"game" via 柠檬杀手 in Google Reader |
Sam Houser 访谈,We take our games very seriously, but we don't take ourselves very seriously Posted: 23 Apr 2008 11:16 AM CDT 原文来自1up
这篇文章虽然是针对GTA4发售前的一个惯例访谈,记者却发现平常不好露面的Sam Houser话闸打开了说个不停。其中谈到了一些我十分感兴趣的话题。因此, 全文转载如下: It's not that Rockstar founder Sam Houser is a man of few words. Get him talking about Grand Theft Auto IV and the British-born executive producer of the GTA series will fill two hours of audio tape. He'll go on about how his game's Russian accents trump Hollywood's. He'll disclose the Nintendo-spawned inspiration for the game's interpersonal relationships. He'll discuss the tricky business of developing for two consoles simultaneously. He'll even vent about the previously taboo topic of the Hot Coffee scandal. Landing a sit-down with the notoriously press-shy Houser isn't so easy, but we were granted one in early January for EGM's GTA4 cover story. And here, for the first time, is the full interview.... 1UP: Now that you've been living in New York for 10 years, how has that changed this second trip to Liberty City and your perspective on the game's world? Sam Houser: When we were making the first [few GTAs], we had been in the country a couple of years. It was all still new to us. It was all still -- I was about to say it was all still exciting, but it's still exciting. I still find going to the supermarket exciting. So it's not that it isn't exciting today; it was just when you move your life 3,000 miles away, it's a very different thing to go through. The difference here is that, as you can see from the [new] game, the game is very, very detailed now, and we really want to have the player get that whole new level of immersion, that sense of being somewhere, albeit virtual. Really soak up the atmosphere and the sounds and the smells and the sights, everything. I feel that our being here a long time, the way some of the practices and things that we've cultivated to make these games -- combined with actually learning about the place -- have enabled us to actually make a game about New York -- obviously it's Liberty City, but it evokes New York -- that people really can plug into, feel like they're there, and in a lot of the cases, be visiting areas of our world that they otherwise really wouldn't get to. In a lot of the research trips for this game, we ended up in places that are very, very unusual, to say the least. (就像我曾经推测的那样,Houser兄弟从1998年来到纽约之后,果然一直保持着对这块土地的激情) 1UP: What was the most unusual place you wound up? SH: Brighton Beach is pretty incredible. I can't speak highly of it enough. I went there once a week for about nine months, the end of the summer through winter and then into spring, seeing slightly hard conditions. You know about Brighton Beach at all, what goes on there? 1UP: No.... SH: OK, that's fine then. Because it's the inspiration for Hove Beach in the game. Hove Beach...the reason we called it Hove is in England, Brighton and Hove are next to each other and Brighton & Hove Albion is a football team. So that's pretty obscure, but we got our feet in both the American camp and the British camp, and we can jump back and forth between the two, which is something I think this game does really on a different level. In terms of the humor, in terms of the vibe, it's going to speak to British people; it's going to speak to American people. We can do that in a way that is unusual, in a way that is made possible, like you said, by being there a long time. So Brighton Beach is an area that's just next to Coney Island. Obviously, Coney you know from The Warriors, and also it's just an amazing place. Brighton Beach is this unusual sort of strip of about eight blocks, like a shopping street, underneath an elevated train section, like the thing in The French Connection. It's in the game: the area you see with the elevated section over it. It's all very dark.... But as I understand it from local friends, before the mid- to late '80s, it was predominantly Hasidic Jews, of which there's a lot in the outside and connected areas. But it got taken over in the late '80s and beyond by Eastern Europeans. So it really is, now -- it's completely Russian. There will be Ukrainians and Lithuanians and a whole load of other nationalities there, but the overarching resonance is Eastern European, and predominantly Russian. I've been different places all over the world. I've been to Chinatown in San Francisco, the Chinatown in New York, this quarter of somewhere in Paris or something, and I've never been anywhere like Brighton Beach in Brooklyn. You cross a line, and you are in another world. The people are actually very friendly, but they don't come across as particularly friendly when you first visit -- quite dour faces, heavy atmosphere. So working on this game, when I actually started going there, it blew my mind. Creatively, it was so inspiring and so uplifting, because we were making this game about these Eastern European guys who I think are fascinating anyway, and suddenly I ended up in this place where I was there. Every shop has Russian logos. I've not seen anything like it before. If you go into a shop and you speak English...you'll get what you want, but it's a battle. It's like you're crossing this line and you're suddenly in Moscow.... There's this weird mixture in places of opulence and decay which I love. Like Coney Island is all being transformed into condos. You're not going to know it the way I have. I've been lucky enough to visit it and spend time there. Five years from now it's all going to be converted, yuppified, whatever. 1UP: In a way, GTA4 will be a snapshot of it. SH: Exactly, we're capturing it.... Recently, I watched a film, Eastern Promises. It's a scary movie. I'm a big fan of [director] David Cronenberg. So I watched Eastern Promises with some amount of trepidation. I didn't know what I was going to make of this, because it's in our sort of vibe. As ever, I think Cronenberg did a magnificent job. I think he picks up on an atmosphere, which is something I'm interested in, and he can really evoke that very powerfully.... I loved the Russian vibe in there, loved the tattoos -- he and I have clearly got the same book on Russian mobster tattoos. The area where I feel as a game we did something different from [Cronenberg] -- I don't want to say "better" because I don't really think like that -- but he used Viggo Mortensen, who I think is American or Danish or Scandinavian or something like that, and then the other guy, Vincent Cassel, he plays the son. He's a French actor. I thought Viggo's accent was OK. I thought Vincent Casell's accent, having studied a lot of accents, was just like a French guy doing a Russian voice. I was just, like, "I can't take this seriously." He's a great actor. He's been in some wicked films, but it just didn't work. So when I went back to our game and I was meeting Vlad and Faustin, and particularly Faustin -- who's this really scary, proper, deep mobster -- running the scene out in Hove Beach, I'm like, "You know what -- we're actually competitive with [the movie's performances]." That's remarkable. 1UP: The past 3D GTAs were obviously inspired by movies and TV shows -- Goodfellas, Boyz in the Hood, Miami Vice. This is the first one that seems to go off on its own. Have you run out of inspirations for the series? SH: ...We felt that the Italian mob thing had been done to death a little bit. I think we've got some good Italian mobsters in this game, but they're not leading the game. I'm a big, big fan of The Sopranos -- how could I not be? -- but I also feel as if that stuff's had its run. We also read a bunch of books and did a bunch of research on it, and the more we dug into it, the guys who are in this day and age the real-deal thugs -- the real-deal gangsters -- are the Eastern Europeans, these new transplants from different parts of Eastern Europe.... These new guys off the boat, they're coming with something to prove, and they mean business. They are f***ing fearless.... I think [that's why] Niko's a real strong character. I like the setup that someone would have been involved in some of the difficult conflicts that took place in Eastern Europe 10 years ago -- not because he's a good person or a bad person or this or that or the other -- but because that was what was on his doorstep, as many guys like you or I would have had to do. What would you do if your town got attacked and that was what was going on around you? You'd defend yourself. All of these young men like you or I went off and did that, and then the stuff got resolved, and they're all like, "What do I do now?" Obviously, a lot of guys...got on boats or got on planes, and there's a collection of these guys here. I got excited because I felt that it was something that's very "now." Liberty City was very "now" at the time that [GTA3] came out in 2001. Vice City obviously captured the '80s. San Andreas captured the '90s. I really was obsessed with us making sure that we made something feel very, very contemporary and of the moment. I think that is so key. So this plugged into that. It's not that we necessarily ran out of other things to be inspired by, because I can get inspired by pretty much anything. But the fact is, from wanting to do New York and just dicking about a little bit, these pieces just came together. We're a long way from having just sort of a great big, white, alpha-male dude running around with a bazooka. Our games aren't really set up like that. We want to have a character that makes you ask questions -- that can be a little confusing in terms of how you empathize with them and how you relate to them.... (以上大段谈话中,Sam Houser详细解释了GTA4中一个重要场景,HOVE BEACH在现实中的来历,并且,还由此延伸,谈起了黑帮电影对他的影响) 1UP: The theme in GTA4 seems to revolve around relationships -- building them with characters using your cellphone. SH: Cultivating relationships, like [in] the real world, is bloody hard. People get pissed off with you; they expect you to call them back. That's one of the things that I've personally been obsessed with in games for years.... I think the first time I really felt that in a videogame -- not a PC game -- was in Star Fox on the Nintendo 64. 1UP: Your copilots? SH: Yes, that's it! The little froggy mate or the rabbit. I'd be flying in and looking across [the game world], and there they'd be. I thought, "That is hot!" I was probably 20-odd [years old], and I remember my friends saying, "You're getting a little bit too into this." You didn't want to see them get hit, even if he is just a rabbit. That stuck in my mind: one of those things where that felt different. With games, to me, it's all about the feeling -- it's about making original, unique sensations and emotions. [Like] the mission "Bomb the Base" in GTA3, where you're sniping for 8-Ball; I remembered the feeling between the two of us then. I remember thinking, "That's cool." So we pushed it along a little bit for Vice City, and we pushed it on a little bit for San Andreas. But in this one, because of the amount of resources and power that these new machines give us, we're able to bring it to life so much more.... 1UP: And you get material as well as emotional rewards. Little Jacob brings you weapons; another guy will bring a helicopter.... SH: Yep. It's very integrated into it like that. The idea is that if you do cultivate these relationships, you'll do fun things with them. [The characters] will be amusing people to hang out with, and then other things will come from that: Either they'll introduce you to other people who will introduce you to other things to go and do, or they'll come and bring a present for you of some description, whether it's a weapon or what have you.... But it's a really important area to explore. The idea of having feelings for a bunch of polygons is very profound. It's something that I want to see more games push, and I certainly want our games to keep on pushing it.... 1UP: And once a player is invested in the characters, that's when you can do things like kill them off.... SH: Yes, exactly. Once you're invested, then you can turn them on their heads. There's a mission where you have to rescue Roman from some rather hostile characters. You can hear him yelling down at you, and you're yelling up at him, but there's about 15 scary Albanian guys in between: That feels heavy.... There's an emotional charge to [our game], to why you're doing it, that makes you feel very different about it. 1UP: San Andreas put a lot of emphasis on customizing your appearance to interact with other characters, but now that's out. SH: Yes. You spend more time working at the relationships rather than working on yourself, to some extent. You have to put time in with the friends doing activities or errands for them, or just hanging out, going and having a drink, playing a game of darts, playing a game of pool. The darts is particularly my favorite: I actually win at it, which I can't believe. I've always been terrible at darts my whole life.... But if you put the effort into these relationships, I think -- as in the real world, really -- they blossom and grow and evolve. And if you don't, you start getting these more and more pissed-off text messages and phone calls from them. They're like, "Look...I haven't seen you in a week. What the f***'s this all about?" 1UP: But you can blow people off if you're not into that -- you just won't get the full experience. SH: You can play the story the whole way through and pretty much ignore all the friends. You will miss out on some really fun, funny, and cool things that'll happen in the course of that, but that's your choice. And I think, more than ever, one of the things that people like about GTA3 and Vice and San Andreas was that freedom to just go around the world, tool about, and do their own little thing. I think this takes that to the absolute next level.... (以上主要说的是GTA3以来,Sam Houser力图在游戏中表达给玩家的一种感觉,就是和NPC之间感情上产生共鸣,互动,让玩家的感觉深入到游戏中去,并且描述了一些有关GTA4种加强人际关系建设的必要性和可能性) 1UP: GTA4 seems like a bit of a harder sell, because players might look at it after playing San Andreas and say, well, you've pruned features. It doesn't have the suburbs, the planes, the working out to build up your character.... SH: When we first started talking about the game, the first map that we were all looking at here...it was f***ing enormous. It was the logical move on from San Andreas. You had the Catskills, the Adirondacks. I'd only been to the Adirondacks once; it took me six hours to get there! It's f***ing miles away. And the more we looked at it, the more we thought, "How are we gonna achieve the level of fidelity?" How are we going to increase the resolution of the experience -- not just the graphics but the experience, the gravity of everything, the weight of every action, the intensity of everything -- if we just go farther and farther out? The more we chatted about that as a group...the more it started to shrink down. The more it became a traditional, what you think of as a "New York City" kind of environment. It was a very conscious thing. So we wanted to make sure that every single thing that you do, whether it's walking down the street, getting into a pawn shop, using the guns, driving a car or a bike or a boat or a helicopter or whatever -- just general basic interaction -- felt reengineered and reengaged so it feels new for people. Because for me as a consumer, that's what I demand. If I'm going to buy an expensive machine and this beautiful, immersive piece of entertainment, I want to be engaged on levels that I've not had before. And I feel that by going what we flippantly refer to as "back to basics," we were able to really go into each area of the game, each mechanic of the game, each bit that makes up the overall experience, and just crank the absolute life out of it and take everything to that next level that we wanted.... (上面这段Sam提到了之所以将地域集中在纽约市区的原因,是为了更集中精力打造游戏,提升各基本方面的游戏性,而不是一味的求大求全) 1UP: The first trailers made the game look more serious than the past GTAs, which had us worried because we really like the humor in the games. After playing it, we can tell the humor's still there. SH: We take our games very seriously, but we don't take ourselves very seriously. Because I think that's a slippery slope for life. So we take the piss out of ourselves, and we take the piss out of anything we can think of. It's sort of unilaterally offensive. No one can get their nose put out of joint, although I'm sure they will. One of the jobs that [brother and Rockstar cofounder] Dan [Houser] and [radio host] Lazlow and those guys really have had to do...is keep being funny but make it get older and more mature and more sensible.... I feel that they have absolutely retained the GTA humor and attitude. But it's grown up, because people who enjoyed it in 2001 are seven years older. Kids that were 10 in 2001 can now play it.... The world is seven years older. When we made the first game, blogs didn't really exist. Now blogs are a way of life. What would this game be without a bunch of bloggers in it? So we have bloggers in there.... (保持幽默感,这件光荣的使命交给了他的光头弟弟DAN HOUSER) 1UP: When you think of what Rockstar has been through lately, it's like there are two ways you can go. You can play it supersafe, or you can push it. The American media can take one thing, like the drunk-driving minigame, and make it a bullet point for the news. SH: Our games are consciously made for adults -- it's why we started the company.... [From 17 years old] and up, I think we have a right to play what we want to play. And that's that. And as long as it's not touching on themes that are socially inappropriate -- and some films do it, and I think games should be allowed to do it, but let's be respectful -- as long as you're not doing that, what's the f***ing problem? Adults should be able to play what they want. America, the country I'm now a citizen of and love, is built on that premise.... I think the problem that games have got is that they're called "games," and that makes people think of 8-year-olds and Mario.... I've been a fan of Mario games as long as I've been playing games. My hat goes off to [Nintendo] -- we learned so much from those people -- but it obviously skews younger.... We're doing our thing. But I think for politicians, for lawyers, and for parasites, you go "game" and you go "killing" and you go "children," and it's too easy. It's a nice way to get half a page in the paper.... When you look at how much work goes into making this stuff, and how much passion and creativity and ambition is behind it, to boil it all down to that is really, really depressing. One of the things that I've struggled with during Hot Coffee is [that] San Andreas is a game that I think is absolutely wicked, top to bottom -- a seminal piece of work -- that's now going to be remembered for Hot Coffee. I think actually we're getting past that now, just about two or three years later, but that stuff really upset me, because it boiled it all down to a bunch of salacious, cheesy muck. We're just not about that. We're not going out to court controversy from anybody. We're looking to make stuff that inspires us, turns us on as young people that are involved in this incredibly powerful, incredibly exciting, incredibly no-rules medium where we sit and go, "What should we make? Let's make this! Let's make that!" All this wonderful energy. Going back to your point about [the reaction to things like drunk driving], I know there was some reaction to the previews about that, but it never even crossed my mind.... This is something that Strauss Zelnick, who's the chairman of [Rockstar parent company] Take-Two, has spoken to me about, because he has a lot of experience now. He was at BMG, and he had to go and defend rap lyrics in the '90s. He was in Congress doing that, so he was a really good guy.... He was able to give me some great counsel and support.... One of the things that he [brought up] was a notion I didn't even know of before, the notion of "chilling" our thought. [Chilling is any activity that inhibits creativity and the exercise of Constitutional rights -- Ed.] So when I'm making my game with my friends, we're going to make the game we want to make. If, as you said, we'd gone the other way and said, "We're all too scared -- let's go talk to Mattel and get the Barbie license because I feel safer in that territory," then A) I'd probably do something wrong and get in trouble doing that, so it's probably better I don't [laughs], and B) probably if I hit that point, I'd just pack it in and go do something else.... We want to push the boundaries of this medium in terms of the experiences we can give. That's got nothing to do with sex or violence or any of those other things -- it's just in this series of games, gangster games, there's a certain amount of content that goes with that. And it's no different [from] any movie or any book or anything like that. Well, it's interactive, but what happened when we went from a book to TV? When we went from printed words on a page to fully realized [images] on a screen? It's no different. It's called evolution.... I'm obsessed with the fact that they stopped the [supersonic jet] Concorde, because it's one of those things that was so progressive, and they stopped doing it, and they've gone backward. I'm really a fan of progress in the world, new things, evolution, creativity, and maybe that Concorde thing doesn't make a lot of sense.... 1UP: Games at least don't depend on ticket prices or fossil fuels. They're limited by imagination. SH: Exactly.... I just like progress. You're exactly right: Why would we want to curb people's imagination, people's thoughts? I couldn't agree more with the need for intelligent, thoughtful, sensitive, accurate, aggressively enforced ratings systems. Of course. But when I see politicians coming out and saying parents are too busy to pay attention to what their kids are playing, well, how am I supposed to argue with that? It's such a nonsensical statement. I can't engage it.... We know we can't win in that discussion. We can't win. I will tell you this: When they dragged me and some of the other guys down to Washington [for the Federal Trade Commission investigation into Hot Coffee], they seized all our e-mails, and they had all that stuff in front of them, and they're going through thousands of them. You sat there in a room like this...and there's you and your lawyers and then all these government investigators sitting opposite. They've got your e-mails, and they say, "Why have you put that word in apostrophes? Why have you done this? Why have you done that?" It's a heavy one, right? It's not many game designers that have been in that position that I know of...which goes back to the point about having the fire for this game. I felt those people were out to crush us, and if they could have crushed us, they absolutely would have. If they could have found that smoking-gun e-mail that says, "Oi, mate, stick the thing in there," [then] off we go. We would have been crucified. But they didn't have it.... The other thing that bothered me about that one is that if you actually know us at all and if you played San Andreas, that section that got unlocked was so not creatively in sync with everything else in the game. It was so not finished.... It was embarrassing. So for that thing to become our whole world was bloody awful.... We just didn't let them [get] in our heads. Because if I'd done that, I'd have to give up. (孩子无娘,说来话长,SAM HOUSER提起热咖啡事件,激动得回忆了当年受到的那些难以想象的“待遇”,表达了捍卫游戏内容自由创造权利的精神) 1UP: You also have that issue in American culture where sex is really inappropriate.... SH: But guns are OK. I tell you, Dan and I own a little place in upstate New York, and the first time I went to Gander Mountain.... It's a chain of outdoor shops on the East Coast. As a British person, these shops are amazing. You can buy a quad [bike] or canoe, a pair of Timberland boots, some Carhartt clothing.... But at the back you can buy a bloody M-16, a pump-action this -- un-be-lievable. 1UP: It's a real-life Ammu-Nation. SH: And then some! It makes Ammu-Nation seem very light on stock. And I remember at the time going, "Wait a minute. Wal-Mart are going to pull our game, but you can go in there and buy a pump-action or a Glock or whatever." I don't get it. One of the things I struggle with, with that whole episode, was that it just felt like we were being used for a political football, at a political time.... It's been very clear to me that it's been an easy way for politicians to talk about something that makes them sound relevant, contemporary. It's a lot easier to talk about than climate change or oil prices or conflicts in the Middle East, things that actually require real thought.... I could really go on and bore you with this stuff, but let's talk about more positive and constructive things. It's very interesting stuff, and I think we are at a real moment in time. I think to some extent it's the publishers' duties and the press' duty as one unit to kind of defend it a little bit. I know I haven't done a particularly good job of it, but I don't think I'm the person to do it. I think they'll look at me and go, "Right, we know why we don't like videogames now. There he is, the cheeky guy over there." But I think we all, as a group, need to be doing a better job. I level that at myself as much as anybody else. And we will, the industry will, they'll get better.... (枪支和性,怀着摇滚明星梦的SAM HOUERS在美国土地上感受伪善的美国人民对待这两者的截然不同的态度) 1UP: Let's talk about the hardware issues. Back when GTA4 was delayed, PS3 technical hurdles were cited as a contributing factor. I take it those have been ironed out. SH: I don't know what anybody's said on that stuff. I didn't say anything, and I stay out of it.... Both machines are absolutely fantastic, but they both come with strengths and weaknesses. The strength of the 360 is a very, very accessible, familiar, effective environment to work in. You're making the game from the get-go, everyone understands its PC environment -- boom, off we go. It's pretty good. One of the problems with the 360, and it affects games like Grand Theft Auto if you think about how much content we put in the actual machine, is the fact that they don't have a significantly larger storage medium than the previous systems. It's a slightly bigger DVD disc. 1UP: Plus, you're not guaranteed a hard drive in every system. SH: That's a complicated one. I met with a bunch of the senior fellows from [Microsoft]. I said, that's kind of complicated.... The upshot of the technical challenges we've experienced on either the 360 or on the PS3 is [that] both companies stepped up to the plate and have supported us in a way that was beyond even my greedy expectations. They've been amazing. I think that the 360 is going to have to get 'round this issue we're talking about. I can think of various ways they can do it. Hopefully, they're going to adopt one of those in the next year or so, because it's going to become more of an issue. If we're filling up the disc right now, where are we going? It's not like our games are going to get any smaller. I think that issue's on the table with a bunch of games right now. I'm sure they'll come through with an intelligent solution. Getting things running on the PS3 initially was challenging. I think it was challenging for a lot of companies, but it's also a machine where, now that we've got comfortable with it -- I don't want to say we've cracked it, but we've got comfortable with it -- we know we can make our games. We're at a point now where the games pretty much look identical side by side. There's a slight difference in the way they look. I think that's to do with really low-level technical stuff that I'm not the guy to explain. The 360 games have a certain look to them; PS3 games have a certain look to them. I like the way [the PS3] renders. There's a certain kind of softness without being blurry -- some warmth to it -- and then there's a certain more clinical element to how the 360 looks. Both have plusses and minuses. As far as I'm concerned, they're neck and neck now. That's very much our goal; we do not want to get in the middle of that rather heated, fervent debate.... These guys who wanna defend their systems, you know what? Good on 'em, and let them do it. We just didn't want to give them something that would in any way fuel it.... (技术问答,SAM HOUSER不满360的光盘容量限制) 1UP: GTA4 has some online modes, but what about a massively multiplayer GTA? Is that something this world can support, or do you think you need a world where you're mining ore and grinding like in World of WarCraft? SH: I think a subscription-based Grand Theft Auto-type game...is very, very doable and is a very, very compelling proposition. Your question about mining ore, I think you've hit on the core of what the challenge would be. I think the basic things that you can get away with in a fantasy thing -- that fantasy players don't mind doing -- just wouldn't fly for the kind of mass-market users that we really talk to. But I think that there's other ways that we can get at them, and it's definitely something that we're very keen to explore.... I do think that the combination of the multiplayer games that we've got for GTA4 is pretty good. It's a range of different modes. It's pretty deep, pretty sophisticated. It's still Grand Theft Auto, so it's got a rawness to it.... Our multiplayer experiences definitely have a different vibe. [They're] a lot of fun, have a lot of character. It's got a lot of standard modes, but it's also got some modes we've not really done before.... For me, though, the combination of what we're doing with multiplayer and what we're doing with the [downloadable XB360] episodes is the start of us putting our toes in this water and seeing how our audience...adapts to online. Is episodic content the way forward for them? These are things we're going to find out. I'm very excited about the episodes. I think they're going to work beautifully well, particularly if you played the single-player experience -- how they connect. Again, without giving too much away, we're absolutely going to head down that path. We're already kind of on it.... 1UP: Nobody's been very successful with the massively multiplayer thing on the consoles.... SH: No one's done it, and it's like the Holy Grail. I think if you can combine the vibe and the attitude and also the gameplay and the tangibility of the games we make with some kind of -- for want of a better term -- MMO subscription model, I think that's like the golden-goal kind of thing. It's such a creatively fascinating place to be.... Keeping the world like the one you experienced for a couple of hours today alive -- I could think of a hundred ways of doing that every day. So I think this is a world that really can support it. But it's not just a done deal. It's a complex, challenging process. Imagine that world, populated by a lot of people -- it wouldn't be unpleasant, would it? 1UP: It might be chaos. SH: Well, that's the thing: How you manage the chaos is the trick, where it's not just everybody running around and firing f***ing rocket launchers. That wouldn't be fun. It's how you can bring mass-market people over and make them be comfortable with some amount of roleplaying, in a way that World of WarCraft players -- these are people who maybe 15 years ago were playing D&D or Magic: The Gathering -- did. Those people get roleplaying. We have to get mass-market people.... We have to find ways of getting around some of those challenges. Having 2,000 people run around a map shooting each other, that's just not interesting to me. (SAM对于GTA4网络化部分的一些观点,看得出来,对待这个问题他还是十分冷静的) 1UP: The world's a lot different now than when GTA3 came out -- 9/11 had just happened. How has the war on terror affected GTA4? I know that there's a terror scare in the city, and that's why one-third of it is closed at the beginning. SH: It's not a massive theme in the game, because it's not actually that relevant to our game. But to not reference it in the world would be inaccurate and in some ways inappropriate. This goes back to one of the things that we were really obsessed with in the game, which was making it be as "now" as possible. As much as this reality TV thing is part of now, or this type of music is now, what's going on with some terrorism issues and things like that, that's now. So for a game that prides itself on being relevant and being socially aware, even if it's inappropriately socially aware, it knows what's going on. We make reference to it, but we don't go into any huge amount of detail with it. Because again, if we were to do that, you can imagine what would happen. (对于恐怖主义在GTA4中所占的比例,SAM做出了解释,并且不乏自我解嘲的解释了在游戏中缩小反恐主题所占比例的原因) ![]() ![]() |
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 11:02 AM CDT 说实话,这一集的赢在中国,看得心里有点堵得慌,不仅仅因为结果的惨烈(同时有两位选手被淘汰),同时也是因为比赛过程中李安在诠释挥泪者形象时的那个片段。 让我感动的,不仅仅是李安本身发自真心的泪流满面,更多的还有来自于蓝队整个团队的凝聚:李安哭不出来时,他的团队成员就在旁边给他唱歌,引导他多想想创业的艰辛,家人因此而受的苦,在这些一点一滴的事情中,可以看出他们的力量全是朝着一个方向使的,一种很温暖的感觉。 曾花,让我们再一次见证了她的实力,其创意简洁,明了,深刻,感觉象是不经意的蜻蜓点水间便轻松赢了这一场。我说过,曾花是一个有机会夺冠的选手,我希望她能赢到最后。 除此之外,这场商业实战中的评委点评也是很深刻的: 1.朱总说,“创业者,要把苦难装在心里,把乐观和自信放在脸上,传达给你的团队”。我想,不管是不是创业者,作为男人而言,这一点都是要努力作到的。 2.史玉柱说,“一个团队愿意一直跟着你干,关键的是,作为领导者,要对团队真诚,是发自内心的真诚。”而这种真诚,我把它理解为多为团队的利益和成长而考虑。 3.史玉柱同时还点破了关于如何作广告,以及作广告时常犯的错误:作广告,不要只想着秀自己,秀自己公司,秀自己的创意,要想着这个广告对用户有用,让用户能从这个广告上能够捕捉到对用户自己有用的信息,否则,这个广告就是没有价值的。 4.在史玉柱看来,贺欣浩是不适宜现在就开始创业的,他觉得贺太年轻,还需要历练。其实,红队在这场战斗中的失败,以及贺本身的失败,在我看来,也都是缺乏历练。所以,贺的离开,也应该是正常之事了。而享利的离开,也是早晚的事,不管他的中文表达的多么好,但他对中国市场和中国文化的认同,理解以及把握,肯定都不及本土的创业者更为到位,他坚持拿大哥大给智买通作广告,在我看来,更深层次上,是一种文化上的认同问题。从某种程度上,享利也算是赢在中国作的一个广告和公关吧,说不定,到了明年,国外选手会更多。 |
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 11:12 AM CDT |
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 10:44 AM CDT I rant about software piracy (and it's equally evil opposite, DRM) a bit. But Bruce Everiss is even more passionate about the subject, having seen a company go from highly successful to failure all attributed to the rise of piracy.
Bruce On Piracy According to him, the fading of non-MMO PC games in favor of consoles can be directly attributed to the ease of piracy in recent years. And his conclusion is even more grim, from my perspective: In the future, all PC games will be MMOs. Although he also note EA's foray into purely ad-based revenue. Me? I personally hate these alternatives. I mean, yeah, I like some MMOs, and I play some Flash games that are subsidized by advertising. But if that's all there's going to be, in the future, I'm gonna hang up my mouse. Which is going to really suck, because a lot of my favorite genres are ones that only work well on the PC. And I still greatly prefer FPS titles on the PC over their console counterparts. Now, I'm the kind of guy who doesn't watch a TV series until it's been out a year so I can watch it on DVD sans commercial interruptions. It saves me 20 minutes per hour-long episode (which is really only 40 minutes), and I'm happy to pay for that privilege of NOT dealing with commercials. I'm also the kind of guy who likes watching old movies and shows (including old black & white films), and enjoys playing older games. I don't want to be stuck playing nothing but the current dreck because the great games of yesteryear are no longer supported by their respective companies and don't have an MMO-style server up and running. There has got to be a better solution than this! (Vaguely) related dreck of my own manufacture: * A Pirate Story * The Real Cost of Piracy * PC Game Publishers: Please Hurt Me Some More! . 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 |
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 10:35 AM CDT 关于奇迹MU耐久系统的分析,包括耐久度降低的条件、耐久度降低对装备效果的影响以及装备耐久度值计算的原理。 武器耐久度降低规则: 每次攻击怪物时,根据怪物的防御力,耐久度减少的程度不一样。 攻击为MISS 时,耐久度不减少。 防具耐久度降低规则: 每次受到怪物攻击时,从6件防具中随机选出一件减少其耐久度。根据怪物的攻击力 耐久度减少程度不一样。成功防御(MISS) 或伤害为 "0" 时,不减少耐久度。 首饰耐久度降低规则: 戒指,项链等物品根据游戏时间的长短减少耐久度(不计算在村庄/安全地区时的时间) 翅膀,变身戒指等物品只要装配在身上就会减少耐久度。 装备等级与耐久度: 提高装备的等级,耐久度也会得到提高,卓越装备的耐久度比一般装备的耐久度高。 耐久度为"0"时,虽然该装备不会消失,但是无法发挥该装备的所有功能(防御力/攻击力 等)。 耐久度可以通过修理恢复: 可以修理装备的NPC:勇者大陆(铁匠汉斯), 冰风谷(武器商人苏菲), 仙踪林(工匠尤达)。 等级80级以后,可以通过道具窗中新增加的修理功能自行修理装备。
天使,恶魔,独角兽,变身戒指等物品无法修理,耐久度为“0”时消失。 耐久度降低会影响装备功能的发挥: 耐久度减少50%以上时,装备的功能会下降一定比例。 戒指,项链类物品不适用功能下降,一旦耐久度为“0”时无法发挥任何作用。修理后可以正常使用。
翅膀的耐久度问题:
等级“0”的翅膀(精灵,天使,恶魔)耐久度为“200”,随着翅膀等级的提高耐久度也会有相应增加。
装备耐久损耗的提醒:
装备合成前后的耐久度问题: 玛雅合成合出的 +10 / +11 等级 装备的耐久度与合成时放上去的+9/+10等级材料的耐久度消耗比例一样 例 : +9传说之杖( 8/80) > +10传说之杖( 8/83) 例 : +9传说之杖(80/80) > +10传说之杖(83/83) (※ 不取小数点) 套装合成时耐久度会有增加: 套装功能 攻击力/防御力(率)增加 耐久度增加 +10 装备 追加 防御力 5% +4 +3 +11 装备 追加 防御力 10% +5 +4 |
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 01:27 AM CDT 文/笑三少
一、关于久游对我进行人身攻击的严正声明 久游真是调皮,堂堂一家“全球音乐舞蹈休闲类网络游戏市场的创造者和领导者”,自称“充分尊重玩家的利益”的先进企业,竟然会把我这样一个自上世纪末就开始玩《Ultima Online》,在《热舞派对》之前一直玩《劲舞团》的老玩家,隐讳的比作鸡巴,说“我叫山鸡,鸡巴的鸡”。——也许,有日资背景的久游对玩家利益的尊重,就是这样的与众不同罢。
我虽然对此并不生气,却仍有一点必须要严正声明:对我进行人身攻击不要紧,“我大飞这么随和,又不会起诉你”。但是,“阿坤”是你叫的么?你丫得叫“坤哥”。
声明到此为止。久游不是特喜欢抄袭我的稿子么?继续抄吧。
二、久游像坤哥吗? 虽然我不知道久游学着《完美、久游、黄蓉》的套路把完美时空比做坤哥,是不是因为它已经做好了与B哥落得同样下场的准备。但是,坤哥作为《古惑仔》系列中我很喜欢的角色,吴镇宇作为我很欣赏的演员。倘使完美时空真能似他那般,剁了久游《劲舞团》“这只手”,灭了久游《风火之旅》等“妻儿”;又或者有人比喻非常恰当的话,我真是求之不得。
但很遗憾,久游的枪稿里虽然罗列了坤哥的三大罪状,又罗嗦了半天完美时空的“劣迹”,却并未说明两者之间有何联系。以至于我通篇读完之后,反倒觉得久游实在比完美时空更像坤哥一些。有兴趣的不妨听我慢慢道来,看是不是这么个人物关系。
正如久游的枪稿所说,在《古惑仔》里,坤哥的罪名主要有三点:“一是(坤哥)在浩南、山鸡去澳门执行黑吃黑任务时通知了对方大佬,浩南一伙没等下手就被砍成一死三伤;”
如你所知,完美时空与久游分别是游戏行业中,3D原创网络游戏和休闲网络游戏的领军企业,也应该携手合作,共同把中国游戏产业做得更强更大。这就好比说,B哥和坤哥两位洪兴的“大佬”,本应当共同进退,一起为洪兴打天下一样。
却不料,一如B哥悉心栽培的浩南、山鸡被坤哥出卖,完美时空精心打造的《热舞派对》,也在公测的当周遭到久游“道具1.8折促销”的暗算。同时,结果正像“浩南一伙”虽然“没等下手就被砍成一死三伤”,但起码浩南还活着一样,《热舞派对》恐怕也还不至于因为久游这点卑劣的小伎俩就会“公测事实失败”。
“二是坤哥给浩南和山鸡老婆灌了几包春药,并给他们拍了一套真枪实弹的三级片,从而逼迫浩南退出了洪兴;”
而久游在《维权声明》中说完美时空的“零点计划”属于“不适当竞争”,并称也在对批评久游的文章取证,“追查幕后是否有人操纵和组织,如果这些文章确实给公司带来损失,公司将考虑提起诉讼。”——久游这种通过“诽谤诬陷”企图逼迫《热舞派对》退出竞争的手腕,与坤哥拿三级片“逼迫浩南退出了洪兴”是何等的相似?
但我得提醒久游一下,完美时空可不像陈浩南那么好搞定。《热舞派对》的“零点计划”是否算“不适当竞争”,恐怕不由久游说了算;而我笑三少今天敢拍着胸脯说,我骂你久游就是因为你丫欠操,老子没拿过完美时空一分钱稿费。你久游敢说没请枪手?《从五谷道场前车之鉴,看完美破坏性创新》等一系列文章敢说不是约稿?
“三是坤哥残忍的杀死了大佬B,并活埋了其妻子儿女,严重的违反了祸不及妻儿的潜规则。”
正如原文所说,为了做好《Audition》的前期宣传,“久游将其定名为:《劲舞团》(原名为:辣舞团),希望借《劲乐团》东风取得良好的前期宣传效果。”这就像坤哥屡次想跟B哥合伙做生意一样,明着是合作,实际上却是要占B哥的便宜、削弱B哥的势力,扩大自己的地盘。
当坤哥的地盘足够大了以后会怎么样呢?“残忍的杀死了B哥,并活埋了其妻子儿女,严重的违反了祸不及妻儿的潜规则。”而久游也差不多,在凭借《劲舞团》为了“中国休闲游戏领军企业”之后,《劲乐团》失去了利用价值,因为其付费比例和ARPU值不高的缘故,硬生生的停止了运营。——而这严重违反了什么呢?我认为,严重违反了久游在《维权声明》中所强调的:“充分尊重玩家的利益”这一基本原则。请问久游,那些深深热爱《劲乐团》、曾经支持过你的玩家,他们难道不是无辜的嘛?
——我想,完美和久游到底谁更像坤哥一点,通过以上分析已经一目了然了。顺便多说一句,坤哥是怎么死的呢?是“被小警察一枪打死”的,而这个“小警察”后来刚好有个很响亮的名号:
湾仔“枪神”。
三、久游像耀扬哥吗? 但是如前所说,坤哥是《古惑仔》系列中我很喜欢的角色,吴镇宇是我很欣赏的演员。所以,把久游比作坤哥虽然更为恰当,我却并不愿意。而如果是让我给久游在《古惑仔》里按一个角色,那么我会选择表演和吴镇宇同样精彩却让我恨得牙根痒痒,先后饰演了东兴耀扬和乌鸦的张耀扬(以下统一称呼为“耀扬哥”,看过《古惑仔》的自行分辨)。
耀扬哥的第一次出场,想必看过得人都还记得:晃动的镜头下,耀扬哥不断的殴打跟随自己出生入死的小弟。于此,我恰巧知道一件真事:我有个哥们曾经在久游负责运营久游网的北京分公司任职,在一次厂商举办的媒体答谢会上,我这哥们为久游那破网站中了价值20万元的广告投放,但久游竟一分钱提成也没给他。久游对待自己员工的态度,简直和耀扬哥对待自己手下如出一辙呀。
耀扬哥曾说:“整个洛克道就只有我这间PUB可以听到莫扎特。”而“《劲舞团》已经与QQ一样形成了垄断性平台,决不是可以通过抄袭产品然后完全免费来策反用户的”,简直就是这句经典台词的“臭长版”。
更进一步讲,耀扬哥是跑到铜锣湾开PUB,抢原本属于陈浩南的地盘;而久游的《劲舞团》牛逼了半天,其实不也是拿韩国的网络游戏来压制中国原创的同类产品嘛?
除此之外,耀扬哥联合笑面虎杀死自己老大骆驼的情节,我想看过的人应该都会记忆犹新。那么不妨对比一下,久游靠着T3的《劲舞团》成为国内休闲游戏的领军企业,却翻过头来搞出一款完全抄袭《劲舞团》的《超级舞者》企图自立门户的行为,与之何其的相似?
我不禁要问,耀扬哥是骆驼一手提拔起来的,纵使骆驼哥言语过激,罪不至死吧?而迄今为止久游在MMORPG和休闲运动游戏等多个领域无一次成功的战绩,如果这也能算作“可以依靠的运营经验”,久游用来摆脱T3、最迫切需要成功的《超级舞者》为什么反而没有成功呢?所以,我恐怕只要不是白痴都看得出来“久游的崛起完全是因为《劲舞团》这款产品”,——而这绝不是任何人“我想”就能改变的事实。那么,就算你久游后来担心《劲舞团》和约到期的问题,就有理由侵权了嘛?
耀扬哥虽然还没到勾二嫂的份上,不过他拍蒋先生女友的裸照,玩陈浩南的马子这两件事,我相信任谁看过以后都不会忘记。同时我也相信,对游戏行业关注时间稍长的人也都会记得,久游曾在运营《猎人MM》这款MMORPG时候,以“玩MM、上MM、与MM一起成长”这样下作的广告词进行宣传,不知久游这不尊重女性的习气是跟耀扬哥学的呢,还是日资企业的特色?
