "keys" to get you to the final quest. Oh, and you better have some pretty decent weapons, armor, and other magical items to have a prayer of surviving the whole thing.

For some reason, nearly everybody in the world knows that you are on the Quest of the Avatar. They all know more about it than you do, and give you advice in cryptic riddles and suggestions to visit people they know halfway around the world. And you have to manually compile all these notes until they begin to make sense. Which you'd better do quickly, because even after reading the manuals you still begin the game with really no clue what it is you are supposed to do. Unless you are already a dice-and-paper D&D player, and then you know... explore and kill things until the plot hooks begin to appear!

Quests - Now
Today, players would be explicitly told where to go and what to do. The starting quest would be Lord British himself telling you to use the look command on your own naval. When you do that, you get a bunch of experience points. Then he tells you to gather some belly-button lint from your naval. Once you do that, you are again congratulated and given experience points. This is how epic adventures must start.

Eventually, you'll go out into the world, and have about four quests to do, all of which involve inane tasks for people who haven't even explored their own back yards, let alone know people in the next town. But they will dole out less-cryptic quests that involve acting as their butt-monkey to deliver goods or recover their stolen sombrero from the goblins living twenty yards away until eventually you've paid your dues enough to be told how to get to the Shrine of Compassion.

Graphics - Then

Graphics - Now


Okay --- I got nothin'.

Resurrection - Then
When you die, you automatically resurrect in Lord British's throne room with some minor words of caution and a short delay. This is WAY cheaper than getting healed, so it's better just to let yourself die if poisoned or whatever.

Resurrection - Now
Lord British's chamber is too far away. You resurrect in the closest city or checkpoint with even more minor words of caution and less delay. And it's still cheaper than the extortion the healers demand.

Virtues - Then
There are eight virtues you must max out through actions in the game in order to become worthy of undertaking the final quest - which is to recover the Codex of Wisdom from the Abyss. In retrospect, that was all a pretty bad idea on Lord British's part, because it caused a genocidal war, created the evil mirror-universe anti-avatar split-personality whatever-the-freak-it-was called The Guardian, and pretty much screwed everything up for several sequels and spinoffs. But I digress.

Anyway, the virtues were Compassion, Sacrifice, Justice, Humility, Honesty, Justice, Spirituality, and Valor. You'd increase these by various actions throughout the game. Even dying gave you a point.

Virtues - Now
All those virtues are too complicated. The new designers decided to keep it simple by simply requiring you to be "good." But because of the need to have multiple endings, the new version includes an "evil" path. You get "good" points for being nice in conversations and not taking the "burn down the orphanage" quest. Being snarky in conversations and engaging in evil laughter - and burning down said orphanage (but without actually burning any orphans... we have to worry about ESRB ratings, mind you) gains you evil points.

Note that randomly walking into people's houses and taking anything not nailed down doesn't constitute an evil act... we need to encourage players to explore an interact with the world, you know!

The World - Then
Ultima IV features a big, expansive world. The game drops you near one of eight different towns anywhere in the world depending upon your starting class, and you have to figure out how to get to Lord British's castle to talk with him and find out what you are supposed to be doing in the first place. Or you just get killed on the way and get resurrected, which is kind of a shortcut.

Regardless, you are going to get lost. Early and often. Until you know the entire world like the back of your hand.

The World - Now
The world is still big and expansive. But forget about dropping you anywhere - that would totally screw up the tutorial and the bunny-slope quests! Nope, you start at Lord British's feet, and you have to earn the right to go out into the courtyard, then the sewer, then the town, and only then the larger world.

Then the game lets you get lost.

The User Interface - Then
Every single letter of the alphabet on the keyboard is mapped to a different command. See, there's "K" to "Klimb" a ladder up. Climbing down is a totally different command... "D" for down. The numbers choose a party member. And "J" for jimmying a lock. "I" to ignite a torch. And so forth. The cursor control keys indicate direction of travel, attack, or other actions.

The RPG player's fingers fly across the keyboard with this game. We could almost make an "Ultima Teaches Typing" spin-off product for this series!

The User Interface - Now
Keyboard? What is that? Get with the now... the newly released Ultima IV is a console game! It will be released for all major consoles immediately, and maybe a PS3 version is under consideration. The PC port will be in stores a week or two after the XBox 360, Wii, and DS release. Oh, and it'll be buggy and require a blood sample every time you play for copy protection.

What Did I Miss?
So there you have it. What I imagine Ultima IV would look like if it were released today. I'm sure I missed some important differences. Care to share your own snark thoughts?


(Vaguely) related snarkage with optional Ztats and Klimbing:
* The 16 Essential RPGs
* Scorpia's New Tale - An Interview With One of Gaming's Most Popular Columnists
* The Most Important CRPGs of All Time
* Innovation in RPGs?
* The Evolution of Computer RPGs
.

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

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

谢谢你, 史玉柱

Posted: 19 Sep 2007 09:32 AM CDT

一直, 都很想说这句话, 直到今天.

史玉柱, 用他的征途和巨人, 为我们这些所谓的专业从业者们好好上了一课.

这一课, 让我们知道了学院派与务实派之间的差距到底有多大;
这一课, 让我们明白了原来想象之外的世界如此之大, 大到我们不敢去想象, 是真正的"不敢", 而不是想不到;
这一课, 也让我们明白了什么才叫生意人, 商人, 以及企业家.

对于一个求生存的团队和企业而言, 你无法苛求它太多, 只要没有违法.

很多鄙视史玉柱的人, 一直不愿原谅他的是, 史玉柱选择的行业, 全是一些背负很大道德争议的行业: 远到保健品, 近则是网游.

而, 我要说的是, 你们不是这个企业的一员, 当然可以理直气壮的站在一旁以各种道德的名义来审判人家, 正所谓: 站着说话不腰疼. 对于一个企业而言, 只要不作违法的事, 在政策尺度的边缘, 打一些擦边球, 争得一些更好的生存空间, 这在我看来真的是非常非常正常的事. 至少, 他是一步步走过来的.

我们一直以为, 中国的玩家是因为爱玩游戏才玩的网游, 而征途和巨人告诉我们的一个事实是, 中国的玩家, 他们很多人其实并不是喜爱玩游戏, 而只是想找一个与QQ类似的可以交朋友, 消磨时间的玩具而已, 他们想获得的就是愉悦和成就感, 而不是失落和挫败感. 他们想寻找的, 是一份虚拟世界的感情寄托.

我们一直以为, 网游都是特别讲究成长的, 但是, 征途和巨人告诉我们, 成长始终都会有个尽头, 重中之重, 其实是, 在成长的尽头为他们提供更多更丰富的娱乐化的内容. 而同时, 让大家可以非常非常便利的到达成长的尽头.

我们一直以为, 作网游就应该按过去的那一套死规则来作, 所谓的特色, 无非是自己在这些死规则基础上空想出几个有点小意思的小玩法, 但征途和巨人告诉我们, 网游本身作为一个娱乐产品, 可以融合很多很多的娱乐元素, 小到各种休闲小游戏, 大到我们现实世界中发生的故事, 都可以引入网游, 作为产品生命的一部分.

我们一直以为, 网游的模式非此即彼, 是征途和史玉柱告诉我们, 原来, 可以发挥, 可以想象, 可以思考的空间是如此巨大, 大到原先的我们都不敢去想象. 而"想象"的这一步, 一旦突破, 也就意味着产品又迈进了大大的一步.

谢谢史玉柱, 让我们迈开了实现突破的第一步.

《银河突袭:权力囚徒》(Galactic Assault: Prisoner of Power)破解版[ISO]

Posted: 19 Sep 2007 06:52 AM CDT

《银河突袭:权力囚徒》(Galactic Assault: Prisoner of Power)破解版[ISO]
游戏译名: 银河突袭:权力囚徒
英文名称: Galactic Assault: Prisoner of Power
游戏制作: Wargaming.net
游戏发行: Paradox Interactive / Akella
游戏类型: 策略
游戏语言: 英语
官方网址: http://www.galacticassault.com/game_info.aspx
VC首发,因为DS系列的服务器挂掉,现暂驻www.UseNext.info,一般开机时间5.00am--15.00pm
System requirements
Operating system: Windows XP with SP2
Processor: Pentium 4 2.4 GHz, AMD Athlon 2500 or better
RAM: 1GB
HDD space: 2GB
Videocad: GeForce 6600 with 128 MB VRAM or better
Sound: DirectX 8.1 compatible sound card
Internet play: 28.8k modem connection or better
【游戏简介】
《银河突袭:权力囚徒》(Galactic Assault: Prisoner of Power)》由Wargaming.net负责开发,Paradox Interactive / Akella负责发行。本作属于策略类游戏,游戏故事发生在“Saraksh”星球上,共有四大联军参与了这场浩大的战争。重型装甲车、运输机、航天飞行器,所有先进的武器装备都用到了这场规模巨大的战争中。

【游戏截图】




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

A perfect storm

Posted: 19 Sep 2007 10:04 AM CDT

One kind of perfect storm is BoingBoing, the BBC, and Slashdot all linking to a site at the same time. :)

Another kind is the kabillions of questions scattered all over the Net that I have no hope of answering piecemeal. We’re going to be doing regular blog posts over at Metaplace.com and expanding the FAQ based on the stuff we see. but I can’t possibly keep pace with everything everyone is asking… so please be patient. Answers will emerge given time…!

Argos 'Unintentionally' Breaks Halo 3 Street Date

Posted: 19 Sep 2007 09:45 AM CDT

UPDATE 2 - Halo 3 is in the hands of a number of UK consumers after catalogue retailer Argos broke the street date by a full week.

PlaySpan Secures $6.5 Million For In-Game Commerce

Posted: 19 Sep 2007 06:00 AM CDT

PlaySpan, a publisher-sponsored in-game-commerce network, has announced that it has secured $6.5 million in Series A funding from Easton Capital, Menlo Ventures and Asian investors. The company is looking to position itself advantageously in the virtual goods market, as real money transactions (RMTs) are seeing wider adoption among revenue models for publishers of virtual worlds and online multiplayer games. PlaySpan pegs the market for in-game commerce at $2 billion this year. The company says it ...

GameStop VP Discusses Manhunt 2, ESRB, AO Ratings

Posted: 19 Sep 2007 12:08 PM CDT

GameStop VP Bob McKenzie has been discussing Manhunt 2, ESRB ratings, and the possibility of the retail giant ever stocking AO-rated titles in today's detailed interview, commenting of an AO-rated Manhunt 2: "I can't say that we would have supported it at AO, and I can't say that we won't." The exchange was part of a larger interview that also dealt with the state of North America's biggest specialty game retailer going into 2007's holiday ...

TGS: Konami Up to Ears in Metal Gears

Posted: 19 Sep 2007 09:32 AM CDT

A new Metal Gear Solid 4 trailer cranked up the hype meter a few more notches at an otherwise low-key Konami pre-Tokyo Game Show briefing.

RIP John Watson

Posted: 19 Sep 2007 09:32 AM CDT

BLOG - Game developer John Watson has sadly passed away.

PipelineFX Adds Tactic Asset Management To Qube

Posted: 19 Sep 2007 06:00 AM CDT

Digital media software company PipelineFX, makers of the farm render management software Qube, and Southpaw Technology, makers of digital asset management system Tactic, have a have announced that Tactic has been updated to integrate with Qube in support of next-generation render pipelines. With Tactic, users submit a version of a particular asset or shot directly through the Tactic interface. Tactic then submits a custom job type to Qube, feeding it the information needed process the ...

Argos breaks Halo 3 street date

Posted: 19 Sep 2007 09:51 AM CDT

Catalogue retailer Argos has begun selling Microsoft's highly-anticipated Halo 3, a week before the official release.

GameStop Execs Talk PS3, Wii, Xbox 360 Prospects

Posted: 19 Sep 2007 04:43 AM CDT

As part of an in-depth interview published today, GameStop VP Bob McKenzie has been commenting in detail on the retailer's impressions of the PlayStation 3, Xbox 360, and Wii going into this holiday season. Starting with the PlayStation 3, when asked how he feels about Sony's next-gen console now that it's moving into its second Christmas, senior merchandising VP McKenzie commented: "I think that has a lot of different opportunities, because it brings in a ...

Playlogic Granted Publisher Status By SCEA

Posted: 19 Sep 2007 05:45 AM CDT

Officials from Dutch publisher and developer Playlogic have announced that Sony Computer Entertainment America (SCEA) has granted the company full publishing rights in the U.S. for the PlayStation 2 and PSP formats. Currently Playlogic titles such as Obscure and Gene Troopers are published in the U.S. by a range of third party companies, including DreamCatcher Interactive and SouthPeak. The new publisher status will allow Playlogic to publish forthcoming titles such as Obscure II, Officers and ...

Critical Reception: Namco Bandai/Tri-Crescendo's Eternal Sonata

Posted: 19 Sep 2007 05:52 AM CDT

This week's edition of the regular Critical Reception column examines online reaction to Eternal Sonata, an Xbox 360 role-playing adventure that critics say has a "wildly imaginative" premise and a story that "isn't just another half-baked RPG plotline." Loosely based upon the life of famed pianist Frédéric Chopin, Eternal Sonata supposes that the 19th-century composer entered a dream world upon his deathbed, wherein he and other terminally ill people possessed magical powers. After finding a ...

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TGS: The Violence of Ninja Gaiden II

Posted: 20 Sep 2007 12:27 PM CDT

Severed limbs, lobbed-off heads and buckets of gore litter the violent landscape of Ninja Gaiden II—and Tecmo would love to keep it that way, if the ESRB lets them.

PlayStation Store Update

Posted: 20 Sep 2007 12:05 PM CDT

Hi, everyone. Just wanted to give a quick update on what’s new in the PLAYSTATION Store this week. Let’s get straight to the good stuff with four new demos:

• Skate
• NBA 08
• Sega Rally Revo
• Stuntman: Ignition

We’ve also released a new downloadable game, LocoRoco Cocoreccho!, for $6.99. In addition to several new wallpapers, we’ve also posted up some great trailers and videos – everything from GT5 Prologue to Ratchet and Clank Future to Devil May Cry.

Check ‘em out.

手机丢了,号码搜集中

Posted: 20 Sep 2007 04:17 AM CDT

手机丢了
房子要换
爸爸的病还没有着落
俗话说:福无双至,祸不单行
我感受到了
 
这两天台风
走在风里
我想说:让暴风雨来得更猛烈些吧
 
假如真的"破财消灾"
我认了
 
号码全部遗失
朋友们有事留言给我吧

Hudson To Bring Bomberman Land To Wii, DS, PSP

Posted: 20 Sep 2007 08:35 AM CDT

Publisher Hudson has announced that the Bomberman Land series will continue on more platforms, with mini-game collections coming to North America in January 2008 to Nintendo's Wii Sony's PSP, along with a new sequel to its Bomberman Land Touch game for the DS. Hudson says each will bring three game modes into one on their respective platforms with a quest- and puzzling story mode, and mini-game modes for each, with 50 different games on Wii ...

Wideload's Seropian To Keynote Indie Games Conference

Posted: 20 Sep 2007 08:32 AM CDT

Organizer GarageGames has announced that Wideload founder Alex Seropian (Stubbs the Zombie) will be presenting a keynote discussing Wideload's new casual Shorts division at this year's Independent Games Conference taking place October 10-11 in Eugene, Oregon. GarageGames says Seropian will "discuss how Wideload Shorts is focused on creating original games that appeal to players who have grown up with games, but now need games that fit into their lives, i.e. games that require a smaller ...

[NetShowBT][国内首发][最新大作游戏][Stranglehold][枪神][EN][2DVD9] (大小:12.45G 人气:0 下载:155 完成:- 种子:1)

Posted: 20 Sep 2007 11:55 AM CDT

发布简介:PStranglehold_CLONEDVD-PROCYON枪神/P< />P【游戏封面】游戏名称:枪神英文名称� 篏alactic Assault Prisoner of Power游戏制作:Tiger Hill Entertainment&&a mp;& 游戏发行:Midway&&&&&&&&&&& amp;&&&&&&&&&&&&&&&a mp;&&& 游戏语种:英文游戏类型:Modern Shooter&&&&amp ;&&&&&&&& 官方网址:http://strangleholdgame. com游侠0day信息网所属讨论区:所属讨论区:(经典FPS游戏专区)http://game1.ali2 13.net/forum-276-1.htmlBT连接:更多游戏请访问:gamebt.ali213.net/P< />&l ...
下载地址:http://gamebt.ali213.net/download-spot-1-358.html

Frayed Knights: The Dungeon Takes Form

Posted: 20 Sep 2007 11:46 AM CDT

Wow.

A couple of weeks ago a friend of mine, Kevin, offered - due to a lapse in sanity as much as a feeling of pity for me, I'm sure - to build interior levels for Frayed Knights. I sent him a copy of the design document (See! They do come in handy!), and then promised to send him a 2D map for him to convert into the Temple of Pokmor-Xang.

I hadn't actually sketched out the complete map yet. I'd written up descriptions and notes on all major locations in the temple, and had something of a mental image of how the layout should work. But every time I'd tried to sketch the thing out, I'd get stymied. It didn't feel right or good enough. Having someone waiting for me pushed me to plow forward. I think my underlying problem was that I was just suffering a mental block due to lack of self-confidence or something. As it is where you start the game, I purposefully kept it on the simpler side, with a more linear path through the dungeon (plus plenty of optional rooms to visit).

But once the the pressure was on, I got it done. I can't say it was a masterpiece - my little graph-paper map looked a lot like the Dungeons & Dragons adventure maps I used to draw up in the seventh grade. I'm not sure my skills have changed at all since then. The rooms were even numbered to correspond with the location descriptions in the design document. High cheese factor. But it followed my mental image well enough, and I gave instructions to Kevin to feel free to embellish as he saw fit.

We ended up getting into some discussion as to who the cultists are that are currently residing in this temple. I explained that very few were human, and they were pretty much "redneck cultists." Poor personal hygene (they worship the god of boils, blisters, and pimples, after all). Beds propped up on cinder blocks and whatnot. Primer-colored paint on the walls or something. They'd keep the main thoroughfare clean and tidy out of respect for and fear of Pokmor-Xang. But the temple itself predated any of the current cultists - it was made back when Pokmor-Xang was... if not popular, at least a little more accepted in society. So at one point it might have been a little more evil and costly-looking.

Kevin took the crappy map and lame descriptions and added a healthy dose of awesome, with some great creative embellishments. He sent me the first draft of the dungeon, which I tried last night. Can I tell you how cool it is to (virtually) walk through something that was only a graph-paper sketch and some text descriptions the day before? I stood in the meditation chamber (sans toilet-looking fountain, currently) and looked around and maid a Neo-esque "Woah!" noise.

Now it's still early (too early for me to post screenshots, sorry) - this was just to test the layout, and there's not even a roof over much of the place (though he's done some great work with pillars and archways). The hardest part will be settling on the textures. I'm really trying to back off of the photorealistic effect and err on the side of cartoony. I'm spending some time trying to dig up reference images, but it's hard to zero in on the right "look."

Other Developments
I also spent some time revising the ol' design document and resubmitting it for the Dream Game contest. I'd like to stay in the running on that one.

As I mentioned earlier this week, I got the trap system working, and I think it's actually going to play out okay. I'm now focusing on making it all data-driven and stuff. My approach to doing this is to create a file first, and then write the function to read and parse the file, and use it to construct the object. It's all working now, except I discovered that I'd neglected to include linkage between components in the file format. Woops! That's an easy fix.

Besides that, there's trap discovery and more feedback to the player on what's going on. Simply having the trap screen disappear and one or more characters take damage isn't quite enough, for some reason. Go figger.

My goal is to have all the principle systems in place by November 1. November is going to be spent integrating them all together and making the game resemble a game. And fixing bugs. And trying to do all the little odds-and-ends stuff that I neglected up until that point.


(Vaguely) related babblings:
* RPG Design: Big World, Small Dungeon - Does Size Matter In RPGs?
* Frayed Knights: Disarmament Treatise
* Frayed Knights: First Five Minutes Walkthrough
* Frayed Knights: Orange
* RPG Design: Quest Abuse

* Frayed Knights: Trap Disarmed!
Read or Post Comments on the Forum! If You DARE!

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

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

3 Principles That Helped Me To Get 206,670 Unique Visitors to My Website Fast

Posted: 20 Sep 2007 11:07 AM CDT

There are three important principles I’ve practiced to get traffic to my website. This article covers how these principled helped me to get 206,670 visitors to see what I have to offer. The article headline actually contains all these principles - in an erroneous manner.

If you wish to see the traffic pictures, feel free to click the below image:

Principle #1 - Forget get
The title of this article is actually quite misleading. In reality, this article is not about “getting” anything. The guys who just focus on “getting” something for them are probably the ones who won’t probably ever get what want. It’s not about what you can get - but what you can give.

Principle #2 - It’s not about “me” or “my website”
The article headline has also another misleading element in it. While I own and operate this site, it’s wrong for me to say “what I did to get these visitors”. In reality it’s not because I did something fantastic, it’s because the visitors chose to come here. It’s not in my control to decide who comes here thus it would be wrong to say that “I made it happen”. It’s wrong to think that site owner “made people come”, when in reality the final judgement is done by the visitor. You and only you made the decision to come here. I could praise here all night long saying how great unique content I have - but it’s up to you to visit this site. Anyone wishing to see visitors needs to realize who really is in charge: the visitors.

Principle #3 - It’s not about getting traffic fast
The article says “fast”, but that’s a relative term. When your perspective is 10 years, seeing 200 000 visitors in a couple of years is quite fast. The key is not to think about ways to get traffic super fast or in months. There might be peaks of traffic (as you can see also from that attached image) but those come and go. I believe more important is to keep going, and take a long-term goal. It’s easy to spend 6 months on some project and get frustrated as “others are getting more traffic”. What I suggest is to take a 6 year or 16 year goal. How would your site look after 6 or 16 years if you kept going and promoting it?

It’s not about “you” or “getting traffic” or “fast”. It’s about them, giving value and being patient.

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

9月20日TGS2007:日本游戏大奖2007

Posted: 20 Sep 2007 09:55 AM CDT

CESA评选出来的“日本游戏大奖”-“年度作品类”(2006年4月1日-2007年3月31日期间):

 

大奖:
Wii Wii Sports 任天堂
psp 怪物猎人P2 capcom

 

——去年“大奖”也是2个游戏并列的( http://blog.sina.com.cn/u/4938f71b010006xn 

 

优秀奖:
Wii Wii Sports 任天堂
ps2 大神 capcom
ps3 高达无双 bandai
Wii 塞尔达传说:黄昏公主 任天堂
nds 勇者斗恶龙怪物篇Joker square-enix
nds 新超级马里奥兄弟 任天堂
xbox360 蓝龙 微软
nds 口袋妖怪珍珠/钻石 pokemon
psp MGS PORTABLE OPS konami
psp 怪物猎人P2 capcom
ps2 龙如2 sega
nds 莱顿教授和不可思议的城镇 level5
xbox360/pc 失落星球 capcom

 

最佳销量奖:
nds 口袋妖怪珍珠/钻石 pokemon

 

全球奖(日本作品):
xbox360 Dead Rising capcom

 

全球奖(欧美作品):
xbox360 战争机器 微软

 

特别奖:
xbox360 The Idol Master bandai
nds 时尚魔女 sega

 

相关链接:

http://blog.sina.com.cn/u/4938f71b010006xn
日本游戏大奖2006

Club Marian launches

Posted: 20 Sep 2007 11:09 AM CDT

Gene Endrody wrote to let me know that MaidMarian.com has launched Club Marian.

A massive multiplayer social hangout where users from around the world can chat, dance, drive and create music in a fun 3d environment. Club Marian features three islands to explore, a cool music maker, emotes, customizable avatars and a sports car to drive.

