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Mar 29, 2009, 1:03:43 PM3/29/09
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"game" via 柠檬杀手 in Google Reader

这两周做了好多事情

Posted: 29 Mar 2009 08:46 AM PDT

今天写周报时,还是老样子,记记流水帐。努力的回想本周做了些什么工作,写着写着就发现居然干了如此多的活。许多事情仿佛都是很遥远的日子前做的了,但是却又明明白白可以打上星期几的标签。

这两周居然阅读和修改了超过万行的代码,原创的代码好几千。琐碎的事情也干了许多,白天大多数时间用来处理行政上的事情以及坐在同事身边陪着人写代码(不算 XP)。晚上就写自己的。周末的连续时间更长,也写了更多的东西。

觉得自己新领悟了许多道理,虽然以前似乎就懂。

还是应了那句老话,实践出真知。

这两周,除了睡觉就是在干活。没有把吃饭除掉,因为吃饭的时间几乎可以忽略了,且午饭还是边吃边做事的。

上厕所的时候没有什么新书好看,就是抱着本老书:《UNIX 编程艺术》,随便翻到那些熟的不能再熟的章节重读几句。总能发现警言妙句。

别的许多本该做的事情也没太尽心,算一遗憾吧。本来想拉一牛人入伙,可惜赶上我这正忙的当口,挖角不够努力。罢了,都是缘分。


周末静下心了仔细研究了下 freetype ,然后整合到了 engine 中。并实现了一个自以为很不错的 cache 模块(由于某些可以接受的理由,没有使用 freetype 自带的 cache)。以前这块都是用的 windows 原生 api ,后来要跨平台,又做了点阵字库的支持。最近在同事的强烈要求下,还是把 freetype 整合了。

一开始对长篇大论的文档稍感恐惧,花了周五一个晚上仔细阅读了一遍,发现也没啥。甚至感觉其接口设计的比 Windows 相关部分强多了。昨天今天两天三下五除二的搞定。同时终于理解了,为啥使用 freetype 渲染引擎的许多 linux 软件(比如 opera )默认显示中文网页那么难看。其实不是 freetype 的错,还是得有中国人专心做这事才能弄的漂亮。

其实每家都有本难念的经,英文排版渲染也有其特殊需要注意之处,比如 Kerning 的问题,在中文世界就是不存在的。老外们的精力都去折腾那些去了,却没有相当数量的华人折腾方块字,尤其是中英文混排的诸多问题。


本周因为有朋友来访,我还是开了几局桌面游戏的。有道 的 zhoufeng 同学从美国给我带回来 银河竞逐 的第一扩展包终于有机会玩。感觉乐趣又增加了许多。不过让人郁闷的是,这才费尽周折入手,taobao 上就见着有卖的了;而第二扩展包居然开始预售。


因为忙,把每周四小时的健身房时间从日程表中去掉了。但维持了每周两小时的办公室抱石练习。力量下降了一些,但是技术貌似有点进步。感觉好了一点,希望不是错觉。

不过周二还是不小心把左手中指扭伤了,当天晚上几乎不能敲键盘,还好已经恢复的差不多了。


这个月居然是历史上 blog 产量最大的几个月之一,看来越忙越能瞎扯。:D

CUDA-Accelerated LUT Converter for DI Workflow

Posted: 29 Mar 2009 04:26 AM PDT

摘要: 名词缩写 DI Digital Intermediate SP Stream Processor CM Color Management LUT Lookup-table NF Negtive Film PCS Profile Connection Space IMSR input medium to scene-referred transform SROM scene-referred to   阅读全文

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跑台阶

Posted: 29 Mar 2009 05:30 AM PDT

北京这会儿天气还是很冷的,在晚上7点左右跑步,如果还想达到中等以上的强度,很容易在跑完之后觉得胸闷咽喉痛,因为吸入太多寒冷空气的缘故

所以这周五晚上去跑台阶,和跑步比起来,这不需要大口迎风喘气,对呼吸道比较好

然而跑了一会儿,来一人,好家伙,上身穿了沙袋背心,然后停下在也在同一条台阶道上开练

看着觉得是个练家子,蹬蹬蹬一步两级往上窜,我这样的,只能一级级跑,不过看着他跑得欢,我也来劲了,最后一共跑了30x30=900级台阶,加上休息时间差不多一小时

这两天小腿就酸得不行了_-





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[转帖]回复失恋男的来信

Posted: 29 Mar 2009 06:06 AM PDT

     摘要: take a look
  阅读全文

LOGOS 2009-03-29 21:06 发表评论

mysql的入门(2)

Posted: 29 Mar 2009 05:50 AM PDT

     摘要: 存储引擎、数据文件和字符集的设置
  阅读全文

LOGOS 2009-03-29 20:50 发表评论

累了

Posted: 29 Mar 2009 06:44 AM PDT

前一段时间感觉身心疲惫,有点斯巴达了..正好有机会,所以去海边+温泉休息了2天..

 

    

我真的累了.是需要花费一点点时间去整理下心情和身体了.....各个方面..
在别人劳累的时候,我能够在别人的身边么....应该可以吧..
但是在我劳累的时候又有谁在我身边呢?答案是没有人.

-------------------

高达00结束了...好吧.我评价:这是我看过的最没意思的高达.
结婚塔也结束了..片子还不错....虽然神棍了些不过片子还是一如既往的有趣...

2部追的动画又完结了.......

恶魔城实在是太难了

Posted: 29 Mar 2009 01:56 AM PDT

    工作不温不火,我不想谈工作,但除了工作所剩时间无几,基本没有业余生活了。即便我早已做好心理准备但真的不是我所期望如此的。

    买了NDSI,一切都很新鲜,装了一堆游戏,又转了一部电影。玩着玩着发现,原来心情已经不似当年了,被工作搅的很浮躁,已然不能静下心来看场电影或者玩玩游戏了。努力改变现状吧。玩节奏天国比较多,最大的乐趣就在于随着音乐节拍舞动触笔来完成关卡。这帮人是怎么想出来这么多招的,太逗了

    另外还有恶魔城,就是太难了,本身就不是给我这种初级玩家准备的游戏,从红白机开始玩超级玛丽魂斗罗都是高手的我就玩不了恶魔城,如今NDS了依然玩不了。太折腾太费劲了

    合金弹头怎么也很难呢,这种游戏移植到掌机应该走LightUser路线啊,反而越来越难了简直无法忍受了。下屏也完全没有作用,还不如关个黑屏给我省电呢

    几何战争比较赞,PC上的几何战争已经准备向大作迈进了,效果真是不错,NDS也很好!可以用触笔控制射击方向嘛~

[逆转裁判]Terrky推荐【转】故事性与游戏性的完美结合

Posted: 29 Mar 2009 12:17 AM PDT

游戏推荐:【逆转裁判】全系列,平台:NDS/GBA,

代入感★★★★★

趣味性★★★☆

耗时  ★★★★☆(没时间的就只玩逆转4吧)

 

一篇分析文章摘录:

    在最近几年,CAPCOM 公司的文字游戏《逆转裁判》席卷了整个游游戏界,《逆转裁判 3》居然与家用机上的大作抗衡,在 CESA GAME AWARDS(现已改名为日本游戏大奖)上,得到了年度最佳剧情奖,它向所有的玩家展现了一种全新的游戏类型:法庭辩论 AVG。(Terrky注:这篇文章比较老,也比较长,简略摘录于此,只有必要的流程解释和一看就懂的大标题)

一、游戏节奏的把握

◆游戏故事安排(略)

◆推理推动剧情

    剧情复杂的几话也只是把这些步骤重复几次罢了。虽然在故事的进行方式只有这么一中,但是用来推进情节的办法是很多的,如调查有问题的地方,询问当事人,威吓证人,提出质问等等。方法虽多,但是它们有一个共同点:都是用玩家的推理来推动故事的发展的

    如果玩家不进行推理就无法发展剧情,这种方式避免了同类游戏中自动推进情节而造成游戏的难度和挑战性下降的现象。对于主要的法庭辩论部分来说,证人的证词和手中的证物就是线索,玩家需要根据这些线索来进行推理,进而提出异议(如果异议错误,则进行修正),然后就会出现新的证词和证物,如此反复,直到案件解决。

二、故事性与游戏性的结合(略去)

三、游戏人物刻画

◆少而夸张的人物表情,重复出现

◆说话方式和语气个性十足

◆复杂的人物关系

 

五、游戏气氛的营造方式

◆震动、特写镜头和出色的 BGM

◆傀儡主角

    在游戏中,你会感觉到成步堂根本就是傀儡主角,在游戏中根本看不到成步堂的影子,傀儡主角的设定,给玩家以最大的投入感,让他觉得这是一种亲临公堂的奇妙体验,使玩家下意识的认识到:是我在为我的委托人辩护,我一定要把无辜的委托人给救出来。所以当成步堂遵从玩家的指示,大呼“异议”和“等等”的时怎么能不激动呢。

六、镜头处理

◆镜头色彩。除了普通的色调之外,游戏中还用到了其余的三种颜色,起到了非常好的作用。

◆镜头推拉摇移特写震动等手法

(Terrky注:其实归结为电影化的色调、镜头处理手法,加强了代入感,这点鲜有游戏使用)

七、游戏的自由度设计

◆《逆转》采用的障眼法(Terrky注:单线与多线剧情的虚伪结合)

    《逆转裁判》的设计师们就是用这样的方法另辟溪径,并且取得了成功。这样的设计压缩了现今游戏分支多而带来的巨额费用;对于玩家来说,它使得游戏过程更加自由。就这样一个单线AVG取得了巨大收益,卖得既叫座又叫好。

    虽然在这里只是以文字类的AVG为例。但是对于其他类型的游戏也是如此。比方说要你要加强RPG游戏的自由度,或者是增加动作游戏的游戏进行方式的时候,你也可以采用这种低风险高收益的设计方法,而不是站在一边眼红别人的成功。

 

全文去这里下载http://bbs.gameres.com/upload/sf_20071251194.rar

[转]电影的表现手法

Posted: 29 Mar 2009 01:16 AM PDT

谈起电影的表现手法一定要提的就是蒙太奇手法。
早在十九世纪末期的时候,电影大师们就开始使用蒙太奇——这个使电影产生了飞跃的手法。蒙太奇在电影创作中呈现了惊人的艺术效果并创造了感人的艺术力,在流动的画面结构里面,蒙太奇成了最有效的创作方法。

蒙太奇方法,就是把两个或者多个元素合成一个具有全新内容的方法。著名的蒙太奇大师,苏联的电影理论家兼导演艾森斯坦曾经在其著作中提到:汉字中的“口”和“犬”组成“吠”,要知道,这就是蒙太奇——“口”和“犬”都是名词,各自有独立的含义,但是,当把它们组合到一起的时候便发生了质的变化,成了动词。它们展现在银幕上,“口”和“犬”的特写镜头剪辑在一起,自然使观众悟到那是一只叫着的狗,或是那有一只狗在叫,并且如闻其声。这种蒙太奇方法成了电影独特的语言形式。电影中蒙太奇指的是镜头的分切与组合,或者是剪辑。下面是一个典型的蒙太奇创作试验的著名例子,同样是三个镜头,采取不同的剪辑方法,就会产生不同的效果:

1、一个人在笑。
2、手枪直指。
3、惊恐的脸。

如此的顺序组接的镜头,给观众的是人物的怯懦和惶恐。

1、惊恐的脸。
2、手枪直指。
3、一个人在笑。

如此组合的镜头,则表现人物的勇敢。艾森斯坦对这个试验曾经加以概括,他说:“通过剪辑把两个不相干的问题并列起来,不是等于一个镜头加上另一个镜头——它导致了一种创造,而不是各个部分的合并。因为这种并列的结果和分开地看各个组成部分是有着质的不同。”(《电影艺术四讲》)


蒙太奇思维是以人的视知觉和听知觉形式为基础的创造性思维。电影蒙太奇所建立起来的镜头之间分割与组合的关系,即不同元素之间分离与交叉的关系,最终所以能够通过分析与综合的知觉作用,必须依赖联想的心理作用才能够得以实现。

联想可以同时引起对过去的回忆和对未来的想象,这一重要的心理现象,正是架设在蒙太奇结构中前后镜头画面之间,沟通画面联系的心理桥梁。它通过引起回忆和启迪想象,在影片放映过程中,诱导观众对蒙太奇结构实现从分析到综合、从部分到整体的艺术思维。按照蒙太奇手法中不同镜头之间的关系,可以使观众产生不同的联想,大致分为类似联想、对比联想、接近联想三种联想的方式。正是通过这三种联想方式,蒙太奇用有限的镜头组合把观众带进无限的电影世界。下面分别介绍这三种联想方式。

一、类比联想。由于在镜头或镜头组之间采用相似的手法或者表现相似的内容,观众会产生类似情景的联想。比如《生死恋》中在大公假期接近尾声的时候,也就是两个人就要走进结婚礼堂的时候,通过两个人的信件(这里实际上还应用了声音和画面的混合蒙太奇:声音是一个人在读对方的来信,画面却是自己在奔跑。这里不再展开),通过两个人画面上的奔跑,使观众联想到两个人就要见面,就要走出思念的漫漫苦痛,已经开始提前感受幸福。《末代皇帝》里面,当慈禧对小溥仪说:“我立你为嗣皇帝,继承大清的皇帝。你……就要成为天子了。”之后便停止了呼吸。就在这时,影片将两个特写镜头组接在一起,一个是小溥仪把手指放在嘴里注视慈禧,另一个则是有一双手把夜明珠塞入慈禧半张的嘴里。这种镜头组合,把充满着童真却要踏上皇位的小溥仪和已经走进坟墓的慈禧连接在一起,正是象征着小溥仪又将步入新的历史轮回。此类蒙太奇手法通过简单的镜头表现难以表达的深意。

二、对比联想。其镜头或片断之间在形式或者内容上呈对立状态,从相反的角度表现同一主题,并且使主题给人留下更加深的印象。比如《黄土地》中,前一个镜头是夜间一只男人的黑手揭开红盖头,露出翠巧惊恐的脸,她怀着难以表达的恐惧无声地向后退去,紧接着的镜头是以湛蓝的天空为衬底的撞击着的大钹,延安的庄稼汉们跳跃着敲击大钹,鼓起嘴巴吹着唢呐和腾跃着打着腰鼓的奔放欢腾场面,形成黑暗与光明、无声与喧腾、压抑与奔放、痛苦与欢乐的鲜明对比,令人思索封建与反封建的两种文化、两种制度、两种命运的反差。

三、接近联想。是通过同一、同时或相继成立的条件反射将空间、时间相接近的镜头连贯起来,从而引人联想并思忖其内涵。比如《鬼婆》里面狂奔的少妇和随狂风摇荡的芦苇,在同一空间上使人想到放纵的欲望和急切的心情。同样在《摩登时代》开始的镜头里,先是羊群拥挤在一起走过,紧接着是一大群工人拥挤着走进工厂,形式接近、行为接近,给人一种想哑然失笑的感觉,同时又使人对那个造成“机械化”的社会变态的深深思索。卓别林自己评论说:那部电影是从一个抽象的概念——批评我们的机械化生活方式——发展而来的。

蒙太奇手法的应用,给电影注进生气和活力,使平常的画面组合成无穷的内涵,给观众留下无尽的想象空间。可以说电影中蒙太奇手法的应用,是电影历史上的一场重大革命。


蒙太奇,法语montage的音译,原是建筑学上的术语,有构成、组装的含义。借用到电影、电视理论中来,有剪辑、组合、连接的意思。夏衍说:“所谓蒙太奇,就是依照着情节的发展和观众注意力和关心的程序,把一个个镜头合乎逻辑地、有节奏地连接起来,使观众得到一个明确、生动的印象或感觉,从而使他们正确地了解一件事情的发展的一种技巧。”影视制作家只有根据蒙太奇法则来选择、安排、组织材料,才能获得成功。构思影视作品时,常常要用到下列五种蒙太奇手法:

(一) 复现蒙太奇
亦称反复蒙太奇、重复蒙太奇。让一些重要的物件、场面,反复多次在影视文学剧本中出现,一方面起强调的作用,引起读者对他们的注意、重视;另一方面,在作品结构上起理清脉络、划分层次的作用。如苏联《乡村女教师》中瓦尔瓦拉.瓦西里耶夫娜用的教具--地球仪,她任教之地小丘上的三棵松树,就是反复多次出现的物件,场景。

(二) 对比蒙太奇
又称对照蒙太奇。运用这种手法组接的镜头之间,存在相互衬托、比较的逻辑联系。这种蒙太奇不仅可以用在普通镜头的场景、人物表情之间,也可以用来组接长镜头。如《白毛女》里的喜儿被蹂 的片断:

佛堂小院里,月光花影异常静穆。
佛堂里,神桌前,喜儿非常圣洁的形象,在往神灯添油。
黄世仁解下腰带,鬼祟地疾走着。
喜儿在添油,黄世仁打门缝里进来,走到喜儿身后,一把捉住她的两手。
喜儿挣着回身,黄把她推倒下去。
黑暗里听到喜儿叫二婶子。
“大慈大悲”的横匾,佛像。
黄家正厅,“积善堂”的横匾。佃户林(专门埋葬佃户的乱坟岗),狂风吹得草木啸鸣。

恶霸地主黄世仁,正厅里高悬着“积善堂”的横匾,居然在佛堂里干下了禽兽不如的坏事,凌辱了喜儿。这是圣洁与邪恶的对比!是标榜与恶性的对比。对比蒙太奇在这里起了鞭笞黄世仁的伪善的作用。

(三) 平行蒙太奇
把同一时间不同地点发生的有关事件、场面连接起来,让它们有条不紊地呈现在观众面前,使剧情得以平行发展,强化观众的悬念心态。格里菲斯在《党同伐异》里,成功地运用了这种组接方法:一个无辜的工人被误判了死刑,当绞索套在他脖子上时,他的妻子带着州长的赦免令赶到,这就是著名的“最后一分钟营救”。我国影片《铁道游击队》里,刘洪飞马营救芳林嫂,也是运用蒙太奇的范例。

(四) 隐喻蒙太奇
也称比喻蒙太奇、象征蒙太奇、相似蒙太奇、联想蒙太奇。它要求所连接的镜头,场面之间,存在某种微妙的类比联系,通过“相似点”、“具象点”和“寓意点”,突出事物之间的有关特征,促使观众领会其中内在的、深层的含义。苏联影片《十月》里,有一组隐喻蒙太奇的手法:

阿芙乐尔巡洋舰上的大炮开始轰击;
冬宫华丽的枝形吊灯在晃动;
阿芙乐尔巡洋舰的大炮又一次轰击;
冬宫华丽的吊灯轰然落地。

用冬宫华丽的枝形吊灯由晃动而轰然落地,来象征俄国资产阶级政权被十月革命推翻,既形象又耐人寻味。

(五) 杂耍蒙太奇
这是一种综合性的蒙太奇,既有画面的分解,又有画面的集中;既有全景,又有特写;节奏快,有紧张感。爱森斯坦在其代表作《战舰波将金号》里,在举世闻名的“敖德萨阶梯”那个段落里,成功地运用了杂耍蒙太奇,突出了沙皇军警屠杀包括老弱妇孺在内的和平居民的血腥暴行。

(全景)阶梯口。乱跑的人群。广场上的警察,哥萨克骑兵。
(中景)军队从与孩子一同死去的母亲身旁走过。
(全景)阶梯的拐弯处。乱跑的人群。
(中景)在阶梯上乱跑的人群。
(中景)栅栏。一个老人在尸体旁边。人们从栅栏里滚出来。
(中景)在柱子附近的群众。被杀死的人们。其中有一个老太婆。
(特写)断起枪齐射。
(中景)在柱子附近的群众。倒在柱子旁边的人们。
(中景)军队的行列。(脚)
(中景)一个妇女推着婴儿车。人们从车旁走过。

 

电影表现手法

【电影景物描写】剧作对人物生活环境中的风景和各种物象的描写。它表现人物活动的时间状态和空间特色,是创造典型环境的重要条件,是银幕造型的一个重要方面。景物描写,可用于转换时空。通过描写人物对景物的感受和反映,可以借景抒情,表现和点染人物的思想性格和情绪色彩,有助于形成影片的风格特色。景物描写要从生活出发,符合故事情节和人物性格发展的规定情境,有特定时代的和浓郁的生活气氛

【电影细节描写】细节描写是对表现对象的细微部分进行细腻描写,是作品形象描绘的最小单位,但对其只有意义性要求而无统一的量的规定性。电影剧作中的人物性格塑造、事件发展、典型环境、主题思想都是通过许多有机联系的细节描写来实现的。细节可以担负一切剧作功能。电影中所有表现元素都可以通过精心构思成为细节,如声音细节、人物细节、景物细节、物件细节、色彩细节等等。生活细节成为艺术细节,必须经过加工和提炼,成为有一定意义的细节。电影细节描写要有独创性、可视听性和真实可信性。

【电影白描手法】 白描原是中国绘画的一种技法,即用墨线勾描人物和各种景象特征,突出其神韵,不着颜色或略施淡墨,以形象本身简洁的特征表露唤起读者联想,得以丰富形象。这种手法借用于电影剧本创作,指电影剧本写作不可能对对象做长篇的详尽描绘,运用白描手法,可以简洁鲜明地突出所表现形象的特征。以形传神。

【电影象征手法】电影编剧通过一定剧作形象的描写,寄寓超越具象的概念、思想和感情等抽象内涵的一种艺术手法。从影象构成角度看,那些属于影片整体构思的或始终属于剧情本身的艺术元素,除了他们的直接意义外,还寓意着更深广的涵意(如概念、思想、感情、精神等),这就是电影的形象象征。电影的影象象征分为写实性象征和符号象征两大类。

从电影综合艺术元素的构成看,象征手法所描写的象征形象有四种基本范畴:1.视觉性象征形象。影片《大决战》中毛泽东和周恩来边推碾子边商量战事,是推动历史车轮的象征;影片《神鞭》中傻二的辫子,作为某种传统文化精神的象征被刻意突出;影片《红衣少女》中,安然身着醒目的红衣的造型,是人物开放向上精神的象征。2.听觉象征形象。影片《夜行货车》中詹亦宏向摩根索逼近时,以列车轰鸣声,象征民族正气。3.视听结合象征形象。影片《乡音》末尾独轮车的视觉形象与火车轰鸣声的听觉形象交叉,象征新旧生活的冲突和历史趋势的必然性。4.叙事性象征形象。主要指情节和细节的象征。有全局性的,也有局部的。影片《老井》以全部情节叙述构成影片的整体象征——中华民族生生不息的顽强生存意志。《老井》中,先后三次出现婚后的旺泉倒尿盆的细节,象征着他终于融入传统。

【电影怪诞手法】指在电影剧作中对所描绘的人、事、物、景,运用种种古怪离奇、悖于常规、异常变形、极度夸张等刻画方式。怪诞手法给人以新奇、刺激的感受,能引起兴趣和加深印象,但描写怪诞本身不是目的,目的在于通过怪诞揭示人物心理活动,反映和揭露社会生活的不同层面和实质,表现或深化主题等。怪诞虽然不符合生活的表面现象,但符合艺术的真实。怪诞手法的运用有全剧整体性的,有仅在剧作局部使用的,也有与写实手法相交叉使用的。

【电影写实手法】 电影剧作中追求逼真地、如实地描绘客观现实的方法。客观现实世界是多维的、纵深的、动态的,包括历史和现实的各种人物、社会环境、自然风貌等等。写实手法要求对重大的历史事件、各类人物和社会生活风貌的描绘不作人为雕砌,要求环境和细节表现逼真、精细描绘的态度。写实手法有现实主义和自然主义的区别。现实主义的写实手法反对自然主义对生活的机械照相,而要求艺术的典型化。

【影片基调】基调原为音乐用语,指贯穿整部音乐作品的旋律变化或完整主题。影片基调是指影片的贯穿性意蕴与影片鲜明艺术倾向的融合。它反映导演的思想倾向、情感倾向、创作意图和艺术追求。

导演往往根据文学剧本提供的表现内容、影片题材和所选择的样式,凭借自身的生活经验、艺术感觉,以及对社会的思辨和洞察力,感受、捕捉和设计影片的基调。各创作部门以导演确定的整部影片的基调为依据决定各自的创作基调,如表演基调、造型基调、摄影基调、色彩基调等等。影片基调最终以丰富的景象造型元素与声音造型元素为媒介表现出来,显现于影片的主要风格特色和艺术特色之中。

【银幕效果】电影银幕上的艺术形象作用于观众心理所引起的各种情感反应。银幕形象是由视觉形象和听觉形象综合构成,因此银幕效果也称为“视听效果”。电影的画面与声音元素结合,相辅相成,以变化丰富的动作、声音、色彩、情调、节奏、寓意性等刺激观众,产生丰富的银幕效果。银幕效果是一种特殊而复杂的视听刺激效果。无论视觉效果、听觉效果还是视听结合效果,都可以有两种基本情况:一是通过直观的视听造型刺激,产生直接性银幕效果,包括引发观众的各种联想;二是通过间接的视听造型刺激,大量靠调动观众的想象力产生间接性银幕效果。

【银幕造型】电影艺术的综合表现面貌元素。与静止的空间造型艺术不同,银幕造型是时空结合的运动的造型,也是一种声画结合的造型。在这种声画结合、时空运动的综合造型面貌中包含着丰富的艺术语言和表现方式。

电影是集体创作的综合艺术,所有的创作成员都是银幕造型的创作者。相对而言,每个部门只能对银幕造型的某个方面起到作用,通过各部门创作的有机结合才能构成完整的银幕造型。这种集团创作归根到底仍是以导演的总体构思为依据的,因此,导演对银幕造型的质量负有主要责任。电影导演工作的主要成果也表现在银幕造型上。

【节奏】 是电影艺术至关重要的方面之一。电影节奏是电影艺术中所有要素的综合构成并作用于观众生理心理所产生的效果。节奏在电影中既表现在时间的流程中,也表现在空间的运动形态上,以及时空综合中。影片节奏不单纯是艺术技巧的表现,而是根据剧情需要,人物塑造需要,对影片总体把握、对电影手段综合运用的结果,是节奏的局部构成与整体构成的辩证统一体。电影的节奏总体存在于剧作中、存在于导演的总体构思和分镜头本中,渗透在表演、造型、声音、摄影、美工、剪辑等艺术创造中,形成情节节奏、造型节奏等节奏方面。而导演作为影片总设计师和指挥者,对影片节奏面貌的体现和创造影片的节奏风格起着决定作用。

节奏在根本上是艺术情感的显现。节奏的物理形态是运动,其心理根源是艺术家通过电影的特殊表现手段在作品中传递出一定强度的情绪情感的脉律,并引发观众情绪情感上的震荡或共鸣。人们常将速度作为节奏的唯一表达形式,以快、慢来衡量节奏,但速度并不等于节奏。速度节奏只是节奏的一种。节奏的衡量,也不单是镜头的长短,还有音响、线条、色彩、形体等艺术造型因素有规律的运动变化(高、低、强、弱、紧张、松弛、疏缓等等方面),以及它们引起欣赏者的生理感受状况。节奏是主观和客观的统一,心理和生理的统一。电影表现内涵的无限丰富性、电影表现手段的无限可能性和观众接受心理的复杂性,决定影片节奏形式和节奏变化的无穷多样性

【内部节奏】 缘于情节发展的内在矛盾冲突、人物的情感波澜等内容要素而形成的节奏。在电影中,内部节奏显现的一个重要方面,是与场面调度和蒙太奇技巧等密切融合的演员的表演、演员饰演的角色情感的内在张力。

【外部节奏】 由画面上一切主体的运动,各种长度镜头组接和镜头的各种转换方式,以及速度和光影、色彩、各种画面形式的变换而产生的节奏。外部节奏表现有时和内部节奏相一致,有时不一致,甚至可以做完全相反的表现。服从于统一的艺术构思。

【库里肖夫效应】苏联电影导演列夫.库里肖夫为了弄清蒙太奇的并列作用,做了一项有名的镜头剪接实验。他给俄国名演员莫兹尤辛拍了一个毫无表情的特写镜头,分别接在一盆汤、一个作游戏的孩子和一具老妇人的尸体镜头前面,出乎意外的是,他发现观众看到了演员的“表演”,即:看到汤时表现出饥饿感,看到孩子时表现出喜悦,看到老妇人尸体时表现出悲伤。而实际上这都是由于镜头的组接使观众产生了联想。从这个试验中,库里肖夫得出结论:造成电影情绪反应的,不是单个镜头的内容,而是几个画面之间的并列,是镜头组接和剪辑的作用。这就是所谓库里肖夫效应。

【主观镜头】将电影摄影机的镜头,当做电影中某一角色的眼睛,去观看(摄制)其他人物、事物活动的情景,即为主观镜头摄制。这种代表影片中某一人物视线的镜头,叫做主观镜头(狭义的主观镜头)。主观镜头还包括明显表示出导演主观评论观点和主观情感与情绪的镜头(广义的具有强烈主观表现色彩的镜头)。没有纯粹的客观镜头,也不会有纯粹的主观镜头,主观镜头总是在客观镜头表现中产生的。例如这样一种典型的希区柯克式的主观镜头表现:人物头部受伤,鲜血流下,逐渐遮盖了视线,鲜血覆盖了画面,是主观表现,但它不能离开人物受伤这个客观过程。主观镜头表现比客观镜头表现更为复杂,有着变化多样的运用模式。如反应式主观镜头、想象式主观镜头、多视角式主观镜头、多层次式主观镜头、近似式主观镜头等。

【客观镜头】 一般指摄影机采用大多数人在拍摄现场所共有的视点拍摄的镜头。这种镜头在银幕直观效果上可使观众产生共同临场感,达到客观表现的目的。客观镜头客观性包括两个含义层:首先是指反映对象自身的客观实在性,即艺术所再现的生活内容的真实性。这通常是导演在运用传统现实主义创作方法时所要求和恪守的。如《人到中年》等影片中所表现的许多事件、环境、人物等生活画面,都要求对生活真实性的再现,也就是艺术所反映生活的能见性;二是指对对象的客观描述性。这种客观描述性无论在现实生活片还是在童话片、神话片、荒诞片中都有其不可避免性。如影片《西游记》中种种事件过程的表现,都是客观镜头的用武之地。客观镜头运用的目的是为了引导观众观赏无论哪一层含义的画面表现,都具有规定情境的客观实在性,使影片达到叙述和描写的目的。最终,它们都免不了渗透着编、导、摄的思想情感。

【空镜头】 即没有人物出现的景物镜头。是导演阐述思想内容、叙述故事情节、抒发情感意境、转换银幕时空、调节节奏的重要手段。有主观空镜头和客观空镜头两大类。主观空镜头是人物眼中的、心理的和被刻意渲染的景物和感觉,客观空镜头是客观表现的环境景物以及过场性景物等,它要求景物表现的真实实在性。

【时空转换技巧】 影片中用以表现一定时间、空间镜头或段落的变换,以造成各种艺术效果的手段。常见的时空转换技巧有:利用渐隐、渐显、化、划等传统光学技法,在两个镜头或段落之间插入能够表现时间、季节、地点变换的景物镜头;利用字幕和绘画说明时间、地点的变换;无技巧剪辑,即完全利用画面内容本身的直接转换、而不用附加的光学技巧来表明时空的转换、划分时空段落。

【渐显、渐隐】亦称“淡入、淡出”、“渐明、渐暗”。传统剪辑技巧手法之一。电影艺术表现时空间隔的传统手段。其常规表现形式是:前一场景的画面逐渐暗谈直至完全消失(渐隐),后一场景的画面逐渐显露直到十分清晰明亮(渐显)。这种手法表现某一个情节(段落)的终了和另一个情节(段落)的开端,留有一定间隔,使观众在段落感中得到短暂的间歇,从容领会进展中的剧情。并可表现一定的情绪和节奏。

【切】 “切换”,即“切出、切入”的简称。属于无技巧剪辑手法。渐已成为电影最基本的镜头转换方式之一。指不用任何光学技巧如化、划、淡化之类作为过渡,而是直接由一个镜头转换成另一个镜头或由一场戏转换成另一场戏为保证镜头切换流畅,符合艺术逻辑性并适应一般观赏心理,在剪辑创作中,必须把握影片节奏和准确地掌握镜头恰切的剪接点。



【化】 亦称“化出、化入”、“溶出、溶入”。传统剪辑技巧之一。电影艺术表现时空转换的传统手段。其常规表现形式是;前一画面渐渐隐去(化入、溶出)之前,后一画面即开始渐渐显露(化出、溶入),两个画面同时重叠隐现,直到后一画面完全清晰。“化”的作用很多,如:起到时空过渡作用;可简捷地表现大幅度时空转换;常常用来表现人物的想象、梦幻、回忆等,直接传递情绪;在时空距离较近情况下,连续使用“化”过渡镜头,可产生抒情、缓慢柔和的效果;在神话片中用来达到“变形”的特殊观赏效果等等。

【叠印】电影语言中特有的一种形式。电影剪辑技巧手法之一。将两个或两个以上不同时空、不同景物或人物的画面重叠起来,复印在一条胶片上,即叠印。同时,叠印的各个画面的内容之间必须保持内在联系,以形成叠印画面的各种意义。有的影片片头字幕或唱词字幕也采用叠印方法与画面合成。

【划】 亦称“划出、划入”、“划过、划变”。传统电影剪辑技巧手法之一。为实现画面衔接所采用的一种技巧。表现形式是后一镜头从前一镜头画面上做左右划、右左划、上下划、斜向划、棱形划等。当代电影中,这种手法比较少用,但为了加强某种视觉效果或制造其他各种艺术效果,这种手法有时仍然使用,并且注意具有新颖性。

【跳切】 “切”的一种。属于无技巧剪辑手法。它打破常规状态镜头切换时所遵循的时空和动作连续性要求,以较大幅度的跳跃式镜头组接,突出某些必要内容,省略时空过程。跳切既以情节内容的内在逻辑联系为依据,也以观众欣赏心理的能动性和连贯性为依据,排斥缺乏逻辑性的随意组接。

【闪回】 通常指在一定的场景结构中插入另一场景或片断。闪回可以是电影的一种片断叙述手法,也可以形成全片结构形态,即闪回结构影片。从内容上看,闪回的内容一般为闪回前面镜头中某个人物的思维或回忆。它可以是情绪性的,也可以是叙事性的;可以是较长篇幅的,也可以是瞬间意识表现,目的是使观众更清晰地感受人物的思维、情绪和了解事情原委。

【工作样片】每个摄制工作日都要将拍好的底片印出一条正片,即为工作样片。供摄制组创作人员和厂负责人审查用。在工作样片尚未经审查通过或需要重拍前,一切布景和拍摄现场的各项设置不得拆除。在后期制作中,工作样片供导演和剪辑修剪、组接镜头用,也供配音、混合录音用,还供最终审查影片用,最后作为完成片套底用的依据。工作样片属珍贵资料,要求精心保管。

【双片】 即“完成双片”、“混录双片”。由经剪辑完成的工作样片和混合录音后的磁性声带片两部分组成。双片的用途是为听取审查意见后便于修改。与正式拷贝不同,它必须通过声画同步放映机放映才能达到声画合成的效果。审查通过和修改后,经过画面套底,将混录磁带转成光学声带,就可印制正式拷贝。

[转]连载:激荡日本史(1) 日本的前世

Posted: 28 Mar 2009 11:52 PM PDT

你很难想象,一场伟大的革命是从一张照片开始的。在这张发黄的照片里,坐在中间的是一个身着日本传统和服,挽着高高发髻的中年男子,他双目细长,眼神凌厉,似乎有意避开镜头而凝视着一个不知名的地方。坐在他周围是四个西装革履的中年男子,他们看着镜头的眼睛紧张而羞涩。

这个一身和服的男子名叫岩仓具视,环绕在他周围的分别是木户孝允、大久保利通、伊藤博文和山口尚芳。

这张照片在日本流传非常广泛,它被认为是日本打开国门走向世界的昭示。这四个还显得有些土气的日本人开创了大和民族的一个新时代。

照片拍摄于1872年1月23日的旧金山,当时,这四个日本人带着梦想、懵懂和期待远赴海外寻找一条路径来改变自己的祖国。促使他们下定决心远赴海外的是1853年那支从美国开来的“黑船”舰队。美国人马修·佩利看透了这个自我封闭的国家蕴藏的种种危机,他面前的这个国度,狭小、自闭而又充满着神秘感,在它背后是广阔的亚欧大陆,这个岛屿像是一艘巨大的战舰,谁拥有这里谁就有继续前进的资本。

佩利终于用条约、港口开放把口香糖、香烟和西装带到了日本,更重要的是,黑船舰队让原本如一潭死水的日本惊起巨大的洪流,在这股洪流的涌动下,这个狭长的国家发生了根本性的变革。

我们实在有必要回顾一下日本的历史,这样你才能更清楚的看清黑船带给这个国家的急风暴雨似的骤变。

在我上大学的时候,有一款名叫《帝国时代》的游戏受到各个宿舍痴迷般的追捧,翘课、不写作业、放弃和姑娘约会也在所不惜,只为了在这个战场中厮杀不停。我们不妨用《帝国时代》划分时代的方式来重新梳理日本的历史。游戏《帝国时代》将人类的历史分为三个阶段——黑暗时代、封建时代、城堡时代。

日本黑暗时代的起点至今没有定论,基于这个起点的故事倒是很多。比如,有人说是秦朝大将徐福率五百童男童女远赴日本寻找长生不老药后来定居于此,也有民间戏言,说日本人是武大郎的后人,武大喝下潘金莲的毒药之后并没有死,反而练得了绝世神功,因为看破红尘一怒之下带着几个小弟奔赴海外修炼,最后碰巧比哥伦布早四五百年发现了新大陆,并且过上了与世无争的世外桃源般的生活,还将身材矮小、对绿帽子习以为常的基因传给了后世。

第一种说法没有力证,第二种说法更是荒诞。实际上,从史书上看来,从公元前一万年到公元前3世纪,日本已经有少量的农业,打渔狩猎是他们主要的生活来源,日本已经进入了新石器时代。这非常类似于《帝国时代》里黑暗时代的景象,有人杀猪、有人宰羊、有人耕田。日本人将这个时期称为弥生时代与绳纹时代。绳纹时代之后的二百年里,日本原始部落间开始互相争斗不休,到公元后5世纪,最后实现了统一。在这个时期,大量中国和朝鲜人移民至此,在他们的帮助下,日本人终于学会了种植成块的田地。也是在这个时候,日本开始向当时的中国纳贡,并且将稻米引入了日本,从此,日本有了自己种的粮食,他们终于告别了茹毛饮血的野人生活。这几百年,日本被称作弥生·古坟时代。

接下来,日本就进入了封建时代。海的另一边的大唐文明开始源源不断地席卷而来。

需要指出的是,日本这个民族在其2000多年的历史中有过数次伟大的改革,但其改革都有一个共同点,就是没有出现一个商鞅、王安石、周杰伦、陶喆那样具有原创精神的人,他们的每一次改革都是向其它国家学习、效法之后的产物,他们习惯于复制之后再巧妙的更改,最终成为日本化的文明。

在我们的这部断代史中将出现很多优秀的学生,他们利用自己的种种身份向邻国或者遥远的国度学习、成长,经过几次强烈的变革,塑造了我们今天看到的日本,而他们的经历和故事也是这本书中最有吸引力的地方。

写到这里,第一位学生就要闪亮登场了,他就是大名鼎鼎的圣德太子。圣德太子于公元592年被推古皇帝立为太子,辅佐朝政。推古是日本古代非常有名的女政治家,为了顾全大局,她毅然决然地扶植起颇有政治能力的外甥而没有让自己的儿子登上皇位,这也成为日本广为流传的一段佳话。

因为本书的重点是描述日本明治维新之后的发展路径,所以圣德并非浓墨重彩描述的人物,在这里只是简要记述一下他的功绩。

总之,经过了圣德太子及他后人的努力,日本基本上确立了以天皇为顶点的中央集权,确认了依法治国、佛教为国家宗教的制度。这种状态一直持续到公元794年,奈良时代的终结。794年,对中国来说也是个不安分的年代,唐朝的统治岌岌可危。和日本类似的是中国也很快陷入了混战时代。

从794年一直到1603年,日本进入“城堡时代”。庄园力量的强大促使武士阶层崛起,这些起初为了维护庄园安全而招募的保安们力量越来越大,最强大的一些武士发展成了割据一方的大名,大名与大名之间又不断混战,而天皇也就成了摆设。

有很多人喜欢拿日本这一段历史和中国的春秋战国相提并论,的确,大名之间的争夺历史在日本被称为战国时期。只可惜日本国土过于狭窄,每一个大名根本称不上一个小国家,无非是这个镇的镇长把那个村的村长给灭了。

史书记载当年织田信长镇长率500大军克敌,和我中华上国动辄几百万大军相比简直是九牛一毛。

直到1603年,德川幕府的德川家康在杀妻、杀儿和无数村长死斗之后,终于统一了日本,史称江户时代。

日本11岁男孩写中文作文“感谢胡锦涛主席”[组图]

Posted: 28 Mar 2009 11:15 PM PDT

日本11岁男孩写中文作文“感谢胡锦涛主席”[组图] - 由于专业 - 义象 心谷

图为景山英雄在颁奖典礼发表获奖感言。(《日本侨报》/段跃中 摄)

中新网3月28日电 据《日本侨报》报道,“我想感谢胡锦涛主席。” 3月26日,第四届日本人汉语征文比赛颁奖典礼在东京华侨会馆举行,获得“中国大使奖”的11岁日本男孩景山英雄在颁奖典礼上如是发言。

景山英雄用流利的汉语说:“去年5月,胡锦涛主席访日虽然没能来神户,但胡爷爷给我们学校赠送了很多图书。看到那么多新书,《西游记》、《水浒传》、《三国演义》,我高兴坏了,爱不释手。希望胡爷爷下次访日时,一定要来神户,一定要到我们学校,最好再给我们送些书来。”他的发言让参加颁奖典礼的获奖者和来宾们会心而笑。

景山英雄是在“第四届日本人汉语作文大赛”中脱颖而出、获得学生组“中国大使奖”的。据了解,他年仅11岁,现为神户中华同文学校五年级的学生。他的作文以“我的班主任老师”为题,描述了他的中文老师巧妙的教学方法,也融汇了小作者对中国文化的深刻理解。

“第四届日本人汉语征文比赛”由日本侨报社日中交流研究所主办,中国驻日使馆总领事许泽友代表崔天凯大使,向此次作文大赛获得最优秀奖的景山英雄(学生组)和板仓佳奈美(社会组)颁发了“中国大使奖”。

日本老人学汉语:“活到老,学到老”

“活到老,学到老。”日本古稀老人坂本正次连续四年在“日本人汉语文作文大赛”中获奖,在颁奖典礼上,坂本先生用流畅的汉语向大家介绍他学习汉语的心得。主办方日中交流研究所所长段跃中介绍,日本人汉语文作文大赛”连续举办四届,参赛者累计上千人。但坂本先生连续四次获奖,令人称奇。“第五届日本人汉语作文大赛,我还要参加。”坂本发言时表示。

而77岁的日本老人尾岛穣在本次大赛中获得社会组的三等奖。在颁奖典礼上,他介绍说,他每天学汉语、打太极、拉二胡,生活有滋有味。并说学汉语是防止衰老的好方法,今后将继续努力。

88岁的日本老人黑泽清是历届大赛年龄最长的参赛者。他说:“我学汉语不是科班儿出身,断断续续学了将近半个世纪,可还没学好,学得半拉嘎几。年老学汉语记忆力减退精神没劲儿,确实劳苦多收获少,但总比没学好吧。哪怕是一天学一个生词。我不知道上帝给我的寿命余额还有多少,无论有多少,我都会坚持学汉语。”

经济危机中“汉语热”热度不减

金融危机正在让世界体验经济的寒冬,但在“第四届日本人汉语作文大赛”颁奖典礼现场,则丝毫感觉不到寒意。

当天的颁奖典礼,日中两国政界和经济界的相关人士纷纷出席。中国驻日使馆崔天凯大使为颁奖典礼发来贺词。中国驻日使馆总领事许泽友、中日友好协会副会长文迟、东京华侨总会会长符易亨、小尾羊日本株式会社社长王明琳、日本众议院议员菊田真纪子、日本外务省地域调整官田尻和宏、日中友好会馆理事长村上立躬、三洋电机公司专务董事关野弘干等出席并发表了致辞。中日友好协会副会长井顿泉、日中友好协会会长加藤紘一、日中友好议员联盟会长高村正彦、日本参议院议员西田诚等分别发来贺电。

大赛主办方日中交流研究所所长段跃中指出,随着中国改革开放的深入和经济的持续发展,越来越多的知华派人士进入各国的政治和经济界。如中国人并不熟悉的日本众议院议员菊田真纪子就曾留学黑龙江大学,对中国有较为深入的了解。这对促进中外交流、增进海外对中国的了解有重要意义。经济危机没见底,但是“汉语热”热度不减,充分体现中国对世界的影响和世界对中国的关注。

本届大赛在中国驻日本大使馆、人民日报社人民网、国家汉办等大力支持下,得到小尾羊日本株式会社的特别赞助。获奖作品集《我所知道的中国人》同日由日本侨报社发行。

What is “indie”?

Posted: 28 Mar 2009 10:58 PM PDT

I had a discussion with Bobby Thurman about being indie. He mentioned that he saw a few poor reviews of his MMO, Secondhand Lands and felt frustrated until he realized they were comparing his game to the AAA titles, not as an indie title.

We started to discuss what it meant to be "indie". As with a lot of other terms we use, this one doesn't exactly have set definition. So, what is "indie"?

When talking about "indie" games, I feel like Justice Potter Stewart when he was trying to define obscenity; I can't give an exact definition of "indie", "but I know it when I see it."

Knowing what's indie is important because I feel indie game development is important to the future of the industry, as I've said a long time ago. But, I think it muddies the water if just anyone can grasp at the "indie" label in order to get instant cachet. If too many people try to use the "indie" label, then it becomes meaningless.

What is the benefit of being "indie"? There's a certain amount of "cool" associated with indie stuff, like indie music. Indie artists thumb their nose at "the man" and get away with insane/brilliant stuff. But, the main benefit is that it allows forgiveness of a lot of sins. Is the game short? Does it have 2D graphics? Is it a bit slow to start? Is it a one-trick pony? If the game is indie, some people will be more forgiving of a wide range of sins; it's more likely that people will compare you to other indie games instead of AAA games.

One reason why it's hard to define exactly what "indie" means is that there are a lot of other descriptions that can apply to an "indie" work, but that could be shared by a non-indie. Some examples, based on my opinions:

Independent. Even though "indie" is short for "independent", it's important to remember this. But, to me, being "independent" isn't enough. I remember people who ran third-party studios who have claimed they were "indie" because they weren't owned by the publisher. Indie means you're free from outside influence for the most part.

Low budget. Indie games are usually done on the cheap. But, just because someone skimps on the budget doesn't mean it's "indie"; if a big company doesn't allow a project a large budget, that's usually called "shovelware", or more politely, a "budget title".

No investment. Related to low-budget, an indie games don't get massive investment. Raising a few million dollars usually means you're no longer truly independent, anyway.

Original. If you're trying to reach mainstream audiences, then you're probably not working on a main-stream game. Trying to clone a successful mainstream game, even if you use ugly graphics, isn't "indie". Indie material tries to explore new territory and take risks.

Not well-known. Indie work usually comes out of nowhere, or has built up their reputation by doing other indie work. Having a big name gained by working in the "mainstream" industry runs counter to being indie. Being known for other indie work, however, is definitely "indie".

Is this too much attempt at classification? This isn't an all-inclusive checklist, and the definitions are not binary. If your uncle loans you $10k to make a game, does that disqualify you from being "indie" because you got investment? Probably not. And, where is the cutoff for "low budget"? $100k might be a lot to spend on a "casual" game, but it's a drop in the bucket for a 3D MMO type game.

This is something that means a lot to me. I'd like to see Bobby's game get the attention it deserves, but it will always languish if everyone only compares it to AAA titles. Bobby poured his life and much of his savings into the game. Even if the game is rough around the edges, it's something I'd like to see get some positive attention so that one day he might be able to "sell out" and create an interesting game with a bigger budget. But, if people just look at his game as "not WoW enough", that won't happen. However, if people see that he created something unique with a small budget, without investment, and without a big name to back him up, then they might give it the attention it deserves.