而即使现在,但凡业内人也都知道,《劲舞团》的花名是什么?是《鸡窝团》。《劲舞团》提出的“新时尚娱乐平台”的概念,其实质又是什么?是“中国最大的线上卖淫平台”。就这么个下三烂的玩意,也敢说是“继在线聊天室、BBS、QQ群之后又一个网络交友新平台”,简直和耀扬哥拜关二爷一样让人无语。
所以说,久游何止是像耀扬哥,久游根本他妈的就是耀扬哥!对了耀扬哥,“我跟业内不少一流枪手都认识快十年了,我叫他们跟我玩《热舞派对》他们未必肯。但我让他们跟我一起骂你,你可以问问他们肯不肯喔!”
我再顺便多说一句,耀扬哥又是怎么死的?被他的一丘之貉黎胖子捅死的,而这位黎胖子,也在随后立刻滚蛋了。刚好,久游那位抄袭我文章的作者说,“写这篇文章的时候在下正在久游办理离职手续,相信等这篇文字发表之后,小弟就已经不是久游的人了。”看来,同类人的结局,还真有异曲同工之妙呢。
——对此我想请问,久游“炮轰”完美时空那位水平低劣的副总裁,是不是也考虑一下,通过离职来摆脱“操纵和组织”枪稿的嫌疑啊?
四、其实,久游还是像黄蓉 那么,久游究竟是像坤哥多一些呢?还是像耀扬哥多一些呢?其实在我的内心深处,依旧认为久游像更年期的黄蓉多一些。说久游像坤哥也好,像耀扬哥也罢,终归是不过是陪久游玩玩罢了。
而我之所以还是认为久游更像黄蓉,是因为众所周知的,女性在更年期一般会出现脾气烦躁、爱挑毛病、容易生气、疑心重等特征。——而这些特征,久游可是一样不落:刚听说《热舞派对》宣布“零点计划”立刻就烦躁起来,跳出特别生气的副总裁丢人现眼,乱挑毛病说完美时空的“零消费无点卡”会破坏行业规则,还疑心批评久游的文章“幕后是否有人操纵和组织”。
此外,在写完《完美、久游、黄蓉》之后,我本就觉得久游所发的每一篇枪稿,都像是黄蓉在霍都的玩弄下,“口中发出声声无意识的呻吟”。而现在久游自己也觉得“2008年后的完美时空就称得上是无耻的强奸了”,更证明这比喻还算恰当。
说到这里就不得不提,在《凌辱黄蓉》中黄蓉被强奸时,霍都是把她“双手双脚拉开绑在几棵树上,再解开黄蓉周身大穴,只留下颚一个穴道不解。”然后说道,“解开你全身穴道,是因为我不喜欢我的女人一动不动像尸体一样。但我又怕郭夫人你这贞节烈女会咬舌自尽,所以留一个穴道没解,让你下颚无力。”
“不过,虽说不能言语不能自尽,你的哑穴我可没点。所以黄帮主你到时快活了,想嗯啊几声倒还是行的。”
——《热舞派对》与《劲舞团》之争,我估计还得有个一年半载才能见分晓。既然没点久游的哑穴,那就让它且歌且舞,且行且呻吟吧。 (完) |
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 08:58 AM CDT
Malone was conducting research into games as tools for learning – now a very popular topic, but at the time, videogames were far from spectacularly impressive. To put this in context, the most advanced coin-op videogames at this time were Asteroids (Atari) and Pac-man (Namco/Midway). Nonetheless, Malone’s papers make for fascinating reading, and contain numerous ideas still pertinent to the games industry. In fact, what is most disturbing to me is that Malone’s papers aren’t cited more often, or indeed, required reading for game designers. The papers are packed full of little observations which remain as poignant today as ever. For instance, in the 1980 paper Malone notes in the context of the way the game communicates success and failure to the player: ...performance feedback should be presented in a way that minimized the possibility of self-esteem damage. This is a lesson that a staggering number of videogames have never learned! Most players are easily discouraged, and yet a macho, conqueror-style ethos is still quite prevalent, with failure being met with abuse and ridicule (even in an otherwise charming game such as Katamari Damacy – although at least in this case a touch of humour offsets the problem). The most salient line in the 1980 paper states succinctly what should have been the mantra for the videogames industry for the past twenty five years: If computer game designers can create many different kinds of fantasies for different kinds of people, their games are likely to have much broader appeal. The same idea is re-iterated in the later paper: ...fantasies can be very important in creating intrinsically motivating environments but that, unless the fantasies are carefully chosen to appeal to the target audience, they may actually make the environment less interesting rather than more. This is a claim I have been making with ever-increasing force in recent years, and it stuns me to read that someone else could make this observation back when the industry was in its infancy. How does Malone reach his conclusion? By analysing the components of a videogame and the response that players have to the game with different elements removed. He finds that the inherent fantasy of the game (the setting, or the focus of the mimicry) is the single largest factor in player’s enjoying a game – a fact that remains as valid today as it was in 1980. The discussion of curiosity is mainly in the 1980 paper (although it is summarised in the later piece), and is presented in a pre-existing psychological framework: Curiosity is the motivation to learn, independent of any goal-seeking or fantasy-fulfilment. Computer games can evoke a learner’s curiosity by providing environments that have an optimal level of informational complexity (Berlyne, 1965; Piaget, 1952). In other words, the environments should be neither too complicated nor too simple with respect to the learner’s existing knowledge. They should be novel and surprising, but not completely incomprehensible. This observation ties up with recent research into a neurobiological mechanism for interest (or curiosity) by Biederman and Vessel, but we will review this work at another time when we begin to dig into the biology of play more explicitly. Malone divides curiosity into two variants: sensory curiosity, which is about maintaining interest in the senses (and matches up with Biederman and Vessel), and cognitive curiosity, which is more about the semantic content of information. For example, one picks up a National Geographic because the photo on the cover is intriguing – this is sensory curiosity. One picks up a newspaper because of a surprising headline – this is cognitive curiosity. The idea of sensory curiosity is not enormously explored beyond the basic statement, although there is some discussion about the work of Jerry Mander’s 1978 work on television and TV commercials in particular. The discussion here focuses on “technical events” – that is, camera cuts, zooms and other changes which apparently serve to keep the viewer’s interest solely on the level of sensory interest. I believe there is considerable more work to be conducted in exploring sensory curiosity in videogames. On the subject of cognitive curiosity, Malone makes an interesting (although intuited and therefore essentially unsupported) claim: ...people are motivated to bring to all their cognitive structures three of the characteristics of well-formed scientific theories: completeness, consistency and parsimony. According to this theory, the way to engage learners’ curiosity is to present just enough information to make their existing knowledge seem incomplete, inconsistent, or unparsimonious. This idea strikes me as worthy of further investigation, and even suggests something concerning the nature of science itself. Since until recent centuries “science” meant “domain of knowledge”, perhaps the element that has allowed what we now term “science” (i.e. empirical research) to gain so much ground is that its mechanisms produce statements that are cognitively pleasing. The alternative interpretation – that we aim for cognitively balanced statements because of the influence of science – seems somehow less plausible, but there is room for inquiry in either case. There is much to explore in the context of videogames in terms of these three conditions: each suggests a way to sustain the interest of players. By comparison, Lazzaro’s work highlights three aspects of curiosity that can be leveraged: ambiguity, incompleteness and detail. ‘Ambiguity’ seems to match Malone’s ‘inconsistency’ to some extent, ‘incompleteness’ matches ‘incompleteness’ perfectly, while Lazzaro’s ‘detail’ seems to match Malone’s sensory curiosity. Only Malone’s ‘unparsimonious’ (that is to say, ideas that violate the principle of Occam’s razor that knowledge should be succinct) seems unmatched in this comparison. I’m uncertain to what extent players are interested in parsimonious game rules, or to be more precise, while I’m certain some players are interested in developing parsimonious knowledge, it’s unclear how one leverages the absence of parsimony to provoke curiosity. One aspect of how Malone suggests making use of player curiosity is particularly intriguing. In the 1981 paper, he includes the following bullet point under the subheading of curiosity: Does the interface use randomness in a way that adds variety without making tools unreliable? This matches up to our exploration of the use of luck in videogames – the landscape function that I have suggested is one of the modern expressions of Caillois’ alea (games of chance and fate) in videogames. Malone is suggesting that randomness is useful in games because it can provoke curiosity – and on examination, it seems he is on to something here. It is undeniable that the benefit of randomly generating content in a videogame is that the chance-fuelled combinations will produce something intriguing, memorable or simply bizarre. Malone even lists randomness as one of four factors most strongly correlated with a game’s popularity (the other three being explicit goals, score-keeping, and audio effects – but since he was working in 1980 it is important to remember just how crude the games used in his studies would have been). The idea that an uncertain outcome can fuel a player’s interest is one of the most fascinating elements of the Malone papers, and suggests a link between chance and curiosity in videogames. Malone notes: Randomness and humor, if used carefully, can also help make an environment optimally complex. And also: ...if randomness is used in a way that makes tools unreliable it will almost certainly be frustrating rather than enjoyable. Malone’s observations that uncertain outcomes are inherently part of the draw of videogames warrant further investigation. It seems to me that there are games where the outcome is not really uncertain – in most RPGs, you know you’re going to level up, you just don’t know how, for instance – but even in these cases there is always a level of uncertainty at work. Consider how a player who has mastered a particular game produces a new uncertainty by adding a higher level goal (in speed runs, for instance) – thus restoring uncertainty to the situation. Perhaps in uncertainty we have a definitive link between chance and curiosity, something which will expand the emotions associated with chance in games (namely the excitement of an unknown outcome, the fiero of winning against the odds, and the sadness of failure) and potentially suggest to us a whole new avenue of exploration in videogame design. Although the games which were the subjects of Malone’s papers have aged terribly in the intervening decades, Malone’s work has not. I heartily recommend both these papers as a fascinating and oddly fresh perspective on the play of videogames. The opening image is a Jon Bertelli print entitled Curiosity, which is available for purchase here. As ever, no copyright infringement is intended and I will take the image down if asked. The papers referred to in this post are as follows: Malone, Thomas W., “What makes things fun to learn? Heuristics for designing instructional computer games”, ACM, 1980. Malone, Thomas W., “Heuristics for designing enjoyable user interfaces: Lessons from computer games”, ACM, 1981. |
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 08:54 AM CDT 村东头有王李二家,邻墙隔壁。王家是小户,世代务农,家里穷,到了王老汉这一代,一口气生了三个儿子王福,王贵和王不信,养不活,把王贵和王不信都过继给了李家。李家是大户,有后辈在外经商,家境殷实,对两个过继来的儿子也还不错。两家既然有了这层关系,也就常常并作一家亲。虽然王家常常欺负李家,但有时候年夜饭什么的也都在一起吃,不过因为李家势大,总是在李家几个儿子家里吃,也在李(王)贵,李(王)不信家各吃过一次。每回王福全家去呢,那边到也十分客气,看得就像一家人。话说到了戊子年腊月,王福因为宰了几头肉猪,年底口袋里颇有些闲钱,就跟李家当家的打了招呼,请他们家今年在王福家过年。李家倒也客气了一番,不过最后总算没推。王福为了准备迎接李家上下老小来吃这一顿晚饭,雇了好些返村的民工把家里新盖的三件大瓦房铺设了一番,喜气冲天。不过,让王福纳闷的是,自从李家家长答应今年来吃年夜饭之后,每回在村子里遇到李家的后生,都要遭白眼,还隐约听到一些阴阳怪气地话。王福就搞不懂了,杀猪的时候请这些后生来捡后腿肉回家尝鲜,他们还各个叫福叔福叔那么亲热,临到头请他们吃年夜饭,却各个这幅瘟相。最可恨的是李罗锅子,每次看到王福,都跟他嘀咕,要他赶紧把家里的老丫头(王福女人的侄外甥女,小名琪昂,常年住在王家,早就当亲女儿养了)嫁了,否则怕嫁不出去,王福每回都把李罗锅子骂回去,说老丫头嫁不出去也轮不到你罗锅子来瞎操心。没想到李罗锅子还记仇,自从被王福骂了,他就到处造谣生非,说什么琪昂是灾星,不嫁出去,王家就有晦气,去他家吃年夜饭非倒霉不可。整的一帮李家后生看到琪昂就鬼叫。眼看年三十就到了,王福也没啥办法,也只能发动几个不争气的儿子去李家打麦场上撒撒野,到时候该叫谁来吃饭,还是得叫,毕竟是李家当家的给他面子,那三件大瓦房全村人都看在眼里,再怎么着也不能丢这面子。
![]() ![]() |
|||||||||||||||||||||||||||||||||||||||||||||||||
Dungeons & Dragons: The Pen and Paper Video Game Posted: 23 Apr 2008 11:00 AM CDT |
|||||||||||||||||||||||||||||||||||||||||||||||||
Results from James Portnow's Game Design Challenge: MMO Class Posted: 23 Apr 2008 03:00 AM CDT |
|||||||||||||||||||||||||||||||||||||||||||||||||
James Portnow's Game Design Challenge Posted: 23 Apr 2008 02:00 AM CDT
|
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 03:38 AM CDT |
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 03:41 AM CDT 昨晚跟同事下副本,我一个45级的小牧师跟着50级的牛头战士身后,5个人下神庙。最后开了石碑,杀了水池里的洛诺克,便不知接下来该杀什么了。于是耗了2个小时后退出了副本。 进一步感觉到暴雪是把魔兽世界当作单机+联网功能来做的,据说资料片里外域中副本利用率很高,想必也是因为发现之前的做法太耗资源了吧,性价比不高。 一直在想网游和单机有什么区别,能用一句话概括出来,标题就是我的概括。“网游做平台,单机做关卡”,或者说“网游靠平台取胜,单机靠关卡取胜”,或者说“网游注重的是规则,单机注重的是关卡设计”,反正都是那么个意思。但如果有人要说“网游最重要的是人气”,那我就囧了,这话就像“工作是为了赚钱”一样,是无用的真理,不在本文主要内容之内。 前几天才把NDSL上的《塞尔达传说——幻影沙漏》打通关,里面的规则很简单,而且有详细的引导,引人入胜的是一步一步的迷宫关卡设计。而网游中,做得好的都是做社区,社区就是平台,平台就是由一系列规则构成的。规则需要简单,符合人们正常自然思维,才容易理解和接受。所以,我认为如果网游中,为了去设计一些收费点,把比如装备制造规则搞得很复杂,并不是好事。网游中关卡设计就相对弱了很多,也可能因为国内做单机的经验和技能跟国外相差太远,更多的人是直接一开始就做网游,不懂如何做关卡,如何做引导。幸好,关卡对网游不是太重要(不是说不重要)。网游主要就是系统+玩法,系统可以看作规则、平台,玩法可以看作关卡。网游世界就是一个小社会,社会由人组成的,人一多就形成社会,形成圈子,就会出现利益,也就有利益争夺和追逐。所以网游中对利益的角逐是远大于单机的,更重要的是,单机里给玩家的利益,也都是在关卡设计中,是预定的,有节奏的。关卡最重要的应该在引导新人的阶段,比如0~30级,让新人熟悉游戏规则,也就是熟悉系统,然后就可以放手了。 不过,做规则,做系统却也不是件易事。算了,不说了,不足与外人道也。 |
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 10:48 AM CDT 周口网通骨干网 网通机房,企业专用机房
详情联系QQ:3452848 100M独享带宽(送1U 托管) 价格最至 15000元 1U 单托管 2800元。年 100M共享带宽 10M独 2000元/年 |
|||||||||||||||||||||||||||||||||||||||||||||||||
59互联专业服务器租用+托管+私服一条龙 QQ:3452848 Posted: 23 Apr 2008 10:39 AM CDT |
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 10:33 AM CDT 做私服 找专业服务器租用+托管+网络游戏服务【金牌品质●钻石信誉★五
星服务】详情咨询QQ:3452848 如果您的网站日IP在2000以上,您是游戏类的网站.我们给您 提供 空间换 广 告位活动,只要您符合要求,不论大小,我们给您提供免费的空间. 还不赶快行 |
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 10:30 AM CDT 她说很喜欢我沉静的样子,很酷。然而我却觉得那是发傻的表现。而 我很喜欢她生气的样子,很可爱。而每次这样说,她都会毫不客气地 给我一巴掌,然后气鼓鼓
地看着我……然而我却很担心,不知道这样的日子还有多久……因为 ,我这样的人是不配有家的……所以我一直没有打算买房。甚至连和 她去找牧师瓦修的打算都 |
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 10:28 AM CDT 如何测试机房的速度和带宽?
目前国内IDC市场发展迅速,各类虚拟IDC运营商也象雨后春笋 般冒了出来,不管大的小的IDC都吹嘘自己的带宽怎么怎么好,速 度如何如何的快,其实其 中有很多的误区。 QQ:3452848 那么如何测试机房的速度和带宽? 这个问题在选择服务商时相信很多人都会遇到,根据自己的体会总结 如下希望对大家有所帮助! |
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 10:20 AM CDT 专业奇迹一条龙,想开个奇迹的私服的来.QQ3452848
奇迹销售站:[link] |
|||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 10:15 AM CDT 世纪创联魔兽一条龙方案,想做魔兽的来~
首先,感谢您对我们的公司的支持, 我们公司的最终目标是能让消费者最大化的获取利益, 为了谋求长期的合作关系,为了让您的私服圆满的 开设成功,特 |
You are subscribed to email updates from "game" via 柠檬杀手 in Google Reader
To stop receiving these emails, you may unsubscribe now. | Email Delivery powered by FeedBurner |
If you prefer to unsubscribe via postal mail, write to: "game" via 柠檬杀手 in Google Reader, c/o FeedBurner, 20 W Kinzie, 9th Floor, Chicago IL USA 60610 |
Posted: 24 Apr 2008 11:12 AM CDT Last night I attended a talk by Mike Ramsdell, author of "A Train to Potevka," and former U.S. intelligence operative stationed in Russia during the height of the cold war. My wife has been reading his book and telling me about it. His talk last night focused less on his experiences as an intelligence agent and more on the experiences leading up to it, and his experiences following the publication of the book. And, considering the venue, it was also a discussion of faith. He admitted that he decided to get into the intel business after seeing the James Bond movie, "From Russia With Love." He thought it sounded awfully exciting, especially for a small-town farm boy from Bear River, Utah. But he notes in the book, "In reality, intelligence work is extremely serious, tedious, and unglamorous; done by balding, pudgy, middle-aged men - and there are seldom any buxom women." A couple of thoughts I had that might be applicable here: First of all, his book was a big success, now in its eighth printing, and is now in the process of being made into a movie. As far as he's concerned, he's living the dream. But he quit working on the book for four months after being convinced by his brothers that nobody would be interested in reading his story. They convinced him it was a waste of time, and that he'd only embarrass himself. Fortunately, his wife forced him to get cracking on it some more, and get it done. His first printing was from a fly-by-night printer in Tennessee who was willing to print 100 copies for $1000. He figured they had 50 relatives and 50 friends they could send the book to as Christmas and birthday presents, so they finished it and got it done. And the change it brought about in his life is nothing less than phenomenal. So maybe this is a lesson for frustrated indie game developers out there. No, the movie isn't being made by a major motion picture studio, and no, I don't think he's gotten rich off his book. But that wasn't the point. The guy was just thrilled at how his life turned out. He said if you'd shown him a crystal ball in his youth - as a Utah farm-boy - which showed how his life would turn out: from being a secret agent in Russia to a book author to scouting out locations in Eastern Europe with movie producers for film based on his life - he'd have bet anything against it. Another point I considered, as the RPG fan: Why don't we have any "secret agent" computer RPGs? Not realistic ones, though there are some fun elements to be drawn from that, too. But we've got plenty of ripe territory for drama, action, and excitement in the post-cold-war era. For example, Alias is a hit show, in spite of its volatile quality, and even mixes some fantasy and science fiction elements with modern-era action and intrigue. The Bourne movie series have been big hits, and the most recent James Bond movie (Casino Royale) cleverly rebooted the entire series and ditched the lamer elements of the formula - to great success. And in these shows, there is plenty of action and ... yes... combat! Apparently fighting terrorist cells and evil overlords-to-be allows agents the luxury to rack up a body count unthinkable in any other "modern era" genre outside of a straight-up war story. Which would allow less imaginative game designers plenty of combat to make players happy. And it's been addressed in pen & paper RPGs, from the elderly "Top Secret" RPG from TSR back in the glory days to the more recent Spycraft RPG. Could this hit a nerve and be successful? Vaguely related thinking too hard: * Innovation in RPGs? * RPG Design Seed Challenge * The 16 Essential RPGs . |
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 |
Posted: 24 Apr 2008 10:46 AM CDT 看的吾輩斯巴達了!!!
不説了,大家悄悄進來看就是了! 妖孽娃娃(不是那個PVC),70人命幣:http://auction1.taobao.com/auction/item_detail-0db1-3db22de0e9de54af2d7aaf7265ece0b8.jhtml 兄貴娃娃,70人命幣:http://auction1.taobao.com/auction/item_detail-0db1-858acba9b214f82449f94dcccebca822.jhtml 要注意這些是尾貨,多多少少都有毛病,一半是開線開膠或者掉小物件。買前一定要!一定要!咨詢好了,盡可能要照片,這些對日加工的尾貨性價比還是很高的〜畢竟泊原版太貴了。吾輩的那個茄子只有一點點開膠而已。 |
Posted: 24 Apr 2008 08:41 AM CDT http://www.nintendo.co.jp/ir/pdf/2008/080424.pdf
销售额:1兆6724亿日元(去年同期:
9665亿日元)
相关链接: |
American Idol is weird this year Posted: 24 Apr 2008 09:50 AM CDT Yes, of course I watch it. Idol has always rewarded performers who built an emotional connection over good singers; that’s why people like Syesha Mercado are doomed to exit earlier than they should. But this year is downright strange, with not one but two folkies among the finalists. I don’t think that Brooke White or Jason Castro will win (one of the Davids will) but the fact that they are doing so well is interesting in what is says about pop culture. Along with the rise of new female singer-songwriters, this makes me wonder if we’re due for another shift away from glossy pop. Another ‘Idol’ finalist booted from competition - CNN.com As music goes, so goes quite a lot of pop culture. Movies also seem to be caught in the grip of an intent towards honest emotion lately, even in raunch comedies. Wonder what that means for games. |
Posted: 24 Apr 2008 09:01 AM CDT |
The Top 20 Underutilized Licenses Posted: 24 Apr 2008 11:00 AM CDT |
Posted: 24 Apr 2008 07:39 AM CDT |
Posted: 24 Apr 2008 07:20 AM CDT 日本4月14日-4月20日游戏销量(mc统计):
1 Wii 马里奥赛车Wii 任天堂 08/4/10 - 202,000
(795,000)
榜评:
1、本周top30只有4个新游戏上榜:一个勉强排在第三位,一个是square-enix出的nds“非游戏软件”,另外两个是nds“逆转裁判”系列推出的新廉价版(定价2100日元),其他都是老游戏的天下。
2、单从top10看来,老游戏的销量比起上周大都有所下滑( http://blog.sina.com.cn/s/blog_4938f71b01008zio.html ),冷清的一周。
3、《马里奥赛车Wii》的第二周销量是首周的三分之一。遥想2005年12月8日发售的《马里奥赛车DS》,首周21.9万,第二周14.6万,第三周居然反弹到了30.3万(因为到了圣诞周)。相比之下,《马里奥赛车Wii》首周销量冲得太高,又没有圣诞节之类的旺季来支撑,所以未来的周销量逐波下滑也是可以预见的。
4、psp《怪物猎人P2G》本周销量依然保持在10万以上,而capcom官方也宣布本游戏在日本出货突破了200万份( http://blog.sina.com.cn/s/blog_4938f71b0100922u.html ),看样子热潮还在保持着。
5、从第三位(一个挖化石的nds游戏)开始,周销量就都在5万以下了,乏善可陈。
6、从上周top30掉下去的游戏有:
7、下周关注:ps3《战场的女战神》( http://blog.sina.com.cn/s/blog_4938f71b01000e1m.html )、nds《召唤之夜》( http://blog.sina.com.cn/s/blog_4938f71b01008rgh.html )、nds《太鼓达人DS:七岛大冒险》( http://blog.sina.com.cn/s/blog_4938f71b01008xdk.html )。
|
Posted: 24 Apr 2008 07:00 AM CDT 今天capcom宣布:3月27日在日本发售的psp《怪物猎人P2G》出货已经突破了200份,这也是psp上首个出货突破200万的日版游戏。
之前《怪物猎人P2G》出货突破100万的时候capcom就宣布了一次,而到了出货150万的时候又宣布了一次,这次出货200万再来一次,看样子下次宣布的时候就是250万了……
capcom官方“怪物猎人P”系列出货数(截至2008年4月24日):
|
Posted: 24 Apr 2008 07:13 AM CDT In lieu of Mr. Gary Gygax’s passing, Gamasutra has an pretty interesting introspective on how D&D has influenced, perhaps even birthed, the modern video game, especially in consideration to the RPG and Simulation genres. It’s quite insightful and well worth reading. Registration MAY be required, but probably not. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Moorcock's Metaphysics (3): The Eternal Champion Posted: 24 Apr 2008 06:47 AM CDT May contain spoilers.
The ultimate archetype of the Eternal Champion is Erekosë, who first appears in the 1970 novel The Eternal Champion. Unlike other incarnations of the Eternal Champion, Erekosë remembers being reborn time and time again to strive and die in eternal conflict, and thus is the most tortured of the various incarnations Moorcock has written about. In the first Erekosë book, the hero is summoned by humanity to fight against the inhuman Eldren, but when incarnated he has distinct memories of being John Daker, an ordinary twentieth century man, and other fragmentary memories of other lives. He begins to doubt his human allies when he sees their brutality in war, and eventually switches sides and exterminates humanity to save the Eldren. (There is a sense in which Erekosë’s suffering originates in this savage betrayal of humanity). Tortured by dreams of other struggles he has fought in other worlds, we also see in Erekosë a wider theme – that humanity is doomed to eternal struggle. Although Moorcock did not expressly follow the template of the heroic monomyth described by Joseph Campbell, by reading a voluminous quantity of novels he seems to have gradually absorbed the essential elements of this mythological quest structure and incorporated it into his own work (perhaps most explicitly with the second Corum trilogy, which draws heavily from Celtic mythology). Just as Campbell’s “Hero with a Thousand Faces” will experience a different fate depending upon his or her actions at each stage of the heroic quest, so Moorcock’s Eternal Champion can be doomed to suffer eternally (Erekosë), tortured for their betrayals (Elric), find a brief respite from struggle (Corum) or find peace (Hawkmoon) according to the moral calibre of their actions. Along with the Eternal Champion – the hero or heroine at the centre of the struggles – there is also usually an Eternal Companion and an Eternal Consort. The Eternal Companion acts as a sidekick, a down-to-earth perspective to balance the often melancholy temper of the Champion, and also as comic relief. The fate of the Companion depends substantially upon the fate of the Champion: when the Eternal Champion is doomed, the Companion is usually also ill-fated. Similarly, the Eternal Consort is the woman (or man) the Eternal Champion is destined to fall in love with. The Consort is usually a capable leader – Ermizhad (Erekosë’s lover) leads the Eldren, Corum’s first love Rhalina is the margravine of an island castle, while Hawkmoon’s wife Yisselda fights along side him. Sometimes, the bad judgement of the Champion causes the death of the Consort, as with Elric’s cousin and lover Cymoril, who dies at his own hand in a tragic accident. Another symbol intimately tied to the Eternal Champion mythos is the Black Sword, within which a dark and malevolent entity resides. The most famous incarnation of this is Elric’s howling runesword Stormbringer, which steals the souls of those it slays, giving Elric strength in the process. The Black Sword stands in part for the price of power – the wielder becomes a near unstoppable force by employing its dark strength, but loses their moral perspective, and gambles with the lives of those they love. Elric, who as an albino is naturally weak and requires magical herbs just to remain alive, depends upon the strength Stormbringer provides him, but the blade betrays him over and over again, bringing him nothing but misery – slaying first his lover, later his best friend, and ultimately Elric himself. The Black Sword is a powerful metaphorical warning, akin to Baron Acton’s adage “power corrupts and absolute power corrupts absolutely”. Some of the incarnations of the Eternal Champion fight on the side of Law, but end up defeating it (Corum), some fight on the side of Chaos but ultimately strive to defeat it (Elric) while some fight against Law or Chaos without expressly supporting the alternative. Hawkmoon, for instance, opposes the Empire of Granbretan – an allegory of early British imperialism – which represents the domination of Law, but never fights expressly for the forces of Chaos since these are not directly represented in his post-apocalyptic world. To some extent, the Eternal Champion can be seen as fighting for the Cosmic Balance – striving against whichever side has the upper hand in order to restore equilibrium, although they rarely if ever are aware of this fate. However, there is a certain sense in which the ultimate fate of the Eternal Champion might be to overthrow the very need to struggle – that is, to destroy the Cosmic Balance – a theme which becomes explicit in Moorcock’s first attempt to close the Eternal Champion mythos, The Quest for Tanelorn (first published in 1975). In this story, the Black Sword and the Cosmic Balance are explicitly presented as conflicting yet interdependent forces, with the dark entity inside the sword desiring the destruction of the Balance which holds it back from absolute dominion. The Black Sword here stands for conflict and war in a wider political sense, and is represented as a threat to the whole of humanity. The different paths of the Eternal Champion’s incarnations holds a key to understanding why Moorcock has said he believes in “tangible good and evil”, yet good and evil are never explicitly represented. There is an existential philosophy at work in Moorcock’s writings that originates in French influences such as Camus and Satre, whom Mike read in the fifties. From this background comes recognition that there may be good or evil actions, but not good or evil causes – one cannot choose to “side with the good”, as such, for “good” is a metaphor and not a faction; one can only choose those actions that are just and fair in the circumstances that one faces. This can be seen in the betrayal tableau that recurs with the doomed manifestations, who suffer in some respects out of an inability to find a way to bring the good out of the tragic (‘good’ here representing something like the well being of the many, and ‘evil’ representing acts of selfish cruelty or greed). The closer to a benevolent course of action the hero is able to achieve, the more felicitous the Champion’s eventual fate. And yet, death is not the end for the Eternal Champion – especially for doomed-to-remember Erekosë. This circumstance arises from the backdrop against which the Eternal Champion stories are set being not a single world, but a vast and complex multiverse, many different planes and dimensions between which the Champion sometimes crosses to pursue her (or his) quest. Within this idea lies a further subtlety in the metaphysical themes of Moorcock’s work. The opening image is the cover from the 1985 Granada/Panther Books edition of Stormbringer, by the artist Michael Whelan. As ever, no copyright infringement is intended and I will take the image down if asked. Next week: The Multiverse |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sega和Obsidian开发《阿尔法协议(Alpha Protocol)》新截图04.24 Posted: 24 Apr 2008 01:03 AM CDT 独立游戏工作室OBSIDIAN和SEGA公司公布了一款新的开发中的RPG游戏名为阿尔法协议(Alpha Protocol)。本作由制作过无冬城之夜2,旧共和国骑士2的OBSIDIAN开发,SEGA发行,将于2009年初登陆PC/PS3/XBOX360.与大部分rpg游戏以奇幻或者科幻为题材不同,Alpha ...
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 24 Apr 2008 05:36 AM CDT 圓通GJ!難得按時送到……來,飄揚一個。接下來要做什么還用重復么……不過那本再○集實在是太厚了囧,要如何掃啊啊啊!差不多2CM厚囧,還不留白邊……orz 獸化○○完成,那○的地址在老地方〜新開的后庭也有更新地址XD。不曉得如何下載的親,請百度里找吾輩ID:33paradox 被老母襲胸了囧rz,很○很暴力……理由是“乃沒男碰友”…………繼毛毛和村村之后,吾輩的老母也?化了。人參啊……RP…… |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 24 Apr 2008 03:00 AM CDT
从业于网络游戏后,我开始接触韩国人。按照时间来算,已经快十年了。我认识的韩国人90%都是“游戏圈里人”。真不知道他们是否能代表所有的韩国人?
1酒腻 说道酒文化,本来原自中国。我理解韩国的酒不过是酒精兑矿泉水。还美名曰:百岁酒。那应该是广告的意思:喝了咱地酒呀……能活99…… 很可能是这几年韩国人压力大,经常下班后烂醉一场。开发一部的韩国领导迟到理由是:昨天喝多了。 一次韩国领导到我家喝酒,喝到晚上十点。领导说:“老金,很感谢你招待。”我以为结束了,结果继续喝。 到了半夜12点,领导说:“老金,今天很高兴,我们一起努力吧!”我以为差不多了,结果继续喝。 到了后半夜2点,领导起身说:“为今天我们干杯!然后起身。”我以为有盼了,结果他老人家去了趟厕所后继续坐下来…… 2仗义 或许是相同的儒家文化背景,韩国人很“讲礼”。见面都要“哈塞噢”热情地握手,拉你进饭店吃饭,并且一定会拉你喝酒。抱着你喊:哥哥……我们合作吧!一起努力吧!那场景感动得要死!我在韩国的时候经常收到这样的邀请,没饭辙的时候给他们去个电话。立刻车接车送。 我不善酒力,多数他们先把自己潦倒。在我担心如何付帐时,服务生会解释说:这里是会员酒店。人家早刷过卡了。 除了喝酒,只要让韩国人认为你是他哥们,得到他们的认可,绝对会以哥们样对待。 曰:兄弟如手足。 3聪明 其实韩国人一点不傻,假如您是在韩国工地背砖头的中国人,他们绝对不会请你。以孟母家训:择邻处……为交友方针。韩国人对中国儒家哲学为崇拜,不过也有过份地粉丝者称:儒家文化是韩国人的文化,孔子就是韩国人。甚至一股脑地将中国文化也划归在韩国影响下。晕死! 韩国人在经济发展上的确很聪明,他们的确能在那个幅不原,辽不阔的半岛上。即保留了大韩传统文化,又创造了头脑财富。大家最熟悉的软件业中——游戏;轻工业中——服装、家电…… 韩国汽车是个例外,韩国人都开自己的车不买进口货,主要是因为买不起,政府为保证民族工业对进口货征收高税,所以,对很多韩国人来说能开日本车是非常值得炫耀的事情。 4反华 我经常在酒桌上‘不是时机’地反驳‘聪明误’地韩国人,曰:我爷爷当年也去过汉城! 他们惊讶道:是吗?什么时候?我犯坏地回答:1952年,是扛着枪,进的城…… 对于这段历史韩国人一直认为是我们侵略。想法是人家的,我们又奈何? 但韩国人一方面害怕中国人,一方面又看不起中国人。多数年轻韩国人对日本的善意远高于中国。在韩国许多影视中歪曲中国、贬低中国人。将中国人描写成愚蠢,贪婪和无信《商道》,需要大嘴巴抽《野蛮师姐》,且暗示性质地说:满洲是韩国的领土《迷失的记忆2009》…… 韩国政府只进口中国廉价劣质的农产品,从而导致社会误解并歧视中国农产品。以拉开中韩之间的距离。 5机贼 我遇见过许多耍小聪明的韩国人。有一次在东京,一个韩国人让我去把吧台上免费咖啡(试喝听装的)塞进他包里。还忽悠我:回头给我买礼物。 去你M的!我装没听懂,拿着丫的包到吧台把餐巾纸塞了一堆。服务生奇怪地看着我。我用英文说:偷累偷(Toilet),我韩国的朋友要拉屎…… 6尊敬 在许多工作场合下,韩国接人待物的礼仪的确值得我们学习。其实我很喜欢他们的大男子主义。现在的中国男人啊……怂! 韩国人很武断,有时候一跟筋儿尤其是在对待中国市场方面。对中国合作者抱着怀疑、防备的态度,因此在中国的韩企(主要指游戏开发运营企业)成功的少,失败的多。最主要失败因素是:不了解在中国开设企业的管理方式,也不愿意去了解。 许多国内人士提及韩国企业都头痛,最常见的评价是:韩国人喜欢吹牛。 生意场的韩国人看似尊敬中国人,那仅是表面。在上世纪末我们的经济确实不如韩国,但今非夕比。大批韩商之所以来到中国就是因为看到中国的市场和机遇。真正的尊敬是在我们强大起来后从心底发出的。 6刻苦 此文绝非要贬低韩国人,在公司里许多韩国同事的敬业精神非常值得我尊敬。与今天的中国青年人相比,他们更能吃苦。寻其原因,除了半岛国生存环境压力以外,国民基础修养教育也起根本作用。我们的老辈也讲过:吃得苦中苦方为人上人。如今,生存环境似乎已经改善的80、90后一代是否还意识到——“革命尚未成功,诸君还需努力”?
声明:我身边的韩国人都是好人呀!呵呵…… 30年前,韩国被我们叫做“南朝鲜”; 20年前,韩国成为亚洲“四小龙之一”; 10年前,韩国的网络游戏蓬勃发展(有称银色工程),我们望之兴叹。并在之后的十年中在中国市场掏得大量黄金。 如今,韩国影视业正悄悄地以后期特效合作模式卷土重来。 晕!刚看见,我的BLOG上怎么有韩国三星广告! 厉害! |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 24 Apr 2008 04:42 AM CDT 大家好,很高兴你打开这个链接。接下来你将看到的是,我们原画制作的武器和防具。 上图左边的是绯炎盾、中间的是玄武双刀、王者单手剑。 上图左边的是男性的文艺复兴装备,右边的是女性的文艺复兴装备。 好了,今天就到这里,期望能听到你的声音。不管是鸡蛋番茄还是鲜花,都好…… |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 24 Apr 2008 06:52 PM CDT 珠海公司\金山训练营 范粤 由金山软件公司赞助的首届ACM大学生程序设计竞赛珠海区域赛暨金山杯大学生程序设计挑战赛4月20日在北京师范大学珠海分校落下帷幕。本次比赛由珠海市计算机学会主办,北京师范大学珠海分校承办,清华大学老师命题。参赛的有13所院校,合计45支队伍和1支金山公司特邀队,共138名选手,27位教练。 ACM大赛是一项旨在展示大学生创新能力、团队精神和在压力下编写程序、分析和解决问题能力的年度竞赛。经过近30多年的发展,ACM大学生程序设计竞赛已经发展成为最具影响力的大学生计算机竞赛。本次珠海区域赛在北京师范大学珠海分校图书馆电子阅览室进行。
19日中午,各参赛队冒着风雨赶到金山公司报到,在进行了短暂而隆重的开幕式后赶往赛场试机。20日早上9点半,选手陆续入场,比赛正式开始。而各队的教练、领队和观战的同学都围聚在赛场外的大落地窗边观看比赛的情况。比赛时间是5个小时,从9点半到下午2点半,一共是8道题,每道题都用一种颜色的气球表示,当一个队提交成功一道题后,工作人员就在该队的机器上挂上对应颜色的气球。
赞助这项ACM赛事是金山训练营面向在校大学生制定的若干计划中的一个关键组成部分,这些计划的目标是激励高价值的编程技能,培养更具竞争力、能够推动创新和经济增长的IT人员。金山训练营还通过多种方式的校企合作,如实习基地、联合培养班等为教育机构提供帮助并为金山软件公司选拔优秀人才。
副总裁万里先生出席了大赛颁奖典礼,他表示:“中国的经济发展令世界瞩目,人才是支撑经济发展的中流砥柱。金山公司一贯重视对教育事业的支持和社会信息产业人才的培养,此次赞助首届ACM大学生程序设计竞赛珠海区域赛暨金山杯大学生程序设计挑战赛取得圆满成功,公司将一直大力支持下去。”
本次大赛共决出金山杯大学生程序设计挑战赛一等奖5名,二等奖10名,三等奖13名。金山女队获得二等奖。获三等奖及以上参赛队员获得免试进入金山训练营资格。
参赛队伍:北师大珠海分校、暨南大学珠海学院、吉林大学珠海校区、北理工珠海学院、广东省科学技术职业学院、珠海城市职业技术学院、东莞理工学院、江门五邑大学、电子科技大学中山学院、肇庆学院学校、合肥工业大学、华南农业大学、华南师范大学以及金山队(教练于曦鹤(软件事业部)带女队:沈俐俏(训练营)、郑小珍(训练营)、宗蓓蕾(西山居))。
裁判:陈杰(裁判长),黄蕾、梁波、林嘉琪、叶必选、周辰飞、竺承敏(全部是珠海金山在职员工)。 相关阅读: |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 23 Apr 2008 11:38 PM CDT 科了……真叫圓通快遞科了……快件網上跟蹤根本蝦米都跟不出來……時效性=0快件到大連了,網上還顯示上海……打電話去問又踢皮球……囧,科了……客服最后説一句,如果今天下午送不完就明天送……圓通,真叫乃給科了!M·L·G·B,真想太陽翻了他丫的!