Like Sherwood Dungeon, it’s a full-screen 3d Shockwave experience.

Gene specifically says, “check out the dance floor by the Tiki Statues with disco lights on.” :)

More than 11.6 million Xbox 360 consoles sold

Posted: 20 Sep 2007 11:41 AM CDT

Ahead of the highly-anticipated launch of Halo 3, Microsoft has released updated statistics related to its Xbox 360 console

太阳照常升起

Posted: 20 Sep 2007 10:12 AM CDT

两个月来第一次去看电影。

这片拿不到国外奖是应该的,文化背景实在太深,不是中国人谁能看得懂?

不过的确也算是用心拍的一部片吧。

太阳照常升起

Posted: 20 Sep 2007 10:12 AM CDT

两个月来第一次去看电影。

这片拿不到国外奖是应该的,文化背景实在太深,不是中国人谁能看得懂?

不过的确也算是用心拍的一部片吧。

Czech-based developers form The Easy Company

Posted: 20 Sep 2007 11:17 AM CDT

A number of Czech-based game development veterans have announced the existence of The Easy Company s.r.o., a new Prague-based studio

Real Ultimate Showdown Round 2

Posted: 20 Sep 2007 09:07 AM CDT

[tournament bracket to be added later]

Vote on the Round 2 Matchups now! Remember, vote for who you WANT TO WIN and not necessarily who you think would win in a straight up fight. Voting ends at Wednesday, September 26 at 11:59PM EST. Especially for those of you still in the running for the grand prize, get the vote out!

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

Ninjas vs. Samurai
It is obvious that stealth surpasses from the crushing defeat the ninja handed the samurai. Even the heavily armored and armed samurai is vulnerable to a bit of poison in the ear. WINNER: Ninjas

Dragons vs. Knights
While dragons do love eating people, people encased in metal just proved to be a crunchy snack for the dragons. What’s even more, properly heated they still have a delightful crunch and a delicious molten interior- think creme brulee. WINNER: Dragons

Can the Ninjas find the weak spot in the dragons scales? Or will the Dragons use their centuries of experience to trick the Ninjas?

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

Vampires vs. Werewolves
Style wins over sheer ferocity here. The vampires with their ages old cunning were able to give the werewolves molded dog food which permanently altered their brains: now they were merely dogs. WINNER: Vampires

Cowboys vs. Indians
The Cowboys challenged the Indians to a game of Texas Hold ‘Em. They were both all in on the turn, the Cowboys holding two pair and the Indians holding a flush. The river, however, turned the Cowboys hand into a boat, ending the match. The Indians swore that someday they would get their revenge… via gambling. WINNER: Cowboys

Cowboys versus Vampires is a classic matchup. Can the Cowboys find someone to make wooden stake bullets and holy water grenades? Or will the Cowboys be lured in by Vampires disguised as prostitutes?

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

Jedi vs. Super-soldiers
One would think that the Jedi being pontificators with terrible direction would slow them down enough for the super soldiers to stand a chance. It turns out even the union of super and soldier was not enough. WINNER: Jedi

Badasses vs. TCNB
It turns out combining all four evil traits isn’t a recipe for power! Or at least it isn’t enough to over come sheer unyielding badassedness. The badasses beat the TCNB savagely: That’s for taking out my <insert close relative/friend/person you would want revenge for>! WINNER: Badasses

Badasses aren’t some weak-willed fools that will succumb to mind tricks. Will big muscles and sheer willpower be able to find a way to defeat the almighty Lightsaber?

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

Hobos vs. Slashers
The Hobos tricks and bindle sticks were no match for the relentless fury of the Slashers, empowered by dark forces and with single purpose. But cry not for the Hobos: seeing that they were defeated, they used their strange Depression-era magicks to open a portal to the Big Rock Candy Mountain, leaving the rest of the world to deal with the Slashers. WINNER: Slashers

Robots vs. Dinosaurs
It seems that in the battle between history and pre-history there is an obvious dominant party: the future. The robots shot, stomped, and danced their way all over the bones of the dinosaurs. WINNER: Robots

We’ve seen Robot Slashers and Murderous Robots, but which one will prevail?

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

Pegasi vs. Unicorns
A close race to be sure. While the horn of the Unicorns are a potent weapon, and surely looked to be winning with their powerful charge, the Pegasi at the last second took to the high ground… and tricked the Unicorns to charging right off a cliff. WINNER: Pegasi

Agents(Secret) vs. Agents(Sinister)
Smoothly and suavely the secret agents let the sinister agents think they had a chance. Then they unleashed gadget hell and a license to kill on the sinister agents and it was all over. WINNER: Secret Agents

The Secret Agents are suave and sophisticated, which are useless against the elegant Pegasus. The Pegasi have learned from their last fight, and know to use the air to their advantage. But can they outmaneuver the fast cars of the Secret Agents?

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

Demons vs. Wizards
Bartoneus summed it up best: YOU. SHALL NOT. PASS! WINNER: Wizards

Space Empire vs. Space Rebels
Many Bothans died to bring these plans to defeat the Space Empire. Empires in Space, no matter if they wield Star Destroyers or Enterprises, are no match for rebel forces. WINNER: Space Rebels

“I used to bullseye boy wizards in my T-16 back home. They’re not much bigger than two meters.”

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

Super-Scientists vs. Zombies
The Super-Scientists quickly realized that they could reverse engineer the virus that created the Zombies in the first place, and released a counter-agent to defeat the zombie horde. They still suffered massive casualties, however, because of exploding experiments and scientific debate. WINNER: Super-Scientists

Cthulhu vs. Pirates
In the hardest fought match, Cthulhu fought the Pirates for many a night (and, for a brief time, almost merged with them to form Deep One Pirates. Yo Ho Cthulhu Fthagan!) In the end, however, (to quote one of the comments about this matchup), Cthulhu was stopped in the original story by a boat. The Pirates emerged victorious, with Cthulhu sinking back into the sea to wait… WINNER: PIRATES

I predict another close matchup. The super-scientists may have the edge in raw power (provided they can get it to work right) but don’t estimate the hordes of Pirate fans.

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

Giant Animals vs. Giants Bugs
The giant gorillas used their monkey-knowledge of lice-picking and poop-throwing to lead their army of giant animals to victory against the bugs. And they stepped on the bugs too. WINNER: Giant Animals

Aliens vs. Predators
I think they made a movie about this, but who knows what it would be called? Anyway, I’m sure it ended with a decisive victory, like we have here. WINNER: Predators

Aliens the ultimate game? Pshaw. They’ve never had to fight a giant Monkey who throws barrels and loves Vaudeville.

Oxygen Unveils New Image

Posted: 20 Sep 2007 09:52 AM CDT

Oxygen Games has revealed its new identity to support ‘its mainstream gaming strategy’.

Wii Sports, Monster Hunter win CESA Awards

Posted: 20 Sep 2007 11:00 AM CDT

Japan's Computer Entertainment Supplier's Association has announced Wii Sports and Monster Hunter 2: Portable 2nd have won its yearly Grand Awards.

Microsoft won't punish Argos

Posted: 20 Sep 2007 10:58 AM CDT

Microsoft will not penalise Argos for releasing a small number of Halo 3 final boxed copies to the public a week before the official release.

Wii Sports, Monster Hunter Top Japan Game Awards

Posted: 20 Sep 2007 06:21 AM CDT

Japan's Computer Entertainment Software Association (CESA) has announced the winners of this year's Japan Game Awards, which it sponsored. Wii Sports and Monster Hunter Portable 2nd for the PSP both took home the Grand Award; the former for its successful campaign to earn players in new demographics -- women and seniors in particular. Monster Hunter 2nd, in particular it's ad-hoc multiplayer mode, was recognized for core appeal as a "social phenomenon" among students in high ...

[游戏力量]游戏内嵌彩票系统!

Posted: 20 Sep 2007 08:29 AM CDT

神秘人 22:47:23
嗯嗯?
 
地球人 22:47:57
问个事

神秘人 22:48:08
嗯,问问
 
地球人 22:48:34
假设将网络彩票投注系统嵌入到网络游戏里面
对网络游戏来说他们所获得的利益是什么呢

神秘人 22:49:53
现实的彩票投注?
那就需要获得的点数能折算成现实的利益
 
地球人 22:50:09
对 就是现实的彩票投注

神秘人 22:51:03
1 获得的点数能折算成现实的利益
2 能在游戏中通过转手点数获得差价利益
 
地球人 22:51:39
这个点数何解?

神秘人 22:54:59
一个是需要什么资源来进行投注
一个是投注后能获得什么资源
 
地球人 22:56:26
玩家投注后所获得的就是现金 所有的彩票投注都与现实的彩票同步

神秘人 22:57:15
用什么进行投注呢?
 
地球人 22:57:36
现在有这样个假想,将彩票的投注系统植入到游戏系统内 让玩家不单可以玩游戏 又可在游戏进行彩票投注

地球人 22:57:53
现金的形式 这样系统是否能支持?

地球人 22:58:36
通过银行卡的转账

神秘人 22:58:52
支持没问题
但如果投注的同时能获得某种能折算的积分或者点数,那么消费额度会大幅提升
 
地球人 23:00:47
等于就是如果进行这样的合作方式,玩家在游戏内使用银行卡进行彩票投注后,给予他们一定的积分换取游戏内的东西或者是给予一定量的点数回报于玩家?

神秘人 23:04:15
 嗯嗯,其实就是刺激用户消费
两者的目的有差别
只是反映现实规则,那么也就是用户群交叠和现实的差别不大,消费额也不稳定,毕竟得奖的几率太稀有
加入点数,则能直接把现实和游戏利益挂钩
 
地球人 23:06:37
但是这样合作的方式对于网游产商来说
他们最大的利益点在那里?
这点我比较困惑 

神秘人 23:08:49
现金转换成点数
 
神秘人 23:09:46
两者
1 收益
2 数量
时间收费游戏数量和收入有直接关系,所以当时的厂商都注重人数
 
神秘人 23:10:10
但道具收费则不然,人数和收益额度不一定是正比关系
 
神秘人 23:10:24
有时候很少的人也能有大收入
 
神秘人 23:34:57
游戏里的虚拟货币,或者积分====

火星人 23:39:36
明白 通过积分作为补偿手段 鼓励用户购买彩票。就是说,再不济,还有虚拟奖励呢。

火星人 23:39:51
收益来与 彩票的返点?

神秘人 23:40:15
嗯,还是你的脑袋够快

火星人 23:40:17
是这样吗?
我帮你卖了1W块彩票 你反我1Q

神秘人 23:41:14
平台机理

火星人 23:41:19

火星人 23:42:23
明白这就个关键字 就好了:用户基数 渠道 会员卡 价值

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TGS: Factor 5's Eggebrecht On Motion Control, Downloadable Turrican

Posted: 21 Sep 2007 09:30 AM CDT

During the Tokyo Game Show, Gamasutra caught up with Factor 5 head Julian Eggebrecht, who was on hand to promote Lair (Rise from Lair in Japan). This short Q& A discusses the company's future interest in motion control games, Eggebrecht's impressions of the recently announced Dual Shock controller, and the possibility of a high-res Turrican on XBLA and PSN. Would you consider using motion control in any downloadable games you may be working on? Julian ...

Tgs07: Justify Your Game, MGS4

Posted: 21 Sep 2007 12:00 PM CDT


Up until this moment, Metal Gear fans and news outlets alike have been eagerly anticipating Kotaku's Justify segment on MGS4. Because while the game looks to be...OK...a buzzer would (for absolute certain) flush three years of effort down the toilet (and render PS3s everywhere completely useless, shut down most electronic devices within range and boil the seas).

...it's not our fault.

Game Movies: Resident Evil: Extinction Infects Theaters

Posted: 21 Sep 2007 11:30 AM CDT

reextinct.jpgThe third installment of the continuously worsening Resident Evil movie series is finally here, waiting patiently at a theater near you until something you really want to see ends up sold out. From the 18% Resident Evil: Extinction has gotten so far at Rotten Tomatoes, it definitely sounds like the sort of movie you'd only see if nothing else was available, or perhaps on a dare. I personally am amazed at how they've taken a concept as glorious as Milla Jovovich killing zombies and made it totally abhorrent to me, though honestly Milla herself contributed greatly to that thanks to her vapid commentary on the first movie's DVD, where she was revealed as that girl who is extremely hot until she opens her mouth to talk and half the sounds are giggles. Not so much an announcement now as it is a warning - Resident Evil: Extinction is in theaters today. Makes sure to buy your tickets for better movies in advance.

Breaking: Plagachef Confirmed, Details to Follow

Posted: 21 Sep 2007 11:00 AM CDT

plagachef_anim478.gifFrom our tips box:

We saw Dave's LittleBigPlanet Justify Your Game clip this morning at Media Molecule and one of our graphic designers Jim promptly knocked this up!
So wait, does that mean Jim completed the logo and then proceeded to impregnate it?

When Luke Plunkett saw the awesomeness of this custom Plagachef graphic, he thought/hoped/dreamed it was Media Molecule's new Tetris alphabet game (instead of an ironic jab at their own slogan seen here). I pretended it was, got him super excited and then broke the bad news that such a game is not on the horizon while dually informing him that Ash has been fibbing a bit during those "translated" booth babe conversations—but that I was sure they thought he was "hulky" nonetheless.

Plagachef!

Dojo Dump: Snake Inflitrates Smash Bros. Dojo

Posted: 21 Sep 2007 10:30 AM CDT

fireemblemsnake.jpgWith every one looking for him at the Tokyo Game Show, Solid Snake has used the diversion to infiltrate Smash Bros. Dojo!! in a series of not one but three updates today. The first update merely introduces the character to the site in standard Dojo fashion. The next gives you a chance to listen to the "Metal Gear Solid: MGS4 Love Theme (Smash Bros. Brawl Version)", composed by Nobuko Toda and arranged by Akihiro Honda, created specially for the game. It's 100% MGS music. Epic, powerful, while at the same time maintaining the haunting, mournful quality unique to the series. Finally we have Snake's special moves, all of which involve our hero using military ordinance to do something horrible to the bad cartoon people. My favorite is the remote-controlled missile, though using the Cypher flying reconnaissance camera to recover from a fall is a nice touch.

Snake's Page On Smash Bros. Dojo!! [Smash Bros. Dojo!!]

Gotta Wear Shades: Itagaki Unmasked

Posted: 21 Sep 2007 10:00 AM CDT

itagakiglassesoff.jpg Head ninja Tomonobu Itagaki goes nowhere without his sunglass and leather jacket. Or his pack of smokes. And while we didn't catch him without the leather and the cigs, Itagaki did take off his sunglasses — only for a brief instant. A sonic boom that separated time and space and blurring our photo. Catching this moment on film? Impossible. Though, once he got the shades back on, the reverb was felt. The evidence after the jump.

puttingonitagaki.jpg

Tgs07: Sega Predicts 4 Million For Mario and Sonic

Posted: 21 Sep 2007 09:30 AM CDT

marsonic.jpgSega is counting on the Wii rekindling of a 16-year old rivalry will match the sales of the first shot fired in the Mario VS Sonic war back in 1991. The original Sonic The Hedgehog sold 4 million copies, and Sega's Masanao Maeda says Mario and Sonic at the Olympic games will do the same. The corporate director at Sega's gaming unit made the statement at the Tokyo Games Show yesterday. Considering the number of Wii systems already in gamers' hands and the fact that this is one title that people will buy to see Sonic and Mario in the same place no matter how good or bad it turns out to be, I'd have to say that it's a realistic goal. Hell, Sonic Heroes alone sold a million copies in Europe, and it completely sucked. If that many people will buy crap with Sonic's name on it, adding Mario to the mix should get them 4 million easy.

Sega Sammy Says Sonic and Mario Game Sales May Reach 4 Million [Bloomberg via Next Generation]

Tgs07: Talking Virtua Fighter 5's Online, Rumble With Sega

Posted: 21 Sep 2007 09:00 AM CDT

vf5cover.jpgHad the pleasure of chatting yesterday with Sega's Tohru Murayama and Noriyuki Shimoda about Virtua Fighter 5. While we conversed, the subject of the "discrepancies" between the PS3 and 360 versions came up. In particular, why the 360 version features online multiplayer, while the PS3 one does not.

Shimoda said "Well, the PlayStation 3 version was developed first so the online was missed, but because the 360 version came later we could add that feature". Sounded OK, if a little vague, as it didn't explain why it hadn't been added subsequently. Handily, Murayama elaborated, and when asked whether the PS3 version could see online play added at a later date via download he replied:

If we wanted to, we'd think about it, but the point with the PlayStation 3 version was to release the game as close to the console's release as possible. So we have no plans for that.
Bummer. Sorry, VF5-loving PS3 owners.

Something interesting that came up just after, though, was that they didn't know the Dualshock 3 had been announced. It had, I told them. They seemed pleased, then started bugging me for details. Not cool. This is my interview, I reminded them, and I'll be the one asking all the questions. I did let them know that it would be possible to add rumble to older Sixaxis titles, which they liked the sound of.

"Oh", said Murayama. "If we can do that, we will". So not all bad news, then!

Space Pirates: Halo 3 Hits The Web

Posted: 21 Sep 2007 08:30 AM CDT

HALO3DOWNLOAD.jpgWith Halo 3's street date being broken left and right, you knew it was only a matter of time before it showed up in torrent form. Sometime in the past 24 hours, a 6.14GB torrent file for Halo 3 began circulating on the interwebs, hacked and ready for play on illegally modified Xboxen around the world. Checking around myself I found at least 15 separate torrents running for the game, meaning that on top of those lucky enough to be on the receiving end of retailer error or stupid enough to pay exorbitant eBay prices, hackers and pirates (not the good kind) are added to the list of early players. This also means that if you don't want the game completely spoiled for you, you'll probably want to go into hiding in a mountaintop cave right about now.

Halo 3 leaked online [GamesIndustry.biz]

Tgs07: Omega Five Hands-On Impressions

Posted: 21 Sep 2007 08:00 AM CDT

omegafive_leadin.jpgHudson's Xbox Live Arcade shooter Omega Five may have been unfairly lost in the noise of the thunderous announcements of Rez HD and Ikaruga for the Xbox 360, but anyone interested in shmups simply must take a moment to learn more about the game. Developed by a five person team at Natsume, Omega Five immediately won me over with one of its playable characters. She's not only sporting some revealing Brazilian cut bustier get up that's apparently perfect for space battles, she immediately cemented the game's similarities to my personal favorite arcade shooter of all time, Forgotten Worlds.

Unlike Forgotten Worlds, you won't purchase weapon upgrades from shops. However, there is an undeniable series of moments, enemy types and aesthetic decisions that invoke memories of Capcom's futuristic shooter.

Each character—two of which were on hand today, a female humanoid and a male four-armed alien—is equipped with a unique weapon. Hers is a satellite that fires independently and, when the right trigger is depressed, clamps onto whatever enemy you're aiming at. Yes, for massive damage. Shots are upgraded by grabbing one of three power up types that swarms of enemies drop. Similar to the Raiden series, shots can be upgraded up to three times. The female fighter, for example, upgrades her laser shot to the point where it bounces off surfaces.

The male fighter plays quite differently, employing a bizarre hose-hand that squirts one of three liquid shots. He can also deflect enemy fire back at enemies by moving dangerously close to bullets, then reflecting projectiles with a quick flick of the right analog thumbstick.

The controls, by the way, are simple, familiar, and tight. Left analog stick moves your character, right analog stick aims, right trigger modifies your shot—launching the satellite as mentioned earlier for her, changing the flow of the goo for him—and the left trigger launches a screen clearing nuke. Up to three of these are earned by collecting pink triangles dropped by destroyed enemies.

Oh yeah. Omega Five is hard. The team at Natsume certainly weren't catering to casual players with their upcoming shmup, giving it a challenging arcade difficulty and limiting your continues to three credits. As an XBLA game, Omega Five is planned to feature two-player co-op... and gamers will have to share these credits.

I managed to beat the demo on my second play through, but imagine that the game will require plenty of repeat plays to finally finish (sans credit feeding).

For an Xbox Live Arcade title, the game is absolutely stunning. It's arguably the best looking game on the service to date, filled with beautifully modeled characters and candy colored lighting effects. It has a crisp clean look in motion with some solid character designs.

Omega Five looks like it'll be packed with old school fun, offering plenty of challenge. It's quickly moved to the top of my list for future Live Arcade purchasers and anyone with a shmup streak in them need to give this game a shot. Me? I'm going back to the Hudson booth to gaze lovingly at it while waiting for time to pass.

Weekly Digest: 客栈每周话题导航 Issue.003

Posted: 21 Sep 2007 11:27 AM CDT

呼,真不愧为店长预期中的燃烧之周,倾盆杂务之后,大脑一片空白。

庆幸万事总有尽头,又到了凉风阵阵的下午茶时分,我们来扯淡……

本周的新闻可谓喜忧参半。啼笑皆非的消息携带着欲言又止的涵义,虽没有长门有希那概括性的无表情般充斥着可解读的资讯统合思念体密文,却也绝非店长能付之一笑的话题。

言下之意,准备忍受我们新闻领航员的胡言乱语吧。本周的话题如下:网络服务网络文化网络沉迷。总结而言:抓狂的网络

werserious.jpg

我们的态度是诚恳的

(more…)

Sega Brings Three More to the States

Posted: 21 Sep 2007 12:36 PM CDT

BLOG – Import gamers might want to hold off on their next order. Today at the Tokyo Game Show Sega announced that it is bringing three previously Japan-only games to the US in 2008.

一个男网友娶到一个女网友后在洞房发生的事情

Posted: 21 Sep 2007 11:56 AM CDT

一名男网友如愿以偿地娶到了一位美丽的女网友。

新婚之夜的洞房里,他们深情款款地替对方宽衣解带。

新郎说:“咱们既然做了夫妻,就该以诚相待。我有几个小秘密要告诉你,请你不要吃惊。”

新娘风情万种地浅浅一笑:“谁没有几个小秘密呀。既然你能把隐私告诉我,我也决定把我的小秘密告诉你。”

新郎用手抓下了头顶上的发套,对新娘说:“其实我已经秃顶了……”

没想到新娘把一头长发也随手摘了下来:“这有什么大惊小怪的,我生来就是全秃的 ……”

一见新郎盯着自己的秃头发愣,新娘主动坦白:“你看我的双眼皮漂亮吗?其实是人工割的……”

新郎却毫不吃惊:“这不算什么,你看我的左眼……” 他边说边把自己的左眼球从眼眶里取了出来,原来他的左眼是假的。

新郎接着说:“不但我的左眼,我的牙也是假的……”

新娘不以为然:“不要紧,我的鼻子隆过五回了…… ”

新郎说:“不瞒你说,我脸上的皱纹是做的;

新娘欲言又止,过了一会儿才说:“我也不瞒你了,其实我这漂亮的脸蛋是整了八次容才整成这样的…”

新郎边脱上衣边说:“我的心脏可是靠起搏器维持跳动的……”

新娘也脱下乳罩:“我是做了隆胸手术后才这么丰满的……”

新郎的动作慢下来:“既然你这么坦白,我把我最大的秘密告诉你吧—— 由于经济危机爆发,我已经快破产了……”

新娘也象下了最大的决心:“本来我不想让人知道,但你对我这么好,我就告诉你好啦——其实我原来不是女人,我是做了变性手术的……”

“太好了!”新郎兴奋得叫起来,边说边扒掉自己的表皮,露出里面黑乎乎的毛 ,他紧紧搂着新娘:“亲爱的,别看我平时像个人样,其实我是一只猩猩,你跟我回到森林去生活吧。。。。。。。”

新娘说:“讨厌.人家想要孩子嘛,我不能生怎么办?”