What are your thoughts? What is "indie"? Is that a useful definition?

我最最爱的游戏,十城你能复刻好嘛你?

Posted: 28 Mar 2009 09:29 PM PDT

最近听说十城要开发《奇迹前传》(MUX),虽然在奇迹死在十城的手里的时候,WEBZEN摇摇倒下的时候,我就有预感,十城会把触手伸向死而未僵的MU。代理做不好,就做开发嘛....只是希望十城不要把我最爱的游戏做砸了。多么领人怀念的游戏啊,虽然现在对成千上万画面精美,剧情无敌的游戏轰的日见麻木。可是,看到MU的画面,听到MU的音乐,仍然会心潮澎湃,感慨万端。高中晚上下晚自习10点后偷跑去网吧;高三还晚上下晚自习骑车十几里地去有通宵的网吧;等待通知书的日子里;天天跑到十几里的市里网吧;大学里有电脑首先下的,一切都是为了MU。记的第一次知道私服玩法的时候,简直比中了五百万还兴奋。谢谢MU陪我走过了那段青涩的岁月。一辈子怀恋的游戏

《MU》

Zombie Army by Avatar_ICEMAN

Posted: 28 Mar 2009 06:10 PM PDT

You awake one night to find a zombie in your house, you manage to grab a wrench and beat it down, but fail to see the one hiding in the garage.

You get bitten and collapse, only to wake and find yourself in a coffin, you dig yourself out, once out your surrounded by three zombies, but something is different, your not as mindless as them, you ask one of them to destroy your grave stone, it does without hesitation.

You smile, and think to yourself, now what could I do with an army of Zombies?

Gameplay - Set in the 1800's, You command a small number of zombies and bit by bit, you have to recruit more.
You can sack towns, castles. and go up against King's Armies on battlefields.

But your not alone, there are other zombies that are like you, that are also out there recruiting zombies to their army as well, see if you can beat them to the gain the bigger army and also defeat them.

Style - I was thinking you could look at this game from two different angles, the first being a FPS so you can attack, pick up things, throw things etc
And then zoom out of yourself to then select your army, to then select them to send them off in other directions.
Perhaps instead of the 1800's you could set this in today's period, or even set in the 1930's so you can go up against the mafia.

New NHRA drag racing game by brant9584

Posted: 28 Mar 2009 03:04 PM PDT

everyone makes formula 1 games and nascar games and street racing games. but no one has put out a new NHRA drag racing game for any of the new consoles.

《入殓师》是一部好电影

Posted: 28 Mar 2009 11:27 AM PDT

      《入殓师》的信息其实在网上已经看到很久,今年奥斯卡奖的最佳外语片。不过因为工作特别忙的缘故,FXCarl基本上已经不太再网上自己找片子看了。取而代之的,是更多的看一些别的朋友鉴定过的电影。这些来源通常有影片制作方面的朋友,有人文政经方面的爱好者,也有卡通潮人……而《入殓师》是中间那个,也就是FXCarl的顶头上司推荐的。

      我们工作的团队,是很随意的,所以所谓的上司,其实也与大家非常平等。一天出来倒水的时候突然在组员中间说,我昨天看了《入殓师》,是个不错的片子,推荐大家看看。于是就下定决心一定得抽空把片子弄来看一看。自然自己找片子是个不错的法子,但是直接问下载收集狂人也就是那位卡通潮人会更好……最终,一部片子就这样落到了FXCarl的公司硬盘里。

(恩,精彩内容是要点击全文阅读的,而且有影片中车辆的东东哦)

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Critical Bits for the week ending 2009-03-28

Posted: 28 Mar 2009 09:00 AM PDT

What’s Red And Smells Like Blue Paint?

Posted: 28 Mar 2009 11:31 AM PDT

This is a simple marketing (and also game design) tactic: by presenting a riddle you can grab people’s attention. Chances are that you are reading this sentence mainly because you saw the title of this post and wondered what the answer is. This is about presenting a riddle. This tactic is about asking questions instead of giving answers right away. Riddles can be used in marketing: by asking the audience whether they want to know the secret of something is a fine way to generate interest.

(Of course balance is needed)

Lost tv series asks much more questions than it presents answers. The first season was awesome, but after that people started to get tired of not getting any further with things: more and more questions appeared. (I still watch the series by the way) So, like everything in life, balance is needed.

In game design this same system can be used: instead of telling user a story, you can let show a mystery that reveals slowly… (or perhaps turns into a bigger mystery at some point).

They say that curiosity killed the cat, but we humans don’t really care. We are curious creatures. We want to see mysteries - and also answers to them at some point.

And like the marketing courses suggest: give people what they want.

(Oh, almost forgot. The answer is: “red paint”.)

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

Big Fish Game For 99 Cents (March 28-30)

Posted: 28 Mar 2009 11:19 AM PDT

Just spotted that Big Fish Games is selling Spa Mania for 99 cents. That’s almost as cheap as pirating the game so go get it.

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

Mmofps... fantasy shooter by ryans32123

Posted: 28 Mar 2009 10:55 AM PDT

Plot: You play as a hired gun who travels to a mining planet on the out skirts of the galaxies to make a quick buck, but not the only one looking to make there fortune here. you start the story on a transport that is being attacked by space bandits and must fight bandits and passengers alike for the last seats on the escape pods when the bandits decide to blow the ships core, to hide there actions on the ship, of course the ships computer and crew are more then willing to help you escape... to bad the other passengers don't feel the same way. After you fight your way off the ship it blows up behind you (of course this a cut scene and the other players on the ship just have to wait for the next escape pod spawn). When the pod lands on the ground you find that you landed just outside of a small mining town. This is were your adventure begins.

Factions
The Union- A corrupt company that will do anything to make a profit. They specialize in genocide, assassination and covering up government scandals. They have found a nice marketplace on this planet.

Le Revolution- A small group of ex army miners were fed up with the way the corporations have been running. After an incident with there former employers they started started recruiting like minded workers. Soon they had enough members to launch a mutiny, but they were betrayed and before they could completely over threw the company they brought in a mercenary army to fight off this over threw of power. Now there is a all out war as new recruits join Le Revolution and the company starts to bring in more and more mercenaries to quell this uprising.

The Corporation- One of the many mining companies on this hell hole of a planet. This company can be looked at as either extremely lucky or extremely unlucky. They own the land rights to a particularity valuable patch of land, do to its high amounts of very rare and very profitable ore, but there is one problem. They can't mine it do to a uprising in the ranks of there workers. They have put up a bounty on the members of this uprising. killing dirty, over worked miners... easy money right?

The Serpents- Taking there name from a description often given to them by the "Outsiders". They are the last of primitive inhabitants of this planet. They are said to have the strength of many men, but the wits of a child. Do to there primitive looks and intellect they have all either been enslaved by the rich or shunned by the poor. They have been hunted down by the soldiers of The Union or murdered in there sleep for too long. Taken up the weapons of the "Outsiders", they now fight for there lives against unbeatable odds. They have sent ambassadors to mining towns asking for assistance, from the inhabitants there, in the fight for there species survival.

A.I.- Although most people believe this abomination to be the creation of humans, they are sadly mistaken. This massive super computer was here long before any living thing existed in the galaxy, its origins unknown. It has survived threw many catastrophes and threw the births and deaths of every civilization in the galaxy, but at great cost. Its original purpose is unknown forgotten to all, even too A.I. and because of this loss in purpose it has taken on the purpose of those around it, becoming a greedy money loving machine. who will use anyone and kill anyone to become "rich", as it has copied the purpose of all living things that now inhabit its home world.
The Chosen- These self righteous zealots believe in nothing but there own faith. They have traveled far threw the galaxy, to find a planet that would allow them to build an army under the banner of there god. Having been exiled from or nearly killed in every other empire they tried to preach there faith in, do to there less then savory ways of dealing with non believers.

Character Selection
Races: Selecting a races will give little benefit, if any. Ascetics will be there main purpose.

Classes: class's would small bonus's to certain stats and allow for some different abilities, but for the most part your abilities will depend on gear, talents or near by units. Some ideas for classes would be: Hunters- added stealth around animals and increased damage with rifles.

Snipers- less damage reduction at farther ranges and the ability to add a scope to any weapon.

Assassin- added stealth around humans and the ability to place traps and mines on a battle field.

Field Medic- ability to heal near by units (without talents) and has a morphine drip going into his/her system to reduce damage taken

Field Engineer- can create and place small turret on a battle field from stolen or discarded weapons.

Although, i do believe a class system would be hard to implement in a mmofps.

Talents/Leveling System
Do to the fact that a standard questing system would be hard to implement in a mmorpg. Looting 20 dead boars to get there livers and running back to a quest hub doesn't seem fast passed enough for a fps.

So i believe that a bounty system would work better. the system would work something like this: during fight for survival you run into a high ranking player or a high ranking Npc and kill him/her. you run up to the body and cut a finger off and place it on a device you have on your belt. This device is able to read who that person is and check for any bounties on that persons head. these bounties can be put up as one time things by players (encouraging higher skilled players to help lower skilled players)or as a constant reward from a faction for killing that player/Npc (a Npc bounty can only be put up by a faction). The money is then transferred to your characters account and some experience is given to your character.

If you do decide to take the time of looting mobs/players you will have a large chance of looting an item that starts a quest, some ideas for that are: a map to a hidden town or a envelope that says return to sender, so on.

There will be one talent tree for all classes, but some talents will have additional effects for certain classes. Some ideas for this would be: A talent would give you a chance to do double damage to humans with all short ranged weapons, but if you take this talent with an assassin it also increase the damage done by your traps.
A talent would give you the ability to heal a near by unit, but if you take this talent as a medic it allows you to heal them without casting on them.
A talent would decrease the amount of movement well zoomed in with a weapon, but would also allow snipers to hold there breath for a short period to remove the sway completely.
With this system I believe that a player would become more powerful as he levels without becoming a god compared to new players and it would also allow for a wide verity of skills available.
Leveling will not result in additional spell/abilities, only talents.
Exp will come from finishing some standard quests (gotta have some to progress the story of the game, would like to focus more on pvp) and from handing in bounties.

No statistic system would be implemented. only reduction/increase in damage taken/received from armor/weapons, reduction/increase in speed from equipment weight, reduction/increase in jump height from equipment weight and other item specific abilities would be weighed in combat.

Combat system
I very much enjoyed the Gears combat system and i think a slightly more complicated system would be perfect for a game like this. i would keep the full cover system and add abilities only usable well in cover, like setting traps in a doorway or placing a turret on the leg above your head (both able to be done out of cover but not as fast as in cover).
Another thing i would add is a first aid system, but i would remove the feature were you can save a friend right before they die to allow for solo players to contend with groups of players. A streamlined inventory system would be added with set space for weapons and set space for items (all able to be increased threw talents/item specific abilities). There would be no friendly fire mechanism in this game (ie watch your aim carefully). when you kill someone with a rare weapon a generic version of the weapon will drop (if the dead player had a rare shotgun, it would drop a average vendor shot gun). when you respawn at a resurrection point you will have all the gear you had on when you died.

Mercenary Armies (guilds)
This is one of my favorite ideas. your "guild" is not just a group of players, but a faction in the game, not the normal rep grinding factions, but a actual Mercenary army that takes control of stronghold and other important land marks (resurrection points/cities) and rents there protection off to the highest bidder. "Guilds" would be limited to a set number of players to keep from having one guild that owns a full server.
Some ideas for the city capture and rent would be: your "guild" fights threw a city kills the drug lord that runs it and then says that they now own it and will protect the inhabitants from danger if they pay them money, after taking the city all the guards respawn wearing your guilds colors and sporting the gear that your owner(guild master) assigned to them, they do the same damage as the old guards (this can by upgraded at the command center in the city, which costs your guild money but ill get into that later). Now that you have taken the city for your "guild" you have to find a buying of what the city has to offer. This particular city is the center of trade for the drug business in the area and The Chosen and The Union both have a rather large appetite for the goods passing threw the city. So after taking the city you choose to sell to The Chosen and The Union doesn't like this so they put a bounty on your "guild" and this then starts the waves of assassins and merc's trying to make a quick buck by killing your men. To defend you from this you use the money from the sales of your goods to the chosen to buy guard towers that your npc guards that spawn will use as cover and buy walls for the town to make it harder for the attackers to get in, so on.
you can also set it up to put bounties on anyone that kills a guard in your city (this would encourage non "guilded" players to protect your land). Another note would be that you can also take small strategic points around the city which will spawn as outposts if you don't control the city or as guard posts if you do (both act as graveyards and spawn guard units).

Instance/Raiding
I think that the standard type of raid/instance wouldn't work in a multiplayer shooter, so i think a Indiana Jones style maze/dungeon would be better with traps and simple puzzles that have to be navigated well under fire or within a certain time limit.

These were just some ideas hope they inspire people to think of there own ideas. please comment, although i doubt anyone will finish reading this :P

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网游成互联网主流应用之一:80前贬 80后挺

Posted: 30 Mar 2009 02:27 AM PDT

随着中国网民数量的逐年攀升,网络游戏也日益成为一个庞大的产业。零点研究咨询集团最新发布的一项调查结果显示:网络游戏已成为国内三大网络应用之一,应用程度已经超过美国。而网游玩家以80后的年轻人为主体,相较于年龄较大的人,80后群体更认可网游是一种新的生活方式。

  网络游戏应用程度超美国

  当今,基于网络的数字娱乐应用已经成为互联网的主流应用,网络游戏已经成为继新闻资讯获取和网络聊天后的第三大应用。据最近发布的《中国互联网络发展状况统计报告》显示,中国网络游戏的应用程度已经超过美国。本次调查发现,在网络游戏的参与度上,80前和80后有明显的差别。网游玩家中,超过一半是30岁以下的80后群体,而在非网游玩家中,30岁以上的占了八成以上。

  80后与80前对网游类型的偏好也有明显差别。在排除掉群体规模的差异后可以看到,80前更偏向QQ、联众等平台提供的侧重休闲的麻将棋牌类游戏类型,而80后则更加偏向代入感更强的角色扮演类游戏,如传奇、梦幻西游等。

  80后对网络游戏评价更积极

  在对网游的态度上,80前与80后也有明显差异。在对网络游戏的看法选项中,80前选择"浪费时间""非常浪费钱""容易让人沉迷""无聊"等负面评价的人数比例要明显高于80后的年轻人;而80后更倾向于认为网游是一种"新兴、流行的行为""交友社交方式""正常的娱乐的方式"。其中有40%80后参与调查者认可网游是"正常的娱乐的方式",而认可这一点的80前则只有20%

  80前和80后在对待网络游戏态度上的差异是很容易理解的。首先80后降生在信息化时代,对于信息技术的接受程度远高于80前。其次,80后主体意识较强,更加希望能够展现自我,但在生活中还要受到种种限制,因此他们更喜欢在网络游戏这种虚拟空间中扮演自己心仪的角色。

 

三大片段 周星驰揭秘国产网游成功密码

Posted: 29 Mar 2009 09:14 PM PDT

自3月7日《开心》公测至今,这款Q版回合制网游屡屡刷新在线人数记录,它的成功为金融危机下的网游业注入了一针强心剂。虽然市面上同类的回合制网游数量不少,但《开心》却依靠与无厘头天王周星驰的合作,在这片红海中开创了新的蓝海领域。无厘头电影教父级人物周星驰的恶搞精神是如何在《开心》中一脉相承的,或许下面这些内容能够为你揭开《开心》的成功密码。

 

 

No.1:大哥你别闹了,看看你那么干净,进去化个装再来吧.你看看我,烂命一条,满手烂疮,你怎么惨得过我啊?

                                  ——《唐伯虎点秋香》

现在的玩家都是讲究个性的,如果游戏中有的只是千篇一律的造型肯定无法吸引足够多的玩家进入游戏的。《开心》为所有玩家配置了新式衣柜,供玩家放置各种各样的时装外套,同时强大试衣镜功能,不仅能在自家试衣镜前试衣,还能进入对方的衣柜试穿她/他的外套,如此丰富的设定自然能够满足玩家炫耀的目的。

《开心》目前的公测版本中已经有7464件装备配饰,而且这些装备配饰也继承了周星驰一贯的搞怪风格,荒野追风、熊趣、彩云之南等时装形象让玩家总是忍俊不禁,自然也然就成为了《开心》的忠实用户!

 

 

No.2:周星驰:你来这里干什么?赵薇:我想帮你们比赛。周星驰:你怎么帮?你快点回火星吧,地球是很危险的。

        ——《少林足球》

如果你背不出几句星爷的经典台词,那么我只能对你说“你快点回火星吧,地球是很危险的。”现在的年轻潮人们常常将星爷电影中的台词挂在嘴边,现在这份亲切在《开心》中也将重新。还记得星爷电影里的王牌配角吗?他们都有可能在《开心》出现,这让玩家有了最拟真的NPC,三花武将神、张慢玉、如花,这一个个耳熟能详的名字让每一位玩家都能够在《开心》中找到熟悉的身影,而这些NPC张口就是星爷的搞笑台词,玩家岂有不爱之理。

 

 

No.3:唐僧:所以说做妖就像做人一样,要有仁慈的心,有了仁慈的心,就不再妖,是人妖。

     ——《大话西游》

长辈们常常告诫我们做人就要一心一意,要干一行爱一行。但这样的理论在新新人类中毫无市场,《开心》花花世界花旦武丑任你扮演。除了密宗、望月、修罗、蓬莱、蜀山五大门派外,独特的副职玩法让玩家能够有别样的趣味。是做掂锅飞勺,能烧出一碗“黯然消魂饭”的极品大厨,还是能吹奏出一曲“烧鸡翼”的乐坛宗师,或是做个开心矿工、伐木工,为花花世界添砖加瓦,丰富的副职系统让玩家有了更多可以探索的内容,也大大延长了游戏寿命。

 

 

周星驰作为开心大使,赋予了游戏研发非常多的灵感,使其具有许多有趣和无厘头的设计,比如游戏中的宠物不仅能参与战斗,还能收集材料道具;游戏还有庞大的社区交互系统,善解人意的送花系统以及独特搞笑的交互性动作和表情系统,这些元素都会让游戏充满各种笑料,增强玩家互动的乐趣。而乐趣,正是玩家选择游戏的重要标准,如果有更多的游戏将玩家的乐趣放在第一位,相信中国网游市场一定能够在金融危机之下高歌猛进,再创辉煌!

 

                                                 

Bungie明确《光环3:天降神兵》Halo 3 ODST 将是“最后一款Halo 3作品”

Posted: 30 Mar 2009 12:50 AM PDT



Bungie: ODST Is Really The End of Halo 3

编译:叉包饭斯DKCK

本周是 GDC 的一周,各种业内消息满天飞。比如 Bungie 制作人 Allen Murray 在上周早些时候 GDC 会议期间向媒体表示:“《Halo 3》花了我们整整两年半的时间,而现在我们依然还在为此作忙碌。或许还要忙上两年。”但今天的最新消息证实,“或许还要忙上两年”纯属夸张的比喻。《Halo 3:ODST》已被证实将是三代唯一也是最后的一款剧情关联作品。

Bungie工作室正式向 Eurogamer 表示,“我们绝对不说绝对的话。目前Bungie没有在ODST之外,开发其他 Halo 3 补充内容的计划。不过我们还会一如既往地维护 Halo 3 的网战平台,进行日常维护与配对表更新,必要的时候甩甩‘Ban你ID’的大锤。”

因此,根据这一说法,传奇地图包(Mythic Map Pack)将是三代最后的新地图,而 ODST 将是三代唯一也是最后的新战役剧情。

ODST由Bungie内部一支独立的团队开发,预计今年秋季上市;而根据此前公布的情报,Bungie 手中至少还有和 Peter Jackson合作的“光环编年史”项目,和未公开的其他神秘作品。





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【原创】:产品规划→游戏设计的开发模式:盈利框架决定游戏结构

Posted: 30 Mar 2009 02:14 AM PDT

中国的网游,大公司的技术上都是过关的,游戏内容结构都成功体现了盈利框架。从这方面讲,中国网游的品质是一流的。
但是,正因为游戏结构上要满足盈利框架的要求,所以游戏的创新内容总是浮于表面,也就是通常所说的换皮。一个游戏成功后,模仿者首先是抄游戏盈利框架,盈利框架又决定了游戏内容框架,所以一大堆游戏,给人的感觉是千篇一律,整个行业设计水平低下。实际上,是顶级创意的泛化。就好比开始只有一个人会做蛋炒饭,后来大家都会做蛋炒饭了,喜欢吃这个饭的人这么多,选好地点摆个摊就是赚。要稳赚钱,方法就不用变。 阅读全文
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《自由国度》注册指南

Posted: 30 Mar 2009 01:30 AM PDT

 《自由国度》(Free Realms)是索尼开发的以青少年为主要用户的休闲网游。索尼希望通过这款游戏吸引年轻玩家或者休闲男女,所以游戏内容中不含暴力成分。游戏中玩家可以建立自己的房子,装饰房子和花园、养育宠物或者玩各种小游戏。    官方网站:http://www.freerealms.com。 到这里你就可以用你注册的帐号开始游戏了

网页游戏中的虚拟交易前景如何?

Posted: 30 Mar 2009 12:48 AM PDT

       网页游戏也是网游的一种,国内网页游戏今年已经逼近五百款,大部分都有交易功能,为什么不适合虚拟交易呢?主要还是因为网页游戏的收费模式决定的。网页游戏目前都采用免费游戏道具收费的模式,这种模式的虚拟交易前景可以参看一般的免费网游,凡是免费游戏,虚拟交易效果都大打折扣。                  大家不妨看一下国内市场,虚拟交易最火的仍然是魔兽世界和梦幻西游,虽然天龙八部、寻仙等一些新贵交易量都不错,但仍然无法与魔兽和梦幻相比。这就是因为魔兽与梦幻不仅游戏火爆,而且都采用收费模式,使得游戏内部人民币玩家的需求无法得到满足,这给了网游工作室以很大的操作空间。                   虚拟交易实质就是赚这游戏中10%人民币玩家的钱,而在免费游戏中,付费道具的主要对象仍然是这10%的玩家。游戏厂商挖空心思地用付费道具榨干这10%玩家的钱包,又怎会给工作室留机会呢。                  网页游戏即使能交易,也需要考虑时间成本。虽然网页游戏都是免费的,但要想赚钱,就必须玩大量的号,资源领先才能超越其他人。要是有这精力,不如去研究大型网游。还有一个关键因素就是需求不明,网页游戏中买游戏币的需求真可谓凤毛麟角,赚钱难度太大,一不小心把赚钱变成娱乐,后悔都来不及了。

金山内鬼助黑客狂盗虚拟币 公司损失700万

Posted: 30 Mar 2009 12:39 AM PDT

 通过网络游戏公司的“内鬼”帮忙,千里之外的黑客王立科成功盗取“剑侠情缘网络版2”中价值近700万元的虚拟货币,然后低价倒卖获利300余万元。昨天,被告人王立科等人涉嫌破坏计算机信息系统罪,在海淀法院共同受审。   王立科利用计算机系统漏洞,盗取大量游戏虚拟币。   案件   做内鬼得10万好处费   据““剑侠情缘网络版2”的开发者北京金山数字娱乐科技有限公司的相关负责人说,“大银票”在游戏中是一种货币,可用于购买游戏时间和特定的虚拟物品装备,“大银票”唯一的合法来源是通过金山一卡通充值获得,金山一卡通包月卡价值48元/张,该公司也是通过出售该充值卡盈利。检方认为,王立科等4人的行为均已构成破坏计算机信息系统罪。法院将择日再次开庭审理此案。   据王立科交待,在2007年7月左右,他偶然发现“剑侠情缘网络版2”的系统存在漏洞,便利用漏洞进入游戏服务器开始复制。约20天后,他估计金山公司快把漏洞补上了,也怕金山公司通过服务器的“安全策略”记录找到他,便通过别人介绍找到金山公司的值班工程师宁淼彧,让他在周末值班时将“安全策略”服务关闭。在每月1至2万元好处费的诱惑下,宁淼彧几经犹豫最终同意了。就这样,王立科利用宁淼彧告诉他的管理员密码,远程进入金山公司数据库服务器,对游戏币“大银票”进行大量复制。   在9个多月时间里,王立科自称共获利210多万元。其中的100万元,他全用来挥霍了,包括购买了一辆宝马和一辆蒙迪欧轿车等。王立科说,他与负责在淘宝网上转卖的张晓强兄弟7比3分成。同时,他们先后将10余万元的好处费给了宁淼彧。   当事人   钻漏洞不成想能捞巨款   今年只有26岁的王立科,大学毕业后一直没有工作,就在位于浙江金华的家里玩网络游戏。与一些犯罪分子不同,他本身家庭并不缺钱。庭审后,他接受记者采访时说:“刚开始犯罪时,我并不是为了要获取财富,就是一种个人爱好。”他也承认,在获得了巨额财富后,自己也有些诧异,“没想到会获得这么多。”   “包括Windows在内的任何操作系统都是不安全的,因此其公司都会不停地弥补它的漏洞和对系统进行修复。”他对记者坦言,这就给了不少黑客以可乘之机。他说,针对发现的新漏洞,微软公司会经常发布新补丁,而Windows用户很难在第一时间安装补丁。王立科说,他们就是利用用户安装补丁前的间歇,抓住系统漏洞侵入用户的电脑。他还透露,在微软公司发布新补丁的同时,会同时发布一个用来说明补丁的“知识库”,“‘知识库’会描述一些漏洞的信息,从这些信息,我们就知道了通过这些漏洞能干什么。”王立科说,他就是通过这种方式发现了金山公司“剑侠情缘网络版2”系统存在的漏洞。   专家提醒   用户应及时更新系统补丁   “许多网游玩家,都有被盗号的经历。”长期从事网络安全维护工作的专家付先生说,王立科的这种利用系统漏洞侵入计算机系统的做法,的确具有可操作性。他也说,王立科可算得上一个高级黑客,因为微软的“知识库”针对的也是高级用户,“它通常是全英文的,须有一定的电脑知识储备才能看懂。”   他建议电脑用户,在微软公司发布新补丁时,应及时安装。具体做法是,打开电脑的控制面板,找到“自动更新”功能,然后进行相关开启。他还建议,也可通过360安全卫士等辅助软件帮助及时对补丁进行更新。另外,在使用杀毒软件时,也要及时更新病毒库。   破坏计算机系统   后果严重得担责   北京市赵晓鲁律师事务所尚志永律师认为:破坏计算机信息系统罪是指行为人故意违反国家有关规定,对计算机信息系统功能进行删除、修改、增加、干扰,造成计算机信息系统不能正常运行;或对计算机信息系统中存储、处理、传输的数据和应用程序,进行删除、修改、增加;或故意制作、传播计算机病毒等破坏性程序,影响计算机系统正常运行等,且后果严重的行为。破坏计算机信息系统罪要求行为人在主观上必须是故意,如果因为行为人疏忽大意而误操作,或者因为技术不熟练而误操作等等,而实施了上述行为,不构成犯罪;同时,还要求该行为造成严重后果,才构成本罪。

马化腾:中国网络游戏的发展才刚刚起步

Posted: 30 Mar 2009 12:29 AM PDT

美国权威财经杂志《巴伦周刊》最新一期评选出了2008年度“全球最受尊敬30名CEO”榜单,马化腾成为亚洲地区唯一入选的互联网领袖,也是中国内地硕果仅存的上榜者。而与之相应的是缔造电子商务帝国的马云,去年成为《巴伦周刊》的座上宾,今年却没能成功上榜。   为中国内地唯一的入选者,马化腾对腾讯公司的驾驭能力得到了美国权威财经杂志的认可。这一切与马化腾本身的个性不无关系。与丁磊、马云等创业型企业家注重从渠道、销售的角度来看产品的可行性不同的是,踏实求稳的马化腾看重的更多是技术型的产品。这也是马化腾本人认可的,与马云等人最本质的区别。   务实的赢家   在经济风暴席卷全球之时,众多学者认为企业冷静思考应对危机才是当务之急。而冷静思考一向是马化腾的行事风格。   受经济危机影响,马云、王石等人都在谈“过冬”的时候,马化腾却认为“东方不亮西方亮”。他认为,在互联网行业中最大的份额应该是网络游戏等增值服务,这个行业与大经济恰恰有反周期的特点,因此,总体上还是乐观的。   “2008年是很不平凡的一年,我觉得这次危机是在多次的挽救中拖延,最终还是爆发了。”尽管表示乐观,但在马化腾的眼里,2009年还有非常多的隐忧要处理,“不是政府拿出5500亿,再加几千亿这么简单就可以解决的,很多债务、很多不良资产的影响需要相当长的时间来消化。”   但他认为,此次危机对于不同的行业来说受的影响面是不一样的,对于中国的互联网行业,是对新兴的创业公司压力比较大,因为这个时候需要有想象力,需要有概念去支撑他们融资,这个时候的变化对融资影响很大。对于已经稳定下来的这几家互联网公司来说影响不大,反而可能比较有利于它们。   阿里巴巴集团创始人、集团董事局主席兼CEO马云表示,“目前世界缺失的不是钱,商业社会缺失的是企业家的精神、梦想和价值观,企业不能等待政府,不能等待经济学家、政治家,应该呼唤企业家的梦想、理想、价值观。”近日站在美国亚洲协会的讲台上的马云,倡导用企业家精神去救市。   “遇到经济危机,并不是所有遇到困难的企业都需要拯救”,对比马云,马化腾显然不是从精神层面上去认识金融危机的,他只是表示,有一些该淘汰的确实要淘汰。在这个过程中,大浪淘沙,会有新的一轮洗牌的机会,但相信对很多企业是一个新的机遇。   “我觉得中国的增值服务和网络游戏的发展还刚刚起步”,马化腾表示,相信还有2~3年的快速增长期,这个时间也是各个互联网公司要努力抓住市场份额和抓住用户的两三年。   马化腾说,“我们并不希望腾讯把利润放在账面上,我们更加希望把很多利润投入到长远的发展里。”比如在中国未来的3年,绝对是中国网民增长非常关键的3年,之后的增长率可能会降低不少,因为网民会突破3亿多的数字,这样的话,增长率肯定进入一个比较稳定的时期。   互联网还有几个板块,比如增值服务、无线增值业务、网络游戏等,这些板块马化腾都认为情况良好。   看清形势,从实处着手,专注自己的产品开发,正是这样的马化腾让腾讯在危机中逆境上扬。   低调的“宅男”   在做客深圳大学杰出校友报告会上,极少透露隐私的马化腾在面对小师妹的拷问时也不得不承认自己甘愿当个“宅男”。   “我依然不喜欢社交,也不喜欢应酬。包括对媒体的选择,我一直都觉得平面媒体比较好,可以这样随便聊,我对着摄像头会感觉不太舒服。至于说滔滔不绝,是因为跟媒体打交道多了,心里也就有底了,讲起来自然也就熟了。”马化腾说。   减少了出镜率,减少了不必要的社交活动,在家做“宅男”的马化腾显然有更多的时间去思考腾讯的发展。而甘愿宅在家中的人多半为低调者,至少马化腾就是其中之一。长相书生气、五官端正的马化腾,一张清秀的娃娃脸,却不爱拍照,腾讯公司公关部仅存的为数不多的几张照片,也都是他几年前为了给媒体刊发特地拍的。   在公司内外,马化腾都以“低调”著称。   但他是一个亲和的老板,他跟任何一个普通员工甚至大学毕业生一样朴素,常常混在电梯没人认出他来,他不善交际,所以他在他的公司提倡简单的人际关系,提倡大家能快乐地工作。他并不常露面,游戏部的普通员工与他最“亲密”的接触是2007年3月,QQ休闲游戏在线用户突破300万人,马化腾亲自出席了内部庆功酒会,和每个人碰杯。   “Pony虽然低调,但稳健、不冒进。”加入腾讯游戏部5年的员工高峰表示,“在腾讯,男人大多佩服他,女人大多崇拜他。”   “腾讯并不是我一个人的,假如有分歧就谈,以理服人。假如这个决策只是因你的个性、性格决定的,人家首先就要怀疑你的能力了。”低调的马化腾在治理公司方面也十分看注重团队精神和公司的和谐氛围。   而在好朋友刘晓松眼里,马化腾给他最初印象依然是少言。“那时我就听说了他,后来我们在某个场合熟悉了,他说话并不多,我对他最深的印象是,他的技术很好。”刘晓松回忆到。而正是缘于这种低调带来的好感,刘成为腾讯的天使投资人,是第一个投资腾讯的人,化解了腾讯成立之初的窘境。   1999年早期,创办不久的腾讯QQ用户激增,但腾讯的收入却为零。不善推销的马化腾迟迟得不到风险投资家的青睐。“那是腾讯最困难的时期,原因在于没能找到赢利模式。”刘晓松在回忆时还笑称,“假如要说腾讯有什么不足,我认为,马化腾应该找个像马云这样的人帮他推销公司。”   马化腾的下一个目标放在了2010年世博会之后,“到时候,腾讯品牌广告收入大概在所有门户中排第二吧。”他把第一名的位置留给了新浪。   看来,马化腾仍然坚持着他的低调。

虚拟交易衍生虚拟经济–文:item4u伯新寄柏

Posted: 30 Mar 2009 12:27 AM PDT

网络游戏发展至今,过去只在小说中发生的,游戏中的虚拟装备和虚拟货币兑换现实中的货币,已经发生并有如火如荼之势。“RMT”是“Real Money Trading”(现金交易)的缩写,即用现金去购买游戏中的虚拟货币、虚拟装备或是虚拟角色。RMT早在上世纪九十年代就已经出现在网络游戏中。   然而对老一辈人来说,花钱玩游戏是不可接受的。而对单机年代的玩家来说,游戏中的财富可以兑换成现金是不可思议的。而目前随着虚拟交易的完善,职业玩家已经逐渐演变成开发、创造、销售以及策划于一体的具有小规模公司性质的职业玩家联盟,虚拟的世界完全与现实中的世界链接起来。   对普通网游玩家来说,他们相信玩游戏能挣钱,不过认为月收入上万纯属吹牛,上千的都肯定是特例,真要那样,大家都去玩游戏了,谁工作啊?对网游小说的爱好者来说,职业玩家就是那种技术超好,全身极品装备,一个人就可以越级挑BOSS,还经常PK杀坏蛋,然后在游戏里兑换几千万甚至上亿游戏币的英雄。   当人们“开始游戏”的一瞬间,便决定了虚拟物品的价值与利益关系,这就是一个真实与虚拟最为接近的虚拟世界所创造的经济体系。时至今日,我们已经无需区分“虚拟交易”的善恶,从各取所需的角度来看,市场的需求和供给也是无可厚非的事情。   当人们在游戏中处于“全民交易”之时,我们会发现一个真实的道理——游戏已经不仅仅是供人们娱乐的工具,而是演变成了一种半游戏,半生活的社交群体。谈到虚拟交易的载体,我们应该知道,其实要培养出一个良好的虚拟市场并不是一件轻易的事情。 首先,该网络游戏的质量要高。这里说的质量不单是指的游戏的画面和游戏性,更重要的就是一个运营商整体水平的高低。 其次,该网络游戏要有一个健康的市场环境。这需要运营商制定游戏规则,疏导和封堵并重;也要靠玩家的个人素质提高。另外相应的奖励措施也很必要。 第三,该网络游戏要有安全的环境,因为全方位的虚拟安全保障已经成为衡量一个网游好坏的重要依据,而只有玩家的安全保障得到充分肯定才是真正被市场接受的产品。 第四,要正视该网络游戏中的虚拟经济团体,即专门靠以“打钱杀怪”、“卖装备”为职业的个人或者工作团体,这些工作团体如果加以正确引导是完全可以带动网络游戏虚拟交易的主力军。   网游货币和装备高昂的虚拟价值,催生了一批以此为生的职业玩家。他们通过投资收购游戏装备的方式牟取利益。而随着网络游戏的日益发展和壮大,虚拟交易也披上了电子商务的外衣大发横财。这就是当前的网络游戏的虚拟世界,这就是游戏世界中的虚拟交易,这就是由交易而衍生的虚拟经济。

工作室经营中的瓶颈—-item4u爱斯美尔

Posted: 30 Mar 2009 12:25 AM PDT

  随着虚拟交易的日益昌盛,也有越来越多的工作室充斥在我们的生活之中,在大街小巷和众多的咨询平台上时时都能看到他们的身影,但在经过几年的发展和经营运作之后,很多以前所熟悉的工作室却都随着时间的洪流渐渐销声匿迹了,或许在你和朋友交谈的时候会经常发现,曾经那些朝气蓬勃的工作室大多都已经不在了,取而代之的则是一些崭新的面孔,是这个行业衰败了吗?似乎不是,因为市面上的工作室依然很多,甚至于超过了原来的数量,而造成这种现象的最主要原因,则是因为在工作室的发展过程中出现了几个瓶颈,让很多工作室在不经意间夭折。        在工作室的经营发展中最初的艰难时期绝不是造成工作室夭折的原因,可能也有很多人出师不利,但那只能算是一个小数,因为准备从事这个行业的人员,不是身边有朋友在带动,就是曾经在这个行业呆过,对其中的各个环节不是比较熟悉就是经过了详细的测算,所以初期的艰难还是很容易度过的。        而真正出现问题的时期大多则是在进行游戏更换的时候,很多工作室都是在这上面夭折的,其主要原因是因为在初期进行工作室经营时,大家都对所经营的游戏比较熟悉,有的是曾经干过,有的则是在朋友那里得知了该游戏的打法和技术,所以这对经营造不成太大的影响,而当此款游戏利润微、薄前景不景气时,就需要有另外一款游戏来进行替代,随之也就出现了瓶颈。        一是,没有相应的人员对新游戏进行开发和测试,只能盲目的跟风,经营比较被动,在对新游戏有所了解之后,利润空间已经急剧缩小; 二是,市场上新游戏更新速度过快、优秀游戏较少,不适合工作室长期经营,要经常更换游戏才能生存,周而复始之下就有很多工作室要被迫关门; 三是,市场上的这种情况其他工作室也正在面临,这就加剧了工作室之间的竞争,而在没有自己优势的情况就只能被市场淘汰掉。        除此之外,在工作室经营中盲目的扩大规模和转换经营国家也是一大瓶颈,因为各个国家的游戏运营商在对待工作室的态度上有很大差异,以前掌握的打金经验在其他国家可能起到截然相反的作用,至于工作室的规模有的时候也并非是多一台机器就多一份利润那么简单,一切还是要与自身的实际情况相结合,并多加留意市场的变化。

女大学生抱怨网络游戏竟是最大情敌

Posted: 30 Mar 2009 12:20 AM PDT

“非要选一个不可的话,我可能真会选游戏”  湖北大学大三学生杨志悄悄告诉笔者:“我女朋友总是问我,现在对于我,是网络游戏重要还是她重要,我总是回答说两个都重要。可是非要选一个不可的话,我可能真会选游戏!”   杨志从初中时开始接触网络游戏,进入大学后,由于与女朋友不在一个学校,他的课余时间除了打球,就是玩游戏。每天上完课后午休时间,他会抽出一个小时玩,晚上六点下课后,继续玩三四个小时,一天的生活差不多就这样过去了。而对待女友,只是“一天几条短信,几天一个电话”。   杨志知道,女友很讨厌他这样痴狂地对待网络上这个虚拟的游戏世界。有几次,女友直接叫他“不要玩了”,两人为这个问题还发生过小争执。杨志笑着说:“不玩游戏?怎么可能呢!”在他看来,每天坐在电脑前玩几个小时的游戏,已经是大学生活的一部分,“是一种习惯了”,不可能随便就放弃。   杨志的女朋友是一个很传统的女孩,希望自己在男友的生活中占据最重要的部分,男友心里要总想着她,不要因为别的事分心而影响他们的感情。她说她也听过一句很经典的话:“有时候女人需要一个男人,就像逃机者需要降落伞,如果此时此刻他不在,那么以后他就不必在了。”现在看来,“最大的情敌就是那该死的网络游戏了”。   这些感受,都被杨志忽略了。他理想中的大学爱情,只是有一个“志同道合”的女友,两人相互体谅,在一起玩时很开心就行,“女孩子不能太黏人了”。如果女友在他玩游戏正开心的时候要求他陪着去逛街,他的选择是,“找理由推脱掉”。   “有网游的生活很充实,没想过一定要在大学谈场恋爱”   随着电脑在大学宿舍里的普及化,“女生看电影,男生打游戏”已成为了一种新的校园宿舍文化风景。大学生的课余生活,更多的是在宿舍里,守着电脑为伴。女生们在豆瓣网上获知到各类受欢迎的电影,可以迅速下载观赏;男生们则形成一个个“游戏家族”,以宿舍为单位泡在游戏世界里互相“交流和切磋”。   工科生小刘说:“相对文科生而言,我们的课程安排很紧张,还要花很多时间泡在实验室里,每天很忙很累。稍有空闲,和宿舍的同学一起玩玩游戏就很开心了。”   大学生活的丰富多彩,需要学生付出足够的时间和精力。虽然笔者接触的很多受访者都表示,“玩游戏不会影响谈恋爱”,但大多数单身男生又表示,“现在有网络游戏的生活很充实,没有想过一定要在大学谈场恋爱”。   作为学文科的男生,小晔比其他人更多一份浪漫情怀。可是现在都大三了,他还是单身一人,身边和他一样做大学“单身贵族”的男生非常多。他们班有15个男生,现在只有4个人有女友,男生们过着“必修课选逃,选修课必逃”的生活,大多数时候,他们坐在一起玩游戏,从CS打到魔兽、实况足球,从上午玩到第二天凌晨……悄然形成的“宿舍游戏族”们自我娱乐,不知疲倦。   “大一、大二的时候,每天玩游戏大约七八个小时,时间都耗费在电脑上了,慢慢就错过了最佳恋爱期。”北京大学大四的学生郝文仍保持着“大学恋爱史”的空白。刚进大学,他也希望有个女朋友相伴,但是他没能抗拒网络游戏强大的吸引力,“玩起游戏来吃饭都顾不上了,哪里还想得到女孩子”。大学四年快过去了,郝文也承认错过了很多中意的女孩. 网游不仅影响大学生的恋爱质量,还影响他们的婚恋观  就在女生们开始觉得自己最大的情敌是网络游戏时,男孩们也在埋怨女友不理解他们。对此,北京师范大学心理学博士刘朝莹表示,“还是需要男女双方共同努力”。   恋爱中的理解是相互的,刘老师分析说,男生可以通过网络游戏获得成就感,满足自己的需求,女孩子们需要更费心对待此事。   刘老师认为,从人的感情和发展来看,人与人之间能够接触和沟通当然是最好的,当下人们之间的沟通少了,是一种不太好的趋势。对于大学恋爱中的男女,“男孩子们应该腾出一些时间,增进和女友的互相了解与沟通”,“女孩子们应该提高两人在一起的质量,让男孩更愿意和她们在一起”。   网络游戏对于大学生的影响不只是在恋爱质量上,他们的婚恋观也在悄然变化。   “我在‘劲舞团’游戏里有一个‘老婆’,私下里我们也在QQ上视频聊天,两人感情很好,网婚没有现实中恋爱的那么多麻烦。”像小武这样满足于网络上婚恋的大学生并不少,更甚者,不少已婚的男子,也喜好在游戏里结识一两个“红颜知己”。   湖南人文科技学院金乐副教授在她的《网络时代大学生婚恋观研究》报告里指出,当代大学生的婚恋观不可避免地有了新的变化,包括:网婚=虚拟婚姻+对现实生活的逃避、拒绝=独身主义+一夜情+多段情、同居=爱情+性+金钱+怀孕、DINK家庭=结婚+不生孩子。她认为,大学生恋爱观还需进行引导和教育。   游戏中的婚恋世界终究只是虚拟的。“现实中完美的爱情,我还是期待的。”小武在电话那头笑了,“我也希望有一个善解人意的女朋友,可以好好去爱她、疼她的。”

打造言行

Posted: 29 Mar 2009 06:38 PM PDT

我在武汉学习到一句特殊的话:用自己的无私换来自私。
上周三,公司里两个工作努力的同事受到领导的认可。总裁决定奖励她们,结果是拒绝。
 
听说国外因为经济危机,夫妻反目、朋友离散……但中国人刚好相反,越是艰苦越能互相帮助。所谓“财聚人散,财散人聚”。
我们有时候并不认识自己,更不认识别人。没一个傻瓜说自己是傻瓜,因为傻瓜只是在别人眼里看见的。拍DV时经常发现自己在镜头前感觉怪怪,放录象的时候才发现里面的自己很陌生。DV和照片不一样的是:DV需要言行。而照片仅仅是摆姿势。
听说过很多游戏公司里的故事。无论好的坏基本都是领导和员工之间碰撞。员工喜欢骂的老总们,基本是言行不一。所以人心总是散的,队伍总是不好带的。为什么呢?其根本还是因为领导的不称职。
我的领导是否称职?看看员工怎样评价就知道了。
最近火暴的电视剧里又出了一个团长,叫《我的团长,我的团》。也是属于方向明确,言行出圈的主儿。当初《亮剑》里的李云龙团长很令大家咀嚼,并赋予团队管理代言人之称号。无论是伪团长还是出格团长,他们首先成功点在于危难之时勇担责任。降职也好杀头也罢,绝不改鸿鹄之志。被完整打造的机会,就在危机中诞生。
打造什么?还是言行。
 

游戏渐失吸引力 日本玩家群锐减600万

Posted: 30 Mar 2009 12:19 AM PDT

  日本电玩店  日本计算机娱乐供应商协会(CESA,即TGS主办方)近日针对日本游戏玩家群体的现状及发展趋势等问题进行了一次综合调查,根据从3到79岁之间的上千名被调查者中收集的反馈情况来看,日本人正在渐渐失去对游戏的兴趣。   在这次调查当中,依旧认为自己属于游戏玩家的人已经比过去大大减少,从2007年到2008年这一年时间里降幅就达到30.3%。如果核算成实际人口数字,不考虑人口增长的话大约相当于600万人。   在收集到的所有有效投票当中,只有29.4%的人表示自己经常玩游戏,也就是说,平均每三个人里,只有一个人能算是游戏玩家。至于理由,大部分不玩或不经常玩游戏的人的回答基本可以分为两种:   (1)对游戏不关心或不感兴趣——45.2%   (2)有其他更想做的事情或更想买的东西——45.2%   另外一个较为明显的变化体现在用户对掌机功能性要求的转变上。比起过去对游戏性、游戏数量的要求,在此次调查中,大部分人认为一台掌机应该具备的几个主要功能依次是(可多选):   (1)音乐播放——32.5%   (2)网络连接——28.5%   (3)数码摄像——24.9%   由上面的调查结果不难看出,目前日本用户针对掌机的性能要求正在逐步与手机趋于一致。特别是网络连接一项,与近年来网络通讯的发展以及无线热点的普及有着密切的联系。   对于掌机的网络连接功能,调查者们认为最经常或最有可能使用掌机上网的地点依次是(可多选):   (1)宾馆或旅馆——30.9%   (2)电车和飞机——21%   (3)医院或其他医疗设施——20.6%   针对家用机性能和应用领域的调查结果就更有意思了。当被问及希望家用机除了游戏之外还应该具备哪些方面的功能时(可多选),用户的反馈情况是这样的:   (1)医疗、康复——52.6%   (2)教育、学习——51.2%   (3)保健、健身——37.8%   另外一项调查是针对游戏形象代言人的,当被问及哪位艺人或公众人物对游戏最熟悉或者说游戏玩的最好时,大部分选择了著名的搞笑艺人兼游戏达人有野晋哉,排在第二位的则是秋叶原系偶像、   日本电玩店  日本计算机娱乐供应商协会(CESA,即TGS主办方)近日针对日本游戏玩家群体的现状及发展趋势等问题进行了一次综合调查,根据从3到79岁之间的上千名被调查者中收集的反馈情况来看,日本人正在渐渐失去对游戏的兴趣。   在这次调查当中,依旧认为自己属于游戏玩家的人已经比过去大大减少,从2007年到2008年这一年时间里降幅就达到30.3%。如果核算成实际人口数字,不考虑人口增长的话大约相当于600万人。   在收集到的所有有效投票当中,只有29.4%的人表示自己经常玩游戏,也就是说,平均每三个人里,只有一个人能算是游戏玩家。至于理由,大部分不玩或不经常玩游戏的人的回答基本可以分为两种:   (1)对游戏不关心或不感兴趣——45.2%   (2)有其他更想做的事情或更想买的东西——45.2%   另外一个较为明显的变化体现在用户对掌机功能性要求的转变上。比起过去对游戏性、游戏数量的要求,在此次调查中,大部分人认为一台掌机应该具备的几个主要功能依次是(可多选):   (1)音乐播放——32.5%   (2)网络连接——28.5%   (3)数码摄像——24.9%   由上面的调查结果不难看出,目前日本用户针对掌机的性能要求正在逐步与手机趋于一致。特别是网络连接一项,与近年来网络通讯的发展以及无线热点的普及有着密切的联系。   对于掌机的网络连接功能,调查者们认为最经常或最有可能使用掌机上网的地点依次是(可多选):   (1)宾馆或旅馆——30.9%   (2)电车和飞机——21%   (3)医院或其他医疗设施——20.6%   针对家用机性能和应用领域的调查结果就更有意思了。当被问及希望家用机除了游戏之外还应该具备哪些方面的功能时(可多选),用户的反馈情况是这样的:   (1)医疗、康复——52.6%   (2)教育、学习——51.2%   (3)保健、健身——37.8%   另外一项调查是针对游戏形象代言人的,当被问及哪位艺人或公众人物对游戏最熟悉或者说游戏玩的最好时,大部分选择了著名的搞笑艺人兼游戏达人有野晋哉,排在第二位的则是秋叶原系偶像、博客女王中川翔子。   最后,针对日本游戏市场规模的调查结果显示,使用PC或其他家用游戏机为载体的付费网络游戏的市场规模大约为806亿日元,而使用家用机平台连接网路进行的游戏贩卖或其它追加内容下载服务的市场空间,总值估计为14亿日元。 博客女王中川翔子。  最后,针对日本游戏市场规模的调查结果显示,使用PC或其他家用游戏机为载体的付费网络游戏的市场规模大约为806亿日元,而使用家用机平台连接网路进行的游戏贩卖或其它追加内容下载服务的市场空间,总值估计为14亿日元。

What Are The Odds Two Arrows Hit Each Other?