女主描線ing……D.V.D!!D.V.D!! ![]() |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 24 Apr 2008 12:48 AM CDT 恭喜以下学院成功就业,祝愿大家鹏程万里,前程似锦
美术专业
策划专业
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 24 Apr 2008 02:19 AM CDT ![]() 转自sharevirus 游戏名称:恐龙猎人 英文名称:Turok 游戏制作:Propaganda Games 游戏发行:Touchstone 游戏语种:英文 游戏类型:Sci-Fi First-Person Shooter 官方网站:http://www.turok.com/ [quote] 即时存档工具 游戏在线视频 [/quote][QUOTE] 最低配置要求: OS: Windows XP/Vista Processor: Pentium 4 @ 2.4 GHz or Equivalent Memory: 1 GB Hard Drive: 18 GB Free Video Memory: 128 MB (nVidia GeForce 6600/ATI Radeon x1300) Sound Card: DirectX Compatible DirectX: 9.0c Keyboard & Mouse DVD Rom Drive (8X)[/QUOTE] 【游戏简介】 作为一款在欧美畅销的游戏,血腥和暴力是不可或缺的元素。人与恐龙惨烈的厮杀给玩家留下了深刻印象。《恐龙猎人》讲述了两大种族之间的未来战争,本次故事背景设定在了恐龙横行的时代。夸张的武器与充满野性的世界观相结合,给人以与众不同的游戏感受。 【游戏截图】 ▄▄▀▀▀▄ ▄▄▀▀ ▄▄█ ▀▀▀▄▄▄▄ █ ▄▄█████▄███▄▄▄▄ ▀█▄▄▄▄▄ ▄█▀▀▀█ ▄▄▄ ▀▄▄ ▀███▀ ▀▀██████▄ ▀▀▀▀▀▀▀▀█▄█▀▀▀▀▀▀▀▀▀▀▀██▀ ▄▀ █▄▄█▀ ▄ ▀▀▀▀▄▄ █ ███ ▄█████▀ ▀▀▀████ ▀█ ▄█████████▄ ▄███▄ ▀ ▄▄██▄▀██▄▄ ▀▄ █ ███ ▄██▀▀▀▀ ▄▀ ▄██▀███ ▀█▀ ▄██▀ ▄█▀ ▀███▄ ███ ▀███▄ █ █ ███▄██▄ ▄▄██▀ ███ ▄ ███ ▀▄▄ ▄██▀ ▄██▄ ▀▄ ▀███▄███ ▄██▀▀ ▄▀ █ ███▀████▄ ██ ███▀ ███ ▀ ▄██▀ ▄████▄ ▀ ▄█▀ ███▀██▄ ▄▀ █ ███ ▀████▄ ▄███ ▄▄█▀▀███▄███▄▄▄▄███ ▀███▄█▀ ███ ▀██▄ ▀▄▄ ▄▀ ▄███▄ ▄ ▀████▄▀██▀▀▀ ▄ ▀▀▀▀███▀▀▀▀▀▀▀ ▄ ▀█▀ ▄█ ▀▀▀▀▀ ▄ ▀██▄ ▀▀▄▄▄▄ █▄ ▀▀▀▀▀▀▀ █▄ ▀█████▄▄ ▀▀▀▀▀██▄ ▀▀▄ ██▀▀▀██ ▀ ▄███▀▀▀▀▀▀▀▀▀▄ ▀▀██▄▄ ▄ ▀▄ ▀▀▀█▀▀▀▀▀▀▀▀▀▀▀█▄▄▀▀███████▄▄▄ ▄▄▀ ▄▄█ █▀▀▀▀▀ ▀▀▄▄▄ ▀▀▀ ▄▀ ▀▀█▄▄▄ ▀▀▀▀█████▀▀ ▄█▀ ▀▀▀▀▀ ▀▀▀▀▀▀▄▄▄▄▄▄▄▀▀ 1 9 1 1 <JED> ┌────────────────────────────────────────────────────────────────────────────┐ │ Razor 1911 proudly presents: │ │ Turok │ │ (C) Touchstone │ ├─────────────────────────────────────┬──────────────────────────────────────┤ │ Date: 2008-04-23 │ Game Type : Shooter │ │ Size: 2 DVDs │ Protection: SecuROM │ └─────────────────────────────────────┴──────────────────────────────────────┘ Game Notes ~~~~~~~~~~ Turok is an epic, story-driven first-person shooter set on a dark, mysterious planet in the future. Players take on the role of Joseph Turok, a former black ops commando, now part of an elite special forces squad, known as Whiskey Company, which is on a mission to take down a war criminal Ú Turok's former mentor, Roland Kane. Set on a planet inhabited by Kane and his Mendel-Gruman Corporation soldiers, Turok must use his elite military training to elude Kane's well-trained army and the ravenous, unpredictable dinosaurs, huge insects and other massive creatures that populate the environment. Install Notes ~~~~~~~~~~~~~ 1. Unpack 2. Mount or Toast the images 3. Install 4. Copy Crack from DVD1 5. Play Razor 1911 Greetings ~~~~~~~~~~~~~~~~~~~~ Razor 1911 slices out greets to our friends and competitors around the world, including your mother, sister and all other female members of your family. /\ Razor 1911 /__\ Since 1985 /\ /\ /__\/__\ SUPPORT THE COMPANIES THAT PRODUCE QUALITY SOFTWARE! IF YOU ENJOYED THIS PRODUCT, BUY IT! SOFTWARE AUTHORS DESERVE SUPPORT!! This posting includes an audio/video/photo media file: Download Now |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 24 Apr 2008 01:31 AM CDT |
Metal Gear Online Beta Patched, Live Posted: 25 Apr 2008 02:29 PM CDT Following the delay of the Metal Gear Online Beta test this past Monday, 04/21/2008, the MGO development team in Japan has done substantial work throughout the week to analyze the issues that occurred, and remedy them to make gameplay available as soon as possible. As some of you may have already noticed, we are pleased to inform you of the following… The MGO development team has created a patch for the MGO Beta client, bringing it to version 1.02. This patch is intended to resolve and improve any connectivity issues on the client side. The patch is now available through the MGO Beta client. You will additionally need to download and install the 1.01 patch, if you have not already done so, also available through the MGO Beta client. Additionally, the MGO development team has made significant improvements on the server side, adding more gameplay servers, and also improving the code running on the servers to optimize performance. With these solutions in place, gameplay of the MGO Beta test has now been made available. Please remember, to compensate for the delay, the Metal Gear Online Beta test gameplay period has been extended a week, now ending on 05/11/2008. IMPORTANT NOTICE: Please note that your Metal Gear Online Beta Unique Product Voucher Codes (UPVCs), used to redeem the download of the Metal Gear Online Beta client, will only be valid up until 05/05/2008, so please make sure to redeem them by then. We would also like to point out that we have created a “simplified” Konami ID “quick registration” form, available at [LINK: http://id.konami.net ], which is required to access and play the MGO Beta. Not only has it been designed to ease any connection issues, but to ease the registration process as well. Here are the direct notes from the MGO team in Japan: “We would first like to offer our most sincere apologies to all participants of the METAL GEAR ONLINE PREMIERE BETA test for all inconveniences caused thus far. At the same time, we would like to inform you details of the possible causes of the problem along with the actions we have taken in order to resolve them. Konami ID Initial problems were caused by the extraordinary numbers of customers trying to login to the site in order to create a KONAMI ID in order to take part in the beta test. In response, we have increased server capacity as well as creating a separate KONAMI ID registration site specifically for customer wanting to take part in the METAL GEAR ONLINE PREMIERE BETA test. METAL GEAR ONLINE PREMIERE BETA test In order to reduce the load on our server, we have implemented a queuing system where the number of players that can login to the server is kept at a certain level over a period of time. Added to this, the client has been updated so that the time out settings when logging in have been relaxed. This may though, lead to a longer wait when trying to login. At peak times, you may be placed in a queue for places in our server. In such a case, we would like to recommend that you try to login after a period of time. It was also discovered that connecting to the server on creating and registering your character was very difficult. This again, was due to very high levels of traffic. We have increased server capacity and have also improved both the system performance and the server program in response . We will be carrying out further improvements between 00:00 on 04/26/2008 with the resumption of the beta test as the game is scheduled to enter full service on 06/12/2008. We would like to apologize once again for all inconveniences caused.” Once again, Konami would like to apologize for any difficulties experienced, and we offer our deepest thanks for your patience. Your participation in the MGO Beta test, and excitement for the game, is very meaningful to us! Please stay tuned to konami.com, the PS Blog, the Konami ID site, and Konami Japan’s MGO teaser site for all the latest MGO Beta test status updates. If you need assistance, please contact Konami support via http://www.konami-data.com/support/ and you can email via mgobeta...@konami.com Thank you! |
Posted: 25 Apr 2008 03:37 PM CDT Let’s start with an analogy. Let’s say you’ve just written a short story for class in college. You hand it in to your professor, and get a B. There are plenty of editor’s marks on it: spelling, grammar, some minor organizational stuff. Then there are the overall comments, like “doesn’t flow well” or “theme isn’t well developed enough.” Now, you are given the chance to revise the paper for a higher grade. You could just revise the former: it’s easy enough to correct grammar mistakes when the professor tells you what they are. If you just change all those in Word and reprint it out, you might get a B+. The other stuff is harder. It’d effectively take a rewrite to fix. You know the overall structure now that it’s been written out, but you’re basically starting over. You know you can fix those problems, and if you did, you’d get an A, but it’s going to be a lot of work. I prefer the former, in every kind of design I do. And I especially recommend it in games. There have been plenty of games I’ve been involved with designing or testing that have been in that stage. There are parts of the game that we enjoy, and are working OK, but there’s clearly still something wrong. But either we could start patching the game all over the place to try to force the results we want, or we could start over. (We have a leaky boat. We could patch the holes in the boat, though those patches would always show, or we could build a new boat.) There are many reasons designers are unwilling to teardown. When you’ve invested so much time in a project, it’s tough to just step back and say “this isn’t working, we need to start over.” There will often be complains from playtesters too who have enjoyed so much about the game. I mean, you basically have to tell them that you’re taking away their fun! Such is one of the hardships of game design. What you should strive for is to make a new game that is even better, such that they never pine for the days of that old, broken proto-game. Doing a teardown is easier when working on a game in your spare time with no deadlines or pressures. In the fast paced world of game design, such luxuries aren’t always possible. I’ve seen plenty of games by the same designers (OK, usually Knizia) that clearly stem from the same idea, but have been released multiple times. There’s some core mechanism in there that’s roughly the same, but a change in scoring that makes it a different game. Then there is the question of multiple editions. D&D underwent a pretty major teardown. Had D&D never been released in any form before, it’d be much easier to accept for fans that there was this game called D&D, and it has powers and very abstract hit points. Of course, that’s not the case. The game has been around for over 30 years, and we all have plenty of fond memories of playing with it in a variety of rulesets. It’s also had the problem that the rules tend to be used by people for a lot of different styles of play. In order to support the style of play D&D is best at, the designers really had no choice but to step back and teardown. That meant alienating a lot of players who were using it in other ways. It also meant going to all those fans who have so many fond memories of play and saying “yeah, it’s a good game, but we want to step back and make it better.” I may not approve of every single design choice that the Wizards team has made, but I wholeheartedly approve that they were able to teardown D&D and rebuild it. There were many core issues of the game that they had tried for many years to patch, but ultimately, the only way to fix a core issue is to change the core. It just remains to be seen if the final rules will convince enough people that the rebuild is even better than what they were playing before. |
New, free Hot Shots Golf features available now Posted: 25 Apr 2008 12:02 PM CDT Being just one day shy from a much needed weekend — isn’t every weekend a needed weekend? – I’m sure many of you have already penned in various activities in your filofax/pda/napkin/bathroom mirror/etc; and while I’m not here to judge how the quality (or legality) of your weekend plans, I am here to let you know that if there are some time gaps between your fun-doing, you can fill it up with some serious Hot Shots Golf online action. So what’s with all the noise? Simply put, it’s the much awaited (and promised) Stroke and Match Online Play download patch that is making its way around the wired – for FREE! No coupons necessary, no forms to fill, no seminar to attend… it’s gratis (free). To take advantage of this very-berry unlimited offer, follow the steps below.
* Note: please make sure to have a valid PSN account and to be logged on prior to download. So what’s in the new menu item you ask? First of all, this new Online feature will let you roam about the course as you see fit, taunt other golfers while you wait your turn, and be magically transported back to your spot once it’s your turn - - and of course, this new feature will also take advantage of all the HSG rules you’ve come to love and expect. Also, we’ve been really happy to see the crazy avatar combinations you’ve come up with, so to mix it up a bit, we’ll be adding some more items as we move along… but in the meantime, we’ve thrown in a soccer balls in a couple of the lobbies to get you guys going on some impromptu footie action. Meanwhile, back at the hamster ranch… That is all for now today, but keep an eye out for more Hot Shots Golf news on DLC content - - till then, see you here, or there or maybe even over there. |
Posted: 25 Apr 2008 01:02 PM CDT 不就是个14:0么?也不至于非让我置顶阿嘛?! 不过,我今天现场看非本球队的比赛,居然看到一场14:0!!?? 有够离谱的大比分。你们给对手留点面子不行么?! 整天闹着说要快乐,要开心,你们自己开心了,你们的对手呢?! 周一我的球队要打第二场比赛了,一场非常艰苦的比赛,如果失利,估计是要提前出局了。如果取胜,则还保留有一线希望杀入下一轮。 |
[4.25新作][Nitro+] Chaos Head[1.46G] Posted: 25 Apr 2008 09:19 AM CDT 总算出了 ,虽然SHARE好了,给个资源贴 ......
|
Posted: 25 Apr 2008 10:43 AM CDT 1. 横排往下会影响阅读速度。 如12345678的单排单列数字,肯定是竖排阅读快。但多行多列的整块信息,横排并不见得就比竖排慢,比如所有简体中文文章都是横排往下阅读。关键在于,用户选高层和低层的机率相等,所以在阅读速度角度判断优劣并不合适。 2. 横排往下会造成阅读不流畅。 我根本就认为每次都让用户通过阅读找到目标不是好方案,所以竖向阅读流畅与否不重要。既然电梯按钮的位置固定,如果能想办法让用户记住大致位置,记住列头,不是更好么? ———————————————————— 以上是针对电梯楼层按钮排序的问题回复,后来与几位朋友线上线下讨论后,基本可以归结为因出发点不同而造成的结论差异。选择竖排的主流观点,还是认为更符合用户阅读习惯,可以快速往下浏览。我选择横排的观点,则认为传达隐性逻辑、迎合用户心智模型更有效。 也就是说,是更易读易找好?还是更易被记住好?举个例子:我们要找网站C,目前是通过搜索引擎找到网站A,再通过友情链接找到网站B,最后还通过友情链接达到目的地。这个问题应该如何优化?是不断迎合用户习惯提高流程效率,还是想办法直接让用户记住网站C?答案显然是后者。 我一直强调传达隐性逻辑非常重要,这其实是通过架构解决问题的手段。比如,页面上所有带链接的字符都可以点击,是同样的道理。咱们面对的用户都有智商,只有迎合用户心智模型,才能让用户自我学习,并尽可能的记住。 支持竖排的同学可能会问“为什么竖排就记不住?”首先整个信息块是无序逻辑,不容易记住;其次我们每天可能使用多部电梯,很容易混淆。而横排传达的效果则不同,因为记住逻辑远远比记住答案更容易,比如,每天都坐的电梯,我不用想都知道先看哪块区域,从而顺利通过16找到右边的18(如图)。 处理此类问题,最好的解决方案是规避习惯,因为用户群不可控。有序逻辑可以形成下意识,需要根据信息再判断的无序逻辑则不能,到底谁更Don’t make me think? PS. 本文只涉及排序可用性,其他如老幼病残的无障碍设计,以及宗教信仰问题,有空再探讨。 转载请注明出自UCDChina.com,谢谢。 相关文章
|
Posted: 25 Apr 2008 10:03 AM CDT ps3《战场女神》
nds《太鼓达人DS:七岛大冒险》
nds《召唤之夜》
xbox360《RAINBOW SIX VEGAS 2》
nds《NARUTO-ナルト- 疾風伝 忍列伝II》
nds《探偵 神宮寺三郎DS きえないこころ》
ps2《H2O プラス》
ps2《PRISM ARK AWAKE》
ps2《エーデルブルーメ》
xbox360《FRONTLINES:FUEL OF WAR》
psp《ヴァンテージマスター ポータブル》
nds《ヤッターマンDS
ビックリドッキリ大作戦だコロン》
nds《夢ねこDS》
nds《逆転裁判3 NEW Best Price!》
nds《デイズ オブ メモリーズ2》
nds《That's QT》
|
Something That Every Game Producer SHOULD Do Posted: 25 Apr 2008 11:19 AM CDT “Should.” That word belongs to the category called “doom words”. Producers who use the word “should” in their work, are taking steps towards doom. Whenever a producer says “Here’s something we should do” nothing good really happens. Saying “that is something we should discuss” is equally bad. Hearing the word “Should” is something that makes people feel bad and something they forget pretty fast. If somebody walks around the office saying “what the team should do” isn’t really helping the project. A producer that has good ideas that “should be used” is annoying at best. So… what should the producer do? Instead of using the word “should” producers could for example: Forget “should”. You really should consider this - for the sake of your team. If you liked this entry, feel free to visit GameProducer.net to read more similar articles. |
Ken Levine on BioShock's Narrative Drive Posted: 25 Apr 2008 11:00 AM CDT |
Posted: 25 Apr 2008 10:28 AM CDT Corvus Elrod begins his "Narrative of the Moment" series on a new game today. This time, it's another of my all-time favorites, "X-Com: UFO Defense" (AKA UFO: Enemy Unknown in Europe). His contention is that the game compelled him not because of the strategy, but because of the narrative: "What about this game provided such a compelling video game experience? So compelling that people playing it for the first time today still heap praise upon it? So compelling that it has been ranked as the #1 game of all time, beating out such such notable titles as Starcraft, Civilization IV and Fallout? So compelling that I, fifteen years after playing it for the first time, still have difficulty maintaining my objectivity when discussing its successes and failings?You can check out the first part of the series here: Narrative of the Moment Introduction: X-Com at Man Bytes Blog And if you haven't read it all, be sure and read his previous Narrative of the Moment series on Ultima Underworld. (Vaguely) related belaboring of blunted points: * Game Moment #3: X-Com * Guest Article - UFO: Extraterrestrials Do Over * Quick Strategy Games . * |
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 |
Posted: 25 Apr 2008 08:55 AM CDT
从导演那里要来的WCG主题曲在新闻发布会现场表演的视频,不过前面有点采访,向后拉就看到表演拉
![]()
4.16在北京召开了WCG的新闻发布会.会场当天的主持工作紧张的我有点喘不过气来.好多领导到场,我也面对面的见到了宣布电子竞技成为第99项体育项目的奥委会副主席何慧娴女士.
第一次主持新闻发布会我是紧张的要命,领导们千叮咛万嘱咐不要出错,还好后来没有出现什么错误.
新闻发布会的现场很漂亮,形式也很新颖,可见公司花了不少的心思.可惜的是当天根本没有多余的时间和经历多拍几张照片留念.
这次发布会上WCG中文主题曲的创作及演唱者尚思扬现场表演了这首歌曲,效果很好.
并且他还是WCG的推广大使呢,看那副认真的样子,还真是尽职尽责.
![]()
发布会第二天,就赶到<电竞之王>拍摄现场客串一个比赛主持人的角色,和SKY一起在现场耗了一天,不过他比我惨,他已经是第4天去了.
18号早上回到上海,立刻就是3天的NSL2的线下总决赛,比赛很精彩,人很累.
今天才上来写一下这些天发生的事情.
虽然相机一直都在身边,但是却一直都没有拍,已经忘记了.还好公司里的小朋友拍了不少,哪天整理了发上来吧. |
Thou shall not have a weekend! Posted: 25 Apr 2008 09:07 AM CDT 为什么呢,为什么我的外包就老是延期?为什么这些SOB老是跟我过不去,半夜三更的传东西? 为什么老是这样一种时间管理很差劲的感觉?
分析之后结论如下:
那么造成这些状况的原因在哪里呢?
从性格决定一切的角度上来说呢,你没有理由没有根据地狂妄自大,所以不愿意去向别人请教。 你没有理由没有根据地认为这是猴子都能干好的工作,而不愿意去了解它背后的科学原理和系统理论。 你浮于表面地照抄公文却不愿意去做深入的沟通,你觉得自己比别人优秀所以不需要努力就能搞定一切,结果呢? 亏我一直认为你是一个脚踏实地实事求是的人。 更不用谈到勤奋与理想了! 你这样下去,一辈子也不要想把那枚铁圈圈送出去了! 觉醒吧,愚男。 还有,你TM记得周一打电话的时候一定要用“咆哮”级能量的正义怒吼把他们骂得后悔被生下来! |
Posted: 25 Apr 2008 07:19 AM CDT When I started blogging, a scratch under three years ago, I had a tight circle of blogs which I read and commented on regularly. It helped that I had a gap in my work at the time. But over the years, the number of blogs in my reader has ballooned such that now I can rarely do more than skim lightly over the surface of them all, picking out the odd thing of interest to respond to. I imagine this is a common experience. I often make the comparison that having a blog reader is like having a custom newspaper - you decide which columnists to "hire" to add content to your daily rag, and then you flip idly through the pages looking for whatever happens to interest you. Yet there are distinct differences: there are no front page headlines in your blog content, for instance, and if you miss a newspaper one day you can just pick up the next day's; if you miss reading your blog content one day, you have twice as much to look at the next. I now acquire a tremendous proportion of my fresh information from blogs, although to be fair the feeds I read include news services such as the BBC... I'm sure I'm not alone in facing this situation. The internet has become the de facto source of information for a whole generation, and doubtless beyond. I would, I suppose, lament the fact that my new sources for information are not trained journalists - if it were not abundantly apparent that most trained journalists (in the US, at least) have all but lost any trace of the professional ethics that once went with this profession, and are more interested in the news as a profit centre (or a partisan political tool) than as a public information service. In a scant twenty years the internet has insinuated itself in almost every aspect of our lives, a trend that seems likely to continue. In the 1950s, it was said to be the dawn of "The Atomic Age" - but it was the computer, and the internet it spawned, that has risen to become the most pervasive technology of our time. Now people talk of "The Internet Age". By 2050, even the internet may seem old hat, and who knows what will have our attention then. While we wait to find out, we can still take a moment now and then to marvel at the tremendous transformation that has taken place within our own lifetimes. |
Square Enix公司组织结构变更,更名Square Enix Holdings! Posted: 25 Apr 2008 03:06 PM CDT http://www.inside-games.jp/news/287/28709.html スクウェア・エニックス、持株会社体制に移行―名称はスクウェア・エニックス・ホールディングスを予定 スクウ... |
Posted: 25 Apr 2008 05:54 AM CDT koei宣布pc版《真三国无双5》将于2008年7月在日本发售,对应Windows
XP和Vista,定价6090日元。
这是去年11月11日发售的ps3/xbox360版《真三国无双5》的首次移植,感觉也不会是最后一次。毕竟“无双”系列在pc上的销量还是不能和游戏机上相比的,出个pc版基本上是赚不了什么钱,但koei又为什么要做这种事情?我的猜测:pc版一出,以后的ps2版甚至psp版也是顺理成章了……
就凭今年ps2《高达无双special》( http://blog.sina.com.cn/s/blog_4938f71b01008kxf.html
)和ps2《无双OROCHI魔王再临》( http://blog.sina.com.cn/s/blog_4938f71b01008wz6.html
)表现出来的稳定销量,可以很肯定地说:如果koei还会出“无双”系列,是不会不考虑ps2这个平台的。koei还会出“无双”系列么?答案当然是毫无疑问的,所以ps2少不了还有“无双”系列的作品。于是,《真三国无双5》或者它的衍生作品当然也就成为了未来koei继续在ps2出“无双”作品的一个选择。
顺便说句题外话:koei推出“无双OROCHI”不失为一个妙招,结合了“真三国无双”和“战国无双”两个系列的全部角色,给人以相当厚道的感觉,而且剧情上可以天马行空地编,不受两个系列原作的限制,更能给人带来新鲜感。但随之带来的问题是:“真三国无双”和“战国无双”两个系列和它一比,光人物数量就显得没有那么“厚道”,而且故事很难发挥(同样的“赤壁大战”在“真三国无双”系列里不停地做下去又能做出什么新意?)。所以我很好奇koei以后会怎么平衡这三个系列呢? |
Posted: 25 Apr 2008 05:46 AM CDT square-enix的nds恐怖游戏《ナナシノゲエム》预定7月3日发售,封面也出来了,这封面风格就是恐怖游戏/电影通常用的模式,可以先看看游戏图片感受一下恐怖气氛。 |
这游戏的亮点还是里面的那个fc版dq啊,而nds版《DQ5》将于7月17日发售,仅比这个游戏玩了两周……
相关链接:
http://blog.sina.com.cn/s/blog_4938f71b010091uj.html square-enix的nds恐怖游戏《ナナシノゲエム》 |
Posted: 25 Apr 2008 05:39 AM CDT 前几天刚刚公布的sega推出的nds rpg《WORLD
DESTRUCTION》( http://blog.sina.com.cn/s/blog_4938f71b010091sn.html
)目前公布了新图片,比上次的杂志图清晰,也可以看出sega在这个作品上还是比较用心的。 |
本作的人设是nds“世界树迷宫”系列的怪物设计,看起来还是比较顺眼的。
相关链接:
http://blog.sina.com.cn/s/blog_4938f71b010091sn.html sega的nds rpg《WORLD DESTRUCTION》 |
Posted: 25 Apr 2008 05:54 AM CDT http://bbs.66rpg.com/forumTopicRead.asp?id=84461 眼一花,还以为是开水区公告啥的,原来是水区准备复出了..... 目前是锁定状态。不知道雷子会怎么写,嗯~ 各君关注。^0^
类别:泪泪de流水账 查看评论 |
Posted: 25 Apr 2008 04:17 AM CDT 这本来是年轻人的话题,但看见完美的“石头”南飞的雁时,我还是忘记了自己的年龄。 “石头”就这样骑个单车从北方奔向了南方,这事儿想想容易,真正动起来都需要勇气。我以为只有搞艺术的才有如此冲动,现在看‘爱情’动力是不分职业、时代的。 当年游戏中那场《人鬼情未了》的故事打动了多少玩家?《诸仙》的“如烟”虽然在现实世界凋零,但却永生在虚拟游戏世界中。无论是现实世界还是虚拟世界。这个现实的社会还有多少能让我们感动的事呢? QQ群里大家怀疑是某场秀,是石头在为完美拉焦点!我愿意信真!谁没个激情? 谁愿意让岁月白白燃烧过去? 和“石头”比,许多人去惭愧吧!有勇气付之行动的有几个? 躲在角落灌马尿的还少吗? 在虚拟地游戏世界中那些女人愚笨了不就是因为女人喜欢的浪漫吗? 男人的爱情有些悲悯。男人的傻瓜被女人挂在嘴边,却痛楚在女人的心…… 点下鼠标敲敲键盘传递的情书是数字的,白纸黑字X元邮票的爱情才有味道。 《阳光灿烂》的雨奔,虽然是酒壮的,但你奔过吗? 我曾经嘲笑班上的老韩为心上人从国贸走到海淀。如今嘲笑成了羡慕。至少他为“爱”曾经过。人到中年,爱情就如同尘封的往事,就怕自己死活想不起到底爱没爱过…… 在那段旅途上,每走一步都在疑惑:她爱我,她不爱我,她爱我……而走到终点时答案还重要吗? “死了都要爱!”这句话在哪个时代讲都是那么壮烈。 加油!石头! |
Posted: 25 Apr 2008 04:17 AM CDT 今天在gameres上看到一篇强帖: 你见过吗?某Webgame策划组只有4个人。这已经很神奇了,但更神奇的事情发生在今天的会议中。(我偷听的) 4人开会小组:执行总监,系统策划,文案策划,助理策划。还有全程监视开会过程的总经理。 总监:你们仨把这游戏在两个月内给我做出来。 系统策划:我们没有数值策划,如何能做出来? 总监:那个助理策划不就是你的助理吗?他不是没啥事儿干吗?让他当数值好了。 系统策划:我汗,数值策划很重要,必须是数学系出生还要有丰富的数值经验…… 总监:STOP,我说他能,他就能。 系统策划:那好吧,我的系统写得差不多了,您请过目。 总监:这是什么啊?纯文字的东西,我以前是干程序的,你这些东西要给程序看就要写得程序一眼望过去就能编出程来。 系统策划:程序一眼望过去就能编出程来,那还要程序干嘛,我直接就程序了。 总监:我说要就要!你就得那么写。 系统策划:喂,那谁,助理策划你不是没事儿吗,过来把给程序的文档写了。 助理策划:啊?给程序还要文档?不是光用嘴说就行了吗? 总监:用嘴说不如画图快,你懂吗?这样吧,你把这游戏的系统画张图给我,我拿给程序做。 助理策划:OH~my god~杀了我吧 总监:文案呢?那文案是不是没什么事了? 文案策划:我一直在写世界观和剧情系统谢谢。 总监:要啥世界观?没有世界观就是最大的世界观! 文案策划:那好,我把已经创作好的剧情删掉。 总监:这才像话。那你去把策划案写了。 文案策划:写策划案是系统策划的事。 总监:系统呢?把策划案给我写了。 系统策划:我正在做游戏系统的细化工作…… 总监:STOP!叫你干嘛你就干嘛! 系统策划:那好吧,我先不做手头工作了,先写策划案。 闷在一旁一句话不说的总经理来了一句:你们会开完了吗?我不懂游戏,还对游戏有些抵触情绪,我看你们说得差不多了,散会吧我还得朝酒晚舞。 (系统策划的心魔:你TM对游戏抵触你还做什么JB游戏公司的总经理!) 系统策划:哦,好的,那就散会。 总监:不能散,我是老大你是老大? 系统策划:还有什么事情,我的老大? 总监:我想了想,助理策划要写程序,那还是不用数值策划了,你直接把系统那些东西套点儿数值就行了。不行就抄呗! (系统策划的心魔:抄你大爷抄,哪有东西给我抄啊?) 系统策划:我的活儿已经太多了,要写策划案。 总监:那就文案来做数值 文案策划:你见过文案去做数值的啊?我从小数学不及格 总监:那你难道让我做? 文案策划:你不做吗?这项目就你没活儿 总监:我要监督你们干活儿啊,你写完世界观就把数值抄一抄吧,随便找个游戏就行。 文案策划:那我就抄征途的 总监:征途好,平衡啊。 (系统和文案的心魔:平衡你MLGB!) 绝不是瞎扯淡,我在门外听到的。。这个小组连总监带策划全是新人。。会后系统策划和文案策划的心魔飞到我这里和我交流了一下,于是有了这篇会议记录。。真的非常的Orz,绝不是杜撰,当然我承认有点儿添油加醋。 |
Posted: 26 Apr 2008 10:33 AM CDT
But I digress. Please don't kill me until DeathSpank is done. |
Posted: 26 Apr 2008 09:57 AM CDT 长期正常的五天工作,两天休息的日子突然被打破。今天周六,依旧上班。上班本身并无太大问题,迷迷糊糊的起床,走到车站,站在地铁上看人们给怀抱幼儿者让路,上班打卡,下班忘了打卡,一切都跟平时没什么两样。因为只有项目内的部分人加班,所以大家倒也都能更加集中精力做事(在游戏开发的中期,往往协调和沟通所花费的时间比实际推进项目的时间更多,有时候根据里程碑不断修正人力资源分配的会议,也会常常召开,所以在周末这样的“无会日”,大家反而能不受“干扰”,纯粹干活)。不过,下了班回家,吃过饭却觉得跟平日里的周六晚上有很大不同,平时周六就算到了晚上,因为懒散了一天,也会觉得周末才刚刚开始,今天却感觉明天还要上班似的。总是摆脱不了这种感觉,头脑里总是翻来覆去项目里的各种问题。放一天假何放两天假给人心理上的区别真的是大不同啊大不同。好在下周只上三天班,五一即便要加班,也应该不会超过一天吧。上一次在公司加班(OT而非晚上的Work Late),已经是1年多前的事情了,2007年春节,我已经买好了回家的汽车票,Producer突然通知我,让我春节加班三天,答应为我报销回家来回的飞机票……而那三天实际上也就去了两天,另外一天去了共青团森林公园玩。
如今的日子和过去相比,以前就像在戏台子后面扫地,打杂,给演员补妆,拾掇拾掇乐器,拎个水桶去刷台柱子,趁没人的时候吼上两嗓子,现在则是唱念做打,生旦净末丑,鼓瑟琴声,十八般武艺样样都练开了,就等最后大幕一拉,观众叫不叫一声好了。所以,最大的压力就在这里,最大的区别也就在这里,以前多是没有项目压力的培训,没有进入实际操作阶段的概念设计,双向配合,不超过两部门的分工合作,部门内协调,现在却要是完全的五个部门之间的多边协调,负责任的Producer和Designer更是成为Decision Maker和Tacker的核心人员。从头创造,将一切事情由头脑到纸面,在落实到实行,并且反复反复推敲所有的细节,并且每一个细节都会牵扯到几乎所有的工序,各种逻辑关系和模块之间更是有交错影响,牵一发动全身。从10月底正式开始做这个项目以来,一晃之间,已经半年,有太多的经验需要沉淀。阿尔法在即,必须坚持到底,不管有多少困难在前,多少诱惑在前,人不能缺了那口气,而争这口气的最好方法就是大口呼吸。 ![]() ![]() |
Frayed Knights - Pilot Release Hours Away... Posted: 26 Apr 2008 10:28 AM CDT More Tales from the development of Frayed Knights, the indie RPG of humor and high fantasy. There really ain't much to tell. Not that this has ever stopped me before. My drop-dead date is Tuesday. I need to get the file to a magazine on that date. I'm trying to get another beta out tomorrow-esque for the testers to hammer on. There's so much I wanted to get in for this release, but won't make it. But I think the game is fun, and will do a good job of what it's intended to do - solicit feedback, and gauge the reaction of players. The automap is back in, and better than before. This was the biggest, most critical task I've been facing, one that I wanted to get in before Beta, but failed to pull off. Aside from that, and implementing a few very minor suggestions, I'm focused entirely on bug-fixes. Doors that don't work right. Scrolling on the party inventory that isn't functioning properly. Etc. The biggest frustration at this stage of the game is that things are progressing excruciatingly slowly. I'll be very glad when this pilot release is done and we can go crazy again with content. I expect the game WILL metamorphize somewhat in its core code based on player feedback. However, my hope is - now that we have a semi-stable game, it'll be content city. Scripts, dialogs, maps, monsters, treasures, and character progression, baby! Watch this space for the announcement of the public release. |
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 |
TRPG??????????????????????????? Posted: 26 Apr 2008 03:24 AM CDT ??????????????? ????????????????????????????????????????????????????????????TRPG??????????????????????????????????????????????????????Jay????????????????????????????????????????????????????????????????????????????????????Enjoy~?????? ??????????????? ????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????/?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????????????????????????????????TRPG??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????;p ??????????????? ????????????????????????????????????????????????????????????????????? =========================================== ???????????????????????????EN World ???????????????EN World???????????????????????????????????????????????????????????????RPG???????????????????????????????????????????????????????????????????????????????????????????????????????????????RPG????????????????????????????????????????????????????????????????????????WotC???????????? ??????????????? ????????????5??? =========================================== ???????????????????????????GamingReport ???????????????GamingReport?????????????????????????????????????????????????????????RPG, Board Game, Card Game???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????EN World????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ????????????5??? =========================================== RPG?????????????????????RPGnet ???????????????????????????RPG?????????????????????????????????????????? ???????????????RPGnet?????????????????????????????????????????????????????????????????????Reviews???????????????Columns????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? Visionary????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????RPG?????????????????????????????????????????????????????????????????????????????????EN World???WotC?????????????????????????????????????????????RPG??????????????????????????????????????????????????????????????????RPG??????????????????????????????????????????????????????????????? ????????????????????? ????????????5??? ???????????????Errant Dreams ???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????RPG Fans????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????365?????????????????????365 Character Questions for Writers and Roleplayers???????????????????????????????????????????????????RPG?????????????????????????????????????????????????????????????????????RPG????????????????????????????????????????????? ????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ????????????4??? ???????????????Places to Go, People to Be ????????????????????????????????????????????????????????????????????????2?????????????????????2?????????????????????????????????????????????????????????????????????????????????????????????????????????Zechs????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ????????????4??? ???????????????Role Playing Tips ??????????????????????????? Huge????????????????????????Johnn Four???1999????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????396???????????????????????????TRPG???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????Dragon Magazine???DM’s Toolbox??????????????????????????????????????????RPG????????????????????????????????????????????????????????????????????????GM Mastery: NPC Essentials?????????2003???Ennie Awards???Best Aid or Accessory????????????????????? ????????????5??? ???????????????Keeper of Ancient GenCon Lore ????????????????????????????????????????????????RPG??????Gen Con?????????????????????????????????????????????????????????????????????????????????????????????????????????Gen Con???????????????????????????????????? ?????????????????? ==================================================== ?????????????????????GAMA ???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????Gen Con????????????GAMA???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????? ==================================================== ?????????????????????John H. Kim’s Role-Playing Game Page ???????????????John H. Kim?????????????????????RPG???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ????????????????????? ???????????????Monte Cook ???????????????Monte Cook??????D&D 3?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????D20???WoD?????????Monte Cook????????????????????????Monte Cook’s World of Darkness?????????Monte Cook???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ????????????????????? ????????????5??? =========================================================== ????????????????????????Pen & Paper ?????????????????????????????????RPG????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????Google????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????? ????????????5??? =========================================================== RPG?????????????????????Wizards of the Coast ?????????????????? ????????????5??? ???????????????White Wolf ?????????????????? ????????????5??? ============================================================ GM????????????????????????Treasure Tables ??????????????????????????????????????? ??????????????????????????????????????????????????????2007???12???13??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????2??????????????????????????????????????????????????????????????????????????????????????????Blog??????????????????883???????????????????????????Wiki???????????????Gen Con??????????????????????????????????????????????????? ????????????????????? ???????????????Dungeon Mastering ??????????????????????????????D&D???????????????????????? ???????????????D&D?????????????????????????????????????????????????????????????????????????????????????????????Blog???????????????????????????????????????????????????????????????????????????????????????????????? ??????????????? ====================================================== Indie RPG???????????????The Forge ???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????Indie RPG???????????????????????????????????????????????????????????????????????????????????????????????????RPG????????????RPG??????????????????????????????????????????RPG???????????????????????????????????????????????????????????? ????????????????????? ==================================================== ?????????????????????The Escapist ????????????????????????1995???????????????????????????13????????????????????????Visionary??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????80 -90??????RPG?????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????? ======================================================================== LARP???????????????The DIY Guide to LRP. ???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????LARP?????????????????????D&D?????????DV????????????????????????????????? ????????????????????? ======================================================================= ???????????????????????????DriveThruRPG + RPG Now ???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????RPG?????????????????????????????????????????? PDF???????????????2????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????? ???????????????RPG Shop ????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????RPG???????????????????????????????????????????????????????????? ;p ?????????????????? ????????? ?????????????????????????????????????????????????????????????????????????????????????????????100?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????RPG?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? |
Posted: 26 Apr 2008 07:47 AM CDT 表問吾輩這個長了一張好人臉的生物是蝦米!表問吾輩這個長了一張好人臉的生物是蝦米!表問吾輩這個長了一張好人臉的生物是蝦米!表問吾輩這個長了一張好人臉的生物是蝦米!表問吾輩這個長了一張好人臉的生物是蝦米!