新郎说:“那好办!看贴不回贴的都是咱孩子,一块带回森林去养吧...”

出处:中国频率

转载地址:http://www.fm0086.com/action-forumdisplay-fid-7.html

Ernest Adams Joins SIEGE Expo Lineup

Posted: 21 Sep 2007 08:30 AM CDT

The Georgia Game Developers Association has announced that video game designer, writer and IGDA co-founder Ernest Adams has joined the lineup of speakers for the first Southern Interactive Entertainment and Gaming Expo (SIEGE) to be held Oct. 5 - 7, 2007 at the Crowne Plaza Perimeter in Atlanta. Adams joins almost 30 other industry figures at the Expo, including Ian Bogost of Georgia Tech and Persuasive Games, Sam Lewis from Cartoon Network, Marcus Matthews from ...

BBFC to hold seminar on classifying games

Posted: 21 Sep 2007 12:34 PM CDT

Following the recent attention given to the BBFC classification process over the Manhunt 2 ban, the organisation has announced a seminar explaining the process

Analyst: Concern Over Potential THQ License Loss Exaggerated

Posted: 21 Sep 2007 07:45 AM CDT

The latest report on the future of THQ from Cowan analysts Doug Creutz and Adam Noily concludes, most notably, that the growth of the company's owned IP outweighs any potential risks to its key licensed IP franchises. Calling the company's strategy to develop owned franchises "intelligent", the analysts suggested the benefits of the approach are being overlooked in light of fears that it might devalue THQ's licensed IPs. Concern over the potential loss of THQ's ...

Montreal's Damnfx Produces Halo 3 Cinematics

Posted: 21 Sep 2007 07:26 AM CDT

Just prior to the September 25th release date of Halo 3, Montreal-based visual effects and animation studio Damnfx has announced its involvement creating 20 minutes of in-game cinematic animation for the highly anticipated title. Damnfx says Bungie lead producer James McQuillan tapped their team for Halo 3's in-game cinematics, tasking them with character details and renderable Maya scenes. Prior to their work on Halo 3, Damnfx worked on two stereoscopic IMAX films; Damnfx executive producer ...

希望可以在游戏中看到的内容

Posted: 21 Sep 2007 11:06 AM CDT

不想讨论“能不能实现”、“性价比高低”这类问题,想做就能做,不要现在言之凿凿的说某某内容不可实现或者不需要做,等WOW之类的游戏做出来了却惊呼如此简单实用,然后争先恐后的去做,不做就觉得少点什么。
 
多一点特色武器,比如子母剑,可以组合起来作为双手武器使用,也可以分开作为一套武器使用,外层作为主手武器,内藏的细剑作为副手武器,如果组合状态的武器被对方勾住(缴械),使用任何攻击技能即为自动分离武器,把内部的剑抽出并攻击敌人,属性可以再细化,例如组合后重击增强,拆开后主手剑速度变快,副手剑更快,由于有两个武器,所以能够同时格挡正面和背后的攻击。为了让隐藏的剑在平时也可以表现,这把武器组合后成为一把红芯白刃的长剑,拆开后得到一把中间镂空的白色长剑和一把红色的细剑。
 
武器的非武器用法,(不是WOW的匕首可以充当剥皮刀那种),例如把长矛插入地里作为轴,抓住杆旋转,踢周围一圈敌人的技能;拿着长矛使用轻功时,可以采用撑杆跳的动作,很多体育项目的动作都是从生活中来的,用也无妨。
 
高端物品多样化,不一定要有一个全能的终极物品,例如坐骑可以多方向发展,不同品种的马在不同的场合可以有特殊效果,除了传统的增加防御和跑步速度之外,还可以有一些特殊的马:在战斗中可以踢对方、游泳可以比别的马游的快、跳跃的高度和距离比别的马多、允许攀登更陡峭的山路等等。
 
希望看到复杂一点怪:很多游戏中的怪移动路线都很简陋,都是直追敌人,尤其野兽不会扑人,靠近以后伸长身体攻击,然后回到原位,像是回合游戏,只有让人和怪都灵活了,才会避免一直顶、一直绕圈、一直放风筝这种相对静态的局面,让游戏真正动起来。
 
剧情可以生活化、田园化,不要总是敌人/怪物袭击城镇、有人得怪病/中奇毒,闲着没事送信这种老掉牙的任务。武侠游戏里,战斗职业介绍点锻炼的知识,运动安全之类的,治疗职业涉及点中医和养生知识,烹饪酿造和制药多用点正常材料,别老是人参雪莲的。医食同源的思想好好体现一下,食物、医药还有酒都是互相依赖的,不要割裂开。中国文化是一体的、是丰富而关联的,这是一个难得的优势,想要做的有文化内涵的话,每个技能的每一条属性都可以找到一个恰当的任务与之对应。开发游戏的少说也都是二三十岁的人了,活了这么多年不可能一点值得写的内容都没有,找合适的机会把自己的见闻和想法做进去一些,好坏都是一样做,做的丰富一点也都是举手之劳,别跟我提性价比,那都是借口,有计算性价比那点时间都做出来了。

Method For Solving Problems In Game Development

Posted: 21 Sep 2007 10:11 AM CDT

We had perhaps one of the strangest game development problems so far. Our sounds artist Jean-marc (who does excellent music, and is looking for AAA music composing job by the way) reported that the sounds were really slow and playing wrongly in the game. Frames per seconds were fine in the game, but for some reason the music and sounds were playing wrong.

We tried different screen modes, animation systems and everything but we couldn’t find the reason what was causing the problem. Yesterday I suddenly got an idea just before going to bed. I thought that we could take away one command. Today we tested the system: I took away text lines from the game and compiled a new version. It worked fine! The placeholder code I’ve used to show text on the screen (in-built command in Blitz3D) has a problem with some computers - and now as the old code was taken away - it works.

Jean-marc had tested two of my earlier games (Hightailed and Highpiled - both free games) and Highpiled was causing problems. I found the solution by thinking the differences between these products and at some point (when I wasn’t even thinking the problem any more) my mind gave me the answer.

Sometimes the best method to solve problems, is to let the answer come on its own time.

What game development problems you’ve had recently? How are you solving those problems?

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

How It Was:The Map of Zork I

Posted: 21 Sep 2007 10:10 AM CDT

A friend just sent this to me:

Detailed Map of Zork I, as Drawn By a Player

Okay, drawing the maps out by hand, I confess, wasn't my favorite activity back in the day. And I'm apparently not alone in this. But seeing a game so lovingly mapped out by a player like this - it brings a tear to my eye. It looks a lot better than my own Zork maps, which resembled a abstract Tinkertoy statue after getting attacked by an angry moose.

Go through walkthrough pages or fan art and see what kind of amazing things players will do for games they love. But this isn't a new phenomenon. Folks have been doing stuff like that since long before they had the Internet to share it with others.

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

Rampant Games: Games With Personality!

Our Newest Games: Virtual Villagers 2 and Cute Knight Deluxe

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Crime: Virtual Worlds Target For Money Laundering

Posted: 22 Sep 2007 10:00 AM CDT

moneymoneymoney.jpg As if there wasn't enough discussion revolving around the problems of virtual worlds and real money, Symantech has announced that virtual worlds like World of Warcraft and Second Life are "being targeted by organised criminals to launder money and spread key loggers and ID harvesters." The way RMTs in virtual worlds take place means lots of small transaction that don't include the usual governmental oversight, making it easier for criminal elements to launder their ill-gotten gains:

The report says, "... a criminal enterprise could open several thousand MMOG accounts. Each could be used to trade with other players in the purchase or sale of in-game assets, the funds from which would ultimately be withdrawn from the accounts. Since thousands of accounts may engage in millions of transactions, each with small profits or losses, it would be difficult to trace the true source of the funds when they are withdrawn. These transactions can be conducted worldwide without the oversight that typically accompanies international bank remittances. In fact, in February 2007, China's central bank and finance ministries called upon companies to stop trading QQ coins and virtual currencies, presumably to curb the unregulated exchange of currency."

As if gold farming wasn't enough of a problem. I guess we can look forward to more official oversight in the grey area of virtual world transactions?

Second Life, WOW a target for money laundering [M-Net]

Ea: Japanese Market 'Strategic Priority' for EA

Posted: 22 Sep 2007 09:00 AM CDT

japanmapbasic.gif Electronic Arts has decided that it needs to up the East Asian ante and either partner up with or acquire a Japanese company: with successful partnerships in China and South Korea (with The9 and Neowiz, respectively), EA's on the hunt for a similar deal in Japan. EA's revenue from East Asia is neglible in the face of profits from North America and Europe, and Japan has been a far lower priority than the burgeoning online markets in Korea and China:

"[The question is] can we get to the scale that we want to more quickly if we work with someone [in Japan] that actually has had success in the market," said Mr Niermann [president of EA Asia]. "I think EA offers a great global distribution opportunity in terms of taking Japanese products to other parts of the world and in turn there are certainly companies that are much better at local development than we've ramped up to be."

While I get the logic behind the mad rush for the potentially lucrative Chinese market, it does seem odd that some companies are just cluing into the fact that maybe - just maybe - they should be tapping into the already large-and-extant Japanese market.

EA hunts for Japan game outfit [MSNBC]

听着不同的音乐

Posted: 22 Sep 2007 10:21 AM CDT

有时候我自己都觉得奇怪,为什么有时候想写文字时没条件,不想写的时候全又正坐在电脑前。往往有想法的时候竟然是在行走的路上,或正在餐厅吃饭的时刻。当切切实实到了电脑之前,脑袋就一片空白。这让我怀疑自己是否得了XX综合症。

听着不同的音乐……

这些歌曲一首比一首还要优美,两天我下了几乎上百首歌曲,但是我发现我听一首歌的时间渐渐的越来越短了,往往一个专缉听了不到一天就会开始厌倦,接着又找来新的歌听,我有点担心当我找不到歌曲时的那天,我该怎么办。

至几年前的曾经到如今的现在,音乐一直伴随着我。上班的时候我要写文档,没音乐不成;回到家里悠闲的上网时,没音乐也不成;在写这篇文档的同时,我正听着音乐呢。

本来博客里不想提到其他的人,特别是最近发生的一些事情和见闻,现在想想也还是不去写了,虽然卖了关子。

积攒在心中的意愿和烦恼暂时抛到脑后吧。

过阵子就好了!

fighting!加油!

GS9.5分的world in conflict

Posted: 22 Sep 2007 08:33 AM CDT

world in conflict是原来制作ground control的小组出的最新RTS,GS给了9.5分,比Bioshock还要高出0.5分,可能是美国人对这种题材特别有爱吧。

故事仍然是老套的美苏战争,美国被入侵,这个在红警系列里面已经发生过多次的题材。高水准的过场和配音是游戏的最大亮点,目前看到的几段过场都作的很有水平,非常有好莱坞大片的感觉。剧情模式开始时的一段:美国被入侵以后,靠近西雅图的某乡间小镇,路上的人们仍然在为了一些小事情而大吵大闹。这时一个小女孩停下单车,回头望去,镜头拉起,漫天的苏联伞兵从天落下。

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Animal tale by Turioko

Posted: 22 Sep 2007 08:05 AM CDT

Its a Wide open world, many animals roam open and free, Fighting for survival. The tall ones are expanding and killing off your kind... And thats the prologue. You choose a Race of animal from this list, east with special abilitys or propertys.

Gameplay: This game Is a Online game, Not a MMORPG, Just a MMO, You have to buy the disks but theres no monthly fee, Just the initial price. You create a character, And You join into the world. You hunt for food, gather water, Make combat with other characters and NPCs. The NPCS are the prey, And the "Tall ones" Who build Cottages and other dwellings, They will hunt you and your group, and other animals down. Eventually you'll find a Npc of your same race, and you can have a mate, and then hatchlings. These hatchlings will soon be full grown and leeve the nest. When you Die Its game over, no Reviving or anything. It is either you become one of your hatchlings, Or create a new character.
The other animals are Real players, And they can fight you for food, Or for sport. The combat is very fast and fluent. You use the num pad to choose your attacks, 2, 4 5, 6, 8.
You engage in combat, and the first person who presses a attack first is the begging attacker, they choose a attack and charge. ( 2 is for grabs with paws or talons, 4 is for left claw, 5 is for pushing away, 6 is right claw, and 8 is for beak/Bite.)
Then There will be a quick prompt on screen saying what to press, It only appears there for one second, If you miss it, Your oppodent will hit you. The best way to fight is that as soon as You get hit/ block, You press a attack immediatly, This is to keep it fast, fun, and to save your life.

Time: Every 5 minutes is a hour in game, Every 2 hours real life is a day in the game, 14 hours its a week in the game, 56 hours a month. 672 hours for a year. The seasons will change as the game progresses. As will the weather. The weather will rain or snow, depending on the weather. Also birds can ride thermals.

Food hunting: You hunt for food to survive, But you can also scavenge, take from frozen carcasses, ect. You can swoop down and catch fish, or flip over rocks to find snails, and other animals. You dont know whats edible or not so be carful of what you eat.

The World: The World is expansive, Huge, with every nook and cranny explorable from the begining.

Learning to play: The game will have a steep learning curve but a guide will pop up in your first couple of hours playing, the guide though is your brain useing it common sense to think.

Advencement: As you fight, get smarter, faster, ect. You will get upgrades, You will get a message from your brain telling you That you feel you can do (ect.) Better.
Flying: Silent flying, Preened feathers, Powerful strokes, And Updraft reading.
Hunting: Advence senses, Sharpened talons/claws, And Stalker.
Ground: Loose talons, 'Marked territory, And Advenced perceptiveness.

Each group will have more, and each one marked down is leading in to a subcatogary, Keep in mind this is a work in progress.
Heads up display: There is none, Its just your animal, When your damaged it will show marks across your body. Also when your damaged it hampers your movements. Example: If your fighting and your right wing gets hurt, you will curve to the right side flying, Eventually you wont be able to fly ect.
When your inviting someone into your party, You right click on them and they will join your pack/flock. They will give out a cry in there own animal language if its yes or no. You will know because it will show in front of your screen and go away. This is your brain popping up. It shows what you just heard, And it also acts as a translator and helps remembering were stored caches were.

Cahces: The art of hiding food so no one else gets it and your fine over the winter time. You can hide them almost any where, but you better rembember. IF you dont you can try and make your character remember, but You have to go through a mini game, and it can only show up to 5 that day.

Flying Animals:
Raven: Fast, Strong, Somewhat silent and Strong hearted, Cache there food and take from others, and other cahces. The fight with claws, and a beak. There black feathers cloak them in night but reveal them in day. If flying solo during the day they might get mobbed by crows, in the night owls, as the bigger owls did sometimes kill ravens. The Major downside is that they have problems walking, And Are quite bvunerable to ground predators, and have trouble ripping open frozen carccases to the rich meat inside, Very noble birds. ( You fly using the Wasd keys, W is to flap your wings, A is to curve to the left, D is to turn Right, D is to is to curve right, Combinations of them can create diffrent situations, such as holding down and then up to do a loop, Hold A and then D to do a barrel role, And other moves. such as a plummet, Spiral dive, And hovering as if you just sit there you will fall. )

Crows: Weak And Frail, But Agile and quick on there feet, Great for hiding but there wingbeats are noisy They arent as strong as there counterparts but they are powerful in packs, And when they fight together they can rip apart even the strongest Raven or Owl. The same flying controls are in place but Crows can fit into smaller places and Are faster and more controllable. Due to there smaller size they need to eat less, But there considered less creatures compared to the "Raven"

Owls: Silent flyers, Night vision, A third Eyelid to clear debreye, sharp talons, and very intiuitive. The downfall? Somewhat slow and Large, They are easy to be seen, The diffrent races differ there certein abilitys, Burrowing owls are fast on ground but hamper in flying, elf owls are small and more stealthy but weaker and slower flight feather progression, Barn owls have great hearing ect.

Eagle: Strong hunters, swift, Good for snatching prey, A easy target up close. Easy to spot, Vunerable to mobbings. Pack hunters, Good for breaking open frozen prey.

Ground Animals:

Wolf: Fearless hunters, quick and reckless. Hunt as a pack and can take on many beasts, There pack is leaded by a alpha male and his mate, Who have the offspring. No one knows how a Alpha male is really decided. The negatives? Not great at spotting prey, Not to stealthy either, Easily trackable paw prints in snowy weather, Sensitive smell and hearing.

Squirrel: Quick Scavengers who survive on others peoples chaches and A storage of own natrural foods such as walnuts, chesnuts, ect. They have good hearing and good stealth, Not to good with scraps, and vunerable when nesting. They young'ens need alot of attention to keep alive. You better remebember where you hid your cahces when winter comes. Extremly vunerable to Dive swoops.

Bear: For experienced players only! The bear is strong but Is only allied with cubs and mate. The bear is easy to spot from a distance and is incredibly slow. It cannot climb trees, and its restricted to the ground, exclusivly. Makes hollows in trees, Has a extra 2 days of hibernation.

More to come.......

Cultural Differences: Inafune "Really Wants" Dead Rising 2

Posted: 22 Sep 2007 08:00 AM CDT

ash_inafune_tgs07.jpg Dead Rising creator Keiji Inafune really wants to do Dead Rising 2. He told me that, saying "I really want to do Dead Rising 2." We spotted the current Capcom Research & Development and Online Business head wandering outside TGS. Our conversation:

Ashcraft: So Dead Rising 2 won't be announced next year?
Inafune: Yeah. The original team has been split up and is working on different projects.
Ashcraft: And you are probably busy with your executive role at Capcom?
Inafune: I do really want to do Dead Rising 2. It's just still hard to get games for the Western market approved.
Ashcraft: But Dead Rising was a big hit abroad.
Inafune: It wasn't a big hit here in Japan.
Ashcraft: Why is it hard to still get Western geared games approved in Japan?
Inafune: You live here. You know how it is. That's why getting games for the Western market is still a challenge. So we need people like [Osaka-based Capcom producer] Ben Judd to bridge the gap between Japan and abroad. It's really hard for people like Ben, I'm sure.

Microsoft Japan boss Takahashi Sensui walks by, says a brief "hello." Sensui notices me, smiles and tells Inafune, "Watch out for this guy." Inafune laughs.

Ashcraft: Capcom has been cranking about a lot new IPs like Dead Rising, though — not just relying on sequels.
Inafune: And there are a lot more new titles coming. A lot more.

Tgs07: We Love Golf! Hands On Impressions and Control Scheme

Posted: 22 Sep 2007 07:00 AM CDT

welovegolf.jpgWe Love Golf! is not Wii Sports Golf rehashed. You still swing the remote to swing your club like you do in WSG, but that's about where the mechanical similarities end—you know, aside from what's inherent to them both being golf games. It's deeper, enough so to justify being a whole game on its own. It's also harder. It took me a round to get going, and even after that putting was still a total bitch. Why? It's kind of hard to explain, but it has to do with the meter at the bottom of the screen that indicates your swing's power. It's not, to use that most overused of Wii control scheme descriptions, inherently intuitive.

The meter indicates power on a weak-to-strong, left-to-right basis (obviously). The circled orange club on the far right is your target strength, which changes depending on the remaining distance to the hole. The Wiimote icon is where the remote is relatively located in real space after you've begun holding down the A button to start your swing.

Here's where I was initially thrown off: As you pull back, the Wiimote icon slides to the right. The "intuitive" thing to do is to immediately swat forward once the Wiimote icon touches the recommended sweet spot, right? But! You see the club icon on the far left? It lags behind your Wiimote's trail by about a second, but that's the icon you're supposed to time everything by, not the Wiimote. Confusing, no? After you've completed the backswing motion (best done semi-slowly to sure up the match), the club icon rushes back to the left—when it lines up with the faded blue shadow is when you're supposed to swing forward, so you have this weird mid-backswing pause. It made putting really annoying since timing the back and forth is hard in the short space you're given.
welovecontrols2.jpgIt makes sense after you've played it for a bit, but it definitely takes practice, and it's really got nothing to do with golf—it's simply a timing mini-game that's vaguely similar to timing Super Strikes in Mario Strikers. I didn't even try to get into the topspin and backspin mess, honestly.
welovecontrols.jpg One other control issue is the way you switch views by tilting the remote up or down. It's far too easy to accidentally switch to the larger field view; I noticed I wasn't the only one by far who inadvertently flipped between game screens more than a couple of times.

Despite all of my initial "getting used to it" issues, I could see where it'd be a lot of fun after some more hands on time, at least if you're into Camelot's style of sports games, which I am. At the same time, I feel like the controls could be tweaked a bit to make it easier to start "loving" it immediately while maintaining the depth of the game mechanics.

Tgs07: Wipeout HD Gameplay (in Flash)

Posted: 22 Sep 2007 06:00 AM CDT


Every new Wipeout incarnation looks just more beautiful enough for me to buy it. You know, when it's not visually raped for internet streaming.

How to Balance Game Production and Your Day Job

Posted: 22 Sep 2007 06:02 AM CDT

Balancing one’s day job and game production is not an easy task. There’s a great thread about How to balance game production and your day job at the new game producer forums. The thread contains some excellent pieces of advice, and I simply had to share these with you blog readers.

I’m sure all of us would like to know how to get more hours… but sometimes it can be about how to spend the few hours we have.

Here’s some tips from the members about how to balance game production and your day job.

khanstruct pointed out:

As someone on my team once said, we all have 24 hours. Einstein, Jefferson, Jordan, they all had theirs as well. It’s what we decide to do with them that matters.

Over00 mentioned many points, here’s one of his tips:

I don’t really have any tips besides work hard, believe, stay in the range of your capacities (meaning not asking for the moon) and having someone to support you does help a lot.

MrPhil put a lengthy post. Here’s some of his tips:

Other areas of discovering time:
- Make your work area portable so you can take it to the laundry mat or whatever
- Spread your chores out so they are moving forward a little each day instead of big marathon chore session. The reason why this helps is because you stay on task and your vacuuming has less of a chance of turning into the Great Day I Finally Organized the Filing Cabinets.
- Consciously procrastinate things that are not really important. We often make To Do lists that are more like wish lists. I often sit down an think about my To Do list, writing down every chore I can think of or task I am worried about. Then I scratch out everything that isn’t really important AND needs to do done that week.
- Figure out which meals you like that are faster to prepare.

Talon gave insight regarding the environment:

it was little problems in the environment around me rather than the way I was managing my work and my time (which I figured was more important because it’s what’s mentioned most in these “improve your efficiency” lists), but it’s made a massive difference in my willingness to sit down and work in the first place. I’ve noticed it also improves my general efficiency because I’m comfortable at my computer. It’s actually nice to work now.

Great discussion guys - it’s wonderful to see how the people at the forums are already helping others, and getting answers to their questions.

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

Game Producer September Sponsors

Posted: 22 Sep 2007 05:51 AM CDT

It’s time to introduce our sponsors in September. For those interested in getting mentioned here, feel free to check out the sponsors page - there’s room for advertise on this site.

Mahjong website has information and playable games. Their review is located here.

Ventrilo server hosting offers game servers, team speak servers, webhosting and more. PSPain is a Spanish PSP site. TotalVideoGames - Gaming News is a site with news, previews, reviews etc.

Download Games via tradebit (click the left side menu to see the games). Get Nintendo Wii Game Consoles and Xbox 360 Consoles at Bizrate

Get a Video Game Design Degree at Westwood Online. Browse Games at Marapets Arcade - lots of games.

LiquidWeb web hosting has been a great ISP for about a year or so already - I recommend them for anybody after a proper webhosting.

Remember to use the $100 free in text link ads to get discount for buying advertisement. There’s also the possibility to sponsor an individual blog posts.