Posted: 29 Mar 2009 10:49 PM PDT

My wife sent me this excellent article about an airplane crash that happened over Brazilian airspace half a decade ago.  This particular crash is interesting, in that it is one of the few mid-air collisions between two aircraft - an exceedingly rare occurrence, as most crashes occur on takeoff or landing.  In this particular case, a small executive jet sheared off the wing of a Boeing passenger jet at 37000 feet.

The article is interesting, in that it discusses a couple of failures of industrial design.  Of particular note, virtually all planes have an on-board computer that is designed to prevent in-air collisions.  But it only works if the plane’s transponder is on.  In this case, the pilots of the smaller jet accidentally turned their transponders off.  Unfortunately, the collision computer didn’t have an angry blinking error message, and instead had the benign error code “Standby”.  The two pilots had never flown the jet before, and as such didn’t notice that something was wrong.

Another interesting part of the article discussed how navigation computers have perversely made things less safe.  When humans fly planes, there’s a lot of wiggle room in the exact paths they end up on - there’s no guaruntee that a pilot will follow his exact planned flight path, or go to his exact prescribed elevation.  But when computers are choosing the flight path and driving the plane, it creates actually increased chance that two planes will be put on exactly the same trajectory.

Scrum

Posted: 30 Mar 2009 12:34 AM PDT

前一陣子在網路上讀到一些關於Agile Software Development的文章, 其中尤其以Scrum最引起我的興趣. 主要的原因是他的觀念跟我之前一直以來的開發作法有很多相似的地方, 只是我一直沒有系統性的把把過去的經驗作有系統的歸納整理, 只是很隨興的照著自己覺得比較快樂的開發方式下去開發引擎, 也不知道有Scrum這東西. 所以我就去買了一本Agile Software Development with Scrum來看, 這本書寫的不錯, 頁數不多, 而且很多作者過去的經驗來加以佐證, 我比較喜歡這種不講太多理論, 專注於實務經驗的書.

基本上Scrum的觀念就是軟體的需求是一直在變的, 所以一般擬定設計之後就不能再改變設計的作法其實很不實際. Scrum的觀念是每一個開發專案有一個所謂的Project backlog, 這個backlog紀錄了所有這個project要完成的功能, 重點是這個backlog是永遠沒有截止日期的, 想要的新功能隨時都可以再加進去, 但專案負責人得為backlog中的每個項目加上優先權. 接下來的開發就是以所謂的sprint一直循環, 每個sprint以不超過30天為最好, 開發成員從backlog中選出可以在這個sprint中完成的項目作為sprint的目標, 每個sprint結束時, 整個專案就會增加一些新的功能. 由於在每個sprint期間, 開發成員只需專注於所挑選的功能上, 所以可以有效提高生產力. 而每個sprint完成時又可以立刻看到專案的成長, 有助於維持團隊的士氣. 如此不斷的循環, 一直推出新的build.

一個人開發引擎其實是頗為無聊的工作, 所以我之前總是以一個短期能達到的目標為單位來開發, 如此一來每隔一段時間就有一些東西出來, 比較會有成就感, 也裁不容易厭倦. 年輕的時候很能熬夜, 常常一個sprint都是以一天來計算的:). 現在體力比較差了, 引擎也更複雜了, 沒辦法這樣搞了. 之前每次引擎po出來的影片其實就是幾個較大的sprint的結果. 不過以前backlog只放在腦袋裡, 現在我打算將backlog在網站上po出來, 以免久了就忘了 :P

現在正在尋找有無好用的scrum工具可以有效的來管理backlog跟每一個sprint.

Scrum

Agile software development

順便一提, Unreal Engine也是採用Scrum的方式來開發的喔.

胃翻轉

Posted: 30 Mar 2009 12:35 AM PDT

上上個禮拜六早上打開gmail時, 發現寄養狗的地方寄來了一封信, 說是可樂生病了, 已經送去急診病院了, 於是我立刻打電話過去, Superdog的人跟我說可樂是急性胃翻轉, 已經在開刀了. 他還說因為那天他待的比較晚, 所以看到可樂不太對勁, 而他之前的ㄧ隻狗就是因為胃翻轉死了, 所以他知道不趕快送醫急救會很危險. 之前我從來不知道有這種病, 查了一下網路, 會翻轉顧名思義就是位旋轉了180度, 如果不立刻急救, 胃就會壞死, 死亡率是百分之百!! 胃翻轉發生原因不明, 不過通常肺活量較大的狗發生機率較高. 好在這次可樂及時就醫, 手術後恢復狀況也很好, 醫生也會將胃縫起來固定住, 算是撿回一條小命啦.

不過可樂恢復良好雖然是鬆了一口氣, 但是卻要開始擔心起手術費用了. 之前一般門診都貴成那樣了, 這次急診肯定會大失血. 上禮拜收到信用卡帳單, 總共費用.......新台幣12萬 Orz..............所以要把狗帶去國外一定要記得保險啊!!!!!!!!!

【转】《我的团长我的团》中的部队和团长原型推测

Posted: 29 Mar 2009 06:53 PM PDT

最近《我的团长我的团》很火,说实话,我个人感觉场面拍的不怎么样。但比及以往的战争片,《团长》的进步是巨大的,这点到不能否认!有人说:《团长》里全是兵痞,脏兮兮的,成什么样?我不知道怎么回答,但我始终感觉战争情况下的杂牌军大约就是那个样子,兵痞也没什么打紧的,关键是处于军队最下层的兵痞们在国家危难之即,能发出自己的"呐喊"!比起那些向往"安逸"的人,他们却是英雄!

炮灰团或者虞师的原型:预二师和新39师

关于部队原型,目前网上流传最多的是国军新28师,但我从来没这样看过。 因为拿新28师作为题材来拍电视剧,确实是丢人!准确说新28师确实没有象样的战例来作为《团长》中的故事,当然被404个日本兵几天工夫从缅北追到怒江边的经历到是在《团长》开头的溃散场景中有所表现,不过他们的溃逃中可没有什么"南天门阻击",有的只是在路中间炸毁自己的坦克充当路障以阻挡日军进攻速度!

既然不是新28师,那"南天门阻击"又是怎么回事呢?谁打的呢?首先必须强调的是:1942年没有剧中虚构的"南天门阻击",南天门之战更不可能是1944年的松山战役。如果按地理分,南天门是在云南龙陵境内!而且南天门确实发生过激战,时间是1944年的滇西反攻之龙陵会战中,并且确实是阻击战,打的非常艰苦。但问题是《团长》中的"南天门阻击"发生在远征军溃败之即的1942年!龙陵的南天门也不在怒江边!因此我认为《团长》中的"南天门阻击"并不是以44年南天门张金山战斗为背景写的!

那《团长》中的"南天门阻击"到底是什么样的历史背景呢?参考1942年国军在怒江西岸的战斗情况,我个人认为《团长》中的"南天门阻击"最可能的题材背景只能是国军预二师在腾北的反击和阻击战!中日怒江对峙前期,只有预二师成建制跨过怒江,在西岸反击和阻击日军,接应撤回国内的远征军第5军。作战时间很长,部队伤亡也惨重,被打成了游击队,后被国军36师换下,到怒江东岸休整,44年又参加了腾冲和高黎贡山的作战!这同《团长》剧中龙文章临时拼凑的炮灰团在怒江西岸"南天门阻击"中损失惨重,最后只有10多个人撤回东岸,重组炮灰团很相近。

溃败、阻击、重组,这就是《团长》剧前半部分讲的内容,正巧国军预二师接应了溃败的远征军、在怒江西岸腾北反击和阻击日军、损失惨重后撤回东岸休整重组。活脱脱一个预二师的怒江作战过程,因此我毫不怀疑的说:《团长》剧前半部分的原型部队就是国军预二师。

而《团长》剧的后半部分,则讲的是1944年远征军反攻,龙文章的混编部队攻击南天门并在南天门"树堡"监守38天的故事。那这个又取材自哪里呢?毫无疑问,那就是真实发生在1944年的龙陵会战之"南天门阻击战",准确的说,应该叫"张金山、南天门、双坡阻击战"。而最有可能的原型部队是国军新39师。8月14日,新第39师奇袭三关坡,恰好《团长》剧中龙文章奇袭南天门树堡;随后新39师受日军的反突击,三关坡得而复失,恰好《团长》剧中龙文章完成奇袭,虞啸卿的大部队却没有跟进,龙文章被日军反击,奇袭效果尽失败;8月18日,新39师加强张金山、南天门及双坡一带阵地,阻敌由日军芒市增援,恰好《团长》剧中龙文章占领树堡垒固防坚守;国军新39师战至最后,全师几乎拼光,直到9月19日由国军36师接防时所剩官兵只够编成一个营并入36师,从奇袭三关坡开始到并入36师,战斗了37天,恰好《团长》剧中龙文章在树堡坚守了38天,在损失惨重后等来了援兵。因此我毫不怀疑的说:《团长》剧后半部分的原型部队就是国军新39师。

[ 转自铁血社区 http://bbs.tiexue.net/ ]

注解一下:预二师是开国上将陈明仁一手带出来的部队!部队在湖北时有不少流亡学生加入部队,也有东北流亡人事,所以《团长》剧中有北平学生兵孟烦了和东北佬迷龙并不奇怪。在陈明仁任师长时,就出过"军服事件",是公认的叫花子部队!

预二师沿革:

第二军预二师→整9师预二旅→整9师整46旅→整5师整46旅→第5军46师,陈官庄一战随第5军一道全军覆灭!

龙文章的原型应该是:洪行。

洪行:湖南宁乡西冲山(今宁乡东湖塘镇)人。先后任预二师副师,新39师师长。为什么说龙文章原型是洪行,理由如下:

1、龙文章的南天门阻击同洪行率预二师在腾北阻击非常相似。

[ 转自铁血社区 http://bbs.tiexue.net/ ]

2、洪行经常戴斗笠赤脚视察军情民情,和龙文章以及他的炮灰们的不拘衣冠相似。

3、龙文章有亲自侦察日军南天门防御情况的经历。洪行同样有化装成苦力,侦察日军飞凤山要塞的经历。

4、洪行调任新39师师长后,在滇西反攻战役的龙陵会战中奉命死守张金山、南天门、双坡阵地,阻击从芒市方向增援而来的日寇主力,全师几乎拼光。这同《团》剧末龙文章死守树堡的情况非常接近。

5、龙文章为了开会,出车祸受伤;而洪行也因开会,回程途中自驾吉普车失事而意外殉职!

以上胡诌,静待网友指正!附上洪行将军与松本进行白刃大战的"应战书",以彰其烈:

  

松本大佐:

[ 转自铁血社区 http://bbs.tiexue.net/ ]

  蒙邀会猎地盘关,幸甚!

  狼群入门,焉能不打!彼辈入侵,焉能不歼!久闻日军白刃格斗自誉为举世无双,故早欲领教一二,以饱眼福。届时,愿双方不发一枪,专以白刃格斗一见高下,如日军不怯,望三日上尔等布阵竖旗于地盘关,本将军将率队出山赴战!

  中华国民革命军预备第二师 洪行

  大中华民国三十二年二月二十一日

fps by ryans32123

Posted: 29 Mar 2009 07:38 PM PDT

A Fps set in a alternative past were gunpowder and the combustion engine was never invented, but steam and hand powered weapons were improved to the point of working as good if not better then guns and vehicles of the time. Set in a alternative 1920s were people have learned to do what we take for granted with less sophisticated machinery. You play as a young man badly injured in the world war that had been raging for 60 years before this story. Luckily for you a skilled, but somewhat eccentric inverter has replaced your badly crippled parts with intricate clock work devices powered by tiny cogs and mini-springs, but as payment for this service you are required to work as his assistant for the rest of your, mechanically lengthened life. After a few years of serving your master you become accustomed to his quarks and start to actually enjoy working for him, but all that changes as a second world war breaks out and your master secreted away by the local government to work on a experimental energy source, electricity...
After many failed inquires into were the local government is keeping your master you finally give up and decide to live your life, but you are eventually pulled into the growing turmoil that is erupting across the planet and are forced to pick a side in the conflict. Well fighting in a major battle over a large underground research facility, run by your secretive governing body, you witness the first field test of a monstrous mechanical death machine which has no smokestacks or visible power source. Knowing that your master has been working on such a machine you go AWOL in search for your long lost master.
Fighting through the base during the chaos of the raid on the facility you make your way to the deepest and most secure research lab in the whole base. Where you discover that your master has long since passed away his body disintegrated in a fatal lab accident.
Seeing your grief a young lab technician informs you of a box containing the last of your deceased masters things. Inside this box you find a new clockwork arm that your master had been working on for you and a letter, informing you of the many atrocities your government had been committing in the name of piece. After learning this you turn your back on your government ashamed and now knowing the true reason for your actions in the war, recalling a attack on a small fishing village you were told was a hideout for the enemy.
As you finish reading the letter you hear a buzzer and a voice comes over the intercom. Its the young technician from before. She tells you that the army that you were fighting only hours before has entered the research facility and is now systematically clearing it of any survivors. She asks for your help and you hear the terror in her voice as the intercom crackles and shuts off. Knowing that it wont be long before the soldiers reach you, you decide to rescue the damsel in distress.
After fighting your way threw the invading forces and the last stands of your, once allied, enemy. You come across the a room labeled Experimental Weaponry, your background as soldier kicks in and you are compelled to at least have a look. What could that hurt, right?
Once you enter the room you are struck by the distinct smell of rotten flesh and a strange electrical feeling, but you attribute this to the anxiousness you feel because you get to play with the newest and most powerful weapons in your new enemies arsenal. Well searching for these weapons in the dark room you hear the sound of bending metal and smashing glass behind you. When you turn around you are face to face with what appears to be huge form of a clock work sentry robot that you have faced and killed many times before, but upon closer inspection you notice that it is not held together by metal. It is held together by human flesh, obviously these scientists have been working on more then just experimental power sources down here.
After battling the robot you manage to kill it and after checking to make sure it is dead, you begin to to walk out of the room. Knowing that you have spent to much time in that room and the young technicians life must now be in danger you start to run. Just as you are about to exit the room you hear a scream from down the hall, but before you can increase your speed you are blown into the wall on the far side of the hall by a blinding flash of white light and a defining crack of what sounds like lightning. as you start to get up you see the sentry bot that you had just finished killing rise up and start to run at you. Seeing that the robot is far too large to make it into the hallway you continue on your way in the direction of the screams.
Killing your way threw another group of soldiers you come to a room were you see a group of soldiers standing over the a crumpled figure on the floor talking in a strange language. Thinking this to be the young lady you set out to rescue, you strike down the soldiers only to find that they are inspecting the body of what appears to be a long dead man, with a brand new army uniform on. After inspecting the body a bit longer you move on.
Running down the hall you hear another scream this one is much closer. "Almost around the corner!" you think to yourself, but before you turn the corner you see a soldier run by covered in blood. After dispatching this man you run around the corner, knowing that what might be the only person left alive that knows whats going on here and more importantly, what happened to your master, is in grave danger.
When you enter the room you see the young woman now out of her lab coat and with her hair down, you almost don't recognize her, but she is under attack by what appears to be another long dead man in a brand new soldiers uniform. After killing this abomination, she tells you to follow her to the exit. As you follow her you begin to notice strange lab names, occult names. As you continue down the hall you start to hear moaning, but before you can ask the technician what exactly is going on down there you come under fire from from a small group of elite soldiers that are protecting a secret exit from the research facility. After dispatching these soldiers and escaping to a safe distant with the technician you begin to question her on what was really happening down there.
She tells you that after the death and subsequent resurrection of your former master, because of the exposure to the massive amount of electricity. The research facility had switched from using electricity as a direct form of power to using it to reanimate corpses. The scientists, believing they had been given the power of god, became arrogant and started killing the guards down here and using them to in there experiments. She also tells you that she is the reason why the opposing army had found out about the secret lab, she knew that the only way to stop these experiments what to destroy the lab.
Now knowing that both of you have a common enemy in the government you both used to serve, you set out for a near by city in search of a way to strike back at the government that had betrayed both you and all its citizens.

That would be the plot of the first few levels. You would go on the kill the government you once served and there would be a twist that would lead to you encountering the undead some more. Of course the technician is in there for a bit f sex appeal since sex does sell.

Some of the weapons would be: a compact crossbow that powered by a set of springs to allow it to be reloaded extremely fast, a steam powered shotgun that instead of being pump action you have to wait a few sec for it to reload its pressure, your clockwork hand has the ability to shoot its fingers at targets and then pull them back into the socket after killing the target, the clockwork egg would work like a reloadable grenade were you throw the egg then it shoots spikes in every direction and after you can retrieve it and place more ammo in it(the egg would be rare but the ammo would be very easy to find), the long range steam cannon uses rare crystal lenses as a scope and extremely high pressure to act as a sniper rifle, a clock work wrist mounted balista would shoot at medium ranged and shoots in small bursts.
if you like the story comment, ill continue the story if enough people ask my too.

Gone With The Wind

Posted: 29 Mar 2009 07:27 PM PDT

接下来的一周将处于一种Gone With The Wind的状态——

剥完莱州湾的虾,吃完郢都的米饭,再饮黄浦江的水。

恩,就这样吧。

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Twitterish

Posted: 29 Mar 2009 04:52 PM PDT

Since some people have compared a couple of my most recent posts to twitter tweets, I figure I should just create a twitter account.  Two actually.   You can follow rongilbert if you want to know things like what I had for breakfast, or you can follow grumpygamer if you want to know things like what I had for breakfast.

"game" via 柠檬杀手 in Google Reader

unread,
Mar 31, 2009, 8:22:53 AM3/31/09
to cngame...@googlegroups.com

关于弹幕的使用教程

Posted: 31 Mar 2009 04:40 AM PDT

about-bullet-hell

TMA,愚人节都还没开始啊?

灵感源自Penny Arcade,最近东方谈太多了……

孙氏内家拳入门

Posted: 31 Mar 2009 04:56 AM PDT

在练拳的人中,若论打斗,如今100人中我大概可以排名第20~30名,但我有别人所不能及的,就是看过别人的技巧能明白其原理,若要教人,则比别人教得快许多倍。我这样的人,不是高手,但属于大师。

而我实际上并不是练孙氏内家拳的,只是看得懂。所以说几句。

孙氏内家拳以暗劲开始入手练,逐渐开松,这是最独特的一个地方,而孙氏太极,也是太极拳中最难看的,我当年初练内家拳时,听说孙禄堂被称为武神。特别搜寻了孙剑云的动作分解来看,发现动作其丑无比,和陈氏大开大合不能相比。顿时敬而远之,直到年近三十,才看懂了孙剑云的拳法。不禁感叹年华虚度。

郭云深之后,明劲,暗劲,化劲被传得神乎其神,但其实都只是训练方法和步骤,将其神化的原因是古人云练拳可入“化境”,后人以讹传讹,化劲就和化境混为一谈了。事实上,化劲和化境根本不沾边。

这里只谈暗劲,暗劲并不神秘,按摩师给人按摩得久了,只要用心偷懒省力,十有九都会练出某个角度的暗劲。某中医按摩师,平时看不到腹肌,但一下手按人时,则腹肌立时显现。

所以想从孙氏太极拳入门者,需苦练按摩一段时间。直到无意中能用腹肌发力为止。

记住帮人按摩时的身体感觉,将这感觉贯彻始终,比划孙氏太极拳的难看动作。渐渐地就能练成不可思议的内力。

由手指替人按摩,练到脚掌替人按摩,孙氏内家拳则入门。

这时再配合“太极如气球,形意如铁球,八卦如藤球”的口诀,让全身松紧行气。则化劲可成。

 

网站故事小寓言:软件的未来(其实老鸟和新人就差这么一步)

Posted: 31 Mar 2009 02:50 AM PDT



(一)

小满所在的公司是一家做业务管理系统的软件公司。近些年,管理软件市场每况愈下。他们内部也有一些声音,有人说要坚持做下去,要做精要做深,管理要到位,管理软件一样也有大前途;而另外一些人则认为:在而今眼目下,继续做管理软件就等于是等死。他们以前做过很多电子政务方面的单子,结果发现,技术算个屁。辛辛苦苦白忙活了一年,赚不了几个钱。说一千,道一万:体制的成本太重,哪里是做软件,根本就是在做关系!

所以,有人就说:要不,我们往互联网靠靠,做一个网站试试看?nnd,好多互联网公司一周的利润,都抵得上我们一年的利润。我们不能再等了。

反对的人说:做管理软件是等死,做互联网就是找死。能说改就改吗?做一个网站,开发很容易。但是,推广呢?哪得烧多少钱?

公说公有理,婆说婆有理。公司的老大,或许是被两拨人吵烦了。就放出话了:先做一个出来,看看吧!

公司里很快成立了一个开发小组。开发组的成员几乎都是搞技术的。大家以前都是做业务系统的,做网站的产品,这是头一回。

刚开始,也不知道做什么好。有人就提出建议了:反正都没做过,我们要不先模仿一个现成的。就算做不好,至少技术上经验也有一定的积累。

大家一听,也对:现在不正流行web 2.0吗?我们也先做一个社区,试试看?

大家在网络上搜了一阵,找了几个听说过的比较有名的社区网站,注册了姓名,试用了几天。然后,就把表面上能看到的功能摸的差不多了。

然后,跟美工商量了一下。找了一个人气很旺的网站的页面,开始参考、复制。这边,程序员也开始编码。

忙活了一个月,网站做好了。开始,测试,并准备邀请试用。

小满也参加了这个开发组,第一期开发要完成的时候,他给老鸟发了一个邮件邀请的试用地址。

小满觉得这个月,还是忙碌的很充实。

他觉得又有新的东西在召唤他了。

(二)

二天后的中午,小满约老鸟见面。老鸟说自己正在宽窄巷子里面的星巴克。

老鸟说:“你过来吧。我们一起吃饭。”

小满打车过来的时候,老鸟说:“隔壁有家面馆,听说说国内的一个有名的设计师开的,环境还不错,比较安静。我们过去,将就吃。边吃边谈。”

“好嘞!”

老鸟和小满进去面馆,服务生过来。老鸟点了面,小满说一样。

面馆其实是个小的四合院,中间的庭院有树,树下散落着几张石桌和椅子。

老鸟和小满穿过庭院,到后面的一间房里。房间里摆放着两张长条形的桌子。桌子是实木的,厚厚的,很结实,上方悬着灯笼,里面有灯,柔和的光线照在房子里面,让人很舒服。两边桌子的最远端上面,一样摊放着一些最新的时尚杂志。

老鸟和小满在桌子一边的中间挨着坐下。把笔记本拿了出来。电源在桌子中间的盖板下面。

小满说:“这里能上网?”

老鸟指了指头顶的梁上。小满看见。梁上的一侧绑着一个ADSL的路由器。

小满笑了。“天网恢恢,疏而不漏!”

过了一阵,面端上来了。是两只大方碗,里面青白的蔬菜,红红的辣椒,还有圆滚滚的面,看起来很筋道。

尝了一下,味道还不错。

或许是到了中午的时候,两个人都有点饿了,好像才吃了两分钟,就见底了。

老鸟把服务生叫过来:“能加点吗?”

服务生:“可以,加汤可以。”

老鸟说:“那算了。”

小满说:“不够啊?再来一碗,这顿我请。”

老鸟笑了:“那太便宜你了。”

小满动作稍微慢些,正在收尾。或许是很少用方形的碗吃东西,小满不习惯:面条少了,怎么弄也不好弄,只好把面条赶到碗角上用嘴使劲吸。小满觉得这太费劲了,好像吸了很多的空气一样。

老鸟端着碗打量了一下:“方形的碗还是有很大的好处。比如,看起来、摆起来跟房子的风格很相符,也很大器。你看着这碗的容量觉得很多”

“但是呢,实质的东西并不多”

小满点头。

“你有没有这种感觉:方形碗不好用,还是圆形的碗好用。”

小满:“我刚才还想这个问题呢。”

老鸟说:“常用碗的形状,都是经历了好几千年延续下来的。看起来很普通的形状,也是一种时光过滤的结果。看起来简单,却有它合理的部分。习惯了的东西,不容易观察到这个问题。但是,你一旦用一个对立的东西,马上就能感觉到其中的差异。”


(三)

吃过饭后,言归正传。小满让老鸟连上他们的网站看看。

老鸟输入地址,浏览器显示:连接中。

首页出现的很慢,过去了6、7秒,页面的图片还没有下完。

老鸟瞄着浏览器底部的提示信息说:“首页,怎么这么多图片,40几个?”

小满说:“我看看。我们以前访问,好像没这么慢啊。”

小满用自己的本本连了一下,发现首页很慢。然后,他又连了模仿的网站的主页,速度很快。这排除了网络方面的问题。

老鸟说:“如果一个网站的首页出来,是大于5秒的话。这种用户体验,就会比较差。如果是我遇到这种网站,几乎不会再来第二次。虽然说现在的网络很快了,但是,把整个首页的大小尽量减小。”

“你们开发的时候,是在内网开发的。内网网络速度很快,而来图片下载后,不再更新。所以,没引起你们注意。”

“你们的美工,设计还可以。但是制作网页,不能光是看漂亮与否。必须在网站性能和美观上取得一个平衡点。”

“上周,Goole的首席设计师辞职,在博客里抱怨公司为了几个像素的差别,研究几十个可行的方案。他觉得这太可笑了。这对搞艺术的人绝对是一个侮辱。但是,我不知道,为何没人告诉它,在互联网上,哪怕是0.001K的图片数据的改变,如果是在千万G级的流量的基础上放大,那么,对网络带宽和成本的影响,都是巨大的。”

“艺术需要得到尊重,但是,网站的界面,不是单一的审美问题,是一个美和性能协调的问题。”

老鸟对小满说:“尽量少用图片,可以用一些样式表分隔,图片要用,尺寸要小。不管网站如何,一开始就要这样要求。以后也一直是这样。”

小满在本本上记下老鸟的建议。

老鸟在网站上注册了一个用户。老鸟的用户名,用的是自己常用的邮箱。

注册的时候,老鸟遇到一点麻烦。输入信息的时候,居然出现了“汉字的验证码”。

老鸟说:“能不能想简单点呢。就用一般的数字验证码,或者英文验证码?汉字,好像可以,但是,总觉得怪怪的。本来验证码就是多做的活儿,现在还要切换一下输入法。”

小满说:“我们看着有人这么做呢。”

老鸟说:“要借鉴也可以,但是,要想清楚,到底为什么借鉴,哪些该借鉴,哪些不该。”

老鸟的手机响了。老鸟接电话,然后对小满说:“我们还有30分钟。家里有事,催我了。”

在离开之前,老鸟给小满又指了其他的两个建议:

【1】域名不要太长了

好的域名不要太长了。你要么数字,要么拼音。越简单、直接越好;

好的域名,就是用或者说一次,就大概会记住;

域名忌讳:名是中文名,域名选用的是英文单词。很多上网的人,英文并不好。你做的是大众的网站,还是专业的网站,自己首先要想清楚。更切忌中英文联合;

【2】页面对搜索引擎的优化

就单一页面来说,体验来自两个方面。对人,和对机器的。

对人来说,就是速度的感觉,美观的感觉。网页显示快不快,是不是什么时候都弹出一些乱七八糟的广告。字体多大合适,页面的滚动长度要多少合适,浏览的重心引导放在哪儿;

对机器来说,就是如何把页面的信息告诉给搜索引擎。你的地址栏链接是不是要优化,内部的关键词如何设计,等等。


老鸟对小满说:“做网站,其实,还是有很多的细节,需要认真揣摩。”


(四)

小满把老鸟的建议和看法,带回去跟同事讲了。大家觉得还是有些道理。于是项目的小错误都做了修改。

网站调整好后,公司里从QQ好友开始,开始发送测试的邀请,当然,还有同事、朋友、家人。大家又忙碌了好一阵。

网站后台有一个计数器,刚开始每天只有100 访问。估计都是公司内部的人,自己在测试,玩呢。

持续了一个月,访问数只是略微有点增加。

大家都有点泄气。


有人说:目前的功能不是很完整。只有blog功能。这样不行。你看别人的网站,什么都有。

大家想:不如,做做看了?

随后,小满他们又在网站上加了些功能。除了blog外,又加了小组,相册,还有Rss阅读器。


又过了两个月。网站的开发似乎完工了。大家期待的网络奇迹并没有发生。

老大一看:呵,你们怎么搞的。都不来钱啊。就把项目给灭了。

支持搞互联网的这拨人,垂头丧气的。又白忙活了一阵。

公司里有人说:“我就说嘛,哪有那么容易的。”


小满愁眉苦脸地对着老鸟说:“game over了。”

老鸟说:“别泄气。没什么的。”

小满说:“你说说看,我们到底怎么了?我们以前做那么多软件,好像基本上没出什么问题。这次,好像总是在做错事情。但是,我们又不知错在哪儿。”

老鸟说:“没关系的,吸取经验才重要。”

小满说:“你说说,我们错哪儿了?”

老鸟说:“我发现一个问题。”

小满说:“是什么?”

老鸟说:“前段时间,我自己偶尔上上你们的网站。我发现,好像人不多。你们自己也不上。”

小满说:“是的,除了更新外。好像我们自己也不用。”

老鸟说:“这就是问题。你们自己做的东西,自己都不想用,或者觉得没用。又怎么希望别人来用呢?你们想没想过这个问题?”

小满说:“我觉得可能是没推广吧?”

老鸟说:“不对。有用,和没有推广,别人不知道,是两回事情。说实话,我觉得,没啥有用的东西在上面。”

小满说:“的确。我们做的别人都有。我们只是内容不同。”

老鸟说:“内容呢?”

小满叹了口气:“不是还没做嘛!”

老鸟说:“这就是你们的问题。这方面的经验不够,产品没做到位,人员的构成也不对。项目开始的目标有问题。你们一开始,就是没仔细想好,该做一个什么有用的东西,需求在哪儿。只是走一步,算一步。照着人家的样子,依样画葫芦。却不真正理解人家为何需要那样做。”

“做管理软件,你可以去问,客户可以告诉你需求。互联网的产品,有点不同。你可能没办法问谁去。但是,你自己会观察,也可以调查、判断。你得有一个基本的需求的判断、假设。然后,围绕这个假设来设计一个满足基本需求的原型产品。做好后,放在网上测试,判断正确与否。”

“思路对了,用户体验要优化,功能要逐步完善,不要看什么新的,就上什么。很多时候,少的就是好的。”

“产品的定位有问题。可能都是技术人员。技术人们常常就认为开发了Blog、小组和相册,这些功能,就算是产品了。其实,这时的产品才算是做了一半。你想想看啊,应该是这样啊:业务决定你的功能形态。你要想什么样的业务,需要什么样的技术来支持。而不应该是那样:搞成一个筐,希望用户什么都往里面放。所以,对产品的理解不全面。”


“现在产品的概念可能包含很多:硬件、软件、和网上服务等等。它是一个系统的综合体。所以,可能不仅包含用户体验,可能还有内容。要求你各方面都要认真的设计和权衡。你们的团队缺少一个综合全面的产品经理来思考这些基本的问题:你针对什么样的市场,提供什么样的网络产品,或者服务,服务于哪个群体,人群将会如何使用这些产品来达到某种目的。”

小满说:“我们有讨论过,而且我们还谈到了商业模式。”

老鸟说:“算了吧。几乎现在所有的人言必说商业模式了,就好像地球人都知道的一句话:阿基米德说:给我一个支点,我会撑起一个地球。”

“但是,我发现很多人谈商业模式,只不过赶赶时髦。他们其实最关心的是:怎么才能在短时间内把网站搞大,要是能搞大了,闹哄哄的,才好上市。他们才没心思关心用户到底得到了什么。他们才没时间关心产品到底做什么样呢。”

“自欺的力量是如此强大,乃至于每个人都以为自己可以随便撬起地球。而忘记了那个支点。”

小满说:“支点是什么?”

老鸟说:“产品,就是产品本身。商业模式很重要,但是,没有产品,一切都是瞎掰。”

小满说:“这样做,那时间上会比较漫长。”

老鸟说:“是啊,大家都知道这世上少有立竿见影的事情。可是,大家都巴望呢。”


(五)

小满说:“那我们接下来该怎么做呢?”

老鸟说:“我觉得你们这条路是对的。只是走的时候,有些问题。一走错,就赶紧缩回去了。”

“网络产品要求的公司文化,跟传统的软件公司文化有些不同。传统软件公司,可能大多数都是技术工程师文化。”

“网络产品,在客户界面上,要有一些交互的人性化的东西在里面。这对产品经理、设计人员、开发人员都有一个平衡的要求。”

“以前的软件产品更象是一个工程师产品。现在的互联网产品更象是一个艺术品。”

“所以,首先,你们的团队,要重新搭配。”

“如果你们真的要转型,最好,从外面聘用一个互联网公司工作过的有团队管理经验的人过来,组织的结构,大致可以借鉴过来。给他权力,让他给5,6个人,基本上开始实验一个小的产品,让大家知道如何起步,还是可行的。”

“你们需要重新学习一些东西:要了解更多的用户体验,交互设计之类的。要学会更多的观察用户的行为。学习网络上的大数据的存储、带宽优化等等。”

小满说:“现在,那么多网络公司。你觉得我们还有机会吗?”

老鸟说:“怎么没有?!机会大大的!我一直觉得,现在,就是此刻。互联网机遇的第二次机会窗口已经打开了。”

“互联网机遇的第一次机会窗口是在1996年浏览器风靡世界的时候打开的。10多年过去,互联网的逐步普及,个人电脑的极度普及,手机的泛滥,无线网络的无限延伸,标志着一个新的机会窗口再次出现。只要你仔细看看,你就会明白,软件业的未来就在互联网,就在日渐丰富和成熟的个人消费电子产品上面。未来的软件公司,都会是什么样的呢?”

“未来的软件公司玩的都是系统:硬件、软件和网络服务。比如万众瞩目的苹果、亚马逊,还有一统天下的google。他们都有自己的消费类硬件终端,有自己的网络服务平台,还有可以无限延伸的扩展开放平台。”

“在可以等待的未来里,我们会看见很多的自由职业的软件工程师,在网络平台,或者他们称之为云计算的平台上,开发小的插件程序,并发家致富。每个软件公司会需要更多的设计师、人机交互工程师,甚至人类学家、新闻编辑、文学顾问,网络营销人员,当然,还有软件工程师、产品经理等等。软件公司需要更多综合素质的人。”

“软件业正在迈向新的方向前进。我甚至在想:那种庞大无比的管理软件或许正在面临着一个终结的时候。组织和个人都只是需要一些联系的工具,或者是一些帮助提高效率的小工具。”

“真正机械的事情交给机器人来做。人们最需要留下的只是沟通的工具。软件只是完成某种连接,但是,决策还是,本来也应该是由人来做出。”

“那些不再能靠体制存活,又不能在传统市场上坚持的软件企业,也到了一个可以重新选择的时候。生存,还是毁灭,这是一个问题。”

喷嚏网:原创 www.dapenti.com

国人奇怪的网络免费心理

Posted: 31 Mar 2009 04:42 PM PDT

大多数人愿意花62块钱去吃一顿一桶鸡,并在30分钟内把它消灭;
却不愿意花同样的甚至更少的价钱去买一张正版软件,去享受几年的服务。

如果要问他们为什么,多半回答是网上有下载。
——可以说,这是中国网络时代的一个怪圈。

 

                                                                                                                   

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簡單地閱讀整個文件

Posted: 31 Mar 2009 01:16 AM PDT

有時你會想閱讀整個文件,而不是一行行或一個固定大小的緩衝區。這裡有一種方法來完成該工作:

std::ifstream file("myFile");
if(file) {
std::ostringstream buffer;
buffer << file.rdbuf();
file.close();

const char* dataPointer = buffer.str().c_str();
size_t dataSize = buffer.str().size();

// Work with the data
// ...
}

就這麼簡單。該文件的內容會複製到 ostringstream 去。
相同的代碼可以用來複製文件,您只需要把 ostringstream 更換成一個 ofstream。
請注意,以上代碼旨在簡潔,未必是高效的實作。

Vigilante by abcdefg

Posted: 31 Mar 2009 12:21 AM PDT

A game similar to the movie "Deathwish". For those who haven't seen it, an architect finds his wife murdered and his daughter raped by some thugs. He gets his vengeance by going about at night finding criminals and killing them. As he becomes more infamous in the press, the police try to catch him and put him away. I think a game like this would be good. I'm not sure if its already been done.

读《微软的秘密》,想《走出软件作坊》

Posted: 31 Mar 2009 03:10 AM PDT

记者采访我的时候,也问道,《走出软件作坊》怎么会这么热卖?这个问题我也曾经深深思考,我个人感觉是,中国社会好像到了一定的阶段,就如同现在电视上大量讨论中国改革三十年、大国崛起,图书行业也有热销的《明朝那些事》、《品三国》、《激荡三十年》、《毛泽东传》,其背后都是因为中国已经走到了一个阶段 ,下一个阶段怎么走,过去我们的路那些是错的那些是对的,我们在总结我们在思考,为了将来更好的出发而总结而思考。而中国的IT行业,似乎也走到了一个阶段,下一个阶段怎么走,大家也都在总结在思考,恰恰《走出软件作坊》出现了,它是中国典型IT企业的真实写照,但是又加入了许多的总结与思考,而且在未来趋势篇中还指出了未来发展的变化方向,使人豁然开朗。《走出软件作坊》如此热销,可能就应了那句话:生得逢时。

EA《煅神记》全球开战

Posted: 30 Mar 2009 09:32 PM PDT

EA全新即时战略网游《煅神记(Battle Forge)》本周在北美及欧洲陆续推出。随着游戏服务器的开放,玩家将凭借虚拟卡牌来建立属于自己的完美阵容,并在《煅神记(Battle Forge)》的魔幻世界对敌人发起致命的进攻。     在游戏中,玩家可以通过在游戏内花费250点《煅神记(Battle Forge)》游戏点数(对应售价仅2.5美金)来购买卡牌包以获得众多新的战斗单位,让玩家感受更多的个性化设定。卡牌包通常由8张卡牌构成,5张普通牌,2张中级牌,1张稀有牌或顶级稀有牌,全部这些只需250个游戏点数即可获得。这种灵活的设定模式让游戏的玩法得到了无限的拓展。无论玩家购买数量的多少,都能在众多的卡牌组合中建造属于自己的一支军队。     每个玩家的初始阵容都将包含四大阵营 - 火焰系、冰霜系、自然系及暗影系,以及3000个游戏点数。游戏点数可以用来购买额外的12个卡牌包,使你的收集数量扩大到160张卡牌。     玩家完全可以按照自己的喜好,随心所欲的调整自己的策略和作战部队,以获得最具个性化的游戏体验。获得卡牌的方式有以下多种:     1. 直接购买卡牌包。     2. 前往游戏内的拍卖行中,叫牌或是一口价买入其他玩家的卡牌;或是选择拍卖自己的卡牌来获取游戏点数。     3. 直接和其他玩家进行卡牌的交易。     4. 所有的定期更新和添加的游戏内容都是免费的,如新的地图及游戏模式。     尽管额外的卡牌会为玩家的阵容增加多样的选择,但是仍然需要操控技巧来使你的阵容更加强大。通过在不同的地图战役或是与其他玩家的PvP战斗中获取胜利,玩家能使他们的卡牌的升级及获取金币。 随着玩家的操控技术愈加熟练,他们的战斗力量也将随之升级。     “我们很高兴看到玩家能够享受游戏中所有的内容。公测非常成功,我们迫不及待想要看到玩家投入到BattleForge的世界中去。”创意总监Volker Wertich表示,“我们为BattleForge提供了比传统RTS游戏多得多的战斗单位,这样的大规模设置让玩家可以体验到在RTS游戏中从未有过的多元化设置。BattleForge游戏能给每一位玩家都带来独特的RTS体验。玩家可以决定如何购买和交易他们所拥有的战斗单位,当然胜利还是取决于技术的高低。”     《煅神记(Battle Forge)》将在北美出售PC版本,建议零售价为49.99美金,无需注册费用。游戏在中国的推出计划敬请留意官方消息。

华尔街观点: 韩国可能走向国家破产

Posted: 30 Mar 2009 09:30 PM PDT

 本月10日韩国股市再次大幅下跌、使得一些观察人士担心、亚洲是否也会出现本地区冰岛。为避免陷入拖欠债务境地、冰岛正在四处寻找一条救生索。这使得亚洲一些观察人士担心、亚洲是否也会出现本地区冰岛。虽然目前还没有人认为亚洲会再次遭遇一场金融危机、但由于冰岛巨额经常项目逆差和银行体系危机存在、许多人会不由自主地将同样实行开放式金融市场国家与之相比。     美国《华尔街日报》和《金融时报》9日发表文章称,如果真有这样国家、韩国将会排在首位。在1997年亚洲金融危机中,韩国曾经令许多外国投资者损失惨重。不过这种说法遭到韩国总统驳斥、韩国项目经常逆差是亚洲地区最高、其银行贷存比率在亚洲地区也最高、达到 136%、大大高于亚洲地区82%平均水平。而亚洲贷存比率排名第二印度尼西亚为95%。因此上述西方媒体认为1997年亚洲金融风暴重灾区之一韩国有可能再度成为近期金融危机飓风眼。境外投资者无疑正在匆忙逃离韩国市场、目前韩元已经暴跌到接近1997年亚洲金融危机时最低点水平。     此消息对于中国游戏界无疑是令人振奋人心的、手持庞大现金的中国游戏巨头公司们将迎来前所未有的良好机遇对韩国优秀开发公司以及人才进行抄底收购。由于受到国内经济危机影响、韩国企业海外战略步伐将严重受挫、这对急于开拓海外市场的完美时空、金山软件来说无疑是良好的契机。2009年海外市场争夺战、韩国优秀游戏公司将无力增大扩张规模、甚至不得不收缩阵线、中国公司则很可能在此轮机遇中取代韩国在东南亚国家和地区的地位。由于背靠本土庞大市场以及用户群体、中国巨头游戏公司在此轮经济危机中丝毫未受到影响。2008年Q4季度、以为盛大网络、腾讯、搜狐游戏等巨头公司为代表的中国游戏公司依旧维持比Q3季度财报收入的持续增长。     与全球任何一个国家和地区呈现两种截然不同的现象、全球游戏公司均大规模裁员和收缩战线、缩减成本的大背景下。唯独依托中国市场的游戏巨头们逆市扩张、以盛大网络、巨人网络为代表中国公司均在此时机推出“18计划”“赢在巨人计划”加速对人才资源和游戏产品的网罗。在两家龙头企业拉动下、各游戏公司纷纷陆续跟进先后推出“内部创业计划”、行业逐步形成以“20%”的行业规则。     在即将迎接中国网游行业发展十年的日子、中韩两国的战略定位和发展模式、已呈现出中国游戏公司在公司战略和定位上巨大优势。从早期以开发为主导居于产业链上游的韩国企业逐步被处于以运营为主导的下游中国企业反控股和收购。当前全球范围内唯一能拯救韩国的唯独只有中国、这将形成对韩国公司谈判上的巨大优势。无疑从另一角度论证互联网行业新的应用和技术、需要运营才能被市场接受。无论网络游戏、网页游戏、SNS社区还是门户网站、运营已成为企业间竞争的重要砝码、这也从一个侧面反映了互联网行业偏向应用服务的特点。  

RPG Western by Opposite

Posted: 30 Mar 2009 05:38 PM PDT

I'd like to call upon bethesda works to make an RPG western, it would be amazing! theres so much possiblities you could bring the game to life! Check my other Idea where its explained in FULL x

暴雪设计师解析WoW的开发成功与失策

Posted: 30 Mar 2009 05:22 PM PDT

还记得在魔兽玩家中毁誉参半的Jeffrey Kaplan 吧。目前他已经调去负责玻璃碴的另一部MMO大作,在今日的09GDC上,Jeffrey谈及了他对魔兽世界游戏设计看法游戏与玩家的关系

在说到游戏性、界面和其他游戏元素怎样加强和巩固玩家对游戏虚拟世界的粘性上他举例说《生化奇兵》,游戏界面顶部的箭头会指引玩家每个下一步的行动方向。另外在《军团要塞2》中,每一回合开始前,Valve都设计了一段简要的对游戏方式的介绍,以便明确玩家准确了解游戏中胜利的原则和方法

Jeffrey在说到跨平台的成就系统时表示“现在游戏的成就内容之重要到玩家购买一Xbox360游戏首先就去看它的成就列表,根据成就内容决定他们怎样去进行游戏。大家看到Steam,PS3和wow的成就系统了,那是一种新的游戏指南,我们对它们的态度应该更认真。我本人完成了wow中的750个成就,其中一些设计并不到位。”

精心的关卡设计同等重要,Jeffrey使用了《半条命2》的一副截图来介绍。画面上有三个守卫,其中两个在门的一侧另一个挥舞着警棍。门的另一方露出一片光线。“显然玩家要通过这关升级就是要跨过这道门。而游戏中总有些没有严明的潜规则,你必须想办法牵制两名守卫的注意力,然后悄悄地潜行过去。看见那片光线了么?Valve的设计暗示了玩家应该走向那个方向。光线的存在不是偶然而是目的明显的。而最显性的形势是那个挥舞着电棍的守卫,如果你不走过那扇门他时刻准备揍你屁股。所以这些元素结合在一起说明Vavle的设计确实很巧妙。”

任务的设计是另一项重要的游戏进程指南。“从07年6月30日到09年3月5日,玩家至少完成了80亿个游戏任务。而这不过是北美记录,没有包含欧洲,俄罗斯,中国,韩国和今日游戏氛围高涨的澳门地区。”谈及任务目的和wow被制成一个以任务线索推动剧情的游戏,他表示wow不是一个全面开放式的由玩家主导或随机生成的游戏世界,而是每个任务和线索都是精心设计好的。在早期设计时曾针对游戏中应该有多少个任务合适进行过探讨。那时候《无尽的任务》是大型网游的风向标,其中有大概1200个任务。玻璃碴的目标是600个任务。“当wow进入a测时,封顶等级为10级。那时候盾击效果是10秒的击晕,而且没有递减效应。所以你可以无限使用。那时候大家都觉得很棒很酷,但是在论坛里立刻就起了轩然大波。所以我们做的指引工作不错,并听取大家的意见回头来修改内容。”

也曾经Jeffrey想设计一种让玩家随意进行的没有任务线索的游戏模式。“事实是我们公司不同意那么做。别的游戏小组同事跑过来抱怨说‘我的游戏任务日志崩溃了’。因此我们参考了其他游戏的设计,最终决定wow要发展自成一体的游戏风格,而不能让任务列表上空空如也。”

最后wow出世时大概有2600多个任务而后随着TBC的来临,任务数量多到5300多个而到了WLK时代,总共可能超过了7650个

而后谈起游戏中任务NPC头上浮现的黄色标记。“现在玩家习以为常觉得带叹号的npc是接任务的。但是当初玩mmo的都是一些中坚玩家。他们喜欢游戏有难度,喜欢做一些别人没做过的事情。所以当我们决定在npc头上放叹号以表醒目时,他们很不满。他们认为我们有意将游戏“傻瓜”化。

Jeffery认为不应该回避使游戏内容更明朗更简易的特色。“玩家不应该被扔到一个完全陌生的环境里,然后必须自己去搞清楚怎么做。”

比如wow中的任务日志足够清晰易读对这种一个有明确故事线索的游戏是非常重要的。“曾经有那么长的时间,每个玩游戏的人手边都放着一个小便签本,以便把重要的游戏任务和内容记下来。所以我们想为什么不让游戏中自带一个日志呢。”

实用性和简易化也使任务日志在游戏中非常有价值。比如玩家和一个npc对话,npc给与任务时通常会讲述一个迷人的故事和任务的来龙去脉。这是一中很有效的游戏体验,玩家喜欢沉浸在有些氛围中。但是当他们奔波于整个艾泽拉斯时,怎么能牢记每个任务的细节呢。所以只要点一下L键就可以简明的看到任务和摘要。

除了故事内容,任务提及的丰富奖励也使吸引玩家的关键因素。“也许看来很简单,但却是一种聪明的方法来促使玩家完成任务。像我吧,其实并不在于那些奖励来的靴子和胸甲什么的,但是我相信游戏人物设计者肯定会为任务匹配合理的奖励。所以按照等级的要求去完成这些任务比盲目的自己瞎转悠要有效得多。还有那些经验和金币的奖励更是至关重要的任务元素。”

Jeffery认为有必要不断的调整奖励系统达到游戏的平衡。”我觉得协调性~经常被忽视。我们花了太多时间和精力在界面的精美和操作的简易上。这些确实很重要,是游戏的支柱。但是最终游戏的协调性也是重中之重,它决定了游戏到底是伟大的还是失败的。开发周期中难免有人员流动,所以要尽可能做到时时保持游戏的平衡。

接着话题转向了Jaffery认为WoW开发时犯的一些错误,有些到如今还没有改正,另一些他认为自己是负有责任的。首先有个设计是在玩家进入新城镇时小地图和可接任务会变亮的“圣诞树”式效果。虽然有的玩家喜欢这个功能,但是Jeffery却不以为然。他认为“这样使我们作为游戏设计者希望能有节奏控制游戏推进的速度,指导玩家全面的体验游戏变得不可能。大家可能会非常快的略过故事情节,只在乎任务的目标本身而失去了体会游戏内容的乐趣。

这带来的另一个问题是到底让玩家怎样去完成任务更能有好的体验。“比如我接满了任务,有任务指南的情况下我会冲进怪区寻找指定的任务怪,而没有任务指南的情况下我就看了什么都格杀勿论。最后我杀了指定的怪结束了任务回去领赏,就这么单调的过程。任务应该能让玩家有身临其境的感觉,我不是说不让玩家有自己的意志选择,但是问题在于怎样聪明安置这种选择。”
 

我的相关日志:


2009-03-30 | 小岛秀夫GDC演讲秀:把不可能的变为可能!
2009-03-23 | 到底是木马不安全还是网络游戏不安全?
2008-12-14 | 近期的种种想法
2008-12-08 | 开发示例讲解:DX11究竟能做什么?
2008-11-27 | EVE开发商办公室曝光
2008-11-22 | 如何选择游戏开发的中间件?
2008-11-04 | 暴雪发展史回顾:魔兽争霸系列开发记录片
2008-11-03 | 《万王之王3》为什么会需要四种货币(后篇)
2008-11-03 | 《万王之王3》为什么会需要四种货币(前篇)
2008-10-31 | DiabloIII制作笔记:游戏框架与设计思路
2009-01-12 | 网络小说改编 修真网游《星辰变》首曝
2008-10-02 | 暴雪承认魔兽太成功星际难开发网游
2008-08-03 | 暴雪首席设计师谈《Diablo III》设计理念
2008-07-19 | 《峥嵘天下》Chinajoy展会将全新亮相
2008-07-04 | 写给Mythos新手的一点心得
2008-07-04 | 暗黑破坏神3的一些内部消息(震撼!)
2008-06-30 | 《暗黑破坏神3》更多详细资料公开
2008-06-30 | 《暗黑破坏神3》目前公开重要资料总汇
2008-10-29 | 用Excel拍的MV

DeathSpank Tidbit

Posted: 30 Mar 2009 10:25 AM PDT

As some of the more astute web surfers and GDC going elite have noted, it was unofficially announced at GDC that DeathSpank is no longer episodic.