|
The Sexual Implications of Going Hands Free in Second Life Posted: 26 Apr 2008 06:15 AM CDT Earlier this month, Linden Lab released a demo of a hands-free interface for movement within Second Life. While they were careful to explain that this project is still in the early stages of development, the interface as it stands would allow players to walk and fly through the world using only the positions of their bodies. Apparently inspired by the controls on Segway scooters, a 3D camera would capture players' movements as they stand a number of feet in front of their computer screens--or, as in the case of the demo, conveniently ginormos televisions. Linden also claims that the technology in development can sense facial movement and expressions. While other bloggers are seeing a potentially ground-breaking new way to interact in a world whose current user interface is a giant pain in the butt, I'm wondering: what will going hands free do for sex in Second Life? Obviously, having free hands facilitates easier masturbation. However, the demo only showed hands-free movement--and most Second Life residents don't fly or walk while having sex. Still, if we think ahead to an entirely mouse-less, keyboard-less virtual world, one in which our avatars can match our movements one for one, the possibilities are endless. We could not only "touch" ourselves (i.e. I touch my breast, and my avatar touches hers), we could reach out and touch each other. Silly as it may seems, we could even enact mutual sex acts, each on our separate ends of the screen. Of course, hands-free online sex as a reality may be a long ways off, but one thing is for sure: it would definitely change the way we interact sexually in virtual worlds... Thoughts? |
Posted: 26 Apr 2008 04:16 AM CDT 发表者:水晶石数字教育学院 黑板报小组 Alex
4月26日,EA(Electronic Arts)公司发展部代表Demark Zhang及EA技术部门的技术专家一行四人来到水晶石数字教育学院总部及水晶石公司总部参观。双方进行了亲切友... |
Posted: 26 Apr 2008 12:39 AM CDT 最近偶然翻到了一本书<天葬 - 西藏的命运>(王力雄著). 三天之内就将这三百多页读完了.我以前总是以为自己已经对文字类的长篇大论感到吃力,总是标榜自己不关心政治.其实有些时候不是这样:读到自己感兴趣的内 容, 再长也要读完,和以前看童话大王一样;遇到关系人类文明演变的政治,也会去尝试了解清楚. 正好有这么一本比较客观+关于西藏的东 东,自然如获至宝.虽然<天葬>的内容是史料+论述的形式,但是故事性比较强,也加入了很多作者自己的观点,已经"帮你思考了大部分问题", 所以看起来一点都不累:P 另外出于自己也完全不了解那些历史, 只想获取知识,就算别人帮我思考了,也不会发生抵触情绪 - 因为书中的观点还是"客观"的. 读完后感觉最大的受益是:自己不会再去翻网上任何有关于藏独,家乐福,奥运,抵制之类的帖子了. 算是一种解脱. 因为答案基本上都在这本书里有了(而且是很舒服的那种-_) .也不用再去关心他们下棋谁输谁赢. 纵观历史对比现状,几有相似之处,"梦回唐朝"的感觉...反正,像我这样无心无力做统治者的人,如果能站在人群之外看看,也是一件很惬意的事情. 引一段书中的话: " 西藏就像一个失去了行动能力的人体,躺在世界屋脊的雪山之巅,从不同方向飞来的鹰鹫,纷纷按照自己的需要撕扯她,从她身上啄食自己需要的部分──或是抢夺 主权,或是争取民意,或是表现意识形态,或是讨好国际社会,还有那些贪心不足的商人、盗猎野生动物的枪手、寻求刺激的旅游者、厌倦了现代文明的西方人…… 也都涌进西藏各取所需。综观历史,西藏从未被外力摆布到如此程度,如此无奈、身不由己。我给这本书取名《天葬》,就是取自这样一种意像" 关注社会人文焦点 汇聚百万博客看法 欢迎订阅博客大巴《看法》电子报 |
TRPG??????????????????????????? Posted: 26 Apr 2008 03:24 AM CDT ??????????????? ????????????????????????????????????????????????????????????TRPG??????????????????????????????????????????????????????Jay????????????????????????????????????????????????????????????????????????????????????Enjoy~?????? ??????????????? ????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????/?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????????????????????????????????TRPG??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????;p ??????????????? ????????????????????????????????????????????????????????????????????? ??????????????????????????? ??????????????? ???????????????EN World ???????????????EN World???????????????????????????????????????????????????????????????RPG???????????????????????????????????????????????????????????????????????????????????????????????????????????????RPG????????????????????????????????????????????????????????????????????????WotC???????????? ??????????????? ????????????5??? ???????????????GamingReport ???????????????GamingReport?????????????????????????????????????????????????????????RPG, Board Game, Card Game???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????EN World????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ????????????5??? ???????????????RPGnet ???????????????????????????RPG?????????????????????????????????????????? ???????????????RPGnet?????????????????????????????????????????????????????????????????????Reviews???????????????Columns????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? Visionary????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????RPG?????????????????????????????????????????????????????????????????????????????????EN World???WotC?????????????????????????????????????????????RPG??????????????????????????????????????????????????????????????????RPG??????????????????????????????????????????????????????????????? ????????????????????? ????????????5??? ???????????????Errant Dreams ???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????RPG Fans????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????365?????????????????????365 Character Questions for Writers and Roleplayers???????????????????????????????????????????????????RPG?????????????????????????????????????????????????????????????????????RPG????????????????????????????????????????????? ????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ???????????????Places to Go, People to Be ????????????????????????????????????????????????????????????????????????2?????????????????????2?????????????????????????????????????????????????????????????????????????????????????????????????????????Zechs????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ????????????4??? ???????????????Role Playing Tips ??????????????????????????? Huge????????????????????????Johnn Four???1999????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????396???????????????????????????TRPG???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????Dragon Magazine???DM’s Toolbox??????????????????????????????????????????RPG????????????????????????????????????????????????????????????????????????GM Mastery: NPC Essentials?????????2003???Ennie Awards???Best Aid or Accessory????????????????????? ????????????5??? ???????????????Keeper of Ancient GenCon Lore ????????????????????????????????????????????????RPG??????Gen Con?????????????????????????????????????????????????????????????????????????????????????????????????????????Gen Con???????????????????????????????????? ?????????????????? ????????????3??? ???????????????GAMA ???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????Gen Con????????????GAMA???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????? ???????????????John H. Kim’s Role-Playing Game Page ???????????????John H. Kim?????????????????????RPG???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ????????????????????? ???????????????Monte Cook ???????????????Monte Cook??????D&D 3?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????D20???WoD?????????Monte Cook????????????????????????Monte Cook’s World of Darkness?????????Monte Cook???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ????????????????????? ???????????????Pen & Paper ?????????????????????????????????RPG????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????Google????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????? ????????????5??? =========================================================== ???????????????Wizards of the Coast ?????????????????? ????????????5??? ???????????????White Wolf ?????????????????? ????????????5??? ============================================================ ???????????????Treasure Tables ??????????????????????????????????????? ??????????????????????????????????????????????????????2007???12???13??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????2??????????????????????????????????????????????????????????????????????????????????????????Blog??????????????????883???????????????????????????Wiki???????????????Gen Con??????????????????????????????????????????????????? ????????????????????? ???????????????Dungeon Mastering ??????????????????????????????D&D???????????????????????? ???????????????D&D?????????????????????????????????????????????????????????????????????????????????????????????Blog???????????????????????????????????????????????????????????????????????????????????????????????? ??????????????? ???????????????The Forge ???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????Indie RPG???????????????????????????????????????????????????????????????????????????????????????????????????RPG????????????RPG??????????????????????????????????????????RPG???????????????????????????????????????????????????????????? ????????????????????? ???????????????The Escapist ????????????????????????1995???????????????????????????13????????????????????????Visionary??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????80 -90??????RPG?????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????? ======================================================================== ???????????????The DIY Guide to LRP. ???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????LARP?????????????????????D&D?????????DV????????????????????????????????? ????????????????????? ???????????????DriveThruRPG + RPG Now ???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????RPG?????????????????????????????????????????? PDF???????????????2????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? ?????????????????? ???????????????RPG Shop ????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????RPG???????????????????????????????????????????????????????????? ;p ?????????????????? ????????? ?????????????????????????????????????????????????????????????????????????????????????????????100?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????RPG?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? |
Posted: 26 Apr 2008 12:57 AM CDT 宁总在这篇文章中指出:“影响团队健康发展的表面因素很多,如职务、待遇、性格等,但排除表面的原因,团队的核心首先应该是精神的、文化的”,也就是说,一个团队,对于同一种精神和文化的认同,才是最大的稳定因素。 那么,我们有哪些精神和文化呢?我的理解,我们有这些理念: 1.我们逐渐明白了一点:单靠技术,是不可能成功的,至少,在国内,这样作难度就更大; 2.无论作任何事,我们追求的目标都是:简单,实用,高效; 3.写程序,不是为自己写,是为你的团队战友写,这些战友,包括了:策划,QC以及你的程序同事,要有“服务他人”的意识; 4.要具备开放的精神,乐于与战友共进退,主动承担责任; 5.要有作产品的观念,你的工作不只是编码,写程序,你的工作还是在为产品的赢利作贡献; 6.绝不突出某一个个人,不管是对内还是对外,我们都是一个整体,不存在哪一个明星队员,不管他的贡献有多大,也不管他是否真的很聪明; 等等,等等。 能认同并能切实执行以上各点的人,我们要,否则,我们弃之。无论其人品高下,水平高低。到目前这个阶段,我们也已经自信,有能力去同化掉与这些理念尚有差距但仍想进步的人,换句话说,如果我们无法同化他,那我们就只有抛弃他。 宁总说,市场竞争,会不断鞭策团队进行自我完善,否则,这个团队也只有被市场淘汰。我想,一个优秀的团队,是要有自我总结和自我分析能力的。这不仅仅是哪一个人的自我总结和分析,而是整个团队一种自发自愿的行为:他们会经常反省自己这段时间工作的好与差,会不断想着如何提高工作效率,不断想着如何提高产品质量。这样的团队,才是一个可以自我演化并不断取得进步的团队。 宁总的原文如下: 团队一词企业界用了很久了,言必称团队成了企业中的语言习惯,因为大家都知道企业中一个人或少数人难以干成什么事,要成事大家必须是一体的。团队的提法开始起到了凝聚大家的作用,可慢慢这个词用多了,也不再深究它的含义,作用也就难再深入了,可见什么概念都不能只停留在一般号召的层面。 企业间的市场竞争不激烈的时候,大家并没有感到团队的重要,其实团队这词是市场竞争逼出来的,是一个生存的词汇。市场的力量很厉害,它不仅造就了我们周围丰裕的商品,它还在逼我们持续地改变我们的组织,团队的概念和实质都是在市场竞争下组织不断发展,不断优化的结果。虽然它不像商品的实足与贫乏一样那么容易感受到,它却是左右物质现象的根源。 团队的元素是个体,团队的基础是对个体特点的充分尊重和宽容,一个好的团队中个体的差异和能动性也会得到发展空间,这样才有了团队的互补性和整体的丰富,这样的团队才是一个有机体,有内在的活力和创造性。但团队的整体与个体的关系可以是健康团队的基础,也可以成为破坏团队的原因,因为任何组织对个体都有基本的要求,对个体的自由都是有限制的。世上万物都是可以类分的,属于一个团队就要属于这个大类,否则就会受到排斥。 团队成员中有相对一致的对自己人生的定位,自我价值实现的方式,努力完成团队的共同目标是团队可以建立的基础,也是团队的灵魂。团队也应在此基础上不断优化,调整它的成员。影响团队健康发展的表面因素很多,如职务、待遇、性格等,但排除表面的原因,团队的核心首先应该是精神的、文化的。 团队中成员的作用是不同的,责任也不是平分的,就像一支球队,每个人都有自己的位置,这样才有了团队的和谐美妙之处。讲团队给人的第一印象好像是讲团结,这很重要,但是不够,市场竞争中要求团队是不断进化完善的。 在这个过程中团队的核心很重要,核心的价值观,核心的组织是团队得以保持稳定和生命力的基础,没有这个稳定的核心就没有团队吸纳别人,包容别人,调整自身并能同化别人的能力。这个核心的基础在企业中应该是多层次的,有很强的放射力和渗透力,这是企业组织中的骨架,一个企业在某个时段上有很好的发展,一定有这样一个好的组织的骨架。 团队像人一样,应不断进步成长,是一个生命体。团队进步的基本条件是能持续的学习、反思、沟通,有自我批评的承受力和能力,团队中又不断找出自身不足的文化,这是团队成熟和信心的表现。能学习、反思的团队表现了对大目标的深刻理解和执着,也表现了对实现目标的过程的坚韧,特别是有对过程中遇到困难和挫折的应对能力和奋斗精神。在这样的团队中,沟通的速度快,成本低;信任多,抱怨少;团队成员中想到的、说到的、听到的、做到的有高度的统一。 团队往往在内外环境的变化中受到磨炼,也受到考验,好的团队和它的成员能经受住角色和职务的变化,评价标准公平与否的压力。 这时,个体的、短期的利益可能与团队的大目标有了暂时的背离,一般讲的团队精神就显得苍白了,这就要看这个队伍是否真的有深入人心的团队的灵魂了。 |
Posted: 16 Apr 2008 11:14 AM CDT XNA是微软的下一代游戏开发架构.其实就是个VS 2005里面的组件库,但其版本略有区分xna game studio express 只能用于vs 2005 express版比如C# express,而相应的vs专业版和更高版本的xna组件是xna build,这是在某论坛里查到的,可是看看xna build的发布日期 ...
|
POP STAR MADONNA SEX SCENE REVEALED Posted: 26 Apr 2008 06:03 AM CDT |
THE EYE OF JUDGMENT- FREE CARD FRIDAY! Posted: 25 Apr 2008 06:42 PM CDT Happy Friday EOJ Fans, I’m finally back in town and happy that both SET 2 cards and PSN download are finally out for you all to enjoy. Per Chuck’s post yesterday, we wanted to send give all you North American EOJ fans some love for all your patience with the delay. So I’m happy to announce that Friday next week we are going to give you all some free cards! And not just any cards, but the very hard to get Set 2 Promo cards! So all of you who want to add these to their collection all you need to do is hit up the PS Blog *next* Friday afternoon. We will post a link where you will be able to register your mailing address. Be one of the first few hundred to register that day and you will receive all three promo cards including: Once again, thanks for all the support, have fun playing this weekend and catch you next Friday! |
Posted: 25 Apr 2008 06:47 PM CDT ![]() If Stargate is your thing then you have probably already heard about the upcomming MMORPG, Stargate Worlds. For those that arn't fans, it's your fairly standard MMO affair, but with a big TV show licence behind it. Anyway, to the point; beta signups are available cleverly hidden on their newsletter page, with a small checkbox at the bottom. Check it out if you are into that sort of thing See full article. Related Entries: Starcraft 2: Behold, the Protoss Stargate - 27 June 2007 Organize yourself with Foldera - 02 July 2007 A Dog's Breakfast - 06 July 2007 A New Worlds For a New Year - 02 January 2008 Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
Posted: 25 Apr 2008 06:04 PM CDT |
Posted: 25 Apr 2008 05:15 PM CDT That’s one month done for SOCOM.com, so you’re due for another weekly wrap-up. What went down over the past week? Have a look. Friday
Monday
Tuesday
Wednesday
Thursday
If you’re looking for an easy way to keep up with SOCOM.com, click this link and add SOCOM.com to your RSS feed reader of choice. |
Posted: 15 Apr 2008 04:29 AM CDT Capcom公司高级副总裁Christian Svensson日前在接受Gamasutra记者采访时透露,公司在未来的2年内,可能将收购一些欧美的独立游戏开发商以充实和强化开发力量。这也是自2006年关闭设在美国加州的Studio 8研发中心以后,Capcom高层首次对外提及收购独立开发 ...
|
Posted: 22 Apr 2008 06:20 PM CDT Activision暴雪的年度营收将达到38亿美元,从而成为全球第一大独立游戏发行商EA的劲敌。 欧盟表示,在游戏软件市场,合并后的Activision暴雪将继续面临几家强大、有效的竞争对手,例如EA、索尼、任天堂和微软等等。Activision旗下的游戏大作包括《托尼霍 ...
|
Posted: 22 Apr 2008 06:59 AM CDT 《音乐战机》是一款在今年的独立游戏节上大放异彩的游戏,游戏将动作,画面和音乐有机的结合在了一起,创造出了一个亦幻亦真的玄妙空间,同时具有良好的操作感和出色可玩性,并且可以自由的融入自己喜爱的音乐,是一款不可多得的创意佳作。 ...
|
Posted: 25 Apr 2008 06:22 PM CDT ![]() In what might be one of the most random yet brilliant ideas in the history of PC games; DreamLore have come up with a game titled Stalin Vs Martians. The whole concept is fairly obvious from the name; you are the russians, and you have to take down the martians, who are invading your country. It's such a wonderful idea, and the developer seems so down to earth that we can forgive the slightly poor graphics, and old fashioned RTS style. Check out images, FAQs and descriptions at the official site. See full article. Related Entries: Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
Posted: 28 Apr 2008 01:35 AM CDT 我不是黄蓉,我是奶妈
我不是MT,我没有盾牌,我只要好队友,完美的副本。 我不是MT,我没有仇恨,在夜里下副本,灭队也英雄。 那天我看到你就决定攒牌子,打扮得一身紫装竞技场晃来晃去, 那天我看到你便想起残阳声望,问wow积分何物直叫人生死相许有道理 我没有女血精灵的美丽,也没有黑手团长的权力 我希望找到老实的MT,对人诚恳,对怪精明 他不要像铜须般多情,也不要像SMTH般冷冷清清 直到我点卡花完装备掉光,找到我实实在在的人生,哦哦哦哦哦哦 |
Frayed Knights Pilot: 48 Hours To Go Posted: 27 Apr 2008 10:07 AM CDT It's almost 9 AM as I write this. I haven't slept yet. I've been working on the Frayed Knights pilot all night long. I'm watching the upload bar slowly climb on beta 2... 75%... 76%.... 77%... Someone's already posted a major bug in Beta 1 this morning that hasn't been fixed... so I guess Beta 2 isn't quite ready for a "release" yet. And some minor issues. I need to get some sleep. Go to church. Hopefully not at the same time. And then get cracking on it some more. I've got approximately 48 hours as of right now. Or less. A magazine in Germany needs it before close of business on Tuesday... what time zone are they in? Yeesh. My brain is fried. My private little victory is that I got the compass in. Was it worth the two hours I spent last night working on it? I hope so. It looks cool. I need more help text. Oh, and real documentation - or something resembling real documentation at this point. And I need to get the web survey up. All in 48 or so hours. Okay - the uploading is complete, and I'm notifying testers. And then... a short nap. If it's too short, it might be worse for me... less than 3 hours of sleep makes me groggier than I am without sleep at all. Catch ya on the flip side! |
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 |
Posted: 27 Apr 2008 08:09 AM CDT 近日,随着盗窃分子利用不法手段盗取QQ号、Q币进而在网上销售获利等案件频频曝光,围绕“QQ号、Q币等虚拟物品能否在网上公开交易”这一焦点,再次引起了业界对Q币等虚拟货币、虚拟财产合法性及监管问题的大讨论。 腾讯等虚拟货币支持者认为,要防止虚拟非法流通,应该借鉴韩国经验,禁止C2C平台的虚拟交易。
但反对者则认为,虚拟财产既然具有使用价值,就会发生盗窃行为,解决的办法最好是虚拟货币发行者建立回收机制,让Q币只在腾讯平台上内循环,真正使Q币只用来购买腾讯的增值服务。
引发是否禁止C2C虚拟交易争论
本月,以腾讯为首的6大游戏运营商提出,为了打击盗窃虚拟财产行为,要求禁止C2C平台的虚拟交易。随后,文化部有关人士建议,可以考虑借鉴韩国经验。
“韩国经验”是指去年12月14日,“游戏产业振兴法修正案”通过了韩国国会的审批,该法案规定,“任何人都不允许进行通过游戏获得的有形、无形物品(游戏点数、游戏币、赠品)的兑换、中介、或买入。”不过,从运营商购处买虚拟物品、虚拟物品个人之间的交易并不在禁止之列。
腾讯这种做法招来很多反对意见,有业内人士认为,韩国的社会信用体系比较完善,而且韩国有服务器搜索队为所有交易提供执法支持,最重要的是,韩国对虚拟物品作了立法保护,对虚拟物品交易欺诈会进行司法惩罚。韩国并非对虚拟财产一刀切,真正禁止的是游戏币。
虚拟货币发行商 建立回收机制
对于以上观点,有业者认为,解决虚拟货币问题,首先是需要政府部门严格规范网络虚拟货币的发行主体资格,监督互联网公司控制虚拟货币的使用范围,同时,虚拟货币发行商应该建产虚拟货币回收机制,解决虚拟货币的流通性问题。
中国电子商务协会政策法规委员会副主任阿拉木斯则认为:腾讯等公司应该建产回收虚拟货币的机制,让虚拟货币失去货币性质。“如虚拟货币既然是腾讯自己发行的,完全可以自己回收,这样可以让虚拟货币只在腾讯平台上内循环,真正使Q币只用来购买腾讯的增值服务,并无其他功能。”此前,学者杨涛提出的“Q币冲击人民币”观点引起了轩然大波,连央行都表示密切关注,以防止出现通过Q币等虚拟货币洗钱的情况。
目前,对于Q币在某些领域内Q币代替了人民币的功能,很多专家表示担忧。对外经贸大学信息学院院长陈进表示:“虚拟货币但凡跟人民币发生联系,就会跟现实中的银行一样,可能面对挤兑等现实风险。”
|
Posted: 27 Apr 2008 06:52 AM CDT After over 3 years of development since the last stable release, many major new features and contributions, and lots of patience, Vega Strike 0.5.0 has finally been released. There's so much potential in this release. Shader support, movie support, so many active contributors, and a more settled development timeline that should see more regular releases from now onwards. Despite the length of time since the previous release (0.4.3) the project rarely was not in active development. That means that 0.5.0 is a huge update and Vega Strike is poised to return to the high esteem in which it was once held as a FOSS project. For screenshots check out the gallery but none were recent enough for me to include them here. Vega Strike is a really cool project and this stable release will hopefully further galvanise the development. If things continue, I have no doubts VS will turn out to be a truly stunning FOSS game. It's pretty damn good already! |
Mario Kart Is Out, Only One More Megaton Left Posted: 27 Apr 2008 06:39 AM CDT |
Why Wii Games Are Too Expensive, And Why They Aren't Posted: 27 Apr 2008 06:26 AM CDT Image from IGN.com One thing many people have been noticing with Wii games is that they are overpriced. This has been an unusual concern, since the standard MSRP of $50 is actually ten dollars lower than Wii's high powered rivals. Yet, games on that system, even if they are sub-standard in terms of gameplay, tend to have at least something about them that seem to justify their price in the eyes of reviewers and gamers. If the actual game length is small, for example, high production values give the impression that the $60 price was warranted. The reason for this is price protection, something that the average consumer does not understand. Basically, publishers release a game with "wiggle room" for the retailer to lower the price as needed. This is because they do not want Gamestop to send them thousands upon thousands of unsold copies. So, take a game like Boogie, a recent flop on Wii by EA. Let's pretend that the game cost EA about $30 to make. This game started out at $60 (it came with a microphone). It didn't sell. Presumably, a sale would mean that the retailer would keep about $10-15 while the rest would go to the publisher (Gamestop and other retailers don't buy games outright, they only "buy" them when they sell). Retailer: Your game isn't selling. EA: Ok, lower the price by ten dollars. You keep $10 and we'll take $40. Retailer: Your game still isn't selling. EA: Lower the price again! Make it $40, you keep $5 and we'll take $5. Retailer: OK, your game still isn't selling. What's up? EA: Fine. Just sell it at $30, take a buck or two for yourself and send the rest to us. Retailer: HEY, IT STILL ISN'T SELLING. We want to send this turd back to you. EA: Ok. We don't want that. Put it in your bargain bin, sell it for whatever you want, and don't bother sending us any money. I may not be hitting everything correctly but I believe this is how the industry more or less operates (Anyone who knows more about this stuff feel free to comment). So when a game like Target: Terror gets put out at $40, it is probably because Konami wants plenty of room to slash prices if the game doesn't sell right away. The big takeaway for the average gamer is that if a game you are interested in seems to be priced too high, just wait a bit, that price will come down. |
Contents of this feed are a property of Creative Weblogging Limited and are protected by copyright laws. Violations will be prosecuted. Please email us if you'd like to use this feed for non-commercial activities at feeds - at - creative-weblogging.com. |
Posted: 27 Apr 2008 05:31 AM CDT 妖仙是当年天神用来对付修罗族所创造出来的召唤兽。打败修罗族后天神由于害怕妖仙力量强大难以控制,于是令二十诸天将妖仙封印于天书之中并存放在天界的藏经阁中。谁知道孙悟空在大闹天宫的时候将天界的藏经阁击毁,二十诸天的封印天书散落世间各处。
当初在封印之时,众妖仙立下誓言:妖仙不再是天神的守护,谁若能解除妖仙的封印,谁就是妖仙的主人,妖仙必将永远追随。 ![]() 剑精灵 很久以前,有一群爱剑如命的剑士闯入了修罗界,并在那失去了自己的生命。他们为剑生,为剑死,生前眼里心中只有他们怀里抱着的那一把剑,死了灵魂也一直守护自己自己生前心爱的宝剑而不舍得离开。这就是传说中的剑精灵。不带一点俗气,也不通一点人情,永远都是高傲冷酷的表情。平时守卫着宝剑的幽灵如同一团气体,环绕在剑的周围,若隐若现。可以说,只有行走和攻击的时候,才会显现出身形。 ![]() 雷兽 居住在大海深处的上古怪兽,腹大如鼓,拥有短且粗壮的身躯和细长的脖子加小巧的脑袋。双手各拎一只大大的银锤,用仅有的单足一蹦一蹦的行走,摇摇晃晃的十分可爱。 ![]() 罗刹鬼姬 一袭暗青的丝制长裙,周身绕满丝带,配上长长的水袖,给人轻盈飘渺的感觉。此女能歌擅舞,极为妩媚,让人有一种我见尤怜的感觉。当你被她外表迷惑之时,也就是她出手之日。看似柔若无骨的纤手会变成一根尖锐的冰锥,钻入你的体内,将你全身冰冻,迅速丧失战斗力。 ![]() 狮蝎 狮身蝎爪,行动如闪电的变种怪兽。两只强有力的爪子能迅速将人击到,但真正可怕的是爪子上剧毒,往往能让人立即丧失战斗力 ![]() 哥俩好 世界上最怪异,最邪恶,最凶残的一种怪物。一胎必生两儿,其弟体形高大、脑袋细小,其兄身比侏儒、头却硕大无匹又坚硬无比。平时其兄都坐于弟弟肩上,只有攻击他人时,弟弟才拎起哥哥的双腿,利用哥哥的铁头对敌人狂砸。 ![]() 仁之木叶神——五叶 九华山为地藏菩萨道场,据传地藏菩萨曾在山中修行讲经。每逢菩萨讲经说法,九华山中百兽俱来听讲。其中有一熊猫仙,宅心仁厚,极具慧根,苦修千年之后终成正果,法名“五叶”。菩萨赐其念珠、钵盂以为信物,令云游四方,广施佛缘。 ![]() 智之水叶神——垂云叟 在长安城外渭水河畔,时常见到一老叟垂钓,与常人不同,此叟的钓钩并无鱼饵,过往行人有笑其痴颠者,亦有称其为垂云叟者。据传渭水曾有一青鱼精兴风作浪,河水淹没两岸庄稼农舍无数,百姓流离失所,怨声动天彻地。官府出榜数日广召能人义士除妖,始终无果。垂云叟用一无饵鱼钩,在渭水河畔垂钓数月,终于钓出一条巨型青鲤,平了渭河水患。百姓深感其恩,尊称其为老神仙。 ![]() 礼之火叶神——颜如玉 “十里平湖霜满天,寸寸青丝愁华年。对月形单望相护,只羡鸳鸯不羡仙。”每当夜深人静的时候,兰若寺就会传出 铮铮琵琶声,有一少女夜半而歌,歌声悠扬,如花间莺燕细语,冰下泉水幽咽。据说很多少年书生,被此歌声引入寺中,从此不见出来。兰若寺由此也被传为一鬼宅,若非青天白日,深夜更是无人敢往。不过据打更的老人传言,曾看到一红衫女子,怀抱琵琶,随着一盏大红灯笼进出兰若寺。 ![]() 义之金叶神——浪淘沙 自从关公就义封神之后,青龙偃月刀就不知流落于何处。大唐贞观元年,蜀中盛传峨眉山金顶关公显圣,据百姓描述,曾见一虎背熊腰麒麟臂的大熊猫,自称名为“浪淘沙”,手持青龙偃月刀。头缠“忠”字飘带,半裸脊背露出一个“義”字刺青,时常出没于峨眉山金顶。唐太宗派人寻访数次,均无功而返。 ![]() 信之土叶神——范式 东汉时,有一个叫张劭的秀才在上京赶考途中,救了一个叫范式的商人一命,两人因此结为兄弟,并约定第二年重阳再相聚。然而,在两人约定之日,张劭左等右等,直到太阳西坠,新月悬空,仍不见范式来赴约,张母知道了,劝他不要再等,而张劭却说:“范兄是守信约、重义气的人,怎会失约?”张劭一直候在门外,直至深夜时分,才见一黑影隐隐飘然而至,仔细一看,来得却是范式的鬼魂。原来为了养家,范式忙于经商,不知不觉忘了二人重阳之约,直到当日早上才回想起来。可是从范式所在的山阳到这里足有一千里路,一天之内 无论如何都走不到了。为了守约,他想起古人曾说过:人不能一日千里,而鬼魂可以。于是挥刀自刎,让鬼魂来这次赴约。“请兄弟原谅我的疏忽。看在我一片诚心上,你去山阳见一见我的尸体,那我死也瞑目了。”范式的鬼魂话说完,就飘走了。而张劭,在赶到山阳见了范式灵柩后,自愧范式为己而死,也挥刀自刎来回报范式的信义!众人惊愕不已,后来就把二人葬在了一起。汉明帝听说此事,非常赞赏二人互相之间的真诚与心意,在他们墓前建了一座庙,称为“信义祠”。 “范式之约”的典故出自《后汉书.范式传》,在后来的冯梦龙小说《喻世明言》中,也有一篇“范巨卿鸡黍死生交”讲述这个故事。后世有许多歌颂“范式之约”的诗词,“千里途遥,隔年期远,片首相许心无变。宁将信义托游魂,堂中鸡黍空劳劝。月暗灯昏,泪痕如线,死生虽隔情何限。灵輀若候故人来,黄泉一笑重相见。” |
Posted: 27 Apr 2008 05:27 AM CDT 迷惘的时候,又翻翻以前的文字看看:)
当惰性肆意泛滥,大家都在停滞不前,一种人站了起来。于是这种人的未来会被设定两种情况:一是被作为领头被推请,二是当作头羊被打倒,因为他永远不会选择平庸,自他出生以来就一直在学习能接触到的任何一项技能来武装自己。并不断要求自己要保持理性,摆脱虚荣,利用,妥协,减少散漫,懒惰,因为他始终明白:任何假象终将显现与真相面前! |
Target Terror = Target Awesome? Posted: 27 Apr 2008 05:53 AM CDT |
Posted: 26 Apr 2008 07:50 AM CDT |
Posted: 20 Apr 2008 01:40 AM CDT 翻了下原来在56上传的视频,找到几个重口味的东东……居然还没有被和谐……低调呀……. 美国的僵尸文化真是……话说回来很就没有看到一蹦一跳的国产僵尸了…… 漫画感觉的动画片,看玩过后觉得要做一部动画,其实有捷径。 不知道第三章好久出 CODENAME:EMBRYO 第一章
CODENAME:EMBRYO 第二章
|
Posted: 19 Apr 2008 09:47 AM CDT 偶然间找到了这个叫Forces的东西。看了游戏视频,完全不知道是怎么回事,像一团浆糊一样,眼花缭乱的。没想到玩了一会后竟然上瘾了。感觉像是在自己发呆或无聊的是时候头脑里出现的一些画面,自己制造了一些乱七八糟的东西,然后在让这些东西此消彼长,相互竞争,缠斗……可能这就是这类意识流的游戏想要达到的目的吧…… 游戏规则就是不让鼠标被几何体击中,按住左键可以放出一些蓝色的东西,然后按右键可以激发这些蓝色的东西变成激光束,可以攻击几何体,S键好像是吸引作用,可以让光束围绕自己运动,可以保护自己。ALT可以变换自己的力量。 大概就是这么玩,没好好玩教学关…….
官方预告 看了后根本不知道是在做什么…….
自己录的视频 这个应该可以看出个所以然来
下载 30M |
08年第一个独立游戏大作 Noitu Love 2终于发布啦!有新DEMO! Posted: 18 Apr 2008 06:39 PM CDT
在年初总结的今年要特别关注的独立游戏作品中,Noitu Love 2是我关注度比较高的一个游戏,仅次于hammerfall和crayon physics。 PC上的原创横版游戏太少了,Noitu Love 2能做到这个份上真是很不容易呀。 这个游戏会小小的火一阵吧…… 今天官网上已经发出订购页面。20美刀。 有能力,且喜欢这个游戏的朋友去支持一下吧。 新DEMO(追加一个新关卡) 下载地址(请用网际快车下载,用迅雷不能下而且可能被屏蔽IP) 网盘下载(请用IE下载) |
Posted: 18 Apr 2008 11:18 AM CDT |
Posted: 18 Apr 2008 09:40 AM CDT |
Posted: 06 Apr 2008 03:03 AM CDT
我们可能经常会在地铁站、天桥上看到弹着吉他卖唱的艺人,也许是现代城市的生活步伐过于快节奏了,我们大多数时候只是轻轻一瞥然后继续行色匆匆,甚至没有时间琢磨一下自己刚刚听到的是什么歌……这个故事中的男主人公就是一名在街头卖艺的小伙子,地点则切换成了爱尔兰的首府都柏林。他是与众不同的,不会弹奏那些脍炙人口的流行歌曲以赚观众缘,反而沉浸在自己的音乐世界中无法自拔,丝毫不会受到身边环境的打扰,几乎要与城市一角的黑暗与晦涩融为了一体。
了解这部电影是在别人的博客上看到介绍这个电影的原声,全部听完后觉得很不错,前几天看到这部电影里的一首歌falling slowly得了什么奥斯卡金曲,突然间对这部电影有了很大的兴趣,让朋友帮我挂了一个通宵下了下来。 朋友觉得看了头晕,主要是受不了镜头的摇晃吧。个人觉得还不错,挺纯洁的。一开始还以为是一个烂俗的剧情,但是最后的结局却有些莫名的伤感,男主角去了伦敦,追逐自己的音乐梦想去了,女孩又和自己的丈夫生活在了一起…… 曾经美好的回忆…… 我是一个没有习惯看电影的人,尤其是一个人看,突然发现自己已经很久没看电影了,很久没有感动过了。 剪了一些片段 初次相遇(say it to me now)
falling slowly(现场) 女孩为男主角的歌填的词(if you want me)
女孩写的歌(the hill) 蛮伤感
在录音室录歌 When Your Mind’s Made Up 片尾了 男主角送个女孩一架钢琴,自己踏上寻梦之旅,女孩和自己的丈夫生活在一起,两人又回到的自己的世界,留下一段曾经美好的回忆……falling slowly……. |
Posted: 04 Apr 2008 08:31 AM CDT 在网上乱逛,无意间发现的这个东西。日本人做的,让我想起了phun。phun也是一个2d物理引擎。 个人觉得这个要有趣一些,可以模拟液体,固体,气体,橡皮,塑料,火焰等材质效果。 目前只是一个DEMO。
OE-cake DEMO下载 http://www.jsharer.com/file/620075.htm
|
Mekuri Master 掀起你的裙子来,让我来看看你的……. Posted: 03 Apr 2008 09:09 AM CDT 刚刚上线,朋友就发过来这么一个猥琐的FLASH游戏,Mekuri Master。 倭国人就是猥琐呀……这么一个内容居然还做得这么热血…….游戏内容就是不断的掀起女同志的裙子……每关过后还会看到的小裤裤,总结一下,好像花色蛮多的……
鼠标控制,瞄准裙子然后从下往上。like this 还有线上排名……
第一关 居然连子弹时间没没有玩出来 真是失败呀 看来我还是比较正直的 (*^__^*)
|
Posted: 29 Mar 2008 05:03 AM CDT Paul Robertson 这人太强了 有些血腥暴力 口味比较重 不多说了 看视频 Kings of Power 4 Billion % (最新的作品)
Pirate Babys Cabana Battle Street Fight 2006
Devil Eyes Do The Whirl wind The Magic Touch
|
Posted: 27 Apr 2008 05:07 AM CDT 每一次,当你看到日本人作的三国的时候,心里是什么感觉?是不是有一种羞愧?一种尴尬?甚至,是一种无奈? 无意间,在56.com发现了"秦时明月"(对于很多漫迷而言,可能我已经非常后知后觉了): ![]() 从开篇的主题曲,到充满浓郁中国风的画面和剧情,无不吸引了我,于是,赶快向我的朋友们推荐这部片子,大家的感慨与我一样:中国的动漫,有希望了。虽然,它仍然是台湾出品而不是大陆出品的,但至少是我们中国人自己作的,不会那么尴尬了。更多有关秦时明月的图片。 这里,是它的官网: http://www.qinsmoon.org 这里,有它的视频: http://www.56.com/w25/play_album-aid-5278426_vid-MzM0ODc3Njc.html 这里,有它的迅雷种子(推荐看迅雷的RMVB,FLASH的画面质量太差,看这个糟蹋了): http://luckweb.8866.org/bt2/torrent/20080220115305616877910.torrent 这里,有它在百度百科上的完整简介: http://baike.baidu.com/view/798911.htm,下面是一些片段: " 这部堪称华人影视动画行业顶尖大作的动漫系列剧,共分八部,总投资预计超过1亿元人民币。目前已完成的第一部《百步飞剑》, 将率先在2007年春节黄金档登上贺岁荧屏,其余续集也将从07年开始连续8年作为每年的春节贺岁片相继播映。同此前纷纷因情节而被诟病的国产动漫大制作 相比,《秦时明月》的整个故事主线、人物性格演绎、画面场景设置和主题音乐都更具中国特色,被业界奉为新世纪动漫“中国风”的典范,也被誉为是中国国产动 画在保持自己特色的前题下能溶入国际文化的一部重量级作品。" "以往的国产动漫大制作或完全走国际化路线失去人物原有特征,或单纯强调知识传播和道德教化,在人格的影响塑造方面缺乏过人能力,不能把人物丰富的内心世界 展现出来,往往成了简单的基本功重复。《秦时明月》的过人之处就在于它在严谨的历史考据和丰富的娱乐元素中取得了良好的平衡,并针对观众群的分布塑造了各 类丰富饱满的人物形象。" "《秦时明月》是国产动画中极少数为12岁以上的观众族群制作的动画片。我们在一定范围内试看的调查结果表明,《秦时明月》的观众族群年龄跨度较大,可以延展到22岁左右的大学生,甚至已经进入工作阶段的年轻人。" 而最难得的,是出品该作品的公司对于通过迅雷平台进行网络营销的策略: “玄机科技承诺将向迅雷公司提供我国首部大型3D武侠动画剧《秦时明月之百步飞剑》的内容视频授权,网民可以借助迅雷公司的平台获得《秦时明月》的正版内容下载。” 这是一种非常开放的营销心态,它明知盗版在国内风行,所以采取了更为务实的作法,即:在影片内植入广告,以这种方式赢利。所以,从这一方面看,该公司不仅具备作好这部片子的资金,技术以及人才实力,也同样具备作好这个市场的营销能力。非常看好。 |
Posted: 28 Apr 2008 12:06 PM CDT 我要找个地方吃长寿面。 祝我福如东海,寿比南山。 27周岁的生日来了。 |
Posted: 28 Apr 2008 12:05 PM CDT 尽力了,把7个球都当作生日礼物吧。 实在踢不过那也没办法。 |
Posted: 28 Apr 2008 09:30 AM CDT atlus的“女神异闻录”新作《Persona 4》预定7月10日在日本发售,平台是ps2。 |
前作ps2《Persona 3》是2006年7月13日在日本发售的( http://blog.sina.com.cn/u/4938f71b010005y2 ),到2006年底累计销量21万( http://blog.sina.com.cn/u/4938f71b010008m7 ),虽然比不上同年的《最终幻想12》、《北欧女神2》等作品,但以一个二线的rpg品牌而言,这样的成绩已经算十分不错了。
《Persona 3》将学校生活和迷宫冒险结合起来,让人颇有一种耳目一新的感觉。玩家既可以象玩“心跳回忆”之类的恋爱游戏那样通过各种方式来提高自己的魅力、学习力等参数,还可以到一个200多层的迷宫中打怪升级,这样的设定相对于传统的rpg也是比较另类。
而《Persona 4》看样子是延续了前作的风格,故事也照样有点恐怖,讲的是某地的连续杀人事件,而主人公们可以通过电视进入异世界…… |
Posted: 28 Apr 2008 09:16 AM CDT
获得国际奥林匹克委员会独家授权的sega自去年在Wii和nds开发了以“北京奥运2008”为题材的《马里奥和索尼克在北京奥运会》后,今年也将在ps3和xbox360上推出《北京奥林匹克运动会2008》。 |
和《马里奥和索尼克在北京奥运会》的卡通风格不同,这次的《北京奥林匹克运动会2008》变成了写实风格,除了因为没有任天堂的授权之外,大概也是ps3和xbox360用户群的喜好不同吧。
相关链接:
http://blog.sina.com.cn/s/blog_4938f71b01000a7v.html mario和sonic在北京奥运会 http://blog.sina.com.cn/s/blog_4938f71b01008ktx.html |
Posted: 28 Apr 2008 09:16 AM CDT
获得国际奥林匹克委员会独家授权的sega自去年在Wii和nds开发了以“北京奥运2008”为题材的《马里奥和索尼克在北京奥运会》后,今年也将在ps3和xbox360上推出《北京奥林匹克运动会2008》。 |
和《马里奥和索尼克在北京奥运会》的卡通风格不同,这次的《北京奥林匹克运动会2008》变成了写实风格,除了因为没有任天堂的授权之外,大概也是ps3和xbox360用户群的喜好不同吧。
相关链接:
http://blog.sina.com.cn/s/blog_4938f71b01000a7v.html mario和sonic在北京奥运会 http://blog.sina.com.cn/s/blog_4938f71b01008ktx.html |
Posted: 29 Apr 2008 01:54 AM CDT 打开这里的时候提示没有开通:
![]() 点“开通”之后又提示已经开通过,不能重复开通: ![]() 进入管理界面,看到惊人的一幕: ![]() 退出登录后重新登录,看到的内容完全一样。但是几分钟后就恢复正常了,然后时好时坏,坏的时候我截图,好了就编辑上来。 ![]() 居然说栀子飘香的空间不存在 ![]() 除了上面多了一行字之外,基本上没什么新的现象出现,我的文章都导出来保存过了,坏了也不担心。不管了,睡觉去了…… Warning: Invalid argument supplied for foreach() in /opt/data/www/union/common_module.php on line 1674 |
Posted: 28 Apr 2008 11:05 AM CDT ![]() Slay is a 'conquer the world' strategy game with no randomness (except for the AI choices), and a handful of very simple but compelling rules, and really nice balance. I was introduced to it by Steve Taylor, a good friend (and former boss) from NinjaBee (hey, now you KNOW where he got his inspiration for the not-quite-so-minimalist Band of Bugs). But being such an RPG geek, Jamie's article made me think of the computer role-playing game angle. What would a minimalist RPG be like? It's hard to answer, because the definition of RPG is really fuzzy. One might be tempted to say NetHack or other roguelikes, but the only thing minimalist about NetHack is the graphics. From an underlying gameplay standpoint, Oblivion is minimalist by comparison. Diablo comes even closer to the that description, but it's also pretty far from the mark. My own candidate might be the freeware Really Really Random RPG - which I personally think of as the "Really Really Abstract RPG." If so, it may underscore a problem with the concept of minimalism in RPG design. The minimalism of Slay is part of its appeal - it strips through all the trappings and accessories to reveal a really solid core of fun game mechanics. But RRRRPG's minimalism reveals pretty uninspiring mechanics. It'd be easy to shift the blame on RRRRPG's designer, but the game mechanics have been abstracted from countless commercially successful RPGs. Maybe Slay just did a better job at the abstraction. Maybe the designer just pulled out the right mechanics and balanced and polished them to a fine sheen. I definitely feel that's part of the answer. And I also feel that - when you strip away things down to their bare minimum - RPGs themselves are strategy games at their mechanical heart. After all - they began life as wargames. But I think a big part of the problem is simply that RPGs are very context-sensitive. While I don't believe an RPG really needs much of a "story" to be an RPG (after all, I consider NetHack and most roguelikes to be RPGs), I think it is that story - or at least "context" - that provides much of the entertainment value. Still, it's an intriguing thought. I took something of a stab at it with Hackenslash once upon a time. So lets say we wanted to design a good (as in, fun) minimalist RPG. What key game mechanics would we have? What simple but powerful story could we weave into it? So what kind of things would you put in a minimalist RPG? You don't have to provide a complete design or anything - just what sorts of things would make a simple-yet-compelling RPG in your mind. And feel free to cite examples. For convenience and posterity's sake, I've even made it a thread on the forums. Because I just love to give. :) (Vaguely) related navel-gazing. * Are Hybrid RPGs Just the Poor Man's RPGs? * What Makes a Great RPG - The Story * The Evolution of Computer RPGs * But Is It An RPG? . |
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 |
Posted: 28 Apr 2008 09:01 AM CDT 游戏的快乐过程:动力,压力和压力的释放。初始动力是决定玩家购买的因素,持续动力能让玩家继续一个游戏,而压力会让这个过程变得更有味道,压力的释放是玩家真正体验游戏的快感时刻。一款好的游戏,正是将这三者拿捏得恰到好处。
到底什么样的游戏才是好游戏?什么样的游戏才好玩?做为一个游戏制作人,也许你曾经不止一次的问过自己这样看似没有答案的问题。的确,好游戏太多,好玩的也太多,似乎,没有一个合适的标准答案。呵呵,如果你这样想,那你就错了,其实,在众多成功游戏的背后,都有一个指南针一样的定理,本文将结合荣格的心理学理论深入浅出的为你揭开隐藏在众多假象后的内幕,希望看完本文,你也会得到你的指南针,从此,你将不再是迷路的孩子。
1. 是什么决定了一个游戏是否好玩?