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

史上最短但最精彩的武侠小说征文

Posted: 22 Sep 2007 02:06 AM CDT

要求: 1 、要同时涉及3大门派 2 、要包含江湖门派间多年恩怨情仇又要打破世俗伦理 3 、同时情节还要扣人心弦, 大有血雨腥风呼之欲来之势同时留下N多悬念令人极为期待该小说之续集 4 、越短越好 第2天有人来投稿全文只有十个字: 秃驴!竟敢跟贫道抢师蘛]> 『灌水贴图』 samuelson Sat, 22 Sep 2007 08:36:44 +0000 藏传佛教活佛转世管理办法 http://www.unreal.com.cn/bbs/viewthread.php?tid=1933 <![CDATA[  国家宗教事务局令   第5号   《藏传佛教活佛转世管理办法》已于2007年7月13日经国家宗教事务局局务会议通过 ,现予公布,自2007年9月1日起施行。   局长 叶小文   二○○七年七月十八日 藏传佛教活佛转世管理办法   第一条 为了保障公民宗教信仰自由

汉字字频表

Posted: 22 Sep 2007 02:04 AM CDT

我认得的最后一个字是6733,第一个不认得的字好像是2973 ---------------------------------------------------------------------------- GB HZ6763B 1 的 3.4128 2 一 1.1273 3 国 1.0665 4 在 0.8204 5 人 0.8077 6 了 0.7924 7 有 0.7762

三个处女结婚后的反映!

Posted: 22 Sep 2007 01:49 AM CDT

有一对姓黄的夫妻生了三个女儿,转眼都到了适婚年龄,因家教甚严,三个女儿都还是处 女之身。   黄姓夫妇分别为三个女儿找到了乘龙快婿,眼看著拜堂入洞房的日子就要到了,不 由得担心了起来.热闹办了婚事,三个女儿与夫婿就要离家去度蜜月了.黄夫 妇很关心 女儿的初夜是否圆

In Japan!

Posted: 22 Sep 2007 06:09 AM CDT

I am here. Random notes:

Man, it takes a really long time to get from the plane to the hotel. Like, three hours. 45 minutes was probably the immigration line!

There was a magical bus to the hotel, so I didn’t have to learn the train system. Yet.

There was a girl on said bus who laughed the whole way. I don’t know why.

I ran into Tyler from Indiana University in the immigration line. So, no creepy stalker, but I did have a stranger recognize me. That felt odd.

Then I shared the bus with another CEDEC speaker. This is starting to feel like a very small world.

I saw many many DS Lites on the way.

So they warned me there was no ground on the plug. What do you do with laptop plugs that have a ground prong? hink the hotel has an adapter? Sigh. I have 6 hours of computing left.  (Update: the hotel is sending an adapter up, yay!)

Tgs07: Bangai-O Spirits Hands-On Impressions

Posted: 22 Sep 2007 05:00 AM CDT

bangai_o_spirits_tgs07.jpgTreasure's Nintendo DS sequel to the offbeat Dreamcast/Nintendo 64 shooter Bangai-O was available to play at a single kiosk at D3 Publisher's TGS booth. Just one Nintendo DS! It almost seems criminal. Clearly D3 underestimates the rabid demand for this fruit collecting puzzle-shooter sequel to the game that sold well into the tens of thousands. However, despite the broad appeal of shooting stuff, Bangai-O Spirits was surprisingly simple to get your hands on at Tokyo Game Show. Wrapping one's brain around the concept may take a bit more work.

The on-floor demo was very much a debug affair. Players could choose from a number of levels, customizing their weapon load out—choosing from napalm, bound shots, bat, sword and more—then have at it. In the Bangai-O fashion, bazillions of bullets fill the screen, as your tiny sprite of a mech constantly unloads on everything in sight. You'll chain destructive combos as you lay waste to every hapless sentry and mounted cannon.

Spirits felt much more like a puzzle game than its predecessor, challenging players to sort out which weapons and how they're used to reach the end of each level. One area, Level 4, in particular involved a race against gravity as a chain sequence of explosives cause impassable blocks to block your progression.

The action all takes place on the Nintendo DS's lower screen, with the top screen sadly dedicated to a crude map of the level. Graphically, there's not much to write home about, but fans of bullet and missile barrages will appreciate the massive amounts of stuff on screen.

Bangai-O Spirits looks a little rough around the edges at this point, but I expect Treasure will ultimately deliver a solid product.

Tgs07: Final Fantasy Tactics A2 Hands On

Posted: 22 Sep 2007 04:00 AM CDT

tacticsa2.jpgI kind of wanted to say "stylus on," but at least in the demo, there is no such thing—it makes no use of the touchscreen at all. Which is fine in a way, since I'm not interested in a tacked-on touchscreen gimmick. At the same time, it'd make sense on the battlefield for selecting spaces to move to or attack, since tapping the square would be much faster than fumbling with the d-pad. It's natural enough it's the first thing I tried to do, actually. That aside, the system's straight from the rest of the Tactics series, so I jumped right in without bothering to glance at the control layout. The best way to wrap the game in a neat little description is that it looks like FFT; it plays like FFT; it is Final Fantasy Tactics. Just on a DS. And that's not a bad thing.

Tgs07: Umbrella Chronicles Producer Not Ruling Out Zombie Fit

Posted: 22 Sep 2007 03:00 AM CDT

kawata_fit.jpgWe sat down with Resident Evil: Umbrella Chronicles producer Masachika Kawata yesterday to get up to speed on Capcom's Wii shooter. Sorry, zapper. Since Umbrella Chronicles is so straightforward—painfully so at times—I wanted to know when the Resident Evil series was going to find its sense of humor. Meaning, when was a Resident Evil game going to take advantage of the Wii Fit balance board. Kawata told us his thoughts on the peripheral, saying "As a parody, it would be kind of fun to make Biohazard Fitness." Oooh! That sounds just perfect.

Unfortunately, Kawata went back into casual gaming wet blanket mode, saying "Seriously, the game market in Japan has become too hardcore so I think something like Biohazard Fitness would actually broaden the market. Anything to break the market open is a welcome change for me." You lost us at "game market."

Honestly, Kawata, doing push ups to fend off the undead is a far, far better concept than shooting them (and you know it).

团队合作时的效率公式

Posted: 22 Sep 2007 04:47 AM CDT

团队合作时是这样的:
正确率=个人正确率*个人正确率

所以,如果一个人的决策,有80%是对的,那么:
一个人决定,成功率=80%
两个人讨论决定,成功率=80%*80%=64%
三个人讨论决定,成功率=80%*80%*80%=51.2%
依此类推……

“Wii Zapper”包装

Posted: 22 Sep 2007 02:59 AM CDT

 
“Wii Zapper”美版包装,内含Wii Zapper”枪型托架,以及附带的软件《林克的十字弓练习》(Link's Crossbow Training),发售日11月19日,价格19.99美元。
 
相关链接:
“塞尔达传说”新作

Tgs07: Guilty Gear 2: Overture Slash-On Impressions

Posted: 22 Sep 2007 02:00 AM CDT

GG2.jpgWhile Guilty Gear 2 is supposed to feature a mix of a 3D hack-n-slash and RTS elements, the demo only let us tear through a level of the cutting and killing variety. It is a combo-based H&S, though I'm not sure I plumbed its deepest depths or anything since it seemed fairly simplistic—in fact, I hope I've only skimmed the top because I'd expect a combo system with more complexity from Arc. That said, it was a lot of fun tearing through waves of fairly hapless drones with Sol's signature moves.

The thrill certainly doesn't come from how gorgeous the game looks. The graphics are adequate, but nothing special, which is disappointing considering the historical eye candy quality of GG visuals.

While I enjoyed the demo, I still walked away with the sort-of feeling I played a regular hack-n-slash with a Guilty Gear skin on top of it, ultimately leading me wonder how much of the enthrallment stemmed from the GG branding. The H&S mechanics are solid, but not mindblowing or genre-busting. In other words, it's really cool to kill things as Sol. But the Sol factor's a big part of that equation, at least for me.

"game" via 柠檬杀手 in Google Reader

unread,
Sep 23, 2007, 1:02:15 PM9/23/07
to cngame...@googlegroups.com

从《失落的奥德赛》战斗视频看游戏设计细节

Posted: 23 Sep 2007 06:00 AM CDT

 

    视频中,敌人举着大刀冲过来了,女主角(暂且这么称呼,不知道是不是)纹丝还不动,双手垂下,手中大刀不档不格,连备战动作都没有,一副“山崩于前而面不改色”的气概。一刀命中,后仰呻吟之后,继续立正……

    (其中还有个细节,因为女主角站在男主角后面而被遮挡,被敌人攻击时,为了玩家能够看到女主角和敌人的动作,将男主角透明处理了,结果程序算法有问题,男主角的模型随着敌人的攻击动作忽闪忽现,让游戏置入感大打折扣)

 

     日本人设计游戏偏重情节和玩点,在游戏的游戏置入感和细节方面不如欧美游戏来的周到。可以看我的上一篇文章《从中文FAMI通评《光环3》的关键字透析欧美游戏的特点》。

     因此我一直很喜欢欧美的游戏,够直接,简单,置入感强。

 

     视频中演示出来的战斗效果真的不感恭维。随着游戏机机能的提高,游戏效果越来越接近真实。而早期设计游戏时忽略的一些细节也随之暴露出来。正如我评价的那些战斗环境下人物的动作表现,也应该随之改进了。

 

     细节,细节……

从中文FAMI通评《光环3》的关键字透析欧美游戏的特点

Posted: 23 Sep 2007 05:55 AM CDT

 
 

关键字:

顺畅,临场感,不用去思考,痛快无比,角色动作俐落,引导玩家,门槛很低


受到一些流派影响,很多策划做游戏或者评游戏时都喜欢说,XX系统如何,有无新意等等。

但从上面的关键字可以看出,体验也是很重要的一部分。

重系统,重玩点,可成大作;重体验亦是大作。二者并重?

A storm of updates: uno

Posted: 23 Sep 2007 10:58 AM CDT

Has it really been two weeks since my last update?

Well, obviously it has been two weeks. You can tell by looking at the dates. September 6th, September 23rd. It was a rhetorical question. It’s been two weeks and three days, and that’s that.

Here’s the thing:

Tgs07: Resident Evil 4 Resurrected On Mobile Phones

Posted: 23 Sep 2007 11:00 AM CDT

resident_evil_4_mobile.jpgWe don't feel that Resident Evil 4 director Shinji Mikami should have gone through with his threatened self-decapitation just because the Gamecube game got the PlayStation 2 port treatment, but someone simply must answer for Resident Evil 4 Mobile Edition. In all seriousness, the game looks pretty respectable for a 3D mobile port of the most attractive Resident Evil to date, but anyone expecting something better than a PSone-level appearance will be disappointed.

The demo on hand for Resident Evil 4 Mobile Edition was super brief, but the trailer running on the perimeter of the booth indicated that the game was very much in-depth. Boss fights, Ashley escorting, loads of shooting poverty stricken villagers in the face—it's all here. A bit rough around the edges and features extremely purple "zombies" but not a bad effort. Just don't expect a Gamecube in your pocket.

Blood Orgy: Scary Pikachu, I Choose You!

Posted: 23 Sep 2007 10:30 AM CDT

scarypikachu.jpg
During my travels through Akihabara I happened upon this absolutely terrifying and rather disturbing set of Pikachu shirts. McWhertor will be returning there tomorrow to hunt this bad boy down as long as they have it in an extra extra small. Yeah, that's how he rolls.

Tgs07: TGS Attendance Drops Like A Rock

Posted: 23 Sep 2007 10:00 AM CDT

tgs_attendance_07.jpgNintendo may be expanding the video game market in Japan, but their refusal to attend the biggest gaming expo in their homeland is doing nothing to help out this year's numbers for Tokyo Game Show. In 2006, TGS pulled in some 192,411 attendees over the course of three days. The first public day last year saw some 84,823 gamers stink up the halls of the Makuhari Messe. This year? Only 64,795. We won't know the final figure for Sunday for a while, but based on the feeling that it's much more manageable to walk the show floor, expect less than yesterday's figure.

Granted, last year saw the opportunity for a nation to get their hands on PLAYSTATION 3 and Wii games for the first time, so a drop from last year isn't shocking. But we hope that Nintendo will come to TGS 2008 and make next year's show a more disgusting sea of putrid otaku.

Tgs07: Justify Your MGS4 Cosplay

Posted: 23 Sep 2007 09:30 AM CDT


Cosplay. We see it everyday. OK, we pretty much just see it at trade shows, but TGS is like the cosplay Superbowl. So if it can be justified anywhere in the world, it's here in Tokyo...conveniently by a Kotaku reader who speaks perfect English (saving me the hours of subtitling).

Only In Japan: Kotaku Jobs: Capcom Desperately Seeking Programmers

Posted: 23 Sep 2007 09:00 AM CDT

capcom_needs_programmers.jpgSorry, game enthusiasts seeking the glamorous life of a video games blogger, we're not hiring. But Capcom of Japan is! The company is seeking game engineers who want to work on its "MT Framework", the cross platform engine that powers Devil May Cry 4, Dead Rising and Lost Planet. I suspect that a working knowledge of the Japanese language and solid typing skills are a must, as is a love of making sequels.

Capcom must be doing okay for themselves, as they're running these ads in Tokyo Station in search of new talent. Good luck, future applicants!

Tgs07: Schooled in Metal Gear Online

Posted: 23 Sep 2007 08:00 AM CDT

DSC01332.JPGBefore getting a chance to go hands on with Metal Gear Online on one of the dozen Playstation 3s hooked up on in the booth, attendees had to attend an impromptu Metal Gear Online school. The booth handlers escorted the group, divided into two groups of six, into a back room where a woman dressed in camouflage short-shorts (a gun slyly tucked into the shorts at the small of her back) presented the game's controls to us using an overhead projector. Then she showed us a map and talked about what tactics to use in the upcoming battle, emphasizing the positions we should take up with the help of a long riding crop. Unfortunately, the whole thing was in Japanese, so I wasn't exactly a team player when the match started, but more on that later.

上传

Posted: 23 Sep 2007 08:52 AM CDT

Xinger,上传JPG的图片,结果系统说: 附件文件无法保存到服务器,可能是目录属性设置问题,请与管理员联系。 是不是不能上传呀

我想,我该调整下自己了

Posted: 31 Aug 2007 11:50 AM CDT


能够“洞察秋毫”的睡眠状态造就了我目前“茶水+咖啡灌一肚子,仍然能够打瞌睡”的精神状态。
 
把我逼成这样的,归根结底还是繁多的事情和无尽的压力——压力来自哪里,我自己也说不清楚。
感觉更多是因为能力和经验上的差距使得工作中问题不断而引起的不安情绪。而接二连三的打击则使这种情绪具相化了……
 
我想,我确实需要调整一下了,这种状态下去,恐怕撑不到项目结束就要垮掉了。
我应该把玩游戏的时间集中起来,听听音乐、打打球、出去转转,拍些照片。继续宅下去的话,恐怕就要把自己封锁在独立的时空位面上了
总之,我需要一些方式来发泄压力,或者将压力暂时转移。
 
写这些东西的过程中,又开始打瞌睡了……我想,我不得不休息了。 

中国人搞搞网游还凑合,电视游戏就算了吧……

Posted: 29 Aug 2007 11:01 AM CDT

 

“中国人搞搞网游还凑合,电视游戏就算了吧……”

将此句记录在这里。

希望在有偷懒思想的时候看到此句,以刺激我那依然感性的心。

 

项目的计划又提前了,时间变得很紧张。

感到莫名的压力压在胸口,睡觉的状态,恐怕只能说是闭着眼睛躺在床上而已……

就算可以无视其他的内容,但是,最起码的自尊心我却不能无视。

想起老爸老妈多年来一直对我说的一句话:不蒸馒头,也要争口气。

是的……我做的只是XBLA而已,但是,也要想办法做成优秀的XBLA。

 

我是大专生、我的基础学科很烂,你们可以尽情的歧视我,但我终究会证明:我是个Game Designer,会成为一个优秀的Game Designer。

我梦想着做出满分的游戏,并会为了梦想而不懈的努力。

XNA学习手记(二)——2D矩形碰撞

Posted: 16 Aug 2007 12:33 AM CDT

今天学习了2D矩形碰撞检测的内容。

XNA提供了一个Rectangle类来实现相关的功能。

比如,可以声明Rectangle类的实例来确定碰撞范围,基本代码如下:

//Get the bounding rectangle of the sprite01
Rectangle recSprite01 = new Rectangle
    ((int)spritePosition01.X, (int)spritePosition01.Y,
    myTexture01.Width, myTexture01.Height);
//Get the bounding rectangle of the sprite02
Rectangle recSprite02 = new Rectangle
    ((int)spritePosition02.X, (int)spritePosition02.Y,
    myTexture02.Width, myTexture02.Height);

在确定碰撞范围后,我们就可以使用Rectangle.Intersects方法来检测碰撞了。

基本代码为:

recSprite01.Intersects(recSprite02);

使用以上功能,我在前一次的代码基础上,又新增实现了如下功能:

1、给2张图片设置同样大小,并跟随图片自动移动的碰撞核。

2、检测这两个碰撞核是否发生碰撞。

3、当碰撞发生时,使屏幕变红,以体现碰撞。

屏幕变红的代码很简单,在Draw方法里写入如下代码即可:

//Change the background to red when sprites were Collision.
if (spriteCollision)
{
     device.Clear(Color.Red);
}
else
{
     device.Clear(Color.CornflowerBlue);
}

现在,我们可以在程序中检测到碰撞了,那么,下一次,我们将利用碰撞检测来实现2个图片无法相叠的功能。

XNA学习手记(一)

Posted: 12 Aug 2007 11:53 AM CDT

 

参考着帮助文档,现在基本等于程序盲的我,开始了XNA的学习。

首先是了解几个常用方法,如:Draw、Update等的基本功能。

简单的说,Draw是绘制游戏内容的地方;Update是处理游戏逻辑的地方。

基本了解后,开始学习将图象资源加入到项目里,并把它显示到游戏中。

使用Texture2D myTexture01;之类的语句来定义一个资源。

使用Vector2 spritePosition01 = new Vector2(0,0);之类的语句来确定一个资源的起始位置。

然后在LoadGraphicsContent方法里,用myTexture01 = content.Load<Texture2D>("Sprite01");之类的语句加载资源。

Draw方法里的

spriteBatch.Begin(SpriteBlendMode.AlphaBlend);    //资源的alpha混合
spriteBatch.Draw(myTexture01, spritePosition01, Color.White);    //资源的显示

就可以把图象渲染出来了。

这里发现了一个细节:如果不特别指定资源的层次关系,那么,在代码中,后渲染的资源会覆盖到前面的资源上。

(估计程序老手看到这些会笑喷掉,但我目前属于小白阶段,所以,记下来比较好。)

使用Keyboard.GetState()方法可以读取键盘的操作。

 

以上内容完成后,我可以实现如下简单功能:

1、在场景里渲染出2个独立的图象资源。

2、2个资源可以在场景里根据键盘的操作实现各自的移动。

 

问了问同事,好象操作部分还要对时间进行处理,那就是明天要想办法解决的内容了。

今天的XNA学习就到这里,该睡觉了,明天还要上班。

For my dream. For my faith!

Posted: 12 Aug 2007 11:54 AM CDT

 

今天是个非常值得纪念的日子,因为,今天我们项目组接到了微软方面的通知:我们的项目成为本批次提交的四个XBox Live Arcade游戏孵化项目中,唯一一个通过审核,确定可以在正式版完成后由微软在全球发行的游戏。

现在,我真的非常兴奋。我们的团队用实际的成果证明:只要用心,中国人一样可以做出获得国际市场认可的游戏作品。

真的非常感谢前任项目经理Shanjun、项目总监Jiangwenbin、现任项目经理Heshengfan的指导、监督与支持,没有他们,我不会有机会参与到这个项目中,也无法发现并解决项目中存在的诸多问题。

同时也非常感谢整个项目的所有参与人员,没有他们的辛勤工作,我们的项目就不会有着阶梯式的进步;我的设计也将永远停留在纸面上。

回想起六个月的工作,我确实将自己的全部热情和感情都投入到了设计里(主要是关卡设计)。我不敢说每个关卡都很优秀,但是,我可以保证,每个关卡都是我倾心之作。我一直坚信着:用心调试,才能创造出好的关卡;做好细节,才能创造出好的游戏。今后,我也会将这句话牢记心中。

前路,依然漫长。

我们所制作的还不是塞尔达,不是生化危机,不是战争机器,只是一款Arcade游戏而已。我们距离AAA级大作还有相当遥远的距离。但我相信,用心、坚持,早晚有一天,我们将走在世界前列。

希望以后,无论我做什么事情,都可以自豪而坚定的说上一句:“For my dream. For my Faith!”