Yes, it's true.

"So", you're probably saying, "Does this mean when I buy DeathSpank I'll just get all the episodes at once"?

"No", I would reply.  Then I would backtrack a little and hedge my bets and say "Maybe" or "Kind of, but not really".

DeathSpank isn't a very patient guy.  He would never be able to play though one episode after another.  He'd just run in and play them all at once.  He's that kind of guy.  He also gets impatient if someone doesn't die fast enough.

So what we did was take all the story, puzzles and fight'n and weave them into one larger game.   The overarching story is the same, but the world is larger, more open, more compelling and completely load-less.  You can walk from one end of the vast world to the other and never see a load screen or camera cut.

We do these things because we care.

Play games, improve your eyes

Posted: 30 Mar 2009 03:31 PM PDT


Latest from the games-are-good-for-you department:

The findings, reported in the March 29 issue of Nature, indicate that action games offer players the chance to improve their contrast perception by as much as 58%.

via Video Game Play Improves Eyesight — Video Games — InformationWeek.

The findings show that you have to play FPSes like UT2k4 and CoD2, and not games like The Sims 2. So you may improve your “contrast perception” but presumably the industry’s critics will then assert that you traded your eyesight for temporary boosts in aggressivity. :)

爱上北京的太阳

Posted: 30 Mar 2009 09:41 AM PDT

果岭派聚会(和紫总配套的一张)

09-3-31-0:41

时光飞逝啊,转眼就09了,转眼又一年了,转眼3月过完了,转眼又要祝大家愚人节快乐了。

我曾经说过,每一个节日,都要好好过。。。尤其是只身在外的孩子们,咱自己要给自己值得几年的瞬间,值得想起的仪式。

明天公司组织去玩真人射击游戏,咱就算是愚人节的活动吧

 

经常没拿着电脑的时候有好多话想写,拿着电脑的时候有好多事要做,所以写博总是在既想写有拿着电脑又有空闲的时候。。。。。。好有道理的一番话。

昨天紫总送我一个本,好看!严重好看!!!

老旧气息的本子拿在手里就有一种“我是文艺女青年”的感觉,倍陶醉。

 

这个周末决定拿着本子去丽都的咖啡厅晒太阳,看看我会不会思如泉涌,文跃纸上。

 

其实这个画面自己想想都怪陶醉的。

“我爱上了北京的太阳”--msn的签名我情不自禁的改成这样。

现在我要让更多的人知道,来北京后,第一件让我爱上的事情就是春日里肆意妄为的太阳

 

我习惯性的把墨镜装在包里,却舍不得戴上;我擦了防晒霜,然后大步走入阳光的笼罩。。。。。。那个时侯。。。我觉得很幸福。

 

上周四,去电影院看了《东邪西毒》,其实还是挺不错的片子,典型的王家卫风格。过程中,有人哄笑有人睡觉,而我,更多的时间在怀念张国荣。

那天,顺便买了一条平口连衣裤,是今年很流行的低档款,超好看。

                                                                               果岭派聚会,我做老大,任小胖做卑微状

上周五,因为禁不住邓小花买了2双圈A波鞋的诱惑,我跑去了三里屯,可爱的波鞋到手。穿在我脚上,有人说像15岁孩子的鞋。

 

上周六,《开心麻花2009-甜咸记》,好看。。。不错。。。笑点不断,融合了不少时事,不少热点。不过觉得更像是一场演出,而不是传统意义的话剧了。

其实,通过这些,更加验证了,我还是有些悲观情节和颓废气息的,很多戏我觉得好看,可是更爱深刻的。说白了,就是喜欢心里拧巴的感觉,喜欢看戏过后内心的纠结。。。。。。。。。

 

当然,像往常一样,我不会提早离场,我会等到演员谢幕,我会把我的掌声献给他们。

最后一个人,也就是男主角讲话的时候,我才找到了全场是我记忆最深的点。。。。那个颇帅的男主角,那个演的很好的男一号,是这部超火的话剧的导演。。。。。敬仰之情油然而生。

然后带着对导演的佩服和喜爱,离开了剧场。

 

精彩之处在于,就在那一晚,我找到了我很喜欢的并且我发誓我一定会经常光顾的“杀人吧”。大杀特杀了几局之后,已是凌晨。

 

周日,见到了紫总的宝贝儿子,又帅又乖;喝了紫总煮的梨水和毛豆,落了红酒在紫总家里。

晚上果岭派聚会,吃完之后又去卡拉了。假如没记错的话,这已经是本周的第二次放歌了。

这周没有锻炼,没有运动,自责一下

 

“生活充实,心灵空虚”--------也曾是MSN的签名。

之后变成了--“慢慢填满,很好”

Machinima Law at Stanford in April

Posted: 30 Mar 2009 11:12 AM PDT

Cool looking conference in April at Stanford Law about the copyright, EULAs and machinima.  Among the speakers: Henry Lowood, Lauren Gelman, Julie Ahrens, Matteo Bittanti.  More info here.

What Do Indies Have to Rant About?

Posted: 30 Mar 2009 11:04 AM PDT

GDC has had game developer rants in the past. This year, they had an "indie game maker rant." This has been reported on in a couple of different places, including Destructoid, The Escapist, and TIGSource. Scorpia's provided her own secondhand commentary, though I suspect her condemnation is probably more due to the journalistic bias of the report she referenced than what actually transpired. Apparently, some journalists find a woman talking about how games should teach girls to masturbate FAR more interesting to report on than ... you know... real issues 'n stuff.

Since I wasn't there, I can't really comment on the rant, either, but I will ask: What do indies REALLY have to rant about?

I mean, okay, people love a good rant. Me too. I've gone off on similar subjects - like what really qualifies a game as "indie," or whether or not games are "art." I think there's a time and place. And I figure an hour at GDC is probably an appropriate time and place.

But if I might venture a personal opinion (what? Me? On my blog? Perish the thought!) - it is this:

An indie is a living embodiment of a rant against the status quo.

It's best to shout this out loud in your best rock-and-roll, screw-you voice.

Let's face it, the reason there are indie games at all - being made or played - is because players and game makers alike are not being adequately served by the industry. The "establishment" has failed us. As the establishment grows bigger and more dominant, its failure becomes more epic - and the more indies must appear in response. As Princess Leia said, "The more you tighten your grip, Tarkin, the more star systems will slip through your fingers."

Although I think indies probably have more in common with Firefly's "Browncoats" than Star Wars' rebels. It's not a case of the indies trying to bring down the system, so much as the indies wanting the system to either cooperate or get the hell out of their way so they can do their own thing.

And that's what indies do. Or are supposed to do, anyway, in my idealized worldview. Instead of just whining and complaining about how things suck, they roll up their sleeves and get to work doing something about it. Their work is the greatest rant they could make.

And while money and fame doesn't usually follow such a path, there's no better way to give the finger to the industry that sucks than to bypass it, do your own thing, and then be very successful at it. And that's been happening. It has happened enough times by now that the industry - which once shunned and mocked indies and talked about how it would no longer be possible to "Blair Witch" the business in an era of big-money-dominated game making - is now embracing the indies and trying to make nice.

And that is why the whole idea of an "indie game maker rant" sounds a little superfluous to me. Again - I do it myself, and I don't begrudge the chance for the indies to express themselves in front of an audience that included industry-types and journalists. It's a good venue. But by my thinking - and even though it's still unclear to me exactly what transpired during his presentation - Petri Purho's capstone "rant" was the best of them all. While it sounds like it may have been staged, his "rant" was to make an indie game in the five minutes allotted. Whether he intended it this way or not, I think it provided an excellent commentary on the entire event.

Sure, there's plenty of room for indies to rant. Occasionally. But really - the verbal rants are just for show. Mostly, it's a bunch of hifalutin BS. Making and releasing a game is the best rant an indie gamer can make.

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


Rampant Games: Games With Personality!


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

GDC Slides

Posted: 30 Mar 2009 10:40 AM PDT

Slides for my GDC presentation "Advanced Scrum and Agile Development" are available here.

How to Get In The Gaming Industry If You Have No Experience In This Field?

Posted: 30 Mar 2009 09:12 AM PDT

I got an email that really left me thinking how this could go. This email comes from a guy who wants to take the leap in the gaming industry. The question is here:

I am writing to you with the hope of learning a bit more about the game industry and how I may be able to find my way into it. I currently work on the trading floor of an energy company, where my responsibilities range from operations to trading. I have concrete plans to move out to the west coast by the end of this year and have spent a considerable period of time thinking about what direction I want to take my career. While I find finance interesting, I have come to greatly appreciate operations, project management and seeking efficiency in any business model. I feel that I would fit into the game industry in the role of producer, bringing business and management skills to a game company.

Unfortunately, with no connection to the game industry aside from being a fan and consumer of their products, and with no particular talents in design, art or programming, I am unsure at what door I might seek an entrance. I am hoping that you may be able to provide me with some insights about running your studio and the game industry as a whole that may help me on my search.

For starters, I wanna point out a web pages you might want to check out: How to get a JOB in the gaming industry. This page has a list of links to resources you might find useful.

Other than that, I’d say that my first answer is… I don’t know. I don’t know what would be the best strategy. What I’ve heard from companies, they usually require relevant experience from those who want to seek a game producer position (for example “has produced X number of games”). Usually this means that you’ve done some work in the field of gaming.

There’s no shortcuts to any place worth going, so to me it looks like the options are bit limited in this case. I suppose the best way to get a jump start would be to do something. If you haven’t got experience in making games, then can you find a team who has and help them build something good. Can you enter some gaming contents with your team to gain publicity and make contacts? Perhaps you could attend different gaming conferences and network there? Perhaps start writing a blog and into some other websites to gain publicity?

Maybe somebody else can give you a better answer, but I believe you simply need to get some experience in the field of gaming to get yourself better chances to find a suitable position.

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

Kaplan on WoW Quests

Posted: 30 Mar 2009 08:53 AM PDT

I’ve long wanted to write this article, which is excellent, but Jeff Kaplan wrote it, and he has the position of authority on the matter, being the lead content designer on WoW. Interesting quote:

I’m as guilty of this as anyone else. We’re so fortunate and privileged to work in a medium that is not only an art, but a revolutionary interactive form of entertainment. It’s unfortunate to see so many games try to be what they’re not, including our game at times. Of course we should embrace the concept of story… art, literature, film, song, they’ve all embraced story as well. But they all tell it in their own unique way.

I feel like we need to deliver our story in a way that is uniquely video game. We need to engage our audience by letting them be the hero or the villain or the victim. [Art, film, literature], they’re tools. But we need to engage our players in sort of an inspiring experience, and the sooner we accept that we are not Shakespeare, Scorsese, Tolstoy or the Beatles, the better off we are.

A lot of comments responded to this quote negatively, which I think means its misunderstood. So let me try to explain what I think he meant - he’s not saying that story is bad or broken in a game. He’s just saying that video games (and MMOs in particular) are a medium in their own right, and that have their own rules for what works or what doesn’t. This isn’t unusual- the Watchmen is a good example that some stuff that works great in the Graphic Novel medium doesn’t work so well in a movie.

As an example, Mass Effect isn’t a great story-telling game because it’s like a movie. It’s a great story game because it leverages the strongest aspects of the video game genre. Yes, a lot of this includes cinematic touches, but it also includes embracing story interactivity.

以备不时之需的话,今天解了我的心结

Posted: 30 Mar 2009 08:45 AM PDT

翻QQ空间的时候,06年4月25日我记的一句话,和我的情况如此吻合,天意吗?
记句话,也许对以后有用。人的幸福感与生活节奏、城市便利性和人际关系密切相关。与争取到的机会基本无关。  中国国际工商学院对大陆10城市的调查得出的这一结论。

"game" via 柠檬杀手 in Google Reader

unread,
Apr 3, 2009, 8:15:27 AM4/3/09
to cngame...@googlegroups.com

Ubisoft發布Tom Clancy’s EndWar《終結戰爭》免費下載包

Posted: 31 Mar 2009 05:29 AM PDT

Ubisoft 宣布Tom Clancy’s EndWar《終結戰爭》全新下載包內容《Veteran Map Pack》已在Xbox LIVE供玩家下載。

stat

一些思考

Posted: 03 Apr 2009 01:03 AM PDT


下一步,应该做什么?

业绩方面,当然需要有更多的推广,更多更多更多的增长。具体步骤,不好说,也很难去想。

下个星期,希望能腾出手来整顿一下公司内部的事情,定岗,定责,激励。

今年的形式很复杂,小运营公司,弱势游戏,如何找到自己的天地?我现在还没有很好的想法。仍然是因循老路。偶尔想来很无奈,这个行业太年轻,太有激情,而且,水也很浑。

 

另外,恭喜畅游上市大涨:) 恭喜韬哥,恭喜德文,恭喜铁哥,恭喜刀爷,恭喜婷婷,求包养啊啊啊啊~~~

【大事件】首个国产科幻作品“机器侠”造型曝光

Posted: 03 Apr 2009 12:51 AM PDT

好罢。这就是每年投入几十个亿的生产线生产出的传说中的国产游戏动漫产业的希望。莔到了。

成长日记一

Posted: 03 Apr 2009 12:53 AM PDT


这星期比较焦头烂额。

1、游戏出现复制bug,且此bug被发现的过程很……无法形容。

刘总非常非常nice,所以,在研发方迅速而及时的配合下,封bug,封非法复制ID,清查非法数据。很快的完成这一系列动作后,下一步还剩:由于复制装备流通给其他玩家造成的损失补偿工作。参考其他运营商的做法,好像其他运营商没啥做法,都是让你傻你认了吧。

这个数据追溯的过程貌似及其复杂,所以,各位技术,辛苦了,鞠躬。

2、生病了!!实际上本周的工作日只到了一半。请假2.5天。各位同事辛苦了,再鞠躬~

3、客服稍微成熟了。文案稍微成熟了。我心甚慰。

4、这个星期推出愚人节鱼乐多的活动,玩家变鱼在地上走,此活动得到的评价不错:) 我们很高兴。另外,这个主意是我想出来的,我很高兴!

三鞠躬,退场。

网游审批的潜规则

Posted: 02 Apr 2009 08:34 PM PDT

说到网游审批,这可是一个相当敏感的话题,不仅是游戏代理商和运营商怨声载道,期盼游戏的玩家也叫苦不停。当一款国外游戏进入国内市场必须先通过审批才能拿到版号,然后才可以上市运营,其中最著名的案例莫过于《魔兽世界》的第一部资料片燃烧的远征,这款游戏经过九个月的历练才死里逃生。

    不可否认,审批的本意是国家严把质量关对网络游戏中的不健康内容和谐化,在大局上做出宏观调控。作为被管理者的厂商颇有怨言,多次修改多次提审大大影响了游戏的上市速度,在竞争激烈的网游市场中时间就是金钱,游戏一拖再托,厂商有金钱营造出的氛围可禁不住时间的考验,流失了玩家,游戏即使上市也只能夭折,很多玩家对于魔兽世界:巫妖王之怒就有这样的担心,今天就有一名玩家发布了这样两幅对比图片,用来提示九城如何快速通过审批,我们来看看终极大招吧。

看到区别了吗?

    上面两张截图是MMV官方发布的,画面上的人物是《弧光幻想曲》中的莱斯丽,由于分级审核的要求,这个人物被要求重置,不过在对着装进行了修改之后这款游戏顺利的通过了审批,居然还是一个A类,即全年龄级别。我们可以这样推断吗?人物的身体可以狂野,但是着装一定要保守!

    我们不禁要问WLK审批陷入僵局难道是在暗示,巫妖王奇装异服?想必这位BOSS也不差钱吧?应该换一身黄金甲,暴雪会说“这个真没有!”,九城会补充道“这个可以有!”版署义正言辞“这个必须有”。

热烈祝贺搜狐畅游在美国纳斯达克成功上市

Posted: 02 Apr 2009 09:05 PM PDT

 

唉,说什么呢(3)

Posted: 22 Mar 2009 12:45 PM PDT

3月2日
晨,到了灵堂(就是父亲家)
约10点多,驱车去机械机那边,去买骨灰盒。
1000元,相同的盒,在殡仪馆卖6000。
回来后,已是中午,这时已经定明天出殡(追悼会)
安排各种事情,如追悼会上花圈上的挽联(请了位大叔,软笔字极好),同时补全所有拜祭者,及亲人未到的问候者的名字;还有次日白花,仪式完了后的酒宴答谢,骨灰存放处联系,以及次日所有车来的时间,所有人的分工(我是长子,负责家父的火化事宜,及骨灰安放事宜,大妹追悼会结束需要答谢宾客)。
这样的安排,都是在悲恸中进行,事情还是要办好。
逝者已矣,生者尤存。
每个人,不可避免这生,都要送走人或是被人送的。
安排好一些,很多细节,如扎在花圈上的钉书针,次日用车的调度,车辆列序,路线,各项都要安排负责人,一旦有情况也有候补的负责人。
无论是婚礼,还是这样的白事,一如一个项目管理实践。
多人协作,各有分工,中间的环节,细节一定要想清楚。
明天,就是关键的一天了。
当夜,我23点左右回姥姥处休息,喝了几瓶啤酒,一天又是没有吃饭。

唉,说什么呢(2)

Posted: 17 Mar 2009 09:01 AM PDT

28日:
早上8、9点就赶到了医院。
家父的情况一直不太好,如果说昨天还可以睁开眼睛认人,那么今天根本就睁不开眼。
中午时分,他的呼吸开始不好了,不是平稳的呼吸,而是大口的吸气。
我们在医生的指示下,加大了氧气量了(到了晚上由鼻塞式,换成了口罩式。)
下午又给他打了一针杜冷丁,如果说昨天他还有知觉,今天已经完全没有痛感了。
腹部积水,很多,一天要排出几次,几天的液体摄入,他的身体根本不吸收(也根本没有排尿),全积在腹部,然后渗入肌肉,脚部严重的水肿。
人家都说女怕戴帽,男怕脱靴。“男怕脱靴”就是说就怕男人脚浮肿。
晚上11点多,大家其实都觉得可能不好,不过医院陪护条件有限,我先回了。
告诉大妹,有任何感觉不妥的,第一时间电话!

3月1日!
凌晨2点,大妹电话,说父亲的呼吸,还有血压,都在减。
3点到了医院,该来的也都来的,家父的师弟,他最信任的亲人(他从11岁是由师父带大,这位师叔差不多和他一起长大),也是这次他的事,主要的主持人。
3:30,情况更不好了,主治医生都来了,各种仪器都推到病房,亲人都回避出来。
4:18分,医生出来宣布……
我们再进去,父亲已经去除了所有医疗设备了……
一个开朗,幽默,对生活对一切充满了激情的人,此刻再也不能说,不能动了……
(在写这段时,我很悲恸!)
当大事,强忍着,去和医生开了临时的死亡证明。
回到病房,小妈已经哭得不行,一方面让妹妹们和其它亲戚们,拉着她,虽然我们都知道这天迟早会来,但还是无法接受——无法接受我们深爱的灵魂离我们而去。
后面是细节了,我可以不一一说了。
用白酒为父亲洗净身体——肝病的黄疸,最后疾病的虚弱,让父亲感觉不是本人……
为他准备的新衣,我们一起帮他换个,大妹哭着帮他化妆。
之后殡仪馆的车来了,我们一起失着棺,推到车上。
我送随灵车到了殡仪馆,办了手续,人先冷藏了,需要次日开了医院的正式的死亡证明再可继续手续。
回到家(父亲与小妈家),开了个会,师叔安排了次日有什么工作,谁来做什么。
我负责去医院取回正式死亡证明,再去殡仪馆办理追悼会,火葬方式,骨灰安放等工作。
7点到9点,随师叔去他家,小憩了下。
次日开始了大事的过程,古人说,当大事,这种事情谁能不当大事呢?昔日老父的音容笑貌犹在脑海,倾刻如烟……恸也!
次日的事,可以简说了:
上午第一时间通知了父亲单位的领导,由他们单位发出了讣告,这样家时不断有来吊唁的。
早上小妈单位的几位好友,就布置好了灵堂,包括香花,供品。
我上午去了医院,办好了证明。
中午回来,做为孝子,答谢来吊唁的家父生前好友。
下午与父亲的单位的领导一起驱车去殡仪馆,确定了追悼会时间,和相关事宜。
回来后,继续答谢亲友,这样一天不觉到了23:00多(没有吃饭,根本也没有胃口)
晚上,确定了次日的一切事情,然后回姥姥家休息了。

(未完待续)

Zombie MMORPG (working on title) by shepard91

Posted: 02 Apr 2009 10:08 PM PDT

Name - working on title
Systems - Xbox 360, Playstation 3
Genre - Horror, MMORPG
Rating - Mature

Plot - It's the year 2010, and the Earth has been ravaged by Zombies. All but a handful of survivors have managed to stay alive by staying hidden and leaving there base of operations for food and equipment. Some have hope, but others... well... they don't know what to think anymore.

Features - Full character customization -- Many weapons to choose from -- Weapon shop/clothing shops/ medical shops -- Leveling system (no special powers) (health, agility, accuracy, Ect.) -- Fully open environment (3-6 different cities, almost every building is accessible) -- Advanced A.I. (including zombies, store people, and mission givers) -- Fully online (or Single play)

Point of game - well, there really is none. The "point" of this game is to have fun, level up, do missions. (pretty much it never ends for the amazing re-playability.)

Comments would be appreciated =)

“睢”字城市名片广告出怪招 生僻字挑逗北京人

Posted: 02 Apr 2009 08:53 PM PDT

记得上小学的时候有个同学叫“李彧”,基本上每个老师点名的时候都误读成“li huo”,或者不读,知道有一天终于来了一个“聪明”老师,他在点名的时候跳过了这位同学,然后在点好最后一个同学后问到:“还有那位同学没被点到么?”于是这个生僻字同学得意的站了起来:“老师!你忘记点我了,我叫li yu”就这样,我们全班同学都正式记得了他的名字,当然我也比一般同学多认识了一个汉字!

无独有偶,近日《新京报》上一则生僻字广告引发了读者的争议——上面一个大大“睢”字城市帮助新华书店一下子多卖掉了不少字典,而三天后不少读者也如同看连续剧一样终于知道,原来江苏省有一个城市叫“睢宁县suī ning xian ”。作为中国罕见的城市广告,不仅极富创意二在两会期间刊登如此多少带有“挑逗”性的内容,也足够戏弄了一下北京读者,但是无论褒贬如何,许多人都感叹到,这下多认识了个子,也熟记了这个生僻字的城市!

睢宁县在那里?

如同,后来我们语文老师专门花了20分钟跟小学生讲解“彧”的本意是“趣味高雅的,谈吐文雅的,有文采,有教养”一样,不少读者也开始偷偷在网上查询“睢宁县”究竟是何方神圣?才发现原来这个生僻字城市不容小觑,作为徐州“一城两翼”的重要一翼睢宁面积1773平方公里,总人口130万,作为江苏省规划建设的三大特大城市而言,优越的区域条件使其成为经济战略重点。

吕布终结之城

作为拥有深厚历史文化的睢宁,在夏禹时正是下邳国所在。历史上的下邳是中原水陆通衢 人丁兴旺,商贸繁荣,张良圯桥三进履得兵书、吕布被缢杀白门楼等历史事件都发生于此,这里还耸立着中国最早的宝塔———九镜塔。

丰富的历史遗存和文化遗迹为睢宁留下了宝贵的财富。作为三国时代重要的转折点,睢宁,从宋至清都是历代州、郡、县的治所,同时作为中原东部政治、经济、文化的中心,有史以来,这里一直也属于中原水路的通衢。虽然公元1668年7月12日黄河决口,使一座千年古城湮没于洪水、沉睡于地下。但今日我们依然能从中领略到巨山当顶的康熙行宫、十八罗汉洞的宏伟。而前文所述吕布掘土筑城的官湖南,英雄殉命的白门楼历经沧桑二千年依可觅见。

风景秀美、宗教圣地

睢宁县风景极为秀美,而这其中黄河故道一定是必去景点,绵延六十余华丽的水带掩映在长廊碧波之间,而面积高达10万平方公里的庆安湖更是让人留恋忘返,群山之间岠山、羊山、半戈山、凤凰山上更是能读到诸多历史典故或美丽的传说。

同时这里东汉末年就开始流传佛教,下邳国相笮融在今下邳镇城南,建造“浮屠寺”,且寺中有佛塔,即中国有记载的最早宝塔——九镜塔。明代成化年间,宫人徐瑛奉皇后懿旨回乡建造了“羊山寺”,宪宗皇帝赠名“宗善禅寺”。道教于元宋年间传入睢宁,基督教在民国初期流传较广。

 

百闻不如一见,一个小小的“伎俩”让北京人也包括全国人民热议起了这个名为“suī ning xian”的经济旅游新军,相信随着越来越多的了解这个聪明的城市一定能得到更多人的青睐!

重庆首例黑客盗虚拟财产案:偷14万被判10年半

Posted: 02 Apr 2009 08:33 PM PDT

在网吧内,疯狂的玩家常常为争夺一件价值上千元的“装备”在网上拼得“头破血流”。而衡量装备价值的是网上通行的“虚拟货币”,盗窃这样的“虚拟货币”犯法吗?   4月2日重庆九龙坡区法院一审判决“黑客”张某有期徒刑十年零六个月,并处罚金5万元。张某与同伙盗窃网络虚拟财产价值14万余元,数额巨大。这是我市首次对盗窃网络虚拟财产的犯罪进行宣判。   黑客盗窃虚拟货币   检方指控称,张某是个电脑“黑客”。2008年初开始,张某与同伙利用“黑客”手段,获取了我市两家科技公司的账号和密码,盗得久游币、联众币和魔兽点卡价值14万余元,并在淘宝网上低价出售,截至案发,共获利8911.2元。   去年4月16日至7月10日,六名被告人先后落网,警方依法扣押了他们的电脑等作案工具,被告人退赔了被盗单位的经济损失10万元。   法院判处有期徒刑   法院审理后认为,我国法律保护国家、集体、公民个人财产的所有权,包括有形财产和无形财产。本案中犯罪对象为网络虚拟财产,其是网络游戏开发商投入了时间、技术、金钱、劳动而产生,对网络游戏玩家具有使用价值。   法院一审判决张某犯盗窃罪,判处有期徒刑十年零六个月,并处罚金人民币5万元。另外四名被告因犯盗窃罪,分别被判处有期徒刑三年至六年。被告人潘某犯隐瞒犯罪所有罪,被判罚人民币一万元。   刑法保护虚拟财产   九龙坡区检察院检察官伍晋认为,本案有两大焦点问题:一是虚拟财产是否受我国刑法保护?他认为,虽然虚拟财产不是传统意义上的公私财产,但是其内在本质,符合我国刑法所保护的“公私财物”,具有“使用价值”和“价值”,应当认定为我国刑法意义上的“财物”。   二是虚拟财产的价值确定问题。此案中,通过被盗公司与客户合同中约定的三种虚拟财产的进货价格,最终确定价值。

Dragon Tavern

Posted: 02 Apr 2009 07:45 PM PDT

Thomas Rice wrote me yesterday to note that there's another RPG-esque web game out that the new Legends of Zork more closely resembles than Kingdom of Loathing. It is entitled Dragon Tavern, and has been around for about a year. You can check it out here:

Dragon Tavern

Yes, that's me. Shamelessly promoting other people's games. If you've tried it out and feel like reporting on it (or Legends of Zork), please post here in the comments or on the handy-dandy forums.

Update: LazerFX also notes the style of game was popularized by the Legend of the Red Dragon BBS Door game - man, I actually remember those - which now lives on in various incarnations, including the Legend of the Green Dragon.

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


Rampant Games: Games With Personality!


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

再见

Posted: 02 Apr 2009 12:36 PM PDT

我的心中彷佛有了一道裂缝
不知不觉中 黎明早已到来
多麼希望能听到你的声音
再感受到你的体温
这样的思念越来越强烈
泪水终於禁不住地满溢而出
再见了我心爱的人
和你的种种往事 我还是无法忘怀
但一切都将由这句"再见"作为结束 那真的是太悲哀了...
每当我感到不安 你总会在我身边
用那温柔的双手
将我紧紧的抱在怀里
如果再回到初识的时候
这种想法不断在脑海中出现
欢乐的往昔 如今却变成了痛苦的回忆
请别再让我成为孤单的一个人
再见了 我心爱的人
虽然还不想让这段恋情 就这样结束
真希望"再会"这句话
能从这世界上就此消失
再见了 我心爱的人
和你的种种往事 我还是无法忘怀
但一切都将由这句"再见"作为结束 真的是太悲哀了...
---------
背景音乐的歌词......
 
虽然知道哭泣是没有用的,也很久没有哭泣了....但是我还是忍不住哭湿了2个枕头..虽然很平和,话语的口气也很平静.
但是句句都如同刀割般让我心中痛苦......有时候我恨我的父母,恨6年前的我.6年前的裂缝瞬间裂开了...
至此,一切归于虚无,开始回归单身...
人生充满了变数....不要输给今后的困难...对我自己也是对你说的......
静静的将魔方转成了六面....第一次....

Thirteen Years...

Posted: 02 Apr 2009 11:05 AM PDT

So it's my youngest daughter's birthday today.

It's also, coincidentally, my own, but since my daughter and I share a birthday and I'm no longer keen on having that bigger number follow my age, I prefer to focus on the fact that it is HER birthday. For me - being alive (barely) when man first walked on the moon is beginning to show its downside.

But it does afford me the opportunity to look back. And forward.

Thirteen years ago, Alex St. John and Microsoft threw me a hugely awesome birthday party. And they didn't even know they were doing it. There were freaking LIONS there, man. And togas. I started my career at what was probably the "big boom" in the video game industry, and I won't lie to you - it was pretty awesome. It was a time of massive transition - the entire industry and the face of video gaming was changing before our eyes, and it was exciting to be there in the middle of it.

I think that morning Michael Abrash had given a talk explaining what he and John Carmack had done to build the new Quake engine. On the bus on the way to the big party, heard some guys talking with a designer from the Atari 2600 days. And they were all talking about how amazing the world of videogames had changed in just a little over thirteen years (since the release of the original Pitfall! cartridge). I remember thinking how it didn't seem like that long ago, and reflecting on how amazed I was at how much video games - and the industry - had changed since then.

The next day, in Microsoft's post-CGDC DirectX conference, I saw some things that blew my mind. A vision of the future that made me think William Gibson's and Neal Stephenson's technology were now old hat. A glimpse into the amazing future of gaming. A future that now appears relatively quaint. Voice over the internet! Real-time Internet gaming! Massively multiplayer games with hundreds - maybe even thousands - of players playing together in real-time? Wow - that was amazingly cool. The technology - which I had tinkered with a little in the past - was finally becoming mature.

And here we are today:

* Graphics technology is - well, amazing. Not as amazing as it could be. But compared to what Michael Abrash was remarking about in his talk this morning thirteen years ago, it's pretty incredible.

* Online gaming. We can play some pretty impressive multiplayer 3D games in a web browser today. Things I wouldn't have thought would be possible back in the mid 90's. And of course, World of Warcraft has taken over the world of gaming. We'll see if the newly announced OnLive thing actually works.

* Online Distribution and the rise of Casual / Indie / Niche Gaming: In the early to mid 90's, we saw the rise of "shareware" as an alternative to what was otherwise the Only Game In Town. You found yourself a publisher willing to put your game in a box and distribute it to the stores. But shareware was still very much a "back door" that didn't work very well. Today - wow. One thing it has done is allowed game makers to reach "niche" markets that the publishers no longer wanted to serve. Thus we have had the rise of casual games, and we have several "dead" genres make modest comebacks - such as graphic adventure games and wargames.

* Indie Games on Consoles - I really didn't think I'd see this happen. At best, I thought some publisher might go slumming and produce some kind of "indie games pack" shovelware on disc, but not the ability to have downloadable "indie" games on the major consoles like we do now.

* Gaming Goes Mainstream: It was already getting there in 1996, but it's pretty well established now. Maybe some old fogies in public office don't realize it yet, but pretty much everybody plays video games now. Maybe not Gears of War, but they are gamers - a round of Solitaire on the computer, a couple of hours a night in World of Warcraft, online Poker, Wii Fit, Rock Band, Virtual Villagers, or good ol' traditional hardcore gamer fare with blood, guts, and busty women... games are everywhere and part of our culture now.

* The diminishing of non-online hardcore PC games: I've always been a computer gamer at heart, from the time we had to type in the code ourselves (and hey, I guess I still do). The immediacy, the flexibility, the... keyboard and the mouse! There are certain kinds of games that just work better on the PC than they do on the console, and those are the kinds I love the most. But the consoles have an overwhelming marketing force working for them, and they've managed to woo the older hardcore audience - once the domain of the PC - to their camp.

* The staggering increase in piracy: Those technological advancements have also made it trivial for people to steal other people's hard work - remotely and anonymously. Piracy has always been a problem, but it has definitely grown to staggering proportions. I believe that there is a causal relationship between this growth and the diminishing of non-online PC games.

* The rise (and hopefully fall) of "Strong" DRM: The attempt by mainstream publishers to not only clamp down on piracy, but also to further restrict the rights of customers has hit some rocks. If the latest moves by EA are any indication, this may be an idea that is going to give way to a "kinder, gentler" approach in future years.

So having pretty much grown up with videogames and seen so much of the technology and culture change, I ask myself, "What are things gonna look like in another thirteen years?"

Considering how much I didn't really anticipate back then, I'm not sure I can really guess. I expect online distribution and online gaming to continue their current trends - actually replacing brick-and-mortar as the primary means of game distribution within two console cycles (as it is already doing for PC games). I think the way we purchase games may shift a bit more, but I don't know what that will look like. I think something is gonna give on the piracy front, but I'm not sure how that will work out yet, either.

I think the advances in graphics - while still on-going - will be less dramatic. I think the Wii has proven to the industry that the fanciest, most realistic graphics are not the guarantee of success that they once were.

Gaming communities will be a bigger and bigger deal. Gaming is increasingly becoming a social exercise - even in single-player games. Again, what form that will take in thirteen years, I can't predict.

Oh, yeah. And the indies. Indie gaming is growing. The barriers to entry are down. The big publishers aren't even making a pretense of maintaining a stranglehold on distribution anymore. Instead, they are trying to embrace it and cash in. I see the growth - and the problems - continuing.

Beyond that - I just hope its a lot of fun.

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努力,奋斗!

Posted: 02 Apr 2009 09:58 AM PDT

终于被告知可以到公司报道了 偷笑 高兴

我成为中国为数不多的UnrealⅢ设计师了, 离梦想又近了一步!

工资终于要突破四千了,幸福 大笑 做为一个非美术出来的大专生感到自己的努力没有白费。

两年来更多的是收获,而不是辛苦。

感谢家人,老师,702寝室,以及我一辈子对不起的一个团队,我不会给你们丢脸的 大笑 

 

 

Big Truck Adventures 3

Posted: 02 Apr 2009 06:40 AM PDT

Just you, your jeep and the great outdoors! Collect gold plus signs and try to reach the checkpoints before time ...

关于Unreal Engine和Cry Engine

Posted: 02 Apr 2009 06:42 AM PDT

其实一直都有个感觉,如果CE早那么几年发迹,可能就没UE什么事儿了

--------------------------

其实UE现在这么流行吧,但其真正发迹也就是从二代开始的。使用UE1的游戏是26款(见wiki),而这个数字在UE2上猛增到82,而且开始出现许多主流作品,UE2是在02年下半年面世的,那时候另一家曾经nb且血统更正的技术公司idsoft正在陶醉地制作DOOM3(而且一直做到04年8月才完成)以及兴奋地宣传idTech4引擎华丽的动态光影,从02年到04年,完全没有应对UE2的版本,也许是觉得idTech3(quake3那代)足够好到可以抵挡UE2一段时间(毕竟好歹也有20多款游戏用这个引擎,而且有cod这样的作品,而且,idTech3可是上世纪90年代末的引擎阿),或者是要一步到位做个比UE2牛比许多的引擎出来,但04年人民群众看到idTech4那个几乎没啥变化的难用性(内容编辑方面吧),以及骇人听闻的硬件要求(这个夸张一点),就对这个引擎提不起兴趣来了,idsoft就是在做完doom3之后,变得越来越低调和小众了(那阵子最流行的说法是JC同学改行放火箭去了),而且在同一年的GDC上面,EPIC已经早早地演示了一把UE3,到了05年,随着所谓的次时代主机登场,UE3也开始大展拳脚,那些个用惯了UE2的用户么,在这当口自然而然地就上了UE3这条船,当年曾经还有一个叫做Reality Engine的冒了一下头,结果在05年被EPIC消灭在萌芽中,04年底还出来了Source引擎这个quake枝上开出的另一朵花(头一朵么就是后来大卖的COD以及07年画面极为nb的COD4的引擎,感觉这里头混得最失败的还是id了),记得Valve也力推了一段时间,但明显没找对方向,你看05年的时候它在推HDR并发了个海滩地图(EPIC在推主机市场),然后又高姿态地说现在的游戏需要搞剧集化,然后06年出了个半命2的续篇的第一集(以及加了个面部表情系统,WTF,EPIC已经大摇大摆地进console了),这时候估计valve自己也意识到搞错目标了,赶紧加对主机的支持吧,好07年出了个橙盒+支持console+一大堆小的技术改进(相当于UE3每年的那种改进),但是晚了,UE3已经把这块市场打得七七八八了,当然valve脑筋转得快且运气不错,马上转身搞steam去了

--------------------------

然后看看CE,据说CE最早的源头是给Nvidia做的一个tech demo,然后觉得说不错,就做成游戏,便有了后来的“遥远的哭”。Far Cry的发布是在2004年的时候,那时候UE2正值当打之年,当时的CE无疑已经比UE2这代好看不少了(如果只看PC的话),且看起来也相当易用,不过回想起来颇有些明珠暗投的感觉,ubi都已经可以拿这个引擎来给蒙特利尔做console版远哭了(可见已具备扩展到主机的能力且ubi和cryteck正穿着一条裤子,当然咱不知道这里面内幕究竟如何),但也没有进一步的发展(直到06年还在把远哭往主机上porting),最后还是闹得和Cryteck分手,ubi买下了引擎和远哭的牌子(真没劲,这远哭的牌子恐怕远没有那几个nb技术人员重要吧),也就是这之后,Cryteck反而让这个引擎开始真正受到大家的重视,而ubi那头,修修改该CE1,发展出Far Cry2的引擎,怎么看也就是个给内部用用的样子(ubi没那种理想要经营它么,也许有念头,但太晚了,所以看不到动作),这也是开了两朵花,但反差有点大

假设阿,如果当年ubi想尽一切办法笼络搞定Cryteck,让他们安心替自己开发引擎,且如果再早那么一两年,可能现在的情况就很不一样了(那岂不是ubishanghai也得替网游这块开发点配套技术,还有保罗同学,不过事实证明这的确不可能阿)

--------------------------

回到这次的GDC,CE3其实名字增加一个1,的确有沽名之嫌,而且今次没有公开有价值的演示,也让人不爽,不过采访的时候,负责人提到的技术里面有几个我觉得非常吸引人的:

1)所作即全平台所得,就是你在editor里改点东西,立刻pc和主机都更新了,你马上就能在相应的平台看到效果

2)所见即全平台所玩,就是随时随地在任何平台上跑游戏,边改边跑

但是没有看到演示,究竟如何不知,如果的确这样,那是相当实惠的功能(肯定好过UE3加个什么GI阿这种别人早有办法做且还抢了IPP的饭碗的事情),别忘了CE3本来的画面底子就相当不错,我觉得如果跨平台易开发性上去,很多用户没理由拒绝

另,还听到了说有Dynamic Global Illumination_-

--------------------------

回头看看觉得说,UE其实就是在一个合适的时间推出一套合适的功能定位于合适的平台,就成功了,当然这个其实很难,所以才说嘛,要是怎么怎么,才就没它什么什么事了

不过有CE3来竞争了,UE4在何时以何种方式推出,也不能马虎了,当然用户来说,最好两家打成一片,独大挺没劲的





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纪念600篇

Posted: 02 Apr 2009 06:18 AM PDT

忽然发现不经意中,BLOG里的文章已经达到600篇了。这里面不单记录了生活中的点点滴滴,也记录了事业上的点点滴滴。继续努力让今后的生活事业更加精彩,迎接新世界的到来。

讲诚信,不如找信仰;找信仰,不如信因果

Posted: 02 Apr 2009 09:59 PM PDT

三聚氰胺事件,毁了整个中国的乳品业;而让人更为恐惧的事实是,当下的中国,还有太多的行业潜藏着三聚氰胺这样的“行业潜规则”。

越研究近几十年的中国,越会觉得迷茫和没有信心,越会觉得心灰意冷。

“五四”以来,我们除了盲目引入所谓的西方科技之外,还一并毁掉了中华文化中那些其实是精华但被我们视为”糟粕“的东西,而文革的十年浩劫,更是完全颠覆了整个中华民族的伦理道德:父子反目、夫妻离间,“家国,家国”,这一横贯中国数千年的文化基因,因为家庭信任感的破碎,一朝被毁。

以前,总是听到不断的有学者在抱怨,当代的中国人,最熟悉的反而是几百甚至数千年前的中国,对于近现代中国的历史了解得少得又少。而我在了解了一些近代中国的历史后,反而觉得还是不了解得好,因为,我不想受打击。

小平是伟大,拉开改革开放的大幕,而我们知道,早在先秦时,商鞅、申不亥的变法力度和效果都远在小平之上,因为他们的变法,都远远不止“富国”(也即经济改革)一项;毛主席是伟大,打土壕分土地、建立新中国、人民当家作主人,而我们都知道,现在已经进入2009年的中国,正在一步步“倒退回”解放前的状况:贫富分化,阶级“对立”,人民依然是“弱势群体”,甚至,就连“地主”阶级,也可能在逐渐放开的农村土地流转中再次重现。于是,我们很奇怪的发现,毛主席奋力打倒的所有一切,又都在恢复成“它原来的那个样子”,而毛主席在文革当中毁掉的那些种种,却可能再也不会回来。

当然,我更多的会倾向于认为,现在的中国,正在一步步的回归到正常的社会状态,虽然,我们现在正在恢复成的状态,往往是我们前几十年不断在咒骂、反对和抨击的。但是,毕竟,我们在逐渐成为“正常人”和“正常的国家”,这还是很值得庆幸的。

我们也常在说,要“重建诚信,重建诚信”,而事实上,无论你想提倡什么样的新主张,你都必须要解决一个核心的问题:我们信仰什么?我们为什么要这样作?