游戏快乐的秘密:动力,压力,压力的释放
动力:又分为持续动力和初始动力。持续动力主要决定是否要继续一个游戏,初始动力则决定是否要进行一个游戏。
初始动力:片头的CG,进入游戏的最开始几分钟或者DEMO,或者大肆宣传的某一大作的续作,有某一知名制作人参与等都可以成为初始动力,初始动力非常的重要,因为它直接决定了玩家是否会花钱购买一个游戏。
持续动力:玩家在游戏中,还需要一个不间断的动力不停的推动他继续游戏,这个就是持续动力。持续动力能让玩家继续一个游戏,如果没有了持续动力,玩家将会觉得游戏枯燥,无聊,从而停止游戏。一个悬念,一个优美的故事,一个目标都会诱发持续动力的产生。
压力:在动力的推动下,玩家不停的追寻着,不过,我们可不能让他一下就得到他想要的东西哦,在这之前,还要给他点调味剂,这个就是压力。没有了压力,一切就会索然无味,(哎,人就是这样一种奇怪的生物,太容易得到的东西往往会不懂得珍惜。:))什么会构成压力呢?RPG里不停被踩暴的“地雷”,网络游戏里不停刷出的怪物,被某个人或者某个怪物打败。。。一切的失败和无聊透顶的东西都会在游戏中产生压力。
压力的释放:啊….终于升级拉,终于找到宝物了,疑惑终于解开了。。。玩家积蓄的压力突然如潮水般的涌出,那个感觉—啊~~~~就象忍了很久的大便,终于拉出来了一样(也许有点不恰当,不过确实如此)。实在是:爽啊~~~~。这个解脱,就是压力的释放。
如果您对这篇文章感兴趣,相信你会对PSYTOPIC同样感兴趣,网址是psytopic.com 。这是Psytopic的指纹密码:aHR0cDovL3d3dy5wc3l0b3BpYy5jb20=,您可以凭这个指纹在google搜索到我们的网站。
以上是对动力,压力,压力的释放三者的一个诠释。综上,初始动力是决定玩家购买的因素,如果我们只想骗钱,那么只需要加大初始动力的投入就可以了,但如果我们不光只想骗一次钱,还想有二次,三次可以骗,那么就要做好游戏,则持续动力,压力,压力的释放三者也是缺一不可的,任何一个游戏只要缺少其中之一,必定不会成为好游戏!反之,一个游戏要物有所值,物超所值,甚至成为经典,则一定要把握好三者之间的关系才行。那么,如何的关系才是最好的呢?一般来说,好的游戏三者间的关系是非常平衡的。因为动力(持续动力)过小,会让玩家觉得没有追求的价值,压力过大会让玩家感觉受不了而中途放弃,压力释放过快会觉得过于无聊,过慢会觉得压力过大。。。不过也有例外,比如GTA,则是做为一个充分释放人被压抑的破坏欲望(位于七层心理模型中第二层,下一章会提到)的工具,对于此类游戏释放是应该大于压力的,因为它释放的乃是人自身所带的压力。
下面将分别探讨单机游戏和目前炙手可热的网络游戏两种模型之间的区别和单机游戏与网络的成功要素。单机游戏模型与网络游戏模型如何更好把握三者之间的关系?
1.单机游戏:单机游戏最大的特点是:有限。所以我们可以叫它为有限的游戏。在有限游戏中,玩家必须按照已定的逻辑,规则,故事进行游戏,好比看小说,看电影,总有结束的时侯。玩家会按照有限的故事或者规则一步一步的发展下去,玩家的动力,压力,释放均来自与它,而故事或者规则是有限的,所以总有结束的时候,说明白点,在单机游戏中,人的参照物是机器,而机器的逻辑总是不能无限扩展的!因为是有限的游戏,所以,在单机游戏中,是否有平衡的数值,优美的剧情,新奇,有趣的游戏规则将是游戏能否成功的关键所在。
2.网络游戏:相信玩过网络游戏的大都会有这样的感受–怎么游戏总是没有结束的时候啊?不错,其实无限正是网络游戏的特点。在网络游戏中,其他的玩家充当了参照物,尽管玩家自身在不停的提升,但参照物也在不停的提升,所谓人比人比死人,这个就是网络游戏无限的原因了。所以,网络游戏中,是否有可以”打败“其他玩家的道具,比如,独一无二的道具,绚丽的装备,地位的差别等。。。及公平的游戏环境和有趣的游戏规则将是决定游戏是否成功的关键。
综上,我们可以看到,网络游戏模型与单机游戏模型最大的区别是有限与无限的区别或者说是参照物上的区别。所以,作为成功游戏的要素两者在侧重的点上会各有不同。关于网络游戏的成功的要素也有很多人认为应该是交互性强于单机游戏的缘故,所以设计时拼命的加入更多更多的交互,等游戏出来以后,却发现玩家并不喜欢。而且越拼命玩网络游戏的玩家反而越不愿意与其他玩家交互,这做如何解释呢?呵呵,其实网络游戏真正吸引人的并不是交互,你只需要结合以上观点仔细想想就会明白网络游戏真正的魅力是—”胜利的喜悦“(胜利有很多种形式,并不只是单纯的PK叫做胜利,得到一件别人没有的道具可以从某种意义上胜利,通过努力当上一帮之主也可以得到”胜利“),总之当你”打败“一个人的时候所能得到的快乐,会远大于打败一台机器的快乐,这个才是网络游戏火暴的真正原因,用我们刚才的理论来说,就是网络游戏中压力所释放的快感要远大于单机游戏。而拼命玩网络游戏的玩家为了能打败更多的玩家,不愿意把时间用在交互上,所以才有这样的情况发生。至于有限游戏与无限游戏的概念欢迎大家继续和我探讨:)。
2. 游戏制作人如何“预先”知道一个游戏是否成功?
啊。。。我想,这可能是很多制作人的梦想,如果能象天气预报一样准确的预报我们的产品上市后到底会是“晴转多云”,还是“零星小雨”那是多么愉快的一件事啊! 呵呵,其实这个并不是不可预计的,不过要成为一个优秀的“天气预报员”也不是件容易的事情,为此你必须具备下面这个能力:
移情:所谓移情,就是指能了解别人体验的一种能力,我们也可以通俗的称其为能够“设身处地为别人着想”的一种能力。 据说,拥有高移情能力的人,不是心理学家就是大骗子(原因很简单啊,因为他们知道别人在想什么,我们的游戏公司是不是应该多招几个骗子来做游戏啊?:)),那么,我们这些不是骗子的游戏制作人,要怎么样才能成为拥有高移情能力的“天气预报员”呢?其实也很简单,只要多玩游戏和拥有更多的生活经验就可以了。然后,在制作游戏,设计某一个玩法的时候,你才能更多的回忆起自己做为一个玩家时的感受,从而确定游戏的可玩性。当然,也可以借鉴成功游戏的经验,站在巨人的肩上,那样会远比你站在平地上看得要远。
(点击查看原文/来源链接)
|
Posted: 28 Apr 2008 09:12 AM CDT 最近找到一本书,是关于马桶的民俗的!!还真长了见识。《臭美的马桶》,作者扎西.刘,中国旅游出版社,2005年出版。别误会,作者不是藏人,而是土生南京人!因为以前在高原玩摄影十年,爱死西藏,所以索性连名字也改了。 |
Postmortem: Ironclad/Stardock's Sins of a Solar Empire Posted: 28 Apr 2008 11:00 AM CDT
|
Posted: 28 Apr 2008 07:03 AM CDT 4月26日,fami通杂志社举办了“Fami通AWARD 2007”的颁奖仪式。该奖项是在2007年1月1日-12月31日期间发售的总共1003款日版游戏中,根据读者投票,并且由“Fami通AWARD 2007”评选委员会审查选出来的。其实这样的评奖基本上都是皆大欢喜的,因此整个颁奖现场也算是比较热闹,游戏厂商也都比较捧场。
“Fami通AWARD 2007”获奖名单如下:
大奖: psp《怪物猎人P2》(capcom) Wii《超级马里奥银河》(任天堂)
新秀奖: “莱顿教授”系列(level 5)
Wii《Wii Sports》(任天堂)
革新奖: Wii《Wii Fit》(任天堂)
nds《马里奥聚会DS》(任天堂) nds《口袋妖怪不可思议迷宫:时/暗之探险队》(pokemon) nds《勇者斗恶龙IV》(square-enix) xbox360《战争机器》(微软) ps3《高达无双》(bandai)
MVP:
年度游戏角色: 马里奥
年度游戏公司: 任天堂
——fami通原社长滨村弘一致词 |
Posted: 28 Apr 2008 08:40 AM CDT 玩家在游戏里的收入是否应该纳税、游戏币与现实货币之间的兑换可能引起的洗钱问题及由此对现行货币法律制度和货币政策的影响等,给人们带来了许多困惑。这些问题是否需要现行的法律来调整,如果需要的话,其法律适用问题、哪个国家来行使管辖权等,都对传统法律体系和理论带来巨大挑战
近日,亚太网络法律研究中心与中国人民大学法学院、中国人民大学民商法研究基地、北京市律师协会信息网络与电子商务专业委员会共同主办的“网络与法律对话”圆桌研讨会,在中国人民大学明德楼国际学术报告厅举行。研讨会以美国林登实验室开发并运营的一款模拟人生游戏“Second Life”(第二人生)为切入点,对网络游戏中的法律问题展开了广泛而深入的讨论。 据悉,“Second Life”已通过代理机构在北京设立办事处,为此游戏进入中国进行铺垫,作为一个基于因特网的虚拟世界,林登实验室于2003年推出的此款游戏,虚拟化身(avatar,通常简写为av)可以做许多现实生活中的事情,比如吃饭,跳舞,购物,卡拉OK,开车,旅游等,通过各种各样的活动,全世界各地的玩家可以相互交流。 虚拟物品是物权还是债权 “Second Life”的一大特色是绝大部分东西都是虚拟化身而不是林登实验室创造的。Second Life里有一套3D建模工具,任何居民都可以利用它配以适当的技艺建造虚拟建筑,风景,交通工具,家具,机器等,这些东西可以使用,可以交换,可以出售,这也是各种经济活动的主要来源,虚拟化身还可以在货币交易所把美元等现实世界中的货币兑换成林登币,“SecondLife”里创造某个物品的虚拟化身和拥有某个物品的虚拟化身有一些权利,就像现实世界中的版权一样,在一些方面还有所增强。 去年,在“Second Life”创建的Eros公司的一个主打产品是名叫“SexGen”的性爱床,奥德曼通过程序开发研发了它,供虚拟世界中的男女“享受温馨时光”,但不久之后,奥德曼发现游戏中的“沃尔科夫·卡顿尼奥”正在销售一模一样的性爱床,价格比他的产品低46美元,奥德曼提起诉讼,指控其侵犯了他的知识产权,要求“SecondLife”的运营商林登实验室披露卡顿尼奥的真实身份,并要求卡顿尼奥赔偿损失。 北京邮电大学网络法律研究中心主任刘德良教授表示,“虚拟财产”的提法不太准确,目前的学术界和实务上基本上有两种叫法,一种是叫虚拟财产,另一种就是虚拟物品,他认为称之为“虚拟物品”更为妥当,因为从法律上所讲的财产(权益)都是有价值的,真实的。虚拟在理解有很多不同,虚拟在英文上“virtual”是指视觉上真实,实际上不真实的。再用财产一词就会导致逻辑上的障碍,法律上的财产真实的,各种权利和利益都是真实的,之前加上虚拟,好像不真实。所以不应该叫虚拟财产,应该叫虚拟物品,虚拟物品是指在网络环境中看起来真实的,但在现实环境中找不到一一对应的形式。 中国人民大学法学院知识产权教研室主任郭禾教授认为,虚拟财产构不成物权法调整的对象,不能当成一种对世权而存在。然而虚拟物品的产生源于玩家在游戏过程中的行为,这个行为来源于与游戏玩家之间的约定,换言之就是通过约定产生了一种对世权。 中国人民大学法学院教授姚欢庆认为,如果引入经济学的概念,当“它”有一定的稀缺性,大家又共同追求“它”的时候,“它”当然应当作为一个财产来对待,“它”当然应当成为法律保护的法益,至于在什么层次上给予保护又是另外一个问题。 清华大学法学院教授赵晓力则直言:“为什么一定要弄清楚它是物权还是债权呢?这一点有什么法律上或者现实上的意义?商业贿赂里面是不要求这些的,就要求是一种名义就行了,《中华人民共和国民法通则》里面,我们知道是财产权就可以,并没有讲到必须是物权还是必须是债权。” 虚拟货币要不要管制 林登实验室从2005年底推出一种虚拟货币“林登币”,供居民们交易使用。该货币可以直接和美元兑换,居民可以用信用卡等购买,兑换比例随市场行情变化而变化。2006年11月,林登实验室开始在“第二人生”的网站上公布该货币兑换比率,从而引发了人们对于虚拟货币以及虚拟经 济体的争论和探索。 据报道,澳大利亚税务署曾警告那些玩家们如果其虚拟财产可以转化成真实货币的话,他们必须公开其税收状况。 中国政法大学民商经济法学院副院长费安玲教授认为利用网络获得经济利益的手段,与过去传统获得利益不同的只是载体不同而已,是通过网络进行的交易,在软件设计中可以不断进行交流,又可以回归成为现实的财产,只是获得财产的新方法而已,这类行为法律如何对待,网络与现实生活紧密联系,它涉及金融管制的问题,当一个财产可以成为物权管理对象的时候,公权力可以进入财权行政管理的方法来管理。 姚欢庆从民法方面探讨中国的Q币(是由腾讯推出的一种虚拟货币,通常它的兑价是1Q币=1人民币)和林登币,他认为Q币确实存在对金融秩序造成一定冲击的问题。从法律方面定性是比较容易的,国家的法定货币是人民币,一般等价物就是人民币,人民币兑换美元,这是一个买卖合同,并不是货币交换的关系,而是作为一个物来对待。那么同样道理,Q币与林登币,如果把它们作为一个财产来对待的话,实际上,可以看成是一个债权性质的东西来对待,它们之间的交换,只不过容易在现实环境中给虚幻掉,由于它有非常强的可流通性,导致了冲击现有金融秩序的问题,法律上解决此类问题是很容易的,但在实际中的管制,是一个非常复杂的问题。 网络强奸是不是犯罪 数月前,“SecondLife”虚拟世界内发生了一起奇怪的风化案,一个虚拟化身(女)被一个虚拟化身(男)强奸了,世界上大多数媒体把该事件作为花边新闻,因为受害者只是虚拟角色,在现实中根本不存在,一切都是假的,然而比利时警方却郑重其事展开了一系列调查,以了解当中是否确有犯罪行为。 美国一贯关注IT行业发展的《连线》杂志一资深编辑撰文指,虚拟世界中的犯罪危害远低于真实的违法行为,为了一起游戏中的虚拟强奸案而出动警力进行调查,实在不合理,虚拟强奸可能是不道德的,但终究不是犯罪。 相对此前不久,德国电视台揭发一个儿童色情集团利用“SecondLife”发布儿童色情影像,会员只要付费,便可与虚拟小孩进行性行为,虽然事件不涉及真人,但仍触犯德国的保护儿童条例,警方介入调查。 众多专家虽有不同意见,但他们发出警告,虚拟世界内每一个角色,背后都有一个真人操纵,这个人在虚拟世界内所犯罪行,或多或少反映出他在现实世界中想做什么。换言之,他在网上所犯的罪行,在一定程度上会对其他人构成威胁。 姚欢庆认为此类问题值得探讨,在“Sec-ondLife”中,强奸不会产生刑事责任,但有没有实际的人格受侵害,会不会影响实体中间的人格尊严,会不会反射到现实生活中人的人格尊严等问题值得关注。 “SecondLife”是一个大型的游戏环境,群体之间除了每一个人与运营商之间是合同关系,在虚拟世界中虚拟人群之间是一个什么样的关系,也许和人格权有一定的联系,他们之间是否有一个受章程约束的关系,这是一个规则的问题,也是需要考虑的。 中国人民大学法学院院长王利明教授在会上强调,未成年人保护,他人人格权侵害问题,另外还有色情网络游戏所涉及公序良俗和网络游戏制作人和网站侵权时的责任等问题,都还需要商榷。全国人大也在加紧制定侵权责任法,其中有一部分肯定涉及网络侵权问题。对于网络游戏的侵权问题,虚拟环境是其特殊性所在,也是和一般侵权的区别,相应的归责原则,构成要件,赔偿标准都会提出新的问题,我们国家立法在这个方面明显滞后,更多的是规章甚至效力更低的文件,一旦发生纠纷很难适用。网络环境下的问题,没有对真实生活产生影响,不需要援引民法规制。现行的法律能够解决,就没有必要创设新的规则。法律应该具有一定的抽象性,即使立法也应该纳入现有的 网络犯罪要怎样规制 为让“Second Life”像“窗外的世界”一样逼真,是林登实验室首席执行官罗森戴尔最大的愿望。 据报道,去年,英国防欺诈咨询小组(FAP)向政府提交报告,称“SecondLife”用户可以在没有任何限制的情况下在国际间转移资金,并且不会有被查出的风险。这 为犯罪分子提供了极大的空间,此外该小组列出“SecondLife”中的其他风险,包括信用卡诈骗、身份窃取、洗黑钱和逃税等。FAP网络犯罪工作组主席菲利普森曾将该游戏称作是“没有任何外部法律管理的世界”,他说:“商业、公关和犯罪行为都被隐藏,但欺诈、逃税或偷窃所涉及到的金钱却是实际存在的。” 据英国《星期日电讯报》报道“Second Life”目前每天的兑换金额高达75万英镑。一些不法分子已经在利用诸如此类的虚拟空间进行大量洗钱、逃税、诈骗等犯罪活动。“在这种情况之下,执法部门必须在真实世界中挖掘出证据来确认从虚拟世界得到的证据。” 全国人大代表、深圳市中院执行局执行一处副处长刘来平曾建议国家立法禁止网络无形财产非法交易,以保障虚拟世界中的物主权益。在此之前,文化部文化市场司副司长庹祖海也曾公开提议国家立法禁止虚拟财产交易。 中国人民大学刑事法律科学研究中心办公室副主任时延安强调刑法对网络犯罪的规制问题。他认为作为刑侦法制新的打击的对象,从刑法来说,第二百八十五条,违反国家规定,侵入国家事务、国防建设、尖端科学技术领域的计算机信息系统的,处三年以下有期徒刑或者拘役。第二百八十六条违反国家规定,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,后果严重的,处五年以下有期徒刑或者拘役;后果特别严重的,处五年以上有期徒刑。另外一个是第二百八十七条中提到,利用计算机实施金融诈骗、盗窃、贪污、挪用公款、窃取国家秘密或者其他犯罪的,依照本法有关规定定罪处罚,规定如果是利用网络,利用计算机系统来实施的一些相关的犯罪的话,可以按其他的犯罪来处理,利用网络来实施一些我们所说的传统的犯罪的话,也可以涉及相关的罪名来处理。立法规制中。 |
JESSICA BIEL WILD AND HOT SEX SCENE Posted: 28 Apr 2008 03:28 PM CDT |
Posted: 28 Apr 2008 07:38 AM CDT 首先声明,不是软文,哈哈! 周五听说《寻仙》封测了,听说是腾讯代理时愕然了一下。发现搞号比较难,就上淘宝找人买。卖号的人说,太晚了,上家不在线,明天白天吧。 白天给卖家发了两个改过密码的QQ号和密码,让他开通,每个8块钱。开通了去吃晚饭,回来刚好下完客户端。 因为没什么时间玩,所以周日晚上的时候才十多级,这时我接到了一个任务。是宁海县每天可以做十次的一个重复任务,替城南的阿妹送一封情书给宁小臣,然后宁小臣会回一封情书给阿妹,如此算一次。每次送到后,NPC都会说一些情意绵绵的恶心话,什么“宁公子你真坏……”之类的。 正在感慨制作组视觉强奸的时候,我又骑着驴到了宁小臣旁边。这时旁边出现一个叫做“何府打手”的NPC,冲上去打宁小臣,这个时候不能点击宁小臣,我也就交不了任务了,只好在旁边看着。没几下宁小臣就被打趴在地,何府打手的头上冒了个泡:“叫你勾引我家小姐……” 汗…… 巨汗…… 瀑布汗…… 黄果树瀑布汗…… 尼加拉瓜瀑布汗…… 过了一会儿宁小臣重新被刷出来,哎,我已经对他彻底改观了……太恶了,叫我送情书也就算了,还他喵的脚踏两条船……也许还不止两条…… 从专业的角度去讲,这是一种表现手法。如果你试图在网游中通过任务的文字说明或是人物对白来表达一个情节,这是很失败的。但是你可以通过很多其他的方式,虽然这非常耗时间,例如上面的就是一个例子。这完全取决于你想做一款作品还是一款商品。 但是我更愿意相信,无论是做艺术还是做商业,这两者并不冲突。 |
Posted: 28 Apr 2008 06:29 AM CDT 发表者:水晶石数字教育学院 北京中心黑板报小组 阿木
游戏3班的作品马上就要出炉了,上个星期六EA游戏公司来到水晶石总部参观并选拔人才,游戏3班的同学为了给EA公司一个好的印象,特别剪辑了第一版DEMO。... |
Posted: 28 Apr 2008 04:11 AM CDT 接着千鸟的文章来说说我对楼层数排序的看法,这篇文章旨在表达观点而非下结论。 不管是在讨论中还是实际的情况中,竖排和横排的比例几乎是对半。 在说观点之前,先举一个例子,如果我们的设计要兼顾小孩和残障人士,那么一般我们都会想到增加一种排序方式(如图),如果在下面两者之间选一个合理方案的话,你会怎么选择? 影响排序的因素 形状 间距 用户心智模型 从上面的理由来看,我的观点是竖排。私下跟千鸟也讨论过,我比较接受横排的理由是对于楼层数不同的电梯,如果能统一成横排的话,让用户接受横排的逻辑更能Don`t make me think。 其实我们在做网页设计的时候,常常也会涉及到是横排还是竖排,是把最相关的信息放在左侧还是下面。在摆放信息块的时候,尽量将相关的信息放在一起。 转载请注明出自UCDChina.com,谢谢。 相关文章 |
Posted: 28 Apr 2008 04:14 AM CDT 不擅長色塊涂……就將吧囧rz。女主姓名:(自定)年齡:19(為了滿18……)身高:比毛毛矮比烏龜高。性格:開朗興趣:腐,YY,打機。特技:手抄書苦手:家務成績:良
|
Videogames All-Stars by Ridler Posted: 28 Apr 2008 05:21 AM CDT I`ve always wanted to play a game in which all the famous characters come and fight with the forces of evil! Imagine this: Lara Croft is in a tomb and suddenly meets Bloodrayne. They start to fight, but Rayne later escapes from Dante. She goes through a portal to the past and sees Kratos and Link fighting to the death. Suddenly Sub-Zero comes and starts to fight Ruy, but they are both shot by Max Payne. Max falls in love with Rayne, but CJ comes and crushes them both with a car. And so on. Cool, huh? |
Posted: 28 Apr 2008 04:51 AM CDT |
Posted: 28 Apr 2008 05:05 AM CDT |
Channel 9 Video - Michael Klucher discusses developing games for the Zune Posted: 29 Apr 2008 01:35 PM CDT David "LetsKillDave" Weller Program Manager - XNA Community
We invite you to view this sneak peek video on Zune development with XNA Game Studio, featuring our own XNA Game Studio Program Manager, Michael Klucher. In this video, Michael describes some of the history and challenges the XNA Game Studio team faced when implementing support for the Zune platform, plus demonstrates how to build and deploy a game on the Zune. If you’re passionate about the future of mobile gaming, you’ll consider this to be a well-spent 17 minutes!
|
Posted: 29 Apr 2008 01:47 PM CDT 上回书说到地宫玩法,其实里面还是有可能出现很多问题,例如当众多玩家涌入一个地宫的时候,会不会出现卡机?会不会出现资源分配不合理?都有可能。不过开发团队的同志们也有颇多无奈,虽然天下贰花了三年,但是从无到有的过程中所出现的问题,远不是三年就能完全处理妥当,因为无法实现安全区所以只能用守卫解决,因为无法实现副本所以必须用大的全局型玩法来解决,这与其说是设计师对自己能力的骄傲,莫如说是一种伤感,所以我听他们说新天下2里有了安全区,有了副本的时候还是挺开心的,毕竟这说明曾经同事们付出的时间和努力还是得到回报了。
在我看来,副本最大的好处是解决网络游戏中“被其他用户影响体验”的问题,而不只是单纯提供一个刷怪打BOSS的场所,WOW中的副本设计理念源自EQ,而EQ的副本设计理念又源自传统的地下城概念,即团队探索体验,所以才会有类似过关打BOSS的设计。但是在EQ2的时候,SOE已经发现了副本对于用户体验的帮助,即是说,即可以让用户在不被他人打扰的前提下得到角色扮演,或者说“安静”(这个安静的意思不是指没有声音啦,笑)的游戏体验,又可以在副本之外体验到人与人互动的乐趣,所以在EQ2里,大量的副本被用在各种地方和体验里,比如新手岛,甚至地区地图,等等。
你抗我加他打再LOOT个BOSS这种东西,不是说不好,但关键是在WOW来了以后,几乎每个全3D游戏都上这个,那为什么要玩你的副本不玩猪仙疯火喘气的呢?
如果要做副本,那我们还是希望能做一些不太一样的东西。
当然,还有一个宗旨,就是开发团队希望这尽量是一种单人就能玩的副本,因为开发团队大部分成员都是WOW的资深玩家,实在是非常理解在WOW里,由于组队和人的不同性格影响,普通玩家无法很好的在副本中获得乐趣的痛苦。
毕竟,不是每个人都有公会和亲友团的啊。
那玩什么东东呢?古人说“文能安邦,武能定国”,即使势力已经有势力的城战可以打了,商会有商会的商战可以斗了,普通的人们,读读书,习习武,除除魔,看看风景,搞搞装备,应该也是很惬意的事情吧。
小时候看香港的喜剧片,叫“伦文徐与柳先开”的,张卫健和郭富城在书院里打打闹闹,然后又联手参加书院比赛的故事,让我始终对书院抱有一种好玩和好奇的感觉。而梁山泊与祝英台在书院里的缠绵故事,也让书院在我心目中始终有着淡淡的温情和浪漫,我觉得书院里的故事,就应该是不血腥,不复杂,不勾心斗角,而是热热闹闹,欢欢笑笑的。
所以,在梦源城里,就有着这么两个啊,稍微富贵些的正源书院,和稍微清贫点儿的梦竹书院。两家书院呢,都会培养招募自己的弟子,而且为了扩大影响,每周都会来这么一次比赛,让大家看看,到底谁的学问高。
每逢周末,两家书院就会举行一场1到2小时的擂台赛。擂台赛的参赛双方为正源书院与梦竹书院,玩家们可在赛前报名时间内自由选择一方报名参加,就是小小的选择一下阵营哦。然后在接下来的时间里,当比赛正式开始的时候,参与比赛的两家书院弟子就会进到场地里,代表自己的书院,和对方阵营开始较量啦,相信大家还记得每家书院都有好多坐席吧,那就是给各书院参赛弟子坐的地方咯。
当然,每个座位只能坐一名弟子,注意比赛开始以后这名弟子就不能动弹,只能答题啦,所以每场比赛的人数是有限制的,每个阵营,啊,错,是书院,会有25名弟子进入,所以一共是50名弟子加入比赛,其他参加比赛的人呢?那当然是进到另一个副本里去罗。不喜欢参加比赛,但是喜欢看热闹的玩家呢,则可以通过特定的NPC去到自己挑选的场次里观看比赛。
比赛开始后,每隔一段时间就会出一道题目,然后在每个参赛的弟子的屏幕中显示出答案选项,参赛弟子必须在限定的时间内选择一个答案,如果答错或者不答呢,就会被小小的警告一次。啊,警告是什么,这个,嘿嘿,正源的弟子变成红色青蛙,梦竹的弟子变成绿色青蛙,所以到最后的时段内,那简直是满屏青蛙呱呱呱呀,笑。
再答错或者不答可就不饶恕啦,这名弟子将会被请出比赛。当然,如果在之前他已经答对过题目的话,就会获得一定积分,而这些积分,在比赛结束以后,就可以到特定NPC那里去领取奖励哦。
越到比赛后半段,每道题目的限时就越短,而题目的可选答案也越来越多,嘿嘿,随着答错答错,被淘汰出比赛的弟子数量也就越来越多,而当比赛时间到或者场上只剩下3人时,比赛就结束啦,这个时候哪家书院的弟子数量较多,哪家书院可就获胜了哟。啥,你说如果时间到时双方弟子剩的数量一样多怎么办?那当然就会进入无时间限制的加时赛啦,这个时候系统会不停的出题出题,只到分出胜负为止。
比赛结束以后,每个弟子都可以去兑换奖品了,而得分最高的三名弟子,还会得到额外的奖励。不过么,呵呵,可不只是个人荣誉哟,胜利的那家书院,所有参赛弟子,都会因为比赛胜出而得到追加奖励。所以,越到比赛后半段,局势就越紧张,期待自己书院王牌弟子的表现吧。
比赛的题目在传统儒家的礼、乐、射、御、书、数中选择,那可能有人要问啦,这么复杂的题目,也太难答了吧,西西,别急别急,设计师们为你考虑好啦。
从周一到周六的时间里,玩家们都可以到正源或者梦竹书院里报名参加练习,别担心,这个时候是不分阵营的,笑。而在六天的时间里,就是每天训练一艺的题目罗。
训练采用1V1的方式进行,系统会从所有报名弟子里随机抽取两人组成一个比赛队,这个时候就是斗智开始了,每个弟子都可以在给出的题目中为对方选择一个题目,让对方来答,如果对方答错,就为自己加分,如果对方答对或者自己答错的话,哼哼。啥,你说怎么想起了幸运52,这个嘛,嘿嘿,设计师也不能老是只参考游戏不是,其实,很多电视节目都做得很好玩的。
PS:设计这个系统的MM已经离开网易了,其实,这个MM很有天分,无论是逍遥任务,还是书院系统,她都超脱了一般策划的思维。我没有能够保护好她和继续指引好她,心里挺难过的,希望以后有机会的话,她还可以继续在这个行业发挥她的想法。
书院就是斗斗闹闹,打打笑笑。可是,总有许多玩家是喜欢爽快刺激,而不是这种乐呵呵的东西吧。所以,为这些玩家提供的选择,就是神幻的锁妖塔。
我们一直在想,为什么一定要让玩家组队才能享受爽快的战斗呢?组队的目的,是为了更多的提供交互可能,但由于多人的影响,组队几乎很难享受到酣畅淋漓的战斗,所以我们希望将战斗的刺激从野外的打怪中独立出来,为玩家形成一种独立的体验。
当玩家达到一定级别以后,就可以进入锁妖塔内部了。当然,这也是以副本的形态存在的,每个玩家,都可以进入到自己的锁妖塔里,去体验不受他人影响的刺激战斗。
既然是“塔”,那当然是一层一层的存在。可是,这个锁妖塔却有点奇特,别看它外表上看起来不高不大,其实在内部,却是以一种奇异的形态存在,玩家进入之后,就会发现,这个塔走了一层又一层,始终都走不完,几乎是“无限存在”的,而玩家在这个锁妖塔中获得的奖励高低,却是和“层数”有关,玩家每通过一层,就会获得一定积分。
从玩家一进入第一层锁妖塔开始,玩家就会面临密密麻麻如潮水一样涌来的妖魔,玩家就要在这个妖魔阵中,杀出一条血路,去找到下一层的入口。不过别担心,这些妖魔的血量都非常低,玩家可以轻松的秒杀他们,而在游戏中,每当玩家斩杀一名妖魔,就会记下一个斩杀数,每当玩家完成一个百人斩,就会获得一次奖励,而如果玩家完成一个千人斩,更会获得特别的追加大奖,当完成万人斩时,则会获得特殊称谓奖励。
可是别忘记,虽然妖魔的血少攻击低,但毕竟还是有攻击力的,而玩家的技力值也是有限,所以即使玩家斩杀这些妖魔再轻松,也会有气衰力竭之时,更别提每层的妖魔战斗方式各有差别,有些层的妖魔对抗物理门派非常厉害,而有些层的妖魔则是法系门派的克星,再加上偶尔混杂其间的强力妖魔和小BOSS,一味的斩杀妖魔,并不是最好的战斗方式。每层入口的开启,都有各自的条件,尽快达成这些条件,进入下一层,获得更多的积分,才是在锁妖塔中战斗的目的。
每通过五层,玩家就会进入休息的场所,休息场所里会有修理和出售装备的NPC,也会有出售回复道具的商人,还会有发放任务的NPC,任务各有不同,但每次只能在列出的任务中选择一个,这些任务可以在下个五层中完成,如果完成的话,还会获得额外的奖励哟。
啊,差点忘记提到最重要的部分。其实,在无限塔中,玩家使用的是和外界不同的一套数据,当玩家进入无限塔时,级别会变为1级,身上仅有一套初级装备,在塔中击杀妖魔,则可以获得经验。当然,获取的速度,比外界要大得多,所以玩家可以非常迅速的往上升级,在这里可以体验到外界所体验不到的一口气直升顶级的酣畅快感。升级了自然要换装备,也要买书学技能,点技能境界,这些钱也通过击杀妖魔获得,而完成某些任务,则更可以获得额外的道具或者金钱奖励。
当玩家越往下层走,妖魔就越来越强,而玩家也有机会拿到更多更强,甚至外界都很难得到的装备,在无限塔里好好的爽上一把。无限塔其实并不是无限,一共有99层,一口气升到75级,杀到99层,体验在外界体验不到的突破和迅猛斩杀的快感吧。
自然,当玩家回到外界时,又会回到外界的状态,在锁妖塔中获得的级别,装备,都会归于虚无。可是,玩家在锁妖塔中得到的积分,却还是存在的,玩家可以用这些积分在特定的NPC那里兑换经验,金钱,甚至优秀的装备,这些东西,就是在外界真实的存在啦。
锁妖塔内按金,木,水,火,土五行分布层数,每个五行都会带来一些特殊和奇怪的影响,而当玩家在塔中拼杀时,还有可能随机进入到反塔,在反塔中,上与下是倒过来的,而玩家也会遇到在正塔中遇不到的特殊妖魔和特殊事件,并得到特殊的奖励。
呃,这里我承认其实设计团队里有不少人是恶魔城的FANS。
99层对于玩家最大的意义,也许不是装备,而是爽快刺激的战斗,此外,如果玩家能够顺利突破99层无限塔,就可以获得一次进入锁妖塔底,镇压蚩尤元魂之地的机会,在那里和蚩尤的强大元魂进行战斗。
和BOSS战斗的过程,本身和其他地宫BOSS差别不大。不过,蚩尤同学作为天下贰中最强的BOSS之一,其战斗力和战斗技巧绝非其他BOSS比如九尾狐之流可比,当然,所掉落装备的强度,甚至蚩尤元魂珠的强度,也不是其他BOSS可以比拟的。
而在镇锁的塔底,玩家要面对的敌人,不仅仅是蚩尤的元魂。天帝在镇压蚩尤的同时,为了防备蚩尤元魂逃逸,还安排下了镇守蚩尤元魂的天神。如果玩家在系统时间的单周触发了和蚩尤的战斗,就会面对北斗七星七名天神,而如果在系统时间的双周触发和蚩尤的战斗,则会面对南斗六星六名天神。
北斗和南斗也有自己的战斗技巧,他们将会视打开蚩尤封印的玩家为敌人而和玩家战斗,但另一方面,他们也会为了防止蚩尤元魂逃逸而和蚩尤元魂战斗。同时,蚩尤元魂,玩家们都会和北斗南斗一起,进行双线的战斗,场面实在是乱得不行,笑。
其实这个系统借鉴自某个网络游戏中的BOSS战,聪明的大家不妨猜猜是什么。老实说当时我参加这个BOSS战时,很为这个双线战斗的创意而拍案叫绝,那绝对是远超过WOW中按部就班的BOSS战的激烈体验。
古书云,北斗主死,南斗主生,所以,北斗七星的技能以杀戮和死亡为主,而南斗六星的技能则以救治复原为主,如何根据他们的不同战斗特点安排人员,即不被他们打乱节奏,又能击杀蚩尤元魂,就是玩家们需要考虑的事情啦。
本回书着落于此,欲知后事如何,且听下回分解。
PS:最近在忙一些事情,所以没什么心思和精力去写新的东西,新出的MHP2G也占用了不少时间,不过这是好事,如果我玩游戏的时间花少了,“单机思路”这个在网易被扣上的新帽子多半会有点名不符实,那多扫某些小朋友的兴啊。
不管他人怎么讲,功过自有后人评说。我和那些同事们,从无到有,做天下贰这个庞大的东西数年,不求功名富贵,但求问心无愧而已。至少,我们可以拍着胸脯说,游戏设计师的骄傲,尊严和思想,我们没有在这个东西里丢掉,以后,也不会。
安拉,就这样,好长一篇啊,第五夜,下次再说。 |
Posted: 28 Apr 2008 06:22 AM CDT 雷德罗的骨干关卡设计人员从一些具有不成形想法的人那里提取素材。几个设计人共同思索同一问题,往往能产生比一个人独自工作更有意思的各式各样想法,每个人对游戏方式,游戏设计方案有各自特别的偏好,在长时间的过程中,玩家体验到的是多种游戏设计 ...