无意中在百度上搜到了自己很久以前的作品……

Posted: 12 Aug 2007 11:55 AM CDT

此文最早应该是在2005年的3月份,发布于金山社区幻想春秋(现春秋Q传)活动版块。贴此文来回忆曾经的活跃,并反省现今的堕落…… 
 
论坛的各位水友们,知道今天是什么日子吗?众人:"给偶打,明知道今天是《幻想春秋》封测开始的日子,还知道我们没号正郁闷呢。你这丫的又来气我们。" (10分钟后,小编被臭鸡蛋,烂西红柿等道具淹没。又过了10分钟,小编偶从垃圾堆里爬了出来。)大家不要激动嘛,让偶把话说完。其实呢,小编偶知道大家都很希望能够早日体验到《幻想春秋》的奇异世界。但是嘛,封测号已经全部发放完毕了,所以,大家参加封测的希望基本上是没有了。
不过呢,今天偶给大家带来了个好消息:"经过偶们这些版主们的软磨硬泡,管理员大人终于同意在封测开始两周后,开始《幻想春秋》的大规模内测。而且,我们还让管理员大人同意了我们这些版主们费劲心血想出来的论坛活动发内测号的计划。"
好了,不说那么多废话了。直接告诉大家活动的详情吧。本次论坛活动将从4月1日,也就是愚人节当天展开。并且,愚人节当天发放的内测号数量为:无数个。换句话说,获得内测号那是举手之劳,就看你想不想要了。哈哈。
接下来,电话转接,请稍后…… 您好,如果您想知道愚人节活动的细节,请仔细阅读下面的内容;如果您对内测号没有兴趣,请挂机……
 

愚人节系列活动介绍
 
传说中,在幻想春秋的世界里,有一块被称为梦境大陆的地方。那里可是山清水秀,风景宜人。最主要的,在梦境大陆上,有一座金碧辉煌的城堡--挑战者的城堡。去过那里的人,都是身怀绝技的勇者。而且,每个从那里回来的勇者,都获得了通往幻想春秋世界大门的钥匙。那么,您想不想获得那把神奇的钥匙呢?想的话,就继续往下看吧。
 
在挑战者的城堡里,总共有4座大门,每座大门,都通向一个关卡。每个关卡,都有一个守关将领。这四个守关将领,分别代表幻想春秋世界的白虎、朱雀、青龙、玄武。因此,他们所镇守的关卡,也分别叫作:白虎关、朱雀关、青龙关、玄武关。勇者啊,如果你想获得通往幻想春秋世界大门的钥匙,那就要至少通过这四个关卡的其中之一。好了,这里是胆小者退缩的最后机会了。如果你对自己有信心,那就跟我继续走下去吧。 让我来给大家介绍下四个关卡。
 
白虎关:
 
守关将领:幻想春秋发言人。
 
此人表面为亚丁工作室的工作人员,平素不以真实面目示人。实际上,此人乃是一只普通的饭盒,经过千年的修炼,又得到太虚真人的点化,而飞升成仙。大家平素只闻其名,却不知此人力大无穷。想要通过的他的考验就要用实力说话。
 
好了,准备迎接他的考验吧--"实力作证" 游戏规则:
1、 活动开始时,将由该版主发起主题帖。帖子里共有15道的选择题。每到题有3个选项。
2、 游戏时间为15分钟,前50名答错(注意,是答错)全部15道题的玩家将通过本关的考验,获得内测帐号一个。
3、 每名玩家仅限回答一次,如果多次回答,则按照第一次的答案计算成绩。
4、 不能编辑自己的帖子,否则按照犯规处理,取消计算成绩的资格。
 
青龙关:
 
守关将领:至尊☆龙儿。
 
龙儿乃是东海老龙王的膝下爱子。从小就接受着东海众鱼虾的宠爱。不过,龙儿自小时候,就有着与生俱来的正义感。他最讨厌的就是说谎话的人。因此,想通过他的挑战,就得说真话。
 
OK,他的考验就是——“龙儿的真心话大挑战” 游戏规则:
1、 活动开始时,将由该版主发起主题帖,帖子里将有一个问题问大家。
2、 第一个回帖的玩家应该回答该版主的问题,并留下一个问题问后面的玩家。
3、 后面的玩家必须回答前面的玩家留下的问题,并留下一个问题。
4、 考虑到玩家较多,因此,回答问题的时候会有多人回答同一个问题,并留下问题。没问题,后面的玩家只要随意接续他们的问题就可以了。
5、 活动结束后,由版主整理该帖,删掉不符合游戏规则的帖子。
6、 在整理完帖子以后,前500个回复为有效回复。每页帖子(10帖为一页)的楼主(第一贴)和最低层(最后一帖)将获得内测号。
7、 活动进行期间,版主也会参与玩家的游戏,并计算在帖子数内,但是,版主不会获奖。
8、 第一页的楼主因为被版主所占,因此,获奖玩家为第一个跟帖的玩家。其他页面的楼主或楼尾如果被版主的帖子占领,则该页获奖玩家为空。
 
玄武关:
 
守关将领:蝶影清澈。
 
蝶影清澈MM可素幻想春秋论坛有名的美女版主。蝶影MM原本是春秋时代桃花源内的一只美丽的蝴蝶。因为桃花源的主人每天修仙论道,蝶影MM也深受感化,而幻化为人型。还曾经与春秋时代的某位幸运儿演绎出一段感人的“人蝶之恋”。蝶影MM在论坛担任版主以来,每天都在论坛勤勤恳恳的组织论坛活动,给大家创造获得游戏内测帐号的机会,并且,总是用着温柔的笑容迎接着每一名玩家,带着温柔的笑容回答每一个玩家的问题。因此,玄武关由温柔的蝶影MM来守关自然是名副其实。不过蝶影MM好象遇到了困难,需要大家的帮助,因此,想要创过玄武关的朋友们,帮蝶影MM一把吧。
 
玄武关的考验--"火线任务" 活动规则:
1、 活动开始时,蝶影MM将开出一个活动主题帖。里面会有一件事情需要大家去作。(或者给玩家提出一个问题。)(具体是什么呢?当然要保密的说)。
2、 版主将在每5分钟,跟帖发布一件新的需要大家去做的事情。
3、 再版主跟贴发布新要求前跟帖的玩家才算有效答案。一旦版主跟帖发布新要求,则原要求作废。
4、 版主总共将发布10个要求。
5、 满足3个以上要求的玩家可以获得一个内测号,如果满足了全部10个要求的玩家就可以获得两个内测号。
6、 本活动发放的内测号没有数量上限。一切就靠大家努力了。
 
朱雀关:
 
守关将领:落枫桥
 
此人原为某不知名的小水沟里的一次青蛙,后来因为个性怪异,逐渐演变为拽蛙,并修炼成仙。是为青蛙精。不过此蛙有一特点,就是总是自诩为名侦探柯南。因此,他的题目也自然跟侦探有关。蛙蛙说,这次他需要大家去帮他搜集一些资料。但是,究竟是什么,他却避而不答,看来,不到节骨眼上,他是不会说了。
 
朱雀关的考验——“幻想侦探” 活动规则:
1、 游戏开始时,由该版主开出活动主题帖。并给出搜集信息的关键字。
2、 玩家们需要到官方网站及论坛上寻找该关键字的全部信息。
3、 在官方网站找到的玩家可以把连接地址跟帖发放回来,如果是在论坛找到关键子的玩家,除了给出帖子的连接外,还应该指出是哪个帖子。
4、 第一个找到某处信息的玩家可以获得一个内测号,找到多出信息的玩家也只能获得一个内测号。
5、 活动时间为15分钟,大家应该在官方网站及论坛上仔细寻找,在15分钟内跟帖回复的答案才算有效答案。
6、 本活动发放的内测号数量没有上限。
 
好了,四个关卡我给您介绍完了,怎么样,有信心么?有信心的话,那就在4月1日下午来到论坛,接受他们的挑战吧。
 
可以提前告诉大家,愚人节当天的4次活动的时间分别是:13:00、15:00、17:00、19:00,至于活动的顺序么……暂时保密好了。请大家继续关注论坛,关注幻想春秋。
 
注意:活动的形式基本不会进行改动了。但是为了避免活动规则出现漏洞,活动的实际规则将在今后几天内不断完善。希望大家能够提出宝贵的修改意见。
 
 
==========================分割线============================
 
看着曾经的一些东西,不仅仅是只有悲哀,是的,还有一股力量涌现。

开始学习XNA

Posted: 12 Aug 2007 11:55 AM CDT

今天是周日,多少有些阴天,不过,也因此很凉爽。走出屋子,清爽的风吹到身上,确实非常舒服。

尽管并没有工作计划,但我还是决定到公司去。

按照昨天晚上拟订的个人计划,今天我去公司是为了学习使用XNA开发游戏,属于私事。

人坐到公司里才发觉今天的精神状态并不是很好,头有些晕,完全无法集中注意力去思考问题——这样的状态是根本无法进行需要思考和记忆的活动的。

稍微犹豫了一下,我决定利用这段时间把学习XNA的准备做好。内容包括:布置XNA开发环境、参考资料的下载。

在安装XNA Game Studio前,必须安装Visual C# Express Edition,但从微软主页上下载下来的仅仅是个安装工具。必须使用安装工具从服务器下载必须的文件。说实话,这个设计我个人觉得是非常不方便。并且,那安装工具的下载效率也实在让人难以满意,30M的东西下载了1个多小时,而一般情况下,使用Flashget等工具的下载速度可以达到250~300KB。这种效率差真是让人抓狂。

安装了Visual C# Express Edition后,又发现必须要安装一个Visual C# Express Edition的SP1补丁才能安装XNA Game Studio。这真让人有砸了电脑的冲动。

不过幸运的是,SP1补丁的下载是可以使用多线程下载工具进行下载的,很快就下好了。

顺利安装上XNA Game Studio,总算长出了一口气。

然后登陆中国XNA开发网(http://www.xnadev.cn/),下载了中文版的入门教程、帮助文档、以及一些实例代码。这样,学习前的准备算是告一段落。

另外发现了一本书,是有关XNA开发的教程,不过只有Amazon上有卖,国内的书店网站买不到。看来,我不得不去办一张Visa了。

因为不太舒服,所以,打算早点回家休息。在离开公司前,草草的将安装好的XNA Game Studio打开试用了下,和Visual Studio 2005没有什么区别,上手应该没什么问题。剩下就靠自己大学那点可怜的C#基础了……

整理一下,有哪些部分是我必须弥补和提高的!

Posted: 12 Aug 2007 11:56 AM CDT

 
 
终于下定决心重新安装操作系统了。

希望随着硬盘被格式化,一些东西也可以被遗忘。(那些曾经陪伴过我的游戏们,为了能让我更专注的做事,我必须把你们从硬盘上删除!)但是,还有一些东西不喜欢被遗忘,我需要把它整理出来。
这些不希望被遗忘的就是:有哪些地方,是我必须要努力提高的。
 
首当其冲的就是英语,很客观的说,现在我的英语水平仅在初中生的水准。是的,低于一个应试教育培养出的合格的高中生的英语水准。而且,对目前的我来说,英语成为限制我提高的一个重要瓶颈——很多优秀的游戏设计类文章完全啃不动;想用英语表达自己的想法难如登天;听和说更是无法实现。
因此,提高英语能力成了我必须去实现的目标。而且必须要立刻做起来。
 
然后是代码编写能力。虽然我的毕业证上将会写着“计算机软件技术专业”(因为我少一个信产部认可的资格认证,毕业证书还没拿到手),但半年来,我发现我连最简单的程序都不会写了。而游戏上常用的程序设计,我甚至从来就没有学到过。自问一句,我还算什么计算机软件专业的毕业生?
作为一个游戏设计师(Game Designer,我并不希望自己仅仅成为一个“策划”),编写一些简单的代码来实现自己的设计意图;或者编写一些简单的程序来测试自己的设计,这是一个很常规的要求。但是,现在的我能做到吗?不行!
那么,将已经丢掉半年的编程重新拣起来,并学习游戏程序设计方面的知识,我必须要在一年半内做到,没有拖延下去的理由!
 
再然后是巩固数学和物理学方面的知识。我不知道该如何形容这两个学科的知识对我来说有多重要,但是,一个数学和物理学知识不达标的游戏设计者,永远都只能成为一个二流的设计者。
 
最后是日语。我很希望去日本,看看那里的游戏市场,接触那里的游戏玩家,参与那里的游戏开发。是的,对每个游戏设计者来说,Nintendo、Namco、Capcom都是梦想的地方。和那些人一起合作,一起创造出一款又一款优秀的游戏作品,绝对是一种无上的荣耀。或许有朝一日,我会有机会成为他们中的一员,那么,在此之前,学好日语,则是我必须进行的准备工作。希望,有朝一日,我可以自豪的说:赛尔达、生化危机这样优秀的游戏,也可以在中国人的手中创造!
 
以上,是我必须弥补和提高的部分。希望,这篇东西可以时刻提醒我:为了梦想,我,必须将它们踏在脚下!

PS:这里许一个小愿望,希望在08年我的生日前,我可以拥有自己的网站和论坛——一个可以聚集游戏设计者们的网站和论坛。
以上,结束。
 

翻译,同时也用于自勉

Posted: 12 Aug 2007 11:57 AM CDT

原句摘自动漫作品——Fate / Stay night

I am the bone of my sword.

Steel is my body, and fire is my blood.

I have created over a thousand blades.

Unknown to death.Nor known to life.

Have withstood pain to create many weapons.

Yet, those hands will never hold anything.

So as I pray unlimited blade works.

 

 

翻译


吾身为剑体

具钢铁之心,灼炎之血

手创千剑,身经百战

无谓生死

常独自沉醉于创造万剑之丘

因此,双手已无资格拥有任何事物

则吾此生定为无限剑制

 
另外补充一句出自同一作品的题外的话:如果我只能做到一件事,那么,我要试着把它做得登峰造极。

25秒和12小时——一个简单关卡的诞生

Posted: 12 Aug 2007 11:56 AM CDT

我想,我需要制作一些看上去与众不同,玩起来也很有趣的关卡——我对自己这样说着。然后,我决定制作一个和游戏的标准模式玩法不同的关卡。
这是一个在封闭场景里,以“移动”和“吃”为核心的游戏。对,就象《Pacman》那样。所不同的是,游戏里的NPC不会威胁到玩家的安全,仅仅是会与玩家争抢有限的“食物”。
这个游戏有着加速和减速的概念——就和你想到的一样——如果你想跑的很快,那么,就要加速;如果你想拐弯,那么,你就要减速。
如果你不想减速,那么想象一下吧:
你的面前是一堵坚固无比的墙,你已经跑到了它的面前,你却无法收住脚步。接下来会发生什么?是的,“砰”的一声,你撞到了墙壁上,并且撞得鼻青脸肿。
游戏里也是一样,如果你不想减速,那你必然会撞到墙壁上,并且晕上好一会。
NPC也会加速和减速,并且,它们可能比你更熟练于此——如果我确实需要它们这样的话。
将这些元素联系到一起,除了吃更多的食物这种常规的游戏玩法外,最容易联想到的是什么?
你的答案或许很丰富,但我最早联想到的是“竞速”。
 
没错,就是比较,谁跑的更快,谁可以更早的到达终点。
这个点子很棒,至少我觉得是这样的。于是,我决定就按照这个点子去做。
竞速,首先要有赛道、起点和终点。并且,起点和终点一定要明确。
为了体现出游戏加速和减速的重要性,我必须把赛道设计成带有数个转弯处。这并不难,游戏的关卡编辑器允许我在单一屏幕的范围内放置17*11个格子,这足够我设计出一条数条短直道和数个转弯处组成的赛道—。甚至如果我需要的话,我还可以使用更多的格子——但这样总会使一些格子处于屏幕外,玩家无法在一瞬间看到整个赛道的状况——对玩家来说,这并不是个友好的想法。
很快,一条单线性的赛道就诞生了。就象下面这张图里这样
 
我把它放到游戏中进行测试,问题马上就暴露出来了——玩家有一种被强迫的感觉——是的,整个关卡过程中,玩家完全没有任何自主选择的机会,只能按照单一的路线移动,并且,还要比NPC跑得更快。对玩家来说,这种感觉并不会使他们觉得愉快。
那么,下一步,我要做的就是给这个关卡增加一些可选择的元素。
最简单且直接的方式就是给赛道增加分支路线。
在给赛道增加分支路线的时候,一定要保证几件事情
1、分支路线件是绝对公平的,不能出现某条路线距离较短,另外的路线距离较长的情况。
2、分支路线看起来要有所不同,这样,玩家才会有兴趣多次进行尝试,以确定最适合自己的路线。
3、增加分支路线后,赛道依然要保持清晰明了,看上去复杂而混乱的赛道会使相当一部分玩家失去兴趣。
最终,我对赛道进行了少量修改,新的赛道拥有一个可选的分支路线,并且,看上去依然很清晰。
(因涉及到实际游戏内容,最终版本的关卡图欠奉,请见谅)
赛道确定下来后,我就需要调整AI的难度了。游戏默认的AI在寻路上可用完美来形容。如果使用默认AI参数的话,玩家想取得本关的胜利的话,也必须达到完美的操作——这肯定不是个好主意。所以,我们需要对AI的参数进行调整,来允许玩家有少量的操作失误。
降低AI加速跑的使用几率无疑是最容易想到的办法,但这并不合适——不怎么使用加速跑的AI看起来很傻。我们需要让玩家认为AI是因为紧张而产生了少量失误而输掉比赛的。因此,我调整了AI减速时判断的准确性。这样,AI在转一些弯时,可能会跑过而浪费掉少量时间。AI的参数调整后,关卡允许有2次不严重的失误。
将调整过AI参数的关卡放到游戏中进行测试,结果发现了新的问题:2个AI无论进行多少次游戏,都会选择固定的一条分支路线移动。这给玩家的感觉并不好。看来,AI的参数需要继续进行调整。
这是个很棘手的工作,我只能通过调整AI的减速参数来使AI在分支路线的路口出现失误,同时,AI重新对路线进行决策,使AI看上去好象会随机选择一条路线行进。这个临界值并不好找,我花了数个小时不停的计算并调整参数,然后放到游戏里进行测试,最终才找到这个临界值。(当然,反复的调试使我得到了一个计划外的收获:我了解了关卡的极限过关时间:20.5秒,以及AI的平均过关时间:23.5秒,这对我接下来的工作产生了帮助)
 
完成上一步后,关卡的主要内容就调试完成了,接下来的工作就是让关卡感觉更刺激了。
首先,我将关卡的时间设定成25秒,这样,在玩家距离终点还有一点距离的时候,游戏就开始了最后10秒的倒记时,这无形中增加了关卡的紧张气氛。
然后,我将AI的起始位置放到了距离终点稍近的位置,这样,关卡一开始,玩家就会感受到自己处于劣势地位,这对刺激玩家的竞争欲望有所帮助。
最后,我利用一些图片资源将关卡进行了美化,使关卡在多次进行游戏后,看起来还也算舒服。
 
这样,一个简单的关卡就制作完成了,寻找同事进行试玩得到的反馈是:非常好。
看了下时间,这个关卡总共花掉了我将近12个小时的时间,从早晨到公司,一直到晚上11点,我一直都在调整它。所幸的是,最终的关卡让人满意,这样,明天我就可以开始一个全新关卡的制作了。

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20年的游戏感悟:六

Posted: 24 Sep 2007 10:44 AM CDT

20年的游戏感悟:六

——一起走过的红白机日子2:不简单的一饼631

 

631是我最早到手的一饼卡带,也算是我最早投入时间最多的一饼卡带。

那时候的卡带可都是正版——姑且让我们都算作正版吧,毕竟那一饼50200块的卡带并不是那个经济时代的平民人家所能轻易掏出来的。

那时候玩卡带都玩得很珍惜,不会像后来买翻版碟那样,掏了一大堆,玩了一下然后又搁在一边。那时候一两百买饼卡带的感觉就好像现在花几百块买了个家用机(PS2或者XBox)正版的游戏那样的感觉,是不十分渴望就不会买的,一旦买了就一定会玩到底,甚至会玩到烂为止。现在用下载游戏的就更随意了,下载完了玩了下觉得不好玩的,Shift+Del就清静多了,代价只是那下载时间的损耗而已。

 

回头说我的631,那时候我对它可是异常珍惜的。一来由于它是我得到的第一饼卡带,第一件获得的东西自然是比较特别的,二来那可是我最初接触的电玩游戏,对于一个刚接触新事物的人来说,再土的东西也觉得新,觉得很棒。

于是自然而然地,我把整个卡带的游戏都里里外外地摸熟了——那整整63个游戏——其实少得多,毕竟很多都重复了。

 

自然这63个游戏里面有很多都是很经典的,撇开大家每天都一直在谈的超级玛丽、1942、大金刚、魂斗罗、忍龙、俄罗斯之流不谈,有很多名字不是很响的游戏,到现在还依旧能回味起来那些许的记忆。

那布满半屏的大小蜜蜂可说是大部分射击游戏的鼻祖了,图像虽然简单而笨拙,然而简单机制背后对那分数攀比的追求,可是让我和老爸一次又一次地“拗手瓜”的;

一个街头场景,两个小伙子在用拳头充气式的“吃吃吃”地打对方的肚子,这个名叫街头小子的游戏是否又是很多格斗游戏的先驱者呢?

大金刚式的几条线,冲着菠菜狂奔的水手,这大力水手塑造了一种楼上楼下的跳台游戏的感觉;

骑着狮子跳火圈和火台,撞到火圈上时,人和狮子会难过而笨拙地下滑下来,这马戏团的游戏让人难忘;

两个冰人在冰块跳台上不断往上爬,一开始玩的目的只是为了合作,而后来玩的目的已经慢慢变成竞技了,把企鹅敲到对方身上,敲对方脚下的冰块,把对方挤下去。一个有着合作和竞技的简单游戏——敲冰块,你又是否记得呢?

那玩了99关还有得玩的,有着穿甲弾、二连弾、扫草弾,还能让基地砖墙变为钢甲或者消失的坦克大战,那肩并肩的合作,想必你还依然印象深刻吧?

那一直瞄着抓住气球的狼群射击的可爱小猪,那好不容易艰辛爬上来却推着石头和大肉块去砸猪的灰狼们,这充斥着可爱和紧张色彩的猪小弟,当年感觉又如何呢?

 

凡此游戏也不一一列举了,经典而不简单的631,的确给我带来了最初的游戏启蒙。这些简单而又不简单的游戏,每个都直观地诉说着它们的游戏规则和游戏理念。

感谢这些陪我度过启蒙期的经典游戏,也感谢这个最初入手的631

中科院调查显示大学生退学八成因网瘾

Posted: 05 Sep 2007 04:19 AM CDT

    武科大校报主编李灿华提醒,大学新生,很容易在踏进大学校门后,产生“放纵”情绪,迷恋网络。大学生要正确对待上网问题,学校也不应一味阻止学生上网,而要引导学生正确认识和利用网络。

  如今的大学生,如果不会上网,无异于外星人:选课、评教、查资料、与朋友沟通、游戏说、博客,甚至开班会、找工作等,都要通过网络来进行。网络,已成为当今大学生学习和娱乐不可或缺的重要工具。

  但是,网络在为大学生打开一扇便利之门的同时,也让一些大学生坠入“网瘾”深渊,不能自拔,最终影响学习,留级、休学,直至退学。

  中科院心理研究所在全国13所高校的调查显示,大学生网络成瘾问题日趋严峻,80%中断学业的(包括退学、休学)大学生,都是因为上网成瘾。

  上午10时

  校园周边网吧座无虚席

  去年,武科大校报编辑部派出记者团50余人,对校园周边网吧进行了为期一周的暗访,结果发现,仅该校本部周边网吧就有25家,拥有电脑1600余台。

  调查显示,约七成大学生,每周上网1到2次,上网时间大约为5时,一成学生有沉迷上网迹象,每周都有“包夜”记录。

  昨日上午10时,民族大道当代学生公寓门口一网吧里,已是座无虚席。一名大三学生边玩游戏边说:“现在刚开学,没什么事情做,来玩一下。”

  一名经常玩网游的学生说,在校园里感到压抑,于是借打游戏来发泄,寻找一种刺激,满足自己的成就感。

  沉迷网络

  大学生被学校劝退

  小辉(化名)今年本应在武汉

  科技大学上大三了。由于迷上网络游戏,无心学业,虽被学校预警,仍不反省,最终被学校劝退。

  辉来自河南一个村庄,大一时一次偶然的上网经历,让他沉迷网络游戏不能自拔。“刚上大学没几个月,几个同学在宿舍没事干,提议去上网,结果大家就跟着去了。在网吧里看到好多人玩游戏,我也尝试着玩玩,发现挺有意思的,一下玩了两个多时。回去后,心里一直痒痒的,没几天晚自习时又跑到网吧去了。”

  就这样,辉开始千方百计挤出时间上网,最后发展到逃课的地步,白天在宿舍睡觉,晚上去网吧上网。“因为晚上包夜便宜,从晚上11点到第二天早晨7点只要5块钱,而白天1个时就1块多钱。”为了挤出上网的钱,辉常常一天只吃两顿,并且都是泡面或面包之类的便宜食品。

  专家提醒

  新生千万别“放纵”

  武科大校报主编李灿华提醒,大学新生,很容易在踏进大学校门后,产生“放纵”情绪,迷恋网络。大学生要正确对待上网问题,学校也不应一味阻止学生上网,而要引导学生正确认识和利用网络。

  他建议,应采取心理健康专题讲座、网上心理咨询等方式,倡导大学生自我教育和管理,以提高抵抗网瘾的能力。对那些依赖网络的大学生,不能放任自流,学校和家长应鼓励其合理规划自己的人生,并创造机会,让他们利用假期参加勤工俭学和社会实践活动,为社会服务

世纪天成将推出《跑跑卡丁车》姐妹篇

Posted: 05 Sep 2007 04:17 AM CDT

    继《跑跑卡丁车》在竞速类休闲网游中获得巨大成功后,世纪天成再接再厉为玩家们献上其姐妹篇——全新休闲射击网游《炮炮火枪手》!

  作为由同一公司同一开发队制作的姐妹篇,《炮炮火枪手》具有和《跑跑卡丁车》相同的高水准表现!欣赏同样清新可爱的精美画面,尝试同样易于上手的简单操作,装扮同样个性十足的可爱角色,体会同样百玩不厌的精彩乐趣,挑战同样紧张激烈的竞技对抗,感受同样淋漓尽致的极度爽快,铸就同样卓越不凡的高度成就!以往你在《跑跑卡丁车》中所能够体验到的欢乐,都能够在《炮炮火枪手》这部姐妹篇中一一寻得!