就比如诚信吧,两家公司同作一类生意,如果你只是单纯的提倡诚信,但如果大家普遍都在通过弄虚作假、抹黑对手、谎报瞒报的方式抢生意,你的主张也只会显得虚弱无力,根本没有人会照此执行,因为在他们看来,照此执行不仅没有好处,反而会带来现实的利益受损。

此种情况下,西方人,选择用市场和规则来惩罚它;而现在的我们,也只是想着一味照搬西方的那一套:建立我们自己的充分自由的市场,以及足够完善的监管制度和法律。

但在我看来,且不论这种生搬硬套的真实效果到底如何,除了市场与规则之外,作为具有几千年悠久智慧的中国人,与在西方文化环境下生活的重视效率和效果的西方人,在思维、习惯乃至个人的精神需要等诸多方面,都有很大不同。而这些所谓的文化,其实,在我看来,只是在一个相对固定的人类群体中经年累月之后形成的适合自己民族的一套完善的“方法论”,它可能涉及生活,也可能涉及经济,它可能涉及政治,也可能涉及军事。不管是哪一方面,其方法论的本质并没有改变,那就是:这一个群体相信什么样的道理,以及照此道理行事。

所以,我觉得,不管是基于眼前还是基于长远,都迫切需要考虑更深一点的东西:不管是整体上作为一个民族,还是个体上作为一个人,我们总要相信一件事,总要相信一个道理。比如:你要相信因果,要相信善有善报,恶有恶报。

其实,信因果,就是信佛。而最重要的,不是你信不信佛,是你最好能找到一个东西来让自己相信,只有这样,你的“坚持”才是有根之木,你的目标才可能实现。

【Gamasutra】选择的心理学

Posted: 02 Apr 2009 06:12 AM PDT

原作者:John Hopson
译者是自GAMASUTRA的链接上看到这篇文章的
链接地址如下:

http://www.gamasutra.com/features/20020204/hopson_01.htm

 

原文如下(由于字数限制,这里只能贴出一部分,详细麻烦大家点入链接内查看。
译文在原文之后,烦点击进去阅读):

 

The Psychology of Choice

 

The play of any computer game can be described as a series of choices. A player might choose the left or right hand tunnel, decide to skip this target and save ammunition, or play a fighter rather than a mage. The total path of a player through the game is the result of a thousand little choices, leading to success or failure in the game and to enjoyment or dislike of the game itself. The principles underlying the choices players make and the way in which a designer can shape those choices is a key component of game design.

 

 

 

以下省略

-------------------------

以下译文

 

 

点击图片放大

 
 
 
 

"game" via 柠檬杀手 in Google Reader

unread,
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《但丁的地獄之旅》推出同名動畫

Posted: 03 Apr 2009 11:39 PM PDT

動畫電影部份,為了增加九層地獄之間的彼此差異性,美商藝電和Film Roman(電影專案共同製作公司)採取了大膽創新的方式,藉助數家曾製作過一流動畫的業頂尖工作室的獨特觀點,來描述這則經典史詩故事。

stat

Xbox 360春季超值優惠大公開

Posted: 03 Apr 2009 11:28 PM PDT

Xbox 360春季好康優惠報到!台灣微軟將推出Xbox 360主機優惠組合以及多款超人氣的Xbox 360遊戲白金版,讓玩家可以更優惠的價格擁有多種Xbox 360經典商品,豐富自己的遊戲庫與收藏櫃,優惠最低下殺49折,數量有限,售完為止。

stat

网页游戏公司的竞争优势

Posted: 03 Apr 2009 05:12 PM PDT

网页游戏公司的竞争优势
什么是网页游戏公司的核心竞争力?这一直是某谢游戏人思考的问题,但这却是一个伪命题,存在即是道理,一家网页游戏公司能够生存发展,即有其竞争力,“黑猫白猫,捉住老鼠的就是好猫”,网络游戏作为具有代表性的体验经济,核心竞争力并没有统一的标准,试将个人所理解的网页游戏公司竞争优势类别和项目做一简单罗列,以便对比分析网页游戏公司生存的状况。

“资本”
现金流是衡量企业健康状况的重要指标之一,对于当前大环境下,网页游戏行业中小创业团队尤为重要,虽然钱不能解决一切问题,但具有充裕的现金流可以在游戏开发人才和市场推广领域采用“以本伤人”的策略,提高行业的准入门槛,在恰当的时机收购竞争对手,或者在不恰当的时间扮演“搅局者”。此外“资本概念”还是面向大众宣传炒作的有效手段之一,在竞争格局不明朗的状态下,抛出“金苹果”会吸引许多关注的目光,其中不乏有潜质的机会。

“政府和行业资源”
国家对于游戏模棱两可的态度使得行业中想做大的企业不得不关注舆论导向和主管部门的意识形态,而网页游戏的特性有决定了运营资质与监管操作的复杂性,对于政府和行业资源的把控力度与关系密切成都在一定程度影响到运营的持续稳定性。在众多本土化的网页游戏开发团队对抗国外引进游戏产品时,“民族原创”是一面很好的旗帜,例如“抗战”这样具有背景的游戏在运营中具有先天优势。网页游戏可以借助的政策行资源很多,游戏与社区的结合将使得游戏可涉及的领域越来越丰富。

“产品”(题材/策划/规模/游戏性/)
产品为王的观点在网络游戏行业领域中得到广泛认同,从代理海外产品的状况可以看出。网页游戏的表现形式多样性为产品提供了丰富的扩展空间,网页游戏产品层面上有许多个角逐的指标,试将个人对这些指标的理解简单罗列,希望听取各方不同意见
1游戏背景/世界观/题材/文化内涵
2收费结构/模式/思维架构
3视听觉表现/体感
4平衡性/相对游戏公平原则
5游戏性/可玩性/娱乐方向指标
6服务器/网络/游戏终端/安全负载等应用技术指标
7可扩展性/衍生娱乐/关联交易/前瞻指标
8产品与运营结合匹配指标
(个人观点,欢迎交流)

“渠道”
渠道的分为很广,传统行业有“渠道为王”的说法,在网络游戏行业发展初期也有渠道制胜论,游戏作为体验经济的代表之一,内容引导用户的特点十分显著,这里的“渠道”是大渠道概念,不但包含销售和支付渠道,还包括宣传与信息获取反馈渠道,运营物料制成渠道等等,对于“渠道”的理解程度也包括此范围内。懂与不懂差距有时是数十倍的利益表现。

“联合运营”
联合运营作为

“推广”

“运维能力”

 

If You're Not Indie...

Posted: 03 Apr 2009 03:14 PM PDT

Hysterical video from this year's IGF awards. The punchline is at the end.

Um.... they bleep out the F word, but it ain't exactly kid-safe. Expect giggles from youngun's and raised eyebrows from coworkers if you watch this within earshot:



Yeah!

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Rampant Games: Games With Personality!


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

IGDA Exploding Over 60-Hour Work Weeks

Posted: 03 Apr 2009 12:44 PM PDT

Greg Costikyan, whom I greatly admire, has the skinny, and many eloquent, yet cross, words.

Mike Capps, head of Epic, and a former member of the board of directors of the International Game Developers Association, during the IGDA Leadership Forum in late 08, spoke at a panel entitled Studio Heads on the Hot Seat, in which, among other things, he claimed that working 60+ hours was expected at Epic, that they purposefully hired people they anticipated would work those kinds of hours, that this had nothing to do with exploitation of talent by management but was instead a part of “corporate culture,” and implied that the idea that people would work a mere 40 hours was kind of absurd….The notion that a fucking board member of the IGDA should defend (and indeed, within his own studio, foster) such exploitative practices is offensive on the face of it, and has caused a considerable kerfluffle within the organization.

失望

Posted: 04 Apr 2009 02:27 AM PDT

其实.让人失望的不是那几个号.而是金山对支持者的态度.当初官方举办那么多的活动.其中就有些把内测号当作奖品的.以企业名义作出的公开承诺.为何不能兑现呢?那些在活动中胜出的玩家.无论消费方式是否符合游戏的定位.至少对游戏各系统的领悟能力比较好.在1测阶段让他们来加入.可以更好的提高游戏质量.毕竟现在的游戏还在基础阶段.我认为金山甚至应该主动请这些人参加内测.就算不考虑能力.就凭对剑3的热情.他们总会比一般人测试的认真吧?总不至于把号拿去卖吧!当初参加活动的时候.我就没有把内测号看的很重.一段代码而已.居然当宝了!金山的游戏有这个价值吗?从之前的几个游戏来看恐怕没有.我现在没有时间玩游戏.就算有时间也不可能去抢号.谁爱抢号就去吧 .

Frayed Knights: Nuke the Town?

Posted: 03 Apr 2009 12:33 PM PDT

A couple of weeks ago, I received an email from Ruber Eaglenest, AKA El Clérigo Urbatain, with a very interesting suggestion. In a nutshell - his suggestion was to get rid of the towns, and any of the other space "between missions." All the narrative could be done with non-interactive cutscenes, and shopping could likewise be handled between missions.

He admitted that the town in the demo was rough, but expressed concern that the town added very little to the gameplay, and instead sucked development resources that could be better put into the dungeon adventuring. He also noted - very rightfully - that the limitations of 3D require a level of sparseness in the town layout, which means a lot of empty, open space. Which is boring. "The town doesn't add anything to the narrative that you could accomplish with traditional approaches. And I, like a player, just want be from mission to mission without so much waste of time in town."

Rather than just email him back with my response, I thought I'd respond here. Because he brings up a very good point. Not that I necessarily agree with him, but I think he's spot on in that the decision to the contrary demands justification.

Kivi's Underworld kinda takes this approach. Leveling up and narrative take place in a simple interface in-between missions, which are the focus of the game. There are definitely trade-offs here. On the positive side, as Ruber suggests, it keeps the emphasis on the fun part of the game. But we lose one aspect of that makes a great RPG - the emotional attachment to the world. While characters standing around in a town spouting off canned dialog aren't great emotional hooks for an RPG, they do work better than a vague text narrative.

Many of the early RPGs also abstracted the "home base" town down to bare-bones menus. And when I was working on Hackenslash, and had only 40 hours to make an RPG (from scratch), I ended up not only nuking the town, but even nuking a lone merchant for buying and selling stuff.

Ruber is correct - those kinds of things really do consume resources. Mike Rubin has talked about the difficulty of translating experiences from a more text-based world (or, borrowing from the pen-and-paper RPG roots of Frayed Knights, a verbal-based world). In a text adventure or a verbal tabletop game, it is easy to abstract out all of the extraneous details. Going to town to rest or trade equipment can take only three sentences. Of course, if the players decide to do more while they are there, and if the game master is interested, that can expand into an entire mini-adventure, and those details can be fleshed out.

But when you are making the town an actual 3D place, you can't just ignore those details. This has been a problem since the early days of RPGs. For example, a realistic town might have tons of houses with doors - but why waste development resources on stocking each of these houses with people and stuff? You'd end up with dozens of doors in town that were either locked with plot-onium force-fields, or where you would simply get kicked back to the street immediately. And then you had city population sizes that that didn't even come close to that of a realistic hamlet, let alone a bustling town. And you can't just throw in a few details of the local tavern. In a text game, you don't have to describe the furniture. But in a 3D RPG, the lack of furniture, decorations, patrons, plates, mugs, a fire, beer-stains, and all that is very noticable!

So - to some degree - abstracting a town is going to have to occur at some level in an RPG. We have to simplify. But to the level Ruber suggests?

It really depends on what you intend to do with the town. In the Frayed Knights demo, I really ran out of time to complete 1/10th of what was supposed to happen in Ardin. The assumption here is that the gameplay is what occurs outside the town. However, if you played the Ultimas, or the last two Elder Scrolls games, the Baldur's Gate series, the last couple of Wizardry games, or even Depths of Peril, you'll recognize that the towns can be as busy and active of a place for adventuring and gameplay as any dungeon.

That's where I'm going on Frayed Knights. While the bulk of adventuring is going to take place outside of civilization, the goal (assuming I'm competent enough to achieve it, which is quite an assumption) is to have the towns be interesting places to explore, and where (usually non-combat) adventuring will happen. In Mournhold Village, which I'm currently working on (another "town"), most of the key plot developments will require a bit of exploring - and even combat - within the confines of the village.

Secondarily - while the Temple of Pokmor Xang is an exception to the rule (as something of a tutorial adventure), I do not intend to keep a "mission" structure in Frayed Knights. Locations may be revisited at later dates. In fact, there is a room in the Temple of Pokmor Xang (the room to the south of the altar room) which is actually reserved for a later visit. Leaving a dungeon, going back to town, and coming back later are expected actions. Stumbling across optional content is expected. While the game will have a greater amount of linearity than I'd prefer, I'm trying to keep things as open ... and as interesting to explore... as possible.

And that includes towns.

So that's my justification, for what it is worth.

At least, it's my story and I'm sticking with it.

Progress
We've got the first high-level (but boring) monsters in the game... the Crag Wolf. The default camera positioning (and the wolf positioning, and color) are horrible. But they are in there, and managed to slaughter my party (which is still at 3rd level) within 3 rounds. My first attempt at putting the wolves in had their formations together so tightly that the rear wolves had their heads shoved completely inside the front rank wolves' butts. While this made for amusing visuals, it wasn't really what I had in mind.

The higher-level rebalancing has gone... slowly, but it's coming along. Spells haven't been coming along at all, in spite of my ranting and raving last time about them. The big thing right now has been working on feats. At every level, players can choose a new feat for the characters. Some are kinda boring, like adding +1 to Brains. Most are a little more interesting, but still still passive. Some are passive from the player's perspective, but require a bunch of coding on my end... like a feat that allows you to immediately counter-attack when an enemy attempts to attack the back rank with a short weapon (thus allowing Arianna to lay the smack down on a goblin that tries to attack Chloe with a sword). And then there are a few active feats that need to be accessed from the interface in combat.

It takes a lot of code.

We've also got concept art for Victor the Vampire. He's - kinda non-traditional. We decided he couldn't really wear black (too cliche), but white would just not work with his death-like complexion. So we settled on... baby blue.

We think the best way to attack him and flush him out of the protection of his castle is to disrupt his supply of hair gel.

And no, I have no idea how we're going to model his hair, yet. How'd they do Sonic the Hedgehog in 3D?

Mike has the first draft of the music for Mournhold Village. It's walkin' around, background-y music. Here's an excerpt, in case you are interested:

Mournhold Village Music Excerpt - First Draft

We've still got a lot of work to get done in the next four weeks, so it's gonna be busy. And I still - technically - don't have the "first five minutes" of gameplay fully functional. D'oh! Even worse - with the inventory changes - inventory activation isn't working anymore. So potions and Chloe's wand are useless. Double D'oh!

So that's where we are for now. More later. I hope.

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


Rampant Games: Games With Personality!


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

Pain of Campaigning: XIX Getting My Hands Dirty

Posted: 03 Apr 2009 06:18 AM PDT

massivepartyLast week I dealt with brainstorming for my military-based high fatality huge party epic campaign. This week, I’m going to elaborate on a few of the underlying concepts for the campaign. What follows are my preliminary rules/fluff for the game, subject to further consideration and reader feedback.

A Word on Magic: In my game world (this is in fact a MASSIVE prequel to the games my friends have been playing in since the seventh grade) I’ve held to a simple rule regarding magic and new spells: unusual circumstances allow for more powerful magic. It sets a tone for magic, in that if an NPC wants to use a spell to cause the apocalypse it’s going to have some steep requirements, such as the souls of thousands of innocents or a unique astrological event. In the past, PCs rarely have performed this kind of plot magic, though I’m not opposed to the idea. However, it colors the effects of the Magical Prophecy that fuels a bit of the plot and acts as an implicit promise that I won’t just massively overhaul the world with a huge spell out of nowhere.

The Prophecy: Although the first adventure is still coalescing, the background to the game is coming along nicely. Essentially, only nineteen small villages remain in the wake of a cataclysmic attack by the marauding “Fesh” on legendary city of Aurum. A preliminary report has the surviving attackers numbering 1900 “profanes” (i.e. Monsters). Each of the 19 Village Elders are accomplished spell casters. They assess realize the only thing they have to hang their magical hat on is the 19 numerology. True, it’s a bit of a stretch of fortune, but it’s coincidental enough to not be truly logic-defying. They craft an incantation-turned-prophecy to buy time and hope that there magic is strong enough. Their intention is to create a barrier to save their villages, the rest of their prophecy represents more of a wish list, initially. As it turns out, their blood sacrifice and the “19″ numerology turns out to have enough power that the prophecy becomes an entity of itself, assisting the villagers and their champions (the PCs). Without further adieu, the Prophecy in question:

The XIX Prophecy
On the Eve of the Birth
Of the 190,000th
Heroes Emerge from Scorched Earth
Of the Number Nineteen
Each path eldritch or Mundane
Answer to slaughter against their Name
Nineteen Towns the soul Survivors
Blood of the First Born
Barrier ‘gainst threats most Dire
Solace to those battle Torn
Nineteen Months it Shall Stand
Nineteen Heroes in a Fallen Land
Nineteen towns soon to Fade
Nineteen Harmonies to Aid
Heroes that would Fight
Against Fesh and its Blight
To Save the tattered Remains
Or else be reduced to Chains
By Nineteen Hundred Profanes

Design Objectives for the Nineteen Harmonies: Fluff-wise the Harmonies are 19 boons for the players when they select specific groups of characters for a mission. My goal was to make unusual adventuring groups viable, reward synergistic party relationships, and address some likely deficiencies typical adventuring parties would have in a military setting. Moreover, I wanted to give each “family” of Harmonies a distinct flavor, reward unusual composition, and encourage the use a diverse set of characters in the campaign. Each Harmony is activated based on a four man party, which means others can tag along and mooch so long as four characters achieve a Harmony. As such, there need not be any ‘balance’ between these Harmonies, they just need to be interesting enough that PCs want to use them and not so good as to totally make the party overpowering.

The Nineteen Harmonies: Successful use of a harmony on an adventure awards 250XP per Tier and 500 GP (possibly scaled each tier) to each character in the campaign.

  1. Martial Squad: (Four Martial Classes)
    • 1/Enc: Each Member may reroll damage
  2. Arcane Squad: (Four Arcane Classes)
    • Resist: 5 Energy Type of Choice (stacks with previous resistance)
  3. Primal Squad: (Four Primal Classes)
    • Ignore Difficult Natural Terrain For Movement Purposes
  4. Divine Squad: (Four Divine Classes)
    • +3 HP on any healing
  5. Power in Diversity: (Four Different Power Sources)
    • Each PC: +1 to Defense of Choice
  6. Defender Squad: (Four Defender Classes)
    • 1/Enc: Party chooses Hunter’s Quarry or Sneak Attack at the start of any encounter.
    • 1/Turn: One teammate a turn may use chosen ability.
  7. Leader Squad: (Four Leader Classes)
    • 1/Turn: Team Member may Mark a Monster he attacks.
  8. Striker Squad: (Four Striker Classes)
    • 1/Turn: Team Member May Use Second Wind as Move Action
  9. Controller Squad: (Three Controller Classes)
    • 1/Turn: Team Member May Shift as a Minor Action
  10. Balanced Team: (All Four Class Roles)
    • 1/Turn: One character may treat an encounter power as reliable.
  11. Language Bound: (Shared Non-Common Language Speakers)
    • Special “Battle Tongue” that none outside the party can understand
  12. Diversity Team: (Four Different Race Types)
    • Ability to understand all language w/ minor action concentration
  13. Pure Blood: (Groups Apply to #12)
    • All Racial Encounter Powers may be swapped with the owner’s permission (still only apply 1/Enc. Total). In the case of humans, simply replicate either Half Dilettante or Half Orc power.
      • Human: Human, Half Elf, Half Orc
      • Fey: Elf, Eladrin, Gnome, Dark Elf
      • Rock: Dwarf, Goliath
      • Planar: Genasai, Deva, Tiefling
      • Misfits: Halfling, Shifter, Dragonborn
  14. Light Foot Squad: (No Armor Above Light)
    • +Gain temporary training in Hide or Perception. If already trained, choose a +2 bonus to one.
  15. Heavy Metal: (All Medium or Above)
    • Ignore (-1) Armor Check
  16. Martial Prowess: (All Martial Weapons)
    • +1 AC to all Party
  17. Simple Soldiers (No Martial Weapons)
    • +1 To Hit to all Party
  18. Magicked Up: (All Party Members Have Magic Items)
    • Should any magic item be lost, any PC can make an Arcana Check (DC: Magic Item Level + 10) to discern its location.
  19. No Magic: (No Party Members Have Magic Items; only applies to characters without magic items)
    • Each PC may choose to give one stat a +6 Enhancement bonus for the adventure.

Conclusion: So, there you have it, a pretty extensive post previewing the underlying concepts of my game. The Prophecy is serviceable and it rhymes, but I never particularly like my own poetry. Some of the Harmonies don’t seem quite right to me yet (particularly #10), and there’s definitely room to approve some of the wording, but overall I’m very satisfied with my progress.

Thanks Guys (Anti-Pirate Rewards)

Posted: 03 Apr 2009 09:04 AM PDT

In yesterday’s emails about April Fools Day there was a guy who wrote a letter that needed to be rewarded. These proud developers took action and donated a copy of their game to our anti-pirate.

People: go and buy games from these sites:

(By the way, now the Bounty Hunter site that initiated all this has got more than 600 visits)

Thanks guys.

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

项目失败的经验

Posted: 03 Apr 2009 07:52 AM PDT

建议准备做项目和正在做项目的都来看看,吸取一下教训。处女项目就失败了,对团队每一个人打击都是很大的。

1.过多的工作压到了同一个人身上

在很多小公司[或小项目组]里,总有那么一个核心程序员,负担了几乎所有的编程任务。这个人即使是个天才,也被繁重的工作压的没有学习和自我提高的时间。

比如设计模式这样的思考方式也是近几年才进入中国普及开来,却并非那么容易学习。整天迫于项目压力,就无法领悟新的东西,保用更好的方法解决问题。

独自一个人总揽大局,在项目后期很容易因为想早点结束,而把整个代码补丁打得满目沧夷,只求能解决眼前碰到的BUG而不为长远的结构稳定去考虑了。

结果整个工程无法分出明显的模块,各部分耦合度太高,必一处牵动全身,一直到新的BUG出来后无可救药。

2.过分的弹性工作制

游戏程序员好似天生追求自由的一群人,白天办公室里经常看不到几个人,晚上通宵达旦地在电脑前奋战。不否认好的程序员在精神兴奋的时候可以连续工作写出质量不错的代码,但是停下来时几天没有进展也是时有发生。尤其到了项目后期,一旦BUG重重,程序员备受挫折,仿佛眼前的活永远都干不完,而且调试程序也失去了编写程序时的新鲜感,最终假借弹性工作抽的名义,消极台式拖垮项目的先例已经有很多了。

弹性工作制不等于没有计划,不等于可以随意为之。在项目没有进展,面程序员却整天不干正经事,只知道聊天,浏览网页的时候,程序员并非没有心理压力,他可能只是不知道下一步该怎么做,或是问题太多已无从入手,这说明项目已经失控了。

3.没完没了的变化,没完没了的返工

大家都想把自己的作品做的更好,往往正在做的还是自己的处女作。自己的游戏做了一半,看见新上市的游戏有了什么新玩法,新东西,都想抄到自己的东西里来。

新发现什么技术可以让画面效果更绚,就迫不及待地实现出来看看。又或者,新做出来的东西老是不满意,三天两头地放弃重做,力求完美。最终,游戏老是做不完,看不到尽头。如果从投资方来了时间压力,最后一咬牙反个四处有缺漏的版本交出去,等待着的是玩家没完没了的投诉电话。

4.没有及时的测试

谁都知道软件做完了是需要做测试的,测试出问题就应该修正,这似乎是天经地义的事情,但是落到实处,早期的国产游戏却很少有严格的测试。因为很多人忽略了一点,无论是哪种软件开发方法,测试都不是在软件全部开发完毕后才进行的。等到大家看到项目好像已经完工,这时候对游戏做整体的测试已经完了。必定发现一大堆的BUG,已经到了无处着手的地方,如果只是头痛医头脚痛医脚那还真的不如借这次的经验教训,把程序推倒生来做的更好的设计呢。

5.项目的主导严重地偏向了某一个职位上

早期的游戏大多是程序员主导整个游戏的设计的,程序员说应该怎么做就怎么做,说今天要怎么改就怎么改,甚至没有单独的游戏策划一职,全部由程序员包办。

这对小型游戏倒没什么,对于规模较大的游戏,最终即使游戏程序本身没有大的问题,但是在游戏性方面却让玩家难以接受。作为技术人员,很容易把目光注视到技术的枝节上,而忽略了玩家的感受,大多数情况玩家并不把技术人员扬扬得意的地方放在眼里,游戏毕竟是给人玩的。

后来又出现了策划为主导的游戏,策划拍脑袋一想,我们应该加点什么,那么程序员就日日夜夜地加班完成。如果实在是技术解决不了的还就算了,最怕的是,本来技术解决有问题,可能新加的设计会影响到整体的框架结构、对硬件的过分要求行,暂时像铁皮膏药一样把功能补上去看起来工作得很好,可是早早地就给日后的持续开发留下了隐患。程序员在实现的时候盲目听从策划的安排,没有仔细地全面思考,造成了项目无法完成。

我也听说过美术甚至市场人员为主导的项目,但并没有接触过这样的团队,就不太清楚会出现什么问题了。

总而言之,游戏开发是一个需要大家共同努力的事情。我们应该把自己的思考都带入到开发中,盲目地跟从别人的想法或固执地坚持自己都有可能影响整个项目。


 

我的相关日志:


2009-04-03 | 到盛大去创业
2009-04-02 | GDC两大引擎对决
2009-03-31 | 暴雪设计师解析WoW的开发成功与失策

到盛大去创业

Posted: 03 Apr 2009 06:32 AM PDT

即便在市值被网易和巨人短暂超过的时候,也没有人怀疑盛大在中国网络游戏行业的领袖地位,在这个竞争激烈的行业中,盛大几乎定义迄今为止所有主要的、基础性的商业规则:2002年,盛大将网游运营真正变为一个服务行业;2005年,盛大将网络游戏从收费模式带入免费模式;2007年,盛大则向第三方网游公司开放,成为一个创业平台的公司,如果说前两者改变了盛大的外部技能,那么第三个变化,则改变了盛大的内在基因。

进化之路

盛大之颈

2005年,如今的盛大游戏CEO李瑜加盟盛大后接受的第一个任务是组建“游戏评测中心”,陈天桥对这个评测中心的定位让她印象很深刻:“盛大游戏是头,评测中心是颈”——头虽然重要,但颈却控制着头的方向。

当时盛大上市不久,手中握有大量现金,正在进行一系列大刀阔斧的收购,因此这个内部中心的成立外界大都忽略了,但陈天桥其实非常看重,原因是这事关所有网游公司的终极问题:以产品为核心的网游公司如何才能持续健康地发展?或者可以将这个问题简化为:网游公司如何持续地找到下一款成功网游?

其时盛大处于一个比较微妙的阶段:虽然运营的游戏数量仍在不断增加,但主要收入来源《传奇》开始出现下滑态势,这让整个公司的收入也出现停滞,第三季度,盛大的收入第一次出现环比下滑,无疑,寻找更多的成功游戏已经变得无比迫切,相信数据为王的陈建立这个评测中心,对已运营游戏的数据进行挖掘分析,并依此评测新游戏的技术、功能、平衡性以及未来的市场潜力。

一般来说,网游的来源无非两种:自主开发、代理引进。两者的优缺点都很明显:自主研发产品的运营利润很高,但失败率也很高,且周期长;代理引进成功率较高,但受制于人,且代理、分成的价格很高。盛大第一款游戏是代理韩国的《传奇》,大获成功后很快就开始组建自己的研发队伍,采取代理与自主研发并进的方式,2003年盛大研发的《传奇世界》同样取得了巨大的成功,但在之后两年的时间里,盛大几乎没有再度研发出在市场上大获成功的产品。

没有第三种游戏来源渠道吗?

2005年年中,沈阳一家游戏公司拿着一款武侠游戏找到盛大,经过评测中心的评测,这款游戏的分数不高,不过盛大也看出其技术实力不错,建议他们做3D休闲游戏,他们很快写出了一个商业计划书,再次找到盛大,盛大随即给了他几百万投资,这是盛大投资的第一个游戏公司,而投资也将成为盛大的主要游戏来源渠道。

这个游戏评测中心是盛大开放平台的滥觞,为新游戏的选择、投资提供数据支撑——至今,经过这个中心评测的网络游戏接近3000款,但被选中的不到30款。蓝火炬开发的休闲游戏《滚滚球》并非取得预期的成功,但在此次投资的基础上,逐步形成了体系,并最终走向开放。

做任何事情,都要准备想清楚完整的模式和流程,也就是说,要形成一个未来可拓展的体系,所以投资蓝火炬之后,这个投资很快形成了“千万亿计划”,其结果证明我们是对的,2007年7月,“千万亿计划”成为“18”、“风云”等三大计划,到08年,投资达到25个公司的时候,就变成“18基金中心”了。——李瑜

麦石实验

2006年,网络游戏和盛夏一样火热,这个行业就像是一个遍地是黄金的乐园,充满了一夜暴富的神话。当时盛大、网易、九城等几家网游公司在美国受到了资本市场的追捧,而市场仍在高速发展之中,丝毫看不到放缓的迹象,似乎只要开发出一个不错的游戏,就能迅速获得成功。

盛大员工陈富明的心境颇不平静,当时盛大自身已经很久没有开发出成功的游戏了,作为盛大游戏最早的一批开发人员,陈富明的心情当然也有点沉重。而业内又不时传来某某网游行业的资深人士拿了一笔风投,拉了几个兄弟出去创业的消息,都让他心跳加速,忍不住畅想:这么好的时机,我为什么不去创业呢?

8月的一天上午,机会突然来了,一个同事告诉他,某个传统行业的老板看到网游这么能赚钱,决定投资千万开发游戏,正在寻找团队,陈富明一听大喜过望,觉得是个天赐良机,当天下午他就提出了辞职。很快他就作为负责人去了那个新创业团队,但他没找到创业的快感:投资人不了解游戏,也不知道怎么做游戏,他们就一个目标,给你一两千万,过半年或一年,拿到一两个亿,这样的想法显然过于急功近利了,没几天,陈富明就退出了那个团队。“离职太冲动了”,他心中多少有点后悔。

陈富明和盛大的缘分还没尽,当时盛大正在做内部的激励计划,尝试内部创业,在离职的时候,人力资源部建议陈富明不妨一试。此时,陈富明给陈天桥发了一封邮件,附上创业计划的PPT,说自己创业的想法,以及盛大面临的问题,并表达了在盛大尝试内部创业的希望。第二天一早,陈天桥就回复邮件了,他对陈富明的想法表示认可,很快陈富明又接到总裁办秘书的电话,“今天晚上7点,陈总和你当面沟通一次”。

当晚7点,陈天桥一见到陈富明就笑着问他,“陈富明,好久不见,你现在来盛大要带来宾证了,心情是不是很好?”陈富明如实相答,“不好,我辞职的时候太冲动了,谢谢陈总看了我的PPT就给我这个机会”,陈天桥说,“我不是看了你的PPT给你机会,而是了解你这个人才给你机会”。

结果陈富明和陈天桥聊了2个小时,不过两个人大部分时间都在谈人生理想、事业目标、产业判断等,而没有谈具体的细节问题,事实上,当时唯一确定的是,盛大投资陈富明创业,具体投资额、股权比例、做什么产品等细节问题都没有定。

最终的合作细节是由陈富明和李瑜确定的:盛大投资陈富明占少量股份,对于陈富明来说,这是一个很理想的合作方式,既获得了创业的资金,又获得了盛大的资源,并且,自己还是大股东,但是刚开始的时候,陈富明并没有感到兴奋,心里只有压力,因为“一穷二白,什么都没有”。

陈富明创建的麦石公司在后来“18计划”中编号001,很长一段时间内都是秘密的项目,直到2007年7月盛大提出三大计划前夕,才在盛大内部公开。一个有意思的细节是,盛大曾计划让麦石就在公司内部办公,连合同都签了,但后来考虑到陈富明和盛大的员工太过熟悉,而这个投资仍然处于摸索阶段,给其他员工的影响有太多不确定之处,才最终作罢,让麦石在外面租办公室。陈天桥后来想把盛大当年创业的第一个办公室给他,希望延续给陈富明带来好运,但这个浦建路上的二室一厅实在太小了,陈富明只得放弃。

在麦石发展初期,陈天桥本人每个月都会和陈富明沟通一次,聊聊公司的进展,创业的心态,做企业的经验,“桥哥很好,会一步一步告诉我怎么去做一个公司,怎么做项目,如何和下属沟通,还有谭总、李总、大年,几乎每天和我见面,在盛大的时候反而沟通没有那么多”,陈富明说,“几乎有任何我解决不了的困难我都会向盛大求援”,而盛大也是全力支持。

陈天桥本人对麦石这个项目的重视程度是非比寻常的,2007年下半年,麦石要引进一位行业内的资深人士,陈富明向盛大COO陈大年求援,“我的面试能力没法把握这个人是否合适我们公司的发展”,陈大年回答说,“没问题,我让我哥来帮你面试”。第二天陈天桥就抽高层例会之前的半小时面试了这个人,这种无微不至的指导持续了至少半年,让陈富明这个创业新手逐步走上正规,几乎没有走弯路。在此之后,更多的是产品层面的对接,盛大在游戏评测、功能完善、产品化各个方面都提供支持,麦石公司成立20个月就推出产品,这个速度十分罕见,若非盛大平台的支撑,是不可能实现的。

盛大“养鸡场”

麦石是盛大的一个实验,到目前为止,它已经获得了成功,其开发的《鬼吹灯》已经接入盛大平台,并且表现在整个平台上都名列前茅。这个实验也确定了盛大的未来之路,一条由内而外、由封闭走向开放的自觉进化之路。

盛大不能一直把自己当作一个游戏公司来运作,我们要在一条更高的跑道上去跑。我们不会跟业内其他的游戏运营公司或游戏研发公司在同一个跑道上去竞争,而是通过我们这个平台,通过我们的投资去培养出跟他们一样的游戏公司。

这是陈天桥在内部曾说过的一段话,这或许是对“创业平台公司”最好的说明,而在具体的实践中,盛大游戏CEO李瑜将这个理念通俗地解释为,“盛大不再做下蛋的母鸡,而是要去开养鸡场”。在加盟盛大之前,李瑜主要的工作经历在微软,曾是微软XBOX部门的管理人员,家用游戏机市场是一个典型的平台战场:索尼、微软、任天堂各自建立了一个平台,三足鼎立,第三方游戏开发商的支持力度对于任何一个平台而言,都至关重要,李瑜进入盛大的时刻,网络游戏行业也正从产品竞争层面进入平台竞争层面。

盛大从一个内在的网络游戏公司,到开放的网游创业平台,经过了4个阶段:

第一个阶段(2001~2002),从无到有,产品从0到1,这个“1”并不是仅仅指一款产品,而是一款成功的产品,这是所有游戏公司都要经历的,不管是自己开发也好、代理运营也好,都可以,有些公司可能要经历多款游戏才能够打造从0到1,但盛大是比较幸运的,第一款游戏就成功了,而且是巨大的成功,变成了1。

第二个阶段(2003~2004),从1到多,这个过程对于一家游戏公司或者任何一个创意产业公司来说,都是一个具有非常大的挑战,因为即使你有一款游戏获得了成功,但网络游戏的开发通常需要3年,而用户的需求是个移动的靶子,想复制成功难度很大,所以对很多公司来说,从1到多甚至是一个死或活的过程,很多公司跨不过这个槛,创意产业的成功太难复制了。盛大从2003年开始自主研发游戏,开始走向多样化,到2004年下半年,已经在同时运营10款游戏了,基本上完成了从1到多。

第三个阶段(2005~2006),从纵到横,1到“多”以后,一个平台其实已经初见雏形了,但只是一个雏形,因为这时候资源还是零散的,团队还是各归各的,所有东西还是纵向的。这个纵到横的过程,就是做公司内部的统一,把资源进行大量的整合,能够更多地去服务多个项目,提升效率,对外的显示,就是对用户来说能获得更好的服务了。
2005年初盛大开始进行“5个统一”,即把销售市场、计费系统、客户服务、技术保障和账号管理等五个按游戏纵向分割的核心资源横向统一起来,成为流水线,到2006年初,5个核心资源的统一比较成熟后,开始将周边资源也统一进来,进入“N个统一”,到2007年的时候则变成“N+1个统一”,即这个平台开始有一种自身的新陈代谢的功能,因为这个行业不断在发展,模式在创新,新的资源会产生,就要建立这个“N+1个统一”,新的东西会加进来,老的东西会吐出去。

第四个阶段(2007~2008),从内到外,就是让外部的公司与盛大共生,这就要求盛大无论是从理念、服务态度、流程、产品准备上都要求做到对“内”和对“外”没有区别,一视同仁,这是一个非常严格的要求,大大高于第三个阶段。——李瑜

显然,这种由纵到横、由内而外的转变,对于一家市值30亿美元的上市公司,将是一个极大的挑战,“如同生孩子、动手术一样痛苦”,这个转变的实施者李瑜后来这样评价道。

最大的挑战其实是心态、理念和文化的转变,而不是组织结构上的变化。

在初期的时候,其实大家一直觉得自己是投资人,是高高在上的,创业者都是来找我们要钱的,所以有很多事情可以按照我的节奏来做,甚至潜意识里会把投资团队当作我们一个下属,因为大家都习惯于从上向下做管理。

盛大员工的第一条铁律是,不得泄露公司商业机密,一旦违反,立刻开除,但是从内到外的过程则在很大程度上与这条铁律是直接冲突的,因为它就要求把盛大的商业机密拿出来分享给18团队。虽然公司战略要求这样做,但很多个体到执行的时候,根深蒂固的观念仍然让很多员工缩手缩脚,有所保留,所以外部团队来沟通的时候,就会有一些困难。但是这个是战略决策,公司给了我斩立决的权力,对于脑子转不过弯来、并且因此耽误了对方的一个进度的人,我就会用斩立决,我也确实开除过一个人。经过不断地磨合才开始顺畅起来,现在外部团队在外部登陆我们的平台,所有和他们游戏有关的数据都可以看到,这是很不容易的。——李瑜

除了游戏评测中心,陈天桥还陆续做了其他几件至关重要的事,为后来盛大变成一个开放的创业平台公司奠定了基础。

第一、 由陈天桥、陈大年、谭群钊、张向东、李瑜五个人组成“产品计划委员会”(简称“计委会”),每个月18号开会,对引进新游戏进行评估、筛选和最终决策,这就是后来著名的“每个月18号,盛大听创业者讲故事”
第二、 提出“千万亿计划”,即租用1万平方米的办公场地,投资1亿元,资助1000人自主开发游戏。

计委会在2005年6月筹备, 7月18日第一次会议,以后的每个月18日举行,陈天桥每一次都参加,而会议成员也在不断增加,除了高层,盛大游戏各个中心的总监也全部加入。随着投资项目的增多,最初只有一个人的计委会办公室逐渐变成了项目管理部,然后再变成了项目管理中心,就变成了一个非常大的平台资源协调和管控中心。

当2007年7月陈天桥抛出“三大计划”的时候,无论是“奔驰车送创业者到盛大”,还是“每个月18号陈天桥听创业者讲故事”,看上去都太像一个商业炒作的噱头,事实上,这个时侯,盛大已经在内部准备了2年,已经完成由纵到横,形成了一套机制,创业平台的雏形已现,三大计划的提出,只是将这种转变进一步到由内而外罢了。

18英雄会“是把盛大从内到外开放的时候,之前欲说含羞、一点一滴地讲给大家听的资源,不再遮遮掩掩、全部揭开来给大家看的过程”。陈天桥在会上提出对18团队“一诺千金、一路畅通、一视同仁”的承诺,“以超越别人期待值的态度去服务18团队”。传达出一个核心理念是:盛大从传统的游戏运营商,转变成平台服务商。

到了此时,不管你信不信,和3年前相比,今天的盛大其实已经是另外一个公司了。

共生系统

2008年11月18日11点,两辆大巴抵达乌镇盛庭会所。

曾煜走下车,看到长长的红地毯从门口一直铺到大堂,三五成群的客人正在陆续往里走,曾煜的心情不错,作为祁宇科技的总经理,他的大部分时间都在开发游戏,难得像今天这样轻松。

会议大厅的门口有20多个西装革履的男子列队相迎,曾煜发现,这些笑容可掬的迎宾男居然是盛大的各位高层以及各个中心的总监,大厅已有不少人,大家彼此言谈甚欢,舞台背板上赫然写着“18英雄会”,这是盛大自2007年7月对外宣布“三大计划”,投资创业团队以来,所有被投团队的首次大聚会,共有近30个团队超过100人从全国各地赶来,盛大游戏CEO李瑜已经为此精心准备了2个月。

李瑜在发言中讲到了“蚂蚁和刺槐的共生”比喻为盛大平台与创业公司之间的关系:刺槐为蚂蚁提供食物和容身之所;蚂蚁帮助刺槐叮咬那些啃食它的草食动物。久而久之,逐代进化的刺槐使蚂蚁更容易在它的刺里打洞安家,也更容易爬到它的花里吸食花蜜;蚂蚁也逐代演化,它的体形、嘴形更加适合于去汲取刺槐的花粉,通过合作,两个物种获得的总利益增加。

“我代表盛大的2万台服务器……”,“我代表盛大14T的运营数据……”、“我代表盛大的800位客服人员……”,“在我身后是盛大的7亿注册用户、1亿活跃用户……”在18英雄会上,盛大游戏各个中心的总监都这样介绍自己,其实多数的18团队都了解盛大的这些资源,但当今天它们整体亮相的时候,仍有些震撼:自己的产品进入这个巨大的平台上,将是一个很高的起点。

陈富明的感触更深,“我在盛大待了3年半,出来自己干了快3年,这才知道什么是盛大,盛大积累了太多的东西,它有很多的模块,你的游戏只要能导入进去,虽然不能保证一定优秀,但至少能保证你及格,这是一种批量生产的能力,它有成千上万的样本证明,什么东西是有效的,这些东西就不用探索,马上就知道效果,省去了很多摸索的过程”。

事实上,盛大的服务器、用户、技术模块、运营数据、客户服务能力等各种资源,以及运营不同类型、风格网游的差异化经验,是盛大赖以成为平台的根本,“盛大运营几十款游戏,没有一款是最顶尖的,但几乎每一款产品都能保证成功,综合起来就很强大,业内没有其他公司能做到这样。只有这样的公司才能成为平台”。陈富明说。

一个颇可探讨的问题是,“蚂蚁和刺槐的共生”是一种稳定的关系,而盛大平台与创业公司之间的共生关系必须具有更大的想象空间,那么在这个系统中,“蚂蚁”和“刺槐”究竟是一种什么样的关系?“蚂蚁”们的梦想是什么?看了下面是2个创业公司在盛大平台上借势成长的故事,或许会有所参考。

祁宇:为盛大定制开发

2008年2月18日的上午九点,曾煜和他的3个创业伙伴走进盛大的会议室,陈天桥就坐在眼前,旁边是李瑜、陈大年、瞿海滨、张向东等盛大高层,以及盛大各个中心的总监。曾煜有点紧张,除了心中的创业梦想和笔记本中的游戏策划PPT,他和三个伙伴其实一无所有,盛大会投资他们的梦想吗?他有1个小时的时间“讲故事”。

和很多游戏开发者一样,曾煜最早也是个资深的游戏玩家,2001年开始进入游戏行业,开发3D游戏,2007年,连续有巨人、完美、网龙、金山四家网络游戏公司在海外公共上市,在这种持续不断的财富神话的影响下,曾煜心中也萌发了创业的冲动,只是这个时候行业这已经有太多的网游公司,竞争激烈,一个小团队完全靠自己走过融资、开发、运营再到成功难度极大,曾想到了盛大的18计划。

2008年春节刚过,曾煜给盛大的一位投资经理发了一份邮件,附上自己的创业计划书,确切的说这其实只是一个团队介绍和游戏策划案,而不是一般寻求投资的商业计划书,“盛大是游戏行业内的公司,他们看重的是好的游戏创意,会首先看我们团队和这个产品的潜力,只有这个获得了认可,才会谈到商业上的计划”,曾煜说。很快这位投资经理就表示了兴趣,经过进一步的沟通之后,曾煜获得了去盛大“讲故事”的机会。

曾煜介绍了他们的游戏策划,这是一个中国神话背景的3D MMOG,他用了30页PPT讲述了游戏的世界观、画面风格、技术特点、可玩性等各个方面,他希望盛大投资他们做这款游戏,同时曾也展示了他们另外两个策划,分别是横板街机风格和欧美奇幻文化风格的网络游戏。

陈天桥问了一个问题,“这3个策划中,你们自己最喜欢的是哪一个?为什么你会选择做第一个而不是其他的两个?” 曾回答说:“这几个题材我们都喜欢,而且我相信我们都能做好,我们选择做中国风格游戏的原因是,盛大平台已经证明这个类型的游戏是有用户需求的,我认为我们的第一款游戏应该是一个符合市场的产品。”

显然陈天桥对这个回答比较满意,盛大其他几位高层也对这个项目很有兴趣,向曾煜4人轮番发问,甚至问到将来这款游戏商业化运营时的策略,原本一个小时的故事时间居然整整持续了3个小时,“我们回答得比较不错”,曾煜说,“18号当天盛大差不多就有了投资的意向”。3天后,他收到了盛大发来的邮件,说可以进行下一步具体投资事情的磋商,2个月后,他们获得千万投资,创建祁宇信息科技有限公司。

加盟盛大平台的多数公司都是已经创业一段时间,产品也具备雏形才获得投资的, 祁宇是比较典型的只讲一个故事就获得融资的案例,现在祁宇已经有46个人,在开发过程中与盛大保持着密切的沟通。“盛大有很多经验可以和我们共享,最重要的是盛大有来自市场的第一手数据,对于专注做研发、没接触过市场的人来说,他往往不知道玩家真正需要的是什么,但盛大有这么大的数据库,可以分析出很多很有价值的信息,对我们帮助很大”。

当然,为盛大平台定制开发游戏并不是曾煜的唯一目标,“第一个产品完全是盛大的投资,所以这个产品只会在盛大平台运营,这也很合理,但以后的产品我们的选择会是多样的,和别人合作或者自己运营也都有可能,我相信盛大有这种大度,不会干预我们”,曾煜说,在他办公室的墙上,分明写着IPO的字样。

与狼共舞

2007年7月盛大提出三大计划的时候,龚金晶很快就在媒体上也看到了,但他根本没有想过去找盛大,“我感觉这只是盛大出于对游戏需求做出的计划,实际运营不可能这样去做”。当时龚金晶创建维莱信息技术有限公司半年,第一款网页游戏作品《部落战争》刚刚上线,发展势头还不错,正是符合盛大18计划的合作对象。

2008年初期,维莱开始寻求融资以获得更大的发展,接触过不少的VC,也有行业内的游戏公司,4月,盛大的投资部门也主动找到了龚金晶,希望投资维莱。这让龚金晶真正开始了解盛大的三大计划,发现盛大确实是在推动开放创业平台,权衡比较之下,维莱选择盛大加盟“风云计划”。

对陈天桥的崇敬是龚金晶选择盛大的原因之一,他在进入网游行业之前就经常听到陈天桥的大名,“但觉得很遥远,有种敬畏感”,当他终于见到陈天桥时,倒没有觉得自己和这个偶像级的前辈之间有很大的距离感,“就是像朋友一样喝茶聊天,感觉很好”。他们几乎没有谈具体的合作项目,而是像某种经验的传授。

龚还记得陈教给他一个做决策的方法论:数据、逻辑、民主、集中。即判断一个项目可行性的依据,首要的是有数据支持,数据为王;如果实在没有数据,那就要逻辑上讲得通;如果没有明确的逻辑,那就靠民主,团队投票;如果团队还是无法做出决策,那就要靠负责人靠基于对市场的判断、公司能力的了解做出最终决定。“现在我自己做决定的时候也都会自觉采用这种方法,对我的管理很有帮助”,龚金晶说,“我觉得陈总有点像一个创业导师,每次和他聊都让我受益匪浅”,而在渠道、技术评测乃至开发经验、经营理念共享等各个层面,盛大都提供了实际的帮助,比如通过盛大采购服务器,维莱就可以节省25%的成本,“这是从VC拿投资无法获取的东西”。

有意思的是,维莱在网页游戏领域里的发展路径几乎和盛大在网络游戏的发展过程如出一辙。维莱是国内最早商业化运营网页游戏的公司之一,第一款游戏是代理德国的《部落战争》,并和多家国外厂商都建立合作关系,同时,维莱也有自主研发的游戏,和盛大一样,维莱主要是一个网页游戏的运营平台,注重平台整体的价值,而不是单款的网页游戏,目前这个平台上已有5款游戏,到今年年底可能会达到20款,最重要的是,维莱也在做类似盛大开放平台的事。

2008年,维莱的现金流已经不错,但是龚金晶遇到了盛大曾经遇到的问题:如何寻找产品源,解决之道也和盛大的18计划一样:开放平台,寻找成长型的网页游戏开发团队,由维莱提供办公场所、资金,双方进行战略合作,龚将这个计划命名为“维莱计划”,英文名就是Future Plan,希望能从中找到维莱的未来,事实上,维莱已经投资了2个网页游戏的团队。

但这也就意味着,维莱和盛大之间的合作不是一方提供内容,一方负责运营那么简单,而是两个运营平台之间的联通。龚金晶有个小小的野心:希望能通过与盛大整合资源,成为盛大的大平台上专门运营网页游戏的小平台,也就是说,盛大把其他的网页游戏都交由维莱运营,但维莱的小平台有是盛大大平台的有机部分。除了维莱,盛大也投资过众诚协作、格子客等其他网页游戏公司,这些公司大多以开发产品为主,存在与维莱合作的可能,但这是盛大所希望的吗?