|
Posted: 28 Apr 2008 06:44 AM CDT 游戏设计师经常会有傲慢,或者过分的骄傲或自以为是。引起傲慢产生的通常原因是设计师忘记了他是一个表演节目的人,是为别人提供服务的。代替的是,他开始感觉他是个艺术家,是准许别人在他自己设计的世界中玩耍的人。 如果你有了以下的征兆,那么你可以 ...
|
Posted: 28 Apr 2008 06:42 AM CDT 游戏关卡设计入门 第一章:游戏设计基础 创建游戏是最具挑战和最值得的经历之一,我是这么认为的。带着一个纯粹的想象然后把它变成一个活生生的世界是绝对让人过瘾的——一个如此强烈的创造过程,当你不是长时间的做这个的时候,你会开始渴望他。 ...
|
How many hot startups are VW-based? Posted: 29 Apr 2008 12:54 PM CDT The SAI 25 Live is this new index that is trying to track the hottest startups based on an estimated valuation figure. As you look at the chart, realize these figures are in thousands, so the top of the chart is valued in the billions. Several of the top 25 are familiar names to readers of this blog and folks who hang around the virtual worlds space:
Of course, if you are on the Metaverse Roadmap bandwagon, then the stuff like Twitter also fits into the eventual metaverse picture, via the “lifelogging” quadrant. And Meebo, which many think of as just a chat app, has had great success with Meebo Rooms, which is basically am embeddable chat room that you can put on any website — another step towards web-wide synchronous interaction. The table is intended only to show privately held companies, so many of the big players are absent. And many of these valuations are purely hypothetical — there isn’t necessarily a buyer at that price, and the markets aren’t exactly hot for IPOs right now either. But it does serve to demonstrate the attraction of virtual worlds as a category. It’s also interesting to me how many of the others are ones I have never heard of. Tudou is a video-sharing site in China. Ozon and Yandex are Russian. There’s a bunch of job-seeking sites, and a bunch of ad networks. |
Posted: 20 Apr 2008 03:00 AM CDT 07'GALGAME 最佳女性角色评选 第一名棗鈴@リトルバスターズ!(Little Busters! ) 第二名唯井ふたみ@いつか、届く、あの空に第三名八代奈々香@Myself;Yourself 第三名能美クドリャフカ@リトルバスターズ! 07'GALGAME最佳游戏 1.Little Busters! ...
|
Posted: 29 Apr 2008 12:24 PM CDT |
Posted: 29 Apr 2008 10:47 AM CDT
游戏的方式基本上是在不同的地形上各个玩家利用自己的球来击败对方,对抗方式很多种,有单人也有多人这个不一一说了,只放出操作说明。
操作表现方式与现实中的桌球相类似。
|
Posted: 29 Apr 2008 11:20 AM CDT It's kinda funny - when my job makes me work all through the night until nearly sunrise, I get very annoyed. But when I do it to myself - meh, it's just what has to be done. But after this weekend, I hope you can understand if I'm a little on the snarky side. I think I'm averaging four hours of sleep a night, which is pretty low even for ME. Gareth Fouche, creator of the indie RPG Scars of War, posted recently about trying something similar to Frayed Knights' "drama star" system. The reaction was almost universally negative. Even when the system is presented entirely as a "bonus" on top of the regular saved-game system, it's seen as a detriment. How dare you even consider NOT saving my entire game state! Well, except the bad stuff. I don't care about you forgetting about that. And it goes back to the whole story versus gameplay thing. Again. A perfectly well-played game makes for a horribly boring story. Who would like hearing about the hero who always wins, always makes the best decisions, never falls for a trick, has no flaws, and rarely even suffers a setback (and then it's always because of things beyond his control)? A guy who is a lantern-jawed, cool hero who - when the chips are down - becomes a lantern-jawed, cool hero. The home basketball team that suffers win after win, until a caring coach figures out how to bring out their best and teach them about teamwork, so they can start... winning some more. BOR-ING! That makes for lousy stories. Yet when we play a game, we're out to win. That desire to win makes us unwilling to accept the intermediate defeats and the ups-and-downs that make a good story. So designers force them down our throats with non-interactive cut-scenes, making it clear to us that no, this twist of events that makes things more interesting is NOT in our control, so it's "safe" to accept it and move on.... Now, in practice --- at least so far, and for the imminent-release of the pilot for Frayed Knights, I can't say that my attempt to recruit the player to the storyteller side of things with the Drama Star system has been an unqualified success. I think it has a subtle effect on the game in that direction, which is good enough for me. It's been a pretty divisive topic in theory, yet in practice I don't know if the testers (hey guys, feel free to speak up to confirm or contradict this...) actually found it to be that big of a deal in either direction. I know the system still needs some tweaking, and it will undoubtedly play a much bigger deal in the full release than in the pilot (in practice, currently, you are likely to face the "boss" encounter with only barely three bronze stars - enough to rescue ONE character from incapacitation, but they will have only one hit point left and be likely to drop in the very next round unless the battle is nearly over...) Maybe I am wimping out and I need to make the drama stars an even greater influence on the game. But as a gamer who tends to devote only "casual" time levels to playing games these days, I really don't want to use golden handcuffs on players to lock them to the game, or to give players with only 20 or 30 minutes to devote to a game per session a crippling limitation. I remember - as Gareth points out - how frustrating it got in Diablo II trying to find that stupid portal before I quit for the day. It wasn't like you really lost any significant progress by quitting without finding the thing... all the experience points and treasure you gained was yours to keep, even if you ended up repeating a level or two. In fact, from a purely mechanical perspective, it was really a non-issue. But it exerted a powerful force on players... maddeningly frustrating on one level, but also introducing a level of tension that probably improved the game overall on another level. But here's the big question: It's really about fun, not drama. Dramatic tension can definitely increase the fun... But there is also a point (well, a fuzzy-gray area) where story interferes with the fun. Where playing-the-game - to win - is far more enjoyable then putting up with all those dramatic peaks and valleys. Where do you draw the line? |
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 |
Posted: 29 Apr 2008 10:57 AM CDT GTAIV没上市,盗版就出了,完全就不能忍。
GTAIV盗版出了,我没有360玩,完全就不能忍。 360三红面积太大,想买得不到批准,完全就不能忍。 看网上的各种心得,剧透,超高评价的评论,完全就不能忍。 同事好心让我玩GTA:SA,我却因为加班玩不了,完全就不能忍。 有人买了GTAIV的盘,早上带到单位来试玩,我一进门,就死机,连看一眼的机会都没有,完全就不能忍。 中午换了盘,让我操作主角,但是只能玩十几分钟就上班了,完全就不能忍。 一帮子人在后面大呼小叫,一会让我打架,一会让我抢车,完全就不能忍。 对于这个“任我玩”类型的游戏,尝鲜这种做法,完全就不能忍。 ![]() ![]() |
BRITNEY SPEARS COLLECTION HOT VIDEO SCENE MOMENTS Posted: 29 Apr 2008 04:34 PM CDT |
Posted: 29 Apr 2008 10:31 AM CDT 在俺把 Wing 画成猫兽人之前,他是个红头发长着蝙蝠翅膀的家伙,而且是蛋生的!XD |
What Gamers Want: Family Gamers Posted: 29 Apr 2008 11:00 AM CDT |
Posted: 29 Apr 2008 05:31 AM CDT In the context of creative media, Intellectual property (IP) refers to the rights for a particular setting or work. These days, such rights are closely guarded by the media corporations and rarely if ever shared, although the nature of IP ownership varies radically according to the medium being considered. In Books, the author is the owner of the IP to their work (except in cases where the book is licensed from an existing IP – for instance, Star Trek novelisations). The reason for this is clear: the cost of writing a book is trivial, so money is only involved in publishing, distributing and marketing. In this set up, it’s difficult for the publisher to demand the IP rights because the author could simply go elsewhere. In Comics, the writer and artists didn’t used to have much in the way of rights, although an originator credit (“Batman created by Bob Kane”) was often afforded. In the 1990s, however, creator-owned comics became popular, and in particular a comic publisher named Image made waves by setting up new creator-owned comic franchises one of which, Todd McFarlane’s Spawn, actually went on to be successful. Next to the mega comic licenses of Marvel and DC, however, these creator-owned comics are rather lower down the commercial ladder. In Television, the cost of development is even higher. At this point, creator-owned IP is somewhat uncommon, although originator credits still occur (“Based upon Star Trek by Gene Roddenberry”). The TV companies shell out a lot of money for the shows, and they expect to own the IP to offset the risks, although some of the larger television production companies manage to hold onto their IP rights by shouldering most of the risk of development out of their own pockets. In Films, the situation is as in television only more so: budgets are even higher, risk is even higher. For original film franchises, the movie company providing the finance expects to own the IP. However, increasingly (because of the risks involved in making highly expensive movies) movies are not based upon original ideas at all. The movie industry has been taken over by licensed movies – films based on books, comics, TV shows (even ones from decades ago) or even old films. The creative talent behind certain movies may get compensated financially from the profits of the films they work on, but they rarely if ever have any ownership of the intellectual property involved. And so to Games, where the situation is similar to films, but on a smaller scale. Whereas a movie costs around $100 million to make, AAA videogames are made for budgets more like $5-10 million (about one tenth of that of movies). Similarly to films, the investor putting forward the budget expects to receive the IP rights as an additional way to offset the risk involved. While most videogames (and most movies) fail, the few that succeed become major revenue generators, and owning the IP allows the company to capitalise on this success. Also like films, licensed games form a vital backbone to the industry – EA’s success is based almost entirely on their ownership of the major sporting licenses, for instance. The net result of this is that the creative talent behind a particular idea is only likely to be the IP owner in the case of books, sometimes comics and occasionally for TV. Elsewhere, creative individuals must trade the intellectual property rights in return for the money afforded to create the media property in question – whether it is a TV show, a movie or a videogame. What is missing from this state of affairs is the recognition that without the creative talent still onboard, some franchises are inherently weakened – The Ren and Stimpy Show was never the same after show-creator Jon Kricfalusi was fired, for instance (although it must be noted that Kricfalusi’s intransigence contributed to this outcome). As a creative individual working in the videogames space, it is difficult facing a point in a project beyond which all the work spent lovingly crafting setting, characters and game mechanics is going to contribute to another company’s bottom line – the point of signing away an IP that one has worked upon from the ground upwards, knowing that in the future all this creative content that you have provided will belong to another company, who can not only deny you the right to work upon that franchise in the future, but hand it over to someone else who may or may not have the skills to perpetuate it. (To cite a film example, consider what Gregory Widen, who created the story for Highlander, must have felt about the second movie...) Unfortunately, this is the business reality of the creative industries. Until I have a few million of my own to invest, I have no choice but to accept the circumstances I’m faced with. I may have to accept it – but that doesn’t mean I have to like it. |
Posted: 29 Apr 2008 03:00 AM CDT |
Posted: 29 Apr 2008 05:25 AM CDT 《Wii Fit》目前已在日本和欧洲推出,美版《Wii
Fit》将于5月19日发售( http://blog.sina.com.cn/s/blog_4938f71b01008gmk.html
),这个健身软件在全球范围内畅销也是可以预见的。
《Wii
Fit》所附带的那块“Wii平衡板”,如果只用来对应一个软件似乎有点浪费。namco推出的Wii《家庭滑雪》就对应了“Wii平衡板”( http://blog.sina.com.cn/s/blog_4938f71b01000ew2.html
),也算提高了这个外设的利用率。
而ubi公布的一段“贱兔与Wii平衡板”的视频也预示着贱兔的系列新作应该也会对应“Wii平衡板”。据说以后还会有其他对应“Wii平衡板”的游戏推出。
事实上,以前sce在推“eye
toy”这个外设的时候也拉拢了不少第三方推出对应“eye
toy”的游戏,但效果也一般,不知道这次的“Wii平衡板”又会如何? |
Posted: 29 Apr 2008 04:56 AM CDT My friend Ophelea just posted a review of the upcoming 50 Cent game. "Oh, great," you might think, but surprisingly the gameplay is really good. The developers have managed to build a pretty fun game. Unfortunately, they've also decided that a black rapper shooting up people in the Middle East is a cool plot. The story is that ol' Fiddy did a concert in some desert-type location with Arab-like (but not quite Arabic) writing. The cheap concert promoter didn't pay up the fees, so the innocents must pay in blood! Now, perhaps Ophelea is being a bit hasty and this game is based on real events from 50 Cent's concert in Beirut in 2006. Given that the review doesn't mention any bloodbath soon after, perhaps not. Did the fans in Beirut know they were one bad check away from a one-rapper-crew Armageddon? Of course, not everyone cares about the story. This preview from Games Radar goes on about how cool the game is (and how it is definitely, absolutely, positively not like the first game!) without touching on the story. Great gameplay is important in a game, but if we want to move from game reviews to game criticism, we really do need to start taking a deeper look at the subject matter of games. It might be in vogue to want to shoot up people from the Middle East now, but in 20 years will anyone look back on this game and see something meaningful? Perhaps, but probably not a meaning the developers in the future will want people to see. The developers over at Swordfish Studios and publishers at Vivendi/Universal might want to go watch The Visitor to see that the issues are a bit deeper than the need to fill Arabs full of bullets. Sadly, they have let a mere movie have more meaning than their game will; yet another missed opportunity for those of us that would like to see games become something more than a mindless (perhaps thoughtless is more appropriate) medium of entertainment. |
Posted: 14 Oct 2006 10:10 AM CDT |
Posted: 09 Oct 2006 04:10 AM CDT 明天回杭州。
又要开始更新博客了。大概还是写点WOW题目的东西吧。... |
Posted: 30 Apr 2008 12:06 PM CDT 明天就是五一假期了,同事都已放假。我不打算在假期加班,因为加班也无事可做,手头上的工作都需要与人合作。 前几天和新同事吃夜宵,大家聊的异常兴奋,我也忍不住开始想当年。当年那些美好的日子,记忆已经很模糊了。我想再过个两年,估计我都不能准确回忆起那些曾经对我影响深刻的日子准确的时间。是时候记下点什么,对自己是一种纪念。 我这人有个优点,选择性记忆,那些不快的回忆很容易随风而去。活在我记忆中的人们,对他们只留下感激。我也曾经爱写日记,很早我就写电子日记,记在自己的机器上,PDA 上,当我有一些不愿意再回忆的事情时,我会个将整个文件加上密码,长长的一次性密码,保证自己只能记住一小段日子。当这段日子过去,密码就消失在记忆中。然后再也打不开这些文字,等到下次更换硬盘,无论我多么的想再看一眼当年的自己,也无能为力,只好把加密过的文件删去。 我想我就是这么成长过来,没有什么挫折的感觉被反复咀嚼,都已经抛在脑后。生命中没有什么不可以失去的,这个道理很早就明白了。我曾经懊恼过丢失了大量的源代码、自以为写的不错的文章、早年的聊天记录、珍贵的日记、数年的电子邮件…… 最后我明白了,一切的一切不过是身外之物,我能拥有回忆中最美好的部分,那么已经是特别幸福了。 不过也正是如此,以下的记录也只能是我努力的回忆。或许因为时间久远,跟真实有所偏差,或许从我的角度只看到的事物的一面,但是、我可以保证,并没有故意在叙述中掺差虚假的东西。 是的,我想讲一个真实的故事,一个拥有数千万玩家的游戏诞生的故事。我并不喜欢这个游戏系列本身,但是我为这个产品自豪。我的代码曾运行在几千万用户的机器上,作为一个程序员,还有什么比这更让人满足的呢?也许有,比如让这个用户数量再扩大 10 倍。 认识“古月”还是我读大四下学期的时候(2000 年初)。有一天,他在 QQ 上蹦出来,问我一些“风魂”的问题。我当时上网主要在泡 sina 的游戏制作论坛,“风魂”就是那几年写的游戏之作。 更早的时候,我比较喜欢在 dos 下写点东西。研究一下 allegro 这个游戏开发库。我翻译了 allegro 第 3 版的所有文档(为此我还自己做了一个辅助翻译工具),这项工程耗去了很长的时间,从 98 年开始到 99 年中,业余时间我几乎都在维护这个东西。为了翻译不出差错,同时也阅读了大部分 allegro 的源代码,从中学习到了许多游戏引擎的理念。 那些日子,时常在 allegro 的 maillist 说几句话,为一些代码做优化并迅速被 allegro 开发社区吸收进去。同时我也提出了许多自己的想法。不过由于新的想法需要对 allegro 的接口做调整,这是一个成熟的库不可接受的,和 allegro 的原作者 Shawn 通 email 的过程中,Shawn 用很友好的语气说,如果你觉得那样比较好,为什么不自己做一套东西出来?然后我就做了,甚至第一个版本在 allegro 的 mallist 中发布。有人说,这样的东西没什么意义,allegro 已经够好了(当时已经有了 Windows 版)。Shawn 还帮我解释。 哦,我说的就是“风魂”。甚至不到一个月,风魂就有了一个匈牙利用户,他还用它做了一个小游戏。 这是 1999 年 3 月 4 日到 3 月 8 日的事情。我在网吧通宵了三个晚上把风魂的第一个版本完成。之所以日子记的这么清楚,是因为我查到了当年留下的一份记录文档。开发环境是 MSVC 5 ,因为我不愿意(也没有足够的硬盘空间)装 IE4 ,所以没有安装 6.0 的 VC 。 “古月”,就是天夏的 client 主程,也担当了后来大话西游1 的 client 主要逻辑的编写工作。那个年代,精通 Windows 写游戏编写的人不多,我也只是稍微熟悉而已。很多人刚从 dos 年代过来不久,DirectX 的中文资料很少,且比较难查到。我很难理解他们选择使用“风魂”这个学生作品的缘故:开源 + 使用简单(简单的 C 接口) + 高效(在硬件条件受限的时候,我在软件优化上下了许多工夫)。 天夏这个小公司当时正在开发一款图形 MUD ,名字就叫“天下”。当时估计有很多 mud 迷想把 mud 图形化,但是做出来的产品寥寥。我只记得有一款叫作“笑傲江湖”的所谓图形 mud ,仅仅只是给文字 mud 加了点图片而已。真正意义上的图形化还没有人完成。 显然,天夏的开发团队也没有前人的经验可以追寻,甚至他们没有开发过单机游戏。忘了当年“古月”问了我一些什么,只是最后,他想请我帮忙做一些模块,可以让游戏开发更简单一点。这个工作是有酬的,这点吸引了我。要知道当时都是穷学生,我连买块硬盘的钱都没有,显示器也已经严重老化(93 年购入的时候已经是国外的电子垃圾,不知道服役过多少年了), 我的开发机器中的 CPU 是网友的公司赞助的,主板是编程比赛的奖品,内存条这些配件用的先前一些兼职工资买的。 所以,任何一个用自己的技能赚钱的机会都不会放过。这样,我又认识了 micro ,天夏当时的头儿之一,据说他当过 mud 的巫师,也写一些服务器的代码。不过后来我们见过面之后,一起在网易共事的日子里,几乎没见他再写过什么代码,这些是后话了。 我写了一个支持 Z buffer 的 2d 模块。这样,他们可以简单的处理 2d 游戏中 sprite 的遮罩问题。因为需要让当时配置比较差的机器(486)能跑起来,我尽可能的用汇编优化。这些工作耗费了我一两周的时间。 快完成的时候,我在网上询问了朋友(逆火的庞鑫,他与我同届,但是他在大学期间已经发行了一个游戏了:天惑),庞鑫告诉我说,他们为了养活自己的工作室,时常也接一些单来做。这样的单大约应该开个 1500 的价。当时我天真的觉得,1500 实在是个天价,要知道 97 年的时候,我帮人用 delphi 1.0 做了一个完整的软件也才拿了 600 多点,那个用了我半个暑假。 所以我跟 micro 提的价码是 1000 。有点意外的是 micro 还是觉得有点高了,不过我理解他们的艰辛(当时是一个很小的工作室,没有什么投资,几个人自己在弄),重新核算了一下,把自己花掉的时间统计了一下。按每小时 20 块(比家教的水平高多了,当时就这么想的)得到一个大约 500 的数字,micro 把款打给了我。这就是我和天夏的第一次合作。 btw, 具体的数字我记不太清了,只能说大约这个数量级吧。大学毕业后我就再也没缺过钱用,对钱的数字极其不敏感,所以忘的快。 毕业的第 2 天,我去了北京。在创意鹰翔待了三天。林广利是我很好的朋友,我看他似大哥一样。他邀请我去的北京。鹰翔当时的情况看起来不是很好,不过我不太所谓。总算毕业了,我觉得我自由了,再也不用看老师的脸色,不用应付烦心的考试,不用担心课堂点名…… 当被问及我们应该重新开始做个怎样的游戏时,大家并没有想到网络游戏,虽然那个时候石器时代已经开始流行。我听到的圈子里的说法是,“目前国内有 200 个网络游戏正在开发,明年至少有 20 个上市,再开始做已经晚了,也没啥意思”。事实上,2001 年并没有那么多国产网游被开发出来,我所熟知的一个:大话西游,可耻的失败鸟 :D 那几天我们讨论了许多,但是不知道为啥,我始终没什么兴趣。我不知道我需要什么,但是我知道那些不是我想要的。 逆火工作室在创意鹰翔对面的院子里,我联系庞鑫出来聚一下的时候才发现这一点。太巧了,北京如此之大,此刻又如此之小。 庞鑫是个典型的北京人,说话极富煽动性(会忽悠?不过人家也的确有真本事)。我 98 年在北京参加一个大学生计算机比赛时,认识的他。他倒不像我是参加编程部分的比赛,而是展出他的 3d engine 。98 年,3d 显卡还是很稀罕的年代,所以我很是佩服。 庞鑫试图说服我加入他们的工作室,跟随一个投资者做手机的软件。据说很有前景。EPOC 系统,我第一次听说,现在已经改叫 Symbian OS 了。我们为 EPOC 做一个 3d 游戏引擎,应该很不错的。我可以做我最熟悉的一块,在 arm 处理器上,用 arm 汇编优化 2d 部分(因为手机当时还不能配备 3d 硬件,都是软件实现,最终都需要转到 2d 显示)以及一些底层核心代码。 安宁(后来为天下 2 写了几年的程序)当时也在那里,我挺喜欢这个人,他曾经用汇编写了一个软件 3d engine 。符合我心目中的牛人标准。 庞鑫的说服工作只用了几个小时就成功了。我给林广利打了个电话,他只是叹气而已,没太说什么。我就直接住进了逆火工作室租的那间大屋子。 那段日子过的挺自在,都是一帮好朋友,住在一起,半夜饿了就打车出去永和喝豆浆。白天叫些外卖。伴晚时分,也出去闲逛。我在北京有很多朋友可以一个个蹭饭 :)。几乎都是游戏圈子的。比如,最早拉我进入这个圈子的王欣(八爪鱼工作室的负责人);为无数国产游戏“擦过屁股(修补 bug 并完成游戏好拿出来卖)”的余雪松(可能说起后来的 kele8 大家更熟悉一下)等等。 这段日子一直过到天气开始转凉。我还清晰的记得那一天,有人通知我们第 2 天去深圳见风险投资的公司代表。我们连夜做了 PPT ,赶上第 2 天早上第一班飞机南下。我们只在飞机上打了个盹就被拉到另一个合作的团队的驻扎地。这个团队当时叫做 wass ,后来其主干有建立了家新公司唤作“数位红”,现在好象已经不存在了,不过应该 google 的到。 原来投资商是再后一天从新加坡去广州的。我们在深圳只是再准备一下。这次让我领略了该怎么忽悠风险投资 :)我们掐着秒表准备演讲内容,甚至连中场休息的笑话都是预备好的。 我的部分不太需要准备,反正不是说大话,怎么想怎么说即可。所以得以有两三小时的睡眠。等天再此蒙蒙亮的时候,我们已经上了去广州的 taxi 。几乎是一睁眼就到了,除了困,我什么都不记得了。 我和庞鑫的演讲部分安排在最后,会议室里,我们拼命的喝着不加糖的开发,中间上了三次厕所。我和站在外面吸烟处猛着抽烟的新哥们相似而笑。 40 多小时没怎么合眼。大家都困死了。 投资商是宏基,看起来比较重视,派了个元老过来谈的,带了很多人。我和庞鑫的演说很成功,想来是因为我们年轻,表现的相当有激情,甚至还为技术细节吵了两句。说完了我们就回房间睡觉去了。晚上有人来敲门的时候,已经带着好消息。 虽然我们要求的四百万美刀没有被答应,不过对方还是答应投资 1.5M 。我们这大摊子人一共保留多少股份不太记得了。只记得逆火工作室的哥几个分到百分之十几。 我们需要签四年的合同,合同很厚很厚,回北京后还安排了律师给我们讲解。我觉得学到了许多。只是最后签字前的那一晚,我想了一个问题:这是不是我的追求,我要的人生? 庞鑫曾经跟我说,没错,如果我们有 15w RMB 我们就可以自己干。即使大家现在一无所有,只要有技术,无论做点什么,不需要多少时间就可以赚到这么多钱,然后开始做自己更想做的东西。但是,或许有更好的路,让我们就有更高的起点,节约我们的生命。我知道逆火的兄弟曾经过的很辛苦,《天惑》做了三年多,只卖了五万块 RMB ,而且出版商还拖欠款项很久。但是我没有亲身经历,我不喜欢手机这个开发平台,离我的想法太远。 在那个大屋子里,大家围坐在一起,劝我不要离开。我也很犹豫。负责投资的那个头儿接了电话过来,只问了我是否真的想离开。我说,我不确定,但是我知道,这些不是我想要的。这句话,很多年后我又说过一次。每次说出来,都得到了理解。就这样,我离开了这个团队。 下次再接着写吧,我想会一直写到梦幻西游的成功,是个很长的故事,不知道有没有朋友会一直读下去。我只是想记录这几年的历程,没有读者也无所谓。 注:本文全凭记忆复述,和事实或有偏差。如以后发现错误之处,会尽量修正。顾谢绝转载。 |
Posted: 30 Apr 2008 08:51 AM CDT 都是世界顶尖级的游戏开发商额 游戏开发者调研机构日前联合游戏开发者杂志和Gamasutra.com等权威媒体,评选出了2007年年度互动娱乐产业游戏开发商前50强,任天堂京都分部、Infinity Ward和暴雪分列前3名。 Table Of ContentsThe full table of contents for 'Top 50 Developers 2008' is as follows: Introduction 6 |
Posted: 30 Apr 2008 09:35 AM CDT |
Posted: 30 Apr 2008 09:20 AM CDT 本次速报来自fami通网站。
1 Wii 1/1 马里奥赛车Wii 任天堂 2008/4/10
更多销量数据参看:
本周新作封面:
相关链接: |
Posted: 30 Apr 2008 09:00 AM CDT nds《三国志大战:天》预定8月7日在日本发售,这个游戏普通版价格6090日元,限定版附带一张原创君主卡、三张EX卡等(可以在街机使用),定价6615日元。 |
其实相对于街机版“三国志大战”还有收集实物卡片的乐趣,nds版就没办法提供这些了,所以想来也只是让负担不起街机版投入的人可以体验一下这个游戏的玩法。
|
Posted: 30 Apr 2008 07:27 AM CDT 预定5月29日发售的nds《前线任务2089》日前又有一些新情报放出。 |
从画面看比较沉闷,人设也看不出有什么特色,系统如何还不知道,不过看样子又是一个小范围向的游戏了。
相关链接:
http://blog.sina.com.cn/s/blog_4938f71b01008k19.html nds《前线任务2089》发售日 |
Posted: 30 Apr 2008 07:52 AM CDT 忙了一天,剛回家吃午飯……給員工開了工資沒剩多少,這個月的一次性投入資金太大了。BS法院那幫敗類……哈哈哈哈!等下陪老爸出去燒XXX……腿疼的直不起來……明天再忙自己的計劃吧……
|
PLAYSTATION Store price parity for Canadian consumers Posted: 30 Apr 2008 10:01 AM CDT It’s been one of the most frequent requests made during every store update in the past year: Many of you have been asking us to bring Canadian pricing more into line with the exchange rate. As SCEA Senior Vice President Peter Dille mentioned in the comments area of his post on April 15th, “we understand the concerns and are looking to correct the discrepancy.” That time has arrived. I am excited to let all of our Canadian gamers know that we will be adjusting prices for downloadable content available through the PLAYSTATION Store for the Canadian market as a result of the strengthening Canadian currency vs. the US dollar. We’ll be executing the adjustments in a phased approach prior to the regular PLAYSTATION Store update on Thursday. On May 1, prices on all downloadable content should be updated. We thank you for your support and patience during the time it took to resolve this discrepancy. |
Posted: 30 Apr 2008 04:00 AM CDT
|
Posted: 30 Apr 2008 11:00 AM CDT |
Posted: 30 Apr 2008 07:35 AM CDT |
Posted: 27 Apr 2008 10:43 PM CDT ![]() |
转自sharevirus 游戏名称:恐龙猎人 英文名称:Turok 游戏制作:Propaganda Games 游戏发行:Touchstone 游戏语种:英文 游戏类型:Sci-Fi First-Person Shooter 官方网站:http://www.turok.com/ |
[quote]8项属性修改器 游戏在线视频 八项游戏秘籍 [/quote][quote] 风险提示:硬盘版资源不能进游戏的几率较大,且需要下载者有一定的计算机操作水平 硬盘版游戏报错常见解决办法: 1、下载并安装最新版的DirectX9.0c 2、下载并安装Microsoft .NET Framework 2.0再试 3、游戏安装目录最好全英文 4、操作系统用户名最好全英文 5、彻底关闭瑞星及其后台程序 6、更新XP补丁、更新显卡驱动 [/quote][QUOTE] 【版本说明】 1、英文单语言版。 2、全音乐、全动画、完整无删减。 [/quote][quote] 【安装说明】 1、解压缩至任意分区的根目录下(该分区需有20G剩余空间) 2、运行setup.bat开始安装 3、运行桌面快捷方式进游戏 4、如果不能进游戏,可能是你的操作系统缺少一些软件:点我下载 [/quote][quote]最低配置要求: |
OS: Windows XP/Vista Processor: Pentium 4 @ 2.4 GHz or Equivalent Memory: 1 GB Hard Drive: 18 GB Free Video Memory: 128 MB (nVidia GeForce 6600/ATI Radeon x1300) Sound Card: DirectX Compatible DirectX: 9.0c Keyboard & Mouse DVD Rom Drive (8X)[/QUOTE] 【游戏简介】 作为一款在欧美畅销的游戏,血腥和暴力是不可或缺的元素。人与恐龙惨烈的厮杀给玩家留下了深刻印象。《恐龙猎人》讲述了两大种族之间的未来战争,本次故事背景设定在了恐龙横行的时代。夸张的武器与充满野性的世界观相结合,给人以与众不同的游戏感受。 【游戏截图】 |
AntiP2P corrupts your files from these IP ranges: ################################################ HANSENET (corrupt-injectors_ISP):78.48.1.1-78.55.255.255 HANSENET (corrupt-injectors_ISP):92.224.0.0-92.231.255.255 Deutsche Telekom AG DTAG-DIAL19-20 (corrupt-injectors_ISP):84.128.0.0-84.191.255.255 ====================================================================================== Turok.Full-Rip.Skullptura Notes: Full Game (English only) Ripped - Nothing! Minimum requirements: Ram - 1GB 1) disable UAC on Vista 2) extract .7z archive to NORMAL/SHORT PATH , somewhere like D:\Games 3) run setup.bat Microsoft Visual C++ Redistributable - http://www.microsoft.com/downloads/results.aspx?pocId=&freetext=Microsoft%20Visual%20C%2b%2b%202005%20Redistributable&DisplayLang=en AGEIA PhysX Drivers - http://www.ageia.com/drivers/drivers.html Riped by Skullptura Cracked by Vitality |
This posting includes an audio/video/photo media file: Download Now |
《幽浮:末日余晖》(UFO: Afterlight)简体中文CLONE版 Posted: 30 Apr 2008 01:54 AM CDT ![]() 共用伺服器: Razorback 3.0、Razorback 3.1、!! Saugstube !!、eDonkeyServer No1 共用服务时间: 全天不定时 免责声明: 该下载内容仅限於个人测试学习之用,不得用於商业用途,并且请在下载后24小时内删除。 资源版权归作者及其公司所有,如果你喜欢,请购买正版。 【中文名称】:幽浮:末日余晖 【英文原名】:UFO: Afterlight 【游戏别名】:幽浮:余晖 【游戏制作】:ALTAR 【国外发行】:CENEGA 【中文代理】:欢乐星空 【游戏类型】:策略模拟/Role-Playing / Strategy 【版本资讯】:简体中文版 【主机平臺】:个人电脑/PC 【游戏人数】:1 人 【发售日期】:2007年10月 【官方网站】:http://www.ufo-afterlight.com/ 【游戏简介】 正统《X-COM》续作、风云再起!地球是很危险的,你还是快上火星吧 Orz! 脱胎换骨新引擎绝对惊艳!战上火星!长篇史诗壮阔剧情、对话、文字完全中文化。独立崭新剧情、多线结局值得一玩再玩!海量未来新科技、武器、装备供您研发! SAS 即时行动系统再创新意,调兵遣将将更便捷!超 SMART AI、需随敌方策略与壮大瓜,绝对过瘾!以策略模式控制基地经营、资源控制,以回合制战略模式进行与外星生物的战斗,以角色扮演模式培养自己的小队、装备武器。 在这个游戏里,你的目标并不简单——以极为有限的队员征服火星。你必须进行扩张人类殖民地、管理基地、训练、研究、生产及外交等方面的重要决策(战略游戏)。在战斗任务中,你要对抗企图阻止你达成目标的敌方外星人,使用不同类型的武器和装备。战斗发生在各种地形上,你必须利用士兵的能力来取得优势(战术游戏)。 【游戏故事】 五十年前,地球上的战争结束了。蜂巢人强迫人类离开其母星。但是蜂巢人也给人类一个新的机会。少数的生还者被送到地球上方的轨道太空站,称为浮岛。他们被视为残余人类的领袖并且自称为地球仪会。你可以在 UFO:Aftershock 中了解他们的故事。 另外一群人则被蜂巢人运送到火星。外星人使用他们的技术,协助人类在其中一个火山口中建造了一座基地,并将大部份人——超过一万人——放进冷冻睡眠中,因为火星只能支持一小群人口,最多三十人。这群人的任务很清楚:生存。维持基地的必要功能运行无误,并且预备将火星转换成能够居住的星球。但是要完成这项任务,得花上好几代的时间。 殖民者死去,新的先锋出生在新的星球上。他们仍然保持与地球议会的联系,并且接受他们的命令,虽然浮岛上的人儿乎不明白火星殖民地的问题。而且,有一天,科学家发现一个古代文明的遗迹…… 【系统需求】 基本配置 OS:Windows 2000/XP; CPU:PentiumⅢ 1.0GHz以上; 内存:256MB以上; 硬盘空间:5GB以上; 显卡:WIDIA 5700、ATI、Radeon9500以上3D显卡; 音效卡:Sound Blaster音效卡。 建议配置 OS:Windows 2000/XP; CPU:PentiumⅣ 2.0GHz以上; 内存:768MB RAM; 硬盘空间:5GB以上; 显卡:NVIDIA 6600GT、ATI Radeon、9800以上3D显卡; 音效卡:Sound Blaster X-Fi音效卡。 以 DAEMON Tools Lite 4.0 或更高版本加载镜像安装。安装过程也许会很漫长请耐心等待。 安装完成后拷贝 NOCD (LG_UFO3.dll) 到安装目录 LG_Data 文件夹下覆盖原文件就可以了。 【游戏截图】 |
Posted: 30 Apr 2008 03:31 AM CDT 《游戏关卡设计(附盘)(游戏开发技术系列丛书)》 《Visual C 游戏开发技术与实例(附光盘)》 《游戏编程精粹5(附盘)》 《网络游戏客户端编程》 《大型多人在线游戏开发(附光盘)》 《DirectX角色扮演游戏编程》(附光盘)含一个游戏引擎模型《多玩家游戏程序 ...
|
Posted: 29 Apr 2008 02:35 AM CDT |
作为游戏制作人,不一定非要像诸葛亮那样上知天文,下知地理,但博学总是有好处的,特别是要多学习游戏相关的知识,例如游戏设计、市场营销、技术情报、沟通决策、美术、音乐、程序、编剧、管理流程、宣传等? 三国的吕蒙原本是一个粗人,苦读了几年书,成 ...
|
Posted: 30 Apr 2008 06:28 AM CDT 来源: www.levelup.cn 时间:2008-4-30 编辑: 光年 尽管《波斯王子》的全新作品昨天已经公布了。但是育碧既没有给出新作的标题,也没有给出详细的信息。不过国外杂志《Joypad》独家放出了本作的最新消息,下面就为大家带来更详细的游戏情报。 ●《波斯王子》的新作将会走动画感觉的路线,游戏角色将会有赛璐珞动画的感觉(类似于《街头霸王IV》。)但目前游戏的风格仍在调整中。 ● 游戏中有一个被毁坏的世界需要主角去重建。 ● 游戏的故事类似于《一千零一夜》的风格,更具魔幻色彩,更少写实。但是游戏的世界中的魔法会表现的比较可信,也更有诗意。 ●玩家必须用向天空射出光线的方法来治疗被摧毁的世界,类似于《大神》。 ●这个世界的将会实时的发生变化,当世界被治愈时植物会开始恢复生机,即便是玩家移动到别的地方,这个世界也会自我变化。和《大神》中不一样,这种变化不仅仅是一段动画而已,会给玩家带来很强的成就感。 ●不会再有《时之沙》中的时间倒流系统。 ●游戏的故事中会出现Orhmaz和Arhiman一善一恶两个神,在一场圣战之后Orhmaz将邪神 Arhiman锁到了盒子中放到了遥远的沙漠绿洲深处。几个世纪过去了一个遇到了麻烦的贼(主角)不经意释放出了Arhiman。而主角必须弥补自己的错误。 ●游戏会有更开放的环境,会有一种类似于《塞尔达传说》的感觉。 ●在新作的战斗中,玩家可以利用环境作战。敌人会懂得合作。 ●游戏的世界将会由多条路线连接的小点组成,你可以随意的在大地图上移动,不同地区的敌人难度也会随玩家的选择而有不同。开始遇到的就会比较简单,即便是Boss的难度也会随你遇到的顺序不同而改变。 ●王子会有更多的动作,包括可以用手套从墙上滑下。 ●游戏中的Boss将会从《潜龙谍影》中吸取灵感,数量会更少,但是每一个人都有背后的故事,他们会给玩家留下更深的印象。 ●游戏中敌人不会太多,但是每一场战斗都像是对决,你甚至可以看清主角和敌人脸上的表情。游戏的战斗动作比较类似于《最终幻想7 再临之子》中那种电影的感觉。 ●目前《波斯王子》新作的开发团队成员多达140人,有很多人是来自于育碧其他的制作组。 标签 xbox360, 最新游戏, 波斯王子相关日志
|
Posted: 30 Apr 2008 10:36 AM CDT A dainty elvin warrior with an inferiority complex and a hot temper. A thrill-junky rogue who considers defying death the best alternative to boredom. A cute but scatterbrained sorceress with destructive tendencies. A tree-hugging nature-priest who wonders why everyone can't just get along. Together, they are going to save a kingdom from destruction... ...if they don't kill each other first. FRAYED KNIGHTS PILOT: The Temple of Pokmor Xang Now Available!