  与之不同的是,《炮炮火枪手》开创了全新的休闲射击网游模式,以硝烟弥漫的枪战给与玩家射击的快感!让你穿梭在枪林弹雨的战场,和同伴一起挑战强大的BOSS,与对手展开命悬一线的对决,体验火爆刺激的激情!以不同的方式,带给玩家们和《跑跑卡丁车》同样的乐趣!

  目前《炮炮火枪手》的内测阶段已经结束,经过一系列调试和维护之后很快就将以完美的姿态展现在玩家们的面前!让我们一同期待公测的到来,期待《跑跑卡丁车》姐妹篇《炮炮火枪手》再掀休闲网游全新热潮!


世纪天成将推出《跑跑卡丁车》姐妹篇

世纪天成将推出《跑跑卡丁车》姐妹篇

世纪天成将推出《跑跑卡丁车》姐妹篇

世纪天成将推出《跑跑卡丁车》姐妹篇

世纪天成将推出《跑跑卡丁车》姐妹篇

世纪天成将推出《跑跑卡丁车》姐妹篇

《魔兽世界》新资料片新图11张

Posted: 05 Sep 2007 04:16 AM CDT

    暴雪今天放出了《魔兽世界》第二部资料片《巫妖王的愤怒》的最新11张截图,继续展示令玩家神往的新世界“诺森德”。

    新资料片上线时间未定,而第一部《燃烧的远征》有望在本月10日最终降临到中国玩家面前。

点击放大:


席卷太平洋《光之国度》引爆美服(图)

席卷太平洋《光之国度》引爆美服(图)

席卷太平洋《光之国度》引爆美服(图)

席卷太平洋《光之国度》引爆美服(图)

席卷太平洋《光之国度》引爆美服(图)

席卷太平洋《光之国度》引爆美服(图)

席卷太平洋《光之国度》引爆美服(图)

席卷太平洋《光之国度》引爆美服(图)

席卷太平洋《光之国度》引爆美服(图)

席卷太平洋《光之国度》引爆美服(图)

席卷太平洋《光之国度》引爆美服(图)

盛大签下韩国奔跑网游《Free jack》

Posted: 05 Sep 2007 04:14 AM CDT

    9月4日,韩国游戏公司Wiseon宣布,盛大签下了旗下的极限奔跑网游《Free jack》,并将负责游戏的中国运营。

  《Free Jack》以动作电影《企业战士》、《13区》中出现的新型极限运动“跑版”(极限奔跑)为素材。游戏里体现了实际跑版技术20余种。而且还体现了应用B-boy动作的Air Trick等现实里无法实现的技术动作。游戏里,角色可以在地面、大厦顶、都市中心、住宅区、公园、码头等地方进行跑版。并同时体验竞速的乐趣。


盛大签下韩国奔跑网游《Free jack》

盛大签下韩国奔跑网游《Free jack》

盛大签下韩国奔跑网游《Free jack》

盛大签下韩国奔跑网游《Free jack》

美国玩家最期待的10大游戏角色对决

Posted: 05 Sep 2007 04:08 AM CDT

   有对立即有统一,电视游戏业也正是一个充满了对立与合作的领域。与任天堂在家用机领域斗了十几年的世嘉,前不久与老对手联手公布了《马里奥与索尼克in北京奥运》。马里奥与索尼克这两个在电视游戏领域有着标志性代表意义的游戏角色,首次联手在同一款游戏中以对手关系出现,可以说是一种巧妙的融合。

  实际上,类似这种厂商之间合作,联合旗下人气游戏角色或代表作品,推出以对决为主题的游戏新作的情况在电视游戏行业也并不新鲜。除了最近公布的《马里奥与索尼克in北京奥运》以外,相信之前在PS2上推出的汇集Capcom和Namco两大厂商众多经典游戏角色的《NAMCO对CAPCOM》也给玩家留下了深刻的印象。

  说到这里,相信大家心中也会有不少心仪的梦幻对决素材吧,下面就让我们来看一看美国玩家心目中最期待的世纪大对决究竟都有哪些游戏。

  NO.10 VR战士 vs 铁拳

  如果《街霸》中的角色们能够与《恶魔战士》相遇,那么3D格斗游戏中最令人期待对决则非《VR战士》与《铁拳》莫属。当然,虽然同为3D格斗游戏,但这两款游戏在系统和判定等许多方面都有着截然不同的特点。不过作为娱乐大众的题材的话,结城晶与保罗的铁山靠大战,或是艾琳的猴拳对雷五龙的五形拳应该会相当有趣。


美国玩家最期待的10大游戏角色对决

NO.9 波斯王子VS古墓丽影

  一边是身手敏捷手持双刀的王子,另一边是身手同样敏捷且手持双枪的劳拉。这两位都有着令人难以置信的运动神经,时常会在游戏中作出杂耍般飞檐走壁的神奇动作。同时,此二位战斗和生存的本领也是相当了得,因此无论是面对古代遗迹还是神秘迷宫都是不在话下。试想一下,如果王子被时空传送到了未来,而劳拉则由于飞机失世回归过去,两位体操英雄在截然不同的世界中将展开怎样的冒险难道不值得我们期待吗?

  《星球大战:侠盗中队》与《银河飞将》这两个空战模拟射击游戏,在北美有着相当深厚的群众基础。虽然两款游戏的飞行方式与战斗系统有所不同,但能够目睹两款游戏中的战机在同一片宇宙空间中展开星际大战无疑是一件令人激动的事情。


美国玩家最期待的10大游戏角色对决

 

NO.9 波斯王子VS古墓丽影

  一边是身手敏捷手持双刀的王子,另一边是身手同样敏捷且手持双枪的劳拉。这两位都有着令人难以置信的运动神经,时常会在游戏中作出杂耍般飞檐走壁的神奇动作。同时,此二位战斗和生存的本领也是相当了得,因此无论是面对古代遗迹还是神秘迷宫都是不在话下。试想一下,如果王子被时空传送到了未来,而劳拉则由于飞机失世回归过去,两位体操英雄在截然不同的世界中将展开怎样的冒险难道不值得我们期待吗?

  《星球大战:侠盗中队》与《银河飞将》这两个空战模拟射击游戏,在北美有着相当深厚的群众基础。虽然两款游戏的飞行方式与战斗系统有所不同,但能够目睹两款游戏中的战机在同一片宇宙空间中展开星际大战无疑是一件令人激动的事情。

美国玩家最期待的10大游戏角色对决

NO.7 机甲战士 vs 装甲核心

  《机甲战士》与《装甲核心》的对决可以说是一场东西方机器人理念的对抗。机甲战士们以巨大的身躯、沉重的装甲和成吨的武器弹药而著称,与之相比,《装甲核心》中的机器人则更倾向于机动灵活的身躯和精简而高效的武器装备。两种机器人的对决绝对将成为空前绝后的史诗,不过就美国玩家的审美和游戏理念来看,重达100吨的Atlas加装自动加农炮和LRM-20s可能更容易获得他们的认同。


美国玩家最期待的10大游戏角色对决

 

    NO.6 虚幻锦标赛VS雷神之锤

  作为两款有着悠久历史的FPS游戏,《虚幻锦标赛》系列与《雷神之锤》系列在游戏业所拥有的FANS不相伯仲,有关此二者究竟谁高谁低,谁更能代表FPS游戏精髓的问题也一直是美国玩家乐此不疲争论的对象。也正是因为如此,这两款游戏的对决才更值得玩家们期待。对于真正的FPS游戏爱好者来说,口舌之争显然不如枪战之争来得更直接、更爽快一些。

 

美国玩家最期待的10大游戏角色对决

NO.5 半条命:光环

  弗里曼与士官长,身为两款超人气FPS游戏中顶天立地的英雄,虽然各自有着不同的特点,但也有着相似的一面。二者都与外星人作战,且都具备娴熟的战斗技巧和过人的手段。如果一定要分出个优劣的话,那么士官长在身体素质上可能要优于弗里曼,而弗里曼在头脑上则更胜一筹。如果这二人能够联手出击的话,相信无论怎样凶恶的外星人应该都不在话下。游戏制作人所需要考虑的,就是如何把弗里曼扔到《光环》的世界中去,当然如果士官长不介意客串的话,那么反过来也未尝不可。


美国玩家最期待的10大游戏角色对决

 

  NO.4 但丁 vs 奎托斯

  要让《鬼泣》中的但丁与《战神》中的奎托斯干上一架其实也不难,因为以这两个人的性格,如果相遇的话一场恶斗是再所难免的。相比之下,奎托斯的攻击手法更加凶残和直接,而喜欢耍酷的但丁则更重视战斗的华丽程度而非攻击效果。奎托斯的穿着和武器简单实用,但丁则比较讲究时尚且对武器的帅气指数要求更高。但这二人也有一个共同点,那就是他们都深知怎样去折磨自己的对手,怎样让他们死得更痛苦、或者被揍得更体无完肤。虽然指望这两个人联手的可能性不大,但我们还是期待二人的黄金组合早日诞生。

美国玩家最期待的10大游戏角色对决

NO.3 洛克人VS银河战士

  从2D游戏时代开始就穿着盔甲、手放激光的洛克人,与长期致力于维护宇宙和平事业的赏金猎人萨姆斯的合作绝对可以用梦幻组合来形容。二者都身着融合了高科技且具备变化多端性能的盔甲,因此能够在游戏中自由变换形态或切换攻击手段。果真要让这两位英雄组队战斗的话,那么能够随时在游戏中切换或是可以召唤出另外一个人同时战斗应该是个不错的选择。当然,如果能同时操纵二人双打的话那就更加爽快了。游戏的剧情也很简单:邪恶的Wily博士发现了萨姆斯等赏金猎人所具备的特殊能力,因此开始秘密生产其与机器人的结合体。识破了这一阴谋的洛克人决定联手萨姆斯,再次出击击溃博士的险恶计划。


美国玩家最期待的10大游戏角色对决

 

  NO.2 命令与征服:艾泽拉斯的远征

  我们首先要感谢伟大的魔法之门,因为只有借助它的神奇力量,我们才有机会让这款超越时空的大对决得以实现。设想一下当《命令与征服》的世界与《魔兽争霸》的空间相互重合,那将会产生出怎样一部令人无比震撼的史诗。究竟凯恩与邪恶的诺德兄弟会是否会与部落结盟?全球防卫联盟GDI与联盟能否达成共识?这一切恐怕即便是上帝也难以预测。显然,要让这两款游戏完美融合,系统的平衡性是一大难题,但我们将因此获得怎样令人激动的宏大战争体验,同样是难以估量的。

NO.1 合金装备:分裂细胞

  两大特工的联手或是对决,这绝对是最令玩家们期待的题材。山姆·费舍尔与Solid Snake,两人都是身经百战、历尽艰险的老兵,都有着对国家的绝对忠诚和天生的特工天赋。他们都擅长格斗和潜入,手里掐着敌人的脖子时脑子里决不会产生丝毫的同情。由于他们二人所处的时代和世界观是以上所有9款游戏中最接近的,因此两人在战场上相遇的可能性也最大。当然,在安排这两位超级英雄的相遇时,首先必须要有一场由于误会或错误而引发的惊天对决。接着,不打不相识的二人终于化解了矛盾,齐心协力共渡难关。看这篇文章的人也大可不必因为作者漫无边际的妄想而大动肝火,一切只为娱乐大众。再说,如果漫画英雄能够组成联盟,那为什么游戏英雄就不行?


美国玩家最期待的10大游戏角色对决

盛大有意整体收购 重庆3D网络游戏公司

Posted: 04 Sep 2007 03:46 AM CDT

    昨日起,重庆首部自主研发的网络游戏《星球计划》开始公开征集全国玩家建议。市经委官员说,《星球计划》明年1月上市后,将填补重庆一直没有3D网游的空白。《星球计划》东家——重庆宏信软件有限责任公司高层透露,上海IT巨头陈天桥已向该公司摇出橄榄枝,有意出手整体收购。

  游戏人物角色可以变形

  重庆宏信软件有限责任公司董事总经理陈宏刚说,目前国外也有公司开发名为“星球大战”的科幻网游,但由于国外版本对电脑配置要求高、说明是全英文,国内玩家并不多。而重庆产《星球计划》的游戏情节以地球大灾难为背景,幸存者选择重建地球或流落外星球,走上两种截然不同的发展道路……“游戏画面采用3D非常逼真,人物战斗时可像变形金刚那样,变换为机器或飞船。我们将从9月3日到30日收集玩家建议,对游戏进行改进。”

  年内还将推出两款游戏

  “尽管《星球计划》要明年初才能面市,已经引起了盛大等IT巨头的兴趣。”陈宏刚透露,陈天桥旗下的盛大网络不久前已派人到重庆接洽,希望整体收购该公司。“我们婉言谢绝了合作,现在的主要精力还是开发游戏,对外合作暂不进行。”陈宏刚表示,预计两年内,该公司还将推出2款新游戏。

  重庆宏信软件有限责任公司一高层说,该公司之所以引起IT巨头的关注,是因为宏信除了拥有国内领先的技术团队,还搭建了“海王星”游戏开发平台。

  记者就此联系盛大网络公关部马小姐,她表示对此事不做任何评论,只说“盛大的确在未来有一系列的收购动作。”

  陈宏刚 陈宏刚1995年加入美国微软,曾参与组建微软亚洲研究院,先后任微软总部软件工程师、测试组长及经理。2003年,首都信息发展股份有限公司与重庆高新区创新服务中心联合出资组建重庆宏信,开始研发自主知识产权的数字娱乐产品,主要业务包括3D游戏和商务智能软件。

全国模范教师鼓励学生玩电脑游戏(图)

Posted: 04 Sep 2007 03:45 AM CDT

    她32岁才半路出家,从一名工厂的中层主管改行当老师,在从教的短短14年间,所教的学生当中有1200人次在各类计算机竞赛中获奖。任教信息技术的她鼓励学生玩电脑游戏,在玩中学习,学习效率才提高得快,而她本人也先后被评为全国模范教师、广东省小学特级教师、广东省劳动模范、广东省首批基础教育系统名教师。 

  工厂主管改行当教师 

  她就是海珠区同福中路第一小学的郑贤老师。日前,她作为广东省唯一一名中小学教师代表参加教育部组织的“全国优秀教师座谈会”,受到胡锦涛总书记、温家宝总理等国家领导人的亲切接见。昨天,与会归来后的郑贤与记者一同分享了激动心情。 

  14年前,郑贤还是广州市自动化仪表厂的一位中层主管,当时,厂里两位转行当了老师的旧同事经常回来讲述学校里发生的事情,令原本就对教师职业充满敬意的她也萌生了从事教育工作的念头。1993年初,海珠区教育局公开招聘老师,郑贤被录取后分配到同福中一小任教。 

  鼓励学生玩电脑游戏 

  孩子沉迷网络游戏,是当前不少家长和教师最为头疼的事情,然而,任教于信息技术的郑贤却对孩子们玩电脑游戏持赞成态度。她说,“爱玩是小孩子的天性,家长应该亲身参与到孩子们的电脑游戏中来,才能进一步与孩子沟通,告诉他们怎样一个‘度’才有益于学习,而不应该一味地扼杀孩子们的兴趣,只有在玩中学习,学习效率才提高得更快!” 

  小黄(化名)曾经是郑贤的一个学生,当年由于沉迷于网游,竟半夜里爬窗户进入父母的房间,偷出手提电脑继续与伙伴们“火拼”。得知情况后,郑贤主动将小黄招入了学校的电脑小组,并重点辅导他网页制作技术。经过一年多的系统学习,小黄与同学制作的网页在一个市里组织的电脑制作比赛中一举夺冠。 

  郑贤认为:“现在往往孩子一接触到电脑游戏,就很容易引起家长们的恐慌。其实游戏是孩子学习的‘捷径’,特别是计算机。为了弄明白一个游戏程序怎么下载安装、程序出了问题怎么解决,学生能从里面学到很多知识。正确引导他们的兴趣,可以实现双赢。” 

 

刚在北京接受胡书记亲切接见的郑贤老师一下飞机就受到学生的欢迎

18岁百万年薪CEO:做CEO第一个感觉是晕

Posted: 04 Sep 2007 03:43 AM CDT

    张伯宏出任一家网游公司CEO年薪百万,称年轻既是优势又是劣势,即使不给钱也愿尝试

  他18岁,北京人。2003年初中毕业后,前往美国学习音乐制作,2006年5月回国开始自己的音乐创作之路,成为一家公司的签约艺人,并出过一张自己的专辑。

  专辑中的一首单曲《北京土著》,一度成为“老北京网”的热门曲目。今年8月22日,上海一家网游公司邀他出任CEO,号称年薪百万。

  18岁就当上网游公司CEO,他有怎样的“杀手锏”?是神话,还是泡沫?原来主要从事音乐制作,现在转行做网络游戏,他会如何转换角色?公司做这样的决定,是炒作,还是适应网络发展的抉择?昨日,记者和事件中的主角张伯宏进行对话。

  18岁,音乐人,网络公司CEO,这些名号集中在张伯宏一个人身上,不让人关注,都难。

  张伯宏的博客名字叫伯宏大兄弟,因为唱R&B,有人在网上留言问他是不是ABC,于是,他在《北京土著》一歌的前言里说,要借这首歌声明,“哥们儿是地道的北京土著”。15岁出国留学的他,说国外的生活很枯燥,而北京要舒服多了,所以在歌里充满了沙瓤儿西瓜、四合院这些词。

  而现在,张伯宏习惯了把“公司”挂在嘴边。8月22日,他签约出任上海一家网络科技公司的CEO,年薪将超过百万元。“80后”创业新贵的年龄纪录被刷新。

  大T恤,牛仔裤,随意地往椅子里一靠,几天时间内,被几十家媒体采访,张伯宏显得有些疲倦。回答众多媒体近乎相同的问题,他说自己像一个复读机,机械地重复。但是,接受采访时,他仍会盯着对方很认真地去想,因为这“代表公司的形象”。

  张伯宏回答问题时,努力让自己显得不像一个孩子。经纪人肖家说,平时闲聊,随意说到一个问题,张伯宏的看法总让人觉得角度很新。有一次给车加油,两个人聊到油价,张伯宏从全球的石油价格形势聊到美国的储备油,再到油价增长的原因,让肖家很佩服。但是,张伯宏终究还是个18岁的孩子。他喜欢南方公园,碰到也喜欢的人,会握手表示知己的意思。他喜欢玩玩魔兽,抓紧吃饭时间玩玩手机游戏。喜欢车,看到保时捷会走不动路,自称有热血沸腾的感觉。

  他很清醒,早熟会带来什么,但他还是愿意,认为这是机会,“80后”早该是主流。他看问题很实际,说当初出国是因为沾了父母的光,能出去干嘛不出去?以后要去国外继续读书,因为相对好考。

  结束了采访,张伯宏显得轻松了很多。他蹦蹦跳跳地说了一些冷笑话,要去吃饭,说是要吃世界五百强,然后指着麦当劳开始乐。说要推荐一部战争动作片,让大家猜,之后自己公布答案是地道战。他会用“晕”此类的句子,博客里爱把“什么”写成“啥米”。

  张伯宏不喜欢去迪厅,说自己年龄还太小。问他是否有女朋友,他会严肃地说,那是隐私。但是在博客里,他会一遍一遍地感叹,“我怎么还没有女朋友”。

  面对面

  “我其实也担心炒作”

  张伯宏表示,自己将利用平台把事情做好实现自身价值

  新京报(以下简称“记”):知道有公司要聘请你做CEO的时候,什么感觉?

  张伯宏(以下简称“张”):我当时的第一个感觉就是,晕。

  我说,我要考虑一下,然后挂了电话,给妈妈发了一个短信,说公司要请我当CEO,问她的看法。我妈回短信说,是个很好的机会。但是要我当心别人目的不纯洁。

  记:你是怎么考虑的?

  张:当时有两个考虑,一是公司为什么要请我,二是我能不能适应这个角色。但是我也没考虑出什么来,就觉得是个挺好的机会,后来就答应了。

  记:花了多长时间做这个决定?

  张:两个小时。

  记:那你觉得公司为什么要请你呢?

  张:我后来问过我的老板,老板给的答案是,他觉得我的年龄靠近游戏的客户群,能更好地知道客户群的想法,把握游戏的方向,而且对我以前提出的一些建议他也很认同。

  记:很多人质疑公司是在炒作,你会不会觉得是炒作,自己只是一个符号?

  张:我觉得这种质疑是正常的。我其实也有这种担心,但是因为之前就和这家公司有很多联系,还是有一个信任存在的。

  我觉得自己先去质疑别人的动机不好。老板当然有老板的考虑,这不是我能控制的。我能做的是用这个平台去把我的事情做好,我就实现了自己的价值。毕竟对我来说,这是一个很好的机会。

  我是一个空降兵

  记:在你看来,公司的CEO是个什么角色?

  张:是一个管家的角色,就像一个地主的管家。

  记:从做音乐转到做IT,有困难和挑战吗?

  张:最大的挑战是,面对媒体要把公司的利益放在第一位。我不能再像以前做音乐人的时候,跟媒体嘻嘻哈哈的了。我代表的是一个公司,而且我要考虑的事情也很多,下一步游戏的发展,协调人事关系,商量投资的事情,会觉得压力大,很累。

  记:公司给你一个多大的权限空间?

  张:更多的是我来把握公司游戏的方向,把我的创意和想法告诉团队。

  记:以你的经验,怎么来协调公司里的人际关系?

  张:其实公司里的人际关系并不需要我来协调,他们已经磨合得差不多了,我是一个空降兵,并不像媒体想的,我去管比我大的人会难管。

  CEO越来越年轻很正常

  记:和茅侃侃、李想他们相比,你有什么不同?

  张:他们都是靠自己创业起家的,而我现在更多的是一个打工者。他们已经是成功人士,我现在还是一个正在磨合学习的状态。

  记:现在IT界的CEO年龄越来越小了,你怎么看呢?

  张:这是必然的。我觉得网络涉及的年龄层越来越小,CEO当然也要越来越小。人太大的话,他根本不知道网络面临的客户群到底想的是什么,那怎么能贴近用户层,来生产吸引他们的商品呢?

  记:你会是最小的吗?

  张:当然不会了。现在的孩子越来越早熟了,那么早接触网络,他们会有更新鲜的想法。我现在18岁,难道我再老10岁,会有更好的想法吗?我觉得不见得,可能老10岁之后,我的想法也没有现在有创意了。

  记:自己做CEO的优势和劣势在哪里?

  张:优势就是我年轻,有新的想法。劣势就是太年轻了,经验不足。

  记:现在父母都在国外吗?

  张:对,就我一个人在北京。我大概15岁开始独立生活。

  记:怎么评价你们这一代的同龄人?

  张:其实我们这一代,成熟都比较早,大家都对自己的未来有一个整体规划。但是,也比较容易自我膨胀。就像现在选秀节目中我们这个年龄段的人,可能考虑自己的感觉比较多,比较浮躁。

  记:你会自我膨胀吗?

  张:我还是有一点的,毕竟经历了这么多事,我只能是尽量克服吧。

  记:有网友说,其实什么样的年龄要做什么样的事情,觉得你可能会丧失成长中的一些乐趣?

  张:怎么说呢,有得就有失。你说巴菲特8岁开始炒股,他错了吗?他错了就不会成为股神了。我就是觉得不管什么年龄,有机会就要抓住,每个人都有自己的路。

  记:这是80后的一个特质吗?

  张:我倒不认为80后有一个共同的特质。现在时代发展这么快,三四年就一个代沟。你说80、81的也是80后,他们现在都二十六七岁了。这么大了,他们当然应该是主流,否则也太白痴了。我觉得80后早就应该是一股社会的生力军了,所以现在我这个年龄出来是必然的,以后90后会比我们更厉害。

  若不成功也没什么遗憾

  记:你开始时是以音乐人的身份出现的,现在做CEO之后还会再做音乐吗?