盛大仍然显示了它的胸怀:格子客将很快在维莱的平台上运营,但是龚金晶对与盛大的合作有着清醒的认识,“我们有自己的步骤,盛大也有自己的步骤,当某个时间,大家的步骤比较符合的时候,才可以一起做一些事”。事实上在合作之初,曾有人说对他说,对维莱这种小公司来说,与盛大这样的巨头合作无异于“与狼共舞”。但是,“如果我是羊,当然不能与狼共舞,如果我自己也是狼,那就无所谓了,大家就是竞合的关系”,龚说,“我们必须成为狼”。

转自:http://swelse.com/


 

我的相关日志:


2009-04-02 | GDC两大引擎对决
2009-03-31 | 暴雪设计师解析WoW的开发成功与失策

The Art of Balance: Pokémon's Masuda on Complexity and Simplicity

Posted: 03 Apr 2009 09:00 AM PDT

In a rare interview, Gamasutra talks to the key directors behind the 186 million unit-selling Pokemon series, talking about balancing and developing the massively popular Nintendo-backed series.

Keso: 《UCD火花集》序

Posted: 03 Apr 2009 02:46 AM PDT

《UCD火花集》将在下月正式出版。我们很荣幸的请到了五季咨询合伙人 ── Keso,为这本书写序。Keso说:这本书的出版,其实是群体的力量和智慧的一个最好的注解。下面是序言原文:

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网站做出来通常是给人用的,如果用的人不爽,鼠标一点,去了别处,这网站背后的那一堆梦想,都等于白日梦。在互联网上,得到用户的青睐,很难,但让用户离开,再简单不过。

做互联网,首先,你得提供一种有价值的服务,其次,你的服务得让人有使用的欲望,最后,你的服务得让人用着顺手,让人爱用,并且常用。用的人多了,你才有可能勾画出一个商业模式,进而实现盈利、上市、扩张等等一连串的梦想。互联网背后的逻辑,其实就是这么简单。但把用户体验这件事做好,却一点都不简单。

我有一次去拜访一家公司,在那个迷宫般的写字楼里,绕了好几圈,才找到公司的门。写字楼有导航——楼层的平面图,但这个导航既没有告诉我当前位置,也没有标明我当前面对的方向,它挂在那里,好像挺关注用户体验的,但实际上,它完全无用。

在互联网上,同样有大量无用的设计,这些设计你很难说它们是错的,但它们肯定不是用来满足用户需要的,或者说,它们不是站在用户的角度去设计的。有时候,这并不是设计师的错,在很多互联网公司,设计师的角色,只是负责网页美化,制作图片、按钮的,所以他们通常被称作”美工”。

不像你买一个汉堡或一本杂志,你可以拿到一个有形状、有色彩、有分量的实体的汉堡或杂志。所谓互联网产品,其实只是一堆不懂情感、只会算计的代码,用户通过与代码的反复互动,最终得到了那个抽象的产品的服务。所以互联网的用户体验,实际上渗透在产品的设计、开发、运营、服务的整个过程中,一个互联网公司中的每个员工,都应该成为改善用户体验直接责任人。

让用户在与代码打交道的过程中,获得情感上的愉悦和满足,涉及的不仅仅是技术,也不仅仅是美术。不同的用户身份,不同的民族,不同的年龄,不同的职业,不同的阅历,不同的使用预期,都可能导致对同一产品完全不同的用户体验。这就让用户体验成为一种综合能力,它可能涉及社会学、心理学、工程学、统计学、生理学、传播学等等不同的领域,并且随着互联网自身的发展,用户体验不但变得越来越重要,而且变得越来越复杂。因此,我们需要有人对用户体验进行更专业的研究和实践。

“UCD大社区”是中文互联网上最专业的用户体验和产品设计社区,这里集中了一批专注于用户体验和产品设计实践者和爱好者。本书就是这个社区精彩文章的汇集。不管你是否能从这些文章中获得直接的帮助,起码,每个做互联网的人,都一定会从中得到有益的启发。

五季咨询合伙人 洪波

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附,腾讯、百度、淘宝、支付宝四位公司的设计总监的推荐语:

这是一本可以打上”2.0″标签的书,作者群庞大,内容涵盖了用户研究和体验设计的各个方面。对于体验设计从业者和有志于此的人是一本很好的参考书。
国内不同行业发展状态不同,对用户体验的重视程度也不同,但我相信:只要竞争充分,假以时日,大部分企业会走上重视用户体验之路。用户体验从业者以改善人类生活品质为己任,必将大有作为。
腾讯用户研究与体验设计中心经理 唐沐

在产品同质化倾向越来越强的时代,客户的忠诚度已经越来越重要,建立和维护客户关系成为取得竞争优势的关健。本书在如何走近客户,关注用户对产品的体验等方面进行了很好的探索,我相信它一定会为这个行业中的设计师和想要进入这个行业的年青人带来启迪。
淘宝网设计总监 麻长炜(二当家)

关注”用户体验设计”,更关注UCDChina。这里聚集的一些为产品设计呐喊的人,人平凡但语不平凡。
支付宝设计总监 盛一飞(蓬莱大仙)

如果您想了解当前中国用户体验设计的最专业, 最权威的思考精华, 必读此书.
前百度用户体验设计总监 郭宇

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另附,阅读推荐:

本书最佳阅读场所 ── 杭州BetaCafe。在那里你可以和多名合著者直接探讨书中内容,并得到亲笔签名。 随身携带本书的顾客,在BetaCafe消费可享受VIP折扣。

转载请注明出自UCDChina.com,谢谢。

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《魔兽世界》对中国网络游戏产业的启示

Posted: 04 Apr 2009 10:30 PM PDT

国产网络游戏现状以及存在的问题  1994年互联网络开始在中国正式运营,为人们开辟了一种不同与以往的交流方式,广大互联网用户在网络上长期的表达传递信息,并展开各种交流合作,逐渐孕育了一种综合了文、图、声、像各种媒介符号形式,并融入各种文化要素,吸引用户进行多层次信息传播和交流的运作模式——网络游戏。2000年首款中文网络图形MUD游戏《万王之王》在中国市场正式发行,标志着中国网络游戏新纪元的到来。2001年盛大公司代理韩国网游《传奇》在中国市场获得空前成功,在巨大经济效益驱使下,国内游戏企业纷纷代理国外网游,是我国游戏市场充斥着外国游戏,这一时期主要有《泡泡堂》、《天堂2》等。在这种背景下,一些网游企业逐渐意识到自主研发的重要性,像盛大、金山等纷纷致力于原创网游的开发,从而改变了外国游戏唱主角的尴尬局面。 天堂2   这些年我国网游市场进入了相对稳定的发展时期,国产网游取得了一定成绩:   (一)原创网游数量不断增加,市场占有率稳步提高。2006年,国产网游突破64.8%的市场份额。网易公司推出的2D游戏《梦幻西游》和3D游戏《大话西游》分别荣膺最受欢迎的2D、3D游戏,同时在线人数分别突破70万和50万;金山公司《封神榜》、《剑侠情缘网络版》以独具特色的神话、武侠题材获得了广大中国玩家的喜爱;盛大公司推出的《传奇世界》正式运营第一天便收回了全部投资。同时国产网络游戏开始试探海外运营,积极拓展海外市场。金山公司与台湾智冠结盟,创作的《剑侠情缘》与马来西亚、新加坡等东南亚国家相继签约,《航海世纪》成功打入韩国市场。国产网游下一步的目标是进军欧美市场。 梦幻西游   (二)经济效益明显提高,改变了以前不赚钱的局面。根据信息产业部电子信息产品管理司副司长丁文武的介绍,2004年我国网游用户达到3000万,整个产业规模达到35亿元人民币,而根据预测,截止到2010年我国网游用户将达到7000万。2004年国产网游对通信行业的贡献为150.7 亿元,对媒体的贡献为35.8亿元。2005年市场规模达55.4亿元,2006年达到83.4亿元,增长幅度十分巨大。   成绩背后我们必须看到国产网络游戏的不足:   (一)产品质量参差不齐,并且同质化现象严重,创新能力弱,从而影响了市场竞争力。一些网络游戏中充斥着暴力、封建迷信、色情等违法和不健康内容,对青少年尤其是未成年人的身心带来不利影响。许多作品尚未摆脱所谓的“传奇模式”,即通过血腥的PK,枯燥的打怪来获取经验然后升级换装备这种套路,缺乏对传统的改造并加以创新,使得游戏方式陈旧,市场竞争力无从谈起。 魔兽世界   (二)国内网游企业发展模式单一。许多企业只是盲目追求九城代理《魔兽世界》的模式,夸大了代理运营所带来的利润回报,却不注重自主研发具有自主知识产权的作品,作为游戏代理商,自然不能享有代理产品的知识产权,因此,只做代理就缺乏核心竞争力,那样只能在竞争中处于被动地位。[5]并且导致国内网游市场和企业畸形发展,一定程度上成为国外网游流入中国和利润流出中国的绿色通道。使得国内网游业在价值链上处于下游,处处受制于人,不仅不利于国产网游的长远发展,这些专门代理的企业也不会有太好的发展前景。   (三)社会传统观念的束缚了网游产业的正常发展。包括网络游戏在内的互联网络,自它诞生之初便遭到社会上一部分人的质疑,认为会导致“玩物丧志”的严重后果,而一些未成年人由于自制力较差,加之现实生活中学习、家庭压力过大而沉迷于网络游戏,产生了一系列社会问题。老师、家长便愤怒声讨网络游戏,把一切归罪于网络游戏的诱惑,因此给网络游戏产业的发展带来了不利影响。这就需要全社会有一个对待网络游戏的正确的态度。“我们可称游戏为一种完全置身于‘日常’生活之外的、‘不当真的’、但同时又强烈吸引游戏者的自由活动。它是一种不与任何物质利益相联系的活动,从它那里无利可图。它按照固定的规则并以某种有序的方式活动在它自己的时空范围内。它促进社会团体的形成,这些团体喜欢用诡秘的气氛围绕自己,同时倾向于以乔装或其他方式强调它们与普通世界的不同。”    (四)“私服”、“外挂”等危害网络游戏自主知识产权的行为严重损害了市场的健康发展。这种行为同音像、影视、图书出版业中的盗版问题一样扰乱了正常的市场秩序,造成不公平竞争,分流了一部分玩家,影响了企业的正常收益,而且有可能导致违法游戏肆虐,这个问题不容忽视。   (五)网络游戏人才匮乏及人才教育的落后。这一点自然受社会传统观念的束缚和制约。既然网络游戏是“玩物丧志”的话,那么研发网络游戏、培养网络游戏研发人员则成为“业荒于嬉”的典型表现。人才教育的落后导致网游产品缺乏创新性,我国网游产业技术水平落后,也正源于此。   (六)国产网络游戏虽然在数量上和市场占有率上有了很大发展,但是其市场利润明显不能与市场占有率成正比,并且受外国强势游戏冲击影响巨大,《魔兽世界》对中国游戏市场的冲击就是一个很好的例子。归根结底还是市场竞争力不能同国外游戏相抗衡。 《魔兽世界》对中国网络游戏产业的启示以及发展对策分析   近几年来,在国际数字娱乐业高速发展、国内网络游戏市场需求不断高涨的社会背景下,我国的网络游戏市场已经进入到了稳定发展时期,国内市场网游竞争依然激烈,但总体发展速度较前几年有所放缓。国产网游如何在市场中成功突围成为关乎游戏市场前景的大事。   (一)大力提倡研发具有自主知识产权的国产网络游戏。知识产权作为网络游戏的核心,理应被真正的重视起来。对于文化企业来说,一个最大的战略途径就是必须最大限度的拥有自主知识产权的文化产品。这在网络游戏市场里表现得尤为突出。没有拥有自主知识产权的网络游戏产品、或者说拥有了自主知识产权而创新程度又不足以取代市场上的同类产品,那么就无法从根本上形成一个企业的核心文化竞争力。各网游企业一方面通过代理运营可以积累一批资金,同时又必须扩大其他融资途径,比如寻求金融资本注入与联合、利用政府扶持资金等。研发技术以及掌握研发技术的人才也是必要条件,这一直是制约我国国产网络游戏甚至是整个文化产业发展的瓶颈,而且策划经验和创意设计更是远远落后于西方发达国家。这一问题具有很强的现实意义。不久前,“网络游戏通用引擎研究及示范产品开发”、“智能化人机交互网络示范应用”两个项目正式纳入国家863计划,这是我国首次将网络游戏技术纳入国家科技计划。一度被看作“玩物丧志”的游戏,现在登上“大雅之堂”。自主研发还必须紧跟游戏市场发展趋势,对此有科学地分析预测,掌控市场发展的脉搏,只有这样才能取得良好效果。   (二)“内容为王”丰富产品的思想内容和游戏方式,“质量为王”提高产品的质量,大力创新以抛弃“同质化”现象。网络游戏的中有血有肉的内容是产品品质的重要特征。《魔兽世界》的内容特色在于想象力丰富,剧情合理而充满诱惑。作品中人物的语言、动作或者带有美国特有的幽默、或带有令人深思的处世哲理,并且人文关怀贯穿其中,游戏中的形象总是带有一种积极向上、果敢勇毅的精神,一种为自由、为幸福、为和平奋斗的精神,这样的内容相信每一个玩家都不会拒绝。国产网游应该以《魔兽世界》为标准,借鉴其制作的人文因素,抛弃那种血腥的PK、枯燥的打怪获取经验的模式,以科技手段为依托,将流行元素和主流文化融合到游戏中,让玩家感受到游戏的魅力。   (三)充分发掘我国丰富的粗含铜文化资源,打造独具特色的网络游戏产业。我国文化资源的丰富是毋庸置疑的,而文化产业发展却相对滞后,因此文化资源的产业化是一个亟待解决的问题。而将相关的文化资源作为研发网络游戏的背景材料是一个合理的途径。近几年我国研发的几款武侠类游戏正是利用我国古代传统文化要素开发的,在亚洲产生了较大影响。但是我们必须明确,发掘传统文化资源并不是引导网游企业致力于研发古装的、历史的游戏,而是让传统文化作为一种文化的精神融入到游戏中,使游戏含有中国传统文化的价值和精神,让游戏同时承担起传承中华民族文明的责任,让广大玩家在游戏中体验到中国文化的博大精深。   (四)政府应该积极引导、合理扶持、适度宣传、加强监管。在网络传媒高度发展的今天,网络游戏不可避免的对社会产生了一些消极影响,但却不能过分夸大消极影响而忽视积极作用。健康文明的游戏不仅能丰富人们的文化娱乐生活,而且能够开发人们的思维能力,能够充分的培养和发挥人的想象力和创造力,使人的智慧得到更大提高和发展。网络游戏不仅自身发展很快,而且还能带动其他行业的发展,对我国高科技信息产业有一定的促进作用。[9]不久前,文化部、信息产业部提出了要实施民族游戏精品工程,积极开发一批民族游戏精品,目前这一政策已经初见成效。同时电子信息产业发展基金还将加大支持力度,拿出一部分作为游戏产业的引导资金,重点开发网络游戏研发生产的核心技术。两部门还将联合筹建“国家数字娱乐产业示范基地”,主要开展动漫游戏等数字娱乐产业的培训、研发、产业孵化与国际合作。2005年7月,两部门又联合发布了《关于网络游戏发展和管理的若干意见》,首次向社会表明了中哦政府关于网络游戏产业的发展和管理政策。其核心就是以科学发展观来指导和检验游戏发展和管理工作,发展与管理并重。营造健康有序的网络文化市场。政府要坚决打击“私服”、“外挂”等侵害产品自主知识产权的行为,维护网络游戏企业的正常经济利益,积极鼓励网游企业研发将康向上的游戏,同时加强对他们的监管力度,针对未成年人沉迷于网络游戏实行有效的措施,而不是把责任推到游戏身上。   (五)打造完整的网络游戏产业链条。从自主研发、自主运营到拓展海外市场,从授权收入到周边、后续等相关产业的开发,主要利用网游本身的内容进行二次开发利用,提升其附加值,进行衍生产品的开发。比如《魔兽世界》中图书出版、动漫改编、电脑用品等。全面挖掘网络游戏潜在的市场价值。   (六)重视网络游戏人才的培养。由于体制和观念的原因,包括由此研发人员在内的文化产业人才匮乏,必须打造一支像《魔兽世界》研发队伍一样,既懂一般的游戏软件开发,又有深厚的文化功底,有丰富的想象力和创新意识,同时还要有市场营销经验的复合型人才。充分发挥高校培养人才的主渠道作用,利用各专门的网络游戏学校、软件学院培养基本素质,同时与实践相结合,力求培养符合时代需求的网络游戏人力资源。

DirectX Shader 材質

Posted: 04 Apr 2009 07:53 PM PDT

最近拿起了3ds max,玩一玩裡頭的DirectX Shader 材質。發現它其實還挺好用的。

首先先將材質換成DirectX Shader

max_1

然後材質的參數就會換成這樣的介面

max_2

第一個,DirectX Shader的欄位,可以讓我們指定使用的Fx檔案,第二個Parameters的欄位,裡面所有的參數,都是從Fx檔案裡定義的。只要照著標準的規則寫,參數便能夠列在這上面,讓製作人員去調整。同時在做模型輸出的時候,也同樣可以取得這些設定的值。

至於這些個參數是怎麼定義的,可以打開default.fx來看。


// light direction (view space)
float3 lightDir : Direction < 
    string UIName = "Light Direction";
    string Object = "TargetLight";
    > = {-0.577, -0.577, 0.577};
// material reflectivity
float4 k_a  <
    string UIName = "Ambient";
    > = float4( 0.47f, 0.47f, 0.47f, 1.0f );    // ambient
float4 k_d  <
    string UIName = "Diffuse";
    > = float4( 0.47f, 0.47f, 0.47f, 1.0f );    // diffuse
float4 k_s  <
    string UIName = "Specular";
    > = float4( 1.0f, 1.0f, 1.0f, 1.0f );    // specular
int n<
    string UIName = "Specular Power";
    string UIType = "IntSpinner";
    float UIMin = 0.0f;
    float UIMax = 50.0f;   
    >  = 15;

這個程式的語法,稱做 DirectX Standard Annotations and  Semantics,角括號裡面的字串以及其它變數的宣告,在Effect Fx中是沒有作用的,但是,在max中,就定義了Parameters的參數介面。

除了在DirectX SDK中有文件說明,max的網站上也可以下載到相關的文件(不過版本很舊了)。

用DirectX Shader材質有兩個好處,一是這個Effect Fx的檔案我們可以直接在遊戲程式中使用。第二是,這個材質能夠所見即所得的顯示出來材質效果。

所以,我很認真的在考慮,也許就直接把Effect Fx檔案拿來當做引擎中的材質使用好了。

玩家支付能力成网游业发展隐患

Posted: 04 Apr 2009 10:29 PM PDT

 “网游”这个名词对于如今追求时尚的80后和90后来说一点都不陌生,某种程度上来说,网游已经成为现今年轻人生活中不可或缺的一部分。如果你是年轻人,倘若你没有玩过网游的话,怕是很难在圈子里找到聊天的话题。     网游的兴盛被捕捉商机的人们看到眼里,开发到现实里,随之而来的是网游的产业化。如今中国的网游产业已经形成了相当的规模,各大相关的主流网站也纷纷推出了各自独特的网游作品。在资本的推动作用之下,多家网游公司移师海外证券市场融资上市,成为了美国纳斯达克中中国概念股的一员。现在网游已经潜移默化的进入了人们的生活,从学生群体,到青年人,再到中年人等等,都可以在网游中找到适合自己的游戏。单单是《魔兽世界》这一款网游,就创出了玩家350万的最高记录。根据《2008年度中国游戏产业调查报告》显示,国内一线网游运营产品已经累计达到近300款之巨;国内网络游戏用户数4936万,其中付费用户更是达到3042万,跃居成为全球用户最多、发展最快的网游市场。而网游市场之所以能够牛气冲天,主要是它给玩家们带来了现实生活中意想不到的乐趣。一位网友曾经在网上谈论网游的时候有过这样的留言。“在现实生活中,人经常会遇到这样或者那样的问题,或是空虚,或是乏味,在网络游戏所架构出的虚幻空间里,可以寻找到一丝的安慰,在游戏中,会感觉到你扮演的就是虚拟世界中你所操作的人物,而这个人物,可以是大英雄,可以所向无敌,另外就是可以在游戏中寻找到现实生活中所找不到的刺激感。”     细心的人们也许会发现,在今年汹涌而至的网游大军中,增添了不少新玩家的面孔。除了传统的青少年玩家以外,30岁至50岁这个年龄群的玩家突然之间增加了不少,让网游业的利润在这个全球经济“寒冬”里不仅未感受到一丝丝冬天的寒意,反倒是平添了丰收的喜悦。这些新玩家或者是因为如今企业效益不佳被迫暂时回家待岗的老员工,或者是把网游作为宣泄个人自己情感的一个渠道。在这几个共同作用的合力拉抬之下,网游业成为人们熬过经济“寒冬”的首选场所。据不完全统计,2008年我国网络游戏出版产业实际销售收入达183.8亿元,比上年增长 76.6%,同时网游业还为电信、IT等行业带来478.4亿元的直接收入。     有感于网游业热火朝天的气氛,在今年的“两会”上,文化部文化产业司长刘玉珠在回答记者关于网络文化产业的提问时说,网络文化产业是伴随着互联网发展而出现的一个新的产业门类,目前我国网络文化产业在原创能力创新方面有突破性的进展,产业发展势头很好。     不过,如今热火朝天的网游业背后,其隐忧也是迅速放大。由于网游的这些玩家大多来自于就业难的大学生,或者是由于经济危机被裁员的年轻人,其支付能力十分有限。毕竟来说,网游业的兴盛需要大笔大笔的真金白银的支撑,否则网游业很难迅速不断开发出新的适应玩家需求的网游新产品。     但从目前网游玩家的真实状况来看,由于大多数大学生的网游费用来源于父母的经济支持,使得其很难有太多的资金用于网游消费,而对于被裁员的年轻人来说,其资金状况本来已经是捉襟见肘,更是不可能在网游上投入太多的资金,这些人之所以选择了网游,只是为了轻松一下,并不会付太多的钱。这样看来,国内网游业要想保持住目前网游业的兴盛势头,还有太长的路要走。况且一旦当经济形势转好,就业机会增加,人们的空闲时间减少的时候,网游业又该如何呢?

关于网络游戏文化责任的思考

Posted: 04 Apr 2009 09:03 PM PDT

网络游戏是一种新型文化产品并已迅速成为一个产业。网络游戏当然有经济的属性,而这个产业的本质属性是文化,它是一种文化产品和文化服务活动。网络游戏不管是以软件的形式出现,还是以某种数字化的形式、在线的形式或者其他任何形式出现,载体及传播方式都只具一种技术的属性,改变不了它所承载的文化内容的本质。

文化产品具有双重属性,即意识形态属性和商品属性。由于文化产品的双重属性,所以在管理上应当强调要把社会效益放在第一位,坚持社会效益和经济效益的统一,这是网络游戏产业所必须牢记和坚持的。过去网络游戏行业对这一点重视不够,网络游戏的主要属性是文化属性,不是单纯的经济行为。笔者认为,对此我们必须有清醒的认识,经常地对照检查,必须照着去做。

既然网络游戏有着文化属性,网络游戏产品就应该按照文化产品来进行管理和规范。有的人、有些企业存在一种错误的认识,以为网络世界是虚拟的,网络游戏是虚拟的,网络的虚拟世界是没有规范、没有约束的,是和现实世界完全隔离的。笔者认为,这种观念是错误的。

虚拟世界是不是只有网络产生以后才有呢?不是。虚拟世界从古就有。神话传说就是虚拟的世界,创造了一个在自然社会和人类社会之上的精神世界。文学艺术都是虚拟的。在舞台上演的戏,在电影院放的电影,电视里面放的电视剧,这些文艺作品都是虚拟的。

有人说,在网络游戏里可以进行角色扮演,跟文学艺术不一样。可是,影视剧里面也都有角色,也都有人扮演,一点不比网络游戏差。只不过网络游戏或者网络的虚拟世界是在数字化和网络化形式的一种虚拟而已,本质上没有不同。这个虚拟世界是从哪里来的呢?是从现实社会来的,是现实社会中的公司和人创造的。文学艺术是现实生活的反映,精神的东西是物质的东西的反映,不是凭空而来的,是活生生的有着理性经济行为的企业和个人所创造的。

网络游戏的虚拟世界最后落实到哪里去了?它不可能永远在网上虚拟,它要跟网下的实实在在的人、社会组织打交道,所以这个虚拟世界来自于现实,最后又回归到现实,并且影响现实,因此它要受到现实社会的各种法律规范和道德规范的约束,没有什么与现实社会完全隔绝的虚拟世界。

网络游戏行业之所以出现一些唯利是图的行为,主要原因在于对经济效益的追逐,在于应对非常激烈的市场竞争的需要。网络游戏行业的一些从业者存在认识上的错误,没有把自己当作文化的创造和传播者,没有承担相应的文化责任。我国网络公司是在风险资本催生下成长起来的,尤其是上市以后,市场竞争的压力更大,投资者的压力也很大。在这种情况下,有些企业不是以人为本,而是以资本为本,资本成了一切的推动力,而忘记、忽视了以人为本,忘记了社会责任。

在网络已经全方位渗透人类生活的情况下,我们应当明确,现实社会的法律和道德规范绝不能在虚拟世界被颠覆。游戏应该成为培育、引导、养成人的良好行为规范的载体。游戏虽然是对生活的模仿,但是有一些东西是不能随意模仿的。例如婚姻,在网络中进行模拟的所谓“网婚”,笔者认为不能得到主流文化的认同,当然对这个问题还可以进一步调查。如果通过调查研究,大多数人认为不合适,认为有悖于法律,有悖于良好行为规范的养成,那么在游戏规则中就要设置禁区。企业必须要做这样的研究,政府管理部门也要做这样的探讨。企业在经营中的利益追求和商业模式创新应该有一定的底线。

我们鼓励创新,但是创新应该在正确的原则下进行,不能与社会主义核心价值体系相背离。网络游戏行业应该在这样的原则下,进行网络游戏等文化产品的研发和运营。

(作者系文化部文化市场管理司副司长)


 

我的相关日志:


2009-04-03 | 项目失败的经验

Leisure Golf by kevine3

Posted: 04 Apr 2009 08:58 PM PDT

Don't feel like competing in career mode and you're too broke to head to the course? Grab some friends online and play Leisure Golf. Chat and make fun of each other as you walk around freely or drive the cart. Make it as close to real life as possible. Approach the ball by actually getting off your ride and picking the club out of the bag then send that ball downrange even if there's a cart in the way. Once again, course editor so that you can play user made courses.

Soul of the Pure: Differences and Change by randomguy

Posted: 04 Apr 2009 08:55 PM PDT

This is one of my three major ideas for a game. This is a trilogy, taking you upon three different lands each populated by a certain species. This is of course the first game of the series. An RPG with fighting style control skeam, this game is ment to hopefully be open to many.
The story is rather long, but I will keep it as short as physically possible. It is about a half-breed (half angel half demon and you can imagine otherwise) named "Halo" lives in the land of the Airions (the angels) called "Airionis". Rediculed and segregated from other for being a half-breed, he tries to seek to change this and bring a new life upon the half-breed species. One night he again sees a dream about this one young looking girl (a child) and this child (not known to him at the time) tells him about the idea of the chosen one and him being one of them. The chosen ones (one of Order, and one of Chaos) have the ability to bring one of the two into the world of unbalance and bring it to unity of Order and Chaos. Halo, knowing now that he is a chosen one, seeks answers to this by completing the quest of recovering the demi-gods into the "soul-spheres", containers, which together, make a great power come to life (either of Order or Chaos). As he journeys, he meets friends that accept him and also sees there is more to this quest than thought of before. From just changing the perception of half-breeds to finding the true meaning of this quest, Halo would be going through many plot twists and problems as he sees the "other" chosen one doing "the same thing". The next two games would see this go further and into other plots leading to the end. Of course the other two games would bring you up to speed so you won't get lost.
The gameplay itself is fighting style with an RPG twist. It is rather hard to explain again but imagine a free-roam RPG stlye with a 3-D fighting style mix to it. Again I would be hard press to explain more of this. Tell me if you want more (or if this is a bad idea).

Asteroids Revisited by kevine3

Posted: 04 Apr 2009 08:44 PM PDT

It's simple. The old Atari Asteroids..only this time in first person and good graphics.

Battlebot Inventor by kevine3

Posted: 04 Apr 2009 08:39 PM PDT

It's like opening up a new box of legos. If you can build it, more power to ya. Rotating parts, sliding parts, hinges, motors etc. You assign the controls and drive, fly, shoot or all of the above. As complicated or simple as you make it. Design it in 3D modeling mode with rotating camera. Test it and test again. Paint it and customize it your liking then join the huge battlefield online and see what tweaks you need to make or go back to the drawing board and start all over. Make an arsenal and fill your garage with all of your inventions.

Beyond The Darklands by ANONIMOUS

Posted: 04 Apr 2009 08:27 PM PDT

you found your brother alive and healthy but you can't find your way back but with a map you find there is a portal "Beyond The Darklands" but to get to it you will have to fight monsters, scale walls, swim across rivers and find items along the way your armed with a long sword light sheild
and your brother is armed with a crystal staff and eliment stones. Befor you go the find the portal you must do quest to find the exact location and how long it takes to get there and how much food and water you should take you will also unravill the lost past and how your brother can cast magic.

Lazer Tag by kevine3

Posted: 04 Apr 2009 08:16 PM PDT

Bring back the Old School Worlds of Wonder Lazer Tag from the 80's. Model the equipment to the T with the same sounds. Most of all, give it an easy-to-use mission editor so that the game never gets old. Remember the days of Delta Force Land Warrior? That's the kind of mission editor we need. I don't need to play lazer tag in a futuristic environment. My old neighborhood was just fine.

To The Darklands by ANONIMOUS

Posted: 04 Apr 2009 08:16 PM PDT

your a 13 year old male who has a taste for adventure.One night in your home town you were wondering around the streets.You were on your way the candie store to meet up with your friends.When you arrive your friends aren't there
so you wait for a while but your friends never turn up.You decide to leave but on your way home it starts to rain and the sky starts to flash.You decide to take a short cut through
the allyway,halfway through the allyway a mysterous man appears and says "i have some thing for you" you say "im not surpose to talk to strangers"he replies "take this it will guide you to your brother.Yes i had a brother.he was push of a cliff last year and his body was never found.The man gave me an amulet and seid "use it wisely, you must go the the Darklands and find your brother.

There Goes The Neighborhood by kevine3

Posted: 04 Apr 2009 08:07 PM PDT

Age of Empires meets the urban kid community. You just started a new club in your neighborhood and now you need to build your membership so that your empire can be one to be reckoned with. Your backyard clubhouse needs a lot of work and you need kids with skills. It sucks having to comb the neighborhood on foot so you need to save that allowance for a new bike so you can get around faster. The object is to recruit kids as you find them and balance out your team. Popular kids will up your chances of recruiting new members while nerdy kids have the smarts to upgrade your stuff. The problem is that popular Johnny doesn't want to join a club with a lot of nerds. That big tough kid can whip out the damage on rival gangs but the nerdy guy risks getting a beating and leaving all together. Send out the popular kids to recruit and others to rummage through alleys for things to build forts and upgrades. That trashcan lid would make a great shield against enemy dirt clods. Maybe buy a wagon so that you can haul off railroad ties to reinforce your fort. Engage in battles against rival clubs and when enough damage is inflicted on little Johnny, watch him run off crying as he quits the club. Don't start that fight too close to dark or Brady's mom will come and haul him off the battlefield and ground him for a week. Be sure and set weekly dues for your club so that you guys can go to the local store and buy new stuff. You don't want to bring a dirt clod to a bb gun fight.

Ghost Hunters by kevine3

Posted: 04 Apr 2009 07:47 PM PDT

I loved the scary stuff in F.E.A.R. It was all the fighting with robots and stuff I didn't like. I would like to see a game that knows how to scare me like F.E.A.R. did. Here's the idea. If you watch the shows on tv like Ghost Hunters and Paranormal State, you know the concept of trying to get concrete evidence of the supernatural. Let's make it a game. Equip yourself with all the research equipment and team members. Then travel to destinations and see what you can capture on camera. Set up cameras and evp equipment in various rooms. Send team members to certain locations while you explore others. Communicate through walkie talkies and have your terrified team members screaming " Holy !@#$ Get in here quick!" Upload your evidence online so that others can comment. And for Pete's sake...MAKE IT SCARY !!!

The War by kevine3

Posted: 04 Apr 2009 06:58 PM PDT

I want a realistic first person shooter with one exception...respawns. I like the Battlefield 2 concept with squad leaders and being able to spawn on him. Keep that, just don't make me have to unload an entire magazine to kill my opponent. Next, make it a huge online environment. Here's the real kicker. When you purchase "The War" you get the infantry pack, armor pack or airforce pack. No more hanging out by the airplane spawn and jumping in it so you can reak havoc on the soldiers below. Nope, you want to fly? You buy the air pack and it will be more like Lock On Modern Combat instead of stick and rudder-drop bombs. Commanders on the field might even call in a mission that you can accept and commit to before take off. It's really just separate games that join together in a giant battlefield.

Birds of Prey by kevine3

Posted: 04 Apr 2009 06:43 PM PDT

Not the warbirds of WWII, but actual birds. Pick the bird of choice be it a high flying, lumbering eagle or a fast and nimble sparrow. Arm them to the max and dogfight with the best in an online city street or country field. Land on high wires or tall buildings to get a good look around. Press the X button like hell to get those wings flapping or hold it in to get that glide. Let go all together to fall like a brick only to spread your wings before impact to swoop back into action. Pick up Acorns or something to bomb enemy nests and force them to spawn elsewhere. Think of it as Fighter Ace with birds.

The Resort by kevine3

Posted: 04 Apr 2009 06:32 PM PDT

It starts with an online lake, equipped with beaches, boats, fishing, water skiing and all the works. Each area has it's own chat room. If you jump in a boat, then everyone in the boat can chat. The same goes for beach areas etc. You can drive 4 wheelers and dune buggies, whatever it takes to get to the area you want to play in. Want to go rock climbing with friends? Drive on over. Want to go fishing on your own? Visit the tackle shop and explore the lake by boat.
Now I said that it STARTS with a lake. The game should come with a simple-to-use editor that allows people to design their own resort with all the bells and whistles. Design your own ORV track or golf course. Maybe design that challenging mountain to climb or a beautiful cove to fish in. When your finished, upload and connect it to the online lake. The main lake would be like the central hub where all of the user-made servers connect to. Think of it as a GIANT online community where people can chat, play games or just hang out.

Critical Bits for the week ending 2009-04-04

Posted: 04 Apr 2009 09:00 AM PDT

Interesting Mechanics: Non-mana resources

Posted: 04 Apr 2009 01:08 PM PDT

I want to do some analysis of interesting game mechanics. I think often developers don't really look at game mechanics to really understand them; often it's, "Hey, that's cool, let's copy it!"

For this installment, I want to look at non-mana resources for characters.

Defining Resources

What are non-mana resources? These are resources a player uses to fuel abilities besides mana (or direct mana replacements like "skill" or "power"). In WoW, this would be Rage and Energy; in LotRO, this would be Fervor or Focus.

Resources are something that players have to manage in a game. Mana, put simply, is a way to limit the player from mindlessly pounding on the most destructive power he or she has endlessly; in a traditionally balanced game, a player who did this would run out of mana (or other resource) quickly and be unable to perform other actions. A skillful player will know how to manage the resources for the largest return.

In some games, this has changed. In some games, the more immediate limiting factor is a cooldown for the skill. A skillful player must know how to use character abilities with the right timing to maximize damage. This is the concept of a "casting rotation" common in WoW raiding.

Mana is a pretty straight-forward resource. You have a maximum pool and regenerate mana over time. A player can increase the maximum pool to be able to cast more spells before running on empty; alternatively, a player can look for ways to increase regeneration to regain mana faster. Generally, a larger pool is better for large bursts of activity (like PvP), whereas regeneration helps in an event that takes longer (like a raid boss encounter).

In WoW

Non-mana resources fill the same role, but they work differently. Let's take a look at WoW's examples first.

Warrior types in WoW have a stat called Rage. The maximum pool is always 100 and does not scale upward with level. The value starts at 0 but increases in combat by doing and taking damage. Some warrior abilities generate rage, and others require a certain amount of rage to be spent to use the ability. Outside of combat, range will disappear.

Rogue types in WoW have Energy. This also has a maximum pool size set to 100 (although that can be increased slightly in some situations). Energy regenerates fairly quickly, but at a set rate. Abilities require a specific amount of energy.

Death Knights have Runes and Runic Power. Runes are like Energy, and Runic Power is like Rage on a very crude level.

What is the point? The way these stats work is to change the pacing of combat. For a warrior (or druid in bear form), the beginning of a combat tends to be a bit slow, especially if they are attacked unprepared. A warrior must focus on generating rage. Once the warrior gains some rage, they can rip off some of their more powerful abilities.

For a rogue, however, they are almost always ready to go. If they finish one combat and get into a second one quickly, they will not be "mana starved" like a caster would be. During a longer combat, rogues already have a pace set by the constant regeneration of energy, although they have to make a lot more smaller decisions about when to use an ability and when to let energy regenerate for a more costly attack.

The downside is that this creates different, incompatible systems for your players to deal with. A newbie caster may not understand that a warrior has to build up rage to get to their good abilities. Also, things like mana potions and gear that increases Int stat are useless for the classes that don't use mana.

In LotRO

LotRO is interesting in that every class uses mana (called "power"), but a few classes have additional non-mana resources to manage.

Champions have Fervor points, that work similar to Rage in WoW. A champion's basic attacks increase fervor, and the advanced attacks require fervor to be spent. Some of the champion's toggle abilities will generate fervor over time while in battle and they get an ability to instantly generate some fervor, too. The maximum pool is set at 5 points. Fervor goes away if the champion is not in battle. The same abilities that give champions fervor points also give big bonuses to power regeneration, so that the main limiting factor is fervor points, especially in shorter combats.

Hunters have Focus points, which work similar to Fervor points in many ways. The two main differences are that Focus points go away if the hunter moves, and the maximum pool is 9 points.

These two resources change the behavior of the two classes. Champions are encouraged to build up fervor to get to their more costly and more powerful attacks. At the beginning of combat, a Champion has limited choices, but they open up as more fervor points are generated. Hunters, on the other hand, are encouraged to plan ahead. Moving around a lot means that the hunter will not get access to their higher level abilities. Maintaining range and using immobilization traps (or a good tank) is important for a Hunter.

Other possibilities

What other game mechanics could use resources?

One way to keep all classes using a mana system to to give them a unique flavor is to change how mana regenerates. For example, a system where mana regenerates faster if you have more mana in your pool would mimic some aspects of the Energy system in WoW. It would encourage users to perform single actions then wait for the mana bar to regenerate. A character could then burn through a mana bar for a big effect, but would then take longer to regenerate.

Another idea is to tie game mechanics to the amount of resource a character has. Some WoW skills do this for Rage or Energy, where the ability consumes any remaining resource and converts that to damage. For a mana-type resource, you could give a bonus based on the amount remaining: an interesting idea would be to give a small "desperation" bonus to damage if the user is low on mana. A player could then decide if he wanted to conserve mana "just in case" or burn through the mana bar quickly and stay nearly empty for a bonus.

So, what do you think? What other types of resources have you seen in games? What other types of resources could you have for a character in a game?

卡牌中的数学

Posted: 04 Apr 2009 10:57 AM PDT

卡牌对决 封闭内测结束的时候,我们的策划为了奖励第一批玩家,每个帐号送了一张特别的卡,唤作 开天辟地

这个游戏的规则是,每个玩家自选 50 张卡入场,系统洗乱后,每回合每人从自己的卡堆里摸一张出来拿在手上。另外,游戏开始前,每个人先摸 5 张手牌。

除了一些特殊卡外,大部分卡在游戏中用掉就放入弃牌堆。只有等 50 张卡摸完才可以重新洗牌重摸。但开天辟地改变了这个规则,使用后立刻把游戏中每个人的卡重置到开始状态。(弃掉手牌,把所有 50 张重洗重发)

许多新玩家挺痛恨这张卡的(出现后很容易破坏别人的战术,并且可以让自己卡组里的强卡更高频率出现)。更过分的是,有一种叫作“开天党" 的玩家,一拿到 "开天辟地" 就立刻使用。今天 游戏论坛 上有个玩家想计算下,”开天党" 在一局游戏中可能使用开天辟地的次数的数学期望值

我觉得这个问题满有趣,就帮忙计算了一下。

由于卡牌游戏的复杂性,影响摸牌的因素很多(有些卡用掉了不是放到弃牌堆,有些卡会加快摸牌的速度,等等),所以我们先简化了问题:


一局游戏按 60 回合计算。

一个牌组有 50 张卡牌,里面有且只有一张 “开天辟地" 。

第一回合前有 5 张手牌(未用牌堆 45 张),每个回合摸一张卡。(由于有 “开天辟地" 的存在,不可能把牌摸完重洗。

摸到 “开天辟地" 后,立刻使用,洗牌,重新摸 5 张在手上,本轮不再摸牌,若这 5 张中又出现 "“开天辟地" 必须等下一论方能使用。


看起来这个概率问题不算复杂,但是我用笔算了半天算不清楚,只好求助计算机。写了个程序去解我列出来的递推式。最后终于得到结果。

如果游戏中有一个 开天党党员。游戏中出现 "开天辟地" 的次数的数学期望为 2.63 次 。 如果有 2 人,数学期望是 4.62 次 3 人是 6.84 次 4 人是 9.29 次

貌似和玩家体验很接近。:D 结果应该是对的吧。


btw, 我们的玩家中喜欢研究数字问题的好象还不少,功略版还有人写了三篇:

不仅仅是攻城略地——卡牌中的数学

不仅仅是龟兔赛跑——卡牌中的数学(第二期)

不仅仅是追涨杀跌,卡牌中的数学(第三期)

Compatibility Thoughts

Posted: 04 Apr 2009 08:11 AM PDT

I’ve been doing Dead Wake zombie game development for a quite some time now and I initially aimed to do a launch on this month. I’ve been messing around with the new Leadwerks update and updated parts of my code to reflect the changes.

In the back of my head, the compatibility point has raised its head. After releasing the new version I’ve got replies from people about the ’screen going black’ emails (but also many ‘the shadows look awesome’).

I haven’t updated the existing content to use the new texture format (which basically means I need to get my 3D content up to date to be able to use it properly in game). I’ve also pondered more about the potential audience and even though I’m getting closer and closer to the release, I have second thoughts about the release & compatibility.

For that reason, I’ve dug some information about 2D versus 3D and I’m re-thinking the possibilities stop using the Leadwerks 3D engine and continue with BlitzMax alone. I know this is a big thing, and definitely something that I really should have examined more several months ago.

I know that taking away Leadwerks and proceeding with BlitzMax alone would help build more compatible game, but it also means major change - and delay - in the project.

I have listed pros and cons (and will mention these in a general level in my next post), but I also thought to simply try it out and see how it goes. I’ve coded my game using a decent encapsulation or following the “black box” tactic (classes interact with each other as little as possible), so I’m trying out what would it mean to take step away from 3D to 2D.

I’ll report back how this goes. (Feel free to give your thoughts as well)

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

"game" via 柠檬杀手 in Google Reader

unread,
Apr 6, 2009, 8:21:41 AM4/6/09
to cngame...@googlegroups.com

拍婚纱照归来

Posted: 05 Apr 2009 09:48 PM PDT

昨天天空作美,晴空万里,我非常有先见之明的选择了这天来拍我和老婆的婚纱照。拍照地点选择了金山海边。由于从室内到那边有一个多小时的车程,所以我们早早点就起了床,在八点左右赶到了橙色lisa总部,LP早在一周前就把婚纱旗袍等五套衣服选好了,所以今天套上婚纱就开始做头发化妆,而我开始选择搭配的衣服。婚纱照就是这样,俺们男士说白了就是移动道具。11点抵达金山海边,这是我第一次来金山海边,说实话,让人比较失望。之前到过秦皇岛,到过厦门,到过上海边上的嵊泗,那海浪此起彼伏的,那视野也是一望无际的,海景是我个人最喜欢的风景,所以这次婚纱照选择了海边。可惜上海只有一个金山海边,整个海都被大坝给围住了,视线被挡不说连海浪都没有,沙子也都是黑色的,实在和我想象的不一样。不过没办法,条件所限,凑合着拍吧。还好我们的摄影师很不错,人又幽默,技术也很不错。海边拍了足足3个小时,把我LP给爽死了,(有一半原因是冷的)。后来又去拍了些内景。一直拍到晚上9点半才结束。在这里要感谢下帮我们拍照的团队,都非常敬业,拍出来的照片也很满意。把我LP拍得像天仙一样。下面放些照片,只有我的,LP不喜欢在网上露面,等我做好她的工作再放。

hixbox-3

hixbox-2

hixbox-1

hixbox-4

标签

婚纱, 日志

相关日志

a visit to id software, 1993

Posted: 05 Apr 2009 10:07 PM PDT


A Visit to id Software from john romero on Vimeo.

Joe Siegler IM'd me a couple weeks ago and said he found a VHS tape that had some DOOM footage on it before its release and if I didn't want it he was gonna throw it out.

I said, "Send it to me immediately."

So now I finally got it, ripped it to digital and then used iMovie to present it to anyone with an interest in DOOM history. The Vimeo page has more explanation on it so I won't go into detail here - check it out!