Now, the pilot episode is free - mostly. I do have one request. At the end of the game, you'll be taken to a survey page. Here, I ask what you think about the game. I'm going to use this valuable information for improving it with the next edition of Frayed Knights - the full version. I want to know what you think. I already know it's not perfect, but I need to know what comes out and strikes you as particularly good and particularly bad. Let me know what you think. And I'm going to see if I can't sleep for a week... (I wish...) And I apologize - as announced before, the pilot is Windows-only. A Mac version (and probably Linux) is planned for the full version, already in development. Frayed Knights Website |
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 |
Posted: 30 Apr 2008 02:26 AM CDT 发表者:水晶石数字教育学院 上海中心黑板报小组 Amanda
中国最大也是全国动漫爱好者一年一度的超级盛会——第四届中国国际动漫节(杭州动漫展)于4月28日在杭州萧山著名观光景点休博园隆重开幕。围绕着“国际... |
Posted: 30 Apr 2008 12:54 AM CDT |
Posted: 30 Apr 2008 01:36 AM CDT PK也寂寞(4U社区管理员,从事虚拟经济研究 博客http://gamegroup.blog.sohu.com/):
网游的收费模式由最初的计时收费,逐步发展到了现在比较盛行的道具收费。道具收费官方称之为“免费”,但众所周知此种模式并不是真整的免费。前不久完美时空的《热舞派对》公布了一则消息称:“《热舞派对》零消费运营,并对以充值用户进行全额退款”。那么,此种零消费网游是否能成为以后网游收费模式的主导呢?
圣者(IT撰稿人,从事网络游戏虚拟经济研究 博客http://blog.sina.com.cn/m/shengzhe):
《热舞派对》开创的零花费网游不卖道具、不卖点卡,赚钱只有一种可能就是内置广告。之前看艾瑞称这将是08之后的趋势。
老郁(虚拟交易策划与市场研究人士 博客:http://laoyuyanxi.blog.sohu.com ):
个人觉得不能,主要是觉得市场时机不到。首先,让我们研究下其内置广告的前提,那就是吸引大量的人流。如何吸引大量的人流?仅仅是全免费,显然是不够的,所以就要看运营商怎么操作了。要赢利,广告是最佳途径,要广告,必须要流量。
五棵树的森林(虚拟交易行业评论人):
这种模式有不少运营公司做出过尝试,但是效果都不尽人意。《热舞派对》这类休闲游戏开发投入小、维护成本低,拿来试水全免费倒是蛮合适。
PK也寂寞:
在人气上我想还是能得到很大的支持的,毕竟现在的网游同质化比较严重,游戏的模式和内部设施都差不多,全免费运营肯定要比收费运营人气要高。
醉步拖刀(虚拟交易活动策划人):
最主要还是看游戏本身的吸引力,人气是第一,成本必须考虑。纯粹靠广告赚钱,我看有难度。游戏的质量和玩家的消费是成正比的,优秀的游戏玩家也会愿意掏钱。
ツ绯シ(虚拟交易业内人士):
《热舞派对》这个游戏根本就是完美拿出来弥补自身没有休闲游戏的空子的,游戏制作上来说毫无诚意。
五棵树的森林:
关键还是看游戏的质量了,如果游戏本身质量好,那么无论哪种盈利方式都是有机会的。
圣者:
假如《热舞派对》能争取到50万的用户,那广告价值可以接近门户网站的价值了。
冷烟(游戏技术人员):
游戏服务器的投入比网站服务器的投入大太多了,50W同时在线每个月需要的钱很多。
五棵树的森林:
其实广告投放商对于这种广告效果也是持怀疑态度的,毕竟没有任何先例。全免费游戏就只有内置广告这么一种盈利模式么?
PK也寂寞:
在有一种可能我想就是为自己的公司做广告了,完美最近好像要搞一个网络综合平台,可能与这个也有一定的关系。这个游戏是今年3月31日公测的,公测初期是道具收费的模式,4月9日更新之后才实施的全免费运营模式,全免费运营应该是临时决定的。
JoJo(虚拟交易工作室经营者):
不过这种游戏成本不高,作为一种尝试也未尝不可就当是打广告了,效果比直接做广告来的好。游戏只要有一定的质量,不需要靠全免费来吸引玩家。
圣者:
但这种单纯的广告模式风险太大了,广告可选择性太多了到最后拼的就不是游戏水平了,而是业务能力。那一个游戏公司相当于要和全国的广告公司竞争,难!
五棵树的森林:
零花费网游应该会是网络运营模式的一种补充,如果要成为主流引领网游收费模式,最起码在现在的市场环境下,还是不太现实的。零花费模式还需要一系列的厂商、环境、现实配套之类的东西配合。
圣者:
我觉得零花费模式是个好模式,但需要有好游戏拉动才行,必须是50W级以上的游戏,不能太垃圾。而且题材最好为现代题材,不能是古代或者奇幻的。
PK也寂寞:
现在看来全免费游戏能不能成功完全取决于游戏内置广告的利润,如果游戏内置广告的利润足以弥补游戏本身的成本和费用的话,还是比较可行的。
燕舞飞杨(虚拟交易市场调研):
2008年中国互联网用户规模将达到2.44亿,预计全球广告支出700亿美元,2007年新媒体广告预算百分比,视频游戏和其它共占23.6%。微软收购了游戏内置广告公司Massive Inc,Google收购了游戏广告公司Adscape。国内三大游戏广告:分众、天联世纪和盛大的盛越。
去年天联世纪的广告收入占他总收入的7%,《街头篮球》和耐克合作的。
PK也寂寞:
其实游戏内置广告已经是一种趋势,以前游戏公司和厂商合作的也有不少,只是都在外部进行宣传合作,如:大家比较熟悉的WOW和可口可乐。
燕舞飞杨:
天联的广告收入已突破了1500W,即使一个游戏他是赔本的,但是如果他能一定的时间内培养用户的忠诚度,以及他能对公司起到宣传作用他就是好的,只要能拉到人他就不会亏本。人流就是钱,大家做网站运营的应该都明白这个道理,现在都是按IP流量算钱的年代了。
PK也寂寞:
流量越大广告的费用就会越高,而且我个人认为游戏的内置广告,要比游戏的外部广告合作更有效果,厂商应该也很希望在游戏内部做广告。
五棵树的森林:
内部广告有点强制广告的味道,不管想不想看都非得看不可。视觉粘着度应该还是不错的。
ツ绯シ:
所有游戏都有这个功能了,那么,从玩家角度来说会不会鄙视这样的游戏。
PK也寂寞:
应该不会被玩家鄙视,玩家只能是习惯。因为现代人的生活中广告已经无处不在。
燕舞飞杨:
看WOW中的INTEL广告没有感觉到多大问题,至少现阶段来说广告投放量不是很大,一般都是以阶段性的活动为主,而阶段性的活动能让玩家获利更多,反而受玩家欢迎。
JoJo:
要看是什么类型的游戏了,不是什么题材的游戏都可以放现代广告的。如果他的广告做的让我感觉不好,我肯定是不会去玩的。收费不收费我根本不考虑,玩游戏本身就是消费,是娱乐,我不看电视就是应为广告太多了,要是玩个游戏还全是广告我只能选择洗洗睡觉了。主要广告不能让玩家产生不舒服的感觉,能让玩家一笑那是最好的效果了
圣者:
我预计今后现代题材的网游会多,巨人的时代背景就搞的可古可今,也是为内置广告做准备。零花费要想普及还得看广告主是否认同网游广告,目前来看应该没有达到一个普及阶段,只有饮料、IT产品比较看好这个领域。毕竟在外界看来网游用户主体还在25岁以下,比如汽车就不是25岁以下的人买得起的。
飞奔的小花猪(虚拟交易业内人士):
现在不可能,很多玩家就是想花钱买优越感,而且靠卖广告也养活不了那么多人。以后广告好卖了也许会,现在时机不成熟。
燕舞飞杨:
收费和不收费我觉得对工作室对玩家的起点都是一样的,只不过对于游戏公司来说是个挑战。但是应该看到,所谓零花费运营的游戏都是一些没什么人玩的。而那些运营良好的游戏是不会选这种模式的,虽然说运营成本可以通过其他途径,但是零花费仍然收入太少了。
PK也寂寞:
如果这种模式成功存在的话,相信这个市场又要面临洗牌了。如果游戏质量过关的话,全免费运营的游戏有着不可抗拒的吸引力。
阿布女王(51wan.com):
我个人支持收费,收费在我看来是双盈的局面,玩家透明的消费,运营商也有固定资金去完善游戏。对全免费的游戏,你的热情会坚持多久?免费的你们不觉得都是一个模制出来的么?我坚信,等价的付出,会有等价的服务。
ツ绯シ:
未来的市场会多元化发展,不是可以简简单单的遇见到的。无数人也在想办法尝试突破现有模式,每个人都有着自己未来的盈利模式。谁能抓住市场以及用户的心那才有可能站住脚,但是想做暴发户那还得等。
燕舞飞杨:
不管是免费游戏卖道具,还是所谓的零花费是免费游戏,对于一个公司来说绝对不是零收益游戏。游戏可以但是对于一个公司来说是不可能的。存在免费收道具的游戏,也存在零花费的游戏,但绝不会存在零收益的游戏开发运营公司,只不过将该收的钱少收了,或者其他人帮你付了,比如广告商。
五棵树的森林:
全免费游戏是有可能的,以后出现高质量的全免费游戏也可能,但是短期内希望不大。
圣者:
游戏的可玩性不能取决于游戏的盈利模式而是质量。目前只有一款零花费游戏还看不出什么, 等多几款就知道了。
Dailler_项(虚拟交易业内人士):
收费模式和盈利模式并不是完美这次改动的主要因素。我认为,这是打响用户竞争的第一炮。大家都知道,网络游戏走了几年,几个大型厂商都拥有自己相对比较固定的用户群体。而完美的用户群体相对是最不稳定的。现在的竞争越来越激烈,新的网游用户没有跟上,各大厂商想要持续的发展,争抢别人的蛋糕是迟早的事情。魔兽的用户群很多想抢,但是抢不过来。 剩下的久游的用户群、网易的用户群,将是近两年竞争最激烈的群体。盛大的群体相对是最稳定的。至少他现在还是老大,只有他动别人的主意,没人动他的主意。所以,我认为完美、网易、久游、巨人这四个这两年会有一场大仗。
编者总结:
零花费网游的出现不管商家是出于何种目的,对于市场来说都是一个进步。道具收费的模式已经不太被玩家所支持,市场也确实需要一种新的收费模式来适应玩家的需求。相信以后的市场必将是几种收费模式共存的状态,这似乎从道具收费模式出现的时候就已经被决定了。
|
Posted: 01 May 2008 12:08 PM CDT |
Posted: 01 May 2008 12:25 PM CDT Sorry, but the monthly game is going to be a little late this time. The game is done, but I can’t upload it to the web server (I’m writing this entry in lynx from our schools web server). Unfortunately I’m traveling during the weekend so that can cause even further delay. I’ll try to get everything up and running as soon as possible. |
Posted: 07 Feb 2008 09:43 PM CST Bit Blot is an independent game company composed of two people. Alec Holowka (zap...@gmail.com) is a programmer and composer who has worked on a wide range of indie game projects. The only thing that brings him comfort while programming to dawn through the long winter nights is the faint memory of playing Final Fantasy 6 for the first time. Derek Yu (yu.d...@gmail.com) is an illustrator and web developer who has previously released a handful of successful freeware games, including Eternal Daughter and the satirical action game I’m OK. He has also been running the indie game news site TIGSource for almost a year now. He basically just draws and stuff. Interviews with Bit Blot
|
Posted: 07 Feb 2008 08:03 AM CST Our first project is Aquaria, an underwater fantasy game. |
Frayed Knights Pilot Release Aftermath Posted: 01 May 2008 12:22 PM CDT I wasn't really trying to make a huge deal of the pilot - this was an experimental release to help gauge how we're doing while there's still time to make major corrections. Releasing anything like this to the public, and soliciting criticism, is not something I'd recommend for anyone who fears damage to their ego. Even when the really negative comments are in the minority, one sting wipes out ten praises. At least it does for me. But the purpose of the pilot and the survey is not to make the development team feel warm and fuzzy, but rather to give us an accurate picture of where we are and where we need to go. Like checking for directions at a gas station before committing to another 200 miles. It was to help us know what major and minor changes need to be made while there's still time to make them. And the response in the last 24 hours to the release of the Frayed Knights Pilot has been incredible. I'm sitting with 80 survey responses so far, and climbing. The response so far has been overwhelmingly positive - better than I really expected, to be honest, as much as I daydream about making a game that absolutely everybody loves. Better yet, almost everyone - especially those who offered strong approval of the game and it's overall style and flavor - has offered criticism of aspects that they feel need to be changed. Often extremely constructive criticism, with several paragraphs of recommendations and clear explanations of what they had trouble with and what they'd recommend to fix it. We're talking details worth their weight in gold. I am - in a word - floored. But in a good way. Hmm, I guess that was six words. My bad. Thank you to everyone who has participated and continues to participate in the pilot and the survey. We're gonna push forward with the full release stuff, but I suspect a "revised pilot" will be making its way out. Hey, FK testing crew, if you feel like signing on for another tour, I'll have need of your services again sooner than expected! For those who haven't received enough punishment... I plan to continue the regular blogging on development as it continues. I started this thing as kind of an open-development thing, and I'm going to continue in that vein. While I have my own criticisms of game design failures and so forth, the neat thing about being a critic is that you can tear down the things you see without having to build anything of your own for other people to tear down. Doing this has exposed quite a few holes and issues of my own. Moving forward, the most commonly mentioned issues with the game are these: * UI - in a nutshell, there are too many button presses required to do something, especially in combat. As I kind of expected, spellcasting is still too cumbersome (I can say that it is FAR better than it used to be, for all the good that does...) People have more modern expectations for the UI, and I have to respond to it. A lot of the suggestions seem to mirror World of Warcraft's design, for some reason... go figger. Unfortunately, I don't know if the built-in Torque UI tools are up to the task, so I've got a lot of work on my hands... * Movement Speed - this is a sensitive issue. People expect first-person-shooter speeds in first-person games. The "walking speed" in Frayed Knights is far faster than realistic - it's more like a real-world run speed. But people like to zip. Especially in the village or another safe place. I'd deliberately tried to slow things down to closer to Ultima Underworld speeds for Frayed Knights - a more deliberate "dungeon crawl" / exploration pace (at a good run speed, but still...) But it frustrates people. So I'm gonna have to come up with a happy medium. * Randomness - there's too much randomness in the game, between the random encounters and the wildly varying difficulty of combat. People might mow down four groups of two cultists four times in a row, but then get clobbered by the fifth while at full health and endurance. And the random encounters - while usually paced reasonably, approached ridiculous "Final Fantasy" levels in some cases. * Combat - not exciting enough. And not clear enough. The melee characters don't have enough options, and the effect of some of the spells is too subtle (due to randomness and lack of clear feedback) to really tell what makes a difference. And some of the balance is off, like endurance / resting. Some things we need to focus on include better / clearer options for the characters, easier target selection, feedback on the upcoming combat order (who is going to go next), and easier spellcasting. * Feedback - just overall, there needs to be clearer feedback on what's going on in the game that the player can either control or react to. I knew this was a problem before releasing the pilot, but we lacked the time and resources to take care of it. But there needs to be better visual display of what's going on with all the little details in the game. There are a TON of details happening in the back-end number crunching, so much that even *I* don't know what's going on sometimes. That needs to be exposed, if it is important. And if it's not important - I should consider dropping it. * The Music (And Sound)- I actually deliberately limited the music, partly because I thought the looping stuff was annoying, and partly because Torque was having some major bugs with streaming audio. People wanted more of it - the game is too quiet with this release. And in general, more sound effects are required. * Movement Control Awkwardness - I tried (HARD) to make a game that was completely controllable with only a mouse. Either I botched it (and yeah, I probably did - even I don't play that way), or its simply not what most of my prospective audience wants. Straight WASD and mouselook (basic first-person-shooter controls) is high on the list of requirements, though it's going to make things weird for clicking on all the things on the screen when the mouse moves your vantage point instead. I'm probably going to settle on holding down the right mouse button to turn / look (or the "A" and "D" keys...) . Maybe I'll keep the old system around (with some refinements) as an option or something. * Key Remapping - yeah, I know. I know. Everybody's got their favorite way of playing a game, and they want all games to conform. I'm the same way. This isn't a hard task, just a tedious and annoying one... but that's about 75% of making a game. It just kept getting bumped in priority. * Character Creation / Customization - Character creation just isn't for this kind of game. It's a game about these four characters (and some NPCs). The customization comes with leveling, and I didn't have leveling included with the game. I'm not too worried about this, but I wanted to mention it here because it's clearly pretty key. There are also lots of suggestions / issues that aren't as common, but they jibe strongly with my own feelings towards the game - or they just make sense - and I'll be addressing those as well. The above were just the most common issues. Again - thank you to everyone who is participating in the pilot. While pleasing everyone isn't going to be possible for any game, the suggestions will help me to make a more enjoyable game. Assuming I'm up to the task... |
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 |
2008 Origins Awards Nominees Announced Posted: 01 May 2008 10:33 AM CDT Found over at Gaming Report. Hit the jump for the full list. As usual, there’s some good stuff in there, along with a healthy dose of WTF? (For example, Bankruptcy is one of the worst games I have ever played, and yet, there it is…) Like last year, I intend to cover the awards ceremony at Origins. MINIATURE OR MINIATURES LINE Skarrd Raze #2 George R.R. Martin Masterworks - Premium Miniature Line Titanius Fury Bronzeback Titan, HORDES: Evolution Miniatures Line Dark Heaven Legends Fantasy Miniatures Classic Battletech Saganami Island Tactical Simulator, Second Edition Forces of WARMACHINE: Pirates of the Broken Coast AT-43 Song of Blades and Heroes PUBLICATION, FICTION Astounding Hero Tales Dragons of the Highlord Skies Frontier Cthulhu The Orc King The Time Curse PUBLICATION, NON-FICTION 40 Years of Gen Con Confessions of a Part-Time Sorceress: A Girl’s Guide to the Dungeons & Dragons Game Published by Wizards of the Coast Grand History of the Realms Hobby Games: The 100 Best No Quarter Magazine ROLEPLAYING GAME Grimm The Savage World of Solomon Kane CthulhuTech Battlestar Galactica Faery’s Tale Deluxe Aces & Eights ROLEPLAYING GAME SUPPLEMENT Legend of the Five Rings: Emerald Empire Pirate’s Guide to Freeport Delta Green: Eyes Only Pathfinder: Rise of the Runelords Ruins of the Wild: Dungeon Tiles 4 Codex Arcanis Dungeon Life: Bendy Walls Gamemastery Flip Mat: Tavern Crystalline Counters Hollow Earth Expedition GM Screen Dr. Wizard’s Patented Elevation Indicator Call Of Cthulhu Dice Set COLLECTIBLE CARD GAME Bleach Legend of the Five Rings The Spoils BOARD GAME OR EXPANSION Pillars of the Earth Kingsburg StarCraft: The Board Game Last Night on Earth, The Zombie Game Battue: Storm of the Horse Lords TRADITIONAL CARD GAME Lifeboat Cutthroat Caverns Bankruptcy Zombie Fluxx Infernal Contraption Race for the Galaxy |
Moorcock's Metaphysics (4): The Multiverse Posted: 01 May 2008 09:46 AM CDT May contain spoilers.
These days, we are more likely to encounter the term ‘multiverse’ in a science fiction setting – as branching timelines, alternative realities, and quantum universes – but Moorcock’s writing is seldom within this genre. In fact, Mike has expressed a certain dispassion for strict science fiction (the expression of scientific knowledge or musings in a literary form, as with say, Isaac Asimov or Arthur C. Clarke), noting “science fiction achieves concentration by exaggerating the actual… and so does horror fiction, and crime fiction… you can get away with wild exaggeration in science fiction, as long as your reader accepts the science fiction form you’re using.” Although two of his earlier novels – now published as The Winds of Limbo and The Blood Red Game – fall broadly into this space, his work draws more commonly from literary, psychological and mythological roots, and is perhaps better characterised as fantasy, irrespective of the specific trappings employed. There is a sense that Moorcock’s Multiverse is not a physical space at all, but a literary one – indeed, this is not the parallel universes of, say, Star Trek, where most of the physical laws remain the same and only the events may change, the very nature of each ‘sphere’ of the Multiverse can be wildly different. There is a sense, therefore, that while the Million Spheres represent a genuine diversity of realities for Mike’s character’s to explore, it figuratively represents the whole of his stories – a literary superset, comprised of many different styles and settings, ancient and modern, fantastical and down-to-earth. Because it is a literary space, there are few explicit rules to be followed, and it is possible for time and causality to vary wildly from one sphere to the next (from one story to the next…) As a result of this, the death of a character does not mean that this character will not be seen again – after all, in a multitudinous literary space, what are the limits save imagination? Colin Greenland has described this aspect of Moorcock’s work – the fact that characters may occur again and again, irrespective of their earlier fates – with the phrase “Death is no obstacle” (also the title of a book Greenland published containing a dialogue between him and Moorcock discussing Mike’s work). Thus the Eternal Champion stories represent a recurring fantasy mythology involving constant repetition of events, with the hero being able to work subtle influence only at the expense of considerable effort. These kinds of stories represent many of the “Milllion Spheres”. Additionally, there are expressions of the same themes into a more familiar, “modern” context, such as the Jerry Cornelius stories (which we will look at next week), and also the more grounded literary pieces like Mother London and King of the City, which lack fantastic elements, but contain many of the same thematic elements (and often a crossover in the names of characters too). A recurring symbol within the Multiverse is that which mankind craves, but can never quite reach. The earliest appearance of this kind of metaphor in Moorcock’s work is in The Golden Barge, in which the protagonist is forever chasing the barge of the book’s title down the river, but can never reach it. The same theme is explored many times, for instance, in the Dead God’s Book in the Elric stories, which promises the satisfaction of dreams but when Elric finally lays hands upon it, it crumbles to dust – the essence of the unattainable goal. Perhaps the most famous expression of this theme is the Eternal City of Tanelorn (pictured above in an airbrush painting by Rodney Matthews, a print of which adorned my walls as a teenager). Tanelorn is said to exist in some form in all the Million Spheres, and cannot be destroyed. Heroes strive to reach it, mostly in vain, and the various facets of the Eternal Champion have a different relationship with the city according to their fates. Hawkmoon, perhaps the most moral of the incarnations, achieves his freedom from struggle in Tanelorn at the climactic original “ending” of the Eternal Champion mythos, The Quest for Talelorn, and Erekosë too finds an end to his struggles here – albeit a tragic conclusion, as befits his questionable history. Elric, alone among the incarnations, reaches Tanelorn easily – and because of this, finds no peace there. Since the city represents the utopian goal that cannot be achieved, only strived for, there can be no peace without the struggle to attain it. In the Eternal Champion mythos, the space between the Million Spheres is referred to as the Seas of Fate, upon which the Dark Ship sails. This symbol can perhaps be compared to the “Ship of Fools” (a common allegory in Western thought, which possibly originates in Plato’s Republic): mankind is seen as a vessel crewed by people who are confused, deranged, or oblivious, a ship without a pilot and seemingly forever adrift. The Ship of Fate in Moorcock’s Multiverse is filled with lost souls seeking Tanelorn, but the Blind Captain and his twin brother, the Steersman, never seem to take them there. The Captain and his brother are later revealed to be metaphors for mankind, and the creation of Tanelorn is accredited to them – which is to say, that it is mankind’s imagination which creates unachievable utopian goals. From 1981, Moorcock develops a new strand to this idea, one which highlights an essential aspect of the utopian quest – that it may be unattainable does not destroy its value. This begins with the introduction of new incarnations of the Eternal Champion, the members of the Von Bek family, who are intimately connected with the Holy Grail. The first of these novels, The Warhound and the World’s Pain, which was nominated for the World Fantasy Award, deals with the end of the era of the ancien régime – when Europe was organised under a strict chain-of-command claimed to begin with God, and proceeding down through the King, the clergy and the aristocracy to the peasants. It is thus a tale from the dawn of the Age of Reason, when mankind is becoming able to lead itself (and thus also the beginning of the transformation of the Christian Church from a source of authority to its younger and still-evolving role as a source of spirituality). The Grail (which appears in this book as a
simple clay pot, but has other forms in other stories) is an embodiment of
Harmony, and in the Eternal Champion mythos appears also in other forms (such
as the Runestaff in the Hawkmoon stories, and perhaps also in an early form in Phoenix
in Obsidian as the Screaming Chalice). Ulrich Von Bek, the protagonist in The
Warhound and the World’s Pain, is charged by Lucifer (who seeks to
reconcile with God) to find a cure for the world’s ills in the form of the
Grail. He is opposed by the sinister Klosterheim, an embodiment of the failed
Eternal Champion (another recurring symbol, usually in the form of the
villainous Prince Gaynor the Damned), who arguably represents nihilism against the Eternal Champion's existentialism. Ulrich notes, with characteristic fatalism: “Man struggles in the belief that he can, by dint of perseverance, affect his own destiny. And all those efforts, I think, lead to nothing but ruin.” In seeking to recover the Grail on Lucifer's behalf, however, he learns that “one must seek to become human and to love the fact of one’s humanity”. In discovering this, he also discovers the Grail. Upon delivering the cup to Satan, Lucifer remarks: “Man, whether he be Christian or pagan, must learn to rule himself, to understand himself, to take responsibility for himself. There can be no Armageddon now. If Man is destroyed, he shall have destroyed himself.” Similar themes are explored in a modern context in the stories of Moorcock’s most infamous and critically acclaimed creation, a lascivious secret agent and adventurer who brings the Eternal Champion mythology back down to earth with a cataclysmic bump. The opening image is Tanelorn, by the artist Rodney Matthews, and can be ordered from his website as a print. As ever, no copyright infringement is intended and I will take the image down if asked.
Next week: Jerry Cornelius |
Posted: 01 May 2008 09:29 AM CDT
惠普矩阵管理宣布失败
(读书笔记:王麒杰)
2008年的五一劳动节前买了几本书,计划五一期间好好看书,并认真做笔记,得好文给大家分享一下。 第一本书《商界》,第一篇介绍惠普新任全球CEO郝德领导惠普走出困境,股价上升50%的文章,深有感触。 郝德通过一系列改革,证明惠普过去实行的矩阵管理模式宣告失败。 惠普在过去的美女总裁菲奥莉纳带领下,实行一个最重要的措施就是“矩阵管理”结构,比如建立集中化的销售部门,把过去三大事业部的一万多名销售人员全部集中起来,成立一个独立的客户解决方案事业部。虽然有利于提高各部门协同作战的能力,但由于和业务部门割裂的,因此不仅不利于迅速决策,还导致各部门之间为获取销售资源而互相争斗,还造成销售部门和业务部门之间的责任推诿。 由于矩阵管理结构导致多重领导的职责不清,还造成了对客户的消极影响。销售人员实际上受营销部门和业务部门的双重指挥,其拍板权受到很大限制,一些客户反映和惠普的生意很难做,他们难于找到能够拍板的人。 郝德毫不掩饰对这种管理结构的反对,他认为,由于惠普有许多人涉及到要拍板决定,不适合采取矩阵管理结构,这是惠普过去所犯下的最大问题,他说:“我赋予你的责任越重大,你就越容易脱颖而出。我用的矩阵越多,你就越容易迁罪于别人。” 因此他解散了原来的客户解决方案事业部,将一万多名销售人员重新分配到三大事业部,此举大大增加了业务部门的资源控制力,不仅是一种授权,更有利于厘清责任。避免他们业绩不佳时,以“无法控制”为借口推脱责任。 实行新的管理结构之后,员工更关注结果和业绩。一些管理专家认为,废除矩阵管理结构是对惠普有益的。更有管理专家认为,这标志这矩阵管理时代的终结,在70-80年代,矩阵管理模式曾经风靡一时,ATI和IBM都曾采用这一模式,IBM甚至声称这是赖以生存的组织模型,不过,他们也都受过其害。 网易在大话梦幻成功之后实行了矩阵管理结构,结果几年来矛盾重重,斗了个一地鸡毛。最终还是调整了方向,成立工作室制,把美术、技术、策划划分到独立的产品开发组中,以产品为导向。虽然我们无法证明新的产品为导向绝对正确,但至少证明过去的矩阵管理存在很大问题,到了不革不行的地步。 |
Posted: 01 May 2008 09:53 AM CDT 日本4月21日-4月27日游戏销量(mc统计):
1 Wii 马里奥赛车Wii 任天堂 08/4/10 - 152,000
(947,000)
榜评:
1、本周top30上榜新作13款,将上周的top30挤下去了13款(见下),其中进入top10的新作有3款。
2、ps3《战场女神》是当初sega拿来和ps3《龍が如く見参!》同期宣传的作品,发售日期也是紧随其后。该作是名越稔洋和樱花大战系列开发小组合作的作品,阵容算是比较强大,不过由于战略游戏比较局限于核心玩家,所以7.7万的首周销量对于一个原创游戏来说也算不过不失。
3、nds《太鼓达人DS:七岛大冒险》比起2007年7月26日发售的nds《太鼓达人DS》首周94,000的销量( http://blog.sina.com.cn/s/blog_4938f71b01000dv4.html )退步不小,这大概就是音乐游戏的“宿命”——只能靠换歌曲来出续作,但因为新鲜感已过,所以难免会一作比一作下滑——之前的ps“DDR”系列和ps2“太鼓达人”系列都有类似的情形。不过这里说的是日本市场,在美国“吉他英雄”系列每代都卖得不错也是比较奇特的风景。
4、nds《召唤之夜》比2007年8月30日的nds《召唤之夜双子时代:精灵的共鸣》( http://blog.sina.com.cn/s/blog_4938f71b01000dmo.html )首周销量2.8万( http://blog.sina.com.cn/s/blog_4938f71b01000dv4.html )有所进步,一个复刻的游戏居然卖得比原创游戏卖得还好也是奇事,说明这个品牌还是战棋游戏类型比较“正统”。而2006年11月30日发售的ps2《召唤之夜4》首周销量11.57万( http://blog.sina.com.cn/u/4938f71b010007zs ),当然,复刻作品自然是不能跟新作相比的。
5、其实以上三款新作都还是比不上《马里奥赛车Wii》和《怪物猎人P2G》这两款“老作”的周销量。眼看《马里奥赛车Wii》的累计销量已经逼近100万,而《怪物猎人P2G》也逼近200万了。对任天堂而言,《马里奥赛车Wii》想达到《马里奥赛车DS》的销量也是不太现实,不过这样的成绩相对于gba版和ngc版“马里奥赛车”在日本最终累计都不到百万而言已经是进步了。而对capcom而言,她多少年在日本市场没有出过200万大作了(印象中前一次是1998年的ps《生化危机2》),现在终于又凭借一个新系列而大放光芒。
6、从上周top30掉下去的游戏有: |
|
19 nds 新超级马里奥兄弟 任天堂 06/5/25 |
7、下周关注:Wii《林克的十字弓练习》( http://blog.sina.com.cn/s/blog_4938f71b01008imz.html )、nds《高达纹章》( http://blog.sina.com.cn/s/blog_4938f71b01008zyw.html )。 |
|
http://blog.sina.com.cn/s/blog_4938f71b010094ah.html |
Posted: 01 May 2008 10:13 AM CDT I will be giving a keynote at Sandbox: an ACM Video Game Symposium at SIGGRAPH. It’s in early August in LA. Hmm, what should I talk about? |
Results from James Portnow's Game Design Challenge: P.E. Game Posted: 01 May 2008 04:00 AM CDT
|
Posted: 01 May 2008 09:07 AM CDT ハードスキャンダル 〜淫欲の女教師〜 ここから購入ページにとべます(^_^). ソフト名 : ハードスキャンダル 〜淫欲の女教師〜 ブランド : 覇王 販売サイト : DMM 価格 : 2600円 概要 : ヤりたい、もうたまらない…。倒錯した主人公は執拗に女教師を ...
|
Posted: 01 May 2008 09:04 AM CDT かげろう ここから購入ページにとべます(^_^). ソフト名 : かげろう ブランド : うさぎソフト 販売サイト : DMM 価格 : 2500円 概要 : 1年ぶりに帰郷した沢口伸二は義姉の純子、幼なじみの早苗と優、同級生の舞と再会する。そこへ元担任の瞳や兄の ...