  张:我和唱片公司签了5年,所以我还会继续做音乐,也会写歌,只是会把更多的精力放在公司上面。我走走看看吧,现在是双重身份。

  记:现在百万年薪具体支付方法商量好了吗?

  张:还没有。当时老板告诉我,百万年薪应该没有问题。现在游戏还没发行,我也不敢去想这个事情。其实,即使不给我钱,我也愿意试一试,毕竟是对自己的一个挑战。有100万我当然开心了。可是如果最后老板不给我,我也不能掐着老板的脖子非要他给。我觉得我不是为了钱,我现在写歌也能赚不少钱,我是为了这个机会。

  记:有没有想过,做CEO失败了怎么办?

  张:我会把我能做的事情都做好。如果最后没有成功,我也没什么遗憾的。那我就继续做我的音乐。对我来说,做管理是一种挑战,而对音乐我有种更感性的兴趣。

香港史上第一次机械人大战火热爆发!

Posted: 04 Sep 2007 03:40 AM CDT

    中国第一科幻网游《机战》(jz.91.com)早前签约香港Gameone一度引起轰动。经过一段时间的筹备和蓄势,香港史上第一次机械人大战的即将爆发!
   



  《机战》是中国大陆网游研发商天晴数码耗时三年开发完成的年度网游大作,获评07年“最受期待网络游戏”称号,在中国大陆地区一经公测就创造了50天开服百组的惊人成绩,现如今又在有“网游奥斯卡”之称的金翎奖年度最佳网游的热门候选。在今年的香港动漫节上,《机战》一经亮相就引起极大关注,并被Gameone火速签下投入运营!

  Gameone是香港地区最大的网游运营商之一,在签下《机战》之后,Gameone官方发言人施超楠将《机战》描述为“让你触摸遥不可及的未来世界”,而《机战》香港地区的宣传口号也是气势磅礴。“香港史上第一次机械人大战”不仅彰显《机战》在玩家群体中的高人气,同时也让《机战》成为香港首款以宇宙及机械人为题材的网游作品!

  《机战》的香港运营对天晴也有着重要的意义。立足原创研发,国际化运作,全球布局一直是天晴网游的显著特点。“先征服华人,再征服世界”可以说是天晴网游运营特色的写照。早在几年前,天晴推出的《幻灵游侠》、《征服》等作品就已经成功实现了全球化运营,而在题材和玩法上再度取得重大突破的《机战》,此次的“香港攻略”是否预示着国产原创网游大举走出国门的一个前兆?国人拭目以待。

  《变形金刚》唯一合作网络游戏《机战》公测火爆进行中,无限力量,无限可能!


 

 

外挂一出天下乱 侵扰广大玩家何时休

Posted: 04 Sep 2007 03:37 AM CDT

    有资历的老玩家记得,有多少网络游戏是毁在外挂的手里。对于玩家来说,外挂就像是一杯味道甜美的毒药,用的时候被那“方便”的功能深深吸引,但是假如每个玩家都开始使用外挂,那么就注定了一款游戏走向末路。在游戏中不再有玩家出现,所有的游戏角色都是外挂程序控制的假人。游戏的社交功能彻底消失,精彩的游戏变成了成天在简陋的外挂界面里点几下鼠标的机械操作。在一款游戏里如果每一个玩家都使用外挂,那么所有玩家的外挂就失去了意义,不仅不能获得额外的快乐,连游戏本身的乐趣都不能再享受到。

  外挂还会滋生出一大批以此为生的不法分子。为了和网游的防范技术对抗,开发外挂需要大量的人力物力,犯罪分子开发外挂绝不可能只是免费给玩家提供,而是想方设法从中收取利润。一方面外挂属于非法产业,玩家在外挂上的消费得不到保证。一旦游戏程序升级,玩家的支出就可能付诸东流。另一方面,不法分子从外挂上得到的收入进一步刺激了网游犯罪组织的扩张,这些收入很可能被用在盗号、诈骗等其他网游犯罪行为上,网游运营秩序的破坏最终影响了所有玩家的权益。更何况因为没有合法的监督,在外挂的提供者中混杂了很多诈骗和盗号分子,他们以外挂为幌子欺骗玩家下载非法程序,从而盗窃玩家的游戏帐号。

  虽然外挂对游戏乐趣有着不可忽视的破坏性,但是一些游戏厂商为了一点小利,纵容玩家随便使用外挂而追求暂时的在线人数。从游戏运营商的角度说,对外挂的检查惩处没有技术上的难度,那些被外挂侵扰而最终走向没落的游戏,其中大部分都是因为厂商的放纵。对于厂商来说,一款游戏只要能挣钱就好,靠外挂的兴盛在短时间内大挣一笔也是一种策略。但是对于玩家来说,谁也不希望玩到一款没有真人的外挂游戏。对于网游产业的前景来说,急功近利的运营策略更不利于整个产业的稳定发展。

  网游运营商的职责就是为玩家提供一个舒适的游戏环境。如果连外挂都放纵不管,那么很难让人相信还会在其他服务上对玩家尽心尽力。17GAME和国内多家网游企业联合成立的业内自律联盟要求联盟厂商把产业的发展当作企业战略中的一部分。对于外挂等破坏运营秩序的行为,必须给予严厉的打击。不仅要在游戏内禁止外挂,对于外挂的生产和运营者,应该采用法律手段进行打击。网游厂商要从长远出发,认识到对外挂的放纵是对行业长远利益的破坏。网游厂商可以想办法通过调整游戏内容和难度保证对玩家的吸引力,没必要把更改游戏性的主动权交给运营外挂的非法分子。只要每一个厂商都能保持对外挂打击的决心,那么通过常规的技术手段,很容易将外挂彻底消灭,让每一个玩家都在公平的环境中游戏。

让盗号远离玩家 从业内自律联盟做起

Posted: 04 Sep 2007 03:36 AM CDT

    随着网络游戏行业的发展,一个规范、细致、全面的网络游戏服务标准逐渐成为衡量网络游戏行业运营质量的重要尺度。对于玩家来说,提供全面周到的服务是享受高质量游戏产品的重要前提。这服务不仅包括保证游戏的稳定运行,也包括了提高玩家的账号安全,保护玩家的游戏权益。特别是在网游犯罪日益猖獗的今天,盗号、外挂、诈骗等网游犯罪行为成为损害玩家游戏权益的最主要的敌人。一个尽心尽职的网游运营商毫无疑问应该把消灭网游犯罪当作自己的首要任务之一。

  但是要做到这一点,只凭几个厂商个别的努力是远远不够的。单就盗号这一现象来说,业内已经普遍公认,盗号行为可以通过厂商提高安全技术从而增加盗号成本,但是却不可能给玩家提供一个完全安全的保护措施。而在打击盗号分子方面,由于侦破网络犯罪在国内还属于摸索阶段,大量的工作需要厂商积极的探索和常识,成本远大于侦破普通犯罪。因此在17GAME的号召下,国内多家网游厂商联合成立的网络游戏业内自律联盟,试图用新的组织形式打破侦破网络犯罪的瓶颈。通过多家厂商之间互通信息,分享经验,制定统一的侦破流程,达到降低侦破成本,提高侦破准确率的目的。

  对于盗号等网游犯罪来说,抓捕犯罪分子是彻底消灭这些现象的根本手段。网游自律联盟的成立帮助让网游厂商在对待犯罪问题上从被动防御走向主动进攻,对净化网游市场,保证玩家游戏权利有着深远的影响。将会彻底改变网游盗号屡禁不止的现象。


9月3日韩国网吧最新游戏排名TOP10

Posted: 04 Sep 2007 03:32 AM CDT

  以下数据来自韩国最大的网吧调查网站Gametrics,9月3日最新韩国网吧占有率游戏排名:

  名次    游戏名称        占有率

    1    突袭            14.04%

  2    星际争霸         9.28%

  3     魔兽世界        7.67%

   4    天堂2             7.03%

    5     特种部队         6.82%

    6    魔兽争霸3        5.38%

   7     天堂             4.74% 

   8    地下城与勇士     4.27%

    9      FIFA Online      3.33%

  10    劲舞团         2.77%

 
    本周排行里,《天堂》排行上升一位,目前排行第七。排行前10的游戏中只有三款游戏占有率上升,分别是《突袭》上升0.74%、《天堂》上升0.61%、《魔兽世界》上升0.1%。

《诛仙》新版天音四重技能图赏

Posted: 31 Aug 2007 08:33 PM CDT

    2007,天下皆诛仙!

  本是修行参禅的佛门弟子,却能在沙场上逆转乾坤。经文吟诵之时,法杖通灵而动,转瞬间可令人起死回生,亦能于无形之中取人性命。借佛光普照渡世济人,奉佛法之名降妖伏魔——天音寺弟子所过之处,世间的所有痛苦与怨恨都将烟消云散。

  由于有着佛门法谕的指引,天音寺似乎是《诛仙》四大门派当中最超然物外的一支,而对于天下苍生的悲悯,却又让他们无法置身事外。于是,救人于危难成为天音责无旁贷的重任,而对佛门心法的研习更让天音成为战场上不容小觑的打击力量。那么,在《诛仙》新版当中,天音寺的新武学之路又将去向何方?在我们本次披露的天音寺四重技能截图中,也许可以觅得它的一丝踪影。

  心是莲花开——而此处盛开的莲花却要将天下所有污秽的灵魂荡涤殆尽。

谈中国CS之内战 外战

Posted: 31 Aug 2007 08:30 PM CDT

    今天逛论坛,看见漫画大叔(我见过国内画CS漫画最专业的大叔)在那说berry采访savage时,savage一直说枪法问题。于是很多跟帖的(页面采访文里也一样)说wNv外战成绩差的问题。
看过我随便跟了一帖—— 其实中国队伍还是比赛太少,一年只有WCG ESWC能出去打打,欧洲的队还有MIBR什么的都一直有打不完的比赛。中国一年CEG打几场比赛 CIG 什么的打几场比赛就没有了。俄罗斯和乌克兰以及哈撒克斯坦一年四季有ASUS的联赛以及其他NUPL联赛。中国队平常就那几支队之间偶尔打打完全没有压力的网上练习赛,就算一个小比赛啥的不来点黑幕都不正常了,这就是中国队走不出去的原因。 
接着Help半夜深有感触又来摧残了一番他的键盘,谈了谈他自己对中国CS内战外战的看法,平常help和我讨论CS现象的问题最多,于是我给转了过来。
  独联体地区的CS水平其实也很一般,但有一点儿ak1ng说对了,高水平世界强队一年四季能够打的大型LAN Game太多太多了。有个明显的例子是2005年--2006年期间由于WEG世界联赛的关系,那时在亚洲,一年四季你都可以找到世界上最强的几支战队训练,在05年之前亚洲队伍在世界上的整体战绩普便不理想,但是05--06年在当时世界上成绩却是非常好的,这正是因为WEG联赛体制的关系。但是从2006年ESWC起普遍开始走下坡路,为什么?因为当亚洲人越来越接近北美那种自娱自乐的状态的时候,欧洲人通过有小WEG之称的欧洲NGL-One联赛的煅炼开始重新掌控CS世界的霸权。
  当韩国人在韩国国内几支如现在的Maven Crew那种所谓职业战队间玩儿着慢条斯理的国内联赛、当中国人在玩儿着像过家家一样没有HLTV看上去更像愚蠢的表演赛的G联赛的时候,欧洲人打的是由世界最好的10支欧洲战队所组成的欧洲NGL-One联赛,既使是NGL-One联赛的资格赛(非常规赛和季后赛),其竞争压力也不比ESWC和WCG这样的世界大赛小,世界排名第一的PGS甚至连打NGL-One联赛的资格都没有,因为他们通不过强队林立的漫长资格赛的考验。当中国人去年打着一年四站的CEG中国巡回赛的时候,欧洲的强队们在打着一年五、六站并附有年终总决赛的WSVG世界巡回赛。当中国人在打连HLTV甚至连媒体报道的具体比分直播都没的CIG的时候,欧洲人打的是丹麦SHG公开赛、ESL极限大师杯赛、西班牙GameGune大赛那种几乎接近CPL和ESWC世界总决赛最高水准的大型LAN赛事。一年两次的clanbase欧洲杯线下季后赛在欧洲都不能算高水平的赛事。当去年在新加坡的WCG亚太锦标赛中wNv.cn与东南亚的愚腩部队一支支过招还打的异常吃力的时候,在墨西哥城的WCG泛美洲锦标赛上mibr正与拥有foRD的Team 3D和拥有ShaGuar的Team EG苦战中,当WCG亚太锦标赛今年取消犹如鸡肋的CS比赛项目的时候,由欧洲各国WCG冠军参赛的WCG三星欧洲冠军杯赛在欧洲早已打的热火朝天。当中国人在为着每年中韩对抗赛能够狂虐毫无抵抗力的韩国二流战队而沾沾自喜的时候,欧洲人在欧洲正组成一支支国家代表队出战ENC欧洲国家杯赛。当今年没有一支亚洲俱乐部有能力组织去年如Hacker俱乐部那样高水平的LAN集中训练营的时候,世界排名前列的PGS和mibr每逢大赛前就会准时出现在瑞典的inferno online网吧,与SK.swe等瑞典乃至世界上最强的一批战队展开集训。当wNv去年在美国纽约的WSVG年终总决赛战绩不佳时,他们连在美国多留一周参加CPL世界锦标赛的勇气都没有。当wNv今年自费前往法国,钱都花出去了,却只煅炼到了区区几场和欧洲二流战队的小组赛还被淘汰的时候。来自巴西的mibr却在ESWC结束后多留了两个星期,前往法国的邻国西班牙参加GameGune,为什么CS整体水平与亚洲同样不高的南美却出了一支mibr?因为他们的钱都没白花,都花到刀韧上了。
  中国的问题每个国家都会遇到,当年韩国电竞界一批有识之士为了提高本国的CS 1.6水平,果敢的将WEG那种空中楼阁式的联赛变为现实,通过每季不断邀请世界上最强的一批战队组织高强度的LAN集训和比赛的时候,应该说中国CS是沾了不少光的,没有WEG前两个赛季的煅炼与成长,wNv、Lunatic-Hai、project_kr等一大批亚洲战队的进步不会如此神速。但是当高丽棒子继续狂热于他们的星际争霸,再无兴趣组织这样的赛事的时候,我们国家的业界人士都在作什么?CEG的WARIII项目可以吸引到那么多世界超一流高手前来,为什么CS项目怎么像玩儿玩儿闹闹?那些只是在不停转播WARII比赛,而完全无视评论栏里那些总是在抱怨为什么没有CS转播的CS玩家们的心声的网络流媒体运营商们是否有责任?
  这个问题每个国家都会遇到,曾几何时由于政治与签证问题使得天才辈出的俄罗斯CS从未有机会在美国进行的CPL夏季或冬季世界锦标赛上展示自我,M19在WCG2002的世界冠军被人N次怀疑是运气,倔犟的俄国人没有放弃,依靠华硕品牌的鼎力支持,每年四季的ASUS锦标赛成了“俄国人自己的CPL”。俄罗斯CS依靠着这样的煅炼在2004年---2005年迅速在国际舞台上倔起,VP连续拿到ESWC2004季军和ACON5世界冠军。其周边国家如乌克兰的A-Gaming、Pro100,哈萨克斯坦的K23等队在此赛事不断煅炼下也迅速挤身世界二流强队行列。但是慢慢的,仅是独联体国家和少数东欧国家战队参赛的ASUS锦标赛不再能够促进俄罗斯CS水平的前进,俄国人总是排徊在世界一流与二流之间,今年的ASUS春季锦标赛上芬兰坐标69N-28E一骑绝尘横扫独联体国家所有强队夺冠的事迹终于挑逗了俄国人强烈的自尊心,于其闭关自守、自娱自乐,又没钱走出去,不如直接请进来,被人虐也要虐出的名趟来,只有不断于更强的对手对战才能变得更强,于是今年,倔犟的俄罗斯人提出了更夸张的设想,美国的CPL是消失了,但俄国人自己要硬生生的再作一个CPL出来,俄罗斯Intel挑战赛就此诞生。看看16支被邀请参赛队中已被邀请的15支参赛队的名单吧:

MC Poker(瑞典) 
Team Roccat(芬兰) 
PGS(波兰) 
mibr(巴西)
Team Logitech(芬兰) 
mTw(德国) 
ALTERNATE aTTaX(德国) 
Virtus.pro(俄罗斯) 

fnatic(瑞典) 
SK.swe(瑞典) 
NiP(瑞典)
Mousesports(德国) 
forZe(俄罗斯) 
A-Gaming(乌克兰) 
MYM(挪威)
还有一个邀请名额,很可能是给亚洲的。另外还有16个独联体国家出线名额,相信Begrip.ru、Pro100、K23、SKY这些世界二流强队都能顺利出线,这个赛事的水平之高不亚于历史上任何一届CPL世界锦标赛,含金量超过WCG直逼今年ESWC,相信只要坚持办上几届,对于带动独联体国家CS水平的整体提高有非同寻常的意义,非常值得中国如CEG这种挂羊头卖狗肉的搞笑赛事的借鉴。
另外还有一点也决定了一个国家CS水平的高低,看看fOrest那些今年WSVG中国站的POV你会发现,他跟他的队友们在不停的抱怨中国人组织比赛竟然能在LAN上保持10几PING--40几PING间乱跳,即使在瑞典进行线上训练也不可能超过30PING。 再让我们看看欧洲的LAN赛事,你们有见过哪个LAN比赛的PING跳到过10吗?印象中都是3--4吧!呵呵。因此,这就是为什么wNv.cn能在WSVG中国站上打败fnatic,而出国比赛连第一阶段小组赛都出不了的根本原因了。不要老说wNv在国内比赛窥屏了,这是一种不切实际的说法,我认为的根本原因是如果你是一支世界顶级战队,你是根本无法忍受中国的那些赛事组织者们架设的局域网的,wNv适应了,因为他们天生认为在中国比赛选手就该容忍主办方那么贱!!!就像很多年前我在esai的wNv论坛上看到一位选手回答Fans关于1.6中的ex_interp你们都用多少的答案,他说0.1,但是你在欧洲是绝对看不到职业选手会那么不职业的回答的,于是CPL新加坡站ex_interp门事件发生时,wNv俱乐部上到领导下到选手都愚蠢的认为自己是正确的。其实深层次原因是,当时国内的赛事组织者们从未严格执行过他们ex_interp 0.01的比赛标准,因为当时绝大部分的中国No-Steam CS 1.6都强制安装有只有1.5才会使用的WWCL,国内“业余”比赛惯了,所以当出国打那些真正“职业”的比赛时反而无所适从。究其根源是中国有世界上最职业的一批CS职业选手,但是同时却有世界上最业余的一批赛事组织者。(

《星际争霸2》人族陆军之王"托尔"公布

Posted: 31 Aug 2007 08:15 PM CDT

   “雷神”托尔(THOR)

  建造单位:SCV
  武器装备:“雷神之锤”粒子发射器,250毫米轰击火炮
  战场定位:终极重型攻击机甲


《星际争霸2》人族陆军之王

  托尔工程在启动之初便被蒙上一层神秘色彩。Umojan保护国的特工们最早发现了一些蛛丝马迹,人族帝国正打算建造一种新型地面武器。有谣言称坐落于Korhal IV行星的巨型Simonson军需设施已处于帝国军队的全面安全封锁之中,这一传闻点燃了Umojan人的求知欲。某种巨大的事物即将出现在不远的将来,它是如此的巨大以至于Simonson工厂的工人实际上已出于拘禁状态以防任何消息外泄。

《星际争霸2》人族陆军之王

  间谍部队的精英小组旋即展开行动,搜寻是否有高层领导可能背叛这一正在进行中的工程。破解的货物清单显示,在最近一年多的时间里,大和战舰级新型钢铁装甲的运送量有所增加。由特工安装在该设施周围的被动感应器接收到间歇性工业强度电磁辐射以及经常性地震波。可以观测到往返于其间的帝国高层官员人流在不断增加,这暗示着工程已接近尾声。然而,依靠这些充满诱惑的迷题碎片,Umojan小组所能获取的信息几乎是一片空白。

《星际争霸2》人族陆军之王

  Umojan人开始对进度的停滞不前感到沮丧,而沮丧往往会导致鲁莽。小组中的一位年轻特工,Ulli Trey提议尝试冒险潜入军需设施。小组领导虽然并不情愿但别无选择,只得同意这一计划。Trey的潜入步骤完美无暇:她先清除了一个帝国指挥官的司机,而后取代他的位置。正如她所预料的,穿越外部警戒区时,严苛的安检把注意力都集中到这位高官上,而对她这位卑微的司机置若罔闻。一进入军需设施,Trey就放出一组纳米技术微型间谍尾随该指挥官深入设施内部。从这一刻起,Trey只能坐着干等,寄希望于迷你间谍机器人的潜行能力足以使它们——和她——躲过被抓住的危险。

《星际争霸2》人族陆军之王

  几个小时之后,特工Trey全身而退,带走了帝国自母巢之战以来最重要的军事研发项目——托尔工程的要害信息。微型间谍拍摄的图片展示了一架巨型双足战争机器,它配备了庞大的粒子发射管柱,背上装有即使搭载在战舰上也不足为过火炮阵列。而这一切之中,最让人担忧的是这个怪物竟可由普通建造机器用极短的时间就地建造。Umojan小组向保护国汇报了相关情况,他们被自己的发现彻底震惊,祈祷着能够找到对抗这一怪兽的方法。

《星际争霸2》人族陆军之王
“雷神”托尔原画设定【图】

  下面是四段演示视频:

http://file.ogame.net/Download/SC2/flash/terran/unitsplayer_terran_thor.swf

  http://file.ogame.net/Download/SC2/flash/terran/terran_thor3.swf

http://file.ogame.net/Download/SC2/flash/terran/terran_thor2.swf

http://file.ogame.net/Download/SC2/flash/terran/terran_thor.swf

韩服《劲舞团》超恶搞游戏角色截图

Posted: 31 Aug 2007 08:12 PM CDT

    很好,很强大,当我看到这些图片的第一眼,正在下咽的水差点全部奉献给了我的LCD.