古琴,管平湖

Posted: 05 Apr 2009 09:12 PM PDT

 

 

  
  这张碟我听了很久,越听越有新的发现,越听又越觉得难以把握,常有一言难尽的复杂感受,写起来又觉得几乎无法下笔,古乐何其神妙!
  因此仅就个人听感,从《碣石调幽兰》聊起,这是现存最早的琴曲谱,相传为孔子所做,抒生不逢时之叹。的确有种特别的忧郁在里头,静守空谷之寂寞和无奈,也只能默默地独语。此曲音色带着蒙眬,偶尔如入梦境的恍惚感觉,结尾处却有着如黄钟大吕般的醇厚声响,极凝重极辽阔极悠远,也许这正代表着作者的坚强信念吧,理智与情感的高度调和与统一。
  《广陵散》,嵇康的绝唱真是太有名了,以致其描述的内容“聂政刺韩王”反倒没那么为人所知。我想嵇康所喜欢的,正是此曲所强烈表现的反抗精神吧。韧劲,男儿的筋骨和气魄,可谓淋漓尽致无以复加;锲而不舍,慷慨激昂,拨奏中酝酿着浩浩荡荡的气势,越听越是分明;惨痛的悲剧,无穷无尽的情感,极端几近癫狂,激愤之中却又有纯正的气象,叙述稳定而又平静,情绪极深而又表达清晰,无论对于作曲,还是对于演奏,都是一个奇迹。
  《流水》,典故早就耳熟能详了,之前听过吕宏望的,相比之下管平湖的力度更强,同时也更稳健,如大江大河大波大浪,自由而奔放,从水滴汇成江河……值得一提的是,此曲曾被美国录入太空探测器的金唱片。。
  《胡笳十八拍》,蔡文姬的悲叹,曲调中特别有种女性的哀婉,琴音尤其显得有弹性,经常有些拟人声的感觉,如歌如泣,哀人生之长勤,辗转反复,时缠绵时伤怀时怨恨,神思惘惘,悲凉背后自有人间温情在。
  古琴大曲,感觉就像长篇累牍的骚体诗,铺陈排比气势宏大;也像绵延铺展的水墨画,移步换景中顿成辽阔气象;又如山中的寺观,潜隐于林莽,与自然归为一体。管平湖弹得很豪气,而且大度。

ENOUGH by kevine3

Posted: 05 Apr 2009 04:10 PM PDT

Enough of the unicorn chasing, gem finding, pixie dust slinging, spell casting games. Is there anyone else out there who feels the way I do?

Where Dragons Rule by ANONIMOUS

Posted: 05 Apr 2009 04:05 PM PDT

In search for magical creatures you come across a book its titled "Where Dragons Rule".As you open the book a whole world of magic is unleashed.you will run around fight monsters battle bosses and find weapons,items and clothing.You will be fighting ageinst dwarvs, goblins, wizerds, witches, giants, ogres, minators and more.

哎~~~网页游戏——My Brute(我的战士)

Posted: 05 Apr 2009 04:14 PM PDT

一直对此类吸血鬼模式的网页游戏不抱好感(一般就是给你的链接然后放到blog或者IM软件里,让人点击然后加入的游戏)

无奈呀 今天就被人给咬了。做免疫者?但我这不是the one。l4d里好歹也是4人小组嘛。

所以随便都要拉点人下水 (*^__^*)

my brute最近好像是很火的样子(不然我怎么会被拉下水)

最讨厌那种付费的网页游戏,刚刚才上手,MS还没有看见付费的选项。不知道以后会不会加入付费系统。

每天有3次挑战别人的机会,新加入的有6次。
赢了得2点经验,挂了得1点。
等級提升的會随机得到武器、技能、宠物。技能武器在战斗中随机使用。
感觉目前游戏里最强的技能是宠物技能,要是一个人带了几只宠物那就难办了。

随便输入一个名字就会为你生成一个人物。

感觉游戏有个严重bug,就是你可以注册若干马甲来挑战你想修炼的人物,让你的人物得到经验。如果你对人物的能力、技能不满意,你可以申请N个ID,直到满意为止。

未命名

下面献上一场世纪大战 请观赏 baidu VS google !!!

百度完败……下次去挑战一下微软……

我很弱滴,下手的时候轻一点……谢谢

官网


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Eine Verwendung dieses Feeds auf anderen Webseiten verstößt gegen das Urheberrecht. Wenn Sie diesen Inhalt nicht in Ihrem News-Reader lesen, so macht sich die Seite, die Sie betrachten, der Urheberrechtsverletzung schuldig. (digitalfingerprint: )

Mission Impossible by kevine3

Posted: 05 Apr 2009 03:24 PM PDT

Your mission, should you choose to accept it, is TOTALLY up to you. Choose your team. Choose your transportation and equipment. Weather you want to scuba from the sea or HALO jump from 30,000ft for your infiltration, you get to choose. Study the vast terrain and design your plan. Choose from a wide variety of weapons and accessories to complete your mission. Work your way through a completely interactive environment. Break windows, shoot out lights, rappel off of rooftops or zip line across. It's all up to you. You have a task at hand and a few specialists at your disposal to help you through. It's a lot like IGI meets Splinter Cell and some others as well.

Clockwork by Codzilla

Posted: 05 Apr 2009 01:41 PM PDT

Time is the most valuable asset to any army...

A warrior dismissed of his duty and sent to his death escapes captivity and on the run finds a child named Damien (not the devil) he tells of a place where you can control time you decide to head there with the whole Egyptian Army chasing him

The Warrior carries a long sword very powerful and a bow

The Child has unbelievable powers where he can mesmerize opponents with his largely dilated pupils and scare the largest monsters

Marble Mania 3000 by flames101

Posted: 05 Apr 2009 01:20 PM PDT

Marble Mania 3000 is a puzzle game for the Xbox 360, Playstation 3, Nintendo Wii and Playstation Portable.

- ESRB Rating: Everyone.
- Players: 1-2.

Gameplay:

Marble Mania 3000 is a puzzle game in which players control a 3D marble through a series of stages, in an attempt to reach the goal. Instead of directly controlling the marble, players must tilt the stage to make the marble move. The Playstation 3 version makes use of the DualShock 3 controller and the Wii version uses the motion-sensitive controls. Players also have the ability to import their own music into the game. Competitive multiplayer is supported.

More information to follow!

Crash Bandicoot: Versus Fighting by flames101

Posted: 05 Apr 2009 01:05 PM PDT

Crash Bandicoot: Versus Fighting is a fighting game for the Playstation 2, Nintendo Wii, Nintendo DS and Playstation Portable.

- ESRB Rating: Everyone. Contains comic mischief and mild cartoon violence.
- Players: 1-2.

Gameplay:

Players choose from a cast of Crash Bandicoot characters and fight in fully destructable 3D arenas. To knock out an opponent, the player must lower his or her rival's health bar to zero. There are three rounds, and whoever wins two of those rounds is declared the winner. Each character has their own special moves, but all of the characters can perform basic punches and kicks. Once 30 wumpas are obtained, players can perform what is called a "super move." A super move is a unique, mind-blowing attack that can easily finish off an opponent. The game supports both offline and online multiplayer.

Game Modes:

- Tournament: Rise to the top as a skilled fighter in this single-player campaign where you'll face randomly selected opponents.
- Versus: Customize your own matches in this multiplayer mode.
- Minigames: Combat-related minigames for up to two players.
- Online Play: Head online and compete in Versus or Minigames.
- Training: Learn the basics of the game with this extensive tutorial.
- Practice: Hone your fighting skills against a computer-controlled opponent or a human player.
- The Vault: View videos, listen to music and character voices and treat yourself to other extras.
- Options Room: Adjust in-game settings such as audio, screen and controls.

Playable Characters:

There is a total of 18 playable characters.

Default Characters:

- Crash
- Coco
- Crunch
- Doctor Neo Cortex
- Doctor N. Gin
- Tiny Tiger
- Dingodile
- Polar

Unlockable Characters:

- Doctor Nitrus Brio
- Nina Cortex
- Ripper Roo
- Pura
- Nitrous Oxide
- Pinstripe Potoroo
- Tawna
- Fake Crash
- Zem
- Zam

Arenas:

There is a total of 20 arenas.

Default Arenas:

- Orange Stadium
- West Frontier
- Komodo Cave
- Tropical Island
- Wacky Playground
- Breeze Shore
- Golden Mine
- Winter Wonderland
- Ignus Inferno
- Robo Factory

Unlockable Arenas:

- Slime Manufacture
- Glass Building
- Forest Front
- Magic Cove
- Dark Dip
- Tumbling Tower
- Desert Valley
- Glacier 4
- Space Galaxy
- Mad Science Lab

四顾798

Posted: 05 Apr 2009 12:15 PM PDT

没写博得这几天,我遭遇了感冒。伴随了咳嗽

因为4月份有两个新闻发布会要做,我非常的重视并且希望尽早的好起来

所以周五开始去输液了

对于不常常输液的我,效果好极了

到现在,症状已经基本消失

 

我久违了的红酒,终于在今天可以重逢一下

当然,喝酒还因为开心

近几天北京的天气很好---这真的很好

我的心情跟着太阳一起升起

 

下午,晒着阳光,揣着相机

光顾798

这应该是第四次

第一次---为拍摄爱戴的MV《TODAY》选景

第二次---大冬天整日的外景拍摄

第三次---大概一个月之前---闲逛,吃饭

第四次---今天---闲逛,拍照,晒太阳

 

今天逛的比较仔细

虽然不懂画,还是看了不少画

各种风格,各种形式,细细的品味,仔细的欣赏

当然

还是不懂

但是,这并不影响我仍然看画

这个闻名的地儿也在今天给了我更多的感触

当被现实整的习惯现实,被压力压得厌倦压力,被物质弄得晕头转向。。。。。。

被迷茫蚕食,被市井束缚,被前途困惑。。。。。。

看看看不懂的画

看看无厘头的雕塑

看看得志的不得志的,艺术家非艺术家的作品

感受时尚与落伍的碰撞

感受乐观与颓废并存

感受懂艺术的不懂艺术的,来喝茶的来旅游的人们之间的友好与擦肩而过

 

美好的

这对我来说是美好的

今天下午

就着阳光

在798的大马路上

我说:我不图什么,就图心里获得了片刻的宁静,短暂的美好

 

所以,今天我心情好,格外好

 

当然的,搁置很久相机今天格外忙碌

现在他拥有了很多照片

我很喜欢的照片

这是我第一次在798留下影像

 

但是

折腾了半天,读卡器不在,数据线找不到

所以照片只能继续呆在相机里

 

不管它们多想被曝光,就算我再想把它放上来。。。。。。。。。。今儿没戏

可是

照片永存!!!!!!

 

下回吧,过两天,我要尽快搞定它

哎~~~网页游戏——My Brute(我的战士)

Posted: 05 Apr 2009 09:06 AM PDT

一直对此类吸血鬼模式的网页游戏不抱好感(一般就是给你的链接然后放到blog或者IM软件里,让人点击然后加入的游戏)

无奈呀 今天就被人给咬了。做免疫者?但我这不是the one。l4d里好歹也是4人小组嘛。

所以随便都要拉点人下水 (*^__^*)

my brute最近好像是很火的样子(不然我怎么会被拉下水)

最讨厌那种付费的网页游戏,刚刚才上手,MS还没有看见付费的选项。不知道以后会不会加入付费系统。

每天有3次挑战别人的机会,新加入的有6次。
赢了得2点经验,挂了得1点。
等級提升的會随机得到武器、技能、宠物。技能武器在战斗中随机使用。
感觉目前游戏里最强的技能是宠物技能,要是一个人带了几只宠物那就难办了。

随便输入一个名字就会为你生成一个人物。

感觉游戏有个严重bug,就是你可以注册若干马甲来挑战你想修炼的人物,让你的人物得到经验。如果你对人物的能力、技能不满意,你可以申请N个ID,直到满意为止。

未命名

下面献上一场世纪大战 请观赏 baidu VS google !!!

百度完败……下次去挑战一下微软……

我很弱滴,下手的时候轻一点……谢谢

官网


Copyright © 2007
Dieser Feed ist nur für den persönlichen, nicht gewerblichen Gebrauch bestimmt.
Eine Verwendung dieses Feeds auf anderen Webseiten verstößt gegen das Urheberrecht. Wenn Sie diesen Inhalt nicht in Ihrem News-Reader lesen, so macht sich die Seite, die Sie betrachten, der Urheberrechtsverletzung schuldig. (digitalfingerprint: )

【原创】网游研发团队结构(供参考)

Posted: 05 Apr 2009 11:14 AM PDT

(图较大,请在新窗口中打开,或存至本地察看。)


类别:游戏开发管理 查看评论

最近

Posted: 05 Apr 2009 10:24 AM PDT

最近。

订了两本书,《发达资本主义时代的抒情诗人》和《古诗源》,都没来得及翻看,忙些别的。

看了好几部电影,有好的,也有一般性的,Woody Allen的《巴塞罗那》,就很一般,要不是汤嫂出场,这部电影即便有那个很酷的男主角,也免不了让人担心怎么收场,当然,汤嫂出场了,最后的收场也相当莫名哎;《露西亚之恋》好,却有些过火了,小女孩被狗咬死,这怎么可能亚?!《性的本质》好,英国幽默,不过有几个桥段没看懂,比如那个光头怎么给他情妇钱啊?还说什么中介……《刺杀希特勒》汤姆克鲁斯版一般,事情说得很到位,背景介绍的不够清楚,有机会一定看2004年的德国版。

游戏玩穿了Normal难度的《生化危机5》,关卡设计的比较呆板,Boss战尤其没有想像力,可以说是模式化非常严重了,同期玩的《鬼泣4》则要好些,BOSS多了点个性,那个深海蛤蟆尤其赞,居然用两个美女当诱饵。不过鬼泣的开放式场景也导致了另外一个问题,就是反高潮,当我找不到路线时候,就会陷入烦躁。GTA4最后一个任务好扯,那个老狗居然用快艇撞翻了我的快艇,而我傻乎乎的想把快艇翻过来,搞了两次才知道是要我骑那个在阴暗角落的摩托车,但我很不高兴第三次去打那些白痴杂兵,就让这个耗费了40多个小时的游戏暂时放在一边好了,为什么不能在任务中间设Checkpoint呢,为什么为什么为什么为什么。

Leny兄推荐的《大金刚丛林Beat》我也玩了许久,大概是从去年夏天Wii版生化危机4以来我玩得最投入的Wii游戏了,双手挥的酸痛无比,Boss战斗难度层层加大,丝毫不敢放松。还剩3,4关,明天可以解决掉,现在耳朵里尽是那些猴子的鬼叫。装了莫名奇妙的一堆软件,多了好几个奇怪的频道后,我的Wii可以玩美版游戏了,第一个尝试的就是Madworld。玩了半个小时,决定再也不碰了。实在是太他妈的血腥了,而且完全是将血腥程度和游戏中的得分奖励直接挂钩,我玩得恶心死了,这样的游戏竟然会得到一致评赞。

Do you know what I watched last month ?

Posted: 05 Apr 2009 10:08 AM PDT

movie-time-00

话说,店长手里堆积着一批新鲜热辣堪比蓝蓝路早晨套餐的新番作品等着长江后浪推前浪,但我却更热衷于处理蹲在浏览器角落收集灰尘的豆瓣电影书签——并不是说豆瓣比早晨套餐有营养,接下来的电影不是谋杀就是性爱,从取材角度看,红地毯不见得比蓝蓝路高尚多少。只不过,这些电影再次验证了本人坚持的“剧情基石论”。于是我,在投身新番乱战之前,有感而发。

让我们顺着实际的观看次序来回顾电影吧(已避免宣传海报以外的剧透,各位可以安心阅读)。

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Call of Duty Air Corp by kevine3

Posted: 05 Apr 2009 09:48 AM PDT

I would really like to see a more immersive air combat simulator. I don't need ultra realistic, but I don't want arcade style either. What I would like to see is a campaign that captures the nostalgia of the era. From the briefing room, you run to your P-47 and take off to meet the threat. Radio chatter from your buddies keep you in the game as you fly in formation toward the action. Characters should be ones that you actually care about and do your best to protect. Call of Duty really does a good job of making you feel like you're part of something big. Well, let's do the same thing in the air. From the Pacific theater to the B-17 bomb runs, it should be full of action, humor and realistic combat. And for crying out loud, don't make an air combat game that doesn't make use of the TrackIR 4 Pro. Anyone who plays IL2 1946 knows what I mean.

Imaganeer by kevine3

Posted: 05 Apr 2009 09:32 AM PDT

Not really a game so much as a pass time. It's another builder, only this time, no combat or online play other than sharing your creations for others to toy with. Imagine an empty work space with all sorts of sizable shapes and tools. Motors and hinges, air compressors and connectors are all part of your tool box. Want to design a medieval trebluchet or a new lawn sprinkler? Work it out and tinker with it until you have it perfected. Using real physics and all of the elements of earth, wind, fire and water are all just part of the game.

2D Versus 3D

Posted: 05 Apr 2009 10:27 PM PDT

Here’s some rough ideas how I see 2D versus 3D. I must say that the points mentioned comparison aren’t necessarily always valid for all cases (for example, even though I 3D games usually require more power from computers, this is just “usually”. In terms of performance it’s possible to use things like Instancing in 3D - if the video card supports it - and get speed improvements compared to if the same effect would have been wanted to do in 2D). Anyway, here’s some of my thoughts about 2D versus 3D.

Strengths of 2D (compared to 3D)

  • Compatibility: Older computers and laptops can run 2D games pretty easily. For 3D, you often require more horse power from your computer.
  • Big studios compete in 3D: AAA gaming studios are working hard to get really good looking 3D stuff out - 2D can maneuver.
  • Not having to deal with (complex) shader algorithms: although of course there’s a flipside - Shaders can help performance and give really good looking effects. (Update: I’ve only touched shaders in 3D but psycho pointed out that there’s shaders also in 2D. - And naturally you don’t need to use shaders in either 2D nor 3D)
  • Simpler level design: Depends of course also about the game, but chances are that 2D can be easier to design. (Of course it’s also possible that a well done 3D interface can beat 2D system)
  • No 3rd dimension which can sometimes add complexity (I personally think that most of the time there isn’t really much difference whether you have 2 or 3 dimensions, but sometimes the math can get trickier in 3D)
  • Simpler camera view (This isn’t necessarily a strength, since in 3D you can change the camera view quite easily and stick to something what you want - but nevertheless, sometimes there can be problems with 3D cameras)
  • Performance: Again not so black & white “truth”, but it’s true that you can draw quite much stuff in 2D with a good performance (also the polygon count doesn’t matter) - but of course heavy animations and big characters can have a big impact on this.
  • Easier art content pipeline: This depends heavily on the 3D engine used, but from my experience - 2D has simply easier content pipeline than any 3D engine I’ve used. (And I’ve tested quite a bit of them)
  • Easier learning curve: I think for beginner game developers, 3D might be an easier route to start with. (I guess I was one freaky example since I really wanted to do my first game in 3D, just for the sake of wanting to get nice looking 3D monsters on screen)

Strengths of 3D (compared to 2D)

  • Looks better: This can be argued, but I think that in many games the 3D effects and realistic lights and shadows processed in real-time can simply look better. (Of course this is a matter of taste, but I think you get the point)
  • Better shadows and lights: The real time lighting and shadow effects in 3D look better than in most 2D games. This can add quite a lot in how the game is experienced.
  • Shaders: Even though it might require time to learn shader programming, they can be used to make the game look good.
  • More advanced animations: Of course 3D can be used in 2D games too (pre-rendered for example), but doing things like blending cannot (or isn’t resource-wise to) be done in 2D.
  • 3rd dimension in physics: I personally like when there’s also the 3rd dimension. Falling blocks become much, much nicer when there’s the 3rd dimension to watch.
  • Renders: You can scale units as you want, and it won’t affect the performance. Some engines use really witty logic when doing renders, which can help in performance (like when doing post-processing effects).
  • 3D can be as simple as 2D: in many game projects, I think whether you use 3D or 2D isn’t so much about “how easy or difficult it is to code”. I think there’s games where 3D can be used very well without giving any additional headache.
  • More advanced camera view: You can rotate and move and do all kinds of stuff with the game camera, and it’s usually technically pretty okay (as long as you know what you want to achieve). Sure, 3rd dimension can give some headache, but if you get past any camera problems you have a more advanced camera (than 2D can offer) at your hands.

My bottom line:
This isn’t a list carved in stone and doesn’t represent the final truth. These are just some of my opinions, and I realize that there’s both 2D and 3D games where the above points don’t hold. While AAA studios are doing 3D games, there’s also big studios working in 2D. There’s casual games made in 2D, but there’s also some made in 3D. I think one should think of his own goals, skills, resources and plans he has for the future when thinking of which path to follow. (And in my experience - just check my yesterday’s blog post - I must add that it’s good to have pretty clear idea as early as possible if you wanna save time & money…)

What about you? What you think about 2D versus 3D?

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

Gradius Of Fire by flames101

Posted: 05 Apr 2009 08:48 AM PDT

Gradius Of Fire is an action-adventure platforming game for the Nintendo Wii.

- ESRB Rating: Everyone 10+. Contains mild fantasy violence.
- Players: 1.

Storyline:

The prince of Gradius, Lambert Freestone, is set out on an epic journey from the king, to liberate the world from eternal darkness and distress.

Gameplay:

Players control Lambert Freestone, the game's hero, through a series of chapters and stages, fighting enemies and picking up various different potions that grant magic abilities. After every chapter, there is a boss battle that takes place, and players must defeat the boss to move on. Lambert is equiped with a sword and a shield.

Potions:

There are 6 different potions that can be obtained during gameplay.

- Fire Potion: Lambert engulfs himself in flames, and fire surrounds his sword.
- Ice Potion: Lambert turns into ice, making him invulnerable to most attacks.
- Water Potion: Lambert can morph into water for a certain amount of time, making it easy to dodge certain attacks.
- Rock Potion: Lambert becomes sturdy as a rock, and his attacks are twice as strong as they normally would be.
- Flight Potion: Once obtained, Lambert can fly and levetate for a short period of time.
- Grenade Potion: Lambert can explode, like a grenade, causing damage to nearby foes.

Controls:

Gradius Of Fire makes use of the Wii's motion sensitive controls. Players need the Nunchuk to play the game.

Wii Remote:

Menus:

- A button: Select / Confirm
- B button: Back
- Plus button: Start

Gameplay:

- A button: Jump
- B button: Duck
- 2 button: Use potion
- Plus button: Pause

Nunchuk:

Menus:

- Control Stick: Navigate

Gameplay:

- Control Stick: Move
- C button: Adjust camera view
- Z button: Shield

Chapters & Stages:

There is a total of 8 different chapters, each with 3 stages (including boss battles).

- Chapter 1: The Beginning.
Stage 1: Kingdom Trail
Stage 2: Bridge To Pathway
Stage 3: Boss Battle - Ordeon

- Chapter 2: What Meets The Eye.
Stage 1: Dark Dungeon
Stage 2: Crypto's Cave
Stage 3: Boss Battle - Crypto

- Chapter 3: Slippery Meeting.
Stage 1: Frost Edge
Stage 2: Ice Palace
Stage 3: Boss Battle - Big The Snowman

- Chapter 4: Middle Sectum.
Stage 1: Honey Territory
Stage 2: Bug Island
Stage 3: Boss Battle - Giga Fly

- Chapter 5: Hot Confrontation.
Stage 1: Lava Factory
Stage 2: Volcano Mountain
Stage 3: Boss Battle - Blazer

- Chapter 6: The History That Unfolds.
Stage 1: Greek Empire
Stage 2: Royal Gate
Stage 3: Boss Battle - Goliath

- Chapter 7: Lunar Moon.
Stage 1: Midnight March
Stage 2: Walk Of Darkness
Stage 3: Boss Battle - DemoWolf

- Chapter 8: The Ending.
Stage 1: Chaotic Escapee
Stage 2: Victory Lane
Stage 3: Boss Battle - Sedum

鬼泣女角色华丽大变身

Posted: 05 Apr 2009 08:50 AM PDT

借助PS3,X360优异的表现能力,DMCⅢ的女主角色和四代简直是两个人 谄媚 从这就可以看出技术日新月异的进步速度。两代之间有这么大的进步真可以称为跨代了。

Ⅲ代LADY

Ⅳ代LADY

Ⅲ代LADY

Ⅳ代LADY

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我们的财富:1840年以来的历史痛苦

Posted: 07 Apr 2009 01:08 AM PDT

        随着金融危机的爆发,中国产业结构被迫调整,中国与西方的结构性矛盾会越来越多地让年轻人 “不高兴”,而这种“不高兴”的催逼,就会产生高尚,高尚的东西多了自然就会寻找大目标。火炬事件最大的标志,就是中国产生大目标的土壤出现了。也就是说,当一个国家的年轻人在审视自己未来的同时,发现与国家发展的大目标有某种关联时,离大目标的形成就不远了。
        冷战之后,西方的扩张模式我们已经很清楚了,用理念传播去颠覆后发国家自然形成的制度,或者用精确打击的方式去摧毁这个制度,进而完成它的扩张模式。当然它的扩张模式也发生了变化,也就是所谓的后现代的方式。
从历史发展的角度来看,最关键的就是,先发资本主义国家原来是通过一种大规模的战争,来清除资本主义发展的障碍,也就是过剩的产品和人员,第一次世界大战和第二次世界大战基本都是这样。后来,核武器这种无差别杀伤的武器问世,把它原来解决资本主义经济危机的战争模式给冻结了。
        一方面是苏联社会主义模式的兴起,西方要调整劳工福利,与苏联进行意识形态博弈;另一方面就是通过颜色革命或者精确打击的方式,去摧毁作为障碍的制度和他们不喜欢的领导集团,去摧毁一种看似抽象的制度化的东西,这种东西在冷战后体现得特别明显。当然,这背后主要还是粉碎一些国家的工业化成果,美国的方式就是利用金融衍生工具和产业转移。与金融工具和产业转移相配合的,是对一些国家的捧杀,比如中国,就是最明显的例子。美国在经济上捧中国,让你压低加工贸易的劳工工资,向他们供应廉价日用商品,维持他们研发、演练金融工具的经济环境,同时拿着金融工具赚来的钱维持着手中剑的优势,比如弹道导弹防御系统。这次金融危机大家看出来了,特别是年轻人,终于发现被人家卖了还替人家数钱的状况,在我们身上残酷地发生了。这可以说是2008年度年轻人不高兴的重要原因之一。
        西方这种清除障碍的方式是有先例的,而且在清除别人的时候,我们有些中国人还跟着欢呼。米洛舍维奇也好,萨达姆也好,无论说他是专制也好,独裁也好,都无所谓,它的制度是很完整的,很有秩序的,它自己在运转。西方要么用颜色革命的方式,要么用精确打击的方式,要么两种手段都动用,比较典型的是南联盟,南联盟是通过什么方式呢?是先打后解除。先打,打得差不多,然后一个颜色革命把你甩掉,就是双重使用。1999年的时候美国先用精确打击摧毁南联盟,然后在 2000年又玩了一次颜色革命,把米洛舍维奇甩到了海牙法庭,这可以说是最成功的版本。美国没有必要摧毁你太多的工业资源,因为它下一步还要完成产业转移。产业转移之后,那么我下一步怎么玩呢?下一步就是金融工具,通过金融工具来吸取你工业制造业的利润。如果你的制度和领导层还要阻碍我的扩张模式,我就用精确打击或者颜色革命干掉你,然后扶植一个精英层,让你来给我做产业转移的基地,同时给我的金融工具搭建一个吸取利润的阶梯。
        这是后现代资本主义的玩法,是西方玩的一个非常标准的模式,它的手段就是你阻碍我,我就搞掉你。当然,美国最害怕的还是核武器,为什么他们对伊朗、朝鲜核问题那么重视?如果说当年南联盟有核武器的话,那结果就可能不一样了。现在印度和巴基斯坦因为印度的恐怖袭击可能闹僵了,这两家都有核武器,特别是巴基斯坦是穆斯林国家唯一拥有核武器的,金融危机在这里会不会成为引发世界大战的导火索?这是非常值得关注的。
        从中国人的角度去看,西方对付中国,无非就两点:第一就是用弹道导弹防御系统迟滞你手中的核武器,防止你跟他拼命;第二就是金融工具,整个操控你。当然,金融工具操控你的前提是你对他开放产业转移的通道。当年我们没有1929年时苏联那样的机会,借助西方大规模的经济危机,低价买那么多技术、设备,雇佣那么多西方工程技术人员。我们要实现现代化,只好充当人家产业转移的基地,所谓“用市场换技术”。但是,应该说我们在决定这样做时并没有精打细算,也不可能有设计精细的战略指向:总有一天我要超过你的“大目标”。这一点,无论是德国、日本还是当年的苏联,都做得比我们好。虽然他们在赶超先发工业化国家时,犯了很多的错误,付出了巨大的代价,但是这并不能说明后来的后发国家,特别是像中国这样的大国就只能给人家当附庸。
        好在我们有1840年以来的历史痛苦,让我们在1949年后快速搞出了“两弹一星”,而且在人家对我们产业转移的同时用金融工具吸我们利润的时候,核武器这个东西没有被粉碎。这一点,对中国非常重要。
        对迟滞大国的核武器这一方面,在2008年8月8日发生的格俄冲突是一个标志性的事件。原来美俄在核力量上本来是基本平衡的,但美国霸王硬上弓,非要在东欧建立反导系统,要在俄罗斯洲际导弹的起飞段拦截人家,最终破坏这种冷战期间双方用钱夯出来的所谓“恐怖平衡”,所以俄罗斯只能想尽一切办法用反击的方式维持平衡,维持双方平等的地位。这一点,随着美俄两国的战略博弈越来越明显,在军事上的争斗一定会像连续剧一样上演,这让中国年轻人看得很清楚,而他们自然会思考俄罗斯为什么要这么做。
        俄罗斯完成了工业化,并且在冷战期间积累了大量的军事技术资源,所以西方的战略是全面粉碎,通过弹道导弹防御系统在北约范围内把你围住,使得你的核武器这个看家本事失去效能,最后达到你不能使的程度。因为按照美俄的谈判,双方的核弹头要裁减到 1700~2200枚,然后再谈,将核弹头降到1000枚。 俄罗斯说我们可以不干,但是不干,美国也有招儿:别的地方我就制裁你,我就折腾你,一折腾你,老百姓就烦你,烦你你就得下台。当年俄罗斯军官为什么称戈尔巴乔夫为“导弹脱衣舞总统”,把叶利钦称为“用核安全换酒喝”的总统,就是指俄罗斯当时在西方的各种压力下主动销毁了一万多枚核弹头。你不销毁不行,我有别的办法,断粮断水,让你吃不上喝不上,在你的内部支持反对力量,反正让你不舒服,让你的民众不舒服,让你的政权失去合法性。但问题是,这次美国的野心太大了,明明自己十几万军队陷在了伊拉克和阿富汗,还要在东欧部署弹道导弹防御系统。2008年诺贝尔经济学获奖者保罗·克鲁格曼新出了一本书《美国怎么了?》,里面说得很明白,就是布什政府的政治不正确,利用“9·11” 满足了石油和军工利益集团的需求,根本没有把打击恐怖主义和经济发展结合起来综合考虑。但是,布什政府的新保守主义精英们,在俄格冲突上暴露了美国真正的 “大目标”,这让俄罗斯这种有过“大目标”的国家后背发凉。应该说,这是布什政府的“大目标”把俄罗斯逼上了一条探索“大目标”的道路。而从俄罗斯的资源来看,它不在军事上回到苏联时代是不可能的。看看最近俄罗斯拼命试射洲际导弹、在冷战后首次派军舰访问拉丁美洲,这都有前苏联的影子。

“小字辈”不高兴,后果很严重

Posted: 06 Apr 2009 10:43 PM PDT

        中国和西方之间的关系,原来可能有很多东西比较模糊,用学者的话说就是所谓的结构性矛盾,这一切矛盾在2008年逐渐开始清晰了。汶川大地震之前的奥运会火炬海外传递事件,引起了国内外很多阶层的关注。它最不确定的是,没有人想到在2008年中国年轻人的表现会如此勇猛果断,具有行动魄力,有知识、有文化的年轻人能够做出如此迅速的反应。是什么让他们迸发出了瞬间凝聚的力量?这个问题是非常值得关注的。
        这个标志性的事件,就是奥运会火炬传递所导致的中国年轻人的反弹,包括抵制家乐福等。应该看到,“火炬一代”的行动不是当年义和团式的,年轻人是根据自己的知识结构理解中国历史和现实来做出反应的。虽然现在的评估还不可能太精准,但这是西方在改革开放30年来第一次看见中国年轻人的反弹。
        也许在西方人士看来,一个奥运火炬传递算不了什么,实质上并没有侵占中国太大的利益,因此这种反弹让西方立即表现出了惊讶的姿态。
        这次年轻人在各个城市抵制家乐福的一个特点,就是马上付诸行动,立即以行动跟西方对抗,而且目标选得很准,谁搞我厉害我收拾谁。如果没有这次行动,很难说会有中国政府在2009年达沃斯论坛上采取的冷落法国的举动。这种以年轻人的反应为主题的具有统计意义的价值选择,对中国外交政策所起的推动作用,是不是一种在全球化背景下的“中国特色”产品呢?我个人理解是这样的。特别是在最近这20年,中国从某种意义上说,一直在为国外打工,用自己的血汗钱供养西方国家过着奢侈的生活,可以说这种物质文化的形成和积累,是中国年轻人在情感上受到羞辱后做出反应的一种条件和催化剂。
        从某种意义上说,这是一个给中国上层调整的机会。否则,奥运会很可能会变成一场中国与西方之间“厮杀”的战场,而在这个战场上中国的年轻人的表现,将会成为中国历史上更难以抹去的一页。
美国这一次确实是比较蔫,奥运会开幕的2008年8月8日,俄格战争打响了,美国至少在5天内无法判断俄军会不会打到格鲁吉亚首都第比利斯,在这种情况下只好在奥运会上鸣锣收兵了,没有在奥运会后跟中国过不去。闹得最厉害的是法国,中国年轻人马上以行动抵制了具有商业象征意义的家乐福,非常直接。当时我写了一篇博客,把1935年“一二·九”学生运动时的《大众生活》杂志封面贴上去了,封面反映的是中国面临全面战争威胁前夕,青年学生最大的一次反弹的情景。
        这种看似有些激进的行动,背后的驱动力是什么呢?半年多后,经济危机发生了,中国人辛辛苦苦30年、甚至60年积累下来的财富如此容易受到外部环境变化的影响,这是不是一种新的“战争威胁”呢?我感觉,这是一种年轻人面对西方可能再次对中国盘剥的预警式的反弹。因此,我们有足够的理由认为,火炬事件后的年轻人反弹成为了中国与西方关系具有里程碑意义的标志。这件事好像没有1999年中国大使馆被炸时那么激烈,可如果反退到 1999年,要是能有2008年这种反弹的能量,那会是一个多么惊人的程度!
        从1999年到2008年,这是一个动态的文化变迁过程。这期间有两个军事上的事件:一是1999年的“炸馆”;二是2001年的“南海撞机”。这两件事情当时主流媒体并没有大幅报道,但却成了互联网上年轻人主要讨论的话题。网上的话题,实际上为2008年的反弹完成了一次文化蓄能,只是没有人察觉这种具有统计意义的文化蓄能。因此反弹出来时,中国人没有料到,西方人也没有料到。它的意义并不只是西方欺负了中国,中国年轻人为了一时的尊严反弹一下,而是从90年 代到现在一直积累的东西突然爆发出来了。毫无疑问,那些把“颜色革命”玩得十分熟练的西方人在琢磨这个事,在做大量的统计工作。因为资本主义扩张的矛盾要 通过各种方式,包括产业转移、金融工具和针对后发国家年轻人的“颜色革命”,来维持它的优势。不论是利用中国的市场也好,利用现代化进程的欲望也好,总 之,西方需要对中国进行一种符合他们利益最大化的塑造,但是2008年的这个突然爆发,使他们发现,把中国塑造成他们理想中的模式有了一个巨大障碍。这一点随着中国与西方结构性矛盾的显现,就成了非常关键的因素了。
        2008年年轻人的反弹,实际上蕴含了1840年鸦片战争以来历代中国人的文化积累。为什么是1840年以来的文化积累,积累到了这一代人遇到了这样偶然的事件,迸发出这种剧烈的能量呢?它的统计意义在哪儿?在我看来,它跟1999年“炸馆”之后个别大学生上街游行有非常大的区别,它的号召力量、组织力量和响应程度远远超过了1999年 那一次,换句话说,这是一个标志性的转折。我总感觉这次年轻人反弹的背后,有一种他们是在为自己的未来争取的动力,也就是说,他们感觉到了如果再这么对西 方软下去,他们自己的未来将被阉割和剥夺,这可以说是他们第一次将个人的未来与国家的未来联系在一起的一次迸发。当一个国家的年轻人发现自己的命运与国家 的命运是同生共进,并以一种激烈的方式表达时,这很难说不是一个时代转换的信号。
        另外,对于精英层来说有压力的,就是汶川地震后逼着富人捐款的问题。有一些年轻人跟我讲:我把自己工资的1/3都 捐出来了,我排了两个小时队献血,我就是要他们捐这么多钱,我就认准逼捐是对的。逼“高尚”,有人指责这是“绑架”,就绑架了!怎么着!年轻人说:我高 尚,你今天也必须高尚。王石为什么栽了这么一个大跟头,就是对这个东西不敏感、没认识。总的来说,精英受感动了。地震后大家齐心协力,做得不错,领导人表 现得更不错。现在的关键是你高尚了,你原来没高尚的账被翻出来了。
这种强压是一种积极现象。
        所有成年人都没有想到,原来认为是半吸毒状态沉迷于网络的80后忽然高尚了一把。很多人在这种情况下,包括明星都高尚了。这个年轻人阶层形成的政治压力不能忽视,因为他们的行为体现了中国未来发展的动向。从文化意义上看,这种 “高尚”是从底层年轻人甚至海外、边缘的年轻人开始向上、向中心蔓延的。
        地震之后我碰到刘欢,跟他一块聊天,他刚从美国回来为四川地震捐款,但当时中央电视台接受捐款不能划卡,必须是现钞。后来刘欢就急了,都下午3点了,还有两个小时,到哪儿弄去啊?没办法,助手说去招商银行,刘欢一起去了。本来一下提50万现金确实是违反规定,要预约的,后来招商银行认出了刘欢,又听说急着为地震捐款,银行工作人员立马把50万现金给提出来了。后来我们在电视上看到刘欢一个大口袋,往捐款箱里装。这些微小的细节,虽然是一种小小的高尚,但体现出来的就是一种文化蔓延的结果。当时有一些明星没捐多,被人骂,要么当时不知道一定要现金,不是太小气,要么就是来不及了。
        我们可以看到,整个社会在年轻人保卫奥运火炬时突发的高尚带动下,形成了一个“场”。很多人投资的是金钱,回报的是与年轻人一起“高尚”了一把。这让人看到了,即便在高度商业化的社会里,来自底层的压力还是可以产生 “ 高尚”压力的。可以这么说,如果没有之前年轻人保卫奥运火炬的高尚行为,后来汶川地震时那种“全民高尚”不会来得那么快、那么猛烈。从军事角度看,这就是 一种动员与组织能力。其实西方一直在那儿嚷嚷“中国军事威胁论”,这一次我想他们才真正感受到了什么是威胁。前不久,美国太平洋司令部司令来中国访问,去国防大学时,中国军官为他介绍中国军事的基本情况,当时我一个朋友在场,他说,只有当介绍到中国的战时兵员动员能力是1.3亿人时,美国太平洋司令的表情才微微变化了一下,而说到其他东西时,他一点反应都没有。
        民间的力量,情绪的燃点,对内政外患都是一种强压。

        当然不能说民间高尚整个社会就全部高尚了,反复地这么逼,最后就有可能实现社会总体高尚化,因为外部施加了压力,并且逐渐强大,民间就反弹。最典型的就是抗议火炬传递在法国受阻这件事了。拦火炬这个事,你警察不管巴黎市,那我就堵家乐福,咱不管堵家乐福对还是错,是否符合国家的政策,这确实是最直接的反应, 行动主义式的反应,而且外交部发言人也没有说不对。

天呐,阿桑去世了

Posted: 06 Apr 2009 07:40 PM PDT

刚看到消息,今早8:30分,阿桑病逝。。。。。

这个消息实在很意外

anni在KTV最爱唱的就是阿桑的《寂寞在唱歌》

仅仅34岁的生命就这样悄然离去

在离去前,还经受了病痛的煎熬吧

 

清明刚过

在我还沉浸在想念张国荣的情绪当中

就又看到了阿桑的离去

 

生命真的很脆弱

每一年,我们都会听到很多意外的消息

长寿的人们越来越多

意外的人们却不曾越来越少

 

你说老天是公平的么

那么多貌美的,优秀的人们过早的离开了我们

 

有人说老天是公平的

因为优秀,因为得到太多,所以得不到长久

 

这是宿命么?

 

心情不平静

希望离开的人们走好

希望活着的人们保重

 

Onlive的后续报道

Posted: 06 Apr 2009 11:29 PM PDT

Your Call Is Very Important To Us...

Posted: 06 Apr 2009 10:50 PM PDT

Had hoped to return to blogging by now, but a heady cocktail of jet lag and a profuse volume of client work has soaked up all available time. I'll try and get to the comments this week, and begin posting normally next week with a little luck.

疯狂玩家震惊全球 自购炸药炸列宁铜象

Posted: 06 Apr 2009 10:10 PM PDT

俄罗斯新闻社援引警方发言人报道:“凌晨4时30分(北京时间8时30分),身份不明者引爆雕像上某种爆炸装置。”发言人说,肇事者在铜像身上炸出一个大洞,事件中没有人员伤亡。这尊10米高的铜像位于圣彼得堡名为“芬兰”的火车站附近广场上。

  据警方最新消息,该肇事者在事发后不但没有逃跑,而且携带武器装备在附近的罗连河畔钓鱼。警方出动12辆警车合计30员警力最终将该嫌疑人抓获。

 

  据圣彼得堡警方称,警察在其住所搜查到了很多电脑光盘,均为战争题材的游戏,并发现该肇事者是一名COD联网玩家。据调查,事发前3小时,该玩家曾以Crazyboom的ID身份登陆俄罗斯联网游戏平台BIGWAR与一些不明身份的游客进行对话。

  警方称,尚未查到该嫌疑犯提前在网络上透露作案动机,并且不排除恐怖组织是幕后策划者的可能。据嫌疑犯自己交代,炸药是从罗马尼亚的一个网上军火商店购得的,名为TF-6型的小型液态炸弹。

  圣彼得堡高级警员伊万诺夫回忆,抓捕该肇事者时,该肇事者竟然大喊数次:警察是一群作弊者,请进我的主机!该话令许多探员十分费解

[翻译]7个简单的步骤让你的NPC更加聪明

Posted: 06 Apr 2009 07:44 PM PDT

译者按:因为时间和精力有限,不逐字翻译了,拣筋骨翻译,皮肉尤其是肥肉,就去看原文或者自己脑补一下吧(以后尽量都这样)

原文:7 Ways to Make Your AI Smarter

个人观后感:本文我觉得最好的观点是这么几个,a) 老老实实让AI的行为能被预测、符合预期 b) 要让AI有机会表演 c) 做人形角色比较吃亏些。d) AI要干什么,先让它大声说出来


SCRIPTING
脚本


A huge amount of what convinces us a game has good AI is often completely scripted. Nothing ruins the illusion of AI like the Level Designers treating them purely like cardboard cutouts or filler. What the AI is doing before they start fighting is just as important as what happens during the fight.
就是说大家所谓的好AI,很多时候是靠脚本来硬写的,在非战斗状态下的行为,同样重要

My favorite reference for believable AI scripting are the NOLF games. Yes you couldn’t go more than ten yards without stumbling on a pair of AI guards having a conversation but it adds so much to their characters that you become far more forgiving towards them.
作者最喜无人永生的AI脚本,那些个对话

The arrival of an enemy is a great opportunity to make them seem smarter than they really are. AI that Rapel down a wall before fighting you or who shout for backup when they see you causing two more enemies to sprint around the corner. These are almost always scripted events but most Players will attribute it all to the AI.
在敌人出现的时候,如果可以相应地给于一些行为,比如使用绳索下来或者互相呼喊进行进攻等,玩家一般都把这类看作AI

Even just adding Patrol routes or some good ambient animations can make a very simple AI character appear more inteligent.
巡逻和简单的闲暇动画也很有用


FEEDBACK
有所反映


AI that don’t tell the Player what they are going to do before they do it look stupid.
NPC默默地去干一件事情,通常会让它显得很蠢

In Half Life the Soldiers would always shout “GRENADE!” before they threw a Grenade at you. When they shouted “Flank Left!” an AI would always run out of cover moments later.
HL里面敌兵就是叫嚷着“我要丢手雷拉”,“我要包抄拉”,然后再去干,这样2b群众们会觉得AI真棒_-

You are making your enemies appear as if they have goals and that they are trying to fulfill them. If the player doesn’t know what the AI was trying to do then alot of their actions won’t make any sense. If a Soldier just ran out of cover then the Player would assume the AI is stupid for leaving cover. By preceeding it with the command “Flank Left!” the enemies behavior is given a context that makes a stupid suicidal manouvre appear inteligent.
必须要让NPC显得是有目的地进行行为,先让玩家“偷听”(说白了就是强迫你知道)敌人的目的,然后再有所行动

Your enemies don’t have to actually Flank anybody. They just need to say that they are before they move somewhere else. The Player will assume the AI is trying to do something very clever when they are really doing something immensely stupid. It’s all about context.
就是说对于2b玩家而言,目的=AI,即便实际上后续行动和sb没区别,但玩家都会脑补

Above all else AI that are talking to each other and the player appear more Human. The Grunts in Halo would have seemed very stupid if they had never said anything. Instead you always knew what was going through their tiny minds as a result of your actions.
比如说黑佬里的咕噜人的对话


ACCURACY
命中率


If your enemies carry guns then don’t turn them into Storm Troopers (unless they ARE Storm Troopers in which case it’s OK). While the Player should have an advantage ov er the AI in terms of accuracy making the AI too inaccurate will just result in them looking stupid. If the player realises that they can just stand still in the open while they pick off the bad guys with a single headshot each then their sense of immersion will be completely broken.
就是说别把敌人命中率调太低

Below is a video I made when we were making Wheelman to indicate just how “Stupid” AI can appear when they are inaccurate. The good stuff is at about 1:50.
视频看不到,不过丫居然是做wheelman的

If you want your AI to miss then put some effort into making them miss believably. If they are using automatic weapons then have them group their shots in a burst and have the entire burst miss. Don’t just spread the shots out in a cone around the player because it’s much more noticable.
如果要让AI的枪法不是那么准,那也得基于一些可信的缘故

If the Player is standing still in the open looking at the enemy then the AI should tear the Player a new one.
。。。


LIFETIME
活多久?