|
KATHERINE HEIGL WILD SEX SCENE Posted: 01 May 2008 03:09 PM CDT |
Posted: 01 May 2008 07:43 AM CDT
The game starts up with a beautiful in-game cinematic intro that feels so much like a movie that you begin to wonder if you bought the wrong thing, this could be entirely due to the fact that they’ve skillfully placed credits into the beginning of the game, I assume this is to make things easier for the lawyers. The beginning pretty quickly introduces you to the main character and the overall feel of the game, both visually and through the excellent audio, and addresses one of my main gripes with the game’s predecessor. In GTA3 I felt that there was very little prompting to actually get involved in the plot, of the hours and hours of time I spent in that game, almost none were spent advancing the in game plot because I simply had more fun running around and playing with the world that was there. With GTA4, you are hit smack in the face with the plot, which I imagine will be a gripe for many people as they are forced to sit through at least 15-20 minutes of initial set up plot to get to where they can run around and go crazy. However, it’s not nearly as bad as Assassin’s Creed, you’re not forced to sit there through 30 minutes of expose in an entirely different time period from the world in which you really want to play, it seemed like a reasonably short amount of time until you were in a car and crashing through the city. The first thing I noticed about the game was the level of realism, it has been raised so much from what we’ve seen. You no longer simply open a parked car’s door and jump into the seat, now you’re smashing in the window (which shatters wonderfully) and sometimes hot-wiring the car before you can drive off. Naturally this makes a lot of noise, and the people nearby definitely take notice, thankfully it’s still a very quick process despite all the added realism and you are off and driving in no time! The next example of realism hit us smack in the face, literally, as we discovered driving a car at full speed into a low barrier will not only crush the front end of your car in, but it also sends you flying through the front windshield and skidding across the asphalt with a loud scream (should have remembered to put on his seatbelt). We should probably feel bad for laughing hysterically when it happened, but I’d say it was more a reaction to how unexpected it was. We haven’t yet gotten a chance to try out any of the multiplayer options, co-op, or even advance through the single player very far. What we have played so far is very compelling and extremely fun, with a variety of things happening almost concurrently but still effectively acting as a linear storyline. The controls take a little getting used to, especially when driving a car, but none of it seems to be a deal breaker. The environment is extremely detailed and lovingly crafted, as are the characters to the point when you zoom in on your character’s face you can see his eyes shifting back and forth waiting for the cops to show up at any moment. Speaking of the police, the AI has definitely advanced since the last game, there will be no more running to the roof of the parking garage as an easy getaway. Indeed, it doesn’t seem like there is ANY easy getaway, as we discovered when my wife jumped into the water and started swimming with the assumption that she was now safe, only to soon find herself being gunned down by police boats, helicopters, and officers on foot along the shore. All-in-all, as a general first impression from playing a few hours of the game, it seems to be a top notch game that looks to promise hours and hours of entertainment. If the co-op and multiplayer live up to everything else, then I don’t know if I’ll be playing any other games anytime soon. If you’ve been thinking about buying it (and amazingly haven’t yet), I highly recommend it but still can’t speak to the long-term playability of the game. If you’re a rent-then-buy kind of person, get out and rent this as fast as you can! |
Posted: 01 May 2008 04:53 PM CDT 其实玩之前看过设定的,当时已经预感到部分设定会造成极大的麻烦,但由于没有感性的认识,还是玩了。在我玩了一段时间的水浒Q传后,越来越感觉这些设定太过变态,才重新注意这个问题,现在考虑了一下,发现问题比我预想的严重得多。
超级千里香刷被动:游戏故意设计的让人被动技能点不够用,不要说所有技能都点满(这也是游戏的正常需求),就算把重要的技能点满,即使完全用打怪方式升级,并且还练了好几个召唤兽的人也会不够用,只能另外刷被动技能点。手动遇怪很累而且没有效率,购买超级千里香会方便一些,但是它的功能是24小时内无限使用,每次效果持续8小时,效果不叠加。也就是说理论有效时间可以达到24+8=32小时。这意味着:要充分使用自己所购买的道具而不浪费,就要32小时在游戏里,当然这种情况不会真的存在,因为可以配合其他道具挂机就可以了,但是这种设定本身所鼓励的就是一种不自然的游戏方式。 练不常用主动技能:很难想象一个平时不用的,练到高级才有效果的,在特定场合才需要用的技能,需要的点数居然和常用的主动技能一样多,有些技能的练法和练的过程简直自虐。我对需要这些技能的场合和这些技能一样:放弃。 技能不敢升:按理说游戏里技能高了应该是好事情,但是由于水浒Q传攻击技能升级后消耗多得夸张,而效果提升不够显著,很多人熟练点数足够了也不愿意把技能加上去,结果很多人都在用1级的主动技能进行游戏,完全用装备、自身属性点和被动技能来提高攻击力。技能设这么多级,却没有充分鼓励玩家去加,多么失败的事情。 我尝试了一下练技能,挑最好练的技能,使用三倍道具练了两个小时,点数涨了一些,但是距离20级所需的还差很远,更不要说攒出转生后的21~25级以及转生过程中级别降低所消耗掉的大量点数了,常用的主动技能是不能加上去的,将来转升所需的4个以上满级技能又该从哪里来呢? 这样一个Q版的游戏,不讲究不休闲,不讲究不娱乐,还总是引导玩家去做出一些很奇怪的行为,这还算是游戏吗?我最大的感觉是:这个游戏根本就没有好好做。我还是停一段时间吧,等待它要么改的合理一点,要么出一些适当的道具让我不用做太多无聊的事情,否则真玩不下去了。连游戏本身都要我ORZ一下: ![]() |
Building a Mindset for Rapid Iteration Part 1: The Problem Posted: 01 May 2008 11:00 AM CDT
|
Posted: 01 May 2008 05:35 AM CDT 篇外篇: (七又二分之一)英雄无敌战术面转变的可能性
英雄无敌的战术场面,可以看作是国际象棋的一种变形。双方各自占据战场棋盘的一端,轮流移动不同性质的棋子(单位)向对方攻击。在早期的PC和世嘉MD上有个更类似国际象棋的魔幻棋对战,他的布局和国际象棋几乎如出一辙,但把黑白两方换成了人类和魔兽,人类有大法师替代皇后的位置,而魔族则是龙。此外还有弓箭手步兵骑士等等,行动和攻击方式大致和国际象棋接近。
英雄无敌现在使用的战术面是少数棋子单位(例如不超过10,其实到V也没有超过7,召唤除外)、相同单位的单位数量可以堆叠,这种方式能够在使用很少活动单位的情况下,表现中等规模的“战争”场面,让玩家“感觉”他带领着一支不小的部队,诸如十几条龙,上百的骑士,或是几千的骷髅兵,对决场面颇有点史诗的味道。
但是同时也应当看到,在这种方式的设定下,单位的HP和单位的数量所起到的作用有所重复。另外尽管高HP的单位能够保持较长时间的攻击力输出水准(鉴于游戏中的伤害力直接等价于单位数量乘以伤害值),但是“从个体的HP扣除伤害力,当个体HP为零时损失单位数量1, HP重置为最大值,继续计算下一个体HP和伤害力,直到伤害力为0或单位数量为0为止”这种计算方式十分的令人不解。 医疗和治愈魔法的作用在这种算法下也难以体现,特别是HP少的单位,没有医疗的意义。像光荣三国那样部队仅由数量组成的单位,设置了“伤员”这个定义,攻击有一定比例造成伤员,治愈起到的作用不是回复个体的HP,而是令“伤员”恢复成“正常”,增加了单位数量的设定,值得参考。
以下考虑几种在战术面上的变化。
方案一,是缩小部队规模为1,增加出场部队数量,实际出场的活动单位数即为拥有的部队数,每个单位代表“一个”生物而不是一支部队的总合。生物的产量需要大幅向下调整。HP等影响战斗存活时间的数据需要向上修正。很多高级生物从常理来说,比如大天使、泰坦、龙等都不应该是大量生产的单位。在部队规模下调以后,不再有动辄30个泰坦如何如何了,可能一场战役中总共不过出现3个,因此要求游戏者珍惜手中的各个生物。也可以用限制一些高级单位的最大拥有数的方法,在达到此数值后不能再行征集(如:《家园2》、C&C3和星际争霸2中的母舰),使得高级生物的存在感和价值感增加。这个做法满足了诸如一人二龙行走江湖的RPG情节(受某YY游戏小说影响)。由于单个生物的作用和表现增加了,还可以特化单位,加上能够持久保留的单位生物经验值和晋级。可以考虑一些高等级生物的晋级不再通过支付资金来变成进化单位,而是需要用经验值来支付。称之为英雄无敌战术版,HOMM Tactics。
方案二,叫全战英雄无敌也好,叫HOMM Strategy也罢,仍然是出场活动单位数即拥有人数,但是规模扩大,允许数千单位对数千单位的作战。如同其名称所示,使用类似《中世纪全战》的控制方法,将数十至数百单位编成一组,一齐行动以便游戏者发布操控指令。一些高级兵种和大型单位要做比全战中的象兵更为大型化的建模,他们的编组数量可能只是个位数或“1”。 可以预想这样的英雄无敌场面壮观。试着想象一下一个巨大的,足有几层的攻城楼高的独眼巨人冲进步兵阵中,手起大棒挥,前面的人像割草一样齐刷刷倒下一片,两边被余波扫到的则表演空中飞人;或是翅膀一展开有整个地精方阵正面那么宽的黑龙俯冲喷吐,在方阵正中留下一个由黑炭状物体排成的逆三角形,幸存的则被龙威所慑瞬间举白旗溃散。在这里士气高涨(能够坚守)起到的作用会比原先的两次行动更大。似乎中世纪全战有一个英雄无敌还是魔兽的MOD,可惜做得不够理想。全战的引擎是优越的,适于表现大人数的会战场面,但仅靠MOD暂时不能对应飞行部队和魔法使用的问题。
方案三,废除战略部分,废除英雄带领部队设定,将其改为将现在的英雄特长固定为英雄的兵种,比如弓箭手MM的部队属性即为弩兵,增加兵种相生相克使得配合更为重要;增加英雄人数,满足游戏者一方出战英雄达到约20人左右;魔法和特技等固化为英雄兵种本身的能力;缩小地图规模,增加剧情的节数,每节均直接在地图上行动和战斗。称为英雄无敌SRPG,类似《曹操传》。这个方案的网络对战部分较弱。
方案四,将战略的建设、资源收集和战斗组合起来,战斗直接在大地图上进行,不再切换画面进入战术面的箱庭,也就是一般即时战略游戏所常用的方式,这种方案要和《魔兽争霸》和《战锤40K》等成熟奇幻RTS游戏竞争,意义不是很大。称之为英雄无敌RTS。 |
Posted: 01 May 2008 05:28 AM CDT (七)神之使者——天使
在《圣经》中,天使作为传达神之旨意的信使而存在。
天使的等级划分是由4或5世纪时一位假借圣经中人名的自称迪奥尼修斯(Dionysius)之人所撰写,此后此人被称为伪迪奥尼修斯。根据他在《天阶序论》中的定义,将天使划分成三级九等,此书在早期曾被教会和教皇承认。不过在中世纪之后,天使三级九等的理论逐渐被教会淡化,现在并不被教会承认。
在《天阶序论》中,天使的等级划分为: <第一阶> 炽天使(Seraphim) 智天使(Cherbim) 座天使(Ofanim) <第二阶> 主天使(Dominions) 力天使(Virtues) 能天使(Powers) <第三阶> 权天使(Principalities) 大天使(Archangels) 天使 (Angels)
天使和大天使
在众多的天使中,天使和大天使作为神在地上的代言人,是经常出现在凡人面前的类型。天使通常被描绘成具有极端优美的中性容貌,以接近凡人的形态出现。尽管天使被认为是不具有性别的,但是在中世纪与宗教有关的绘画中,天使常以年青美丽的女性形象出现。而大天使除了加百列有时有女性特征外,其他几位都是男性形象。
天主教认为有七位大天使,而在不同的时期,凡人认定的大天使的名姓不尽相同。一种看法认为七位大天使分别是: 米迦勒(Michael)、加百列(Gabriel)、拉斐尔(Raphae)、乌利尔(Uriel),剩下三位是拉奎尔(Raguel)、 泽拉凯尔(Zerachiel)和雷米勒(Remiel)。
另一个问题是是否还有其他的大天使,这也有不同的说法。关于大天使的人数并不统一,通常认为大天使的人数即为七位,另一种看法则认为至少有七位。 这个问题牵涉到在游戏中“大天使能否量产?”的表现。游戏中的大天使很强,但比起传说中赫赫有名,吹响最终审判日号角的那七位,似乎又有所不足了。莫非这就是原型机和量产型的性能区别?我倒是觉得,能够量产的、与恶魔作战的或许该是能天使。据信能天使是由主所创造的军团,身为战斗天使,常年处于与恶魔军团战争的第一线。一种说法是他们的人数有14万4千人,每星期降临十几位来支援一下人间的战争是绰绰有余了。
大天使Archangel的另一种译法是天使长,Arch-这个词来自希腊语的αρχ,意思是第一位的,重要的,主管的或是最高的。俗话说,参谋不带长,放屁也不响。很多称呼在加了"Arch"之后身价大增,比如大法师Archmage、大巫妖Archlich、大魔鬼Archdevil和从2级兵直跳7级的大恶魔Archdemon。天使长Archangel同样也不例外。 天使长在等级划分中仅仅占据了最下级第二的位置,他们的地位却如同这个“长”字所示,在天使中崇高无上。四大天使能够侍立在主的座位两旁,米迦勒担任过最高阶炽天使军团的指挥官,其他几个天使军团也由天使长所带领,或许可以认为大天使所担任的是类似于智囊团或是总参谋部的角色,这也部分解释了他们地位超群和人数稀少的原因。天使不带长……罪过罪过。
H1/H2:天使尚未加入人类阵营
H3: 天使的首次登场,最高环兵种(7/7),此后一直保持着人类阵营最高兵种的位置。对恶魔系互为150%的伤害,天使恨魔鬼,就像那老鼠恨猫咪,没什么奇怪的。黑发的天使较为少见,大天使就是金发了。从翅膀上来说,大天使的看上去要厚实一些,正是这个较大的翅膀占据了一格,使大天使成为两格体积的大型单位。大天使有着招牌特技:复活,能够让阵亡的部分单位重生。这个特技也一直保持至今。 大天使手中的那把波纹剑,一直没能分析出到底是什么种类的武器。曾以为是蛇形剑(Serpent sword,或叫Kris),但后来发现那是安息人用的一种短刀,全长不过40-50公分,而图中这把少说也在1米以上。 《暗黑破坏神2》里大天使打造的神器碧蓝怒火(AZUREWRATH)是一把Phase Blade(水晶剑的一种),性能出众;而同名的碧蓝怒火量产型是一把Crystal Sword(水晶剑的标准形态),外形倒是有点像这把波纹剑,性能就非常的可怜,果然是适合量产级冒牌大天使的武器。
H4:剑更长了
H5: H5中的天使很好地诠释了“优美、中性”的形象描述,从外貌看就只有英俊美丽可以形容。似乎是有女性的第二性征,隆起的胸部,但也可以解释成胸甲。值得一提的是在人类的城堡中,招募用建筑风格秉承了设计者和玩家的喜好,天使姐姐的雕像是有挺傲人的身材曲线的。当然在邪恶程度上还比不过地城的暗黑姐姐……
武器非常有神性风格,天使大十字剑? 剑柄呈十字架形状的除了天使之外,步兵系的复仇者也是如此,更加坚定了我认为复仇者就是十字军的决心。
大天使的洁白羽翼和“碧蓝怒火”(这把可以算是真的碧蓝加怒火了),帅哥。 脸半藏在兜帽之下,有次我在战斗画面中想仔细看看他的长相,在那里旋转视角,从正上方俯视下去,正要推近镜头的一瞬间,他居然抬头用好无辜好善良好纯洁的眼神看我!这一次我是真的惊了(其实人家那是仰望天父的说……)
撒拉弗(Seraph)或译炽天使,九级天使的最上层,虽说排位在天使长之上很多,但如前文所述,地位并不高过大天使。 H5里和正统的炽天使形象有很大区别,炽天使的躯体该是火焰,拥有六翼,并不过问人间的事务。这里的炽天使只是把大天使染红了而已。在地图编辑器中,他的名字仍然是血天使(Blood Angel),因此还是把他看成是普通天使的特殊形态,别名血天使的比较好。 |
Posted: 01 May 2008 01:22 AM CDT 这阶段引擎的开发基本上是跟随着游戏开发的深入进行的,这种开发方式也是我认为比较合理的方式:根据游戏的实际需求来完善引擎.几乎很少有闲下来的时候,不过引擎的总体开发进度还是快于游戏的进度,因为在游戏项目计划的早期就及时订制了引擎的未来的功能需求.目前甚至可以确定了到今年底的开发计划:
1.优化,这部分包含的内容很多,比较大的有数学库的多媒体扩展指令集的优化,初步打算使用 mmx\sse 这两个国内市场普及的指令来优化。还包括动画系统的优化,重点是骨骼动画。还有粒子系统、场景图、文件系统等,大体定为2个月的优化时间。
2.兼容性测试和调整,在游戏正式 CB 之前要进行大范围的硬件兼容性测试,这对 3D 游戏很重要,所以这部分目前定为 2个月的测试和调整时间。
3.零碎地修修补补,整个引擎功能的细节修正和 bug 修改,这包括:引擎核心、渲染器、功能层部分、编辑器、导出插件,以及一些游戏的特殊需求,这是贯穿在今年的过程中了。实际上这1个多月来我一直都在忙着修修补补,一方面导出插件的功能有变化,另一方面随着引擎编辑器的开发和游戏的特殊需求,也暴露出引擎内部的一些结构和功能上的问题,还好问题都不大,都可以在现在的结构上进行改进。
上月末游戏发布 prototype 版本,策划提出了关卡模式的设计变化,目前还没有最后确认变更,不过这个变化需要引擎提供动态资源管理能力,这是我非常感兴趣的地方,之前的异步资源管理的设计都已经写好,但是由于更改比较大--如果做的话,是引擎开发以来最大的变化--而且还有特效和角色编辑器的需求,所以我一直没有动手,其实主要还是那时游戏并没有这样的需求,现在看来这种可能型还是比较大,因为关卡模式的变化的确会带来游戏更好地体验。
五月份的主要工作内容包含一个一引擎渲染系统的变化,问题还是由于游戏的需求引起的,这个需求让我决定改进渲染方式,其实在引擎开发的早期我已经发现问题,比如水面纹理的渲染、环境立方体贴图的生成,还有游戏中角色头像和物品在子窗口中的渲染等等。我跟同事讨论了一下,昨天定下来了设计方案,打算在 5 月中旬完成开发。由于游戏的人手紧张,我决定帮助游戏部门完成 avatar 系统和游戏的特效功能,这期间将正式使用4月份的开发成果,一定还会有许多问题。
现在我感觉引擎越来越成熟了,游戏开发已经有半年多的时间,这段时间引擎一直紧跟着游戏的实际需求,其中也作了几次大的重构和调整,这些都让引擎越来越稳定,功能越来越完善。如果没有游戏,是不可能做到这一点的。不过引擎的成熟和稳定都是相对的,和我心目中理想的标准比起来还要差得很远,但我知道这是一个漫长的过程,需要经过多个游戏项目才有可能达到这个目标,还有很多很多的事情需要做,我甚至已经把引擎的整体开发计划定到了 2010 年。 ![]() ![]() |
Posted: 02 May 2008 11:20 AM CDT 事实证明Mr.钟文推荐的电影还是不错的,昨晚上加班回来,把他早就借给我的两部电影看完了。另外,我的挑片能力也有所提高,今天下午买的三部片子都一顺溜儿看完了,不像上次的几部,看得人闷得慌。
那么就说说这五部片子。 《豪情》Naked Ambition 嗯,古天乐,陈奕迅的励志片?谕世片?看下来比较轻松,唯一有些让人受不了的一段,就是陈奕迅问赵琅琅的真实姓名,赵琅琅如实回答了,并且还加上了自己的真实年龄和有一个女儿的事实,然后陈奕迅又问赵琅琅是否想知道他的姓名和情况,赵琅琅的回答很经典,她只想提供好的服务,对客人的其他信息并不在意。然后陈奕迅就苦笑着问她,是不是这种服务本身也能包含着真感情,赵琅琅说,你感受一下就知道了……电影总是要把现实浪漫化一点,然后再现实一点给你看。不过这让我想起昨天晚上下班路上的一幕,快11点钟的时候,我走在人行道上,突然,那家0分钟0元(确实这样写着)的发廊里窜出来一个男的,后面跟着一个女的,女的说了一句“有没有搞错”。男的出了门,快步向前走,女的就跟在后面追,男的一边小跑一边说“你别跟在我后面”,女的就说“你别跑,你别跑”,男的继续跑,并且开始加速,女的停了下来,开始喊“你再跑我就打电话了,前面有家店也是我们的。”但是那个男的仍然在跑。 《超市夜未眠》Cashback 女主角是Stardust里面的那颗星星,有气质,不过不是我喜欢的型。电影倒是不错,男主角睡不着觉,出现能让时间停止的超能力,让我不由得想起Fight Club的男主角,因为失眠拥有了双重人格。整个电影的基调应该是浪漫,至少让我印象最深的部分是浪漫。不过有些多主题的感觉,比如男主角两次面对女生跟他大吼小叫,就压不住阵脚,然后一番感慨;比如超市老板组织手下人打足球比赛,0:26惨败;比如描述男主角少年时期性意识萌动的大段剧情。这么处理的原因可能是这个片子本来是18分钟短片,改成100分钟长片时又不想动及原片精髓。那么再说说让我感动的部分,就是男主角很会画,所以他就利用时间停止,把女主角画了个几百遍。生活中的某些时刻,因为太过珍贵,太过短暂,我们甚至都不愿时常去回忆它们,每回忆一次,那些片断就确确实实的离我们远离一步。有时候,向前看,会更好一些。 《史前一万年》10000 B.C. 这部电影可以定义为风光片。从雪域高原到丛林地带,再到大沙漠的取景让人有此感觉。不过很让人疑惑的是,反推回去的话,从非洲沙漠到热带丛林再到冰雪高原,那会是什么地方?又或者人家说的根本不是地球上的事情呢。剑齿虎看上去很能打,可惜完全没有打的戏份,剧情到在最后沦为了斯巴达奴隶大起义的形式,The Boss更是出现的莫名其妙,死的也莫名其妙。总之剧情完全渣到家,一群人满世界抓人,就是为了盖金字塔这样需要高度协调能力的特大型工程,并且没有说明造的原因,简直毫无逻辑性,唯一表现这是史前一万年的事情,可能就是搬进来几个半鸟半恐龙的生物。我不要再看它第二遍,不要。 《双食》Deadly Delicious 完全是冲着吴镇宇,但是,这真的是吴镇宇么,这片子从头到尾下来,有一丝一毫的吴镇宇风格么,吴镇宇在里面实际上需要做的就是看到食物不停的吃,看到情人不停的抱啊亲啊,然后看到老婆就焉了,不仅毫无气势,毫无气质,还毫无生气,纯粹是为了剧情需要而生,为了剧情需要而死,他本人的演技和性格根本没有得到发挥。片子前一半其实还凑合,吃两家饭的男人,后一半实在是凑剧情,让人感到正宫的超级可怕,以及吴镇宇和二奶的极端弱智。如果整个片子不要有如下老桥段:正宫发怒是因为怀孕时候无意看见吴镇宇和二奶亲热,车祸,流产;二奶怀上吴的孩子,正宫挟持二奶;吴的保险箱密码被正宫猜中,发现里面有小三,小四,以至小七,小八的照片等等。然后把正宫阴谋的包袱再藏的深一些,抖得迟一些,让吴镇宇同学的演技多一些发挥空间,可能就不会像现在这样平庸向下。简单的说,剧情的拼凑太过明显,一点都不自然,假且傻。 《Cloverfield》 我爱这部电影。 ![]() ![]() |
Backgammon Masters to enlist MIT “21” Movie Blackjack Team Posted: 02 May 2008 10:45 AM CDT |
BackgammonMasters Guinness World Record Posted: 02 May 2008 10:39 AM CDT |
Posted: 26 Apr 2008 10:54 PM CDT 2008年4月16日北京北京娱乐通今天宣布正式邀请国内资深音乐制作人秦万民担任其首款原创文字冒险游戏新作音乐制作人。这款恋爱冒险游戏新作预定于2008年上市。 在宣布邀请秦万民担任本作游戏音乐制作人的同时,北京娱乐通还透露,来自国内及港台地区的多位 ...
|
Posted: 02 May 2008 09:45 AM CDT 今天下午17:00,我在人民广场地铁一号线看见超人!身高大概一米六,穿着超人紧身衣,胸口硕大一个“S”(后面没有B),内裤外穿,披着披风,可能练过健美,肌肉十分发达。超人双手插腰,正在看该乘什么方向的地铁。由于五一人民广场人实在太多,大多数人根本没有注意他,只有离他最近的几个人在打量他。我连忙拿出手机拍照,就2秒的时间,超人就钻进人堆不见了(也可能是飞走了)。 回来当大新闻告诉老婆,老婆一语道破真谛:“大概在拍广告吧!” |
Posted: 02 May 2008 09:32 AM CDT mc统计的4月21日-4月27日硬件销量如下:
PSP 92,411 (9,094,933)
本周psp有新颜色发售( http://blog.sina.com.cn/s/blog_4938f71b01008kcg.html ),这大概是销量比上周( http://blog.sina.com.cn/s/blog_4938f71b010092au.html )增加的原因。当然,就算没有新颜色,现在psp占据日本硬件销量榜第一也是正常的。从这样的速度看,psp很快就要在日本突破千万了。
相关链接: |
ICED, serious game about immigration Posted: 02 May 2008 10:33 AM CDT Here’s an interesting serious game: you play an immigrant teen whose objective is to become a U.S. citizen. The opponents in the game? The system.
This aspect of the serious games movement — specifically, what I generically term games-as-propaganda, but Ian Bogost prefers to call persuasive games — seems to have started to boom a little bit. |
Posted: 02 May 2008 10:19 AM CDT Released yesterday... the Steamworks SDK. While it's absolutely free for developers, I suspect that in the long run it's going to make Valve a hell of a lot of money. The whole "Windows Live" gaming thing ... the Windows equivalent of XBox Live... is pretty much stillborn. It looks like Steam is going to be the XBox Live for the PC. I give it less than five years before Valve becomes the "evil overlord" people complain about. Anyway, the API includes calls to handle Stats & Achievements, Multiplayer authentication, matchmaking, anti-cheat, networking, community calls (to pull up things like the other player's clan, avatar, and so forth), integrated in-game voice communication, and everybody's favorite... DRM. Steamworks SDK |
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 |
Posted: 02 May 2008 08:46 AM CDT I've fallen into a comfortable rhythm now, posting Tuesday to Friday, and I have managed to cut down on the over-long posts (somewhat!) by breaking them up into serials. Now that these changes are bedded in, what do you think about the volume of content here on Only a Game? Still too much? Just right? Or do you crave the flood of nonsense we used to have in the crazy days! The poll is up now. Have a great weekend everyone! |
Posted: 02 May 2008 08:43 AM CDT |
Yoshiki Okamoto: Japan's Game Maverick Speaks Posted: 02 May 2008 11:00 AM CDT |
Posted: 02 May 2008 06:15 AM CDT 五一长假三天,毅然决定在家养膘。 还有好多事,公司的,家里的,家乡的。 |
遗忘花园-动基<b>GALGAME</b>-海报首弹XDXDXDXD~ Posted: 20 Apr 2008 05:45 AM CDT 动基GALGAME组制作中的Oblivious Garden,遗忘花园的首弹海报~. 阅读全文 类别:默认分类 查看评论.
|
Posted: 02 May 2008 07:21 AM CDT 2008年5月2日的梦:眼睛里面出了哈气该怎么办呢? |
[NetShowBT]【05.02.08】[TimeShift][时空飞梭繁体中文版][DVD] (大小:2.80G 人气:428 下载:178 完成:1 种子:1) Posted: 02 May 2008 07:54 AM CDT 发布简介:P【版本信息】游戏名称:时空飞梭英文名称:TimeShift游戏制作:Saber Interactiv
e游戏发行:Sierra Entertainment游戏人数:1人游戏语种:繁体中文版游戏类型:FP
S官方网站:http://www.timeshiftgame.com//P< />P【游戏简介】/P< />P由Saber In
teractive开发、Vivendi Games发行的PS3/XBOX360第一人称射击游戏《时空飞梭(Time
Shift)》将由10月30日上市。/P< />P 《时空飞梭》是款科幻题材第一人称射击游�
罚允奔淇刂莆獠模婕医缪荽┧笫笨盏�Michael Swift 上校,为了修正时空的
改变而被迫展开一场战斗与逃亡的冒险。/P< />P 故事叙述因一场巴士车祸而痛失�
郎氖苑稍�Michael Swift 上校,在极度绝望的情况下,为了走出阴霾而决定接
受美国政府的新任务-配备能控制时间的“量子装(Quantum Suit)”和名为“Conomicon
”的时光机, ...
下载地址:http://gamebt.ali213.net/download-spot-1-579.html |
Posted: 02 May 2008 07:34 AM CDT
《蒙牛内幕》读书笔记
Tom Wang
今天继续读书,《蒙牛内幕》是我计划在五一要读的最重要的一本书,看完果然很震撼,几度感动落泪。
现在大家都开始知道牛根生是蒙牛的灵魂人物,但是以前老牛都一直竭力躲在幕后,不愿意抛头露面出风头。 老牛在伊利干了16年,其带领的雪糕事业部创造了伊利80%的收入,功高震主,心直口快,因言语犀利,说了一句“这届领导班子成不了大事”,得罪了伊利总裁郑俊怀,被赶出伊利,而且还要斩尽杀绝。
老牛创立蒙牛,原来伊利300-400个人都跑过来跟着他创业,大家纷纷凑钱,拿出棺材本,凑了1000多万,成立了蒙牛股份有限公司。 而且约定2条:1、牛根生的股权必须最大。2、所有发起人都必须非常认同牛根生的思想。 (从这点看,牛根生的人格、人品之伟大,无数人望尘之莫及)
新生的蒙牛,遭到伊利的无情打压,诽谤蒙牛非法集资,砸广告牌,抢夺奶源,高价抢夺冰柜,恶意投毒, 几次都险些将蒙牛整死,最悲惨的时候,牛根生和管理层都有了去中南海躺大门口鸣冤的念头。 最后,蒙牛不仅没有被伊利整死,还越发展越壮大,6年时间产值达到160亿,中国第一乳业巨头。 而伊利总裁郑俊怀自己因为挪用公款MBO,2005年被逮捕。
所以提起蒙牛的成功,所有创业的元老无不落泪,我这个观众都忍不住要落泪,几乎可以用九死一生来形容蒙牛的发展历程。
要介绍蒙牛的成功密码,估计3本书都讲不完,我已经看了《蒙牛内幕》、《蒙牛方法论》、《牛根生如是说》三本书,深感蒙牛的成功,绝非偶然。 其中蒙牛文化的三条线总结的最好:
1、大胜靠德:小胜凭智,要想大胜,就必须依靠德,蒙牛所说的德,不是说做一个好好人,而是财散人聚的理念。 2、大智靠学:蒙牛是一个学习型组织,牛根生自己就酷爱学习和读书,还给所有人送书、送光盘,比如给员工送书《没有任何借口》、电视剧《亮剑》等。 3、大牌靠创:蒙牛格外注重品牌效应,极力维护蒙牛的正面企业形象,经营品牌,就是经营人心。
还有太多笔记,无法一一转述,总结下来,对我们的参考有几点:
1、一个新生创业企业,所有核心人员必须非常认同灵魂人物的思想,心往一处想,劲往一处使。 2、遇到困难挫折不要怕,挺过之后就是彩虹。太多的企业不是被困难打到,而是被困难吓死了。 3、一个组织必须保持不断的学习,主管学习,员工学习,一个企业的竞争力,其实是员工素质的竞争。
|
An action rpg game where you can kick monster Butt. by Alvi Posted: 02 May 2008 07:03 AM CDT The name of this game will be Elements : Way of the Warrior. This game will have three versions-Fire,Earth and Wind. You will get to design your character.Then you get to choose his spirit (like lion,phoenix etc). Your character will be in a world of magic and fantasy.Then he will go to be the best warrior ever. the game will also be sandbox like. So his quests will never end. The hero will gain level by earning experience points. He will fight monsters and bad guys. The gameplay will be action adventure like. You will get different weapons too. You also get to learn spells. That's how the game will be. |
SingStar PS3 - Date and details Posted: 02 May 2008 07:00 AM CDT Hello everyone, I’m Aaron Orsak, US Producer of SingStar, and I’ve just arrived back Yes, SingStar PS3 is finally coming to the US and Canada on May 20 and includes full access to the SingStore and, most importantly, My SingStar Online. In addition to the 30 songs on the disc, the US SingStore will have approximately 200 downloadable songs priced each at $1.49. When you think that you’re getting the song PLUS the video by the original artist PLUS it’s all fully playable via SingStar, it’s a great value. And, the cool thing is, our goal is to add 25 to 50 new songs to the SingStore every month. Initial feedback on the songlist has been pretty positive, and we’re definitely interested in hearing from you guys on what you’d like to see on the SingStore. And then there’s My SingStar Online for those that aren’t camera shy…My SingStar Online houses your global SingStar identity, and by using the PlayStation Eye you can view, rate, and even post favorite videos, audio recordings, and snapshots to the global SingStar community. Believe me, you can have a lot of fun checking out videos from all over the globe and coming up with your own creative ideas. Over 20,000 videos already have been uploaded to the community since the European launch this past December. One last bit of news I wanted to share is that we’ll be adding new features day 1 of launch via a free patch for the US, Canada, and Europe. Cool new features include enhanced harmony duets, separate Battle mode difficulty selections, a lag calibration feature for different TV types, and even PSP remote play. You may be thinking, “what’s the deal with remote play?” Well, with remote play you can browse, stream and remotely launch downloads from the SingStore so you’ve got your party list ready to go by the time you arrive home. You also can check out your profile on My SingStar Online and view other performances shared in the online community. Look forward to seeing you all online come May 20 and check out the pics from our weekend at Coachella. More to come shortly, guys…so stay tuned… |
Posted: 02 May 2008 04:29 AM CDT |
不要怀疑这家店似乎否真的开在中国,下面一段投放在日本的广告可以看到现场真实视频和对女仆服务生的采访哦!
|
Posted: 02 May 2008 03:48 AM CDT 2001 年新年过的很忙碌。我想从大学里毕业出来的学生,第一个新年都是如此。从学校迈入社会,什么都很新奇,想和人分享自己对这个世界新的看法。大多数老同学不会太快结婚,日后离开祖国的也大多没走。所以新年里,那些儿时的玩伴、少年的同学,都会回到老家。只需要有人说声,“我们聚聚吧”,那么一定是和声一片。那个时候,女生们还不够花枝招展,男生们也没人挺着啤酒肚。 狂欢之后,各自散去。在本地工作的,也开始忙忙碌碌,留下我一人。有时候可以去一下老同学读研的校园,跟他们吃吃食堂,打打台球,听他们聊一下自己的老板,还有一些八卦。我觉得我还存在于这个社会。 我想许多人在年老之前,很难有这么一段时光。脑子里什么都没有,没有想做的事情,没有应负的责任,没有什么人什么事让你必须去做点什么。哦,那段时间还发生过点事情。我对追求了很多年的那段恋情绝望了。除了心口的绞痛,不记得什么细节。 有那么一瞬间,我了解到什么是空虚。人在虚空中,四周什么都没有,无所触及。声音也传不出去。不喜欢这种感觉,然后我开始读书。 大学毕业以前,我是不读历史的。高中会考,九门课,8 A 1 B ,就是历史那一科得的 B 。我痛恨一切要求背诵的课程,顺带厌恶了历史。当然我数的出夏商周,春秋战国秦汉,分的清六朝五代唐宋元明清。这归功于小时候爱看各种历史演义小说。三国演义就读了四五遍,以至于中学老师还没教到出师表时,已经背的朗朗上口了。不过演义不是历史,对吧 :) 。 我想,给我上历史启蒙课的是柏杨(老人在前几天去世,让我感慨了好久)。我倒是先读的《中国人史纲》再看的《丑陋的中国人》。后来又读了《皇后之死》等等很多很多。还有,在网上追看着的潇水的《青铜时代的恐龙战争》。 第一次发现,其实历史这样的有趣。不是因为有趣的故事,而是人性,以及人性促成的社会。历史总是在重复自己,又总也不会呈现相同的面貌;人总以为自己了解过去,可以回避那些前人犯下的错误,可他们总是掉进同一个坑中。这是为什么呢? 读大学时,我玩过一个游戏《恺撒 3》,更早的版本中学时也玩过,不过没有深入。那天夜里,是一门重要科目考试的前夜。躺在寝室的床上,瞧着他们几个人围在电脑边不亦乐乎。终于,有一关他们犯了些错误,引起了恺撒军团的大规模进攻,无法收拾残局。时间很晚了,因为第二天有考试,人就散了。 我觉得有趣,就试着载入存档,看看能不能扭转乾坤。一个晚上过后,我成功了,白天的考试却挂了。满不在乎的我,爱上了这个游戏。 特别喜欢这个游戏系列,胜过《文明》和《模拟城市》。从这里面,让人体验到了古罗马人到底怎样在生活。虽然只是游戏,许多设定是为了游戏的娱乐性而设,但是就是让人觉得,那种生活方式是合理的,恰如其份的,真实的。罗马城里那些高悬在空中的输水管道,街头的公共浴池,给了我无限遐想。 在家的那段日子,我买了份正版的《法老王》,在家里盖金字塔。看着那些小人在尼罗河泛滥后留下的肥沃的河床上耕种,农闲时大量的人力被调配去盖金字塔。哦,奇迹原来是这么诞生的。这就是文化呀,游戏是多么好的文化载体。 我想做一个承载中国古文化的游戏。 所以我开始啃史记,读资治通鉴,还有一些学术研究方面的书,比如人口,风俗方面的专著。很多大部头虽然只是翻翻,但也觉得自己似乎不那么无知了。不过成天读书,人也显得疲惫不堪,没有人和事管着,一天要睡 12 小时才够。白天也总是睡眼惺忪的。我想,长期这样下去也不行,得有个计划。 古月打来一个电话,先是很神秘的说他们找到了投资,说对方是个大公司,暂时还没谈完,需要保密。吱吱唔唔了一下,忍不住告诉我,那家公司正是网易。 聊起网易,倒是让我有了一些兴趣。我的第一个 email 就是网易提供的服务。大多数志同道合的朋友,都是在网易的服务器上建立个人主页之后才陆续认识的。那时觉得网易是中国最大的网络公司,嗯,大公司,据说还在 nasdaq 上了市。 不过我对古月说的网络游戏,没有丝毫兴趣。mud 我怎么都没玩进去,UO 显然不如 diablo 有趣,EQ 就是一群傻鸟在那里围着几个多边形按鼠标,隔一会儿还要坐地板。据说丁磊眼红上了《石器时代》,这个游戏我没玩过,不过看起来也是日式 RPG 的末流产品吧。 我说,现在全中国都在做网游呢,才开始做是不是晚了点? 真的,的确全中国那个时候都在做网游,后来那么多人给《天下》和《大话西游》带上了首款国产网游的桂冠,让我唏嘘不已,真的是成王败寇啊。 那几天,另一个朋友也在和我联系,王华奎(音)。 认识王的时候他在金字塔做程序员,书生气质。我那时还在上学,假期里去深圳找他玩儿。金字塔对员工管的挺严,我进了金字塔的办公室的时候,他跟我说老板不在,还没下班,等下班我们出去边吃边聊,现在得坐岗。我看了他先前做的一个网络俄罗斯方块,据说在他们办公室里很流行。甚至因为大家上班打游戏,而被老周给禁了。当时他在做一个网游:《人在江湖》。我想,这是我知道的第一款图形 mud ,至少比《天下》早上许多。只不过更 mud 一些,一个个的小区域场景,正如 mud 中的文字被图形化出来。client 是 3d 的,很早期的 3d ,技术不太成熟,打斗的时候有些简易的动作,但主要还是靠文字拓展玩家的想象力。之前的《江湖》这款游戏很糟糕,所以我对人在江湖也没什么特别好的印象。 晚饭时我们聊了许多,王华奎还叫了几个朋友一起。有一个据说是江湖的程序员,已经离开金字塔了。明显他自己也觉得自己在程序方面没什么造诣,说了一些很搞笑和低级的程序 bug 。反正,江湖这个产品没做好是应该的,卖的很好,不是吗?老周应该挺满意。好象还有个做游戏网站的朋友,说起网站的流量之类的事情,我那个时候的个人主页的流量相对还不错的呢。 因为只有我一个人是学生,大家讨论了一下关于毕业生最喜爱的几个南方热门的公司的情况,比如华为的待遇。我饶有兴趣的听着,没有什么想法。 晚上,窝在金字塔的办公室里看动画片。一个胖子的电脑在放《攻壳机动队》,片子和人都给我留下了深刻的印象,胖子说他叫陈重,人如其名,一下就记住了。他还给我看了他画的《江湖》里的大侠,动作很帅。这个人后来负责了天下二的美术,世界真小。 夜里很晚了,我被带去员工宿舍睡觉。全是上下铺,天气很热,没有空调。桌上的电风扇呜呜的吹着,我觉得比学校的寝室好,因为不熄灯。 上铺是个新毕业的大学生,说是找工作找过来的,没想过做游戏,只是找工作而已,目前试用期,1500 一个月。我随口提了些技术方面的话头,感觉对方很茫然,就把话题绕过去了。心里想,这个世界真奇妙。好多有志于游戏开发的热血青年不得门而入,觉得国内做游戏的公司都是些神圣的地方,很难进入。而另一边,人才市场上随便摆个摊,收几份简历,会写几行程序就来做游戏了。有些游戏产品做不好,还真不是什么奇怪的事。 王华奎说他现在东莞有个公司,正在开发游戏。还有,给游戏写剧本的是个名人呢,我跟他提过我喜欢《悟空传》,正是今何在在那里。冲者猴子的名头,我说好吧,我去你那看看,散散心。 南下的第一站是广州,下了飞机是古月接的机,我第一次见到真人,大家很开心的聊着到了公司,micro 执意给我报销了机票。我倒真的没点积蓄,有人报销路费自然是高兴的,不过有点困扰的是该让广州的公司买单还是东莞的。 网易的办公室在广州最豪华的地段。狭窄的街道,高耸的大楼,橱窗里玲珑满目的商品,墙壁的装潢有点陈旧,我觉得我处在电视剧中的香港。办公室就在那个川流不息的十字路口边的楼顶,36 楼,我们一直称呼这个办公点。 透过落地玻璃看那楼下的小车,火柴盒似的,感觉很奇妙。 许多人拥挤在不大的办公区里,micro 给我一一介绍。他们一伙人已经确定并入网易,然后新招了许多人,主要是美术。不过在文件上,大多数人暂时还不算网易的正式员工。大家似乎和老网易的人有点隔膜,我想刚合并的公司就是这样。 聊起美术部门里那些五颜六色的头发,听说还有一段趣闻。丁磊起初很不高兴电梯里有人指指点点,不知道顶楼的公司正在做什么,都是些奇装异服的人。曾经“下令”说,你们把头发剪掉、颜色洗掉,再来上班,结果却不了了之。因为有个白发的哥们道,要么我们都不过来上班算了,一呼百应。 这天我认识了刘琪和周云,都与我同年,小我几个月份。我很奇怪为什么美术部会有两个头儿,不过没问。周云的性格我很喜欢,为人很讲义气,长的很帅,一看就是很得女人缘的那种。多年之后他和我讲他的故事,居然他女朋友最后因为迷上大话而最终分手,网游啊,祸兮福兮 。 晚上我住在古月家,他刚买的新房(我猜是因为天夏卖给了网易,股东都得了些好处吧)。他的女朋友正在武汉读大学,学文的。时值寒假,也住在他那。我随便聊了两句,提到想读读范文澜的《中国通史》,她说她正好在学校图书馆里借了一本,就拿给我去看了。 micro 和 ten 说想一道去拜访同行,他们在国内游戏圈里没什么人脉,随我一起去多交一些朋友。ten 是天夏服务器部分的主程,挺有想法的一个人,是天夏工作室的元老了。聊起来就知道是个 mud 迷。我猜想天夏的几个人就是因为 mud 走到一起去的吧,我不玩 mud ,这方面没什么共同语言。 我们乘火车去的东莞樟木头。micro 提了个很奇怪的要求,让我别跟王华奎说他是谁,只说是个朋友。我说,讲了也没关系吧,最后还是从了他的意思。或许 micro 当时觉得,被网易收购的事情还需要保密,不方便说。只是最后让王猜出了他们的身份,好不尴尬。 在樟木头我倒是如愿见到了今何在。只是一面之缘,打了个招呼,没有聊什么。他们在做《不灭传说》,剧本是今何在的《若星汉天空下》。这是个网络游戏,据说主打欧美市场,首先做的英文版。 王倒是风光了许多,两年前他陪着我乘公交逛深圳,与我一起挤火车站的售票厅,陪我买车票。如今他只需要打个电话叫来司机,乘上公司的小车带我们转悠。去到当地一个新开的楼盘,谈起来,说是公司的员工工作满十年都能得到一套房子。从小到大一直住在一排排火柴盒一样死板的社区里。我第一次见到公园般的小区,欧式的花园,清澈的池水,从狮子头样的雕塑里喷出来。环绕着花园的房间,明亮的落地窗。我想,以后一定要让父母住进这样的地方,享受生活。 聊到《不灭传说》这个游戏,我从自己老本行的角度提了些技术问题,想知道他们怎么解决的。国产游戏到那个时候还没有什么成功之作,大多数卡在技术上。比如内存占用的问题,王说的很轻松,我们打的是欧美市场,人家早已经普及 128M 内存,不用太考虑这些。我心里笑笑,国内 64M 内存已经挺奢侈了。毕竟那个时候我刚从学校出来,烂机器用惯了。 华奎在饭桌上私下里跟我说,过来一起干吧,一个月工资 7k ,另外再算别的待遇。我说,我考虑一下,但自己知道那只是礼貌。条件挺好,但不是我想要的。 晚上,华奎让公司的行政帮我们在一家四星酒店开了房间休息。我和 micro 一间标间。micro 跟我说,他们想了好久新项目做什么。最后考虑到西游记的 mud 挺有人气,一些做西游记 mud 的巫师也过来了。可能会做一个西游题材的网游。 我说我可以帮忙,但还是想在家里自由一些。反正我主要也只是做引擎,稳定了后就没多少事了。不如给你们再做次网络兼职吧。 就这样,第二天我去了深圳转了转,见了几个老朋友,然后就回家了。 谢绝转载 :) |