韩服《劲舞团》超恶搞游戏角色截图

  这是一套来自韩国《劲舞团》(Audition)玩家的游戏截图,在这些截图中,这些玩家们把自己的角色通过游戏中的道具打扮成了很可怕的模样,一个个在游戏中貌美如花的美女几乎变成了边远山区那上了年纪的老婆婆,甚至是老爷爷。

韩服《劲舞团》超恶搞游戏角色截图

  强烈建议各位看官,请勿在吃饭、饮水,或有任何突发性疾病的情况下浏览。

韩服《劲舞团》超恶搞游戏角色截图  韩服《劲舞团》超恶搞游戏角色截图  韩服《劲舞团》超恶搞游戏角色截图

瑞星原副总卖传奇3外挂赚280万被判6年

Posted: 20 Aug 2007 01:41 AM CDT

    瑞星原副总谈文明等人研发出网游“传奇3”的多款外挂,销售获利280多万。因犯非法运营罪,谈文明于今年2月被判处有期徒刑2年6个月,该案是全国首例追究刑责的网游外挂案。近日,北京市一中院终审改判谈文明6年徒刑。


瑞星原副总卖传奇3外挂赚280万被判6年

瑞星原副总谈文明

  谈文明毕业于北大物理系,曾任瑞星公司副总裁兼研发部总经理,在2003年8月离职后,和妻子刘红利成立了一家公司。凭借多年软件开发的经验,谈文明和同学沈文忠破译了“传奇3G”网络游戏程序的源代码,并对游戏客户端进行了部分修改或替换,研制出了多种游戏外挂,并在网上销售给玩家,获利达到280余万元。

  今年2月,一审法院判处谈文明有期徒刑2年6个月;判处刘红利有期徒刑2年、缓刑3年;判处沈文忠有期徒刑1年6个月。近日,认定谈文明是这起犯罪的起意人及主要行为人,在共同犯罪中起主要作用,系主犯,市一中院改判谈文明6年有期徒刑,并处罚金50万元。同时,认定谈文明妻子刘红利、沈文忠系从犯,法院对二人减轻处罚,分别判处他们3年和2年徒刑,分处罚金10万元,并宣告缓刑。

游戏生涯经典 10款舍不得删的好游戏

Posted: 20 Aug 2007 01:23 AM CDT

 

    曾几何时,电脑已经成为我们生活中必不可少的伙伴,而电脑游戏也随着电脑的发展飞快地进步着,每天都有各种游戏不断涌现出来,大部分游戏都是昙花一现,经常见到一款被炒得火热的游戏,在几个月之后就销声匿迹,然后很快就被新一轮的游戏风潮淹没了。

今天我们就回顾一下,在我们的游戏生涯当中,最称得上经典的10款游戏,也许在你的电脑里,这些游戏是永远不会被删除的。

1《模拟人生》被保留指数:7分

我们小时候都喜欢玩过家家的游戏,尤其是小女孩,长大之后对那种过家家似的生活的向往并没有因此消亡,所以《模拟人生》的出现让我们可以重温这种暧昧的感觉。


游戏生涯经典 10款舍不得删的好游戏

游戏生涯经典 10款舍不得删的好游戏

游戏生涯经典 10款舍不得删的好游戏

2《三国无双》被保留指数:7分

你最想要的游戏快感是什么?应该是一人当关万夫莫开最爽吧!那你就得玩《三国无双》了,凭借极其夸张、艳丽的战斗场面,被大家广泛接受。

游戏生涯经典 10款舍不得删的好游戏

游戏生涯经典 10款舍不得删的好游戏

3《英雄无敌》系列被保留指数:7分

说到战棋游戏,《英雄无敌》系列应该是代表中的代表了,现在呈献于公众眼前的是《魔法门:英雄无敌5》,无论你是哪种幻想游戏的爱好者、玩家都将被吸引入更成熟、更融洽的幻想世界中去。


游戏生涯经典 10款舍不得删的好游戏

4《大富翁》系列被保留指数:8分

《大富翁》是采取轻松愉快的娱乐氛围,以欢乐和爆笑的游戏风格,考验每个人智慧和运气的金融大战。

游戏生涯经典 10款舍不得删的好游戏

游戏生涯经典 10款舍不得删的好游戏

5《NBA live》系列被保留指数:8分

真实的球员、细腻的场景、优美的动作、多样化的操作,把这些拼凑起来,你就得到了一款最真实的篮球游戏,一个几乎真实的NBA展现在我们的眼前。


游戏生涯经典 10款舍不得删的好游戏

游戏生涯经典 10款舍不得删的好游戏

6《实况足球》系列被保留指数:8分

想要按照自己的思路完全控制一支球队吗?想要体现出一个球星的价值吗?想要在游戏中体现出自己的战术素质吗?那你一定得有这款《实况足球》了,因为它太真实了。

游戏生涯经典 10款舍不得删的好游戏

游戏生涯经典 10款舍不得删的好游戏

7《极品飞车》系列被保留指数:8分

赛车游戏是恒久不变的永恒话题,而其中最受大家欢迎的就是EA的《极品飞车》系列,相信绝大多数玩家的电脑里都会有这么一款游戏,用它感受狂飙时候的快感。


游戏生涯经典 10款舍不得删的好游戏

游戏生涯经典 10款舍不得删的好游戏

8《侠盗猎车》系列被保留指数:9分

实际上,《侠盗猎车:圣安地列斯》最吸引人的地方是它前所未有的高自由度,玩家只要进入了游戏,想干什么就能干什么,完全可以不理会游戏的发展。

游戏生涯经典 10款舍不得删的好游戏

游戏生涯经典 10款舍不得删的好游戏

9《反恐精英》被保留指数:10分

在小时候,可能每个人特别是男生都玩过这样的游戏,一群孩子分成两拨,做出开枪的样子,专业一点的还会做出中弹的表情和动作,我想,这应该就是《反恐精英》最原始的雏形了,它满足了绝大多数人孩提时的梦想。


游戏生涯经典 10款舍不得删的好游戏

游戏生涯经典 10款舍不得删的好游戏

10《魔兽争霸》系列被保留指数:10分

《魔兽争霸3》很好地吸取了“前老大”《星际争霸》的优点,并且摒弃了它的一些不足,让RTS之王的头衔一直顶在暴雪的头上,无论是平衡性、游戏性、画面的精美程度,《魔兽争霸3》全都达到了前所未有的程度。

游戏生涯经典 10款舍不得删的好游戏

游戏生涯经典 10款舍不得删的好游戏

用小便来控制游戏 德国预防酒后驾车高招

Posted: 19 Aug 2007 12:01 AM CDT

    德国是喜爱啤酒的国家,而酒后驾车所引发的交通事故也已经成为另德国交通部门头痛的问题。为了改善这种状况,德国的法兰克福市在全市的酒吧、俱乐部等男性饮酒者集中的场所安装了全新的驾驶游戏系统——《THE PISS-SCREEN》,通过游戏来判断和提醒饮酒者请勿酒后驾车。



用小便来控制游戏 德国预防酒后驾车高招


便控制赛车

  这种驾驶游戏安装在各场所的男性厕所内,游戏画面显示在便池上方的显示屏中,控制左右移动方向的压力感应控制器则直接安装在便池内,客人在撒尿的过程中瞄准左右两个压力控制器就可以控制画面中的汽车移动。如果游戏中撞车或发生事故,那么系统则会做出这位客人无法自行开车回家的判断,并在游戏屏幕中显示出租车公司的电话号码,便于客人叫车回家。

"game" via 柠檬杀手 in Google Reader

unread,
Sep 25, 2007, 1:59:55 PM9/25/07
to cngame...@googlegroups.com

Firebrand opens US office

Posted: 25 Sep 2007 01:57 PM CDT

Firebrand Games, a Glasgow, UK-based developer of racing games, has opened an office in Florida

WordPress 2.3 Testing Again

Posted: 25 Sep 2007 11:47 AM CDT

WordPress 2.3 Testing Again

WordPress 2.3 Testing Again

WordPress 2.3 Testing Again

让我火星:初音ミクに「妹妹公子」(広東語)

Posted: 25 Sep 2007 10:50 AM CDT

Feed中不显示影片,请到客栈浏览

来了来了!! 我们搬好板凳期待多日的东西!!

剩下的唯一竞争是——谁更GJ搞个普通话初音ミク出来?(搞出3分钟以上的,本人送正版画集以示敬意)

[二次元單程票 via 阿唯管家部落格] 病毒传播

日记2007-9-26

Posted: 25 Sep 2007 12:22 PM CDT

最近工作好忙
WCG在紧张的准备中
每天的事情超多的
所以连这里也来得很少
发觉心情还是要记录的
不写下来
好多东西会流失
 
WCG期间不管多累
也想每天记录一下
也算要对得起每天来这里关心我的朋友们
 
今天中秋节
哦,是刚刚过去
大家中秋快乐啊
不知道有没有吃月饼啊大家
 
没有办法跟家里团圆
不过昨天公司就提前吃了团圆饭
和同事大团圆了一下
喝酒了
还说错话了
。。。。。。。。。
 
爸爸让我吃月饼
刚才回家的路上在便利店买了两个
意思一下
不过现在还没有吃
明天到公司和同事一起吃吧
 
今天能早睡
好好睡觉啦

Microsoft to replace scratched Halo 3 disks

Posted: 25 Sep 2007 01:36 PM CDT

Following reports that defective packaging for the limited edition of Halo 3 allow the game to come loose and become scratched, Microsoft has added the game to its disc replacement program

Tight Conditions: The Development Constraints of an Indie Project

Posted: 25 Sep 2007 07:00 AM CDT

Indie game developers, student teams, and other small game-making groups typically work under a variety of tight constraints. The team of students (from Art Institute of Vancouver -- Burnaby) that made Introspect, however, believe that it's possible to plan within these limitations and in fact make use of some of them.

Post Your Jobs For Free At the Game Producer Forums

Posted: 25 Sep 2007 11:20 AM CDT

Game Producer forums have been open for some time and couple hundred members are already discussing various topics related to producing games. For those of you who haven’t checked out the forums yet, I want to introduce the ‘Jobs’ section at the forums.

Basically all registered users can post their job announcements 100% free (at least at the moment) to the jobs section. Ben from posted a job thread titled: Stainless Games is looking for an assistant producer.

If you are after (producer - or other) jobs, remember to bookmark the jobs section. It will get more job offers as time goes on.

If you want to announce a job, please post your job for free at the forums.

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

Reader Reviews: What Did You Think of Halo 3?

Posted: 25 Sep 2007 11:00 AM CDT

quill.jpg
You've read my review of the single player and multiplayer portions of Halo 3. You've seen our Frankenreview of a lot of other peoples reviews. But with the game now available in stores, now it's time to tell us what you think of the game. Here's the deal, we're using the honor system, but I'd like to leave just this one post open for people who want to write their own critiques of the game. No responding, no back and fourths, just a review. I'll be putting up another post for people to discuss what they read here. It's sort of a convoluted system, but I think this is the best way to allow people to give their detailed thoughts on the game without it turning into a flame war... until the next post.

Get to it. Game review on.

Feature: The Future of Sony Online Entertainment?

Posted: 25 Sep 2007 10:00 AM CDT

LoN%20Gamescreen3.JPG

By: Brian Crecente

The next big thing in massively multiplayer online games might very well be the decidedly old school world of card games.

Online trading card games to be specific.

Since its August launch inside Everquest and Everquest II more than 4,500 matches of the Everquest-themed online trading card game Legends of Norrath have been played.

SOE president John Smedley told me in a recent interview that more than 30 percent of the MMOs' players are currently playing the trading card game and that they've sold more than 5,000 virtual boxes of booster packs for about $100 a pop.

"There are loot cards in the packs that give them items they can use in Everquest, but we don't think that's why they are buying the boxes," he said. "We believe we are giving people other avenues of gameplay within a game."
The game is so successful that the Everquest teams are now working on creating places within the MMOs that will be used exclusively for playing the game.

"We've always told the story of people going into taverns and playing the games," Smedley said. "People were complaining about not being able to find a quiet place to play the game. We're thinking of creating places, sort of like a library, where people can play without having to worry about people running by and spamming them."

And that new space better come soon, earlier this month Sony Online Entertainment announced that the game would be now available free to anyone, whether they play Everquest or Everquest II. The stand-alone game only requires a free login to Sony's Station.

"I think it's going to take off in a lot of ways," Smedley said. "Standalone games are more conducive to quick games. This game was designed with 15 minute play sessions in mind in the first place."

Now Smedley and his teams are looking at their other massively multiplayer online games to see which ones might work with new trading card games.

"We are actively looking at other games we might want to put this into," he said. "They would be similar styles of games but not identical. It might not be a collectible card game, we might build a major strategy game."

The games might not even use cards. Sony Online Entertainment - Denver, which built the engine that powers the Legends of Norrath, are also responsible for a fairly successful online version of Pirates. In the game players collect and build small, virtual 3D ships and then wage battles.

"It's not just about cards, cards are just one representation," he said. "If you think just about collectible stuff, imagine all of the things we could do."

Smedley also has plenty of plans for Norrath, including regular expansions the first of which will be announced soon.

It's too soon to tell if all of this interest in Norrath is translating to a renewed interest in the massively multiplayer games that it is based on, Smedley said.

"This weekend we saw our concurrent usage go up with both, he said. "It's too soon to tell if subscriptions are going up. To be honest with you it has gone way better than I had even hoped for."

Tgs07: TGS' Biggest Fans

Posted: 25 Sep 2007 09:00 AM CDT


OK, maybe not the Tokyo Game Show's biggest fans, but certainly the most useful.

Lyon GDC registration opens

Posted: 25 Sep 2007 12:39 PM CDT

The Lyon Game Developers Conference has opened for registration at its new website

Ignition To Publish PlayLogic Titles In North America

Posted: 25 Sep 2007 08:12 AM CDT

Publisher Playlogic has announced a new deal with Ignition (Mercury Meltdown Revolution) that will see the latter publishing and distributing its Xyanide: Resurrection and Obscure: The Aftermath in North America. The two titles are expected later this year, with Xyanide: Resurrection coming to the PlayStation 2, and Obscure: The Aftermath coming to PlayStation 2, PC, and the Wii. Earlier this month Playlogic announced that Sony Computer Entertainment America (SCEA) had granted the company full publishing ...

Wii《陆行鸟不可思议迷宫》TGS2007宣传视频

Posted: 25 Sep 2007 10:32 AM CDT

Wii《陆行鸟不可思议迷宫》TGS2007宣传视频:
 
 
 

看了这段视频,才想起原来“陆行鸟不可思议迷宫”也是十周年了——没错,ps版的第一作《陆行鸟不可思议迷宫》就是和《最终幻想7》同年出的。当时大概是沾了《最终幻想7》的光,同年的《最终幻想战略版》以及《陆行鸟不可思议迷宫》齐齐过了百万,而如今,《最终幻想7》还被那么多人所怀念,《陆行鸟不可思议迷宫》却有点人气下滑了。

 

陆行鸟这个角色是比较可爱,但始终只是“最终幻想”系列的配角,非要用来当游戏的主角,光可爱也不行,也要看游戏本身的素质如何。看了Wii《陆行鸟不可思议迷宫》的这段视频,对游戏本身素质当然还无从知晓,只知道有职业系统,还有“最终幻想”系列的召唤兽登场,总之打了一些“最终幻想”的烙印,但也不多。正统的“不可思议迷宫”也将登陆Wii( http://blog.sina.com.cn/u/4938f71b01000dvg ),那么预定12月13日推出的这款《陆行鸟不可思议迷宫》,是否能先为同类游戏做个榜样呢?

 

相关链接:
http://blog.sina.com.cn/u/4938f71b01000de8
Wii《陆行鸟不可思议迷宫》新情报
http://blog.sina.com.cn/u/4938f71b01000c5h
Wii《陆行鸟不可思议迷宫》影像
http://blog.sina.com.cn/u/4938f71b010003vr
迷宫的迷思

Serious Game Launched To Combat Childhood Obesity

Posted: 25 Sep 2007 07:38 AM CDT

Oakland, California-based non-profit health plan providers Kaiser Permanente have launched a new serious game geared at fighting childhood obesity. The Incredible Adventures of the Amazing Food Detective, a free online game in English and Spanish, aims to teach children to eat healthier foods, get more active and manage how they spend their time in front of the computer and television. The Amazing Food Detective, based on a character from Kaiser Permanente's Educational Theatre Program, takes ...

Miridian by Lovelace

Posted: 25 Sep 2007 10:02 AM CDT

Plot: Treasure hunters are not the most liked group in the galaxy, but they are tolerated. The player is Captain Telinar Adian of the S.S Kelthor, a treasure hunting crew who accept commission to find certain objects or locations and then sells that information to the client. A mysterious client calling herself Thanatos makes an unusual request: the Holy Grail. Problems arise as not only does the Kelthor get a deserter stow away Jacek Bar, increasing friction with the Federation and the Dreadnaught Pirates, but Telinar is something other than human…something powerful and she has no hope of controlling it.
Gameplay: (Exploration) Exploring the galaxy is in two parts: land travel and space flight. Land travel consists of secrets and environment interaction features as well as the basic movement. Secrets are locales or objects that when manipulated cause changes elsewhere, for example, in the intro the Captain activates a secret in the cut scene that opens a hidden passage. The technical officer Aria Quinn is responsible for pointing out suspicious things should it appear that the player might miss them (support characters like Aria and Jacek, while uncontrollable, do travel with the player and affect events, this idea is dependent on good AI). Environment interaction is to allow for free actions. If it isn’t nailed down, it can be picked up, thrown, sliced or hacked into. Secrets have more possibilities. Telinar jumps, climbs, swims and grabs onto ledges automatically. Space flight takes place on the S.S Kelthor. Aside from mundane planet hopping, character events occur as well as plot side quests. Character events are based around Telinar’s role as captain. The ship has four main functions: engines, life support, warp drive and shields, without which will disable or limit movement, or make the Kelthor hyper-vulnerable. Crew members in the case of repairs will ask Telinar for their priorities. Telling all of them to repair the engines with no regard for shields might mean a game over if galactic pirates appear on the scene (remove complexity?). (Battle) When on land, the actions will shift from exploring to battling when a foe comes within Telinar’s sight range. The AI’s of the support characters depend on the chosen “grid” in which strategies are entered in. Over the communicator the characters will tell each other what they plan to do and will form plans on the fly based on the “grid” chosen. If a plan harms rather than helps, player will be prompted to change the grid. Character events that would be expected to affect a character’s emotional state have small battle values as well. Anger would increase damage while depression would weaken it and so forth. Telinar’s actions are completely controlled by the player; special skills are assigned to certain buttons and simple combinations while generic battle consists of close and long range attacks. Special skills are limited by Telinar’s endurance, if skills are chained for too long she will get tired and take more damage as a result. Outside of battle, low endurance means slower movement. Later in the game Telinar will have access to her “transcended state” in which her god powers are available but as a result Telinar goes berserk for a limited time. Support characters cease actions and Telinar does more damage but also takes more damage. In space, Telinar is within the navigation well where grids are more complex. The Kelthor has four main guns, assorted weaponry and five small fighters which aren’t available unless the battle is large. Telinar controls everything directly but in a cycle. She might micromanage the missles but while doing that the other weapons will act according to the grid. Next turn she controls the main guns for example. (Development) Rewards from battle come in the form of Atlases and Artifacts. Atlases add status points to strength [affects damage], endurance, agility [affects avoid ratio], adds skill points to learned skills to upgrade them and in rare cases new abilities which cannot be upgraded. Artifacts are either temporary stat boosts to defense, accuracy [affects critical damage chance] and element resistance or they can be simple trinkets to sell at space stations [main hub offers more money]. (Side Quests) Side quests come in three forms: Treasure hunting, Rivalry or Pasts. Treasure hunting is simply picking up more clients from the hubs around the galaxy and getting rewarded for the completion. This category also includes the mini games in which after the main story line event is completed the event can be repeated for rare Atlases. Rivalry has to do with the galactic pirate ship Dreadnaught, which will repeatedly attack the Kelthor. Pasts are activated during character scenes in which Telinar pries into their history. They are a series of data logs made by the characters and the player can play through the flashbacks they have unlocked of the past after the end game.

Adellic 3050: Racing by Lovelace

Posted: 25 Sep 2007 09:55 AM CDT

Adellic takes place in year 3050 (see title) in which Racers speed through space trying to not only beat the others to the finish line, but do it in one piece. The runs have no tracks meaning that you can race around obstacles and such without worry about crashing into invisible or visible walls and there are NO checkpoints. With "random" events such as sabatoged (sp?) Racers and exploding stars the player will have enough to worry about. The finish lines are in the form of space ports that you have to reach. A green arrow will point out the general location of the port (which will be hard to miss) since there aren't any tracks. After every run the times are displayed but no matter how dismally you did you move on. The winners are determined by their overall times and if the players loses they can redo from a particular run rather than doing the whole thing over. It would be an awesome game to have the online multiplayer options for as well. I even thought of the controls (based on PS2 controls) in which the right analog stick is for general movement while the left one will be responsible for rolls (backward, left and right) and the turbo (forward). The R1 and L1 buttons are the vacuum (read air) brakes.

终于把UNIX下的GTS移植到WINDOWS下面~难啊

Posted: 17 Sep 2007 11:19 PM CDT

最近一致在寻找一个很好的几何实体布尔操作的库,找到了小巧精致但特别功能要收费的的sgCore,强大的不知道怎么使用的openCASCADE,GNU开源UNIX系统的GNU Triangulated Surface Library(GTS),还听闻一些收费的HOOPS等。

最开始,sgCore非常让我满意,精巧的结构,很易于使用的编程风格,强大的功能,小巧的身材~~~可是,当需要用到将三角形模型转换成实体模型的时候,就要收费了。最低收费标准400美元,我的天啊,抢人~~~

最终还是放弃了这个美丽的“陷阱”。

openCASCADE库,借用论坛上坐沙发流行的一句话:很好,很强大!无与伦比的功能,包括CAD/CAM的方方面面,从二维样条曲线,到三维的实体操作,样样俱全,可是,太大了~~~600多M的安装包,加上200M的文档,源程序还是*.cxx的。强大到根本搞不清楚怎么入手,最终放弃了~~~~~~

最后的希望来自于GNU的GTS,小巧,免费,精致,强大。唯独一个缺点是目前只有UNIX版本的,虽然写了可以在WIN32下面编译,但是其MAKEFILE还是VC6时代的,还需要3个依赖包。而这两个做好的WIN32下的依赖包还是VC6编译的,即便在VC++2005下面吧GTS编译成功了,也用不起。因为这两个DLL用的是MSVCRT.DLL,而VC++2005编译的GTS库用的MSVCRT80.DLL,会导致不兼容。

查阅了大量的资料,发现解决方法有如下:

1、使用cygwin编译。缺点很显然,我写程序也得在cygwin下面去编译,显然有些不太方便。而且编译出来的DLL还不好用。

2、用VC++2005全部重新编译所有的依赖包。

3、放弃~~~~

 

最终选择了2。拼死活命也要将GTS编译出来。

第一个难题就是glib的编译问题。因为GTS需要用到glib,所以就到网上寻glib的win32版本。竟然,还是只有那个VC6的版本。还好,glib最新的源代码中已经包含了VC++2005的makefile了。还需要找gettext和libiconv的WIN32版本。

经过查询,找到gettext 0.14.4,据说可以编译成功。试了N久,发现少了relocate.h这个头文件,即使弄上去了编译也出问题。又是google,找到一个人的问题和我一样,解决方案是用0.14.6版本编译。果然通过了。幸福~~~

编译libiconv也遇到了一些莫名其妙的问题,都是一些什么玩意儿没有定义啊,什么宏没有定义这些,很烦人。glib也是一些win32下老的makefile需要更新。……

4天时间都在搞这些玩意儿,彻底记不清楚具体是怎么把他搞成功的了。最后做了一个安装包,只需执行一个批处理,傻瓜化的就完成了编译安装。~~~

PS:准备又要开始研究SMS相关的东西了~~哎,一天忙啊

 

下载:http://www.hesicong.net/pjblog/article.asp?id=271



Registration Open For Lyon GDC

Posted: 25 Sep 2007 07:13 AM CDT

Organizers of the first annual Lyon Game Developers Conference have announced that registration is now open for the December 3-4th conference that is set to focus on two much-talked about topics: next-generation games and multi-platform development. Lyon GDC is expected to bring together internationally renowned speakers and technical experts. The event will take place the same week and location as Game Connection. Lyon GDC will feature 60 classes over a two day period, as well ...

DISCover's InstaPlay To Launch PC Games Console-Style

Posted: 25 Sep 2007 07:11 AM CDT

Digital Interactive Systems (DISCover), technology solutions provider for the PC gaming industry, has announced the launch of InstaPlay, a desktop client and service designed to bring the ease and accessibility of console gaming to the PC. InstaPlay enables browsing, purchasing, downloading, installing, storing, organizing and playing games and demos on the PC. It offers detailed game descriptions, screenshots, reviews, cheats, system requirements, while its incorporated digital distribution system allows the purchase of games in a ...

David Perry: I’m Not a Wii Hater

Posted: 25 Sep 2007 10:24 AM CDT

BLOG – Shiny founder David Perry is combating the idea that he is some kind of Wii-hater.
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