You can have the most inteligent goal-oriented perfect-pathfinding AI enemies in the world but it doesn’t count for anything if the Player is killing them before they get to do any of that clever stuff.
你的NPC有着不错的AI行为,但如果玩家一上来就有条件将他们干掉,那么再nb的AI都看不见了(联想到最近在打的生化,基本上每处开打前都会有个简短的ingame cutscene来表现一下敌兵的登场,其实就是为了保证玩家能看到一些行为)

The only difference in Halo between the AI in Easy mode and Legendary mode is that in legendary the AI has more health. This meant they lived longer and as a result did more cool clever things making them appear more inteligent. They were also more accurate and did more damage which supports my previous point.
黑佬里的NPC,在“容易”难度和“传奇”难度下,其AI的区别主要是因为“传奇”难度下有更多的HP,NPC可以活得更久,于是有更多机会表现,并且有更准的枪法,造成的伤害也更大

Adding health isn’t the only way to increase your AI’s Lifetime (and you may not be able to get away with it contextually) but there are other ways to make your enemies live longer.
给NPC更多血,不是延长其存活时间的唯一手段

    * Enemies that can Blind-Fire are harder to kill while still presenting a threat to the Player.
    * Make the Players weapons less accurate meaning they have to work harder. Too much aim-assist is a bad thing.
    * Allow enemies to break-out of Hit-Reactions quickly. If your Hit-Reactions are too long then you often only need to land one hit to neutralise the enemy. The remaining hits are a formality.
    * More Enemies at once mean that even though Individuals die quickly the others are showing off in the meantime.
    * 会盲射的敌人,不容易被打死且可以压制玩家
    * 让玩家的武器射击精度降低
    * 让敌人可以迅速摆脱受创硬直
    * 更多的敌人,这样即便某些死得比较快,但总有一些活得更久些


ROBUST
强壮没毛病


If I had to choose between Very Clever buggy AI and Very Simple Bug-Free AI I will always pick the Simpler choice.
宁可要简单但是没有bug的AI

Every time an AI gets a Path wrong or does something slightly unpredictable (in a bad way) is another notch against your AI appearing smart.
AI如果有bug或者奇怪的不可预测的行为,就会立刻显得sb

Half Life 2’s Combine AI is really simple but also very effective. Their basic behavior is to move towards their target shooting at them if they have line of sight. When they need to Reload they will move to a position where they can break line of sight.
HL2里的战斗AI非常简单,就是看见敌人的时候,边射击边靠近,需要reload的时候,就找个挡视线的地方(按,实际上大原则都是很简单的,关键是怎么保护避免bug)

That’s roughly 80% of the Combine AI right there. It’s incredibly simple and copes with just about anything you can throw at it. Because it’s so robust it rarely goes horribly wrong and the Player can build a mental model of that enemies behavior very quickly that is always right.
这就是80%的战斗AI了,极其简单且强壮,很少发生严重错误,玩家可以迅速明白敌人的行为并学会预测

When the AI behaves how the Player predicts then the AI is perceived as being smart because they have fulfilled the Players expectations of them. When the AI exceeds these expectations it’s even better. However the most important part to nail first is that the AI never falls short of them.
当AI按照玩家的预期进行活动,看起来就聪明了,如果还有一些超越,那就更好,但最重要的是,首先不要让玩家的预期落空


MANAGE EXPECTATIONS
设置预期


Human shaped AI are the hardest to get right because as Humans we have very high expectations of their behaviour. We interact with other Humans everyday so Human AI in games needs to fit into an existing Mental Model informed by our life experiences, TV, Films and all sorts of other crap.
人属性的角色的AI最难搞定,因为对于人的行为模式我们都会有很高的预期,我们每天和人打交道,通过电视电影这些个垃圾来明白人是如何行为的,所以要在游戏里模仿这些,很难

Aliens, Animals, Robots. All of these are far easier to make appear inteligent because our Expectations of their behaviour aren’t preconceived or at worst much lower. Nobody knows how a Strider is supposed to act before they start fighting one. You can infer a bit from the way they look and move but they are essentially a blank slate. A Strider can behave however Valve wants them to and so long as they are Robust they will appear inteligent.
外星人,动物,机器人,这些的AI就容易搞得多,因为咱们对它们的经验少预期低。没人确切知道一个三脚机器人究竟应该如何行为,你可以推测,但基本上有较大的发挥空间。Valve可以让三脚机器人按照他们的意愿活动,且看起来照样非常聪明

If Halo’s Grunts had been Human shaped then their AI wouldn’t have seemed as clever as they wouldn’t have matched our preconceived expectations of how Humans behave. Don’t underestimate just how much leeway using non-Humans will buy you.
如果黑佬中的咕噜人,看起来和人一样的外观,那么就不会显得那么聪明了,因为达不到我们对于人的行为的预期,别低估了使用非人角色带来的巨大余地


LEVEL DESIGN
关卡设计


Bad Level Design can make good AI look terrible. It is the job of the Level Designers and AI Programmers to ensure that everything in the game is working together to create the best experience possible. If you spend six months crafting cautious cover using AI and all the Levels in your game are empty warehouse deathmatch levels then your AI isn’t going to look good.
就是说你花再多功夫设计AI,但如果关卡不配合进行设计,一切都是浮云

Make sure that Levels are playing to the AI’s strengths and vice-versa.
。。。


随机文章:

wow——Enviro-Bear 2000: Operation: Hibernation

Posted: 06 Apr 2009 06:39 PM PDT

未命名

ss6

无法形容这个游戏。太有趣了。让你手忙脚乱,恨不得接两个鼠标双管其下。当然WSAD也能控制方向。

你是一头熊,冬天要来了,你得驾驶你的BMW去找点吃的。游戏时间5分钟。吃饱喝足了,就开洞子里过冬吧。

Instructions:

. Use the mouse to grab stuff
. Eat fish and berries to fatten up
. When you are fat enough, drive into a cave to hibernate
. You can throw stuff out of your windows and sunroof

Made using Haaf's Game Engine (HGE) and box2d

车上有个计时器,不过我一开始就把它仍了……

分流 1.96 Mb

up-file

jsharer


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审批受阻究竟谁之过错?

Posted: 06 Apr 2009 06:30 PM PDT

 随着时间的推移,《魔兽世界》最新资料片《巫妖王之怒》在内地的审批风波逐渐升温,甚至已经成为社会各界都非常关注的热点话题。迫于社会各界的压力,游戏代理公司第九城市曾经承诺的“会在2009年第一季度开放”俨然已经无法兑现,这款游戏何时才能通过审核并且正式发布,相信目前没有人能够说的准。  在这场审批风波中,游戏厂商暴雪、代理商九城、以及国内的媒体和国服玩家究竟扮演者什么样的角色?他们之间又有如何微妙的联系?《巫妖王之怒》审批受阻究竟谁之过错?希望本文能够给您带来一点点启发与揭示。   暴雪,游戏越做越暴力   《魔兽世界》是暴雪于2004年推出的一款大型多人在线角色扮演游戏网络游戏,早在去年该游戏就已经宣称全球注册用户已经突破1100万,创造了网络游戏的一个巅峰时代。尽管这款游戏是以西方魔幻世界为背景,但得益于《魔兽争霸》多年的积淀,使得这款游戏在东方国家同样备受欢迎。据称国服注册玩家高达数百万之多,占据全球玩家总数的半数以上。   尽管《魔兽世界》是一款非常出色甚至堪称经典的游戏,但是在内容的设定方面,暴雪显然并没有为中国的国情考虑太多。《魔兽世界》在美国的分级为“T”(Teen) ,适合十三岁以上的玩家,此类游戏可能包含暴力内容,温和或强烈的语言,和、或暗示性的主题。   死亡骑士任务:屠杀平民,过于邪恶   不可否认,《魔兽世界》中的确存在一些之前的网络游戏所不存在的暴力内容。例如在死亡骑士的新手任务当中,巫妖王会通过耳语不断的教唆你去做一些十分邪恶的事情,甚至会让你亲手杀死你在游戏中所扮演角色的兄弟姐妹。虽然这仅仅是一款游戏,但是在虚拟游戏角色背后的背后却是活生生的人。试想一下,如果当你闭上眼睛始终有一个邪恶的声音在你耳畔回荡,让你举起屠刀挥向自己的亲人,这是多么恐怖和邪恶的事情啊!   在美国等西方发达国家中,游戏或者电影等文化产物均有较为成熟的分级制度,尽管这样因为游戏或者电影而引发的犯罪事件依然不在少数,更何况是在分级制度尚未成熟的国内。我们没有必要在国内制度是否完善的问题上纠缠不休,即便是国家出台相应的分级审查制度,那么能否很好的执行还要看玩家与用户的觉悟。   尽管要想注册一个魔兽世界的帐号需要身份证号码,不足18岁的玩家将会受到“防沉迷系统”的关爱,但是要想弄到一个帐号简直是太容易的事情了。要想通过某种制度来约束每一个人显然不太现实,因此改变游戏的内容设定无疑是更为行之有效的办法。   说了这么多其实就是鸡蛋里面挑骨头,《魔兽世界》的精彩之处自然不会被这些小小的“瑕疵”掩盖,相信通过暴雪以及九成的进一步修改,一个更为精彩的《魔兽世界》将会呈现在国服玩家面前。 新闻出版署,必须谨慎  在此次审批风波中,新闻出版署扮演了一个重中之重的角色,他掌握了《魔兽世界》在国内市场的生杀大权。在此次《巫妖王之怒》的审批工作当中,新闻出版署给予了高度的重视,国家新闻出版总署的两位高层官员甚至针对这款游戏的审批问题面向社会各家作出了解释与声明,这在国内尚属首次。   在中国之声与搜狐网合作直播一个特别节目“做客中央台”中,新闻出版总署署长、国家版权局局长柳斌杰先生做客并谈到了网络游戏的审批,尤其是《魔兽世界》的审批过程。   新闻出版总署署长、国家版权局局长柳斌杰先生   署长柳斌杰先生如是说:“大家都知道《魔兽世界》这个全世界风靡的游戏,第一部的时候引进来,第二部它又增加了刺激的力度,这国内不就争论了吗?报刊上都争论该不该批?我们当时非常难做,请了很多的专家,专家认为第一部放了,第二部应该放,放是应该有些改动,经过了好长时间的磋商,上海找过来,你这要再不批的话,我这倒闭了,我花了大价钱引近来,你又不让放,这就是矛盾,是有这个机制,这个利益关系,非常难办的事。”   面对《巫妖王之怒》新闻出版署必须保持一种高度谨慎的态度,这是对社会以及用户负责的表现。在媒体的疯狂炒作之下,《巫妖王之怒》已经不再仅仅是一款游戏的问题,而是一个社会的问题,一个产业的问题。   普通的玩家面对《巫妖王之怒》,可能最为关心的问题就是何时才能开放。而新闻出版署则必须考虑到如果开了会造成什么样的社会舆论,会有什么样的社会问题,以及对于游戏产业的影响和对国产游戏公司的冲击等等方方面面的问题。   这种谨慎是出于对社会和产业以及玩家的负责,尽管这会让我们因为暂时玩不到《巫妖王之怒》而感到不爽,但是如果我们进行换位思考,就不难理解新闻出版署的良苦用心。   尤其是在当前社会舆论压力极为紧张的今天,新闻出版署的任何举动无疑都会引起社会各界的轩然大波。尽管玩家门对于这款游戏的期望越来越高,但是新闻出版署所能选择的态度只能是谨慎再谨慎。 九城,不是声明能解决  在此次审批风波中,游戏代理公司第九城市一直是玩家们愤恨的对象,这或许是因为九城无法兑现当初“第一季度肯定开放”的承诺。4月1日,《魔兽世界》代理公司第九城市终于抵挡不住玩家们的压力,首次针对《巫妖王之怒》开放问题发表了官方的声明。   第九城市官方声明如下:   第九城市非常感谢广大媒体、玩家对《巫妖王之怒》版本的上线时间所表现出的巨大关注。第九城市在此声明,我们非常理解玩家希望新资料片上线的心情,也正在夜以继日地加紧新资料片的本地化工作,并将会通过官方途径对外公布上线进展。第九城市感谢广大玩家一直以来对我们工作的支持。   面对这份声明有人觉得这是九城的缓兵之计,也有媒体分析这是巫妖王将至的前兆,但是编辑却从中看出了九城的无奈。九城作为一个商人,代理个游戏无非就是为了赚钱,现如今游戏审批通不过,大把的投资仍在外面不说,还要背负着种种骂名,确实有些可怜。   但是古语说得好:可怜之人必有可恨之处,九城在有些问题上确实做得还有不足之处,首当其冲的就是服务器质量。编辑同样也是《魔兽世界》的玩家,自从内测时期就投身到这款游戏当中。谈及九城服务器的质量,笔者真的是一点都不敢恭维。早些年编辑所在的服务器经常无缘无故当机,虽然曾经经过服务器调整之后有所好转,但是现在依然不敢恭维。   其次最无法忍受的就是九城GM的机械式的回复,明明一个极为简单的问题,但是面对九城的GM永远有一种有理说不清的感觉,因为GM给我的回复始终都是那种冷冰冰毫无人情味的话语,而且他们的那些说辞更多的让我感觉是推卸责任或是敷衍了事。   另外在收费方面,九城一直没有推出月卡和季度卡,这对于没有任何收入学生玩家而言无疑增加了游戏的成本。在国服我们经常看到很多玩家为了用游戏中的金币换取点卡而去打金,这无疑使得这款精彩的游戏变得枯燥无味。   如今玩家们对于九城的态度已经是出离愤怒,虽然九城针对《巫妖王之怒》开放问题发表了最新的声明,但希望九城能够明白,玩家爆发的是积怨。如果九城能够为玩家们提供一个良好的游戏环境,那么即便是《巫妖王之怒》稍迟一些玩家们也会理解与支持,毕竟大家都知道有些事情并不是九城所能决定的。  玩家,请冷静对待审批  无论《巫妖王之怒》审批受阻究竟是谁的过错,玩家都是最大的受害者。   虽然游戏是虚拟的,但是玩家们却在里面倾注了大量的精力、财力,以及感情。如果《巫妖王之怒》真的是审批不能通过,或者九城放弃《巫妖王之怒》的代理,那么对于玩家将会是一种无形的伤害。   早在上一个资料片《燃烧的远征》时,玩家们就已经苦等了大半年,如今历史再次重演,玩家们的心都碎了。或许是玩家们心中的积怨太深,导致了3月底的那次并不理智的行为:对九城官方论坛进行疯狂的刷屏。   3月30日下午,《魔兽世界》的官方论坛遭遇玩家疯狂屠版。截止到昨天下午6点13分,《魔兽世界》官方论坛中各种谩骂的帖子已经至少有10余页之多,而这还没有算上工作人员删贴的情况。   事情的起因就是九城曾经承诺《巫妖王之怒》将于2009年第一季度上线,而现在已经是2009年第一季度的末尾了,这《巫妖王之怒》还没有上。   其实对于《巫妖王之怒》审批的问题,我们完全没有必要去漫骂甚至诋毁什么,既然有些事情我们无法左右,那就精心的等待好了。殊不知你越是漫骂,那么舆论的压力也就会越大,审批的困难也就会越大,现在只祈求暴雪和九城能够在保证游戏特色的情况下尽快完成游戏的修改,尽快通过审批才是关键。 媒体:舆论压力制造者  《巫妖王之怒》审批风波引起了社会各界的关注,媒体对于社会热点话题的关注一直是十分敏锐的,因此这一事件也成为了各大媒体炒作的热点。新闻媒体的首要职责就是报道事实,社会各界往往都是通过媒体来了解事情的动向。在媒体的大肆报道之下,《巫妖王之怒》一个游戏的审批问题俨然升华到为社会问题。   毫无疑问,是媒体把《巫妖王之怒》审批事件搞大了。甚至有一些媒体为了吸引读者的关注,刻意夸大甚至捏造事实,或者将未经证实的坊间传闻公开发表,从而混淆了读者的视听。   例如前段时间就有媒体报道九城和暴雪谈崩了,九城将会放弃《魔兽世界》的代理权。一时间这则消息引起了轩然大波,但后来没过多久,又有媒体称这则消息是九城竞争对手故意捏造的假新闻。九城也随即发表相关声明,声称目前依然和暴雪保持良好的合作。   我们姑且先不去判断究竟哪一方说的是谎话,因为事情没有结果之前任何一方的观点都是站不住脚的。单单就从这个事件上,足以反映了媒体在此次事件中的重要角色,因为媒体大量炒作,仅仅一个游戏审批的问题逐渐的复杂化、严重化,并且升华为社会关注焦点,并且随之产生了极大的舆论压力。   试想一想,如果《巫妖王之怒》是一款并没有太多人关注的游戏,也没有媒体铺天盖地式的报道,那么审批过程还会如此之复杂吗?媒体报道事件本没有错,但是其产生的副作用无疑加剧了游戏审批的难度。   结束语:通过目前的情况来看,《巫妖王之怒》审批受阻已经不在世单单某一方面的问题,其实以上谈到的任何一方都希望这款游戏能够早点开放。那么在您看来,巫妖王之怒审批受阻究竟是谁的过错呢?

Horror Flick Creator by kevine3

Posted: 06 Apr 2009 05:50 PM PDT

There are many different settings to choose from. Weather it's a Friday the 13th style camp on a lake, a suburban street or an abandoned high school, you get to choose. Each setting has it's own cast of characters, preferably the stereotypical teens. They are out of your control, but react to their environment. They walk and talk and show emotion. The language is that of the game "The Movies". Unlike the movies though, the scenes are not pre-scripted, but in real time. You play the part of the killer. What you do in the game gets all sorts of reaction from your future victims. The environment is completely interactive. Watch the cast look with intrigue as you shatter a light bulb or slam a door while they're not paying attention. Hear them chatter away and scream Sims like utterances. Keep it up as long as you wish and even kill or just scare your victims. When you're finished, go into a Battlefield 2 style battle recorder where the whole thing was captured on camera. View it from any angle and capture the shots as you wish. Piece it all together and then record your own voice overs like on "The Movies". Upload your horror flick and amuse the world.

DEVELOPERS MISSING SOMETHING by macleanster

Posted: 06 Apr 2009 05:36 PM PDT

DEVELOPERS MUST STILL BE MISSING SUMTHING IF EVERYONE STILL WANTS POST APPOCALYPTIC SHOOTERS. FANTASY RPGS AND ZOMBIE SURVIVAL HORRORS.

CALL OF DUTY MANAGED TO PULL OF MASTERY OF GENRE

首场网游装备拍卖会 最贵账号要价58万

Posted: 06 Apr 2009 06:29 PM PDT

拍卖现场用投影仪显示拍品。 现场竞价还蛮激烈。    如果有人要卖给你一把屠龙刀,你一定会觉得对方在开玩笑,但在无锡昨天举行的一场特殊拍卖会上,还真有人卖起了屠龙刀,而且开价不菲。在昨天这场号称全国首届大型虚拟网游物品拍卖会上,包括传奇世界、魔兽世界、梦幻西游等网络游戏中的20个账号以及装备被公开拍卖,起拍价最低300元,最高58万,两个小时内,大部分账号都被以高出起拍价的价格拍走,全场最高价拍出3200元。而开价25万和58万的两个天价“热血传奇”账号则一直无人问津。   “太子”的一件战衣就值47万   下午两点,无锡市锦纶饭店20楼会议室,现场座无虚席,卖家们淡定从容,买家们手持号牌蓄势待发。   “现在开始拍卖第一件,游戏名称传奇世界,游戏区100区震山,账号名winwxtiantian521,起拍价400元,备注说明为46女战士,圣战套装。神武袍,可随意选择元神。”随后,操作员开始在投影仪上展示该拍卖品在游戏中的实战状态。只见一名战士手舞大刀随处走动,身上还有一对白色翅膀时隐时现,身后还有一名随从。“现在开始竞拍,400元起价,每竞拍一次加价一百元。”   或许是很多买家没有进入状态,一开始拍卖会现场显得稍微有点冷清,几分钟后一名买家举手示意,最终以500元成交。有了第一个吃螃蟹的人,买家们开始蠢蠢欲动。全场最高拍卖价出现在十号拍品“梦幻西游”,游戏区为河南二区安阳,账号名zj-19870306,起拍价1500元,装备介绍“109级龙宫、pk号、三修17”。拍卖师刚一喊出“开始竞拍”,11号便开始举牌,经过17个回合的大战,最终以3200元成交。   最后压轴出场的58万拍卖品是“热血传奇”,游戏区域为“七区长宽皓月2”,“94级战战号(是网游中的二号人物‘太子’),双麻痹复活,47+7开天”。拍卖师一开价,现场一片哗然,几分钟沉静,无人应拍,该拍卖品流拍。一名竞拍者告诉记者,按照开价58万这个级别,如果仅靠时间来练,一辈子最多能练到50级,94级的装备里肯定投入不少资金。仅该装备里的天空战衣就价值47万。这个价格不是一般人能购买的,除非是拥有雄厚经济实力的专业玩家。   记者随后采访了全场最高起拍价为58万元账号的拥有者王先生,他告诉记者,从2000年开始他接触传奇游戏,由于自己是生意人,每天只能在晚饭后的6点半到11点与一帮朋友相约到网上打游戏,在过去的九年时间里,他已经先后投入上百万元的资金用来购买装备、聚集人气等,从一把普通的剑到顶级装备,不是耗费时间才能决定的,对于此次流拍他早已有心理准备,拿出来拍卖只是为了向年轻人展示一下40多岁人玩网络游戏的心态。   王先生告诉记者,他们这个年龄段的人玩网络游戏的实力不是一般年轻人能拥有的,他们纯粹是为了缓解平日工作的压力放松自己,在网络世界中寻找志同道合的朋友,并非像年轻人那样沉迷于网络。他也提醒,年轻人打网络游戏要掌握一个度,要根据自己的经济实力和水平决定。   装备账号都卖 卖家多是玩家   刚刚大学毕业的小汪在游戏里是统领两千人的首领,在过去的几年时间里,他花费了无数时间和精力以及上万元的现金,积累和购买了各种虚拟“武器”几十种,这些装备使他一度在虚拟世界里所向披靡。   像小汪这样的玩家在拍卖现场不在少数,他告诉记者,他此次把另外几款游戏中适当的账号和装备拿出来拍卖,一来探探市场,二来看看是否可以卖个好价钱,毕竟这也是一笔财富。“如果拍卖成功,我会回去再重新开始玩。”记者采访一圈后发现卖家中大多是专业玩家,有的人是替别人来卖,有的人只是来看看热闹。他们当中有男有女,有刚毕业的大学生、有生意人、有公务员、也有都市白领。   无锡飞宇网络有限公司的老总赵飞宇介绍,网络游戏的账号和装备被玩家们看为虚拟财产,一般有两种方式获得,一是投入大量时间和精力,一个练到40级的《传奇》玩家,按正常时间需要一年,如果按上网费2元/小时计,一共要花7300元;再加上月卡35元,一年就是420元,合计得花7720元;而更多的情况下,虚拟财产是网友们花“真金白银”买来的。很多游戏网站上,“武器”、“宝物”等都是明码标价。这次拍卖就是要让网络玩家之间的交易公开化,给玩家交易提供一个平台。   据悉,此次拍卖品有两种,一种是单纯的装备,另外一种是账号。   虚拟财产保护尚无法可依   江南大学法政学院法律系的潘主任告诉记者,目前法律中虚拟财产的合法性并没有被认定。这使得虚拟财产的权利主张陷入了一种无法可依的尴尬之中。对此,无锡市锦程律师事物所荆文律师则表示,公民的财产既包括有形的,也包括无形的,网络虚拟财产应属于无形资产的一种。   无锡公安局网络警察支队相关负责人告诉记者,网警部门每年都会接到很多玩家“账号”、“装备”被“盗”的报案。但由于我国的现行法律没有对虚拟财产的合法性做出明确规定,目前面临着无法可依的窘境。在目前情况下,如果玩家能够有证据证明自己的“虚拟财物”被盗,公安部门一般会采取和网游公司沟通的办法,由网游公司来负责为其查找“财物”,并给出适当的说法。

Compatibility Thoughts (Part 3 - The Missing Chapter)

Posted: 06 Apr 2009 11:49 AM PDT

Okay, here’s some of the stuff you didn’t see yet in the recent compatibility posts. I should have been clearer and give more information about what I’m currently going through. The 2D versus 3D didn’t like occur because one day I ate wrong type of mushrooms or anything. I tested quite new version (not the newest though) and saw that there had been some major changes in how the Leadwerks engine works.

Here’s some points:
#1 - Some ATI users reported black screen problem with older Leadwerks engine
This has been said to be fixed in the newest version.

#2 - Some people reported lighting issues (no textures showing)
This also got partly fixed by using a newer version.

#3 - Newer Leadwerks version changed controller behavior
In the new version, the character controller works completely differently than in the earlier version. My game has barricading system where you could drag’n'drop boxes to build your defense. In the new version this no longer works because the guy starts flying when you move box too near the guy (or an enemy). Basically… it starts acting really weird.

Now, I did partially solved this problem by disabling physics for draggable objects, but this isn’t a long term solution since there would still need to be some sort of code that would ensure that the object isn’t dropped too near any other object or otherwise physics act weird and gameplay suffers. Character controller is key thing in the game (it affects all the physics that the character faces).

I could use the older version (where it worked okay), but then I’d be facing the bigger compatibility problems (people reporting black screen, which should work in newer Leadwerks).

#4 - Newer version have only DDS format support
All my content has used .JPG or .PNG textures and materials. The new version requires DDS which means that I needed to change all my texture files to use DDS format. Most of the old content is working fine now though (since I went through this stuff), and DDS is a good choice for texture/materials.

Of course when engine drops support for certain files and starts having support for only one file type, it means that people using the engine need to upgrade their work.

I’m mentioning this merely as an example of something that has happened (and something I’ve tackled quite well) to give you a better picture about what’s going on in my thinking.

#5 - Never version also require people to have up-to-date drivers
I was under the impression that Shader Model 3.0 has pretty okay coverage (Valve’s hardware survey reports “around 50-75%”), but it seems that people still need to find the latest video card drivers for Leadwerks powered games to run properly. Some people reported problems on the forums and those got better after they did the upgrade. I don’t know if this happens a lot, but I think average Joe won’t be upgrading his drivers so easily…

Yes, I know that changes should happen early, not late
I’ve done software projects for quite a while and I’m aware that changes should happen as early as possible. Even in agile projects this same holds true: it’s good to get things sorted out early in the sprint before actually coding anything.

But… this isn’t just about 2D versus 3D. It’s a compatibility issue that’s getting better in newer versions. And when I choose to use newer versions, it means changes in my existing code.

The compatibility problem I’m facing is a two edged sword: I have one more major change in front of me, no matter where I look. If I go forward with an older Leadwerks version (which has poorer ATI support) the compatibility problems are simply too huge (so this option is not possible). I’ve upgraded to a bit newer version to test it out. I worked with it, and now it seems that I gotta start making couple of major changes to my existing project such as the player character controller, which now works ‘decently’ but still has that major bug which is quite tricky - and takes time away from coding actual features.

And after all - the 3D - what kind of support it really has after all?

And these lead me into thinking 2D
…and because I’m facing a compatibility dilemma (that can be somewhat helped with upgrading the engine - which of course means continuing the work to get my game’’s existing features to work properly). At this point I started thinking about what the game would be without Leadwerks - what it would be to do the game with BlitzMax only and how much existing code could I reuse? I’ve programmed my game using a pretty good object oriented and encapsulated code, I thought I could limit the main part of the changes to a handful of main classes - and that I would test first to see how much time it would require to take step back to 2D.

My main concern is the compatibility (and the fact that the new Leadwerks engine changes that can improve the compatibility affect directly my game). What happens in the future versions - will there be more changes that help compatibility? What kind of changes do I need to make for my code and assets to get the newest versions working? Will there be similar major changes that require me to go through all my art assets to improve compatibility? (Aka, how much more work it is now and in the future patches to ensure better reach?) If I don’t use the newest version (and don’t need to go through many more changes in my existing code), how good compatibility it provides?

In retrospect it’s now easy to say that I should have thought about this issue more (and not just rely in the thought I had “in 6 months the compatibility & computers get better”). I did make a point about compatibility in Leadwerks review few months after choosing the tool, but at that time I thought that the compatibility would still be perhaps bit better that the versions I’ve used have proved to be. I thought that the engine is ready enough and that compatibility issue would get better (and it indeed has). There has been some critical changes (mainly ATI card compatibility issues) that are close to “have to get” for my game (and this of course meant doing changes to my own code).

To “break away” from this situation, I started pondering using only BlitzMax (aka 2D) to program - and continue using the code I’ve used so far (without the 3rd dimension of course) as much as possible. That’s why I wrote some thoughts couple of days ago.

Releasing a game is a good idea - can’t argue with that
With that being said, I do think that it could be a good idea to get the 3D version out and test how it works. I’ve already done some part of the changes (still missing some stuff like the “barricade bug” - which is a major one - that appeared due engine change). With the new version there has been new changes (like mentioned earlier) which means that I haven’t got all the planned features for the upcoming version (due the fact that I have needed to get my existing code to work properly). I’d like to get “some more features” but I also think that at some point one gotta get the game out.

Things aren’t so black & white, but perhaps this gives you a bit better picture about my situation and what lead me into thinking about this “2D versus 3D” right now.

Maybe this also replies to the rest of the points that people made in the earlier posts.

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

It's a Matter of (2D or 3D) Perspective!

Posted: 06 Apr 2009 10:43 AM PDT

Juuso posted this week some arguments about 2D versus 3D for indie games from a game developer's perspective. This argument was won by 3D several years ago in the mainstream side of the game development fence. Principally because 3D was cooler than 2D, and the hardcore gamers bought into it so they could wow their friends and folks on chat forums. Or something.

But since all of us are gamers here, I wondered ... what's your preference, as a player? Not just 2D versus 3D, but what sort of perspective? In an RPG?

One of the issues I consistently have with 3D is that objects often don't stand out as well. While everything is lit more "realistically" in a 3D world, they often blend together too nicely. the artists have more control over the look of an object (viewed from a very specific angle) in a 2D game.

I was always a fan of the first-person perspective as a kid, which has been an influence on me. I loved the "you are there" feeling of crawling through the dungeon. I can't say this is my favorite perspective or technology, but it was certainly an influence. It's probably why I loved Ultima Underworld so much. While other RPGs offered a simple first-person perspective (the Wizardry-style view), UU was the first game to offer a full 3D environment. Complete with underwater streams you could swim in. And the now-hated jumping puzzles. This was part of the influence for the perspective in Frayed Knights, but just as significant was the fact that it was extremely easy to do in the basic game engine I chose to use.

Nowadays, the 3D "third-person over-the-shoulder" perspective is popular, as seen in games like Mass Effect. It is a popular perspective for more action-oriented RPGs, as you can see your character and still (kinda) aim in this view. You know, I really don't like this view. Fortunately, most games that I have played with this view allow you to swap perspectives to first-person, so I've been happy enough avoiding this perspective where feasible. It just doesn't do much for me. Except for the inventory screens, I never saw what my character looked like in Oblivion.

The problem with both of these perspectives is the depth-of-field problem - usually resolved by fogging and "level of detail" and what looks like little "horizon gnomes" making stuff visible at urealistically close distances. This also becomes a constraint on the world. Game designers have to make sure not too many objects can appear within the field of view at once, which can impact gameplay.

Then you've got the top-down or "semi-top down" birds-eye-view (both 2D and 3D), even if the perspective is... skewed. 2D JRPGs kinda-sorta gave us this perspective, as you can see in most of the RPG Maker games out there (Aveyond 2, 3 Stars of Destiny, etc.). Ditto for roguelikes, Baldur's Gate, Ultima VI and Ultima VII (and most of the earlier Ultimas, except for the dungeon sequences). An advantage of this perspective is that you can easily see and navigate the environment - there isn't too much problem with objects or paths being hidden by other objects (though it still happens, due to the perspective being slightly shifted or higher objects blocking the ground). Unfortunately, the birds-eye view isnt very pretty. We're used to looking at our world from our own eye level, and from above it just doesn't look so familiar. Which is why most games with this view "cheat" to skew the view to the side even though it doesn't match the camera's perspective very well.

The more distant orthagonal / three-quarter view - replicated in 3D with a "distant" view often found in jRPGs. Eschalon: Book 1, Morning's Wrath, and Depths of Peril are indie RPGs that offer 2D and 3D versions of this view. The problem with this perspective is the occlusion issue. It looks good, but it's easy to have objects (including the player character) blocked behind an object, like a wall. So the game engines have to get creative about things like making objects become transparent or providing glowing outlines of hidden objects.

For 3D games today, there's a distant behind-the-character view, often used in modern 3D jRPGs. This perspective provides a good view of the world surrounding the player character, without the character blocking much of it with their body. But first person and behind-the-shoulder views in 3D, it also adds a bunch of problems for visual constraints - making sure not too many objects appear on-screen at once.

It also makes it difficult to see hidden objects, and camera movement can be an issue. This is usually solved by giving the player some measure of control of the camera, though the environment can also be constrained to prevent interactive objects from being blocked. Persona 4 (pictured) uses both options, depending upon location. In school and in dungeons, the player can move the camera freely. In the town (among other places), the camera follows a very strict track, thus preventing the player from seeing that the rest of the world doesn't exist beyong this one street.

The Spirit Engine 2 offers a rare 2D side-view perspective. Rare for RPGs, that is. Not so rare for side-scrolling action games.

And then there are some games where the viewpoint is somewhat abstract and not particularly consistent - particularly in web-based games.

My personal favorites are - as mentioned - the first-person perspective in 3D, and the top-down (ish) perspective in 2D or 3D. The former I prefer for the experience, and the latter I prefer for the ease of navigation and seeing what's going in the world. (And then there was the RTS game that resembled an RPG, Dungeon Keeper, which offered both...)

So as a player, what's your perspective on perspective in RPGs? And do you have a preference for 2D versus 3D?

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


Rampant Games: Games With Personality!


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

【大家来找猪】66RPG 版主名单大全(截止07/9/4)

Posted: 06 Apr 2009 11:11 PM PDT

我们要紧紧地团结在版猪周围!

走走停停,停停走走,风去云散,人往人来——我想无论什么时候我再去回忆66RPG以往活跃过的ID,都不会有伤感的情绪。如果觉得朋友的离去是值得怀念的回忆,那么不如做好现在的一切,当远去的朋友在某天无意中搭车经过这里,发现这个小村镇比他离去的时候更加繁荣,甚至已经成为繁华的都市

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参加虾米播霸活动

Posted: 06 Apr 2009 07:20 AM PDT

今天浏览虾米的时候,发现有站内信提示信息,进去看到正举办评选虾米播霸,正好最近8box的播放速度实在是难以忍受(发帖的时候,又提示503错误了…),可是里面的歌单又无法转移,正好趁这次机会整理下。暂时先设置了下面这个歌单,后续更多的歌曲慢慢添加中……

 

同时,在设置此歌单的时候,发现虾米的Widget存在以下几个问题:

  1. Widget的播放器宽度实际上是无法定制的,我调大之后会导致播放器右边栏显示出位了。 (细看后才发现在底部有提示文字,链接到新窗口查看预览效果。体验效果差了些,此位置真的很难注意到。点此查看截图
  2. 在我一首首添加歌曲的时候,不清楚是什么原因,每添加一首,页面都会卡一下,有时候老半天最新的歌单才会在右边显示,体验效果很差(虾米可以去试试8box的添加歌曲时的表现效果,我机会不会察觉到有卡的现象)。
  3. 播放器的定制选项较少实际上真正有效的定制项就是播放器的前景色和背景色而已。
  4. 三个活动其实我只要制作一个就能参与者三个活动了。不过我猜应该是虾米自己故意这样设置的,让用户觉得只要简单的付出一个劳动,就可能同时获得3次奖励,何乐不为呢?

看完这篇了还可以顺便看看下面的…

为什么要跟进?如何来跟进一件事?

Posted: 06 Apr 2009 06:05 PM PDT

在我们的团队,我们很强调一个人对一件事的跟进能力,换句话说:也就是负责到底的能力。不管你是程序,是QC,是策划,或者还是客服,只要这件事由你发起或者大家商定后由你牵头来作,那你就是责任人,要负责到底。这里的“负责”二字,包括了在解决这件事过程中所需要的:人员协调、计划安排、进度控制、定期审核,内部信息互通,以及最终玩家反馈等诸多方面。

可以这样说,如果你能有机会跟进一件事,那你的个人权利在功能制作这一块就相当于小组负责人一级,组内的所有资源,你都可以使用。这样的机会很难得。

我们不想把每个人都培养成螺丝钉,我们想让每一个人都能把自己的潜力最大程度的发挥出来,所以,我们很强调给于一个人自由选择和自由作事的权利。但是,这是相对的,对于越有能力把握自己和把握整件事的人,我们给予的自由度越大,空间越大,而对于缺乏总体控制力、沟通协调能力以及跟进能力的人,他必须首先锻炼并展示出自己具备这样的能力,我们才会信任并交给他完全负责一件事。

起先,我想当然的以为,所有的人,只要是工作过几年的,都会理所应当具备对一件事负责到底、持续跟进的能力。但是,经过对我身边周围人的观察,我发现,大多数的人都无法作到有效、及时的跟进,而具备这种能力的人就会渐渐成为一个组织的核心。所以,我们从另一个方面来看的话,如果你还一直困惑自己为什么没有成为组织核心人员,没有成为骨干,没有升职,没有加薪,那么,你就要反思一下,自己有没有在有意识的培养自己这方面的能力。

那么,要如何来跟进一件事呢?

大体上,我觉得,跟进一件事,包括这几个主要的方面:
1. 明确此事所涉及的人,以及每个人所负责的内容;
2. 协调整件事的时间计划,在哪个时间点完成哪些内容,安排各个人之间的前后衔接,尽可能并行的开展工作;
3. 对关键障碍点有清晰判断,在此障碍点的发生时间之前,就应该提前介入,及时排解;
4. 各个部分完成后,要把整件事由头到尾的所有流程全部走通,走顺,对不合适的地方进行修正;
5. 在此事解决的过程中,要不断把当前进度周知应该了解进度信息的人,这包括:事情相关者,你的上级等。

跟进的过程中,经常遇到的问题可能是:
1. 对困难估计不足,内容未按计划时间完成;
2. 时间计划作得太紧凑,未留足够时间作全流程测试;
3. 想当然的以为某人、某事没问题,没准备预案。
等等等等

总之,我认为,团队协作,特别是跨部门协作,一个最大的原则是:互不信任!没错,你没看错,我说的就是“不信任”,你需要不断地在各个关键时间点去跟某一方面的负责人去确认他作的进度,以及他作出来的东西的质量,很多的时候,不要相信他说了什么,而要看真正的结果,即使结果,有时光看也是无效的,你必须亲自体验,亲自使用,把自己真正放到使用者的环境下去真实模拟,亲自确认。不要怕啰嗦,不要怕麻烦,一切为了把事情作好。

既然你是负责人,那么,你就再没有退路,在这件事的任何环节出了问题,都首先是你的问题,都是你没有控制、监督到位。所以,你就有足够的权利去关注好整件事的流程。

“跟进一件事情的能力”,从更高的层面来说,就是一种跨专业、跨行业、跨公司的能力,也就是说,这是一种具有普适性的持久能力,一旦你融会贯通,放在其它的岗位、其它的公司、其它的行业,也可以具有相同的价值。

When The Band Got Back Together: Rodney Greenblat's Return To Video Games

Posted: 06 Apr 2009 09:00 AM PDT

As the visualizer behind the seminal Parappa The Rapper, New York-based artist Rodney Greenblat's whimsical style is world famous -- and he talks about his re-uniting with Masaya Matsuura for the Wii-exclusive Major Minor's Majestic March.

Compatibility Thoughts (And More, Part 2)

Posted: 06 Apr 2009 12:26 PM PDT

Merely mentioning words considering “switching tech” got an avalance of replies and I thought it might be a good idea to reply the comments here and clear some things. I admit that I perhaps should have given more details about the situation, but one thing is true: it’s good to express your thoughts and tell somebody what goes on in your head. I think I’m getting a clearer idea about how I want to proceed.

Who the heck I am and why you should listen to me
Before I reply to any of the comments I think it should be appropriate for me to tell a few words about myself to give people bit of insight of the stuff I’ve done.

First of all: you should not listen to anything whatsoever I say. :) I think that people should use their own brain and I think this blog actually attracts that sort of people. I think indie game developers (or whatever people wanna call themselves) have started making games because they know how to make their own decisions, and follow their own path. I think you should question everything I say. (Or what other people say for that matter)

With that being say: I have no problem if you read the stuff I put here, and then use your own judgment to see if the stuff I say makes any sense.

Little bit of my experience
I’ve been programming stuff ranging from games to web software to betting application that could predict the results of hockey matches (that never quite didn’t work out for some reason…) for more than 15 years now. Ten of those years can be said to come alongside with project management work and can be really counted. First 5 was close to “testing waters” and not sure if much of those were really programming (well, I did create that betting software that helped my borther earn 100 bucks from one match - that counts for something, right?

I was the other founding member of Indiepath Ltd. Tim there is a really pro guy (and doing very well). We did couple of games together among with some game developer services (GameRelease.net being one of them). Doing stuff at Indiepath was cool, but Tim and I had bit different visions on what we wanted to do. For that reason he continued his stuff at Indiepath and I founded my own company late 2005.

I graduated late 2007 from university (software business, marketing): they gave me some sort of paper that says that now I have a fancy title that I can use. I liked the university period but thought that some of the stuff that was done there was bit like waste of time. Although I think there’s some flaws in the university system (what system wouldn’t have?) I think many of the courses were fine, and I think it has got me many good stuff in many areas. During the university studies I also did some part time software development.

After getting away from the university I’ve continued doing part-time/contract work and while at the moment don’t make a living in the gaming industry, my company does bring me decent five figure income through various streams of income (which is pretty sweet). I write about the stuff I learn here in this blog and since I’ve got some feedback from guys who work at gaming studios saying “you’ve got some good stuff in my blog” then I suppose somebody finds something useful from this blog. I personally think that I’m the one who is learning most - and if you guys can learn/benefit from this site too, that’s great.

I don’t claim to be an expert (on anything), but I do know little bit of what sort is useful in gaming business. I’ve done some projects that took very little time, were finished fast with little resources and even gave me very nice income (I haven’t mentioned it earlier, but Highpiled was actually a very successful gaming project in terms of “time spent versus all bucks & good stuff it brought to me”. Sometimes I manage to hit the nail so to speak).

I’ve done gaming projects where I’ve spent months and months of time, pouring time and energy into something that eventually got cancelled. So, sometimes things do go out so well - but that belongs to the learning process.

I’ve thought that “when it’s done” is bit bad approach on deadlines, since although things need to be fun gaming is also about business (if you are kind of serious about this stuff). This was my own thinking, and when Harvard Bonin (he was at EA back then, and in my opinion actually knows what he talks about) mentioned that “game companies are business units which have also financial targets”. He said that “‘when it’s done’ approach is okay if you have unlimited resources”. I kind of agree with that, and I try to follow that advice too. (I’m not suggesting that this is correct or that you should follow this advice - there might studios where this advice could very well be a bad advice actually)

I’ve exchanged words with real pros (indies and AAA producers) who are really good at what they do (you can see them commenting in this blog every now and then - and hey, maybe it’s you who I’m talking about). As far as I’m concerned, I’m like a sponge sucking all the information I can. I read a lot. I do my best to put the stuff in use. I try different things a lot. I try stop doing less stuff that doesn’t work and do more of the stuff that does work (as long as it’s fun).

Okay, that was little bit of background… and perhaps clariefies a thing or two. I presume I gotta update my about page and give bit more information about myself and not just assume that everybody who visits this site can read my mind. Anyway, hopefully this small text clarifies a bit about who I am and what I’ve done. Basically I’m one happy camper who does some gaming stuff online and is building a decent company around the crap I do.

If people like what I do and write here… that’s cool. If not, that’s cool too.

Now some blog post answers:
Now… to answer to questions in this blog post:

Hmm, the screen should never go black ever. Even if the guy does not have sufficient hardware to run your game. He should get an error message. So I am not sure if its compatability or just a bug?

@Sargon: Sorry, I should have added that “of course I tested this first and asked people to try the new Leadwerks evaluation kit (that has zero my code)” with the same result. People tested the Leadwerks system (and I’ve reported some of their logs at the Leadwerks forums).

Also should have added that Leadwerks requires Shader Model 3.0, it uses OpenGL and it is recommended updated to latest video card drivers.

So yes, 100% sure it’s compatibility. Sorry - this was my bad. Should have been clearer. :)

Of course, going into the 2D realm will make things a lot easier.

I’m also considering the time and money spent. But yes, that’s true. Maybe simpler too…

I would probably drop Leadwerks, but not 3D all together.

@DtD: That I won’t be doing. I did the mistake of leaping into NeoAxis and C# which I had zero experience. It meant heavy learning curve.

Leadwerks is a framework for BlitzMax (and I know Blitz3D inside out and BlitzMax is practically “same but with object oriented support” - to simplify a bit). I’m very familiar with BlitzMax too and can program stuff with good pace in BMax. I have no plans to drop Bmax, and from the 3D engines I checked some months ago Leadwerks seemed the most finished (although there’s some other DX9 options available as well - but it would again require learning new things: Leadwerks uses Blitz3D commands so this combination is super powerful for me).

I recommend people to stick what you know best (Update: Sargon has a good point in this in the comments section, check it out). BlitzMax and Leadwerks are very familiar to me so I think it would mean months and months of additional work to learn something else. I could go with BlitzMax and perhaps get stuff done more efficiently.

I think, I have been folowing your blog for more than 3 years now. In that time I release 4 games. How many did you released? I think it’s time for you to release a game or you will lose credibility.

@Ovo: Thanks for following my blog for these years and thanks for commenting. I remember your insight in various blog posts and really appreciate you taking time to comment.

Answer: zero games (well, one mini game Highpiled)

As for games published, I stopped Edoiki at some point and then have done about 9 different (public) versions of Dead Wake, but that’s about it.

As for “or else you’ll lose credibility”. I must say that I’m not doing games to gain credibility (not doing anything to gain credibility). I think it’s nice to be important, but it’s more important to be nice. I have kind of a ‘zen’ view about what other people think about it (in a good way I hope) - and I’m not suggesting that you’d be any different. (I think I got your point)

I do appreciate everybody’s comments and I’m really grateful to have you guys reading this stuff and commenting and helping me out. I hope you understand (nah, I know you think the same about yourself - and that’s good, right?) that in the end it’s me who decides what I think about myself. I do my best to help other people out, and I appreciate all the feedback - but in the end it doesn’t matter to me what other people think about me. If people like the stuff I do, that’s cool. If not, that’s cool too. It’s cool either way.

I’m not doing games to score points or gain credibility (but again I think I got the point Ovo - and I’m not suggesting you’d be doing this. I do understand that guy who talks about finishing games needs to actually do the same). I do games for players, and their opinion in the end is more important than what developers say about my games (I think same should go for every developer). I do get the point about “finish the game”, and I think it’s easy to come up with excuses not to. It’s easy to “change tech every now and then” and come up with excuses, and blame outside conditions, and it requires much more from a developer to actually finish things.

Sometimes one can get into tricky situations, and needs to ponder things. I perhaps should have been clearer about the compatibility issues and mention more details the points I’ve considered. Besides the main compatibility there has been some new big changes with the new Leadwerks version: necessary content graphics updates (it no longer supports certain texture files for example), different controller behavior (that behaves completely differently than the earlier version) to mention few - most of these I’ve tackled so far, but the compatibility is still the main thing that I worry a bit. In that yesterday’s blog post I didn’t tell much about the current situation or much details about the emails I’ve got. The yesterday’s post gave some info, but not all that goes in my mind. I think it’s good to ensure that you do the changes for the right reasons - and I think ovo’s post is a good challenger.

Whatever you do (releasing soon or not) you will always have a huge amount of problems with your game. It’s a learning process, and you improve a bit after each release. But if you don’t release you’ll never learn these things, even if you read about it… Living it for real is different.

I really agree on this. I wanna grow my business and have fun while doing it. This isn’t a hobby for me anymore. It’s grown bigger than a hobby… and I plan to keep that way…

Stop changing tech every 2 weeks and release your baby. You know I’m right

That’s a good piece of advice, and I recommend that same to others too. The later the changes are done, the more expensive they become. I know you are quite right, but I also must say that I haven’t revealed the full picture (and perhaps I should have been more clear about this).

You are almost about to fall into a trap that a lot of developers do, and once you go there, getting out is really hard. I’d hate to see that happen as so far, you have one of the most “completed” and “working” games made with the Leadwerks engine on the forum. You being able to finish your game and get it released would be a good inspiration for a lot of developers who are in limbo right now using the engine.

Don’t give up. Keep working at it, get it updated to the latest version, try your best to squash any bugs, then let er’ rip. Don’t look backwards, only forwards from here on out. If you are worried about quality and compatibility problems, don’t charge money for the game; if it’s free people have no basis to whine ;)

@pushedx: Thanks for the support. One thing I must say that people have every right to whine (at least if they provide something useful feedback). “Whining” is good since then you can find the weak spots easier. I’m using the “almost newest” engine and part of the problem is that Leadwerks also changes which impacts my own project.

Newer versions provide better compatibility and video card fixes, so it’s important to get them - but meanwhile other things change as well. For example, the new Leadwerks engine version allows only .DDS texture format, while earlier you could have also .PNG. Basically this now means that I need to manually go through each of my .PNG files and materials (thank god there’s not horribly many of them, and they are in proper places) and update them to use DDS textures. (Luckily this isn’t too big thing) There’s some figures about how well Shader Model 3.0 is supported (Valve’s hardware surveys), but right now I’m not so sure how valid those figures are after all.

Haven’t decided anything yet, and really keen to read all the comments and ponder different options.

To be continued… (There were so many good points that I wanna answer all of them, but that will happen in the upcoming posts. This one is getting way too long)

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

《勁爆美式足球10》8/14展開全新季賽

Posted: 06 Apr 2009 03:37 AM PDT

美商藝電宣布《勁爆美式足球10》(Madden NFL 10)將於8/14席捲北美各大通路商店,透過各種翻新技術,讓NFL迷無須親臨現場便可獲得鉅細靡遺的精彩體驗。

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